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
- Reduced Liches training time by 75 (from 500 to 425)- Each Lichdom spell adds 25 back to the training turns- Added leveled increases to liches for: Spell Resistance, Spell Power, Spell Damage Multiplier...
- Added Lich's Phylactery item
I'm very excited by these Lich tweaks. Distinguished and unique Liches is what I most desired from your mod, I can't wait to take them for a spin. I'm also intrigued by the Phylactery mention! Thank you for your continued work on this excellent mod!
I'm really glad you like the mod! Let me know what you think when you get a chance to play it. These Lich tweaks are a derivative of someone's suggestions on the Nexus site, so if you have any suggestions or things you would like to see let me know! This mod is a work of passion for me since necromancy is my favorite 'school' of magic. I don't really play the game much to be honest, but I'll end up adding things to this mod anyways when I think of something cool to add or someone gives a great suggestion.
Thanks again for chiming in!
Great mod, I'll certantly try it soon!Do you think it is possible to hold a variable for the number of allies that died on a certain tile? This way a "raise undead" spell that actually ressurrects all/part of the creatures that died on a certain place in its underworld form. So you could hunt for areas where "old battles" were fought and summon the old undead soldiers strengh for your own!
That's an awesome idea. I don't think that it's possible to associate variables with tiles like that. It would have to be on a per battle basis I think. Ideas like this make me wish that they had released an API for modding. They were thinking about it at some point, but eventually decided against it.
Do you know when you will be releasing an updated version of your mod? I'm not sure, but I'm playing with a whole lot of other mods and I don't think it's fully compatible as I get a whole lot of blank spells in every hero's tactical spells, even when I'm using the Dead World compatibility files and the XtraDeconstruct NR compatibility files.
I haven't heard of this problem yet. What do you mean by blank spells? Do you know which spells they are?
Well, it would be hard to isolate as I am running a LOT of mods. But they are definitely Necromancy Revamped spells. I'm not sure whether they do anything if you do try to cast them. I could maybe give you a screenshot next time I play.
It could be that you didn't get the latest necromancy revamped compat files, or that you're running an outdated version of ΧD. I'd also post this in ΧD's thread, and hopefully Primal will see it.
No, I have the latest compat files, and am running the latest version of X D. It doesn't really seem to affect gameplay, so it can be lived with if necessary.
Are they blank in the trait tree (like when you level up)? I would say check to make sure you aren't doubled up on any of the mod files, or try removing and reapplying the mods that you think are causing weirdness.
Actually, Gravelord is not showing up in the Paths choices. That's strange, as I installed the base files, the Dead World compatibility files, and the X D NR compatibility files. But before I did have Gravelord show up, and it still had the empty tactical spells as well. So I'm not sure if that's the reason.
Did you uninstall the old version before you installed this newest version? I did change some file locations around and this sounds like the kind of tomfoolery that those kind of conflicting things would cause.
PrimalSavage says I need to move Mods\Data\NecromancyRevamped to Mods\NecromancyRevamped to be compatible with X D, so I think that's it. I don't think I had a previous version in my Mods, but I'll check for my next game and delete if necessary.
I'm not exactly sure why that is necessary for the compatibility. Primal stuff should still load after Data files are loaded.
Yeah, that is an odd fix suggestion. Well, let me know if that works for you!
Well, I have less tactical spells now, but for some reason (S) Summon Wight, (T) Summon Wight, and (T) Ritual of Completion, as tactical spells in every hero's tactical spell bar (and both the first two work as tactical spells). I'm not sure if this is due to your mod, or whether it is a conflict or bug with PrimalSavage's XtraDeconstruct mod capability file for NR.
Hey Dhuran,
I just finished a game as a Necro and really enjoyed playing it.
One thought, on the Necro Upgrade path, one of your first choices is "+1 to Tactical Regen" (I don't know the exact name).
I think you should add something like: "+1 + (1/5 * Caster level)" That way the ability will go up as your level goes up.
Also, maybe adjust that ability, or create another that also gives tactical heal to your summons.
Enjoyed the Mod!
Thanks.
Glad you like the mod!
This is a really good idea. I might revisit all of the abilities and spells to see if I can make them scale with level. Also regen for undead units (summoned or trained) is a really good idea too. I have a few ideas on how I could work that in.
Thanks for the feedback!
V4.6 uploaded! Mostly some fixes and re-balancing to make the skills a little more interesting. Plus a couple new icons for the Spectre and Disembodies Spirit that are more visible and look awesome! Thanks to Primal_Savage for the new icons! I'll put in more spells one of these days... I keep running into walls with the flexibility of their modding system... I've had to scrap at least 5 spells!
...Anyways...Enjoy!
Is this compatible with Demons and Wizards?
Yep!
How is that possible if they use the same unit_stat file?
Are you talking about the unitstat bg library file? If so, that is a common library of unistats available for modders. It would be the same file in all mods. I don't think I actually use anything out of it, but I started including it because I thought I might start at some point.
Demons and Wizards makes modifications to the vanilla sorcerer tree if I remember correctly. This mod used to do the same thing, so it wasn't always compatible. But I ended up splitting everything in this mod into its own class, so it would be partitioned from any changes other mods might make.
Ah very cool thanks!
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