[1.4.4] Eternal Darkness - A Full Necromancer Rework v2.21

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Razakai
Uruivellas
Posts: 889
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#76 Post by Razakai »

That would make sense, the friendly fire reduces damage to 0 rather than making it not hit you. Usually that works out fine but Flameshock acts slightly differently so I'll have to figure out a way around that.

I think there is a way to make AG ignore status effects (except for Blind), so I'll check that out. The intention is definitely for it to be usable while Frozen or Confused. Perhaps I'll make it instant as well, to make it easier to combo with DS.

The cooldown of DS might be a little too high. The damage is very good, but I could've sworn it should ignore resistances. If this isn't the case I'll change it so that it's unresistable, as it's supposed to be the core offensive button of Corpse. So most likely I'll drop the cooldown to 6, lower the damage slightly and make it always apply. Even without debuffs, the intent is for it to be a strong chain nuke.

I'll look into why Swarm/Bones aren't playing nice together. That was one of the main ideas of the tree, for you to be able to bounce Brittle Bones between targets to explode entire rooms. Might need to move more of the damage of BB to the on-hit portion though, as it could scale out of control with large packs. Especially if you put an Impending Doom on them too for even more damage.

Also, I'd recommend trying out Corpsewall. I think the tooltip could do with a little work to explain just how potent it is, as on my test necro each part of the wall would stack 100s of damage of diseases/bleeds per hit on top of the grab/pin.

Oh, what I meant is that it would be passive. So 5/5 SoU would always give your minions 25% movespeed, regardless of the buff.

Dinlek
Yeek
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#77 Post by Dinlek »

I'll definitely give corpsewall a try. I can see it being extremely useful once I get to prides, as my current technique has been clogging up hallways with my minions and fighting trench warfare. A bit harder to do in an open area. With those changes to AG and BB, I think corpse would be a strong ability, especially for a minion necro.

As you've said, clearing up the tooltip would make corpsewall seem far more attractive, and the same could be said for dark tendrils. If the synergy works correctly, and AG goes through everything but blind, I think the tree would be extremely well rounded, and definitely be an attractive choice for players going vampyrism. Also provides an excellent nightmare choice, afaik, as debuff removal, wall creation, and fire-and-forget room clear provides a competitive amount of utility, even if it lacks behind reaping in raw damage, or lacks forgery (almost good enough to be worth going shade on its own, or so I hear). That resistance debuff is especially potent with a couple blighted summoning runed bone giants on a boss.

--

Trying corpse wall...my that's nice. Clarifying that it summons 3 elite immobile undead that act as a wall would have convinced me to try it out sooner. That's an extremely handy tool against a lot of dangerous ranged threats. If it received cut resistance penetration from vampyrism, the synergy could be worth a dedicating a lot of points to.

Orangeflame
Thalore
Posts: 157
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#78 Post by Orangeflame »

Black Ice appears to have some issues involving particles:
tome-1.2.2-1403140037.png
tome-1.2.2-1403140037.png (215.67 KiB) Viewed 8726 times
When in trouble / or in doubt / run in circles / scream and shout.

Razakai
Uruivellas
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#79 Post by Razakai »

http://te4.org/node/4011

v2.2
- Dark Empathy now provides a passive increase to minion movement speed
- Assemble guarantees a Runed Bone Giant at TL6
- The direct damage of Shadow Tunnel has been removed
- Affliction Graft is now instant (and so can be used while Confused)
- Devouring Swarm has had it's cooldown reduced, the damage and number of jumps slightly reduced, and can no longer be resisted
- The debuff transfer code used by both talents is now more reliable
- River of Souls now only fires a single bolt at all talent levels, but moves faster, deals more damage and has a wider area
- Death Vortex damage and soul drain chance slightly reduced
- Liches no longer learn Star Fury. Instead all Liches now have the Finger of Death spell, which projects a lethal beam of cold, darkness and physical damage
- Black Ice should now remove particles correctly, and no longer cause performance slowdown
- Fixed a bug with ice beam traps
- Clarified and improved many tooltips

Not as major an update as I wanted, as I'm still working on the big things like the reworked Shades/Vampirism/Grave trees. I thought I may as well push out these fixes now as there's plenty of nice quality of life stuff and balance changes.

Stuntofthelitter
Spiderkin
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#80 Post by Stuntofthelitter »

Learned Assemble, this happens any time I try to create a bone golem. No golem, 5 souls still burned.

Image
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

Stuntofthelitter
Spiderkin
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#81 Post by Stuntofthelitter »

Aaaaaaand apparently this one if I Undead Explosion a Wisp:

Image
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

Razakai
Uruivellas
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#82 Post by Razakai »

Oops. Try this.

http://te4.org/node/4013

v2.3
- Fixed a bug with Undead Explosion
- Fixed a bug when summoning Bone Giants with Dark Empathy

Stuntofthelitter
Spiderkin
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#83 Post by Stuntofthelitter »

I seem to be good now. Thanks a ton, amazing response time on that!
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

Stuntofthelitter
Spiderkin
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#84 Post by Stuntofthelitter »

Something else I caught: Only have Blurred Mortality and Aura Mastery, but after doing the lichform quest I can take Vampiric Gift, skipping Impending Doom. Trying to remove a point from either Impending Doom or Vampiric gift after immediately putting it in informs me that I cannot due to "Lichform(not enough talents of this type known).

