This mod adds a faction ability and class path aimed at expanding your options for necromancy. It includes new spells, trainable undead units, and more necromancy themed items.Reanimation Rituals enables trainable undead (skeletons, spectres and liches) that unlock with magic tech (much like Cult of 100 Eyes). Necromantic Compendium adds the Necromancer class path.================================================================================================Reanimation Ritual Ability:** Trainable Skeletons and Zombies: You can also edit them to make custom undead units** Trainable Spectres: Unlocks with Sorcery tech** Trainable Lich: Unlocks with Third Book of the Magi techNecromantic Compendium Ability:
* In order to access this path, you must 'scroll' over to it with the mouse wheel in the path selection screen.
* Play and find out!
Necromantic Relics:Ebony Key: +1 Reanimated creature level. Available in store after Enchantment tech is researched.Saltes Urn: Grants ability to raise a skeleton. Available in store and for unit design after Rituals tech is researched.Canopic Jars: Smash one of these jars and you will be transported randomly within a 3 tile radius, leaving a skeleton in your wake. Available in store and for unit design after Arcane Mastery tech is researched.Vitae Lacuna: Powerful necromancy themed staff that is only found as a rare loot drop. Does cold damage, adds +2 to reanimated creature levels and grants the ability to use Wall of Bone.
+ More!================================================================================================IF YOU ARE UPGRADING: Uninstall the older version.
NOTE:
Legendary Heroes does NOT transfer creature type into the files it generates for user designed units. What this means is that if you start a new game, and use an undead unit you designed in a previous game, it will show up as Race: Men in game. This will cause some of the spells in Necromantic Compendium to not recognize them and affect them as they should. I am providing an optional Python script (I wrote it in Python cause I could do it fast). You will need to install Python 2.7 to run it, but Python is free and easy to install. You run it from the folder you extracted this mod from (where the batch file lives) and it looks through all the creature XML's the game has made for your custom units, checks if they're undead. If they're undead, but don't have a creature type yet, the script gives them the undead creature type so they will work in all future games (it also backs up the original). You will need to run it after you finish a game where you created any new undead custom units. The script is optional. You can just go into the XMl file yourself and add <CreatureType>Undead</CreatureType> almost anywhere in the creature definition if you want to.
Credits:Heavenfall: Helping with Children of Storm compatibility (Thanks!)
jutetrea(SD Forums): Valuable balance feedback (Thanks!)
GFireflyE(SD Forums): Valuable balance feedback (Thanks!)
Primal_Savage(SD Forums): XML bug/error spotting, custom icons (Thanks!)
webusver(SD Forums): Making a whole set of custom icons (Thanks!)
Sir_Toejam (Nexus Site): Useful feedback and suggestions (Thanks!)
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DOWNLOADS:
Whole mod plus the faction:
Necromancy Revamped (4.6)
Optional:
DLC04 (Undead Faction) Compatibility
Custom Undead Unit Fixer Python Script (optional):
View as text on the website if you want to review the contents: http://www.mediafire.com/view/rpnia7nv8jnpn3o/creature_fix.py
Download: https://www.dropbox.com/s/e3fju6tu2pdlfru/creature_fix.py
Get Python (2.7.x) here: http://www.python.org/
Standalone executable version of Undead Unit Fixer Script (optional):
This is identical to the Python script version except you don't need to install Python since it bundles all the .dlls needed
to run it within the 'build' and 'dist' folders. Just unzip it in the same way you unzip any other component of this mod and
run creature_fix.exe from the same location that you would run the Python script from.
Custom Undead Unit Fixer Standalone
It's also been uploaded onto the Nexus site
Nexus Link
Limited playing, but a bit further into the game.
If the level 1 thing above does the trick, i'll try it with 1 hp and an upkeep if I can figure out how to incorporate other than 'has wages'. I'm also going to increase skeleton HP and moves to 3 (with the idea they can take a beating and keep going) to try to make them more attractive to myself
Quick notes:
Nihil magic is a really nice option - especially against the 'cast something at every opportunity mobs' a la haunters.
Raise necropolis was sweet - popped up a 800 hp stack in the midst of an AI empire (insane/insane). Not that it will actually attack the AI, but still.
Still really like the explosions.
Wall of bone is a nice secondary option to horde.
Yep. I'll probably release a new version tomorrow. It's fixed, but it's just getting the time to make sure all the write-ups are up to date.
Thanks for the detailed feedback! This stuff really helps. There are several options for the banshee. I can increase the training cost, move it around on the tech tree, or even raise the point cost of the ability in the faction editor. I don't want to change the actual unit around too much cause it seems kind of jarring. If push comes to shove, I can just replace it with another kind of undead creature.
