Conquest of Elysium 5

Conquest of Elysium 5

Conquest of Elysium 5 Large Overhaul
Alex the Beetrayer  [developer] 4 Apr, 2023 @ 8:18pm
Cloud Lord
Cloud Lord has many new commander recruitment offers, units and rituals. Cloud Elementals have been nerfed slightly, swapping lightning attacks for wind attacks so they don't counter armor and fortifications too harshly.

"Congeal Clouds" is removed as a ritual for the cloud lord and replaced with a new commander unit the, "Cloud Seeder" This unit has "Congeal Clouds" as a ritual that only costs movement points.

A new Storm Guard archer unit is available when Eagle King is owned.

Ritual of Grand Mastery cost is increased, but Eagle Kings will eventually gain a "twiceborn" like effect once they have lived ~5 years.

Queens of Air are more costly to summon, cloud elementals now have a gusts attack.

New commander, "Mist Dancer" - Can pacify ancient forests without burning them and can teleport between "Mist Forests"

New commander "Emperor Peng" recruitable from ports/fimbul fortresses, a level 2 frost caster that enables recruitment of aquatic units that benefit from cold weather and a heavy "war elephant" type cavalry.
Last edited by Alex the Beetrayer; 2 Oct, 2024 @ 9:16am
< >
Showing 1-13 of 13 comments
Gobby 6 Aug, 2024 @ 6:35pm 
Love the Cloud Seeders, but using them to fish for cloud buildings takes a lot of clicks per turn. Is it possible for the ritual to impact multiple tiles at once? An additional ritual that spent the Seeder's next 36 AP to fill a 3x3 would be very QoL.
Alex the Beetrayer  [developer] 7 Aug, 2024 @ 10:17am 
Glad to hear you're liking the new content! Unfortunately multi-tile terraforming rituals (like the Warlock's Volcano ritual) use commands not available to modding so it's gotta be tile by tile basis.
Gobby 12 Aug, 2024 @ 10:21am 
I might be missing something about "Summon Storm Giant". But why is there a whole ritual just for it? The giants themselves are very redundant. Flying commander, deals lightning damage. Looking at the Titan, for 175 diamonds, you can get a level 2 storm caster, which you needed to get the giant the first place!

"Call Giants" might be good enough to justify paying that entry price, but that still leaves me asking--why would I cast Summon Storm Giant twice?

Would it not be better if it was rolled into the tier 2 Air Summon as a lucky result?
Alex the Beetrayer  [developer] 13 Aug, 2024 @ 9:08am 
I would vouch that I do think "Call Giants" does end up being worth it, as after the initial investment being able to bulk summon Storm Giants can make for a scary doomstack. I don't have strong feelings towards either a separate ritual or rolling them into a different ritual as a rare summon (similar to how it is for Warlock). I'll keep that in mind when I'm testing Cloud Lord stuff and see if I end up leaning towards changing it.
Gobby 25 Aug, 2024 @ 12:42pm 
FINALLY won with Cloud Lord. Here's my thoughts.

Cloud Lord has big natural advantage in claiming the clouds as they should! But due to being a gem race, they get some of the least resources from it.
Not necessarily a bad thing! But does raise the question, what SHOULD they get out of it? Is it possible to make it so that Cloud Lord, and only Cloud Lord, can use Cloud Towers as citadels? That way they could gain a nifty strategic advantage.

I think every faction should have a "Captain" type character that is interesting and thematic. The Storm Captain is almost that guy, but given his midrank deployment, his uniqueness is kind of capped at "captain who flies". At the same time, I spent much of my time as Cloud Lord wishing I had elite frontliners who weren't so expendable, as any weapons I put on my front line wound up back on my caster after a fight or 2. Enter the Peaksworn:

Storm Captain gets a ritual he can use on the Mountain Spire (Sky layer) to promote himself to a Peaksworn. 20 Diamonds i think. Compared to the Storm Captain, this statline would like (+LightningRes100, +1Attack with weapon, +3 HP, Front Rank, +1 Base Damage Mod)
A little too fragile to be a must-pick, which is deliberate. With items and XP can be made more survivable!

--
Since they get Dawn Magic 2 in the late game, I figure an earlier access to Dawn 1 wouldn't be out of place. My pitch: the Dawnsworn. A randomly offered officer costing 50+1d20 G, 5 Iron, and 20 Rubies. A midrank caster with a statline like a slightly buffed dawnguard. Has a magic shield.

I thought of a stronger version that had battlecaster, front rank, and fireshield. But that seemed like too much. Maybe as a promotion?
--
Peng Hunters(50G for 5): Front Rank Aquatic IceRes Javelin/Spear Infantry. Standout stat is high HP, 9 maybe? My only argument is I kept wishing I had something like this whenever I swam my swimmer stacks out alone. I notice a similar change of yours, the Baki swimmers, didn't get projectiles options either. Is there a balance reason for avoiding projectile swimmers?
Alex the Beetrayer  [developer] 25 Aug, 2024 @ 2:14pm 
I think there could be room to make the Sky Plane more profitable to explore, but I would lean more towards diamond income rather then citadels. Sky citadels are kind of a nightmare to account for since most classes have no way to realistically reach them.

