Heroes of Hammerwatch II

Heroes of Hammerwatch II

Pwnmaster's necromancer class
35 Comments
Pwnmaster  [author] 15 Jul @ 2:37pm 
the crawlers wouldn't despawn since they are a composite actor instead of a player owned actor (since you cant have a player owned actor spawn another player owned actor). so I added a 10 second timer to them that gets rid of them (also reduces clutter). for the shades they do not have the NG+ scaling that i have on all other units, so they get flattened out really quick on higher NG+
Gantz 15 Jul @ 10:31am 
Loving playing as a lich so far, but i've noticed that the minions do not despawn if you swap characters in the hub town, so they permanently strike at the dummies until you quit game or start a new run.
Spectres aswell will go out of their way to attack enemies through walls and everything which i find kinda cool but perhaps not the best ideia on the long run?
Pwnmaster  [author] 12 Jul @ 6:41pm 
I've adjusted all minions movement speed so they shouldn't jitter as much, i did notice the skeletal bruiser jitters slightly while going around certain deco items, but for the most part their movement is smoother ( and not so insanely fast)
Pwnmaster  [author] 10 Jul @ 1:00pm 
I had to up the speed on minions to account for their wonky AI but it happens occasionally since minions have a leash range, but at least they wont take forever to target enemies XD
Quith Garrick 9 Jul @ 8:53pm 
hey just tried out this mod, love necromancers.
seems like the minion movement is erratic and ungodly fast, not sure if its bugged but my undead friend here is vibrating with anticipation to kill whatever is outside my view
Pwnmaster  [author] 3 Jul @ 6:32pm 
make sure the mod is selected in your save, then when you create a new character, the class names are in alphabetical order
JuggerKnockers 3 Jul @ 12:10pm 
do i have to unlock the class somehow? i added mod and started a game but i cant see in character creation
Pwnmaster  [author] 3 Jul @ 11:55am 
It can be played multiplayer but it gets buggy if others aren't using the mod, and the title bonus still works for your characters online
JuggerKnockers 3 Jul @ 11:02am 
are mods like this playable online or solo only, and does the passive affect you online?
Pwnmaster  [author] 24 May @ 11:54am 
the filesize should be around 50kb with no prerequisites, check if you enabled it on your save profile. Also check to see if steam downloaded it, it does occasionally have connection issues
ReapingKnight 24 May @ 6:07am 
Tried this but the class wasn't added, in the properties for the game the download shows as 0B is there something that needs doing to access this class?
Nightcodex✅ 24 May @ 4:46am 
Thank you man, ill check it out i appreciate it
Pwnmaster  [author] 24 May @ 1:17am 
hopefully faster movement, ng+ scaling and hp regen makes things better, summon targeting in this game is so wonky. I also added 25% summon damage modifier to the necroprentice passive for good measure
Nightcodex✅ 23 May @ 2:08am 
I feel like the poor targeting of the AI should be balanced out with some solid QoL. since the clear will always be slow some base viable things like hp regen for minions would be nice
Nightcodex✅ 23 May @ 2:07am 
could it perhaps be an idea to make minions inherit ur trinkets somehow? or gain a % of it? would be nice to make the minions have some base regen too so they dont die THAT often.
Pwnmaster  [author] 21 May @ 12:06am 
Ive played this class up to ng+6, the summons can take quite a few hits, but unlike players they do tend to eat a lot of hits, I've taken that into account with the ability cooldowns, but for the most part they scale well and survive long enough to do good damage.
Traltwin 20 May @ 6:31pm 
How's it scale into NG+'s? The Warlock's pets kind of melt past NG+1 so I've not played much.
Pwnmaster  [author] 20 May @ 1:44pm 
minion damage and crit is based off of spellpower and spell crit chance
Nightcodex✅ 20 May @ 11:20am 
Can the minions crit with spell crit? or normal crit?
Traltwin 19 May @ 4:33pm 
I actually only had Your Mod installed, lemme test it again ... Also Great Work with this... Minion Master/Necromancer stuff I loooooooooove ........ to death.
Pwnmaster  [author] 19 May @ 1:46pm 
just to be safe i removed all sounds from shades and the looping attack sound from the necroprentice passive summon, hopefully that will fix any looping issues
Pwnmaster  [author] 19 May @ 1:31pm 
I just did a test using a citadel run and tested ice/fire/lightning staff and all wands, There is no sound looping problems that i can detect. I was using Crypt lord as well. It might be a conflict with another mod.
Traltwin 19 May @ 11:44am 
So it seems that if my minions are 100% killing everything, I'm fine ... but the moment I use a weapon (So far tried Ice Wand and Fire Staff) it loops the casting sound infinitely and gets worse as time goes until it's a dull roar in my ears... Tested with/without the mod and it's definitely the mod... I suppose I could try out the casting daggers I've got but I'd want to use a casting staff.
Traltwin 19 May @ 11:28am 
I'll check and let you know.
Pwnmaster  [author] 18 May @ 5:58pm 
I've checked all my minions, the shades are silent, the client might have left you with an older version. try to unsubscribe and resub and it should fix that problem
Pwnmaster  [author] 18 May @ 5:14pm 
odd, i thought i removed that sound, i'll have to check again
Traltwin 18 May @ 1:53pm 
I will say the shadow minions or one of them makes a FIRE sound when they exist.... SUPER loud.
Pwnmaster  [author] 12 May @ 2:54pm 
I've finally got unique skill orb choices working, hopefully they make this class more fun and varied
Werewolfkirby 2 May @ 5:12pm 
The skill orbs for the skills seem more as just buffs to your character overall rather than buffing
its abilities itself like the other classes do. That's just my thought on it, loving the idea of this class though
Pwnmaster  [author] 2 May @ 12:02am 
I changed the crypt lord passive to intellect so it can wear mage armor, having vitality as a main stat does limit armor choices XD
Pwnmaster  [author] 30 Apr @ 1:32pm 
it should take effect next time you level
Pwnmaster  [author] 30 Apr @ 1:32pm 
I've added an accomplishment for this class that scales like a standard class achievement and gives vitality, it should be retroactive with your current necromancer level
Pwnmaster  [author] 30 Apr @ 12:03pm 
summons are generally based off of spell power and new game level
NN 30 Apr @ 9:06am 
What abilities of the character are the summons' damage based on?
Pwnmaster  [author] 29 Apr @ 3:50pm 
I'll update the icons for the skill orb passives soon. I will not be changing those passives since it's way easier to balance around generic stats.

Let me know if something in this class is overpowered, underpowered, or is really good where its at