Necromancy+ v2.2 (Although now mostly Spiritmancer)
Moderator: Moderator
Re: Necromancy+ v2.0.0 - Spiritmancer released
I can't yet speak to the balance issues as I've not managed to spend enough time playing this yet but…
1. Spiritmancer is thematically great. It might lack a little complexity… might… but that's also not necessarily a bad thing. I've not yet really cracked this class but I'm coming up on Dreadfell shortly. It's really nicely put together and thus far, fun.
I really, really like the sustain summon idea… REALLY like it. I like it so much that I might steal it for my Necro re-work… for the Blood Golem. Perhaps make it an entire class along with your version of Undeath Link as well as the damage sharing feature… could be really cool. Or not, who knows?
Still, great work!
2. Necromancer… Obviously, I'm fond of the Undeath Link solution and while I still have numerous problems with the class as a whole (which everyone is aware of, ha ha), I think you've made a vastly superior Necromancer.
Maybe it's just my familiarity with the play style on normal but it still feels a bit strong… I guess I should try it on Nightmare… great job though.
Update: I figured out what seemed OP about the Necro… it has an extra unlocked category in Charnel. I don't know why I didn't miss that but the extra offensive options is pretty useful.
Also, the Spiritmancer is really, really strong in the early game. I can't stress enough how good the concept is!
UPDATE: When trying it as a skeleton, the Dead Secrets tree doesn't work… it says it's unlocked and I have the appropriate cunning stat but it just doesn't work. It won't accept a talent point.
It worked fine as a Higher but it didn't work in this situation.
1. Spiritmancer is thematically great. It might lack a little complexity… might… but that's also not necessarily a bad thing. I've not yet really cracked this class but I'm coming up on Dreadfell shortly. It's really nicely put together and thus far, fun.
I really, really like the sustain summon idea… REALLY like it. I like it so much that I might steal it for my Necro re-work… for the Blood Golem. Perhaps make it an entire class along with your version of Undeath Link as well as the damage sharing feature… could be really cool. Or not, who knows?
Still, great work!
2. Necromancer… Obviously, I'm fond of the Undeath Link solution and while I still have numerous problems with the class as a whole (which everyone is aware of, ha ha), I think you've made a vastly superior Necromancer.
Maybe it's just my familiarity with the play style on normal but it still feels a bit strong… I guess I should try it on Nightmare… great job though.
Update: I figured out what seemed OP about the Necro… it has an extra unlocked category in Charnel. I don't know why I didn't miss that but the extra offensive options is pretty useful.
Also, the Spiritmancer is really, really strong in the early game. I can't stress enough how good the concept is!
UPDATE: When trying it as a skeleton, the Dead Secrets tree doesn't work… it says it's unlocked and I have the appropriate cunning stat but it just doesn't work. It won't accept a talent point.
It worked fine as a Higher but it didn't work in this situation.
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- Wayist
- Posts: 15
- Joined: Tue Nov 11, 2014 7:13 pm
Re: Necromancy+ v2.0.0 - Spiritmancer released
I was wondering what was everyone's opinion on giving the Necromancer class a sort of Dominant Will-style ability but have it only work on undead.
Skill name:
Pale Master
Description:
Your skill with the undead arts knows no bounds. You've learned how to control, for a time, undead that have no master. For X amount of turns(more skillpoints = more turns), seize control of an undead creature not of your creation. Higher ranks in this skill allow you to control higher ranks of undead and the control chance increases with Spellpower.
Something like that as I tend to see a lot of undead walking around and I am always wondering why I, as a Necromancer, cannot control them for a time before disposing of them. This skill would of course have a cooldown that would be shortened with more skill points. Maybe this could go in the Animus category or something or Necrotic Minions? Perhaps someone who has a better understanding on how skills work together could make something of this.
Skill name:
Pale Master
Description:
Your skill with the undead arts knows no bounds. You've learned how to control, for a time, undead that have no master. For X amount of turns(more skillpoints = more turns), seize control of an undead creature not of your creation. Higher ranks in this skill allow you to control higher ranks of undead and the control chance increases with Spellpower.
