Disenchantment – Illusionist and Enchanter Tweaks
This mod goes out to all you crazy mofos named Tim.
Though once again a bit light on Actual Content™ (because I literally shat it out in two hours), this mod aims to both shore up the flagging Illusionist by giving it a major economic boost and to give Enchanter the option of a more eco-friendly playstyle while retaining the ability to go all scorched earth on any other class. I have further plans for these two classes that I will get to once I finish the last 7 classes and put everything into a single mod.
Illusionist
- Be the conman you always wanted to be. Build your economic empire by swindling people out of their goods with fake currency*.
- Improved starting army and an extra shiny mirror for a vainglorious class.
- A small number of means for surviving in the late game (or killing yourself) have been added. Now with extra Hades access.
Enchanter
- You’re getting coal for Christmas. Literal mountains of coal.
- As usual, comes with an improved starting army.
- Thanks to the wonders of capitalism, destroying the world is merely a valid tactic, rather than a necessity.
Disclaimer: Just because it doesn’t have consequences now doesn’t mean it won’t when I get to it.
Before I move on, I’ll be adding an entire line of Terracotta troops and replacing the standard troops with those. I’ve also got a """"Fun"""" event planned for the Illusionist.
No compatibility issues should exist.
Enchanter’s Apprentice recruitment availability message never shows up because of a vanilla bug with reclimiter. Check your recruitment every turn.
I’m currently in the process of making overhauls for every single faction in CoE 5 and I plan to eventually port over the Warhammer Fantasy Battles mods for Dominions 4-5 over to CoE as new classes (a sizeable undertaking, only barely in the planning stages).
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