Conquest of Elysium 5

Conquest of Elysium 5

Conquest of Elysium 5 Large Overhaul
Alex the Beetrayer  [developer] 4 Apr, 2023 @ 4:12pm
Demonologist
Demonlogist has several new rituals and some older rituals have been adjusted.

All summoning rituals have no chance of failure, but a locked in increased cost. Lower level demons have a chance to summon stupid/uncontrollable demons and higher level demons have extra terrain requirements + conditions.

The Personal Gate and Returning spells now cost 5x more to cast but teleport the entire army instead of the caster alone. Personal Gate will no longer have a chance of teleporting into magma terrain.

New commander, "Daemonic Altar" with 2 unique rituals.

New ritual - "Punish Sinners" This requires a village/hamlet which is transformed into an "Oven of Sins". This trades the terrain's normal income to 3 sacrifices and gives the caster a handful of sinner units. Ovens of sin no longer can be activated to summon demons.

New ritual - Infernal Preacher - The Altar is sacrificed to create a stationary demon commander at a temple that will spawn free sinner units.

New commander, "Djinn" - a level 2 caster with 4 unique promotion forms.

More tiles in Inferno provide sacrifice income.
Last edited by Alex the Beetrayer; 2 Mar, 2024 @ 9:29pm
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Showing 1-10 of 10 comments
Gobby 7 Oct, 2024 @ 12:12pm 
Found it odd that "Summon Demon Lord" could not be cast on the temple of baal. Not sure if this is true for other special temples...

Is it intended to be ancient temples only? If so, the description is incomplete.
Alex the Beetrayer  [developer] 7 Oct, 2024 @ 12:39pm 
Well this is annoying, this means that apparently the "Temples" terrain group doesn't actually contain all temples and I'll have to create a custom one.
Last edited by Alex the Beetrayer; 7 Oct, 2024 @ 12:40pm
Gobby 18 Oct, 2024 @ 6:07pm 
The Djinn is a very crunchy addition, adding some much needed texture to a class that is otherwise a pretty straight-forward sequence of summoning this or that.

There's currently a little weirdness between the Djinn's different rituals... You can heal until you do something else, for instance. Wealth, Conquest, Vengeance, and Power all seem quite castable. Knowledge seems pretty meh, I mean heck, other classes have this effect repeatable for cheap. Wonder is a rarer and more expensive effect, but is very likely to wiff with some bad item.

Here's an idea: For knowledge, wonder, and health, as weaker wishes, maybe casting this transforms the djinn into a specialized djinn that only has that ritual, and can repeat it for a sacrifice cost ranging from free for health to expensive for wonder.
Alex the Beetrayer  [developer] 20 Oct, 2024 @ 9:14pm 
Glad to hear you're digging the Djinn! Both Knowledge and Wonder were recent additions with Knowledge being a more situational "if you need to track down that last pesky commander" and Wonder as a gamble if nothing else is currently needed. That being said, no reason that can't be made more appealing/on par with the original 4 on the next pass. Knowledge I think could end up being a, "Djinn of Knowledge" that can scry along with another suitable bonus. Wonder I would like to test a bit, on paper it has a very generous % chance to roll a rare quality item, the highest possible for an item creating ritual. If it turns out even that is still rolling a common quality item too often I think it can be buffed with rolling a diced amount of "gift bearers" so it can be more appealing while still being a 1-time cast/gamble.
Gobby 7 Mar @ 7:00pm 
About the tier 3 ritual that opens a gate to inferno...

It seems like it wants to have a niche as a "nuclear option" that you cast deep in enemy territory to screw them over. But the way the Inferno faction AI work, it's kind of... not. A big part of it is how they aim for population centers--Demonologist's preferred terrain, while avoiding mines and forests. I experimented with it, cast it RIGHT next the Dwarven city, only to have the demons congo-line away back towards my territory.

Given how futzing with the outer planes is... aspirational in the current build, I'm going to pitch a rework that basically "fakes it" to get a ritual that hits the flavor notes while still being castable as a non-meme option.

It does involve tossing the old mechanics entirely. No more demons pathfinding from inferno. Instead, the tile would spawn new demon units, that would "snake" around randomly like independents. They would belong to the "special monsters" faction, making them effectively hostile to everything.