Something like that as I tend to see a lot of undead walking around and I am always wondering why I, as a Necromancer, cannot control them for a time before disposing of them. This skill would of course have a cooldown that would be shortened with more skill points. Maybe this could go in the Animus category or something or Necrotic Minions? Perhaps someone who has a better understanding on how skills work together could make something of this.
Re: Necromancy+ v2.0.0 - Spiritmancer released
Why is this in my addon thread? 

My feedback meter decays into coding. Give me feedback and I make mods.
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- Wayist
- Posts: 15
- Joined: Tue Nov 11, 2014 7:13 pm
Re: Necromancy+ v2.0.0 - Spiritmancer released
Sorry HousePet. Communication failure on my part. I am currently playing with your add-on installed and I should've written:HousePet wrote:Why is this in my addon thread?
"What would you think about having a Dominant Will-like ability but only for undead for a Necromancer?"
It was late when I wrote the post. Sorry!
Re: Necromancy+ v2.0.0 - Spiritmancer released
I think its a good idea, but I couldn't find anywhere to put it.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Low Yeek
- Posts: 7
- Joined: Sat Jan 10, 2015 8:17 am
Re: Necromancy+ v2.0.0 - Spiritmancer released
Played Spiritmancer a while ago on insane and managed to make it to level 25 (3 deaths) before i ran into rares that oneshot everything i summoned in one turn. The class is fun but i found that the sprites become almost useless, 47 hp? When i'm level 25? How are they meant to survive even the weakest of AoE's going around? It also makes the sprite-healing explosion pointless, they're either dead in one-hit or on full life. It seems like they're designed so the low HP means they blow up on enemies often, but even in the largest rooms an enemy is probably only going to get hit by one or two explosions while destroying 7 sprites because AoE or multi-target spells. The melee sprites blocked my lightning sprites and clay golem so much that i ended up only using them when i really needed them.
The ranged sprites were a lot more useful than the melee sprites just because you can summon them at range and they'll usually survive a couple of turns and get off a zap or two.
The clay golem is really strong usually (sometimes i see it tanking multiple rares for ages, sometimes it seems to just get 1shot), though i found it annoying when i had more than 100% movespeed and was outrunning it too much (Possible to implement a 10-20 tile leash like the Thought-Forged?), and it also prevented me from using teleport/phase runes because i wouldn't want to be teleporting out of a grim situation without a golem to come with ( BUT early on i used it: find scary rare, summon golem, teleport away, wait for golem to die and cooldown refresh, repeat, but i wasn't going to continue this past the tier 1's, it got dangerous enough in Norgos')
The Ghosts were cool, but there was a lot of terrain they couldn't go through (like trees in the old forest), and they'd often get cluttered behind each other or the clay golem (not really expecting this to be change-able though, because AI).
I didn't actually notice if they do (definitely looked like they didn't but i can say i wasn't paying attention to them at all other than just summoning them), but do the Lightning Sprites attack over each other? or do they need unobstructed line-of-sight? If they don't, then having your spell crit summon lots of them only really helps if you have some that last the entire duration while other get killed, since the extras will probably just provide more blockage, or they'll all be blocked already and the extra won't get any shots off.
Do the sprites have a Blighted Summoning effect?
The ranged sprites were a lot more useful than the melee sprites just because you can summon them at range and they'll usually survive a couple of turns and get off a zap or two.
The clay golem is really strong usually (sometimes i see it tanking multiple rares for ages, sometimes it seems to just get 1shot), though i found it annoying when i had more than 100% movespeed and was outrunning it too much (Possible to implement a 10-20 tile leash like the Thought-Forged?), and it also prevented me from using teleport/phase runes because i wouldn't want to be teleporting out of a grim situation without a golem to come with ( BUT early on i used it: find scary rare, summon golem, teleport away, wait for golem to die and cooldown refresh, repeat, but i wasn't going to continue this past the tier 1's, it got dangerous enough in Norgos')
The Ghosts were cool, but there was a lot of terrain they couldn't go through (like trees in the old forest), and they'd often get cluttered behind each other or the clay golem (not really expecting this to be change-able though, because AI).
