I've updated to V4.0. It's a major version increase, because I completely changed how Necromantic Compendium works. Instead of a faction trait, it is now a class path. I did this for a number of reasons: (1) It allows me to fit more spells and abilities in as I think of them (2) It makes it compatible with all other mods that modify class paths (now it's definitely compatible with Demons and Wizards) (3) It allows the addition of more differentiating abilit
Dhuran
E:WoM had some cool systems in it. I was particularly fond of dynasties and the concept of researching spells. I would say if everyone (who would be working on it anyways) is passionate about it, go for it. However, it would probably be a lot of grueling work to sift through all the gameplay and distill out what needed to be in it. My dream game doesn't exist yet. So if instead you want to make a game where you exist as an individual in an extremely low magic w
Just updated the DLC 4: Dead World compatibility patch to agree with their updated version creatures (including the city defenders they added).
[quote who="Maseren" reply="75" id="3414138"] Hey Dhuran, I am sure you might have ben asked before and I somehow missed it, but do you know if your MOD is compatible with either Children of Storm (LH version of Stormworld) and/or Demons and wizards. All three together would make for one HECK of a game with amazing options for growth. Thanks. [/quote] Regarding compatibility: Children of Storm: Yes. Demons and Wizards: No i
[quote who="GFireflyE" reply="73" id="3414051"] Now that SD has released there own version of an undead sovereign, do you have any plans/intensions of changing your mod to become more similar (or dis-similar) to there release? [/quote] I'm pretty happy with how they interact right now, actually. Dead World DLC -> Undead Faction (can intrinsically train/raise undead units) Reanimation Rituals -> Living faction that is adept in Necr
Added a simple mod that makes the creatures added in DLC 4 compatible with the spells, abilities and items added in Necromancy Revamped. As a bonus I added city defenders so that you get Undead defenders in Dead faction cities instead of Wraith defenders... Incidentally this should also make the creatures compatible with Stormworld.
Maybe they could have some technologies that give bonuses to the amount of population harvested from battles and city razing.
code="xml" Code here. /code With the two tags enclosed in square brackets. Or the insert code button just to the left of the smiley icon adds the tags automatically.
Following is xml for a spell that, when cast, grants all friendly undead units a spell/ability. You could, of course, change the targeting scope or the spell/ability granted to whatever you like. Spell: [code="xml"] Explosive Deanimation You destabilize the magic reanimating the undead you control in the area, allowing you t
I haven't checked out the demons and wizards mod. I looked at the mod and assumed it would be incompatible with this mod since his makes a lot of changes to the level up traits. It would definitely be a pleasant surprise to learn that it is compatible after all. As for the new spell set, I've decided to just roll them up into an entirely new mod altogether. The new mod is going to add a set of thematic spells into the already existing spellbooks, so it should be pretty easily
Update to V3.2! Added some new spells, and got rid of a boring placeholder one. Plus some fixes and balance changes. Also added a quest for Mantle of Death... Full change log in first post. Good luck!
This is the reason you don't see a lot of custom new races. After you create the actual race, you have to go into most wearable items and add them into the list of supported model types. For instance, in CoreClothes.xml: [code="xml"] Air Monk Robe Torso Surcoat Head <Sub
RE: Adding the Fallen Enchantress Scenario This is awesome! Thank you!
I'm composing a new set of spells that I'm calling Entropic Spells. The concept is that they operate around a resource that some spells create, and some spells use. I don't want to add them to the Necromantic Compendium set because I think that would be too many spells for one ability, and throw off the balance of the mod. I'm currently entertaining a few ideas and I want to hear your thoughts on them or see if anyone has any other ideas: - Sprinkle the spells
Glad you enjoy it! Since I pretty much only play as the Cultists, it would be interesting to hear how well the AI uses all of the stuff in the mod.
[quote who="GFireflyE" reply="64" id="3397849"] Good Morning Decided to pick up a game of FE:LH again and have been playing with your cultists. Mod is really developing very well. I like it. With luck, maybe it'll turn into an official DLC, eh. Do have a small point to make about the Spectre: - Love the Spectre's powers and abilities! Fantastic job! However, with the physical resistance the creature has, I am finding it to be a smidge too
Small hotfix update to fix a mistake I made with one of the items, and to make the mod more modular (haha) again. Changelog on the second post (most recent at the top). I split it again so that you can download specific components if you desire. This increases compatibility with other mods so you can pick parts that won't conflict with other mods (for instance, Necromantic compendium and conflict with any mods that modify the trait trees). Enjoy!
Updated to version 3.0! Now with necromancy themed items! As always, the changelog is in the second post, and I welcome any feedback! Enjoy!
I was using the creaturetype in explosive deanimation to target only undead. Right now I'm working on another spell that only targets undead, and I realized that the creaturetype doesn't inherit while I was testing it to make sure it was targeting correctly. Heavenfall, do you have any idea why the designed units would show up as Undead in the correct manner in the game that they are created? They only show up as Men in subsequent games. Maybe the cause of that
Ugh, the Racetypes thing constantly returns to haunt me. Right, I see the problem, cause you can't invoke a like you can a . Maybe the best workaround would be a combination. I could make a RaceType just to keep the Race: Undead, but keep using the WraithMale ModelType to determine the usable items. Then add in the UnitStats to filter the targets (which is the function I was using the CreatureType for in my mod). Not
When going through to add some spell effects to my mod, I realized that something wasn't working right, so I did some exploring. Here's a synopsis: With a custom Wraith faction, if I design a unit it comes out as Race: Wraith, as expected. If I close the game and start a new game, I can train that unit now (cause it saves it in the mods folder), and it shows up as Race: Wraith again, no surprises there. The weirdness occurs when I use trainable skeletons
[quote who="Wauthan" reply="60" id="3382919"] Haven't had a chance to try out v2.2 yet but had a really fun game yesterday with v2.1. I'm just trying out the Reanimation Rituals but it's been a lot of fun using undead units. They fit in seamlessly with the rest of the game and make for a cool addition to the game. Hope you feel that modding is fun enough to keep doing. Many thanks for sharing this. Is the game hard to mod? I barely have the time to pla
Updated components to version 2.2 (changelog in second post) As always, feedback is welcome. Enjoy!
[quote who="Auggie12" reply="57" id="3380430"] Quoting LordTheRon, reply 55Thank you for the graet mod Dhuran. It really adds some extra flavour to LH and feels very nicely balanced. This is a permanent mod for me! Agreed! [/quote] Thanks! I will probably have an update ready this weekend to improve on the Spectre unit. I might wait until LH V1.3 though, since it's fixing something that I couldn't implement cause it's broken right n
[quote who="LordTheRon" reply="55" id="3379916"] Thank you for the graet mod Dhuran. It really adds some extra flavour to LH and feels very nicely balanced. This is a permanent mod for me![/quote] Glad you enjoy it! Thanks for chiming in!