Conquest of Elysium 5

Conquest of Elysium 5

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Elysium Remastered
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16.519 MB
4 月 2 日 上午 8:27
9 月 28 日 下午 12:38
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Elysium Remastered

描述
An Opus Magnum of productive procrastination, Elysium Remastered revisits every class, plane, and system in the game. The goal was to keep the spirit of the original intact while making things feel more consistent, better balanced, and more replayable in the long term. Most changes follow the logic of flavor first, mechanics second. This isn’t a content dump—where new content was added, it’s because something felt missing. I tried to keep clutter to a minimum.

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What’s New

General Improvements
• Lots of tweaks to balance, functionality and quality of life. Lightning attacks scale less well, ant hills burn, ancient forests can be capped by all classes etc.
• Many sprite upgrades pulled from Dominions and other community mods

Class Overhauls
Every class has been touched in some way. The idea was to give each of them:
• A clearer sense of identity
• Unique mechanics and new content
• A longer runway for late-game development and exploration
• Fewer filler rituals and useless units
• A more even footing overall—though it’s still wildly asymmetrical

Highlights:
Markgraf — undead labor reforms, vampires, and vivisection
Witch — darker nature magic, Baba Yaga vibes, and a branching endgame
Scourge Lord — reworked into something like a Dark Sun/Arabian Nights villain (no more graffiti or breeding pits)
Enchanter & High Priestess — more sustainable playstyles, less terrain destruction
Necromancer — better balanced, must find and exhume the remains of giant monsters in order to reanimate them

Expanded Planes and Exploration
• New monsters, terrain, and treasures across all planes
• Agartha feels like a real underdark: interconnected tunnels, slime pools, ancient ruins, buried gods
• Sky Plane is more alive, with higher resource density and reasons to conquer it
• Celestial Realm, Inferno, Aztlan, and the Primal Plane have unique recruitment and better defended citadels (good luck killing God)

AI Rework
• Smarter ritual use, better army composition, less suicide
• Builds thematic garrisons and levels mages properly
• Class-specific logic: the Markgraf becomes a vampire, the Baron gets crowned, the Dwarf Queen actually works

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Overview of contents (not exhaustive, and increasingly outdated): https://docs.google.com/document/d/1S42LwkNoo29--LIVgq8KPTP4qwGIqNFd1Zxg3ZDw-VI/edit?tab=t.0

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Compatibility: Should work with most other mods. Modprio is set to 1—this will get overridden by others if there's overlap. Combining with other overhauls is probably not a good idea.
Performance: Slightly longer loading time at start-up, but no laggy background events—runs smoothly once you’re in.

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Credits
This mod was inspired by major overhauls like:
CoExpanded
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2580936249
Large Overhaul
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2957711744
AXPmod for CoE4/5
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3459944026

It also draws on work by many other authors across the Conquest of Elysium and Dominions modding community.

Thanks especially to:
Nullpointer, who is basically a coauthor by now. Also Sturm, Executor Nyaxe, Juz, for sprites, especially a lot from Sturm. Many ideas from Alexthebeetrayer and Nethermind. If you find something you really like, there’s a good chance it came from one of them. The mod files include references if you want to track where something originated.

Sprite sources include:
Sturm’s Sprite Overhaul & The Gathering Sturm
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3459944026
Executor’s Confluence & Legendary Mods
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3411126459
Ny’s New Nations
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3240957628
Juz’s Enhanced Classes
https://psteamcommunity.yuanyoumao.com/profiles/76561198014387315/myworkshopfiles/?appid=1606340

Also thanks to Merlin and ColonelDraculaJoinsTheNavy for making the game files accessible.

Feedback & Support

Feedback and ideas make the mod better. If you have an idea, or something feels off, let me know!

Also, if you enjoyed the mod, consider giving it a 👍. It lets me know it's worth to keep working on. Thanks!
热门讨论 查看全部(2)
336
2
12 小时以前
Balance, bugs, suggestions and so on.
Ragnar Sfinx
0
7 月 4 日 下午 12:53
置顶: If you want to contribute to the mod
Ragnar Sfinx
403 条留言
Ragnar Sfinx  [作者] 4 小时以前 
@ Lain: sure, description can be clarified. The ritual is pretty janky, very tricky to make it work. Will see if i can do something about the placeholders.

@catfoodbob: ah yes, exactly the kind of constructive feedback I am looking for xD.

I did not kill the Scourge Lord. That said, I am reworking some things. Will be in next update.
NullPointer 15 小时以前 
> addendum, you killed scourge lord in the modpack.

That's what my friend thought initially. Then after a couple of games together we both think it's one of the strongest classes right now.
Also keep in mind that the majority of OP races from vanilla were toned down, so even if they feel weaker they are still on par with other races.
Lain Coulbert 17 小时以前 
A complaint and a bug for the Nimbus Conclave ritual, maybe make it clear the one casting the ritual will be one of the sacrifices. The bug is the placeholders that keep command of the sacrificed casters' troops can stay around for multiple turns with no way to take them with another commander.
catfoodbob 10 月 1 日 下午 4:42 
addendum, you killed scourge lord in the modpack.
catfoodbob 10 月 1 日 下午 3:21 
Why does alot of shit have shields on thier sprite but they dont actually got one. like the scourge lord slaver has 1, shield 2, armor, on their sprite, they have niether.
The brass man aint got a shield either.,
Yogmond 9 月 29 日 下午 5:51 
Ty, I saw in patch notes you made sabath more obviously it's own seasonal thing with it's own units, should be fun next time I try witch.
Ragnar Sfinx  [作者] 9 月 29 日 下午 3:05 
@ yogmond:

1) yes, that is intended. Balance considerations, and also somewhat a coding necessity. Bog witch gets her own ritual set. Think of it as alternate lategame paths.

2) it adds a whole bunch of things. dragon included. Sabbath specific summons, a night hag with her own ritual tree etc. But not specifically a tier 4 summoning spell, no.

3) huh. Yeah i never tried canceling it actually. Dont know if that is fixable.
Yogmond 9 月 29 日 下午 2:37 
Great mod, I'd just like to ask a few things.

1) When a Witch who has completed the 4th tier level up ritual dies with swamp soul, is losing 4th tier rituals intended?

2) I've played Witch endgame in base, what does this add? I've turned one of my witches into a dragon, but there doesn't seem to be any new summoning spells for endgame specifically.

3) I cast Dancing Tower, but cancelled because I realised I can't teleport to a jungle, and my Tower just disappeared.
Ragnar Sfinx  [作者] 9 月 29 日 上午 8:24 
😄
NullPointer 9 月 29 日 上午 3:44 
UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUPDATE!!!!!!!!!!!

Weeks of refreshing the page are over!