I didn't actually notice if they do (definitely looked like they didn't but i can say i wasn't paying attention to them at all other than just summoning them), but do the Lightning Sprites attack over each other? or do they need unobstructed line-of-sight? If they don't, then having your spell crit summon lots of them only really helps if you have some that last the entire duration while other get killed, since the extras will probably just provide more blockage, or they'll all be blocked already and the extra won't get any shots off.
Do the sprites have a Blighted Summoning effect?
Re: Necromancy+ v2.0.0 - Spiritmancer released
Oh wow. Well done on getting to level 25 on insane.
I'm surprised the Sprites have no Life, since they get a large amount of Con. It appears that giving summons a Con bonus doesn't affect their life. This seems like a bug to me. Well I did want to give them Fade.
It is not recommended to summon everything at once, since they get in each others way.
I'm upping the radius on Clay Aura and making it last for 4 turns if you leave the radius, so you can still be mobile.
The golem itself probably needs nerfing.
I forgot that wall walking doesn't work on trees. I could think of a good reason why ghosts can't walk through trees, but I'll just give them tree walking too.
Sprites can't shoot past each other, or other creatures. I could code it, but that might be OP.
I forgot to give Blighted Summoning effects to the summons in this class. XD
Thanks, for feedback.
I'm surprised the Sprites have no Life, since they get a large amount of Con. It appears that giving summons a Con bonus doesn't affect their life. This seems like a bug to me. Well I did want to give them Fade.

It is not recommended to summon everything at once, since they get in each others way.
I'm upping the radius on Clay Aura and making it last for 4 turns if you leave the radius, so you can still be mobile.
The golem itself probably needs nerfing.
I forgot that wall walking doesn't work on trees. I could think of a good reason why ghosts can't walk through trees, but I'll just give them tree walking too.
Sprites can't shoot past each other, or other creatures. I could code it, but that might be OP.
I forgot to give Blighted Summoning effects to the summons in this class. XD
Thanks, for feedback.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Low Yeek
- Posts: 7
- Joined: Sat Jan 10, 2015 8:17 am
Re: Necromancy+ v2.0.0 - Spiritmancer released
Yeah, i thought about the Sprites being able to zap past other sprites and realised there were many situations where i would've been destroying rooms and bosses by summoning both sprites at once.
I don't think there would be a problem at all if the melee sprites are able to tank one or two hits (I've only been thinking on Insane terms, but perhaps the sprites being able to tank more than 2 hits would be far too strong for Normal and Nightmare, though i can just imagine summoning them against Orc Pyromancers and watching them all die instantly to a flame-covered room, but that's why spells and ghosts are here).
Keep the ranged sprites on lower HP than the melee sprites, i reckon, and if you implement giving both sprites Fade the ranged sprites feel like they should be 1-hit-killable after the fade
Oh, i completely forgot: I ran into this error yesterday: http://puu.sh/fnrDP/04cc1ed838.png It would repeat anywhere from a couple of times to several hundred times at once, and happened when i was wearing a lantern of undeath and an enemy cast Holy Word, however i'm also running like 20 mods and never experienced this bug for the week or two i had Necromancy+ installed so it's probably an error between addons. I didn't encounter it until High Peak when dudes were getting over level 100
I don't think there would be a problem at all if the melee sprites are able to tank one or two hits (I've only been thinking on Insane terms, but perhaps the sprites being able to tank more than 2 hits would be far too strong for Normal and Nightmare, though i can just imagine summoning them against Orc Pyromancers and watching them all die instantly to a flame-covered room, but that's why spells and ghosts are here).
