Conquest of Elysium 5

Conquest of Elysium 5

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Dwarf Overhaul
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22 Aug, 2021 @ 4:48am
19 Sep, 2021 @ 11:59pm
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Dwarf Overhaul

Description
Summary

Do you hate trees, knife-ears, and innovation? Do you opine that Dwarfs have needed an upgrade since CoE3? Do you worry that the world will just pass you by as you sit in your mine, slapping runes on Guards? Then, by Grungni, have I got the cure for what ails you!

The Dwarf Overhaul aims to make the Dwarf Queen viable in mid- and late-game by expanding upon the class' mechanics. A particular emphasis is placed on rituals and magic/ritual pathing, but the roles for commanders in general have been improved substantially. Gone are the days where you hit 's' on your Dvala as soon as you found a colony, only waking them rarely to summon a smith or promote to T3. Likewise, Councilors and Chosen take a more active role in play as scouts and expanders by founding mines and tunneling through Agartha, while Rune Smiths and the new Rune Lord have a more multi-faceted role as both crafters/enchanters and mobile mage support.


Feature List
  • All commanders can either burn (Rune Smith line) or chop (everyone else) forests. That'll teach the knife-eared pricks. Most commanders can also tunnel.
  • Access basic Enchanting rituals and Storm Magic with Rune Smiths.
  • Invade Agartha! Then pull out 20 years later when you realize Pale Ones can't be civilized.
  • Invade Inferno! Immediately regret digging too deep. !!!FUN!!!*
  • Explore and expand your empire with Councilors. Councilors now found mines, rather than just occasionally occupying them. They are also ideal for exploring Agartha.
  • Improve your colonies with the Dvala's new enhancement rituals to make the knife-ears jealous. Defend your colonies from said knife ears with the Dvala's new promotion and defensive rituals.
  • Empower your armies with the new Rune Lord, who provides army buff rituals and high magical ability in addition to the old Rune Smith rituals.
  • Craft items with Rune Smiths! Regret all of your life's decisions when you're literally up to your eyeballs in cursed items.
  • Call upon the Ancestor Gods to wreak havoc among your foes! Using a combination of Geomancy and Dwarf Magic, Ancestor Gods are the SC chassis of the past, now in a stout, squat package.

*: Permanent inferno counter-invasions are not fun. Don't lose if you invade Inferno.

Suspected/Known Issues

First and foremost: Giving dwarfs a Functioning Economy™* and some honest-to-god endgame power spikes likely makes them a nightmare on par with endgame necromancer/demonologist. Kill them early rather than complaining.

Several issues are suspected, but not confirmed due to lack of proper documentation and sleep deprivation.

Suspected:
None presently

Known:
  • Mines change gem type/quantity when upgrading them or founding dwarfen cities from them.
  • The portal to the Plane of Earth can wind up in the Void. This is far less common than earlier attempts, but I still have nightmares about those cats.
  • As of 5.03, bentarg and bentargall ritual effects only last 1 turn for some reason. When using Rune rituals, they will have to be cast prior to important battles.

*: Economy does not actually function. Author not responsible for losses on the Gem Market.

Credits

Unfortunately, beyond providing a few syntax examples and a list of functions, the modding documentation isn't that great. Without the following CoE4 modders, I'd not have had an idea of proper syntax and what works for some ideas for quite a long time to come. So, they get a shoutout even if they probably wont see it.

Hell, without being in the dark about syntax, this would've been the easiest 600 lines I've ever written. No brackets? No long function strings? Count me the feth in!

Oya's Agarthan Realm (for enchantment and commander role ideas, ritual restrictions, and also a sprite because I cannot into art)
https://gtm.steamproxy.vip/app/403950/discussions/1/361787186439304156/

Kilmorr's Item Forge (for a viable workaround to the lack of forging functions and a couple sprites)
https://gtm.steamproxy.vip/app/403950/discussions/1/152390014790539898/

Emperor Herb's Extra Rituals (for tileforming ritual ideas and general syntax)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2581475059&searchtext=

Shameless Plug

I'm currently in the process of making overhauls for every single faction in CoE 5 and I plan to eventually port over the Warhammer Fantasy Battles mods for Dominions 4-5 over to CoE (a sizeable undertaking, only barely in the planning stages).

If you enjoy this mod, make sure to

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Popular Discussions View All (1)
3
18 Sep @ 5:13am
→→→ Suggestion Box/Balance Complaints Box ←←←
Commisar Jon Fuklaw
154 Comments
Commisar Jon Fuklaw  [author] 5 Apr, 2024 @ 5:47am 
Dwarfs auto-upgrade after a specified time. Then you may pay for further upgrades.
geebo 5 Apr, 2024 @ 5:46am 
does it not work with the total overhaul? cant seem to upgrade dwarfs
BATTLEMODE 1 Apr, 2023 @ 5:02pm 
The only way you can make these little ****s better is to completely remove them from the game.
Nordak Balrem 3 Nov, 2022 @ 4:57am 
Does this fix the inability to upgrade dwarves in inferno? I remember counter invading inferno and settling mountains, couldn't "recruit' to upgrade the spawned dwarves.
rusty_dragon 20 Oct, 2022 @ 7:06am 
:Shouted::steamthumbsup:
Now we need a faction of knife-ears!
Commisar Jon Fuklaw  [author] 19 Aug, 2022 @ 3:54pm 
That's just fucking weird that it'd do that. I never had any problems back when I did pre-post testing. Might be something that's been added in the...oh 10-odd patches since this was released.

Whatever. I have internet again and the WH3 patch is four days off, so it's about time to start doing the rounds for all my mod updates again.
Devolops 18 Aug, 2022 @ 3:22pm 
No worries. Un-subbed and re-subbed for a fresh pull today to double check. I confirmed by rushing to a Queen's Councilor and examining the ritual "Stone Sense". The Rune Smith has it even worse. Confirmed that changing the call placement and reloading the game/save is sufficient to both fix or restore the odd behavior.

This is still a really great mod, when I feel like building a dwarven empire! It's just a minor issue at this point. Strange that it only affect this one mod. Thanks for all of your other awesome mods!
Commisar Jon Fuklaw  [author] 18 Aug, 2022 @ 2:56pm 
Yeah, that's my point.

I can maybe look at it again when I get finished with WH3 mod updates in the next few weeks, but not only do I have a fair bit on my plate, but some dumbass managed to cut the internet cables, and due to additional issues, I'm not able to upload from my work machine even if I wanted to.
Devolops 18 Aug, 2022 @ 2:48pm 
It was brand new. First time trying the mod. Only mod enabled. Not the greatest thing to have to check the c5m file for when just giving the class a try. Tweaking it locally fixed it for me. However I did later notice that this doesn't seem to matter for other mods I've used since.
Commisar Jon Fuklaw  [author] 5 Aug, 2022 @ 3:09pm 
Odd. Description call placement has never mattered previously.
Out of curiosity, is this in a loaded game or a new one?