Conquest of Elysium 5

Conquest of Elysium 5

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Banished: Inferno Start for Demonologist
   
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6 Jan, 2024 @ 11:06am
10 Jan, 2024 @ 7:32am
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Banished: Inferno Start for Demonologist

Description
Summary
Player gets 12 turns to prepare. After 12th turn, main commander becomes diseased and will lose unless he travels to Inferno plane. A variety of advantages are given as balance.


Full list of changes:
  • before anything else, 3 new undefended villages are spawned in the snowy area of the Inferno,
  • 3 new undefended villages are spawned in the ash area of the Inferno,
  • 3 new undefended villages are spawned in the infernal waste area of the Inferno,
  • 5 new weakly defended Cities of Sinners are spawned on mountain tiles all over the plane,
  • then, starting citadel is switched for a hut with no recruitment capabilities,
  • starting terrain is upgraded to a Town, a Market Village and a Village,
  • but they're occupied by Levies,
  • a local Baron is in possession of 2 random magic items but you're unlikely to conquer that location with your starting army,
  • on turn 12, your commander is forcefully and most graciously granted a disease,
  • player is then expected to use the new "Bargain with the Devil" ritual to be cured but, in exchange, will be transported (together with his army, though) to the Inferno plane,
  • in order to not lose to an Elysium Moment, an invincible unit will be spawned on his citadel in Elysium,
  • all of the Demonologist summoning rituals are set to be castable in Inferno this was intended but I can't get it working so it'll just stay like this until I maybe figure it out (no ETA),
  • 2 turns after being transported, the main commander will be forcefully engaged in a battle that will grant him a powerful magic item that grants regeneration, among others,
  • the magic item will be forcefully removed after 36 in-game turns and is not obtainable in any other way,
  • after the previous encounter, every 3 turns (10 times total) the commander will be joined by 3d8 Sinners (make sure to add them to army!),
After the previous event, nothing else of note happens. The player is free to conquer and continue the game as usual.


Important note about multiplayer and playing other Demonologist AIs
Don't.

Only one Mad Cultist encounter (the one carrying the magic item with regeneration) is spawned among all the players. This is due to how the game handles variables. I might find a better way of doing this and update the mod but it's more likely that this is just how it's gonna stay. Sorry.


Why does this mod exist?
The initial idea was for the Demonlogist class to start in inferno, gain a decent foothold there (or conquer the whole plane) and then move onto Elysium with a solid foundation and source of sacrifices. This is, to me, an interesting twist in terms of roleplay (the game has RPG elements after all).

The game's modding system, unfortunately, absolutely does not allow fun... with absolutely no sliver of a work-around in sight. And I don't like the "startplane" command in this case for two big reasons:
  • for one, the whole Inferno faction will rush to your citadel and you'll most likely die on turn 2,
  • for the other, even if you survive, the whole idea and feel of playing on a different plane is lost if you can travel back to Elysium at any time with no cost.
So the best accommodation I could come up with is this mod.

I was also thinking of porting a whole scenario from HoMM 3 or something similar. It would've definitely been very interesting and I was excited to do it. But I quickly gave up on the idea when I familiarized myself with modding in this game more. It's unfortunate but maybe they dedicate more resources to CoE 6's modding system.
5 Comments
c4thewin  [author] 10 Jan, 2024 @ 7:39am 
@Doppelganger I don't see any "clean" way to do that and, for now, I just deleted anything related to the rituals. Sorry, but I lost steam for this mod for now. Here's hoping I get some divine inspiration soon. 👍
Doppelganger 9 Jan, 2024 @ 1:07pm 
@c4thewin, maybe you can let the player reqruit some more demonic units until you fix the rituals?
c4thewin  [author] 8 Jan, 2024 @ 11:30am 
@Doppelganger You're right. I'm not sure what I missed right now, but it's also not working for me even though it did when I posted. I'll look into it and update with a fix.
-Ordinique- 8 Jan, 2024 @ 9:06am 
interessting
Doppelganger 8 Jan, 2024 @ 8:59am 
I love the challenge however in my game rituals doesnt work in the inferno.