Semi-Stable Summons
Annoyed that your elite necromancer can’t raise more than two corpses without constantly sending them to chat over tea? Want to live out your dream of starting a percussigant dance troupe but feel that simply disabling summon timers would make things too easy? Then this mod is for you!
- Summon timers have been replaced with a new mechanic, bindings.
- Summons usually start with a stable binding, but when used in a task their binding will degrade and become unstable.
- Summons with unstable bindings have a chance to rebel after being used, which you will need to counter via your lore, tools, influences, or other resources (Don’t forget to read the descriptions for hints!).
- Failure to counter a rebellion will give you a last ditch chance to dismiss your minion, after which they will break free the same as if you had failed to exert control during a summoning.
- You can now dismiss summons you control directly via the Work verb.
- Allow skilled cultists to maintain large groups of summoned minions, with a bit of effort.
- Make repeated use of early/lucky summons more risky (no more getting lucky on an influence and blazing through 10 expeditions + 3 murders with King Crucible).
- Make corpse summons useful as more than just a way to get rid of a corpse or a last minute lover conversion.
- This mod is compatible with mods that add new summons. New summons will be sucked in to binding inductions but will never rebel and still have timers like normal.
- This mod is compatible with mods that alter vanilla summons or affect the Season of Ambition (i.e. "Season of Rivals"), but must be placed BELOW them in your mod order.
- This mod is not compatible with any mods that make large changes to the summoning mechanics.
After being used in any task one of the summons used will induce into a temporary verb (5s). If the summon has a stable binding then their binding will degrade and the verb will end. If they have an unstable binding (and are not from another mod) then they instead may progress to a full rebellion (40%).
Summons that rebel will require 1 of 3 things to maintain their binding (90s). A lore, a tool/influence (influences are consumed), or some other resource like vitality, dread, or funds. Typically the first two will match the amount required to summon the spirit + 2, but it can vary. Unique spirits especially can be picky about what they want.
Failure to address a spirits rebellion will result in a final chance to dismiss them via passion (15s+10s, 60%) and then will result in them breaking free the same as a failed summoning does. Spirits that don’t normally fight you for control (corpses+Baldomera) can still rebel, but failure will just result in their death/leaving.