Necromancy+ v2.2 (Although now mostly Spiritmancer)

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Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1

#16 Post by Praxis »

Hey great mod really makes some changes to talents that didn't make sense before. I'm really enjoying necro now except for the part of the dumb necrotic aura mechanic, it's the only class that cannot auto-explore unless you like losing your vampires and bone golems. I really question the design of having your summons stay within a small range of yourself when the game is so heavily based on auto-explore. And the need to dump 5 class points into a skill for no other reason than not having your summons die in a few turns on their own. Any ideas on improving it ?

Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1

#17 Post by Praxis »

Just to add, look at Doomed summoner and how much more powerful of a pet-class it is. To throw some ideas around, I don't think it would be overpowered to completely get rid of the radius that your summons must stay in and instead give some kind of buff/debuff for aura itself. Like maybe +regen/resists for your minions and/or some stat decrease for enemies within it(or perhaps gloom-like effects). Necro is already spread very thin for class points, and having to dump 5 skill points immediately just so your stuff doesn't kill itself is a bit ridiculous. Don't mean to ramble I just think it's a very interesting(non-boring) class to play and these things take away so much potential from necro while you can select Doomed and basically have the game play itself.

cttw
Archmage
Posts: 394
Joined: Sat Oct 22, 2011 10:31 am

Re: Necromancy+ v1

#18 Post by cttw »

Can you make it so the summons still follow you if they lose direct sight of you, in addition to removing their out-of-aura degeneration? Something like telepathy of master only.

There is a skill where the summons get part of your saves and resistances. This should only apply when they are in the aura.

The advanced minions tree would rock (more?) if one of the skills gave you your summon's sight.

cttw
Archmage
Posts: 394
Joined: Sat Oct 22, 2011 10:31 am

Re: Necromancy+ v1

#19 Post by cttw »

And thanks a lot for the effort, HousePet.

Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1

#20 Post by Praxis »

Also, is there a way to tweak talents your minions spawn with ? So stuff like this happen less often:


11.JPG
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ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Necromancy+ v1

#21 Post by ghostbuster »

I played a char with your addon and it is really great. Necro are quite interesting with these buffs.

Here are some remarks and bugs found :

1/ There is aproblem (already posted here) when a minion gets damage without an identified source (sand, lava, etc) that generates a lua error in hooks/load.lua line 19
It can be fixed it by making the test before trying to get talent necroanatomy from the (inexistent) damage source :

Code: Select all

class:bindHook("DamageProjector:base", function(self, data)
        local target = game.level.map(data.x, data.y, Map.ACTOR)
	if data.dam > 0 and target.summoner and target.summoner == data.src and data.src:knowTalent(data.src.T_NECROANATOMY) then
	   local t = data.src:getTalentFromId(data.src.T_NECROANATOMY)
	   data.dam = data.dam * (1 - self:getTalentLevel(t)/10)
	end
	return data
end)
2/ There is also a problem with the effect removal of cold flames that generate also a lua error on superload/..../grave.lua
I have not been able to identify the problem, but I changed line 59... from

Code: Select all

						if actor.tempeffect_def[eff[2]].dur <= 1 then actor:removeEffect(eff[2])
						else actor.tempeffect_def[eff[2]].dur = actor.tempeffect_def[eff[2]].dur - 1
						end
to

Code: Select all

						if eff[1] == "effect" then
						      actor:removeEffect(eff[2])
						end
It seems to work (no error and effects removal take place), but I am not 100% certain that the expected behavior has not been changed...


3/ Adding movement speed to minions is a good idea. Not too powerful, but it solves most problems with minion destruction while auto exploring. There are still some situations where it happens. In some cases, it is due to the path that block some movements of the minions. I also noticed that when there is a lich with a shadow, this problem happens frequently. The shadows do not have the same behavior as necrominions. They do not follow the master and can stop for some turns in the middle of a path. All the minions that are behind it will be stopped and it is generally fatal to them.

One way to fix that would be allow minions to swap position with a shadow in such a that they are no longer trapped by the immobile shadow. Surely doable, but I do not know how.

