Conquest of Elysium 5

Conquest of Elysium 5

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Pretenders
   
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364.274 KB
4 月 20 日 下午 3:57
9 月 19 日 下午 9:58
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Pretenders

描述
Pretenders


A mod to add some Dominions style pretenders to CoE. In addition to their normal class everybody gets to pick an immortal god which provides some side benefit, hitting the major Dominions archetypes. Awake expanders, rainbow mages, scales immobiles, a trinity pretender, even a dedicated monodrop system just for the real Dominions heads in the audience.


Features



  • 24 new pretenders
  • Teleportation focused ritual path for immobile pretenders.
  • Balanced for wilder
  • AI better resists suicide as a side effect
  • Should play nice with other mods
  • Added mod nations should still get pretenders (confirmed by Junkerz)
  • Should work as a baseline mod for added pretender mods (shout out to Emperor Herb)
  • Bystander Compatability



Credit to Vorochi for the re-shaded Divine Egg sprite.
39 条留言
Firescion 3 小时以前 
Came here to also report the Blood Fountain level 2 mastery issue. In the meantime if anyone wants to fix it manually its fairly simple just change:

newritual "Ritual of Mastery"
level 2 #<=== this value

To:

newritual "Ritual of Mastery"
level 1 #<=== to this value
levelup 2 <=== also need to add this line


Simple as!

Also! loving this mod, fantastic example of "mod you didnt know you needed, but now its an auto include". Never got super deep into Dominons (dont have any friends with the same map/mythology autism who I can convince to play) but I *loved* pretender creation as well as the strategic consideration of how pretender selection can help customize a faction and cover weaknesses.

I wish we could customize the pretender even 1/2 as much as Dominions, but I cant even imagine how/if you could do that in the CoE engine.

Edit: tested, and actually need to level up the fountain as well
Erlkönig 9 月 27 日 下午 3:26 
Fountain of Blood mastery 2 doesn't seem to work, I attuned to both greater paths and perfect path but never unlocked the T2 ritual of mastery. So it can't ever do the T2 Demonologist rituals.

Also, the added gold cost to the rituals makes it suffer an unfortunate interaction where Guildmaster is the only class that can really effectively make use of it, to the point of becoming overpowered with it.
Ⓚⓝⓐⓨⓣ  [作者] 9 月 19 日 下午 9:56 
Sending an update in about five minutes. Notables for the comment thread: The starting egg now floats (covers the amphibious use case as well as something like starting in a moving cloud tile for some reason), and if rudew is right about what's going on with the carrion maniken I have a hypothesis (carrion maniken was changed at some point to grow into something else, I inherited it with copystats, but because the raven is below it instead of whatever it should turn into it turns into the raven). If I'm right it's fixed; I haven't seen the issue since changing it but also never saw it before. Other than that it's mostly balance tweaks.
Not-So-Friendly 9 月 17 日 上午 4:32 
So . . . I admit, I like this mod a fair bit more than I expected. However, may I ask that you make the starting egg amphibious? Playing around with a modded class, turns out their starting citadel is technically in the water.
Nukular Power 9 月 16 日 下午 8:19 
definitely hope to see more of this but hopefully rudews report there is accurate and can at least get the raven thing fixed haha
catfoodbob 9 月 11 日 下午 2:42 
Monolith cant teleport to mines as dwarf queen, kinda feel cheated
rudew 9 月 4 日 下午 5:12 
Upon. Actually watching for it- It looks like it's turning the carrion maniken into haunted ravens if you manage to keep them under the skeletal gardens command long enough.
rudew 9 月 4 日 下午 3:53 
I'd just like to throw in that I'm also getting that weird haunted ravens occasionally appearing instead of Maniken's from the Skeletal Garden bug- Not using Linux. It seems REALLY rare for whatever reason. It also seems as if the immortality tile for those haunted ravens is set seemingly entirely at random, since it was set to a savanna when I didn't even have any visible on the map.
Ⓚⓝⓐⓨⓣ  [作者] 8 月 14 日 上午 8:31 
If it's a lot of mods running at the same time it might just be a case of hitting overall caps on monsters, rituals, etc. - the Guildmaster update has narrowed the window for mods, Elysium Remastered alone is big enough to eat another chunk, and for your particular mod combination Pretenders might be pushing it over. It's got a very low modprio and loads close to last, which makes it pretty well positioned to be in that position. Unfortunately that's unfixable; I could increase modprio and make some other mod be the one that breaks if you're running a bunch of mods at the same time but that's not actually useful.
Nukular Power 8 月 11 日 下午 8:56 
Love the mod so much but its definitely conflicting with a lot of other mods. not sure which exactly sadly but I think Elysium Remastered. Sad cuz they used to work together fine - any chance of a fix?