It would also still be a portal to inferno, except without creating a way back on the other side. One-way, if you will. This is fine for demonologist who already has a dubiously useful return spell taking up a spell slot.
Alex the Beetrayer  [developer] 8 Mar @ 11:53am 
Good observation, that definitely throws a wrench into the intent of the ritual and makes it too niche if the demon's behavior is too focused on specific terrains. I think this may have a simpler fix of adding a behavior tag on demons that makes them very aggressive towards any "player" owned units/tiles, but if that doesn't pan out such a rework could be worth testing. A few thoughts on other subjects:

One adjustment I will be making is restricting "lower tier" units from being capable of creating a "hell pit" manually by digging down through Agartha. This will still be possible through "god" units like King of Earth or Earth Made Flesh, but currently this is doable by a 10 emerald cave grub which makes the demonologist's tier 3 ritual feel rather lackluster.

The "infernal teleporting" rituals I think are decent in concept but could use further tweaking. A 2-turn fast travel back to home base with a 1-turn layover in hell (possibly longer if cast at low resources) and if one really wants to they could try to capture some infernal tiles before returning or wait to rendezvous with a powerful summoned demon that was banished in combat. Currently they are learned separately at levels 1 + 2, This would be more useful if learned as a pair both at level 2. 50 Sacrifices per ritual is also quite expensive for a teleportation effect, so a significant discount is likely needed as well.

Broadly speaking, interaction with outer planes will probably not ever be expanded in a huge way. I think they're fine as sort of these dangerous "extra levels" that are hard to access and don't count towards victory. Certain classes can access certain planes more easily, but as a part of another effect that ultimately ties back to Elysium, and not having interaction with an outer plane as a big focus of the class since it takes place in a zone that other players will not be able to impact.
Gobby 9 Sep @ 4:46pm 
"Contract with (ickydemonname)"

I've seen these items floating around (new since guildmaster patch?) and it seems like demonologist ought to have a way to consistently produce them.

Perhaps an "infernal advocate" could be recruited for sacrifices, always spawn with one of these bad boys equipped, and have the ritualistic ability to die on command, allowing you to slot it to whoever you want by putting them together on a tile.
Last edited by Gobby; 9 Sep @ 6:49pm
Alex the Beetrayer  [developer] 16 Sep @ 9:56am 
To clarify, in case you haven't had a Demonologist game in post-update, there is indeed a new tier 1 ritual that allows a caster to create one these contracts for themselves.

Prior to the new update, I was already planning on Demonlogists gaining a new non-caster commander to replace the generic captain, the "Debauched Noble". A non-caster but lesser ritual user that could only summon imps. The new Soul Contract ritual also seems like a fitting minor ritual for these guys to have access to. I also can't help but mention that I've created a new "Contract with Orcus" that is given to Necromancers when they become reapers.

Aside from that on this topic I do plan on removing them from the pool of items that random units can carry. While it is fun to run into Kings and Emperors that have contracts with demon lords, they disappear on their holders death which does dilute the pool of obtainable treasures with more unusable "stuff". I haven't had a chance to test yet, but if demon lieutenants can cast this ritual I will also update it to be non-demon accessible since that doesn't really make sense.
Gobby 16 Sep @ 6:17pm 
Had a big ol game, where the only temple I found was the Voice of El's starting site.

Wound up spending a LOT of resources on swords and crossbows. (Would have been better if I'd spent my Djinn on Conquest instead of wealth, but still!) I know this is part of their caster-faction weakness, but I think they could use another option to control their resources besides "Punish Sinners," since I've often found myself without access to Altars.

The Debauched Noble sounds like a good candidate for a ritual idea, castable on trade-yield locations:

Soul Market: Promote to stationary Soul Broker, gaining a +2 trade bonus and "enables recruitment" for large batches of sinners.
Alex the Beetrayer  [developer] 20 Sep @ 5:30pm 
Upcoming I have a few ideas that should make the temple/altar mechanics a little more generous while also shifting "punish sinners" to a more reliably available source.

Altars in general are in a bit of a weird spot with their non-leader commander status. They were meant to be a sort of "escort" objective, but independent movement and how I assigned them the punish sinners ritual encourages using them as sort of economy boosting scouts outside their temple interaction.

Upcoming they will become slow, non-commanders, and demonologists will be the ones to cast the ritual to sacrifice them at temples. However, they will be gaining a new alternative role as a sort of demonic siege weapon with their size slimming down to a 1x2 and gaining a free cast of meteor during siege battles. Additionally, their recruitment rates are now boosted by not only temples but by the summoned Scions of Sin, so the benefit of keeping a corrupted temple around will include more Altar recruitments in addition to Sinner freespawn. Punish Sinners will now be freely known by any summoned demon commanders.

A final safety net for an Elysium hit by Atheism and devoid of temples will be a new wish for the Djinn, "Wish for Majesty" which will create a Sheol Temple. This will be the only wish that is once per player and not repeatable on additional Djinn.
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