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I say that, but crossroads bargains exists, so really it works fine, I especially enjoy mixing your demonologist with the COE expansion mod as settlements get watchmen and such.
Whatever you end up making next just know me and many others will appreciate the flavor, thematic play style and fun of it solo or occasionally with friends.
I was asking because of the flavor text rather than balance, it made it sound like if I kept em alive for long enough something would happen.
I already heard from some other feedback, they may be too late-game to fit this role very well and therefore you are not the first person to expect more from them.
If I ever come around to do my 'Dark Triumvirat' update, they shall get their own upgrades into Crusaders for the unholy cause. But right now, there is not much to do with them.
The final name, Wormwood Spirit, is a reference to the biblical Book of Revelations, where a star falls from the skies and turns the waters of earth into poison, and this star (who might also be an angel) was called Wormwood.
As for if the crossroad units are balenced or not... I think so. I want to test them out a bit more but they are tough enough to eat a hit or two from most units, and they deal decent damage from what I have seen. I do want to test them against celestials because of their charm immunity.
When a Salesman/master dies, it turns into a Crossroad Shadowform (looks like the Shades he summons) and this Shadowform is immortal (its lore mentions why). There would have been some technical considerations I did not want to face in making the Salesman himself immortal, but since you as a player cannot terminate the Crossroad Deal as long as it is active (unlike the Cult Business) I thought a way to save the Cultist would be in order. I might mention it somewhere in the ritual description... but yeah, positive surprises are a good thing, I suppose.
Glad you enjoy the changes, by the way. And your user name is quite fitting for the topic at hand.
Mm, I have not considered otherplanar immortality, but that is an extremely cool idea. I would need to test, how that plays out, but yeah, thanks for the suggestion. A Crossroad Commander I might add as well, good point. And, no (or yes, perhaps) you are right, at the moment there is no further (hidden) use for this units.
The upgrade from Crossroad Soldier to Skirmisher should be half the price you mentioned, 15 gold, therefore with a Salesmaster you only save 5 gold by buying them directly for 70 gold instead of 75. I understand, you deem the prices fair? I was afraid, it might be a bit too much, considering that especially Crossroad Soldiers with their low ini perform badly in many encounters. Ranged units usually perform better, so I had to put the Skirmisher/Manhunter prices even higher, otherwise I would never consider using the only-melee variant in the first place.
When you get the Crossroad Salesmaster you lose all access to Crossroad Souls and can instead by the Crossroad Soldiers and Crossroad Skirmishers directly. Crossroad Soldiers cost 50 gold 5 iron, 10 gold less than before, and Crossroad Skirmishers cost 70 gold and 5 iron, a full 20 gold cheaper.
Additionally, Both guards and skirmishers gain an additional upgrade path, Crossroad Soldiers can be upgraded into Crossroad Guard for 20 gold and 15 iron (Full price 70g, 20i) while Crossroad Skirmishers can become Crossroad Manhunters for 30 gold and 10 iron (Full price 100g, 15i)
Honestly, my only request would be that I would love some sort of "Crossroad Captain" or mobile Salesmen so I can have full "Crossroad Hunting Bands" with only Crossroad units in them. Also- I was not yet able to enter the inferno so I need to ask- Do Crossroad Units spawn in Inferno when they die? Giving them all the "Planar Immortality Inferno" tag (And possibly, a "If in inferno transform into Sinners, or make them become part of the demon faction) but that might be too much.
Now I hope for some feedback, to know, if I adequately addressed the concerns regarding the slow early game and such.
Finally you can recruit some solid early-mid game units by more usual means (not usual, just more usual, mind), to fill your ranks, until the Cult Economy is going and your semi-demonic monstrosities can devour the enemy.
The new system should also accomendate a summon heavy playstyle way better than before, as it relies far less on the Sacrifice resource than the upgrade mechanic.
I hope this change addresses the most popular criticism of the mod and changes it for the better.
My final testing phase is still going, so consider this your savegame warning as well, as the update will impact those as usual, due to some of the additions.
Therefore I did not calculate Blood Sacrifices (unit) against Sacrifices (resource) in a gold/output-ratio, but balanced more around how many you need for upgrading (which, again, is not very much in my experience, since the few are already very strong.)