EDIT: Can't remove any points I've placed in the tree at the moment due to that.
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

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

Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#85 Post by Razakai »

Stuntofthelitter wrote:Something else I caught: Only have Blurred Mortality and Aura Mastery, but after doing the lichform quest I can take Vampiric Gift, skipping Impending Doom. Trying to remove a point from either Impending Doom or Vampiric gift after immediately putting it in informs me that I cannot due to "Lichform(not enough talents of this type known).

EDIT: Can't remove any points I've placed in the tree at the moment due to that.
Seems obvious in retrospect, seeing as Lichform is technically the T4 Necrosis talent but hidden. I suppose it was never noticed as most people seemed to rush Impending Doom early. I'll see if I can make Lichform 'spell/other', otherwise I'll have to create a cloned version which might take a little longer.

Razakai
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#86 Post by Razakai »

http://te4.org/node/4014

WARNING - IF YOU HAVE POINTS INTO CURSE OF THE MEEK, THIS MAY BREAK YOUR SAVE

v2.4
- Crimson Barrier is now instant, and will be free to cast if you are below 20% health
- Shades has been heavily reworked
- Black Tentacles now creates a field effect dealing darkness damage and applying skill failure. Each turn there is a chance to summon a Black Tentacle, which can pin and silence foes
- Curse of the Meek has been replaced with Haunting Shades
- Haunting Shades summons multiple shadow clones which taunt nearby foes. On being killed, they will haunt a nearby foe, inflicting darkness damage and reducing damage dealt. Also gives a chance to gain a soul on dying, scaling with talent level
- Duskshroud now grants movement speed and stealth. Each turn a shadow clone will be summoned that blocks foes and fires bolts of confusing, blinding darkness
- Lichform no longer counts as a Necrosis talent


I'd be very interested in feedback on the new Shades tree. It shouldn't have the raw damage of Reaping or the summoning abilities of ANM, but it should be a great disabling and defence tree.

Razakai
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#87 Post by Razakai »

http://te4.org/node/4024

v2.5
- The life bonus from Lichform is now retroactive
- Finger of Death no longer inflicts friendly fire
- Vampirism has been reworked
- Drain Life and Exsanguinate now have a shorter cooldown, duration and deal slightly increased damage
- Drain Life no longer resets cooldown on kill, instead triggers a radius 1 burst dealing the remaining damage to adjacent targets
- Exsanguinate now has a chance to remove beneficial physical effects at talent level 3 and higher
- Blood is Power has been greatly changed. Now provides a boost to all damage dealt at the cost of health drain, and can be stacked up to 3 times, in addition to causing your Drain Life and Exsanguinate to lower Cut and Physical resistance. When reapplied, triggers a radius 6 burst of physical damage that inflicts daze and knockback.

StarKeep
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#88 Post by StarKeep »

Grettings o creator of dis addon.

Due to your addon overloading many functions in Actor (not blaming you, it would be a pain to superload a full rework) it causes issues with addons that need to superload it for their stuff to work.

A temporary fix that should help avoid a good many conflicts would be to change your addon's weight to 50, so that others can, hopefully, apply after yours.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Patchouli
Low Yeek
Posts: 5
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#89 Post by Patchouli »

Two bugs:
Animus Purge minions still do friendly fire to the player, and they can still hit other minions with 0 damage.
Re-assmeble ability from bone giants will remove them from minion list, though they are still friendly to the player ( 0 dmg?). They can not be effected by Surge of Undeath and do friendly fire. As they are not counted as minions so players can summon more of them, that could be a lot of bone giants. they are removed when changing map.

Friendly fire test:
Chill of the Tomb has full friendly fire agaist everything.
Orb of Cold Flames has no friendly fire, but detonation does while cold flames on the ground does not.
Hungering Cold has no friendly fire for the most of the time...... but sometimes it did, I do not know why. For one clear test, I used this spell, it hurt my 3 skeletons but not the ghoul. The next time I casted, it hurt the ghoul but the other 3 skeletons were safe... and then it did no damage to all of them when I casted it again..
Vampirism tree seems to have no friendly fire at all.
"no friendly fire" rule seems to be applied to summons without time limit. all others, like Corpsewall or Tentacles are taking full friendly fire.

The description of Devouring Swarm seems to be inaccurarcy, though I have not yet figured out how it works. The swarm will jump to other targets before it ends, and will jump to mutiple targets.

Another bug if it is not intended:
Orb of Cold Flames can not do any dmg if the player has no LOS, not sure if it requires LOS to the orb or to the enemy. Detonation also requires LOS to the orb, but it can damage targets out of sight.

Razakai
Uruivellas
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Re: [1.2.1] Eternal Darkness - A Full Necromancer Rework v2.

#90 Post by Razakai »

Real life issues and general burnout on ToME has stopped me doing much, but this addon certainly isn't dead, I'll pick it up again soon. I'm hoping to have a few bugfixes and number tweaks done tonight or tomorrow.

Starkeep - Yes, I'm not sure how I'd go about implementing a lot of my stuff without the Actor overload. I'll look into it as a permanent fix, but for now I'll put your suggestion into the next build.

Patch - Odd, thought I fixed the Husk friendly fire. Will take another look. The Bone Giant stuff technically isn't a bug, that's in the base game. Consider it a bonus.
Grave is getting reworked, so as part of that I'll make it more explicit what does and doesn't friendly fire. I want to make Spellshaping provide friendly fire ignore for minions too. It's all a little confusing at the moment and I agree it should be more obvious to players.
Cold Flames should work without LoS, I think I know the reason why though.
There's a small bug with timed effects where the effect ends but still displays as active on the original target with 1 turn remaining. In practice Devouring Swarm should behave normally. If it's jumping to more than 1 target at once that's odd though.

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