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Yes, they are ruins, and were presumably raided. Thus, no gates.
The actual power bump happens after getting void summonings.
Tide and Depths have its uses to replenish a frontline, and the recruitable cultists getting to Water 1 Void 1 is not terrible (quite spammy offensive spells), but Void Calling consistently is a massive power spike.
60 sacrifices, you can get a lot of acid blood chaff, regenerating elephants, 3 mental attack artilleries, 2 large Void 1 mages with an extra lightning strikes, and a Void 2 mage to lead these.
Compare to Depths. You can get usually 2 war shamblers that are decently tough but probably not worth 20 sacrifices each (yeah the die can explode but more frequently than not, it doesn't), the same Shambler Prince you can get for 20 less in Tides, and a Void 1 mage. That, alright, is admitedly still useful because he can do both water and void rituals.
To be honest, the Void Calling have a substantial backpayment to get. But after you get it, the only reasonable thing is to capitalize desperately on it. I think the water side of the High Cultist got snubbed in this interation.
With the revised costs, Deep Ones are the safest, although least impressive, option. The thing is that you are always getting some value, specially now. 20 sacrifices, spammable troops to refill the Frontline that are stronger than baseline humans and Amphibian (important), or a thug commander that can explore and raid the sea (way more effective at that with the rituals now). 40, actually good troops, the thug comes with some bodyguards you can nab, or a Hybrid that will be your only current path to a Magic 2 (and a nice school). 100, lots of damn good troops, assassins that are actually more than a gimmick, King and Queen, good ol shambler but now with lobsters.
Bottom line, it's cost effective because it got nearly no duds (40 lobster imo), unlike void summoning with stupid horrors or writhing things (that don't perform at the current cost). That said, can't make a magic artillery army out of that. Your frontline is tough but won't kill much, the heavy lifting will be done by your archers and magic commanders (Water 3 got many hard counters, but when the stars align... Void 2 get you far though), do I focused on multiple multi mage raiding armies to exploit citadels and the odd vulnerable army.
Void was a tweaked a bit in the same update so there's more variety in the first void ritual and a higher chance for the Yithian Sage, which should mean a better return, less writing spawn spam unless your rolls are very unlucky, and easier access to the next tier of rituals.
Also been on a bit of an Elysium break, but have a few notes on potential changes/new stuff so sometime in the near future there will be an update.
Change the freespawn to ONLY produce "Hybrid Fishermen". Nix to the spearmen entirely. Give a faction-wide recruitment option that promotes them to Hybrid Soldiers for iron.
You might keep Insane fishermen as a very rare spawn, that enables an alternate route to getting a hybrid cultist (maybe a second tier 3 deeps ritual?)
Given their spawn conditions are untouchable, the best lever is the statblocks themselves... I'm sure you already considered making them expendable, but what some buffs that make them better at the their job? How about +1 Str and Damage, +1 HP, pushing them a little bit in the direction of their fishy kin?