Conquest of Elysium 5

Conquest of Elysium 5

Pretenders
40 comentarios
franekfrog 7 OCT a las 8:50 
I wonder why if you fail to cast most spells you are loseing between 0-1 movement point. When you fail your tp to citadel as crystal mountain god you pay full cost. Can that be fixed?
Firescion 2 OCT a las 23:33 
Came here to also report the Blood Fountain level 2 mastery issue. In the meantime if anyone wants to fix it manually its fairly simple just change:

newritual "Ritual of Mastery"
level 2 #<=== this value

To:

newritual "Ritual of Mastery"
level 1 #<=== to this value
levelup 2 <=== also need to add this line


Simple as!

Also! loving this mod, fantastic example of "mod you didnt know you needed, but now its an auto include". Never got super deep into Dominons (dont have any friends with the same map/mythology autism who I can convince to play) but I *loved* pretender creation as well as the strategic consideration of how pretender selection can help customize a faction and cover weaknesses.

I wish we could customize the pretender even 1/2 as much as Dominions, but I cant even imagine how/if you could do that in the CoE engine.

Edit: tested, and actually need to level up the fountain as well
Erlkönig 27 SEP a las 15:26 
Fountain of Blood mastery 2 doesn't seem to work, I attuned to both greater paths and perfect path but never unlocked the T2 ritual of mastery. So it can't ever do the T2 Demonologist rituals.

Also, the added gold cost to the rituals makes it suffer an unfortunate interaction where Guildmaster is the only class that can really effectively make use of it, to the point of becoming overpowered with it.
Ⓚⓝⓐⓨⓣ  [autor] 19 SEP a las 21:56 
Sending an update in about five minutes. Notables for the comment thread: The starting egg now floats (covers the amphibious use case as well as something like starting in a moving cloud tile for some reason), and if rudew is right about what's going on with the carrion maniken I have a hypothesis (carrion maniken was changed at some point to grow into something else, I inherited it with copystats, but because the raven is below it instead of whatever it should turn into it turns into the raven). If I'm right it's fixed; I haven't seen the issue since changing it but also never saw it before. Other than that it's mostly balance tweaks.
Not-So-Friendly 17 SEP a las 4:32 
So . . . I admit, I like this mod a fair bit more than I expected. However, may I ask that you make the starting egg amphibious? Playing around with a modded class, turns out their starting citadel is technically in the water.
Nukular Power 16 SEP a las 20:19 
definitely hope to see more of this but hopefully rudews report there is accurate and can at least get the raven thing fixed haha
catfoodbob 11 SEP a las 14:42 
Monolith cant teleport to mines as dwarf queen, kinda feel cheated
rudew 4 SEP a las 17:12 
Upon. Actually watching for it- It looks like it's turning the carrion maniken into haunted ravens if you manage to keep them under the skeletal gardens command long enough.
rudew 4 SEP a las 15:53 
I'd just like to throw in that I'm also getting that weird haunted ravens occasionally appearing instead of Maniken's from the Skeletal Garden bug- Not using Linux. It seems REALLY rare for whatever reason. It also seems as if the immortality tile for those haunted ravens is set seemingly entirely at random, since it was set to a savanna when I didn't even have any visible on the map.
Ⓚⓝⓐⓨⓣ  [autor] 14 AGO a las 8:31 
If it's a lot of mods running at the same time it might just be a case of hitting overall caps on monsters, rituals, etc. - the Guildmaster update has narrowed the window for mods, Elysium Remastered alone is big enough to eat another chunk, and for your particular mod combination Pretenders might be pushing it over. It's got a very low modprio and loads close to last, which makes it pretty well positioned to be in that position. Unfortunately that's unfixable; I could increase modprio and make some other mod be the one that breaks if you're running a bunch of mods at the same time but that's not actually useful.
Nukular Power 11 AGO a las 20:56 
Love the mod so much but its definitely conflicting with a lot of other mods. not sure which exactly sadly but I think Elysium Remastered. Sad cuz they used to work together fine - any chance of a fix?
Phil Scott 21 JUN a las 15:09 
This is an amazing mod, genuinely. Completely transforms the game experience. Currently playing Ashen Emperor w/the Bog Wight pretender and it's a grand old time.
Doppelganger 20 JUN a las 7:37 
@knayt no, I will try that. I will report back if I still experience problems. thanks
Ⓚⓝⓐⓨⓣ  [autor] 20 JUN a las 6:27 
That's very weird, because I specifically did a big test on that last patch and they all worked. Have you done an unsubscribe-resubscribe to make sure you have the latest version?
Doppelganger 19 JUN a las 12:29 
@knayt i still experience that the teleport rituals fail in blood fountain
Ⓚⓝⓐⓨⓣ  [autor] 28 MAY a las 22:08 
Blood fountain teleportation rituals are fixed. Turns out to be an interesting thing with how conditional mastery works if you have multiple ritual paths on a unit.
RoyalCommander 27 MAY a las 13:30 
Okay, sadge.
The Changes to the Blood Fountain seem to have crippled it though - not able to Cast any Masterys now and thus im not able to gain any Spells with it, thats not intended is it?
Ⓚⓝⓐⓨⓣ  [autor] 27 MAY a las 13:10 
This suggests Kobold Lairs aren't considered a citadel according to Illwinter terrain groups, which is either a design decision or a bug in vanilla.
RoyalCommander 27 MAY a las 7:45 
Blood Fountain cant TP to Kobold Lairs or any kind, not even the starting one
Ⓚⓝⓐⓨⓣ  [autor] 26 MAY a las 16:01 
I'm hoping I fixed that in a different way - I'm guessing that bug came from some Linux specific differences (not least because I've been unable to reproduce it), but if it survives this latest patch I do have another idea for a workaround.
AlmadinSicht 26 MAY a las 5:13 
i think this is caused by the space in line 1452
newmonster "Carrion Manikin " #Part of the Skeletal Garden <-- causes haunted ravens to sometimes spawn (tested it by setting spawn1d6mon to 100 and spamming end turn

