Conquest of Elysium 5

Conquest of Elysium 5

Conquest of Elysium 5 Large Overhaul
Alex the Beetrayer  [developer] Apr 4, 2023 @ 7:19pm
High Cultist
High Cultist has been most significantly changed of all original classes. The existing system of uncontrollable summons and reading the stars has been replaced, and farsummoning horrors is replaced with summoning friendly stupid/uncontrollable horrors.

Cultist of the Deep/High Cultists are now less powerful, being Hydomancy 1 and promoting to Hydromancy 1/Void 1 casters instead of Void 1 to Void 2.

Cultist rituals only summon "Deep One" units from coastal regions, and each ritual has a ~10-15% chance to summon a commander unit.

Hybrid Cultists and summoned through these rituals will gain Level 1 Void rituals when the promote to level 2. While Basalt Princesses will gain Level 1 Void rituals when promoted to level 3.

Level 1 Void rituals include a new ritual to create a "Void Rift" terrain.

Void Rifts serve multiple functions: They are the required terrain for Void rituals that summon units, they have 3 "levels" (rift, portal, gate) and will promote over time, they spawn free units periodically and each level gains a new type of units summoned (Strange Things, Astral Oaks, stupid-variant of Soultorn horrors).

Void Summoning rituals have a % chance to summon a commander unit that will know have the next level of Void Mastery (Star Child/Basalt Queen -> Yithian Sage -> Starspawn). They also have a % chance to summon stupid-uncontrollable horror units.

Elder Starspawn have a new level 3 ritual that can promote to a powerful immortal commander. This requires a Void Gate, and immortality is tied to the Void Gate.

Level 3 Cultist rituals learned by the Basalt King/Queen include farsummoning a Deep One army to Deep Seas terrain.

Standard assassins are replaced with "Yellow Cultists". They wield daggers that can inflict horror mark, and have a unique ritual that can summon a stationary Yellow Sign defensive unit in Haunted Cities that periodically spawns free units.

Haunted Cities can be used as citadels.

Tips

Create Void Rifts inland to ensure easy access to a location where your units can be summoned and increase the chances that summoned stupid units will end up near your enemies.

Gaining access to higher level cultist rituals or void rituals requires casting your summoning rituals to gain the necessary commander. Call of the Depths, Call of the Abyss, Contact Void Beings, and Contact Old Ones rituals can all summon commanders with access to higher levels/different ritual mastery than you currently have.

Void rifts will close eventually if captured. Maintain a defense until a few Strange Things or Star Oaks have spawned.
Last edited by Alex the Beetrayer; Oct 2, 2024 @ 9:18am
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Showing 1-15 of 15 comments
Snoozer000 Apr 27, 2023 @ 3:53am 
Are haunted cities suppose to not have gates? Every time ive defended they had no gate.
RodriguesCIA Apr 27, 2023 @ 2:31pm 
Originally posted by Snoozer000:
Are haunted cities suppose to not have gates? Every time ive defended they had no gate.

Yes, they are ruins, and were presumably raided. Thus, no gates.
Snoozer000 Apr 28, 2023 @ 4:02pm 
Originally posted by RodriguesCIA:
Originally posted by Snoozer000:
Are haunted cities suppose to not have gates? Every time ive defended they had no gate.

Yes, they are ruins, and were presumably raided. Thus, no gates.
But they arent completely ruins. They are haunted ruins you control and can spawn units. They also spawn stupid units. Even castle ruins have wooden barricades.
Alex the Beetrayer  [developer] Apr 30, 2023 @ 6:51am 
No gates is how they are by default. But not a bad idea that a wooden barricade could be added given their new significance to High Cultist faction.
Gobby Jan 24, 2024 @ 8:46pm 
Have cultists lost Astrology? How does their faction mechanic work in this mod?
Alex the Beetrayer  [developer] Jan 24, 2024 @ 9:10pm 
Yes, that was a more recent update and I haven't gotten to updating all the class sections on the page quite yet. It's now a more simplified mechanic where you'll get a message at the start of a turn that the "stars are right" and that's when you can summon, you'll get another message when it ends and you can't summon until it triggers again. There's no longer a chance for summons to attack you and no need to cast astrology over and over, but you can't summon whenever you want and take a risk. The "deep" rituals that require being out in the ocean can be cast anytime regardless of the stars.
RodriguesCIA Mar 18, 2024 @ 12:05am 
Managed to win a game as this class (I am very rusty).

The actual power bump happens after getting void summonings.

Tide and Depths have its uses to replenish a frontline, and the recruitable cultists getting to Water 1 Void 1 is not terrible (quite spammy offensive spells), but Void Calling consistently is a massive power spike.

60 sacrifices, you can get a lot of acid blood chaff, regenerating elephants, 3 mental attack artilleries, 2 large Void 1 mages with an extra lightning strikes, and a Void 2 mage to lead these.