I've also thought about giving Storm Captains something extra to do. I would lean more towards the peak guard, as I'm not sure I want to give them another powerful caster, but both are neat conceptually.

No real particular reason for both factions that have water infantry to lack range. I think an addition of javelins (or maybe harpoons...) would be beneficial.
The ice sculpture peng units so not seem to spawn monsters.
Alex the Beetrayer  [developer] 8 Feb @ 8:40am 
This is another instance where the spawn rate is much lower than a typical spawner at only 5%. Rationale here was that the ice sculptor is a very cheap summon so it's primary purpose was as a stationary defender with a summoned wandering unit being an extra bonus that will occur rarely. That being said, this was already on my "re-do list" so it's going to adjusted in the future to shift towards a higher spawn rate of small semi-stupid units that can be scooped up into an army.
Ok thanks. I just played a match on large instead of medium. It seems that its roughly one up at a time for each sculpture. Imo it should he fine to be slightly higher? But I was playing on the southern side of the map so maybe its stronger and more sustainable in the north. If you feel like thats the right amount to be had its cool i understand the need for balance. Perhaps maybe 2 up at a time with the melt mechanic in place.

Cloud lord feels good though. Maybe have the one forest mage come up more in rotation?
Gobby 27 Aug @ 9:39pm 
Unit Spotlight: Black Hawk. These guys are independent flying scouts. Despite how big they look, they ARE hollow boned, so they are quite fragile, which makes them unsuited for combat despite their sharp beak and talons. If you carry them in your army, you are likely to lose them in the first skirmish.

So, independent flying scouts is pretty much all they are. If you want scouting for your army, you'd better have them trail behind and try to avoid getting caught...

They are not terribly overpriced but they are not "QoL." They ought to be changed to back rank instead of front. This will give them a potential use as a deadly, scouting bodyguard.

Additionally, I think it could stand a buff--its a summon result in a faction that can just hire flying scouts. They are better in that they can go off on their own. But sending them alone is liable to get them killed.

Slapping Farsight on them will make them better as an army's scout, and much better able to keep themselves safe when scouting alone. It's a buff that preserves their unique birdishness. For your consideration!
Alex the Beetrayer  [developer] 31 Aug @ 12:17pm 
A change in rank and farsight seem like totally reasonable buffs. My only thought is the change in rank might make them hesitant to engage in melee, but that seems like a lesser evil since ideally you're not using these guys as front frank troops anyways.
Gobby 13 Sep @ 8:33pm 
Ok, had a nice long game. The Peng are awesome, adding fun texture about where you can recruit what, the mixing of differently moving units, etc. It gives you plenty to think about without getting annoying. That's good!

I think their inclusion exacerbates an existing problem: the Airyans are a warlordy race with a batch of rituals inherited from the air warlocks. They have too many dubiously-pickable rituals, competing with spending your gems on 25 gold recruitments. Moreover, at tier 3, they have some sapphire-sinks that simply aren't as good when competing with the Peng for sapphires. the following is a rework I believe moves in the right direction:

Summon Storm Giant-> rolled into Greater Sky Summoning

Fimbul Fortress->Moved to Emperor Peng
Perpetual Storm-> Axed (Cloud Lord can more easily patrol than warlock, ritual is much less needed)
Summon Frost Giant->Axed, invalidated by Peng additions, both in cost niche and use niche


New Ritual, Tier 3: Blessed Skysteel, cast on fortified citadel. Cost 10 Iron, 20 Emeralds. Upgrades 5 advanced Airyan troops into elites-

Dawnguard-> gains Large Shield, Fire Shield, +1 HP
Duskguard-> gains evasion, +1 base damage, +1 HP
Iceclad-> gains +1 Armor, Cold Aura, +1 HP
Stormguard-> gains +1 base damage, +1 HP


New Unit: Peng Warchanter Nameless Frost 1 caster, midrank, Armor 1 + Ice Armor (1), wields ice lance. Recruits with 50ish gold and 10 sapphires. Recruits any turn in single unit batches--only on Fimbul Fortresses.
Alex the Beetrayer  [developer] 18 Sep @ 8:20am 
I'll keep this answer brief since my Cloud Lord ideas might be the least fully formed of any of the classes, but there's a lot here I agree with. Namely: potential to shift to a hybrid summoner/warlord style, remove some overlap with Air Warlocks, and a slight rework/expansion on the Peng. A tier 2 upgrade for all the "gem troops" is also pretty fitting.
Last edited by Alex the Beetrayer; 18 Sep @ 8:20am
< >
Showing 1-13 of 13 comments
Per page: 1530 50