XCOM 2
Necromancer Class - WOTC
431 Comments
Fulgrim's Chosen One 20 Mar @ 3:07am 
@Ekscom hm it is weird. But anyway, thank you for your interesting mod:)
Ekscom  [author] 14 Mar @ 12:37pm 
@Barzai: Yes, sorry.
@Fulgrim: I didn't. It may be a conflict with another mod.
Fulgrim's Chosen One 14 Mar @ 3:28am 
Why you have greatly reduce aoe of eldritch storm? And there is no changes in descroption, description says "in large radius"
Barzai 3 Mar @ 1:23pm 
Ah, I had hoped I could rebind the spells to use the psi amp without needing to rewrite a lot of code, but from what you said that's not possible. I can't animate =P, it's just that I thought that the vanilla psi amp animations are already very good, and could work great for the necro spells.
Ekscom  [author] 3 Mar @ 1:41am 
Hello, Barzai. Yes, the spells are dependent on the staff 100%. If you want to make anims for any spells, that would be cool. I'll link and advertise your "animations expansion" here.
Barzai 2 Mar @ 11:09am 
Hey there! How difficult would it be to use the psi amp animations for the necromancer's spells? I can try to do it myself, I just want to know if the spells are all hardwired on the staff.
Ekscom  [author] 5 Dec, 2024 @ 7:38am 
I just looked at the Mystic class. Wow yea that looks awesome.
So to make that work all you need to do is change one line in the necro's INI file where it lists his allowed weapons. Make that say the same like in the the Mystic' INI about weapons. You also need to be subscribed to the Mystic. That should work. I'd love to talk to Iridar and do all that, but I wont be able to. If you get him to make a patch to the necro to use his staff animation, I'll link his work here and make sure he gets the credit.
Wolffang 5 Dec, 2024 @ 12:29am 
Aw all good! I'll see if its possible to ask, I saw that the April Fools Mystic Class holds the same staff so will see if theres a way for that to be applied to it. Thank you for responding very kind of you sir
Ekscom  [author] 1 Dec, 2024 @ 6:08pm 
Hello. Yes, this is absolutely correct. I can't make a custom animation for the staff. It's not about money. If someone makes a fix for it, I will link their mod as "required" here. It's best that way.
PS: in case the Archon firing animation comes up, it doesnt work right out the box. It makes the necro start flying like the archon and the legs become mangled because the Archon doesnt have legs. It looks really bad.
I have no free time for any of it, sorry :(
Kaldin 1 Dec, 2024 @ 5:37am 
@Wolffang: For the animations, if I'm not wrong, Ekscom has no experience on that end, so you'd prolly need to ask Musashi or another modder making custom animations for XCom2 for that.
Wolffang 30 Nov, 2024 @ 10:42pm 
How much money to get animations fixed and class worked on a bit, I feel like this is so close to perfection.
Wolffang 29 Nov, 2024 @ 5:30am 
Really love this mod and nerfed the summon zombie ability and the others with the ini file thank you for that! Also was wondering if there was any way to fix the Necromancer Staff how its held. I really dont like how its weird the way he hold it and shoots. Just a small thing really love this mod shawty
Haydern 18 Nov, 2024 @ 12:25pm 
@Wintermute I agree with you. The Class need a balance check.
Wintermute 30 Oct, 2024 @ 10:02am 
@Soul I would humbly argue the opposite, the class feels overtuned. The zombies function as free mimic beacons(they also mess with the chosen AI) that help out massively with the early and mid game. You also get guaranteed damage which is a very strong tool to have, not to mention the debuff that comes with it. Difficulty of XCOM 2 is front-loaded, and the Necromancer basically trivialises the only difficult part of the game. The game becomes a joke afterwards
Ekscom  [author] 21 Sep, 2024 @ 5:56am 
Hi all. Thanks to everyone for enjoying this mod. Makes me feel good that I made it.
Unfortunately I wont be able to make any fixes or expansions for this mod. And it's been so long, I completely forgot how xcom modding works. Sorry again.
If anyone wants to patch it up, I'll give credit and link their mod in here.

@Harehnoth: Sounds awesome. Go ahead :)
AlShegardy92 14 Sep, 2024 @ 2:56am 
i tried adding
Template.bInfiniteItem = true;

to the src classes but it doesnt work, and i got no idea how to fix it
AlShegardy92 14 Sep, 2024 @ 2:00am 
why isnt the staff infinite like any other weapon ... its clamping the avenger for no reason i got all my soldiers got staff up their boxers
comar.12 5 Sep, 2024 @ 1:44am 
probably a conflict somewhere but i am getting pcs locked on my necro. Any ideas?
