So, what's up now, Narhiril?
A lot of tweaking percentages for the new ritual unit reactions. I want to strike some sort of balance between success and failure that keeps people from trying to convert everyone to paragons, while at the same time not making them nigh impossible to get. It's been difficult to balance, as paragons are functionally immortal, so I can't have a lot of determined people with full squads of them running around like you can do with the earlier ritual units.
One solution was to give them a "per-reaction" cost, but due to the way inhaled syndromes work somewhat unreliably, I disliked the idea of asking players to throw their resources into another sink that may or may not pay off - similar to how constructs work - because I know that can be frustrating to some and I want to give several different options to players when they reach the higher levels of the tech trees on how to spend their time and efforts. Ideally, a flat cost seems to be the most balanced approach, but it remains tantalizingly out of reach without a way for me to place a syndrome on a dwarf from a reaction at a 100% success rate.
What I've come up with instead, at least until the more idealistic options become possible, is a system somewhat like this. You create an "idol of Visthel" out of a variety of materials at the temple component foundry, which serves as the unlock trigger for the reaction, and can be re-used as many times as you like. A dwarf then takes the idol to the temple and attempts to channel the ritual energies to become a paragon. This reaction should be set on repeat (it doesn't use a skill, so it takes place almost instantly) until something happens to the dwarf, at which point you'll have one of a few possible outcomes...
1) The dwarf will be temporarily incapacitated. This varies from a temporary debilitating syndrome effect to a benign transformation that lasts for a month of in-game time.
2) The dwarf will become a paragon.
3) The dwarf will become a temporary danger to nearby dwarves, attacking them at random for a short duration until slain, exorcised (by a radiant priest), or the duration expires.
4) The dwarf will be consumed by the ritual, allowing a malicious creature to take over their body until slain. Dwarves in this state cannot be recovered.
5) The dwarf will contract a plague, which can be passed on to any nearby dwarves that have not been immunized. As I haven't had time to thoroughly test and balance this effect, it probably won't make it into the first iteration of this reaction.
The threat of unleashing horrors on your fortress from a ritual gone wrong needs to be the discouraging factor. I just need to get the relative percentages of these outcomes into place so that players will still be tempted to try the ritual to get a paragon every now and then, but such that it is impractical and unrealistic to attempt to assemble a large number of them. What this means is a lot of trial and error on my part. If the reaction is too generous, the substantial power of paragons will unbalance the game. If it's too dangerous, no one will bother trying. This development will set the precedent for the next series of ritual units, so once I get something I'm happy with, it won't take very long to copy the parameters while making lacerators, eyes of Pel, etc.
In the meantime, happy holidays to everyone. I want to take this opportunity, in the season of giving, to give thanks for all of your continued support of LFR. I know that the DF community is not very large, and the modding community is even smaller, but it's you guys and girls that I keep this project going for. From the fine lines of balancing to the harsh realities of technical limitations, from my first forays into writing lore and pixel art to the universe that LFR has become, this project has been and continues to be a learning experience far beyond the scope of my original vision for it, and I look forward to continuing to grow with it in the coming year.