Conquest of Elysium 5

Conquest of Elysium 5

The Conquest Of Elysium 5 Content Pack
177 Comments
Hebrux  [author] 1 hour ago 
Oh really? It's worth taking a look, thanks for bringing it to my attention!

Lol as you can probably tell the Necromancer is my favorite class. Second is the witch
Redfog 6 hours ago 
i will, its fun so far, i do love me some necromancy. I also noticed the archlich despite having the sacrifice casting UI doesnt count as a sacrifice casting commander for the purposes of gathering the resource, you have to summon orcus to be able to gain sacrifices to cast the tier 4 rituals, not sure if thats something you can fix though
Hebrux  [author] 7 hours ago 
@Redfog, that's a valid input, it'll also force folks to found more citadels and spread out in Hades so they can build more ghost villages. I'll take a look and see when I get back to the game, thanks for the feedback!

I hope you're enjoying the mod so far, if so don't forget to leave a like and favorite
Redfog Nov 10 @ 7:09pm 
i feel like "gather ghostly cattle" should have the "must be 1 tile away from other villages" that the normal "gather cattle" does, currently you can place them right next to each other which means 1 citadel in hades is a possible 48 villages (terrain permitting) each producing 3 gold and hands, which seems a little much
Hebrux  [author] Nov 5 @ 1:45pm 
Pro Tip:
As a Necromancer, use twice born to become a ghost then, utilizing your grave diggers, amass a small army of ghosts spirits and with your ghost commander necromancer, phase shift into hades.

This is an early way to start setting up operations in Hades early game. Remember, while in hades, you can use grave diggers at citadels near ghost villages to start assembling your troops.

Side note:
I did have an Idea to create a hades specific grave digger ritual that only returns ghosts spirits, but that was another ritual and there's a max limit on total rituals in the game so I chose not to.
Hebrux  [author] Oct 20 @ 8:13pm 
Medium Update Released Today
Please Refer to the Pinned Patch notes for Details
https://steamcommunity.com/workshop/filedetails/discussion/3137887227/4516632899769106943/
RoReaver Oct 17 @ 11:47pm 
Too easy :P
RoReaver Oct 17 @ 11:47pm 
Oh so this is the general discussion board? Aight let me post in here a fantasy cookie recipe

Ingredients

2 sticks (1 cup) unsalted butter, softened

⅔ cup granulated sugar

1 large egg, room temperature

1½ teaspoon vanilla extract

3 cups (12¾ ounces) all-purpose flour

½ teaspoon table salt

Pre-heat oven to 350 F. Prepare 4-large rimmed baking sheets with parchment paper.

(...)
Hebrux  [author] Oct 17 @ 10:25pm 
@Ivelios
Thanks for moving your question to the appropriate discussion board, I'll be answering it there =)
Ivelios Oct 16 @ 8:05pm 
Should the Androphag Frost Archer's bow be tagged as (magic) ? Like the Ice Lance of the Androphag Frost Cavalry for instance.

I don't know if this was just an oversight or if you have a more firm reason for why one has (magic) and the other doesn't.
Lu Cai Oct 10 @ 1:20am 
Alright gave it a quick test and yeah seems to be the mod this one is based on not this mod
Hebrux  [author] Oct 9 @ 4:43pm 
Out of 475 mods, this one is the #10 most subscribed!!
Thank you to everyone who supported!
And for those who enjoy the mod, don't forget to like and favorite!
Hebrux  [author] Oct 9 @ 4:38pm 
@mike_daner
Yes this mod requires The Conquest of Elysium 5 Total Overhaul in order to work
https://steamcommunity.com/workshop/filedetails/?id=2619598766
mike_daner Oct 9 @ 11:54am 
Not sure if I should post it here, but I found a bug which force me to quit when I exit the mod tab.

It is in "ElysiumContentPack.c5m" line 1436
Error: "No ritual called:'Grave Robbing' with offs 0"

Is there something I need to add/remove for it to work?
I have no mods enable. This is the first mod I have tried in CoE5.

Thanks :)
Hebrux  [author] Oct 8 @ 1:31pm 
@RoReaver
lol good one!

