Conquest of Elysium 5

Conquest of Elysium 5

CoExpansion
161 Comments
MrDeath 5 hours ago 
Holy moly, what a comeback, kind sir!
Nethermind  [author] 10 Sep @ 5:38am 
New magic items seem to still be bugged in the code, they crash MP games and have all sorts of weird issues in SP. It's probably just me but finding the source of a intermittant bug is never fun. I do want to have a look when I'm done with the current wave of stuff
Grail Knight 9 Sep @ 6:09pm 
Can you please update your magic items mod? Pretty please?
This one is great too, yeah, same with vision one.
Nethermind  [author] 30 Aug @ 8:50am 
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haychy101 30 Aug @ 12:34am 
update bricked a 25h save. Is there any way you could upload some old archive type files for previous mod version?
Stronghold 28 Aug @ 6:58pm 
Welcome Back!
Gentleman Crow 28 Aug @ 12:24pm 
Awesome! Thanks, Nethermind!
Nethermind  [author] 28 Aug @ 9:40am 
I am in fact not dead. The error on launch was due to the Heroine being removed in I think the guildmaster update in favour of his lady knight. This is now fixed along with more content and fiddling of stats as per usual.
[JdG] Pejman 16 Aug @ 8:22am 
afaik the only line mentioning heroine is just to add weapon or item to it so it should be safe to delete it
Gentleman Crow 11 Jul @ 8:08am 
I really enjoy this mod but it's currently broken.
Leunan 21 Jun @ 12:08pm 
update plz
Spaceman Spiff 16 Jun @ 5:53pm 
The Guildmaster update has broken this mod.

If you apply the mod, it kicks you out of the game due to an error regarding no monster called Heroine or some such.