Keep the ranged sprites on lower HP than the melee sprites, i reckon, and if you implement giving both sprites Fade the ranged sprites feel like they should be 1-hit-killable after the fade
Oh, i completely forgot: I ran into this error yesterday: http://puu.sh/fnrDP/04cc1ed838.png It would repeat anywhere from a couple of times to several hundred times at once, and happened when i was wearing a lantern of undeath and an enemy cast Holy Word, however i'm also running like 20 mods and never experienced this bug for the week or two i had Necromancy+ installed so it's probably an error between addons. I didn't encounter it until High Peak when dudes were getting over level 100
Re: Necromancy+ v2.0.0 - Spiritmancer released
Oops, there is a complete lack of target shape definition. 

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Necromancy+ v2.1.0
Updated.
Made a load of backend compatibility changes that you won't notice unless I broke something.
Tweaked a load of Spiritmancer things.
Also tweaked Dead Secrets.
Fixed bugs.
Made a load of backend compatibility changes that you won't notice unless I broke something.
Tweaked a load of Spiritmancer things.
Also tweaked Dead Secrets.
Fixed bugs.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Necromancy+ v2.1.0
I've had a lot of fun with this in previous versions but with the new version I'm getting the following error:
[1] = {
[turns_used] = 1
[cd] = 10
[name] = Clay Golem
[fct] = function: 0x16334c98
}
[LOG] Susan Rattles activates Clay Golem.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:248: in function </engine/interface/ActorTalents.lua:232>
Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /data-necromancy+/talents/spells/life-giver.lua:76: attempt to perform arithmetic on a boolean value
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:271 useTalent
At /mod/class/Player.lua:865 fct
At /mod/class/Player.lua:893 automaticTalents
At /mod/addons/verdant/superload/mod/class/Actor.lua:165 act
At /mod/class/Player.lua:354 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1259
The error kept looping and I had to ctrl/alt/del to exit. I notice it references the Verdant class pack, which I also have installed (as well as your Arcanum class pack).
[1] = {
[turns_used] = 1
[cd] = 10
[name] = Clay Golem
[fct] = function: 0x16334c98
}
[LOG] Susan Rattles activates Clay Golem.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:248: in function </engine/interface/ActorTalents.lua:232>
Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /data-necromancy+/talents/spells/life-giver.lua:76: attempt to perform arithmetic on a boolean value
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:271 useTalent
At /mod/class/Player.lua:865 fct
At /mod/class/Player.lua:893 automaticTalents
At /mod/addons/verdant/superload/mod/class/Actor.lua:165 act
At /mod/class/Player.lua:354 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1259
The error kept looping and I had to ctrl/alt/del to exit. I notice it references the Verdant class pack, which I also have installed (as well as your Arcanum class pack).
Re: Necromancy+ v2.1.0
Oops, will fix.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Necromancy+ v2.1.1
Fixed.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Necromancy+ v2.1.1
Me again I'm afraid:
[LOG] Eilinimina the master vampire casts Cold Flames.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:248: in function </engine/interface/ActorTalents.lua:232>
Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: /data-necromancy+/talents/spells/alter-spells.lua:87: attempt to index global 'Object' (a nil value)
stack traceback:
/data-necromancy+/talents/spells/alter-spells.lua:87: in function 'createDark'
/data/talents/spells/grave.lua:309: in function </data/talents/spells/grave.lua:269>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:271 useTalent
At /mod/ai//tactical.lua:395 runAI
At /mod/ai//tactical.lua:421 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1259
Hope this helps.
[LOG] Eilinimina the master vampire casts Cold Flames.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:248: in function </engine/interface/ActorTalents.lua:232>
Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: /data-necromancy+/talents/spells/alter-spells.lua:87: attempt to index global 'Object' (a nil value)
stack traceback:
/data-necromancy+/talents/spells/alter-spells.lua:87: in function 'createDark'
/data/talents/spells/grave.lua:309: in function </data/talents/spells/grave.lua:269>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:271 useTalent
At /mod/ai//tactical.lua:395 runAI
At /mod/ai//tactical.lua:421 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1259
Hope this helps.
Re: Necromancy+ v2.1.2
Patched.
My feedback meter decays into coding. Give me feedback and I make mods.