I have to admit, I never really considered the implications of a negative gold income, that needs to be fixed. I think, Cult Patriarchs should have to ability to change into a 'collector' mode, where they can't use any rituals, but produce 5 gold instead of costing 15, giving you the ability to switch, when needed.
Usually I focus on one mayor city, where I rush the Blood Idol and the Cult Patriarch as fast as possible, with a few low-tier altars scattered everywhere and only one other Cult Leader in a village, if nearby. That already is a very solid basis for most of my games.
Then yes, recruitment is key. The price feels high and you will have nearly no resources for summoning left, but Castigators and Mockingbirds just murder nearly everything, save for late game monsters. 40 of them can eat through 200 Baron units and win, usually. Honestly, most games I ignore summoning completely, which probably leads to the prices for upgrading being badly balanced for a more summon heavy playstyle.
I was mostly just converting Blood Sacrifices > Sacrifices > Demon Summoning - should I have been using the recruitment more?
Also, have you run the math on Gold drain to Sacrifices produced? Is it equitable?
Going to give the mod another try here with another campaign soon.
I think the constant gold drain just led to a bitter moment in my recent campaign where I had to abandon it. I had 5 citadels, 3 of which I had just developed through Blood Well - gold was about zero.
Horrors rolled through two un-upgraded citadels and many villages, suddenly I was at negative gold income. I just felt shut out of the game at that point, and couldn't un-cultify my leaders.
Such is CoE, though!
Inferno is definitely on my list, but there are other ideas I have a much clearer picture for in my head... I could do 'something' for Inferno, but I am still waiting for 'the' idea, if that makes sense.
Thanks for your well-formulated feedback.
Right now I am working on an update for my Necromancer mod, but for the next Demonologist version I planned an alternative use for the Cult Leader, to recruit weak but cheap and reliable early game troops, to better get into the mid and late game.
Completely removing the gold cost, I don't think would feel right, because the late game power curve with the new units is... excessive. Even now I sometimes feel, the prices are too low, if anything.
But I will see, what could be changed here to make it... not more easy, but less frustrating. In the meantime, you probably know this already, you can just search the mod file for the keyword 'gold' and remove/lower the costs per turn from the units. I hope this way you can enjoy the mod even more.
Lower or remove the gold per turn on the Cult Leader. It just feels bad to have a unit sitting draining your gold. If you suddenly get overrun on several positions and have 3 cult leaders up.... that -45 gold per turn will drive you into the ground.
Provide integration with Inferno cities. Currently you can set up an Altar but can't progress further, even at the Capital. Maybe an additional ritual that converts Sinners to Sacrifices? Or a ritual to place in a field of half-buried sinners.
I really, really like this mod. Harsh criticism but it is pretty much exclusively on the gold mechanics :-)
The gold cost is absolutely brutal, and crippled my army's development. About 1000 gold to fully recruit ---> upgrade a cultist + altar, plus tons of Sacrifices, then an /*additional*/ 15 gold per month. 15 gold per turn, Great Proselytize 3 turns and brings about 5~10 Blood Sacrifices.... 45 gold for at best 10 Sacrifices. By trading you can purchase 10 for 20 gold.
This is the single biggest turn off in the mod. With the gold penalty kicking in from the start, it often feels like a mistake to create a cult leader, especially if his position get overrun by an enemy (destroying your entire investment).
All in all the mod feels GREAT when you're ahead and well into the game, but trying to rush Cult Leaders cripples you heavily and feels like a trap. As it is.... better to never set up a cult leader and just trade for more sacrifices.
Pros:
Love the theme of leaving Cultists in towns and recruiting Sacrifices. The gameplay additions were well done, and the visuals were great. The Altars were pretty good at defending themselves, too. Top notch all around for units and rituals, and there was definitely some decision making when playing.
Recruitments were varied and interested, each with a niche. Loved the additional rituals the Goetic Master gets for them.
Fully compatible with War in Heaven:
> Set one to modprio 4
> Remove "clearrec" from the other
I will see how to change the text, although it may take a while, until I make the next big update with new units and rituals and such, since I wanted to cut back on small updates due to the updates breaking savegames sometimes (even if changing a unit description should be fine, I guess?)
The 'leaves' - 'leaving' difference never really occured to me, due to my non-english background, thanks for the correction!
I have not encountered the infernal executioners so I can't speak on that one.
And a slight grammar thing to maintain tense "..then [leaves] the feast.." might work better than "leaving" since you use "swells" and "burns".