Hopefully this get fixed, as this was my personal favorite overhaul mod.
Bumfight Sparkle 3 Jun @ 2:14pm 
got an error saying ..../CoExpansion.c5m at line 1626
No monster called:Heroine
Is that something that can be fixed?
catfoodbob 17 Feb @ 1:30pm 
The amazon riders do not get the tattoos that the other amazons get, And the painted amazon sorceresses and priestesses do not have the recruitment flag for them
Feraa 15 Feb @ 7:55am 
No, this mod was created before the monkeys were added.
Trout of truth 3 Feb @ 6:29am 
does this mod do anything for monkey maharaja? i like them but they seem really weak
crawlers 19 Apr, 2024 @ 5:42pm 
For compatibility with this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3028909437&tscn=1713572858 can you make oases not count as forests?
AliensOnMars 11 Oct, 2023 @ 8:38am 
Probably a silly question - do you know if your rework here can coexist with the overhauls like Commissar Jon's? Really like the changes you've made here but also curious to try out some of the others and would rather not either/or if I can help it!
Curious 30 Jun, 2023 @ 8:22am 
Goblin King doesn't seem to recognise Ancient Forests as capitals for me sadly
Kazeck 23 Apr, 2023 @ 11:46am 
Just want to say I adore this mod, and have enjoyed it thoroughly, even without updates for awhile all the content in it is just *chefs kiss* Perfect.
haychy101 6 Feb, 2023 @ 9:48pm 
Hello friends. May i request that the monkey classes be expanded a bit more to match the depth of other classes?
This mod is excellent but i love monke!
Tylernol 26 Jan, 2023 @ 5:23pm 
can the Bakemono ninja have accute sense or spirit sight? maybe its bad luck but havent seen a scout yet for them and i think it fits well with ninja. tthanks.
[V_M]_tank3487_{L} 30 Nov, 2022 @ 10:24am 
You really need to drop available trade. It push balance into direction of factions like Warlock too much. 5-6x of certain Gem income due to trade is just too much.
Suspicious Wizard 23 Oct, 2022 @ 9:06pm 
The free guards actually become quite the hindrance if you are playing a co-operative game by shutting down the ability of you and your ally to hand off property to one another.
상자 18 Sep, 2022 @ 3:59am 
Really like its whole system.
From now on, I'm gonna call this CoE 6.
MrDeath 7 Aug, 2022 @ 3:23pm 
So... there are a new monkey boss ingame now, does the mod will be updated to inclde some stuff for him?
Miguel V-DF 12 May, 2022 @ 6:27am 
when will you actually update the mod here on steam with the latest fixes?
MrGuySenpai 3 May, 2022 @ 1:36am 
Can I suggest adding a hand income to hoburg villages? as it stands it doesn't seem worth it as nekromants to upgrade farms due to the cost.
Nethermind  [author] 1 May, 2022 @ 3:31am 
It is an oversight yes, fixed now. They're intended to not be slow as undead can march day and night. Dispite being small they can outrun their non-dead kin on the map.
MrGuySenpai 25 Apr, 2022 @ 2:00pm 
Grand Ghost Nekromant has 1 sanity regain instead of 3.
MrGuySenpai 25 Apr, 2022 @ 11:25am 
Little Soulless aren't slow, but their upgraded counterparts are. Not sure if this is a bug since hoburgs are mostly all slow.
Nethermind  [author] 18 Apr, 2022 @ 11:33am 
@Leugimimi, good spot, fixed. @ThatGuySenpai, I've not actually changed it, by default they have a 100% penalty and I have no idea why, but as you can get more ritualists out it can be a sort of convenience tax on using these.
Miguel V-DF 18 Apr, 2022 @ 4:07am 
at line 12482, I think there is a inverted comma missing after "1d3*Cloudfolk Archer
MrGuySenpai 17 Apr, 2022 @ 9:42pm 
are the tribal shamans summoned by the call tribe ritual supposed to have increased ritual costs compared to the Enarie line? it seems like they have almost double the herb cost of the same rituals.
Miguel V-DF 12 Apr, 2022 @ 7:31am 
I am playing some short test games with this mod, feeling the changes on the classes, and I must say that I quite like what I see. good work!
Kratzramanis 7 Apr, 2022 @ 2:11pm 
:Hire:
Nethermind  [author] 7 Apr, 2022 @ 11:47am 
The latest patch has updated some rituals along with the new stuff, causing an error. Will try and release an update today once I play around with the new class a bit. If you want to you can safely delete lines 12504 to 12509 to fix the error instantly.
Kratzramanis 6 Apr, 2022 @ 1:15am 
get the same message as douglas....have to remove....but very good mod till it is now broken
Bust Douglas 5 Apr, 2022 @ 6:12pm 
Alright, let me state my problem here. I open the game. Before reaching the main menu, an error message pops up. It says that "...coeexpansion.csm...ritual for 'cloud castle' not found with ff of 1..." or some such BS, then the game shuts down. May have to remove coeexpansion. With this problem, I don't think there is another option. Any recommendations Nethermind?
Megalunchbox 25 Feb, 2022 @ 11:40am 
so the vision overhaul and additional magic items are already included inside of the mod?
Nethermind  [author] 2 Feb, 2022 @ 3:36am 
Yep. Updates *may* break your saves but any mods you have (including) this one will still work perfectly fine
Dopefisher 29 Jan, 2022 @ 3:17pm 
Is this still working well with the latest patch?
Nethermind  [author] 28 Dec, 2021 @ 12:48pm 
That's a "bug" of the new recterr feature I've discovered, they're meant to be only recruitable in Hades, but the offer shows in the feed regardless of whether you own a citadel in Hades from which you can recruit them, looking into a fix but I don't think there's much I can do
El-ahrairah 26 Dec, 2021 @ 2:04pm 
Thanks for the mod!
The Necromancer's new special recruitment like "ghost mage" does not show up for recruitment anywhere.
Sabahel-Tep 24 Dec, 2021 @ 7:45am 
Thanks for the mod. :cozybethesda:
Feraa 24 Dec, 2021 @ 5:32am 
Indeed so. And, to be fair, even if he dies, he maintains the ability to recruit all them classes, so he is easily effectively "replaceable." He's a strong class indeed.
Nethermind  [author] 24 Dec, 2021 @ 5:20am 
Hey I'm in the same boat there, his recruitment list isn't even on the data dumps I have, I'm guessing its hard coded for some reason. From play testing he essentially has Drood, Necro, Demo, Lock and 'Chanter rituals and recruits, but afaik you cannot re-recruit him should he die. Because he can make use of most resource types he can get loads of value out of the land he caps, and is the most powerful class in the game.
Feraa 24 Dec, 2021 @ 4:58am 
Mmm. I was moreso asking about the aspects Archmage has, rather than changes to them. I can't really find a specific answer online anywhere, so I don't know much about the class as a whole. Also, yeah. I am fine with the Enchanter class, it was just a shock to the system to see how powerful they are.
Nethermind  [author] 24 Dec, 2021 @ 4:36am 
This mod is mainly about expanding existing content, Archmage has pretty much every classes ritualists open to him so he really does not need MORE stuff, I'll adjust him to be less OP and maybe more thematic with the next version. I mostly play on Knight/Butler against teams of AI, as it reduces their cheatiness a little while still being a challenge. I do get Enchanter AI gets too much from his cheats however, working on a fix but the adjustments for AI only without screwing the player are somewhat limited.
Feraa 24 Dec, 2021 @ 4:20am 
And hot damn, an earlier comment was right. Enchanters are freaking CRAZY in this mod. I'm spending more time running back and forth trying to squash their armies encroaching on my domain, only for more to come back on the other end of our border. I'm slowly grabbing land, but it's difficult to maintain that grabbing when I'm being pummeled by their floating weapon spam just as much.