4/ I was wondering how undead resitance combines with other resistances. If an undead deals you 100 phys damage and you have 30% phys resist and 40% undead resist. What will you get?
100 * min((1-0.3), (1-0.4))
100 * ((1-0.3) * (1-0.4))
100 * (1 - (0.4 + 0.3))

5/ Meat shield is not so interesting as it is limited to phys damage...

6/ Maybe I am missing something, but I do not understand the interest of Ghost Touch. Mind save reduction is useless as all effects that you apply are magical. Cold resistance reduction is partly redundant with Ice/Uttercold. And stun reduction is really niche as your only stunning spell is Starfall. Your minions have many way to stun, but it only applies to one target. IMO, it seems very weak for a tier 4 spell.

I would suggest instead a new talent
Frost armor
sustained 50 mana
Condensate frost on your skin. Deals x cold damage to attackers.
At TL 3, you can condensate frost to protect your minions.
At TL 6, frost armor will deal ice damage.

7/ Mummies do not seem to have a blighted summoning benefit.


Besides all these remarks, I really enjoyed this addon. Thanks for your work.

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

Re: Necromancy+ v1

#22 Post by HousePet »

Praxis: Soulwind will help your minions keep up with you. (Helps with having enough souls to resummon too)

cttw: You can get minion sight from the Dead Secrets category. As an extra secret, if you use an undead Vision rune when you have that talent, you will get the sight bonus as well.

Praxis: Armoured skeleton warriors start with a random rune. Not sure it would be worth removing it. Its funny when they do stupid stuff. :D

ghostbuster: 1/ I've caught that bug already, will update soon.
2/ Supplying to lua error > all. :P And that changes the slow debuff burn into an instant cure.
3/ Might be easier to remove the Shadows talent from Liches. Summoned creatures with the ability to summon gets messy.
4/ I have no idea how it works.
5/ And for some reason it refuses to have a duration on the ward greater than 5 :/
6/ Some of your minions have talents that use mindsave. Also, stun resist is used against freeze.
7/ D'oh
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Necromancy+ v1

#23 Post by HousePet »

I could really do with an error message about what is wrong with Frozen Flames. :)

And it seems the mummy gets Bloodlock like the ghouls.

Going to make Necroanatomy increase the max life of doomed shadows.
My feedback meter decays into coding. Give me feedback and I make mods.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Necromancy+ v1

#24 Post by Sradac »

blah misread

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

Re: Necromancy+ v1.1

#25 Post by HousePet »

Updated:
Removed mana costs from Dead Secrets talents.
Fixed Frozen Flames and Meat Shield.
Necroanatomy gives Doomed Shadows more max life.
Corruptor no longer gets Dead Secrets.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Necromancy+ v1.2

#26 Post by HousePet »

Patched.
My feedback meter decays into coding. Give me feedback and I make mods.

Praxis
Cornac
Posts: 40
Joined: Tue Jul 23, 2013 10:12 am

Re: Necromancy+ v1.2

#27 Post by Praxis »

Hey I'm trying to run this together with Infinite 500 and games doesn't start, gets stuck at 100% loading screen when starting a new game. In the infinite mod I really like how your talents scale automatically with level, such as necrotic minions would already scale to level 7.5 without this addon. Wondering if there's a way to make these work together ?

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Necromancy+ v1.2

#28 Post by Sradac »

Probably not. There is very little that i500 is compatible with because of how much it changes

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Necromancy+ v1.2

#29 Post by Crim, The Red Thunder »

This is exaggeration. I'm running I500 alongside around 15 other mods, and I have no specific I500 conflicts. Especially given it's recent weight change on the most recent update, which apparently seems to fix a number of previous ones.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancy+ v1.2

#30 Post by HousePet »

I can't comment on whether compatability issues can be fixed until someone posts the error message.

But when I update my mods to the new scaling methods in 1.0.5 it might resolve a lot of these conflicts.
My feedback meter decays into coding. Give me feedback and I make mods.

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