Conquest of Elysium 5

Conquest of Elysium 5

The Omni Mage
MoloMowChow  [developer] 14 Sep, 2021 @ 2:44am
New Ritual System Update
There was a hard limit to the ritual list of 64 which prevented the Omni Mage from learning any more rituals. This limit includes rituals of masteries. To circumvent this, Omni Mage now uses a new custom ritual path which condenses all the rituals into one path, while also removing redundant/mundane rituals.
This keeps the list at 64, and also prevents compatibility problems with other mods that add more rituals to the vanilla ritual paths.
You now learn new rituals with one set of Ritual of Masteries, which take a small amount of resources from gold, herbs, sacrifices and hands. (Gems were excluded because I can only set 4 different ritual costs and you'd probably want those for warlocks anyways)

As a result, the pacing of early game has slowed significantly since you no longer start with many rituals, and must instead rely on RNG to give you rituals from one Ritual of Mastery.
I changed the starting Hamlet into Market Village, to help with the pacing of the early game.

Rituals excluded from Omni Mage in the new ritual system:
  • Alchemy and Greater Alchemy: The Omni Mage has better things to do than sit around turning iron into gold. Hire alchemists to do the menial work instead
  • Twiceborn and Bloodrite: The Omni Mage is already the most perfect being! He can't possibly die!
  • Messenger Crow, Raven Spy: These do the same thing as Floating Eye, which is the one I decided to keep because floating eyes are cooler
  • Dark Knowledge: A spell exclusively for finding Old Battlefields, is hyper specialized for necromancy only, probably useless after a certain point and even more pointless when Scrying is available

I considered removing "Pierce the Veil of Death" as well. You can use Stygian Path + Scrying Combo to scout Hades, and if you're really worried about jumping into a ghost, get a Necromancer first. But I didn't want to remove any more early-game options from the Omni Mage himself, so I kept it.

Finally, I increased the cost of Omni Ascension again. Was planning to change the way it worked by requiring one of every max tier apprentice first, but the mod command for it is broken so until the next patch this'll have to do.

Feel free to discuss these changes. I was worried about how slow the pacing would become from these changes, but this is the only workaround I can come up with due to the ritual list limit.
Last edited by MoloMowChow; 14 Sep, 2021 @ 2:45am
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msilbey 16 Sep, 2021 @ 12:50pm 
Thank you for the update. Assuming everything works as intended is the mod feature complete?
MoloMowChow  [developer] 16 Sep, 2021 @ 6:54pm 
Originally posted by msilbey:
Thank you for the update. Assuming everything works as intended is the mod feature complete?

There's still one more thing I want to do with this mod (change the way Omni Ascension works). While I might not have any plans for it now, I might come up with more ideas in the future for this mod. Especially if they update the game with more modding capabilities!

If I have the time, I might also try out other modding projects too with some ideas i have floating around.
Last edited by MoloMowChow; 21 Sep, 2021 @ 8:49pm
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