Thea 2: The Shattering

Thea 2: The Shattering

Necromancy
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Update: 1 Aug, 2019 @ 10:00am

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Update: 1 Aug, 2019 @ 9:53am

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Update: 17 Jul, 2019 @ 8:36am

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Update: 17 Jul, 2019 @ 8:20am

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Update: 17 Jul, 2019 @ 8:11am

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Update: 11 Jul, 2019 @ 8:24am

+++++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. (should be visable on the community guide page). 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.

Update: 8 Jul, 2019 @ 11:39am

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