newmonster "Carrion Manikin" #Part of the Skeletal Garden (without space) appears to have fixed it
AlmadinSicht 26 MAY a las 1:55 
ahh no, they are not indies, just not commanders (you can pick them up)
Ⓚⓝⓐⓨⓣ  [autor] 25 MAY a las 15:23 
Indie haunted ravens are just spawning a bunch? I'm actually not aware of that, and there's nothing in the mod that should be causing it (which suggests I've blundered into something odd).
AlmadinSicht 25 MAY a las 15:09 
i think the haunted ravens are caused by the skeletal garden (at least i think so)
Nukular Power 25 MAY a las 7:12 
is it intended that random Haunted Ravens keep appearing all over the place? Not hostile or anything, they just sit around spookily
forrestomintero 24 MAY a las 18:22 
Ah, rip. Might be good to include that as an expensive ritual. Given that it only affects 1 unit and could be tuned to cost a lot of resources, I don't feel like it would be overly broken, and it would give the no ritual pretenders some sense of progression beyond just picking up items and sitting on a library for a bit
Ⓚⓝⓐⓨⓣ  [autor] 24 MAY a las 15:47 
For Glyph and to a much lesser extent Sower of Roots, yes, otherwise that's mostly there to interface with blessing nations (which includes dark blesses and tattoos).
forrestomintero 24 MAY a las 3:20 
do non-blessing nations have any way to increase the pretender's blessing?
Nukular Power 23 MAY a las 21:34 
this is really cool. Thank you!
Emperor Herb 12 MAY a las 11:31 
Thank you, also wanna say that my friends and I are enjoying this mod.
Ⓚⓝⓐⓨⓣ  [autor] 12 MAY a las 11:03 
Empereror Herb: Go for it. I have this set to modprio 8, so if you use modprio 9 it should play nice.
Emperor Herb 11 MAY a las 13:15 
Would it be alright with you if I made an add-on for this mod that adds a new pretender and units?
Writesout.ttv 1 MAY a las 16:20 
Thank you so much! That is immensely appreciated ^^
Ⓚⓝⓐⓨⓣ  [autor] 1 MAY a las 5:44 
Went ahead and did it, the companion mod is God_Inspector.
Ⓚⓝⓐⓨⓣ  [autor] 1 MAY a las 4:07 
I'll have to think about how to do that, especially given that there was a pretty significant level of intentionally leaning into CoE style obscurity (especially in terms of trying to capture what Illwinter pulled off with wildly opinionated and questionably accurate unit descriptions). Right now I'm leaning towards whipping up a quick companion mod that's just a pile of gods as a new class, for easy inspection, but I might play with the summon spell descriptions a bit instead.
Writesout.ttv 30 ABR a las 22:01 
I'm hoping to scrape the funds to buy Dominions while it's on sale, then I might be able to make more informed suggestions at least. It just so happened that you released this around the time I started eyeing it.

Regardless of what you decide to do, I love the execution of this, and wish you the best in your endeavors! ^^
Writesout.ttv 30 ABR a las 22:01 
Ah, I realize looking at my previous message I did a poor job specifying, my apologies.

Currently, I have to summon a god, look through it's kit, mentally work out how to make it synergize either with the current class or a different one, then reset the game to go down the list. I personally think it's a bit tedious, especially as I'm prone to forget information like that.

I might suggesting updating the summon blurbs to say things like "Wields X Magic" or "Utilizes Sacrifice Mechanics." If you wanted to be a bit more cryptic, as an example the Blademaster could say "Unmatched warrior, cursed to walk alone." A little dramatic for -1 Leadership, but it conveys a rough idea of what I'm getting into before I summon him.
Ⓚⓝⓐⓨⓣ  [autor] 30 ABR a las 20:23 
They've all got unit descriptions, and a brief blurb in the summons - anything in particular you'd like to have on top of that?
Writesout.ttv 30 ABR a las 19:43 
I haven't gotten to play Dominions yet myself, so it'd be super useful to have descriptions for each god either in-game or here on the mod page so I can better understand each one ^^
Junkerz 24 ABR a las 4:34 
playing this along with other mods and just wanted to confirm for you that added mod nations do indeed get pretenders as well :)