Thea 2: The Shattering

Thea 2: The Shattering

56 ratings
Necromancy
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.688 MB
8 Jul, 2019 @ 11:39am
1 Aug, 2019 @ 10:00am
7 Change Notes ( view )

Subscribe to download
Necromancy

Description

====================
N.E.C.R.O.M.A.N.C.Y.
-------by ETC-------
v 1.3
====================

Just some minor changes. More to come after the next patch.
- The crypt is a seperate building again like in v 1.0. Thanks Lorska for helping fix the inventory issue I had before!
- Reduced traitcost for the necromancer.
- Some minor balancing and bug-squashing



+++++CHANGELOG++++++
v 1.2
GAMEPLAY

==Added trait card Corpse Spider==
Start the game with a custom spider.
(A poison-based support character that has 'Web', an innate delay skill)

==Added character - Broken Skeleton Shieldbearer==
The Two Broken Skeleton - trait was a bit boring and underpowered. I replaced one of the broken skeletons with a new subrace, the shieldbearer. It should be a nice early game tank/support. As for the current artwork; I'll definitely remove one of those arms after MuHa releases the support for custom artwork!

==Necro rebalance==
I have slightly increased some stats and decreased Mysticism. Intelligence should now be prioritized a bit more when levelling-up.

==Crypt rework==
The crypt worked fine by itself, but somehow I was unable to stop it to appear in the inventory. This allowed for a number of exploits (basically you could make an infite number of unliving corpses). I have reworked the crypt so that it replaces the mine. You can still get all the original resources from the mine, but some descriptions have been altered and it now also spawns the unliving corpse.

PLANS FOR THE FUTURE
I have gotten a lot of great feedback and some great suggestions to improve the overall gameplay and flavour of the mod! I'll continue my work on this project and will add new things in the future but some ideas require 'the nex step in mod support' MuHa has announced. For example, after custom events can be included in mods we can have a grow-up event whereby a (gifted) child can becom a necromancer etc. Right now, custom events can be created but not included in a mod. I'v also tinkered with the various rituals hidden in the game files. Unfortunately, I haven't gotten any of my custum ones to work, largely due to the fact that only vanilla scripts can be used and the scripting for the vanilla rituals is pretty narrow. Since custom scripts will be supported in some future patch, I might add some cool new rituals al well.

NAMES AND BEASTS
I am currently working on another mod including the Dragon Bee trait and custom bear trait that I included in the last version of this mod. Since these traits don't fit the overall flavour (and balance) of this mod, and since they will be available shortly anyway, I have removed them for now. The beast mod should be finished soon(-ish). I have also published a small guide on how to customize character names in the game. (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1798894174) I think it is a bit boring that the skeletons are automatically called 'BROKEN SKELETON' rather than something a bit more imaginative, but I'll leave it up to you whether you want to customise the character names or not. Likewise, the new corpse spider will spawn as 'Corpse Spider'. Custom names can be given through assigning names for the new subracevalue SUBRACE-SPIDERTRAIT.

TECHNICAL STUFF
Allmost all modded data has been moved to new, separate files that should each load immediately after the vanilla database-files. This hughely reduces the need to overwrite existing data and as a result should improve the loading times and the compatability of this mod with other mods. I had some trouble with the DATABASE_DES_LOCALIZATION file since any non-vanilla file seems to overwrite the original descriptions completely. As a work-around, I have placed (allmost) all of my custom descriptions directly in the other game files, so should my DATABASE_DES_LOCALIZATION file be overwritten by another mod, no serious harm would come to the descriptions used in this mod.

As a general rule, I have used the vanilla DataBase as much as possible rather than making all kinds of custom skills, subskills etc. The resulting benefit should be that any alterations make to the base game (by a patch or another mod) should be reflected in the custom characters of this mod.