@Lu Cai
Hmm other than generic updates, nothing else was touched for the voice of el class in this mod. I can't remember if the total overhaul mod this one builds upon has that behavior you mentioned.
Try disabling this mod and see if you can pinpoint what is giving that behavior

Thanks again for playing with the mod! Don't forget to like and favorite if you enjoy it =)
Hebrux  [author] Oct 8 @ 1:28pm 
@pepemattos17
Interesting, yeah that isn't the behavior I observed. Though if that is the case that would be completely welcome. At any rate when I get back to the game this or next weekend (studying for a test so may not be this weekend), I'll be sure to review =)
pepemattos17 Oct 8 @ 12:54pm 
@Hexbrux that is weird, whenever I add a new recruit option in a class, it usually is just a matter of ending the turn and they are available the next one. the only exeption I have had is when I tried to add the Architect comander from PvE architect mods to the Mad Mage modded class
RoReaver Oct 7 @ 11:36pm 
"These are honorable thieves"
"What??"
"Yeah, they're of the oath of throwing it back though I am beginning to suspect it is not of the buttox but of the bag"
Lu Cai Oct 7 @ 11:28pm 
Are the voice of el paladins supposed to be able to raise guilds? Was surprised to see my paladin offering to put thief guilds in towns
Hebrux  [author] Oct 6 @ 11:38am 
@Rusmaf
Glad to see it, I'm working on some incoming updates, I'll be sure to test the runesmith once again with another class to make sure the recruitment option is there (it should be but if not, I'll fix that bug). Enjoy! =)
Rusmaf Oct 6 @ 11:26am 
I started a game as the enchanter, and can recruit the runesmith, just not when I cap him as another class( It's no big deal, still really enjoying the mod)
Hebrux  [author] Oct 5 @ 5:16pm 
@Rusmaf
Yes the 20% chance means that every turn, you have that percent chance of the unit appearing as a recruitment option
Rusmaf Oct 5 @ 3:37pm 
Could it be that the 20% chance you put in means that there is a 20% chance you can have the option to recruit the runesmith? I think the save isn't too old, I only started it then
Hebrux  [author] Oct 5 @ 1:33pm 
@Rusmaf
I actually just learned something new yesterday as I was looking at it.
Turns out that when a new recruitment option (like Runesmith) is added, the game loads in these recruitment options at the initial world creation.

So if you have a save that's older than the introduction of the new recruitable unit, you may not see it as an option =(
When I created a new game to test if the unit was recruitable, I saw that it was, which makes sense since the new game loaded the recruitment at the world creation
Rusmaf Oct 5 @ 12:53pm 
Thanks boss, I still haven't had it pop up, but maybe I'm just unlucky)
Hebrux  [author] Oct 4 @ 9:06pm 
@StarGazer
I appreciate the feedback, and glad to hear you're enjoying the mod
I'll take a look at the archers when I get the chance, don't forget to like and favorite =)
StarGazer Oct 4 @ 9:05pm 
Ah ahahha alright, yea ill go complain over there. Its just a shame because its fun and its fun to buildup strong units but 1 little archer boi just recks month's of buildup when hes like bought for 5 cents off the flea market if u know what i mean. Anyway keep up the good work mate enjoying the mod's together alot!
Hebrux  [author] Oct 4 @ 8:57pm 
@StarGazer
That's actually not from the mod, that's the vanilla game lol, that said it's not my first time hearing complaints about the archers, I'll take a look, thanks for the feedback
StarGazer Oct 4 @ 8:33pm 
Amazing mod, but holy jezus nerf those balefire archers from the necromancer. It makes no sense that the main weakness is negated so early in the game. I like the idea of them getting archers but dont make them op as hell. Nerf either their dmg or completely remove their decay because its honestly so out of line with anything else in the game. Try playing this on the hardest difficulty with all necromancers i dare you to complete it. Its so broken the ai gets them turn 1 its a tier 1 unit that completely kills anything and i mean anything if you mass them wich is super easy. Most busted unit in the game ruins the fun tbh, i enjoy abit of difficulty but this is just dumb. Nerf either their tier so that means tier 3+ or make remove their decay. I dont want to keep disabling the necromancer because i think he belongs in the roster but i cant enjoy the mod if theres more than 1 necromancer on the hardest difficulty. Unless the mod auther is a necro main
Hebrux  [author] Oct 4 @ 1:57pm 
@Rusmaf
I've confirmed the runesmith recruitment option for crystal tower works

@pepemattos17
bug fixed, thanks for bringing it to my attention
Hebrux  [author] Oct 2 @ 4:50pm 
Congratulations on dominating the Enchanter!

Yes, all classes, including the necromancer can get the runesmith. I dropped the recruitment chance from 100% to 20% chance of recruitment.

I'll revisit it (to confirm it's working) when I go back to the game this weekend to debug the issue @pepemattos17 brought up

don't forget to like and favorite the mod if you enjoy it =)
Rusmaf Oct 2 @ 6:01am 
Can the necromancer get the runesmith? I stomped the enchanter, but haven't gotten the recruitment option
Hebrux  [author] Oct 1 @ 6:07pm 
@pepemattos17
could have sworn I did that, thanks will take a look sometime this week
pepemattos17 Oct 1 @ 1:10pm 
headsup, you forgot to clearweapons from frost giants and frost titans, doubling them up
Hebrux  [author] Sep 27 @ 8:10am 
@Everyone
Medium update released. It shouldn't ruin any saves (I have a major update I'm working on that might, sorry in advance)
More information in the Patch Notes and Fixes Thread - https://steamcommunity.com/workshop/filedetails/discussion/3137887227/4516632899769106943/

