Divinity: Original Sin 2

Divinity: Original Sin 2

Swarmley's Necromancer Class: Classic Edition
Swarmley  [developer] 2 Oct, 2017 @ 4:54pm
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Showing 1-15 of 20 comments
How about a re-animate spell? Target corpse returns to life with no armor and limited HP, average damage. Also, slow. Maybe add an All-In like attack. A source version might have explode corpse for physical damage. An elemental cross or two might be cool. Have the corpse explode poison or fire.
Saer 3 Oct, 2017 @ 11:48am 
+1 for corpse explosion poison, amazing idea. Maybe other blood and bones spells, like direct damage (Bone spear etc). ATM Necro doesn't have enough direct dmg compared to a pure pyromancer. Some armor debuff could be cool (Like spells doing massive armor damage but no real damage). Just some ideas. Love your mod btw, can't wait for a final version.
Swarmley  [developer] 4 Oct, 2017 @ 1:31pm 
@polydamas_reborn Hey, I am not really sure about that one. I would have to make a spell that revives a target... thats not that hard, right? But then I would have to make so many statuses to nerf the character on which I have no info what stats it has. Then I would have to make a charm status which kills its target after few turns. And lastly I can't disable their spells (We are not making a new npc after all,we are reviving an existing one) and dialogs so people could somehow exploit it. It would just be a headache to make, and pain in the ass to debug/balance if something gets wrong. I am not saying it's a bad idea but it would be just way too big of a headache to make it work on a reasonable level.
There is actually a corpse explosion in the game already. Just combine necromancy school book with a fire one :).
Last edited by Swarmley; 4 Oct, 2017 @ 1:32pm
Captain Vac Sparrow 20 Oct, 2017 @ 12:23pm 
Would it be possible to make the golem not last indefinitely and just make it a learnable skill like the bonespider? Or if that could be a standalone mod, I would really appreciate that. I really love the golem, but he looks so derpy when walking behind you, especially because he can't fit through most of the doorways. So maybe giving him a gap close ability could also be nice, maybe a teleport or dash?
Last edited by Captain Vac Sparrow; 20 Oct, 2017 @ 12:27pm
Swarmley  [developer] 20 Oct, 2017 @ 2:12pm 
Wouldn't scaling him down a notch fix the door issue? You know make him on part with Flesh golem scalewise. Giving him dash would be little too much. Bone golem is balanced around being really slow, giving him dash would absolutly brake him.
As of now the golems should teleport to their master when they get too far so at least that solves your issue for now.

On the standalone mod. I am trying to avoid it for now. Supporting two versions of the mod would be a nightmare. Maybe when I am done with it I'll make a Necro light :).
Last edited by Swarmley; 20 Oct, 2017 @ 2:15pm
I understand that would make him really strong, scaling him down a bit is fine with me. Then it will be really nice if the summon is indefinitely. The only thing is that he doesnt auto update the stats, but you told me you were working on that so that should be fine. Thanx man, keep up the great work!
Last edited by Captain Vac Sparrow; 20 Oct, 2017 @ 3:08pm
thelich 20 Oct, 2017 @ 3:15pm 
Is there any other way to dismiss golem, besides killing it? It breaks sneaking near enemies, as it can not sneak. Thus enemies spot it and battle begins (not just with it, but with whole party or whoever is near). It can be leaved, because of autofollow/teleport. The only way is either kill it or leave master with it somewhere.
May be you can add some sort of 'dismembering' spell, whilch will break golem back to materials or summoning object?
Last edited by thelich; 20 Oct, 2017 @ 3:16pm
Swarmley  [developer] 20 Oct, 2017 @ 3:39pm 
@thelich noted. I"ll add checks for sneaking. The golems might get some dialog options so I'll add some commands(stay/follow) and a winrar/zip golem option :D
thelich 21 Oct, 2017 @ 3:33am 
Ohhhh, thanks!
Jax 21 Oct, 2017 @ 5:10am 
I'm all for a zip golem. Breaks my heart when I use one for a fight and want it to bugger off after bc I look insane walking through town with him, but I feel bad for all those corpses being lost. Granted at this point I have 20 Bone Golems and 22 Flesh Golems crafted.
Tenebris 21 Oct, 2017 @ 10:19pm 
Hey Swarmley. I just wanna say this is an amazing mod and definitely my favourite necromancy mod for original sin 2, when I started playing the game and read up on what necromancy skills were available this was pretty much the exact mod I envisioned as being the perfect implementation of necromancy before I even found it.

I haven't been able to try out your "togglable skeleton control" version yet (if you've released it I mean), I've also not yet been able to test the bone golem (although the flesh golem is awesome). Also, due to my first character's save getting corrupted by a different mod (sigh) I haven't actually yet progressed much further than the start of act 2 so take that into consideration.

if you have released it that is. but here are a few suggestions from me, that if they're possible, I think would be good to implement:

1: I think having the skeletons uncontrolled by default is a good idea, it's more inline with the already existing spells. But rather than making their control a toggleable ability, what if instead you fully incorporated it, make the control undead skill instead simply give you control of all existing summons, or even better, if you temporary control of all current and future summons, something like what you're already planning, but instead make it only last say 5 rounds. That would make it fit into the game a bit more smoothly, and would also make achieving the ability feel more rewarding like it takes a lot of necromantic skill to pull it off.