In the next release the skeletons have had their training cost (mana and build) decreased significantly. I'm also including a Cemetery Golem to the Immortal Codex tech. It's pretty much a grave elemental with its abilities tweaked and rebranded as undead.
Glad you like the spells! I'm still struggling trying to get some new spells to work. One I've been working on about a week, and I don't think it's possible at this point, another I started a couple days ago and I'm just about done with it. Thanks again for the feedback!
Any idea how compatible this is with the Heroic Pursuits Mod? I'm using both currently and things "seem" great, but it's probably safe to assume some traits are being replaced between the two mods.But I won't ask you to comb through everything if you have no intention of making this compatible with other mods. Either way, I'm really enjoying the new traits/abilities you've added (from those I've tried). With the new necromancy elements added to LH, your fitting additions truly make the game feel more complete. I look forward to seeing more from this.
The only trait I add is Master Necromancy (through Necromantic Compendium), and it shows up in the tree right after Greater Necromancy. If another mod adds a trait in that spot I'm not sure what happens. My guess would be one would overwrite another, and it might be difficult to predict which one comes out on top.
Glad you're enjoying the mod!
Good Morning
I'm playing with your Necro mod right now and I've got to say, it's quite the mod! Really enjoying it.
Came across this little thing and was wondering if something was unintensionally missed:
There are 3 spells: Raise Skeleton, Wall of Bone, and Raise Skeletal Horde.
- Why does Raise Skeleton not have a mana cost associated with the spell's casting? Wall of Bone costs 30 mana and Sketal Horde costs 45....it seems to me Raise Skeleton should have cost 15 mana...
- Why does Wall of Bone have a limited casting range of 1? Raise Skeleton and Skeletal Horde both have no casting range. Seems like Wall of Bone shouldn't either.
- Imo, change 'Raise Skeletal Horde' to just 'Skeletal Horde'. Sounds better.
Again, thanks for the mod; I'll continue to enjoy it.
Raise Skeleton, and Raise Skeletal Horde are vanilla FE:LH spells! I made no changes to them.
Wall of Bone has a range of one because the 'line' spell area type gets buggy using anything else (I tried, and it was difficult and unpredictable). I agree, it would be nice to be able to make walls that bisect the enemy's position and yours instead of only being able to have walls that go through. If I ever find a way to implement it to work as a wall spell should, I definitely will!
Thanks for the feedback, and I'm glad you're enjoying the mod!
Just looking now.... 1.8.5 appears to be a recent update...is there a changelog?
Change logs are in post #2 in this thread. I just edit it with updates. The log(s) are also on the Nexus site.
By the way, I just tested this, and it doesn't appear that Heroic Pursuits touches the necromancy branch at all. I found no conflict between the mods at this time.
Quick update: Still loving the mod.
IMO - Banshee armies are OP unfortunately. I manually updated to 4 moves and 9 ice attack after the initial discussion and have a game going.
Anyway - elemental resistance + physical resistance makes for an immortal unit. Almost.
Vast majority of combats can just be auto-resolved, assuming you don't have a squishy in the last slot that'll soak up the damage.
4 move is nice, would hate to change that.
9 attack - when it was 0 attack, an autoresolve would still occasionally fail because not enough damage was done. At 9 attack, even early they were still good. Attack value is also affected by the city enchantmens.
That's all kind of ok when the a couple shrills can take them out - while most of the fights are purely physical there are enough that it kind of makes sense.
Once you get to mid to late game when you have elemental resistance and a few earth shards - its not too difficult to get up to 100% resistance. Dragons are an auto-resolve away.
Any other unit can do this, but any other unit doesn't already have 100% physical resistance.
Oddly and not sure how - the last quest guy - waerlinga(?) was able to damage the 100/100 banshees. Not sure how - I forgot to look at the attack makeup.
Not sure how to change them without taking the flavor away.
I tried to drop down to 1hp, but they still got level and city bonuses to hp - so they were low but not horrible.
Will be starting a new game with your new version this afternoon.
I could always just replace them with the cemetery golems, or move the banshees further up in the tech tree (or swap them with the golems). Or I could increase the faction ability cost to 2. OR! Maybe I could just give them some kind of XP gain penalty. Or maybe I could make it not heal (or not heal as much) each turn.
Hello I think this mod looks interesting but can't seem to get it to run on steam. Could someone help please. also sorry if this is the wrong place.
The readme.txt included has detailed installation instructions. Remember to check "Use Mods" in the in game options.
I did do that. and I made sure to turn on the option. what I was doing wrong was that I had moved it to the wrong documents and not realized until I double checked it. Makes me feel intelligent. Thanks for the help.
