Quote:However, what if it also (at a higher casting cost) causes life drain damage?
I actually have "maybe make it deal undead damage" on my todo list. I was afraid to even mention that, as I worry it might be so insanely overpowered. It is likely a bad idea.
I mean, I've killed 300 berserkers with this spell alone in several games. If those were on my side as undead, omg.
But it does the same to almost any city troop except the few top resistance ones.
So it would be pretty much no different from "all units on the map with resistance 8 or less are now mine. You just don't know about it yet."
Quote:Evil Presence - Maybe with a different name it could target more things, or cause a production loss like 'cursed lands' on top. What if it also negates alchemist guild and amplifying tower?
Definitely not the Amplifying Tower. We removed Cruel Unminding on the basis that losing casting skill is not fun. Albeit, Chaos and Nature gets to outright destroy it so...why not.
By Alchemist Guild I assume you mean the magical weapons. That would be...an interesting thing. It would literally make troops from that city useless against you because almost every Death creature has weapon immunity.
I think I like this idea. It even makes Terror stronger (units without the +1 Hit from alchemy are hit twice as hard by a -1 To Hit effect).
But in that case we might need to reconsider the "no power from religion and/or no unrest reduction effects. Having all three sounds too much. In fact, just having it disable the Amplifier and the Alchemist is plenty good.
The best part is, even the human player finds a good use for disabling enemy magic weapons.
Oh and reduced enemy casting skill is a huge synergy with Evil Omens.
However if we lose the unrest reduction, it stops being a combo with famine and it won't be possible to starve cities into shrinking. (Albeit Pestilence is meant for that, anyway.)
Quote:Eternal Night - We could simply remove the power-building negation, and allow room for a permanent -2 armor or -1 to defend nerf on top of the -1 resistance. If it's 'night', enemies can't see well and fail to defend as well.
I'm tempted to keep this spell as is if we remove the power disabling part on Evil Presence. Otherwise the -1 armor is not a bad idea. I do like that it hits Heavenly Light directly.
Pestilence is very powerful, I'm happy with that spell. Even better with the slightly slower pace of the game.
Dark Ritual, as is, adds +12 per city. That's barely worth the 150 casting cost, let alone the research. Probably needs a larger buff than just removing the unrest (wasn't it already removed?)