Harehnoth 8 Aug, 2024 @ 8:13am 
Hello! I am in the proccess of creating a new specialization for Amalgamation, and I took a lot of inspiration from your Spirit Guide skill! I did need to change a bit, which makes it questionable its usage in case people wants to run your class alongside. Instead, I would like to create a new skill, which is basically Spirit Guide, but created in a way it doesn't affect the original. Could I use your code for it? Of course, I will give you credits.
Soul 17 Apr, 2024 @ 6:37pm 
ngl the unit feel quite weak to me,and I ain't an ironman legend type of guy,but "raise zombie" is cool once or twice,but the whole rest of the kit feel so lackluster to me,like not even "oh no damage" but its mostly DoT and hide and wait feel,not the best feel in xcom gameplay where the enemy don't like to wait at all.
Some said Its not the right support for the way xcom play and I agree.
When the whole gameplay is "don't get one shot" the support isn't about burn/poison/etc
Its more about stuns and disorient,here this support ain't all that useful most of the time beside distractions,which become quite near useless at FL+12 with all the dumb strong units that start showing up.
After,thats my 2cent,I just find it underwhelming compared to a lot of other support units that support more the team than "called support cause damage isn't their main point"
RazerLazer 16 Apr, 2024 @ 3:04am 
Cannot wait for the updates on this mod, I made this girl I have a crush on this mod and I am loving it! Would for sure love animations with the staff and the other ones like the gts skills
Touhoufanatic 9 Apr, 2024 @ 10:25pm 
is there a way to alter the ini file to allow them to use melee weapons? i'd love t have a necromancer with a heavy glaive,
Bofrab 26 Feb, 2024 @ 10:32pm 
I feel like the animations for this class feel kinda lacking. Mainly for when you summon a zombie. Maybe use the sectoid animation for that? Other than that this mod is very fun.
DxGGG | Megalomancer 8 Feb, 2024 @ 10:52pm 
HUGE fan of this mod, thanks for making it!
Khorne Flakes 3 Feb, 2024 @ 8:03am 
One of my favorite classes for XCOM, thanks!
Tigris13450 9 Jan, 2024 @ 8:39am 
Does this need AML?
Eoin Lynne 14 Oct, 2023 @ 5:24pm 
LWotC?
RedSaintNino 12 Sep, 2023 @ 10:29am 
https://www.youtube.com/watch?v=Uk93aaSe2iw
^Lets play done with nothing but necromancers.^
Does the chosen mission with a buncha zombies too. interesting news for your mod.
Ekscom  [author] 31 Aug, 2023 @ 5:04am 
It shouldn't if you use this mod "(WOTC) Zombies Don't Count". They'll keep whining about it, but they do for mimic beacons dying as well. Just don't listen to them :D
Kevin the Skull 30 Aug, 2023 @ 1:46pm 
Does the death of the zombies lower the morale of the other troops, or no?
Atmus81 14 Jun, 2023 @ 10:46am 
@D7watch class feels a little more on the OP side than on the too weak side. Im playing with no timers though so there is no rush on missions
Forlorn King 6 Jun, 2023 @ 5:11am 
@D7Watch well there is your issue. You are playing legendary ironman. of course everything becomes more limited. Its pushing itself to the brink to be as unfair as possible to you. try lowering your difficulty and not playing so "perfectly" experiment, try new things
Callback Ping 15 May, 2023 @ 11:42pm 
Awesome mod. Thanks!
D7Watch 11 May, 2023 @ 7:34pm 
@Ekscom I shouldn't have used the word sucked, that was harsh. I do like support classes but there are just issues I cannot get around. I don't think your idea is bad nor the class but xcom is very limited in its scope.
After we remove the rose colored glasses and after 7 years, I've thrown those things away basically with this game. I play exclusively on legendary ironman and so many times with this game you can see its limits in terms of gameplay and what works and what doesn't.
Ekscom  [author] 27 Apr, 2023 @ 6:34am 
Hello.
@Nhostar: Yes, psionics-related research, including autopsies, is required to upgrade the staff. No spoilers though. Glad you like the mod :)
@uberjammer: I agree about the Lightning. Its targeting mode should be fixed, but I don't have the modding tools of the time for it anymore. If anyone has modded anything on it, ask them if they can also change the targeting?
@Xenochrist1110: Long war + Mist has never been a problem before. I don't know what other mods may be conflicting with something.
@Lord bowser: Sorry man, no idea.
