Conquest of Elysium 5

Conquest of Elysium 5

DeaconOfSeasons
7 Comments
Ortoblast 19 Sep @ 11:00pm 
Thx
Ⓚⓝⓐⓨⓣ  [author] 19 Sep @ 10:06pm 
There's a custom start location. Best guess is a mod interaction where they both use the same number; easiest way to fix this is to go to your local downloads, find any "addterr" commands, and do a find and replace on the number after them to a different number within the terrain range (this will also catch the various events, terrain specific recruitment options, etc. that reference the number).
Ortoblast 9 Sep @ 2:34am 
Got instant defeat after world generation by having no citadel on turn 1. I have some mods installed and by disabling one of them I finally alive, but is it intended that I start in Capitolium?
Ⓚⓝⓐⓨⓣ  [author] 25 Jul @ 9:03pm 
Got to it early - it involved changing the starting citadel, so games already underway won't be affected. Fortunately games already underway also aren't where early game tedium is a problem to solve.
Ⓚⓝⓐⓨⓣ  [author] 25 Jul @ 12:07pm 
I can see that issue. I'm not going to force start that ritual, but I do have an alternate solution to implement. Expect a patch tomorrow (also turns out I have a couple of descriptions to write that snuck by the description writing phase).
Devily 25 Jul @ 8:16am 
Class is fun but the start is extremely tedious if you don't get the ritual to exchange gems, since you can't get new rituals until you have all types of gems.
I'd suggest making either the main Decon or the apprentice to always have the ritual to exchange gems.
NoobToy 24 Jul @ 6:28am 
I did a quick test game, and really like the concept. Especially shifting from one season to another to switch the spell school of your casters. Look forward to do a complete game with this class