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I don't think my mod here should do anything to Old Wizards, but many patches have taken place since I last changed something, so I hope the passiveness still works as intended.
If you have any other mod enabled in your current game, you could copy paste all those relevant lines from my Safe Hell Gate mod into the other mod file.
They are under Steam/steamapps/workshop/content/1606340/ then some other long numbers for each different mod. You would only need all lines from the end that look like:
selectmonster "Demonic Locust"
infwander 14
wanderrest 80
wandermaxdist 4
not the stuff before that. Then it should take effect, once you load the savegame.
Hope that helps somehow.
Inferno is complacent now, Gates may open and stay open, but infernal forces do not move out to conquer the world. Should have no influence on Demonologist summons.
Maybe it is time for yet another new solution...
Now, I am afraid the best solution would be to wait for the next game patch to fix the issue, or should I return to the previous solution? Ah, decisions, decisions. You said it worked just fine with normal portals, to just close them, right? Only the special Demonologist portals were bugged with the last solution? Decisions, decisions...
If my current solution causes too many problems, I might return to the destruction idea and just warn not to use it together with the Demonologist ritual.
There is now an event in place to close any gates to Inferno immediately after it is opened, should the Cultist eradication not be enough. The world is safe. Finally. I hope.
That would stop invasions pretty reliable...
Mad Cultists don't seem to be the only reason for the Gates opening, like I have heard.
Strange. Will see if I can find out more.
Personally, to deal with Inferno, I created the fire immune units in my Demonologist rework, very satisfying to not be murdered by Hellhound breaths for once.