@D7Watch: i'm sorry you don't like support classes. About the damage, have you tried upgrading his weapons?
D7Watch 24 Apr, 2023 @ 8:40am 
Class sucks. Its only effective use is early on when poison keeps enemies controlled. Later on, they suffer the same as bad cards in MTG. They need to be effective the moment they are employed. My other classes such as the sniper, or heavy can instakill. The necro is a slow burn in a game where immediate kills and top notch damage are needed. The weapon range of 2-5 is too unreliable. Its a good idea but the necro suffers a ton here from being far too weak to ever punch up for its cost (aka time invested/place on the battlefield).
Lord bowser 10 Feb, 2023 @ 7:35pm 
says doesnt work when launched with it so i dont know why i really like the skill it has
Xenochrist1110 1 Feb, 2023 @ 4:02pm 
having fun with it so far, but Mist crashes my game after 1 turn. is it because i dont have Long War? seeing as it's under "shamanism" tree...
uberjammer 10 Dec, 2022 @ 1:07am 
This is a fabulous mod, but lightning needs a rework - doesn't work well at all around cover. You basically have to have a clear line of sight and be out of cover, and since it's a 2 turn ability....
I think other mods fix this by maybe making the ability start a tile away from the soldier.

It's theoretically possible that I have a modded version of this, don't know what InterventoR did to it, as lightning is a "+" area of effect.
Nhostar 21 Nov, 2022 @ 5:34pm 
I can confirm that this does work on lwotc. The only issue is for some reason I can't upgrade the acolyte staff. Don't know if the psionic research is required first. Outside of that the class is great for lwotc.
Ekscom  [author] 14 Nov, 2022 @ 9:06am 
@Dark Lagiacrus: Thanks man. I added his video in the list here :)
@Mr.Roboto: Glad you're enjoying it :)
Dark Lagiacrus 5 Nov, 2022 @ 2:02am 
The Drifter's Broadcast has use ur mod in a youtube video... made me wanna use it to :)
Mr.Roboto 3 Nov, 2022 @ 7:38am 
Awesome mod, very interesting to play
Ekscom  [author] 10 Oct, 2022 @ 1:51am 
@PremierVader: Thanks, Glad to hear you're enjoying it :)

@Tech-Priest: The damage depends on the weapon. It's locked to staff only for RP and balancing. If you give him s stronger weapon, it should work, but he will cast fireballs from his rifle and it'll do higher damage. If you dont mind that... hey, have fun :D
Hm, It'll probably feel like a nuke if it's shot from a cannon.
I wonder if it will also apply stun if fired from a Bolt caster... lol.
Have fun :)
The Seraph of Tomorrow 4 Oct, 2022 @ 10:03pm 
By chance if you choose the no weapons restrictions RPGO option, can you use the necromancer abilities without the staff?
PremierVader 18 Aug, 2022 @ 1:20pm 
Hello just came by to say thanks for this excellent mod. Having lots of fun with it.
Ekscom  [author] 29 May, 2022 @ 9:14am 
@Digan : Hi, you have to change the setting in the INI files. One of them. I'm sorry, i don't remember this anymore. It was too long ago. I don't have time to even touch any modding. What I can cpnfirm is that you don't need to restart or respec. Skills like that one either works on the spot, or don't at all.
@philmakerguy : It should work with community promotion screen, yes.
philmakerguy 28 May, 2022 @ 2:40pm 
Would this work with community promotion screen?
Digan 27 May, 2022 @ 12:20pm 
hey Ekscom, i got a question, how can i change the radius of Mass Raise? i have my own custom playthrough with 2 friends and i tweak some settings for more fun, i have been looking to change the radius of the skill but cant find it anywhere ;/ i changed it via SRC in modbuddy but it dosnt take effect?
Do i need to start new game for changes to take place OR do i need simply re level a new necromancer for the changes to count ? :O
Ekscom  [author] 26 Apr, 2022 @ 2:36am 
Hi all, I'm glad to see people are still playing this. I'm sorry that I can't finish and polish the class. No time for it.
A few comments ask about equipment. You can open the class's steam workshop folder and look through the .ini files there. One of them will have a few lines showing Allowed Weapon/Armor. I don't remember how it was called exactly. Just find it. You can copy-paste any armor/weapon from the game in there, or create extra lines for more equipment. You can give him any weapon/armor. Sorry I can't look it up exactly myself.
And the other thing is about promotions. They are set to give you an equal number of necros, compared to other classes. So if you have 5 of each, and zero necros, you can expect to get 5 necros from the next few recruits.
I hope this helps, and I hope you enjoy it :)