Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Is it intended to be ancient temples only? If so, the description is incomplete.
There's currently a little weirdness between the Djinn's different rituals... You can heal until you do something else, for instance. Wealth, Conquest, Vengeance, and Power all seem quite castable. Knowledge seems pretty meh, I mean heck, other classes have this effect repeatable for cheap. Wonder is a rarer and more expensive effect, but is very likely to wiff with some bad item.
Here's an idea: For knowledge, wonder, and health, as weaker wishes, maybe casting this transforms the djinn into a specialized djinn that only has that ritual, and can repeat it for a sacrifice cost ranging from free for health to expensive for wonder.
It seems like it wants to have a niche as a "nuclear option" that you cast deep in enemy territory to screw them over. But the way the Inferno faction AI work, it's kind of... not. A big part of it is how they aim for population centers--Demonologist's preferred terrain, while avoiding mines and forests. I experimented with it, cast it RIGHT next the Dwarven city, only to have the demons congo-line away back towards my territory.
Given how futzing with the outer planes is... aspirational in the current build, I'm going to pitch a rework that basically "fakes it" to get a ritual that hits the flavor notes while still being castable as a non-meme option.
It does involve tossing the old mechanics entirely. No more demons pathfinding from inferno. Instead, the tile would spawn new demon units, that would "snake" around randomly like independents. They would belong to the "special monsters" faction, making them effectively hostile to everything.
It would also still be a portal to inferno, except without creating a way back on the other side. One-way, if you will. This is fine for demonologist who already has a dubiously useful return spell taking up a spell slot.
One adjustment I will be making is restricting "lower tier" units from being capable of creating a "hell pit" manually by digging down through Agartha. This will still be possible through "god" units like King of Earth or Earth Made Flesh, but currently this is doable by a 10 emerald cave grub which makes the demonologist's tier 3 ritual feel rather lackluster.
The "infernal teleporting" rituals I think are decent in concept but could use further tweaking. A 2-turn fast travel back to home base with a 1-turn layover in hell (possibly longer if cast at low resources) and if one really wants to they could try to capture some infernal tiles before returning or wait to rendezvous with a powerful summoned demon that was banished in combat. Currently they are learned separately at levels 1 + 2, This would be more useful if learned as a pair both at level 2. 50 Sacrifices per ritual is also quite expensive for a teleportation effect, so a significant discount is likely needed as well.
Broadly speaking, interaction with outer planes will probably not ever be expanded in a huge way. I think they're fine as sort of these dangerous "extra levels" that are hard to access and don't count towards victory. Certain classes can access certain planes more easily, but as a part of another effect that ultimately ties back to Elysium, and not having interaction with an outer plane as a big focus of the class since it takes place in a zone that other players will not be able to impact.