Compare to Depths. You can get usually 2 war shamblers that are decently tough but probably not worth 20 sacrifices each (yeah the die can explode but more frequently than not, it doesn't), the same Shambler Prince you can get for 20 less in Tides, and a Void 1 mage. That, alright, is admitedly still useful because he can do both water and void rituals.

To be honest, the Void Calling have a substantial backpayment to get. But after you get it, the only reasonable thing is to capitalize desperately on it. I think the water side of the High Cultist got snubbed in this interation.
Alex the Beetrayer  [developer] Mar 18, 2024 @ 7:45am 
Thanks again for trying my new stuff and for the feedback! Admittedly the "snubbing" of deep ones is somewhat intentional, with their role being shifted to a dependable more conventional front line summons that always precedes the more exotic void summons, and getting the new farsummon ritual when you invest in a level 3 king/queen. Good feedback regarding their overall cost-benefit of their early rituals, next update has some adjustments to costs + units summoned and a little more variety in the "void" pool of units.
Last edited by Alex the Beetrayer; Mar 18, 2024 @ 7:55am
RodriguesCIA Jul 15, 2024 @ 4:14pm 
Another return after another hiatus, managed to win a large map against Knights that included the nastiest Scourge Lord I have ever seen (Lord + 20 Heralds in an army blessed to the gills), and as I used exclusively Deep Ones, I think I got a few things to say.

With the revised costs, Deep Ones are the safest, although least impressive, option. The thing is that you are always getting some value, specially now. 20 sacrifices, spammable troops to refill the Frontline that are stronger than baseline humans and Amphibian (important), or a thug commander that can explore and raid the sea (way more effective at that with the rituals now). 40, actually good troops, the thug comes with some bodyguards you can nab, or a Hybrid that will be your only current path to a Magic 2 (and a nice school). 100, lots of damn good troops, assassins that are actually more than a gimmick, King and Queen, good ol shambler but now with lobsters.

Bottom line, it's cost effective because it got nearly no duds (40 lobster imo), unlike void summoning with stupid horrors or writhing things (that don't perform at the current cost). That said, can't make a magic artillery army out of that. Your frontline is tough but won't kill much, the heavy lifting will be done by your archers and magic commanders (Water 3 got many hard counters, but when the stars align... Void 2 get you far though), do I focused on multiple multi mage raiding armies to exploit citadels and the odd vulnerable army.
Last edited by RodriguesCIA; Jul 16, 2024 @ 12:28am
Alex the Beetrayer  [developer] Jul 17, 2024 @ 7:47am 
Nice! That was definitely the dynamic I was looking for: Deep ones are dependable, require water, and you end up with a mostly "conventional army", Void is more of a roll of the dice, require portals, but invest into it enough and you get the really game changing "magic artillery" units.

Void was a tweaked a bit in the same update so there's more variety in the first void ritual and a higher chance for the Yithian Sage, which should mean a better return, less writing spawn spam unless your rolls are very unlucky, and easier access to the next tier of rituals.

Also been on a bit of an Elysium break, but have a few notes on potential changes/new stuff so sometime in the near future there will be an update.
RodriguesCIA Jul 17, 2024 @ 5:25pm 
Update on Clawed Shamblers, these guys refuse to stay dead, I take back the "dud" status.
Gobby Oct 8, 2024 @ 1:19pm 
I have been chasing myself around the room trying to come up with a good ritual that lets you do something with the coastal hamlet freespawns. I gave up! They are too available to power anything really strong and turning them into deep ones would be redundant. And plotting one ritual that messes with four different unit types at once is just a headache. There are four of the bastards. Four! At last, I came up with something else I liked.

Change the freespawn to ONLY produce "Hybrid Fishermen". Nix to the spearmen entirely. Give a faction-wide recruitment option that promotes them to Hybrid Soldiers for iron.

You might keep Insane fishermen as a very rare spawn, that enables an alternate route to getting a hybrid cultist (maybe a second tier 3 deeps ritual?)
Alex the Beetrayer  [developer] Oct 8, 2024 @ 4:02pm 
Honestly I think the hybrids are best left as a small handful of bonus troops and nothing more than that. The spawning is hardcoded and can't really be changed without some funky custom events that run in the background every single turn. In the past at certain points I either tested or added mechanics/rituals that interacted with them and it just always felt useless or out of place in the faction.
Gobby Mar 17 @ 10:47am 
Thing is, they're current existence is kind of useless in a faction whose early game relies on attrition-hardy frontliners. Chaff in such small, spread out quantities is just... really low impact.

Given their spawn conditions are untouchable, the best lever is the statblocks themselves... I'm sure you already considered making them expendable, but what some buffs that make them better at the their job? How about +1 Str and Damage, +1 HP, pushing them a little bit in the direction of their fishy kin?
Alex the Beetrayer  [developer] Mar 18 @ 9:22am 
Not a bad point, I see their current role as being not too offensive but also not really impactful either. I'm currently leaning towards a few minor ways gold can be invested to boost their spawn rates a bit and/or some of the hybrid units having the potential to grow into a full fledged deep one after X amount of time.
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