Dwarf Fortress

Dwarf Fortress

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Predefined Necromancy (Discontinued)
   
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3.435 MB
21 Jan @ 1:22pm
25 Jul @ 2:39am
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Predefined Necromancy (Discontinued)

Description
Predefined necromancy - Discontinued

I was able to get better results with LUA procedural generation, so I discontinued this mod. Please use Extended Necromancy instead.

TL;DR
Adds few secret to replace autogenerated necromancy.
In intention to config world with 0 secrets types.


Please check my other mods:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3157869674

Earliest compatible version
1.03 - By removing some secrets the new version is not compatible with previous version.


Related mods


Introduction
I was annoyed with autogenerated necromancy. As the immortal, undead, necromancer imho is the lich.
Based on comment in my other mod - if there is 0 secrets types, the names form secrets in mods are kept.
So I decided to add 'proper' secrets to replace autogenerated.
Each secret have 2 versions - one as an immortal, the other as a still a mortal (scholar).
The immortal one can be created for on 3 2 Spheres each with IMMORTALITY goal.
The mortal one has 1 associated sphere - SCHOLARSHIP with IMMORTALITY goal. And 2 without IMMORTALITY goal, and without SCHOLARSHIP, but with MUNDANE_RESEARCH_POSSIBLE. Likely only first one will generate secrets in world generation. But maybe the last 2 can be discovered in game ¯\_(ツ)_/¯
Immortals are exclusive (person can be only one of them).
Mortals can gain many secrets as long as they are mortal.




Detailed Content

Example:
immortal and mortal
Power: What can do (interactions / spells)
Spheres: The spheres for which the secret is possible
Immortal Secret Names: Secret names in same order as spheres
Mortal Secret Names: Secrets names for mortal

Warlock and Alchemist
Power: perform horrible experiments (NIGHT_CREATURE_EXPERIMENTER[dwarffortresswiki.org])
Spheres: Deformity, Creation
Immortal Secret Names: The Formula of Flesh, he Secret of The Creation in a Flesh
Mortal Secret Names: The Occult Knowledge Secrets, The Living Art Secrets, The Secrets of Never-Ending Knowledge

Demonologist and Occultist
Power: Summon nightmare, Summon bogeyman
Spheres: Nightmares, Oaths
Immortal Secret Names: The Secret of the Awakening Nightmares, The Binding Pact
Mortal Secret Names: The Secret of True Names, The Secret of Portal to the Other World, The Secrets of the Shadows

Lich and Necromancer
Power: Animate corpse, Raise undead
Spheres: Death (of course), Rulership
Immortal Secret Names: The Secret of Life and Death, The Law of Life and Death
Mortal Secret Names: The Knowledge of the Death, The Secret of Immortality, The Secret of Life Essence


Issues
  • If there they are any autogenerated secrets - during world generation game engine still assign a necromancer when secret discovered despite other name provided in the mod
If you encounter any other issues, please let me know.

Compatibility
The mod should be compatible with other mods.

Plans for Future Updates
None

Updates
  • 1.00 - Initial release
  • 1.02 - changing spheres and secrets names on feedback
  • 1.03 - I decided to remove 1 spheres secret for each one immortal as in my taste there was too many Warlocks/Demonologists/Lichs generated.
  • 1.04 - Discontinued info

LICENSE: Creative Commons - CC BY 4.0 License

Images are generated with DALLE-E 3.
16 Comments
A Simple Pigeon 27 May @ 8:45am 
Fantastic, genius mod. This utterly solves my biggest problem with worldgen, the necro-splosion of towers ruining and polluting the landscape. In practice, this drastically reduces the amount of towers you'd get compared to a normal world with limited Secrets, but they still spawn consistently enough that there's always a necromantic presence in global politics. This is the perfect way to keep necromancy as part of the game without having it take over everything.
Mc_Dyno 23 Mar @ 3:17pm 
Do these types still build towers n stuff?
mir_38 18 Mar @ 5:41pm 
@Vajakki It's a thing that historical figures can do in the legends (only necromancers can in vanilla). It creates the 'experiment' night creatures that you might occasionally see in your tavern
Vajakki 6 Mar @ 7:42am 
how to "perform horrible experiments?" learnt it from a slab but it isn't in my abilities
kravun 5 Feb @ 11:27am 
can i use those sercrets' abilities in adventure mode?
Digganob 26 Jan @ 10:40am 
I've found that changing branches doesn't work, unless you open the game after changing the branch, and then changing back.
niemst  [author] 26 Jan @ 12:15am 
I think I found there reason see my post here
DRAKO 25 Jan @ 6:24pm 
ah i just seen that i cant get any new mods to show up ive tried deleting the game but it doesnt work
DRAKO 25 Jan @ 5:28pm 
ill try that out and see if it fixes it
Digganob 25 Jan @ 9:11am 
Hey! You've made for an easier fix than one I've found! People have been having the same trouble with my mod, so I had them copy it directly from Steam's general workshop folder. Thanks for the tip.