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TL;DR the non-combat benefits of mirage soldiers are the trade off for not being ethereal.
I'm wary of making any one mechanic too good compared to another class that can do something similar, because the Chronal Priest does so much stuff as a hybrid class I wanted everything to be not as effective as more specialized class.
Thanks for the comment!
Two comments: Would be nice if there was more access to scouting. Maybe the calico cats could be semi-stupid, so that they could be added to armies as scouts?
Also, would be nice if commanders/mages were recruit-able more often. I lost two armies to ambushes and it took a while before could start rebuilding.
Again, good mod: thanks!
As far as returning from the void, that's part of the challenge of the class is finding a gateway in the void. But that isn't to say I won't give them a ritual to help facilitate this, I've had some ideas. Stay tuned because there will be at least 1 more patch coming in the next few days. I will be testing some ideas out including ones related to both things you have mentioned.
Even if my first game ended horribly, but that was my fault.
Definitely going to play more of it.
Compliment on the cat sprites.
All I can say is for better or worse the early game was designed to be a struggle for this class. While they do have a focus on strong endgame power, the second level catmancy on its own is one of the best summoning spells the class has in terms of value for power, and your goal should be to prioritize this one early on. I hope you have better luck in your next games, they're not as weak as they sometimes can feel I promise!
Feels like maybe too much of the classes power is focused on the late game, I didn't get the chance to play with a lot of the late game stuff because I was behind for most of the game it felt like, by the time I had timekeepers the AI was rolling on me with Seraphs or multiple lvl 3 casters.
Anyway, like I said, I greatly enjoy everything about the class, just had these balance thoughts after playing two games.
However I do have some balance concerns. The main tempo mage line seems very weak when compared to other national casters or even generic mages. Especially the lvl 1s, a small burst regeneration spell every 2 turns doesn't really do a lot when the main component of your army is mostly human, and regardless other casters can provide equivalent buffs like lucky, or twist fate every turn.
Relics are hard to come by depending on age, and you have to spend a lot of them early on with catmancy to keep your army bulky enough to fight. Combined with the turn investment in leveling up, it feels very hard to both level your mages and get the rituals you want.