Conquest of Elysium 5

Conquest of Elysium 5

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Disenchantment - Illusionist and Enchanter Tweaks
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1.083 MB
Sep 8, 2021 @ 1:03am
Sep 10, 2021 @ 9:47pm
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Disenchantment - Illusionist and Enchanter Tweaks

Description
Summary
This mod goes out to all you crazy mofos named Tim.

Though once again a bit light on Actual Content™ (because I literally ♥♥♥♥ it out in two hours), this mod aims to both shore up the flagging Illusionist by giving it a major economic boost and to give Enchanter the option of a more eco-friendly playstyle while retaining the ability to go all scorched earth on any other class. I have further plans for these two classes that I will get to once I finish the last 7 classes and put everything into a single mod.

Feature List
Illusionist
  • Be the conman you always wanted to be. Build your economic empire by swindling people out of their goods with fake currency*.
  • Improved starting army and an extra shiny mirror for a vainglorious class.
  • A small number of means for surviving in the late game (or killing yourself) have been added. Now with extra Hades access.
Enchanter
  • You're getting coal for Christmas. Literal mountains of coal.
  • As usual, comes with an improved starting army.
  • Thanks to the wonders of capitalism, destroying the world is merely a valid tactic, rather than a necessity.

Disclaimer: Just because it doesn't have consequences now doesn't mean it won't when I get to it.
Soon™
Before I move on, I'll be adding an entire line of Terracotta troops and replacing the standard troops with those. I've also got a """"Fun"""" event planned for the Illusionist.

Compatibility

No compatibility issues should exist.

Suspected/Known Issues

Enchanter's Apprentice recruitment availability message never shows up because of a vanilla bug with reclimiter. Check your recruitment every turn.

Shameless Plug

I'm currently in the process of making overhauls for every single faction in CoE 5 and I plan to eventually port over the Warhammer Fantasy Battles mods for Dominions 4-5 over to CoE as new classes (a sizeable undertaking, only barely in the planning stages).

If you enjoy this mod, make sure to

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Popular Discussions View All (1)
1
Sep 27, 2023 @ 9:13am
→→→ Suggestion Box/Balance Complaints Box ←←←
Commisar Jon Fuklaw
34 Comments
TheAussieSlime Mar 14, 2023 @ 4:44am 
is there any info on what determines which illusory units are made available for recruitment each turn?
상자 Sep 23, 2021 @ 6:41pm 
Poetry award for your fake currency*
Commisar Jon Fuklaw  [author] Sep 13, 2021 @ 2:08pm 
Warlock is currently underway (as is Kobold, but it's not getting a whole lot because holy crap kobold is digusting for a freespawn class). I got delayed significantly by having to set up and debug events, and I potentially have yet more events to do if I follow through with the insane scheme I came up with while losing my sanity over events.
Kazeck Sep 13, 2021 @ 1:44pm 
Can't wait to see Scourge Lord and Baron personally, though Warlock'll be awesome.
Thanks so much Commisar, me and my friends want to do a game with all of your mods once the last classes are released.
Commisar Jon Fuklaw  [author] Sep 12, 2021 @ 5:35pm 
And I just noticed that placement map has two extra rows at the top. So focused on the goal, I can't see what's in front of me.
Commisar Jon Fuklaw  [author] Sep 12, 2021 @ 5:34pm 
I still need to increase AP costs further, particularly for high end golems. Now that proof-of-concept is done, I'll probably go with either a sliding scale of cost or a sliding scale chance of workshop go KABOOM. Maybe both.
jnobody Sep 12, 2021 @ 5:12pm 
Thank you for this mod I really like your solution to enchanter and his economy. I was going to make a mod that'd add a golem that could be made in abandoned mines a "Remnant Golem" that could restore other mines and upgrade them a bit, going that route to make the ritual list not too long and sort of limit it. I do think the workshop task makes alot more sense thematically though so someone could just go economy crazy.
Commisar Jon Fuklaw  [author] Sep 12, 2021 @ 2:29pm 
Ah, fuck you steam. Can't have any formating around here.
Commisar Jon Fuklaw  [author] Sep 12, 2021 @ 2:29pm 
nonearby1req means you cannot place something on any tile adjacent to the restricted tile(s)
nearby3 req means the ritual must be cast within 3 tiles of the designated tile

optimal tile placement is:

- - - - - - - - -
- M - M - M - M -
- - - - - - - - -
- M - M - M - M -
- - - - - - - - -
- M - M T M - M -
- - - - - - - - -
- M - M - M - M -
- - - - - - - - -

M= Mines
T = Tower
- = any other terrain

As for Create Portal, there's no portal ritual in this mod.
The Cutest Elemental~ Sep 12, 2021 @ 10:38am 
Create Portal and Enchanted earth do not seem to work all the time. Where I think I can put a Portal the game won't allow...Anyways and same with making a Coal mine, the game things flat land with no coal mine around it...or Crystal Tower, is there a hidden rule I am not reading?