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!)
================================================================================================
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
As far as I know, once the game reads the data files from the XML on loading, that's it for character models and stuff. I think the most I could do is add a particle effect from it, but I'm not sure how useful or flavorful that would be.
Thanks for the info!
Any time!
I might play around with particle effects, but ultimately I think it will just end up being annoying/confusing. Especially mixing with particle effects of other spells and abilities that might become active.
You're right, I'll continue to play the undead then!
I added a standalone executable version of the Custom Undead Unit Fixer for anyone who doesn't want to bother with downloading and installing Python.
All you need to do is unzip it in the same way you unzip any other component of this mod. It should put creature_fix.exe into the Legendary Heroes folder (where the Mod folder and Units folders are). You can just click on it to run it from there.
It is identical to the Python script, I just used py2exe to bundle it into a standalone executable. For those curious, it will add the 'dist' and 'build' folders as well which essentially have all of the .dlls needed to run a Python script (It's basically bundling just enough Python with the executable to run the script).
To uninstall it, it's as simple as deleting the 'dist' and 'build' folders and creature_fix.exe.
N/A
I'll look into it. I think I made all of Favian's spells into abilities anyways, so I'm just going to take it out in the next release (I must have forgotten about it).
Update: It does indeed show up in the faction editor as a weakness named "Mana" for me. Ignore it in your custom factions because it won't do anything! I'm taking it out in the next update since all of Favian's spells are abilities. Thanks for the heads up, Primal_Savage!
Is there anyway to change the Lich 'class' to ranged in regards of their battle placement?
They often end up in the front line and get one shot.
I tried changing their main weapon, staff of furnace, into a staff of freezing but this seems to prevent them from appearing in the train menu (may be a mistake of mine tho).
I will look into it. You were right to try changing the weapon, as their starting battle location is determined by that. It's likely a problem with the furnace staff so I'll play round with different equipment. Or just make them their own staff.
Thanks for the feedback!
I'm getting close to releasing the next update. I wanted to know how everyone felt about me rolling everything up into one download instead of having several smaller downloadable parts like how it is now (basically Necromancy Revamped would be the only option). The 'all-in-one' option has an order of magnitude more downloads than any of the smaller parts, and it would be way more easy for me to manage the uploads. Unless there's a large outcry to the contrary, I think I'm going to take this path.
Sounds like a good plan.
But a weakness that made troops require mana to be built would be nice .
The undead trainable through reanimation rituals should require mana to train! It might be hard to tell the difference between them and regular units if you gave a "Dead" faction the reanimation rituals ability (at least between the skeletons).
Updated to version 4.4:
Changelog on first reply (at top). This has some fixes in it for consistency. Still working on spells I'm adding and also some champions, but it's been taking so long I wanted to get these fixes in since they'll definately improve your gameplay experience.
As usual, let me know of any problems or feedback!
Huh... I wonder why that would be. I didn't upload it any differently than I usually do. Where there any error messages or anything?
EDIT: I just tried it (I use Chrome as well), and sure enough, it's telling me it's malicious (and I'm the one who uploaded it!). Not sure why it's doing that now. It might be because of the uninstall batch file.
Yeah, I just tried it, it's detecting all of the previous versions as malicious too. Thanks Chrome...
If anyone is nervous, it's definitely not malicious. All of the source code for everything on offer is posted up for review without having to download anything. The full contents for the uninstall batch file is in the readme, which can be viewed on the nexus site without having to download anything.
I guess if this keeps getting blocked by Chrome, I'll just have to take that out and see if it fixes it. It's only there as a convenience anyways.
Just as a heads up. It downloads on Chrome without any issues from the Nexus site. That means Chrome is flagging on Mediafire, not the file. That might mean that there's an issue with Mediafire's site or Mediafire might be compromised somehow.
I'm taking the Mediafire links down until I can test it and download the file without getting the warning.
Thanks for the prompt heads up Primal! I would definitely run at least a quick scan on your computer, just to be sure.
Accidentally hit quote instead of edit... (sorry)
Just uploaded an updated version of the DLC 04 compatibility option to reflect fixes/changes that have been made to the DLC since the compatibility fix has been released. Thanks for the catch Primal_Savage!
work with cos?
Thia mod look great keep it up!
Thanks! Yes, it is fully compatible with CoS.
I finally got a chance to mess around with why Chrome was flagging the download from Mediafire as malicious. I assumed it was Mediafire, but I tried form Dropbox and was getting the same issue. After removing the uninstaller batch file, that warning no longer comes up.
So I re-linked the Mediafire options for everyone. Just be aware that you'll have to remove the folders manually to remove the mod (no big deal, all the folders are mapped out in the readme, and everything is in parent folders so to remove you only need to remove 2 folders).
The creature fixer will still throw the error. I guess Chrome doesn't like .EXE's as much as it doesn't like .BAT's. There's really no way around that though, so if the warning spooks you too much, you'll have to fall back on the Python version (and download Python if you don't already have it).
Updated to version 4.5. This is a big one! Lots of new stuff. Change-log in the first reply.
I had to update the DLC4 compatibility, so if you use that, make sure to download that as well.
As always any feedback is welcome. Enjoy!
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