Necromancy+ v2.2 (Although now mostly Spiritmancer)

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Orangeflame
Thalore
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Re: Necromancy+ v1.2

#46 Post by Orangeflame »

After beating the game with a draconian necromancer with the latest version of Necromancy+, I was very disappointed in what it does (or more specifically, didn't do).

The infinite500 addon completely overrode changes to advanced minion mastery and necrotic minions. :(
I didn't use any of the (improved) grave tree, so I don't know if i500 overrode that, too.


IMHO, the charnel tree seems much more fit for a corrupter.
Blight and physical damage... not really necromancer skills.

Perhaps a "Dark Energy" tree, instead?
Mana Drain (of some sort or another)
Soul Battery (turns a soul into mana)
Dark Conduit (sustain that drains your mana, gives minions better stats)
Vampiric Gift

Totally up to you. (But I'd really like compatability with i500 :D )
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HousePet
Perspiring Physicist
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Re: Necromancy+ v1.2

#47 Post by HousePet »

Well I think the Corruptor Bone and Blood categories fit more with a Necromancer. :P

As many of the infinite500 scaling changes are going into 1.0.5, I was going to clean up compatibility after that.
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Orangeflame
Thalore
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Re: Necromancy+ v1.2

#48 Post by Orangeflame »

Bone would fit a necromancer.
Necros could have it at 1.1, locked. :o

IMHO, Blood should stay limited to the corrupter, though
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Crim, The Red Thunder
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Re: Necromancy+ v1.2

#49 Post by Crim, The Red Thunder »

But bone offers bone shield. Which could be hugely OP on necro.
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Hellcommander
Archmage
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Re: Necromancy+ v1.2

#50 Post by Hellcommander »

found an error related to getting a crit with darktouched when using it to heal a minion and it did not heal it even though it was or because it was a critical heal. It also stopped the skill from getting used up luckily. Note I resized it from 1920 to 1366 then used tiny png to optimized it.
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HousePet
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Re: Necromancy+ v1.2

#51 Post by HousePet »

I think this is caused by the heal function now needing a source.
But it still should have defaulted to 'Something' without it?
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Hellcommander
Archmage
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Re: Necromancy+ v1.2

#52 Post by Hellcommander »

It only happen once when the heal got a crit as far as I know it will heal them most of the time.

darkgod
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Re: Necromancy+ v1.2

#53 Post by darkgod »

Heal doesnt *need* a source, but uses one if given as the second param.
What happens is that spellCrit returns two values, the crit value and a boolean, so the heal() fucntion thinks there isa second param (the boolean) and trie to use it as source, which is obviously wrong.

Simple fix is:

Code: Select all

actor:heal((actor:spellCrit(value)))
Note the double parenthesis, a parenthesis can only ever return one value, so thi way we only grab the first return of spellCrit
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HousePet
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Re: Necromancy+ v1.3

#54 Post by HousePet »

Updated for 1.0.5.
Not all scaling change implemented. That should be completed next update.
Bugs squashed (and then raised again as undead bugs!)
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HousePet
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Re: Necromancy+ v1.4

#55 Post by HousePet »

Updated again to work with Animus:

Extra Essence of the Dead effects.
Blood Burst: +1 radius
Ghost Touch: +1 radius
Darktouched: Applies the Rigor Mortis effect at 20% increased damage and reduced speed for 5 turns.
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ghostbuster
Uruivellas
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Re: Necromancy+ v1.4

#56 Post by ghostbuster »

The soulwind movement speed bonus is not applied to bone giants...

Also, the advanced necrotic minions layout in the levelup screen is a bit confusing as the tier 2 talent soulwinds is displayed on the 4th column of the talents row.

HousePet
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Re: Necromancy+ v1.4

#57 Post by HousePet »

Can't see any reason it wouldn't be applying to Bone Giants.

And I can't do anything about the order the talents appear in. :(
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HousePet
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Re: Necromancy+ v1.5

#58 Post by HousePet »

Updated:

Bone Giants: Already buffed these a little, made them slightly tougher, added the ability to move to the front line.
Granted Vampires Invoke Darkness.
Granted Master Vampires Invoke Darkness and Circle of Death.
Gave both Wights Phase Door.
Greatly buffed Barrow Wight spell selection and usage.
Altered Grave Wight and Master Vampire spawn rates.
Improved Dread movement Ai and changed its 10ish invis to 40ish stealth like normal dreads.
Minion Mastery also reduces interminion damage, unless it is Retch damage.

Also won't hide the new Doomed category.
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Sradac
Sher'Tul
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Re: Necromancy+ v1.5

#59 Post by Sradac »

Theres something really strange going on with Create Minions with this addon.

I put a point into create minions to bring it to 2/5, on the level-up screen it said it will now summon up to 2 minions. Ok, sounds about right.

Left that screen, used create minions. It summoned THREE minions. I then hovered over the talent in my bar, and it says it is still at level 1 and will summon up to 0 minions.

Went back to levelup screen, while it shows 2/5 talents invested when hovering over it its still showing the effects of having no points in it...

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StarKeep
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Re: Necromancy+ v1.5

#60 Post by StarKeep »

It appears you haven't played necromancer much.

That is intended, worry not. The number listed on the talent is how many MORE you can have, compared to your current amount.
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