2: Is it an intentional design choice to make the skeletons spawn temporary ghosts above them when they die? If so that's cool, if its not intentional... letting you know.

3: Is there a reason that the Flesh Golems are flesh golems rather than "meat golems" as seen in Kniles' area? I'm wondering why you didn't just make them meat golems. Perhaps meat golems could be a stronger version? combining both flesh and bone perhaps?

4: I see that you're planning to eventually implement golem customization, that will be interesting, but in the meantime, what about adding spells akin to the incarnate infusion skills for the golems. Or even just edit the already existing infusion spells to also work on the golems.

5: I don’t know if this is possible, so disregard it if they’re not. But it seems a little weird that skeletons are created with clothes rather than naked, would it perhaps make more sense to make the clothes somewhat random if not naked? Again, if that’s not possible don’t worry, its only a very minor critique. Since the skeletons aren’t the same species as what they’re being cast on, what if instead they were the same species as the caster? It would feel like the caster’s spell isn’t so much reanimating the bones, but is actually using the bones to construct an entirely new skeleton based on the anatomy the caster is most familiar with (their own species) It would explain why casting the spell on say a bear corpse doesn’t create an animal skeleton.

6: I have not yet been able to find scrap metal for the Butcher's Trusty Cleaver and even bones seem very scarce. If I’m not doing something wrong, and if you’ve not intentionally made it hard to find, what if you give a trusty cleaver to kniles the flenser to either sell and drop on death. This would make thematic sense and make it much easier for a perspective golem crafter to get started. It might also be a cool idea to give kniles a book that will teach the player the recipee to make bone and flesh golems.

7: This mod makes almost every necromancy summon require a corpse except the bone widow, would it perhaps make sense to then also edit the bone widow to require a corpse? To help balance it you could also give the bonewidow a small buff. Like every time it consumes a corpse its duration increases by 2 rounds or something. This way there is now all necromancy spells require a corpse and we have full consistency.

8: Would it perhaps make more sense that the one skeleton mage summon be instead a blood mage using necromancy spells rather than fire spells? Or perhaps it could have some context sensitive aspect, where after clicking on the corpse to reanimate you have to click on a nearby element surface, fire creates a fire mage, oil or poison creates an earth mage, water or ice creates a hydro mage, blood creates blood mage, ect.


I think that’s everything. I’ll let you know if I think of any more. Once again thank you for the amazing mod! And don’t feel pressured by any of these suggestions. Feel free to use or ignore them at your own lesure, I just want to see this already amazing mod become the definitive necromancy mod for Divinity Original Sin 2.

One final little tip though, Try to beware that you don’t add TOO many skills, since already each skill type only has about a dozen skills, you don’t want necromancy to feel to over bloated compared to the others.
Last edited by Tenebris; 22 Oct, 2017 @ 6:17am
Swarmley  [developer] 22 Oct, 2017 @ 6:17am 
1. I actually thought about that one but ultimatly decided against it. The mod was firstly designed as control all the time and I didnt really want to let it go and make a classic spell out of it. So i made it an optional settings spell.
2. This should be fixed in current version
3. The lonewolf problem was fixed. I took a different approach in making the skels controllable which doesnt interfere with LW.
4. Not the golems but i was thinking about giving something like INFs to the mage.
5.Ive experimented with racial tagging which worked for the lonewolf broken iteration. Ungortunately it had to ve scrapped because it was top dependant to how my previous summoning worked. Someday I might try it again tho.
7. Tricky this one. If It was just on me I would redesign the bone window but I am afraid that people would crucify me for it. Thats why I am trying to avoid changing existing abilities.

Thanks for the feedback. :)
NiZEDGE« 24 Oct, 2017 @ 3:21am 
I have an idea for another kind of skeletal mage, I don't use the fire one as it deals magic damage where my entire party deals pure physical damage

So what about either a mage that uses mosquito swarm (kinda undead necro mage) or some kind of support mage for your other undead
Jax 24 Oct, 2017 @ 5:21pm 
The Flesh Golem uses that spell actually.
KoJeT_ 25 Oct, 2017 @ 12:02pm 
Originally posted by Jax:
I'm all for a zip golem. Breaks my heart when I use one for a fight and want it to bugger off after bc I look insane walking through town with him, but I feel bad for all those corpses being lost. Granted at this point I have 20 Bone Golems and 22 Flesh Golems crafted.

yer a necromancer you are insane. I think it looks baller and makes me feel like I got a ♥♥♥♥♥♥♥♥♥♥ body guard.
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