=====
V 1.0.
=====

NECROMANCY STUFF

==Added trait card Necromancer and Skeleton==
Start the game with a custom necromancer with his own Broken Skeleton buddy

==Added trait card Two Broken Skeletons==
Start the game with two Broken Skeletons
(If only one Broken Skeleton just doesn't do it for you.)

==Added trait card Haunted Remains==
Start the Game with a pet Ghost and a small pile of bones
(Playtesting shows the ghost doesn't mind if you sell off his bones. However, he prefers it if you craft them into a fancy necklace.)

==Added building Crypt==
Unlocks after crafting any idol. The crypt gives you an Unliving Corpse character and a small amount of bones every turn.

==Broken Skeletons no longer spawn with a two-handed weapon==
(Was a bit cruel, considering they only have ONE arm)

OTHER STUFF
(A bit random, I might make this into another mod at some point.)

==Added trait card Dragon Bee==
Start the game with your very own stinger
(A.K.A. Glass cannon. Honey not included but I added a standard food pack)

==Added trait card Young Armored Bear==
Start the game with a custom small bear wearing a piece of medium armor
(Grumpy but usefull)

==Removes trait card cost for the lonely rat==
Unlock cost remains the same
(I think this trait card only makes sense if you can play it for 0)

==Added a bunch of things to make the above possible==
(names, subraces, skills subskills etc.)

COMMENTS
The general idea was to add some new element without disturbing the overall balancing of the game. So don't expect some overpowered, poison slinging lich right out of the gate! Instead, I nerfed the necromancer quite a bit compared to the in game quest character. The character now starts out a bit weak but he scales quite well. The skeletons on the other hand are usefull early game but scale terribly. The crypt should provide some mid- to endgame reinforcement. I hope to add some cool new rituals in the future but I probably need to wait for more customized script support etc.

Feedback is always appreciated. Enjoy!
====================
V.1.0
====================


26 Comments
mrcoolize 3 Sep, 2023 @ 8:01pm 
Is there any way to get a necromancer in game if you didn't start with one?
Yaddah 15 Jul, 2023 @ 1:08pm 
Nice mod, however I do think you should make the non-necromancy stuff its own mod. For example, I'm using the the rat character in my current playthrough and I think it's well worth 1 trait point. Would be nice, if we could choose between your other ideas and the necromancy.
ProRock 30 Jan, 2021 @ 5:42am 
@comphiturra ok thx.
comphiturra  [author] 30 Jan, 2021 @ 1:58am 
@ProRock, SUre! I no longer support this Mod so feel free to do what you want with it.
ProRock 28 May, 2020 @ 5:10am 
Azi_Dahaka12th 15 Mar, 2020 @ 6:16pm 
dose this mod work with building overhaul?
Komissar Gebet 21 Sep, 2019 @ 12:55am 
Seems like a good mod, although I think the character portrait selection may (or even must) be extended - add some deafult witch/volh portraits (and models) and/or add some custom ones. An easy way to so: there is a nice mod here on the workshop that adds tons of good portraits, and some of them will suit the necromancer very well - I guess the authors will surely permit you to borrow them!
dpi.***** 24 Aug, 2019 @ 3:04am 
Hi
Love the idea ;-)

But why summoned skelettons have 0 in attack. What are they usefull for ? Delay the defeat ?
Siin_Wolf 16 Aug, 2019 @ 6:34am 
also a recommendation after using it for awhile i feel the undead skele boi that comes with the necromancer makes it a tad strong might think of removing that and only giving the necromancer with that trait. it isnt so strong that it matters a whole lot especially on harder difficulties (tried it in easy, medium, and hard) so its not a huge deal if you dont. but it is a little on the stronger side.especially in hard where your trait cost really matters
Siin_Wolf 16 Aug, 2019 @ 6:32am 
any chance you could add a deathknight styled portrait to the necromancer? wanting to make a sword and shield and heavy armor necromancer (gonna take a lot of strength to pull it off though maybe medium armor instead of heavy) and it would be awesome if the portrait matched the gear.