2. You mean like in the 'Sickly Slinger' lore description?
"Like plague the spirit swells in power, before its host burns out, then leaving the feast dry and empty behind." It swells into a 'Swollen Host', then turns into a 'Diseased Husk'. Same with 'Eversicks', with the added comment of a "cycle of rage and restraint".
I can't quite imagine how I should describe it better, without an out-of-lore manual comment. Do you have a suggestion? Or are we talking about another unit? For the Infernal Executioners it is even in their ritual description, how long they are expected to live. Am I missing something?
2. I can see not revealing the final tier of recruitment paths, but if a unit literally evolves into another unit, I feel like that should at least be mentioned in the lore.
But you all convinced me by now, I will find a way to make the early game a bit more fun. Probably not in the way anyone expects, but I will see what I can find.
A troop of 42 units mostly Mockingbirds, a few Castigators, minimal fire support by 3 Swollen Host and a Cultist just deleted the Barons main army (the one with the Baron) of 199 units and I had 23 units sill alive afterwards. I... don't feel like these units are fragile.
The hidden units are so on purpose, mostly, I think it fits the spirit of CoE that you slowly find out some secrets of the classes, rather than having everything explained from the beginning, and in future I probably will want to hide even more secrets.
Song of Roland (is that a reference to a certain medieval German text, by the way?) thanks for sharing your experience with the class, important advice. Have you yet seen the master upgrades for the units? Not the Hellgate Guard, but the others? From your videos at least it seemed maybe not. I am just curious.
I think it would be helpful if there was a hint somewhere that Castigators/Mockingbirds have a further upgrade enabled by the Patriarch, which is hidden behind the Blood Idol upgrade. It's cool but a little complicated to figure out at first.
Also discovered that sickly slingers evolve to swollen hosts if they get to live long enough, which are quite cheap and useful in the 2nd rank, at least until they evolve to the third phase! This mechanic was not obvious based on the unit description and at first I didn't know where they came from.
I also found the fodder unit that the Patriarch can convert, it's exactly what I was looking for, but available one tier too late in my opinion.
I had some very similar complaints to you when I first tried the mod, and I do agree overall that the early game is maybe a bit under tuned, but once I got a bit more familiar with it I can't imagine playing a vanilla demonologist again.
Maybe the 1v1 will change the dynamic completely. I will let you know afterwards, if you are still around here in the comments. As always... balancing is pain.
I focused mostly on the Mockingbird upgrades for frontliners, I feel like I must have them because they're able to assault archers on walls, which we don't have our own archers or crossbowmen to counter with. I'll experiment some more with different strategies then. Yes Eversicks didn't look that appealing to me but I'll have another look, thanks for a cool mod by the way!
I hesitate to say, that you are missing something, but your experience does not match with mine, which is fair, quite a few people seem to play the class wildly different than I and have different results.
Do you use Castigators or Mockingbirds much? The power level of the units grows pretty good with each upgrade, and those two usually already take on a knight one on one and come out ahead half of the time. Then they eat through a row or two of spearman, usually. The best answer to armor is Eversicks, they don't seem very impressive stat-wise, but armor penetrating damage is quite effective here.
The reworked class works best, when not going wide with a lot of fodder, but by having a small amount of elite troops. That is my experience, at least. I hope that was helpful? I would like to understand better, why the class doesn't works for some other people. Which AI level do you play? Against which classes?
I suggest that the basic spawned unit should be more useful since it actually costs a lot of gold to buy cultists and also costs gold per turn to have cultists deployed in settlements for recruitment. It should be able to compete with freespawn units at least, or be a bit better since it's not free. Perhaps 0 armor, small shield and a spear. Then it would fill a role as frontline fodder, since we have no other basic unit with a shield. The pierce resistant troops perform decently for that role but they're much harder to get in numbers.
The lack of a basic archer really makes the early-mid game tough. Battle mages and other random recruits seem to be hard to afford since you need to spend gold on expensive cultists which are occupied with villages instead of fighting.
We don't seem to have an answer to knights before we're able to get some infernal hordes out, because of our fragile frontliners and only 1-2 dmg slingers to back them up?
Perhaps I'm missing something?
I just cannot leave this uncommented.
And thank you all for the interest, while I am at it.
https://www.youtube.com/watch?v=6AsW-puxyeY
Then I would be clueless again.