@Alkill1000, @wilsteir
The Upgrade Citadel issue has been resolved. The problem was caused by the original ritual which came from "The Conquest of Elysium 5 Total Overhaul" Mod. I fixed the issue by removing the original ritual, and creating a new working one. This new level 3 ritual called "Upgrade Necro Citadel" is free and should be available to you. If it isn't, try researching a new ritual and the list should refresh. Thanks

Don't forget to Like and Favorite the Mod! =)
Alkill1000 Sep 27 @ 4:10am 
same issue here, can do it in elysium just fine but in hades the option is greyed out
Hebrux  [author] Sep 23 @ 8:25am 
Understood thank you, I'll try to recreate this
wilsteir Sep 23 @ 7:27am 
First I make one with the ritual, then try to upgrade it, exact same ritual to make it but for some reason only the one made in elysium allows me to press upgrade on it
Hebrux  [author] Sep 23 @ 6:40am 
Just to confirm, you are trying to use the upgrade citadel on a regular necromancer citadel correct? In Hades
Hebrux  [author] Sep 23 @ 6:39am 
Hmm in that case, that might be a bug, I'll take a look at it tonight, thanks for letting me know and for using the mod
wilsteir Sep 23 @ 1:31am 
Definitely haven't, the button is available to cast in elysium but greyed out in hades, even using the same character. I guess its just CoE things
Hebrux  [author] Sep 22 @ 9:38pm 
@wilsteir

There is a max cast of 2 for the "Upgrade Citadel" ritual
You can cast it in hades if you control a lich or greater
Are you sure you havn't already cast the spell twice?
wilsteir Sep 22 @ 12:29am 
How do I make infernal citadel in Hades as a necromancer? Am able to make one in elysium no problem but for the life of me can't tell if Im missing something or something got broken with the main game updates
RoReaver Sep 17 @ 12:52pm 
Missed his chance to go "Grail Knight, what is best in mod?"
Hebrux  [author] Sep 16 @ 3:14pm 
@Grail Knight

btw while we're on the topic and out of curiosity, what do you love best about this mod?
Hebrux  [author] Sep 16 @ 3:13pm 
@Grail Knight
If you want you can list some of the most game breaking bugs you see. No promise that they'll be fixed or implemented since, once again this mod points towards the total overhaul not the remaster, but if there's wiggle room, I might visit an issue. Or at least know what to watch out for as I play this mod and the remaster together

You can add it under the General Disussion and Suggestions Forum
https://steamcommunity.com/workshop/filedetails/discussion/3137887227/4140563711248614598/
Grail Knight Sep 16 @ 8:13am 
Well, this mod is very great. To be honest I leave it on most of the time to not have hard incompats, but remastered have too much of cool stuff, and playing dwarfs for examples is very hard without him.

I'm not just enjoy thus mod myself, I also pull other people in the game to play with your mods]

And yes, of course I don't expect them to work in symbiosis, and I'm fine with some problem like doubled rituaps, or some units doubling/mismatchung inside faction.

I'm just mostly asking to fix most roughest incompats and game breaking ones, if that's possible.
Hebrux  [author] Sep 16 @ 6:28am 
@Grail Knight
I actually recently started trying out that popular mod to see what it brought to the table.

It'll be difficult to make the two mods compatible especially from this mod's point of view since the main focus of this mod is bringing value to "The Conquest of Elysium Total Overhaul" mod and even fixing some of the issues with the main total overhaul mod by itself is a challenge.

Adding another mod to that mix would only exponentially increase the complexity since all 3 mods which are loaded by the game in a certain priority, would have to be in symbiosis with each other (not easy) but easier if you are coding the main mod, not a dependent one like this one (this mod depends on The Conquest of Elysium Total Overhaul)
Hebrux  [author] Sep 16 @ 6:28am 
@Grail Knight
Thank you for speaking up and thank you for using my creation as a way to better enjoy the game, honestly seeing people use my mod is a joy. Originally when I created it, it was only meant to be used by myself as a way to make "The Conquest of Elysium Total Overhaul" a bit more complete. I later decided to upload it and the feedback has been insane! So thank you once again for enjoying the creation =)
Grail Knight Sep 16 @ 5:44am 
Ehm, that's a bit offtopic to the current isekai-rich discussion, but I just wanted to say that this mod speccifically have some hard incompatibility issues with Elysium Remasterec.
And I know that this is my fault for trying to use two overhauls together, but otherwise everything works even on big modlist, only this two create problems when turned on together.
Such as senator having every plain and forest as a citadel, or dwarf workers maturing into paladins.
Both mods are great and have cool things that I have problems playing without, so I'll try to ask, is there any chance that it can be made compatible? I'll ask on both sides in hope of it.