[SPELLS]Necromancy tweaks

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[SPELLS]Necromancy tweaks

Postby Ctuchik » Thu Nov 12, 2009 5:13 am

So I played through the game with a summoner and got a bit annoyed at having to re-summon skeletons every 30 seconds. This mod makes summoning a bit more fun, but still very balanced.

The mod changes the 3 summon skeleton spells in the game.

Skeleton Warrior
Removed summon duration so Skeletons are now permanent until death. They are now capped at 3 instead of 5, but are slightly stronger.

Blood Skeleton

Permanent until death. Capped at 1 instead of 5, but is quite a bit stronger, and bigger!

Skeleton Archer
Permanent until death. Will now follow the player like normal skeletons. Capped at 2, but now scales properly with spell level.

http://www.runicgamesfansite.com/torchlightmods/node/154
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Re: [SPELLS]Necromancy tweaks

Postby MustangMatt » Thu Nov 12, 2009 6:28 am

Thank you! I was tired of mashing the summon spell button. Will this work with v1.1?
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Re: [SPELLS]Necromancy tweaks

Postby Ctuchik » Thu Nov 12, 2009 2:27 pm

No Idea, why would you use that?
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Re: [SPELLS]Necromancy tweaks

Postby BigRichard » Thu Nov 12, 2009 3:30 pm

Personally, I use v1.1 because I hear alot of how the patch ruined enchanting, alchemist balance, etc.
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Re: [SPELLS]Necromancy tweaks

Postby Gyro » Thu Nov 12, 2009 5:10 pm

Awesome mod, props and im defiantly going to be installing this one :D
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Re: [SPELLS]Necromancy tweaks

Postby wasup367 » Thu Nov 12, 2009 6:15 pm

Its not working, when i summon the skellys it caps at 3 and they go away after 33 seconds idk whats up with it (v1.11)
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Re: [SPELLS]Necromancy tweaks

Postby nasarius » Thu Nov 12, 2009 6:26 pm

Looks like you missed summonskeleton.dat (ie, Summon Skeleton I). The other spell levels look good.

Also, there's no need to distribute the .adm files.
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Re: [SPELLS]Necromancy tweaks

Postby TormakSaber » Thu Nov 12, 2009 8:05 pm

BigRichard wrote:Personally, I use v1.1 because I hear alot of how the patch ruined enchanting, alchemist balance, etc.


Hotfix already fixed that and the alchemist nerf is WAY overstated.
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Re: [SPELLS]Necromancy tweaks

Postby ender4 » Fri Nov 13, 2009 1:52 pm

Thanks for the great mod. Found a small bug though, minion buffs like Burning Bind and Thorned Minions will not work on Skeleton Archers VI. I poked around a bit and I think I found the problem, on the skeleton archers 6 unit change the unit type from ANY to MONSTER (like skeleton warriors). This might have been done correctly on skeleton archers I, but not on II - VI.
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Re: [SPELLS]Necromancy tweaks

Postby Ctuchik » Fri Nov 13, 2009 10:44 pm

ender4 wrote:Thanks for the great mod. Found a small bug though, minion buffs like Burning Bind and Thorned Minions will not work on Skeleton Archers VI. I poked around a bit and I think I found the problem, on the skeleton archers 6 unit change the unit type from ANY to MONSTER (like skeleton warriors). This might have been done correctly on skeleton archers I, but not on II - VI.


Thats the kind of bug reports I like. "Here's a bug, and here is how you fix it".

I've updated the download file to include fixes for this and for Skeleton I's duration.
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Re: [SPELLS]Necromancy tweaks

Postby Loraxium » Sat Nov 14, 2009 3:38 am

Thank you for this mod. It's exactly what I wanted for the skeleton warriors, and the other changes are great too :D .
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Re: [SPELLS]Necromancy tweaks

Postby Zaurok » Mon Nov 16, 2009 11:13 am

Loraxium wrote:Thank you for this mod. It's exactly what I wanted for the skeleton warriors, and the other changes are great too :D .


Could you post what are the damage per skeleton in vanilla compared to the mod's new stat?
I would like to see if the numbers are higher, lower or about the same.
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Re: [SPELLS]Necromancy tweaks

Postby Ctuchik » Mon Nov 16, 2009 2:56 pm

Updated to mod to add cooldowns to these spells for balance reasons. I also updated the download page to include all stat changes.

http://www.runicgamesfansite.com/torchl ... s/node/154
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Re: [SPELLS]Necromancy tweaks

Postby Zaurok » Mon Nov 16, 2009 9:12 pm

Ctuchik wrote:Updated to mod to add cooldowns to these spells for balance reasons. I also updated the download page to include all stat changes.

http://www.runicgamesfansite.com/torchl ... s/node/154


Nice.

It'll be a nerf on the total damage I could muster with my pets but I'm gonna try it to see if the new archers make up for it.
You could get 10 skeleton warriors if you used 2 different ranks. Can you still do that for a total of 6 with the mod?
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Re: [SPELLS]Necromancy tweaks

Postby KindSimian » Wed Nov 18, 2009 2:50 am

I downloaded this yesterday and don't think you got the current version uploaded correctly. No file in the mod has a modified date past 11/14 and there is no modified cool down timer for the spell.
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Re: [SPELLS]Necromancy tweaks

Postby Ctuchik » Wed Nov 18, 2009 3:26 am

You're right, fixed. :oops:
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Re: [SPELLS]Necromancy tweaks

Postby Winthrop » Wed Nov 18, 2009 9:10 pm

I just downloaded and I seem to just be getting a 45 second duration Skeleton summon with a 30 second cooldown on the spell ability. i.e. 30 seconds of 1 Skeleton, followed by 15 seconds of 2 skeletons until the timer on the first runs out, repeat et all
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Re: [SPELLS]Necromancy tweaks

Postby Rakaija » Thu Nov 19, 2009 1:35 am

Winthrop wrote:I just downloaded and I seem to just be getting a 45 second duration Skeleton summon with a 30 second cooldown on the spell ability. i.e. 30 seconds of 1 Skeleton, followed by 15 seconds of 2 skeletons until the timer on the first runs out, repeat et all


I seem to be having this issue, but with skeleton archers, not skeletons.
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Re: [SPELLS]Necromancy tweaks

Postby Rakaija » Thu Nov 19, 2009 1:48 am

Going back into the game, I discovered that I'm also having issues with all spawn timers, not just the archers. Does it have to do with the skill level not being max yet, or is there a problem with the amount of skeletons being out at one time?
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Re: [SPELLS]Necromancy tweaks

Postby Ctuchik » Thu Nov 19, 2009 3:28 am

Yeah, looks like the editor broke it...new version uploaded.

Working with this editor is not good for my blood pressure...
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