Dread Necromancer v1.13

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JohntheBohn
Posts: 3
Joined: Mon Apr 09, 2018 3:51 am

Re: Dread Necromancer v1.5

#31 Post by JohntheBohn »

It seems that this class and your Deathknight class both share talent names with the name "Reaper's Shroud. " Will this cause any problems if I use both addons together as an Adventurer?

Edit: Confirmed to be able to skill both skills with adventurer.
Last edited by JohntheBohn on Wed May 08, 2019 11:43 pm, edited 1 time in total.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Dread Necromancer v1.5

#32 Post by HousePet »

If the game doesn't crash on character generation when both addons are loaded, its fine. The game has a hidden 'short_name' which allows people to avoid clashing talent names.
My feedback meter decays into coding. Give me feedback and I make mods.

Kiralio
Wayist
Posts: 16
Joined: Wed Mar 18, 2015 6:46 am

Re: Dread Necromancer v1.5

#33 Post by Kiralio »

Skeleton Deadeye's supposed ability to bypass other targets to strike their focus doesn't seem to be working. If there isn't a direct path to their target, they just don't attack, which makes an already dubious point investment (since they can also be blocked by terrain or distracted by enemies who reach them in melee) almost completely useless.

I'm enjoying the class and I'm really impressed by the effort you've put into making a minion class scale into Insane and have a decent ability to sustain itself. I'm kind of struggling with midgame damage output, which is why I decided to try dipping into skeletons after all after initially dismissing the tree, but there are still a few other routes I haven't experimented with; I'll probably find something that works.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Dread Necromancer v1.6

#34 Post by Razakai »

Thanks for the bug reports. Latest version should fix most outstanding issues, though there's prob still balance tweaks needed (and Lich).

Mathnygard
Low Yeek
Posts: 6
Joined: Mon May 06, 2019 7:24 pm

Re: Dread Necromancer v1.6

#35 Post by Mathnygard »

The staff of bones just called me a shitty poser :(

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Dread Necromancer v1.6

#36 Post by Doctornull »

Mathnygard wrote:The staff of bones just called me a shitty poser :(
Staff of Bones being shitty is a 1.5 bug.

You'll see other staves with the same dialog (due to this same bug).
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Mathnygard
Low Yeek
Posts: 6
Joined: Mon May 06, 2019 7:24 pm

Re: Dread Necromancer v1.6

#37 Post by Mathnygard »

I mean it literally told me I'm not a real necromancer.
Me: "Hey staff, have any other cool powers?"
SoB: "Nah, mate. Yer not a real necroman. Fek off"

Don't recall the exact wording, but it was something,like that.

JohntheBohn
Posts: 3
Joined: Mon Apr 09, 2018 3:51 am

Re: Dread Necromancer v1.6

#38 Post by JohntheBohn »

Would it be possible to attach the Staff of Bones special power onto the Dread Necromancer's Animate Dead?

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Dread Necromancer v1.6

#39 Post by Razakai »

Possibly - I'll have a look at what it does and how it might interact.

Amakthel
Wayist
Posts: 22
Joined: Tue Mar 07, 2017 6:42 am

Re: Dread Necromancer v1.6

#40 Post by Amakthel »

This is an excellent addon--I've only played it for a day but I'm having a marvelous time. No bugs, as of yet, just really like the addon. I do miss lichform, though.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Dread Necromancer v1.6

#41 Post by Doctornull »

Razakai wrote:Possibly - I'll have a look at what it does and how it might interact.
My suggestion would be to replace the Staff of Bones entirely, and replace all other "intelligent" items as well since the Bone-bug is currently impacting all of them.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Scorned
Posts: 1
Joined: Sat Apr 28, 2018 7:47 pm

Re: Dread Necromancer v1.6

#42 Post by Scorned »

Fun class. Unfortunately I've run across a significant bug that occurs when both the Spirit Feed sustain is active and a Bone Giant is summoned. The +penetration and +saves bonuses that Spirit Feed offers will randomly spike with about 50% uptime, currently providing over 160000% penetration and 2500 to all saves at level 20. This only occurs when the giant is summoned but its triggering appears to be quite random -- it happens both when walking around out of combat or when fighting, whether I have 0 soul resource or 5, no matter where the giant is positioned relative to my character or how many skill points are assigned to the relevant talents.

Worth noting is that I am running the ToME 1.6 beta, although this is the first significant bug I have encountered up to this point.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Dread Necromancer v1.7

#43 Post by Razakai »

Scorned wrote:Fun class. Unfortunately I've run across a significant bug that occurs when both the Spirit Feed sustain is active and a Bone Giant is summoned. The +penetration and +saves bonuses that Spirit Feed offers will randomly spike with about 50% uptime, currently providing over 160000% penetration and 2500 to all saves at level 20. This only occurs when the giant is summoned but its triggering appears to be quite random -- it happens both when walking around out of combat or when fighting, whether I have 0 soul resource or 5, no matter where the giant is positioned relative to my character or how many skill points are assigned to the relevant talents.

Worth noting is that I am running the ToME 1.6 beta, although this is the first significant bug I have encountered up to this point.
This should be resolved now.

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Dread Necromancer v1.7

#44 Post by nsrr »

It would be nice if Death's Door used charges to display the power of the shield.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Dread Necromancer v1.8

#45 Post by Razakai »

nsrr wrote:It would be nice if Death's Door used charges to display the power of the shield.
Made that change, as well as nerfing it a touch further.

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