Conquest of Elysium 5

Conquest of Elysium 5

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Asphodel, Carrion Wood
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14 Jul @ 11:07pm
9 Aug @ 11:58pm
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Asphodel, Carrion Wood

Description
Keywords: Asphodel, Dryad Queen, Dominions, Undead, Necromancy, Carrion, Manikin

In the time since humanity's arrival in Elysium, the wild has been beaten and burned time and time again. The sprawling forests of Elysium, always a dangerous place, have become sptiteful and angry. The forest now seeks vengeance- both against the humans who would cut it back, and against the Gaians who would choose civilization over the wilds. The forests are now abound with Carrion, these animated dead working tirelessly to return the world to the forest.

The Dryad Hag plays as a dark mirror to the Dryad Queen- rather than gathering living Gaians under her banner in sacred forests, she instead animates great armies of the living dead, Manikins and Carrion that carry out the forest's vengeance. The class has a similarly wide range of ritual casters, as well as undead versions of the ritual casters of each race. Their leaders are all powerful necromancers, gifted with their power by the vengeful forest itself.

Many of the sprites in this mod were provided by Sturm, originally from his Sprite Overhaul mod. The original can be found here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3141529125&searchtext=sturm

As well as a Conquest of Elysium port, found here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3467773952

Any sprites not from the Sprite Overhaul are simply taken from vanilla Dominions or Conquest of Elysium- unlike my usual works, I did not draw anything for this

If you want to support my work, I accept donations and commissions via a Ko-Fi page: https://ko-fi.com/vorochi
58 Comments
Vorochi  [author] 31 Aug @ 8:41am 
I can mark the description, sure. Freespawn being in the wrong place is likely mod incompatibility causing problems.
Ivelios 31 Aug @ 3:40am 
Also would you consider putting the required distance for a new grove in the description of Create Vengeful Grove (New)?

I'm currently about to try to find out, but wasting several turns to just find out the requirements of a Ritual sorta sucks. One of the things I wish this game did better in general is descriptions.

Also: good mod, fun faction. I always enjoy what you create.
Ivelios 31 Aug @ 2:13am 
There are several locations in my current run *nearby* Ancient Forests where I have continually gotten freespawn over the course of the campaign despite no battles being fought there *ever*. Harpy Manikins, Satyr Manikins, I think a Minotaur Manikin one time... it *seems* like the Ancient Forests' freespawn are spawning elsewhere nearby? I admit I haven't kept a careful eye over whether or not the Ancient Forest tile *itself* has gotten more freespawn.

I'm halfway through year 7, and I'm using several mods.
Nukular Power 11 Aug @ 8:31pm 
cool idea
Vorochi  [author] 10 Aug @ 12:00am 
Major balance changes, specifically to freespawn. Also fixed the kelp forest thing.
Nilo 24 Jul @ 3:24am 
It clutters the end turn screen, but apart from that it doesn't matter.
Vorochi  [author] 22 Jul @ 10:49am 
I will probably deactivate it with the next wider update I do. But, since it drowns instantly, it’s functionally doing nothing and doesn’t matter.
Nilo 22 Jul @ 4:47am 
So can you deactivate spawns in kelpforests or give them the amphibian trait?
Vorochi  [author] 21 Jul @ 9:31am 
I probably could eventually, but don’t currently plan to. Part of the point of this project was to take a break from sprite work.
Nilo 20 Jul @ 9:59pm 
I noticed the kelpforests also spawn manikins which instantly drown the next rond.
Is it possible to add some kind of undead fish?