Conquest of Elysium 5

Conquest of Elysium 5

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Elysium Remastered
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17.830 MB
4 月 2 日 上午 8:27
10 月 23 日 上午 11:51
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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)
416
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12 月 2 日 下午 11:15
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
506 条留言
Ragnar Sfinx  [作者] 12 月 11 日 上午 12:42 
Yeah, I like roaming freespawn as well. Very satsfying to just lean back an cheer on the stupids. None added to current iteration of the barbarians though. But they get other very cool stuff...
hangfire 12 月 10 日 下午 4:12 
Whatever you're planning to add for barbarian class, one of my favourite mechanics has always been stupid tagged freespawn or defenders. Creating allies that fight with you but aren't directly controllable is an enjoyable supplement to any class, and helps a lot with chasing and recapturing territory from neutrals.
Ragnar Sfinx  [作者] 12 月 9 日 下午 12:12 
Gem classes are notoriously hard to start with, Warlocks especially. Resource-building rituals tend to push gameplay into “stay at home and garden,” and the AI can’t use them properly, so that’s not a direction I want to go. I may give them some non-gem basic units to ease the early game. They do have one of the strongest late games though, so some early pain seems ok.

Right now I’m focused on the Barbarians; only have headspace for one class at a time. Warlock polishing will come later, but it’s definitely on the radar. Thanks for the feedback :-)
Ragnar Sfinx  [作者] 12 月 9 日 下午 12:11 
Unlimited teleport is class-definingly strong. See Stygian Paths. It gives near-total map control and heavily encourages doomstacking. A range of 10 (like Cloud Trapeze) isn’t quite that level, but close enough that you can often cross most of the map by hopping between mountains. If it worked on armies, it would become one of the least constrained teleport abilities in the game. Keeping it commander-only makes it a fun mobility tool rather than a game changer. It could be expanded, but would need some tweaking I think.
synnworld 12 月 9 日 上午 11:24 
Also I like what you did with the water elemental summons, I summoned the kraken for the first time and some sea crustacean monsters. Love that idea.

Even summoned a ocean creature i seem to have no control over, it moved on ita own after 3 turns.

But I will say I feel like ive had the hardest start with your warlock out of all the mods. Gems feel harder to find for some reason and getting 5+ is for one is a miracle in itself let alone 10+ for all them. Even when searching the underground. I know your mod mak was s the least amount of heavy changes but also gives us no way (outside what's already in game) to generate our own gems if we start off extremely dry.
synnworld 12 月 9 日 上午 11:19 
@Ragnar Srinx
If I may. The fact the ability is requiring a mountain to begin already makes it a balance. Sending a solo mage anywhere without atlease a meatshield or five can be viewed as a death sentence. Having a greater Storm warlock carry someone on clouds or carrying other none flying units on a strong current of wind shouldn't be all that unseeable as honestly that why I thought we required the mountain and viewed it more as riding those elements until landing.

I haven't tried it with actual flying units so idk if they get left behind as will which I see no reason why they would as they fly. Just my thoughts on it, but I am someone who likes the idea of warlocks being full on elementalist and using the elements to their fullest. Like water Warlock being able to transport non amphibious units across seas breath warlock carrying them underground.
Ragnar Sfinx  [作者] 12 月 9 日 上午 9:46 
Intentional. The idea is that he swings of a mountain top with an invisible giant trapeze latched to the clouds. It´s copied over from Dominions, I liked the imagery. Not sure how that would work with an entire army... From a mechanical pov, the ability would be very strong if an entire army could be teleported alongside. It might be fun actually, but would need rebalancing around the option to ambush anyone moving within a radius of 10 squares.
synnworld 12 月 8 日 下午 4:37 
@Ragnar Sfinx I notice the teleport from the mountain top that given to the sky warlock doesnt take the army with him is this on purpose?
Asirmoth 12 月 7 日 下午 9:38 
@Ragnar Sfinx
Alright, gotcha, thanks.
Ragnar Sfinx  [作者] 12 月 7 日 下午 1:10 
@ Asirmoth: If there is an independent King or Emperor on the map already you will have to depose him before you build your own Kings Castle.