Haha! Don't feel bad... At least you didn't accidentally delete your master boot record (like I've done before).
I recently discovered that the Master Necromancy trait shows up in the skill tree even if the faction doesn't have Necromantic Compendium... So... I guess that means you can't use Player abilities as prereqs for Abilities... It works for spells though; but all that means is that there are two traits that don't do anything if the faction doesn't have the NC ability... That's not good for the player, and its even worse for the AI.
I tried fixing it using a unitstat (a long shot, I know), which did not work of course. I could, just have it unlock a spell without NC (and two if they do have NC), unless someone has some brilliant work-around.
Just like everyone else, really enjoying your mod. Banshee's are really OP. I was wondering if it would take much to alter the Damage Immunity to a Damage Reduction (say 75%) with a chance of complete immunity.
Glad you like it! I've addressed the Banshee for the next update based on feedback up until now. It's taking longer than usual because I'm adding (and changing) a lot in the next update.
Super mega update! Change log on second post... This includes my solution to the overpowered banshees. As always let me know if you have feedback!
Playing with your mod and have a couple of inquiries:
1) You mention that the Spectre unit is available with Sorcery tech. I see it in the tech tree as an icon. I do not see it for construction anywhere. I can't cast it with my sovereign. Are there any other prereqs that I am unaware of?
2) The first time I cast Skeletal Horde in tactical combat. I have 107 mana. The spell costs 45 mana according to the tooltip. After casting, I have -10 mana (as in below zero). Umm... I reload to double check results and the second time is just as odd. I cast with 107 mana and end up with 17 mana after casting. Something is wonky here. EDIT: More to add. I looked in the spellbook under tactical spells and it appears that Skeletal Horde costs 60 mana here and Wall of Bone costs 40 mana whereas in tactical combat it only costs 30?
3) Not sure if I'm using Explosive Deanimation properly. I summon a a skeleton into combat via the Raise Skeleton Spell. Then I cast the spell, but nothing happens. I get a cool animation like a startrek transporter beam accross all my guys, but that's it. No damage. No explosions on any of my skeletons. EDIT: Ah....figured it out. It gives the skeletons the ability so that they can detonate when they want to. COOL! Though, I would have figured that allies would be attacked by the detonation aswell as enemies. Never the less, cool. EDIT2: Noticing that this ability does TRUE damage. WOW. VERY powerful.
Hello!
1. I am unable to reproduce this. Is anyone else having this problem? Be aware, that if you modify the unit through the XML at all, the unit cannot have more than 4 <SelectedAbilityBonusOption> entries. If it does, it will not show up in the training list.
2. Thanks for reporting this! Led me right to a bug in my XML causing Raise Skeletal Horde to cost double the mana it should. It's fixed for the next version. As for the spells costing less mana than the spellbook descriptions, sounds like the warlock ability (-25% mana costs for tactical spells): 60 * (1-.25) = 45
3. Yeah it's a bit tricky... My original concept was to have them detonate on death, but currently the only way to trigger that would be if they were killed by a melee (non-special) attack...So I took this approach instead, and I've actually grown rather fond of it! It is a little on the powerful side. My thoughts on that were, you're going through several steps to achieve it, the unit has to survive, and you lose the unit (so the more damage it does, the more of a sacrifice you're making). Always open to tone it down if the consensus is that it's too much. Also, I have the "friendly fire" flag in the XML ready to go. I started with it off, with the plan of turning it on if there was a large public outcry.
Thanks for the feedback!
Looking forward to trying out the change.
Still have never got to black quire tech for lichs
Curious to see what mantle of death does
Flavor wise, if you get around to it, might be nice to add some non OP undead/necromatic items to custom sov creation.
Hey, that's not a bad idea!
1. Is the Spectre supposed to be a constructed unit from your cities?
2. You are correct about my sovereign using the Warlock ability. So 60 mana is the actual cost (which is more reasonable considering the 9 skeletons you get).
3. Imo, friendlyfire should be on for this spell. As a summoner, this was just too abusive. Skeletal Horde for 9 skeletons with 20hp each. Each skeleton runs up to the enemy and just slaughters them with 20 true damage each. At least with friendly fire, you'd have to watch where you put them. As for the sfx, I was kinda expecting...you know...a detonation?!? Ka-BOOM.
Overall, excellent mod! Can't see me playing another game of LH without it.
1. Yes, it should be a trainable unit as long as you have researched the sorcery tech, and your faction has the reanimation rituals ability.
3. I'm going to give Explosive Deanimation some love for the next patch.
Thanks again for the feedback, and I'm glad you're enjoying the mod!
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