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There is actually a corpse explosion in the game already. Just combine necromancy school book with a fire one :).
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 :).
May be you can add some sort of 'dismembering' spell, whilch will break golem back to materials or summoning object?
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.
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. :)
So what about either a mage that uses mosquito swarm (kinda undead necro mage) or some kind of support mage for your other undead
yer a necromancer you are insane. I think it looks baller and makes me feel like I got a ♥♥♥♥♥♥♥♥♥♥ body guard.