Conquest of Elysium 5

Conquest of Elysium 5

Mad_Mage
15 Comments
Devily 21 Sep @ 3:15am 
No problems with multiple comments.
I wanted to try to do a "dragon run", cheated myself the necessary gems, sacrifices and gold to get minions, after a few months (around 4 or so) I got the ritual to become a dragon and I went ahead and did it, this was on a huge map with all AI enemies set to Count.
The rituals to summon "minor" armies are pretty strong at all times, even when you get some "bad" rolls (soulless for necro, single succubus for demon, brass horror for void) the ritual only cost 100 and you can often get some army setup.
Towards the end of the game I ended up being a full fledged adult I believe but by then I had already managed to conquer half the map, with necros, witches and a single goblin terraforming the world into troll woods.
Ultimately, this class will always win, so giving a ritual (maybe eating a few hundred expendable units?) to see everything it has to offer would allow everyone to fully see everything that's there.
Loverboy821  [author] 21 Sep @ 2:45am 
Also sorry for the multiple comments it didn't let me comment all of that into one comment. I'd like to say i'm not saying your opinions are wrong either or anything, I have been mulling over in my head if I should lower the times or make them rituals since reading your feed back, I was just trying to explain my reasoning in detail for currently disagreeing with your opinions.
Loverboy821  [author] 21 Sep @ 2:44am 
I appreciate that it is bizarre to play a class in which you are not expected to make full use of their powers available every game when you play them but this was made as a way to sort of balance it as having reliable access to the older dragons would make the class utterly unplayable, even as is, its incredibly powerful outclassing pretty much any vanilla class and most mod classes. Not to mention that story wise it does specifically mention of the 8 or so mad mages/ Fallen Magisters there have been only 2 have tried to become dark dragon lords implying that doing so is at a level of difficulty that even insane borderline immortal arch mages wouldn't normally attempt.
Loverboy821  [author] 21 Sep @ 2:44am 
2 - Getting to Old, Ancient or Wyrm level Dark Dragon Lord is essentially you win the game, It is a level of power far, far beyond anything else with an Old Dark Dragon lord being able to 1v1 any god or elder dragon in the game and the two ages above that being double the power and double the power. If the game has gone on long enough for you to have not won by the time that you become a Dark Dragon Lord Wyrm then you are either messing around or having the game of your life because its not the supposed to be the reasonable end game of the class its more of a fun achievement or a level of power to go against other incredibly over powered mod classes.
Loverboy821  [author] 21 Sep @ 2:44am 
I really feel like having the dark dragon lord growth time where it is, is fine for two reasons
1 - It is supposed to be a big gamble of "Oh this could be worth doing because the end result is crazy but I have to try and survive in a weakened state". It is not supposed to be a thing you go for every game. Most games you pick to be a Mad Mage you should be staying as a Mad Mage as they are already a top tier magic user with powerful special rituals to allow you to expand easily along with their vast array of recruitment options including the powerful necromancer, Demonologist, Witch and each of the kobold kinds.
Devily 19 Sep @ 11:38am 
I'll agree with Jarpe, if the mod is still being updated lowering the aging of the dragon would be good.
jarpe 12 Aug @ 3:31am 
Maturing of the dragon form is too slow. The game will end long before it matures enough. I think it would be good to do it through ritual.
Loverboy821  [author] 20 Jul @ 6:03am 
I may or may not have something already sort of planned like that, Though I am going camping and also am a novice at making mods so as to when such a thing may be finished is anyones guess. Though you being excited for/ appreciating the work I put it certainly makes me want to make more~
fabian 20 Jul @ 4:20am 
Could you make a Dungeon Keeper/ Underlord class for your mod pack War of the Hidden Magics that resolves around using and terraforming Agartha, whiile you build your Dungeon there?
Loverboy821  [author] 19 Jul @ 3:42pm 
That is a fair criticism Morkelbdwyer. I made it in the mold of the Arch Mage which is normally npc only. Having played the Arch Mage by unlocking it with a mod I immediately went "How would this faction ever lose unless they get super unlucky" So if you are using only vanilla legal factions this faction is for sure over powered.
morkelebdwyer 19 Jul @ 2:57pm 
I wish it was balanced for vanilla faction gameplay, it's fun, but way too unbalanced and op
Waresky 18 Jul @ 7:54am 
Super!! Love this mod. "Intelligence". Ty!!
Loverboy821  [author] 17 Jul @ 10:07am 
I can think about it. but I feel like the Mad Mage already has a huge amount of options.
fabian 16 Jul @ 8:49am 
Could you the Cultist of Deep as possible recruits, just like you did for tier 1 necromancer and demonologist?
fabian 14 Jul @ 9:24am 
Great and fun mod, the change from mage to lord is realy, Looking forward to see more of your mod pack:steamhappy: