XCOM 2
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Necromancer Class - WOTC
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Necromancer Class - WOTC

В 1 коллекции, созданной Ekscom
Psionics is magic
Предметов: 2
Описание
A Necromancer!

The demonstration of Psionics by X-Com agents during the first alien invasion has convinced some people that supernatural abilities do exist. This resulted in renewed faith in the ancient magical studies of Earth. With the combination of ancient lore and the PsiAmps used by the original X-Com 20 years ago, the Necromancers have developed some very real magical abilities.

The class levels up like a normal soldier through missions. No need for a psi lab.

Warning: Don't raise any zombies in heavily scripted missions like the one where you meet the Chosen for the first time, or ones where you assault a Chosen's stronghold. Those missions want you to evacuate an exact number of soldiers and having a zombie messes up its math. There's nothing I can do to fix this. It's too heavily scripted.

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Vanilla version:
http://steamcommunity.com/sharedfiles/filedetails/?id=626805128

RPGO version:
By Mitzruti
https://steamcommunity.com/sharedfiles/filedetails/?id=2307929920

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Custom skills:

- Squaddie: - Raise Zombie: Raises a human corpse to fight with you.

Necromancer Tree:
- Corporal: Poison: Poisons any organic enemy. They suffer -30 Aim and -4 Movement, and take 1 damage per turn. Casting it doesn't end your turn and has no cooldown.
- Sergeant: Strenghten Undead: Enhance the link between the Necromancer and one of his zombies, significantly increasing all of its life stats.
- Lieutenant: Bone Armor: Adds 3 armor to a friendly target. This bonus lasts until the end of the mission and can be stacked. 2 charges only, with 4 turns cool down.
- Captain: Corpse Explosion: Cause a corpse to explode.
- Major: Mass-raise Raise all dead human units in a radius. (Similar to Gatekeeper)
- Colonel: Death Touch: The Necromancer has gained a superhuman understanding of life and death. Touch a living creature to grab its soul and pull it out of its body. It dies instantly. It can be used once per battle, from melee range only.
- Brigadier: Teleport: Teleports you anywhere in sight. 1 turn cooldown, doesn't end your turn! As OP as a Brigadier should be.

Sorcerer Tree:
- Corporal: Combustion: Deals a small amount of guaranteed damage and sets an enemy on fire.
- Sergeant: Drain Life: Hurts and leaches life.
- Lieutenant: Lightning: Single target, good damage. Stuns living units and shut down robotics for a turn of two.
- Captain: Fireball: 4x4 explosion, Does good damage, sets everything on fire.
- Major: Eldritch storm: A gigantic explosion, applying all effects from previous skills. Madness!
- Colonel: Soul Spear: Sorcery that fires souls shaped into a spear. Pierces enemies, causing heavy damage. This spell was said to have been devised by a master sorcerer, but his name is long forgotten.
- Brigadier: Dominate: Same as the Psi Ops skill.

Shaman Tree:
- Corporal: Restoration: Regenerate 1 HP per turn, for 3 turns.
- Sergeant: Mist: The Shaman conjures a thick mist around an object and effectively makes it disappear. Grants concealment to a target. 6 turns cooldown.
- Lieutenant: Heal: Heals the target for 4 HP.
- Captain: Vigor: Imbue a friendly target with renewed vigor. Grants an Action Point.
- Major: Spirit Guide: The Shaman calls a spirit to help out in battle. He is able to call out exactly when an enemy might peak over a cover, or where to aim to exploit a weak point. Grants 25 aim and 50 critical chance for 2 turns.
- Colonel: Insect Swarm: The Shaman summons a vicious swarm of insects to sting and bite the target. They go for the eyes or any opening in the armor and burrow into the flesh. Deals 2HP damage per turn and distracts the target so they can barely aim or move. (-50 aim, -10 defense, -10 dodge, -7 move speed. Hey, it's Colonel level!)
- Brigadier: Astral Projection: Through extensive study of the spiritual realm, the Shaman is able to sense the souls of all living creatures around him. As a result, all living enemies on the field will become visible to the Shaman.

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Update: WOTC V0.9.2
- Necromancers are only able to use the Staff weapon and the Reaper armor (call it a robe)
- Removed the Lost animations from Zombies and reverted to normal Zombie animations.
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To do:
(all of these are on hold for now.)
In no order:
- GTS skill.
- Animations and cosmetics.
- INI file.
- "Mystics" Faction for the Necro, which will be fascinated with the Lost. Cover Ops and special Orders. Similar to the other factions.

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Conflicts with other mods? Try this first: http://steamcommunity.com/sharedfiles/filedetails/?id=625230005

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If anyone wants to do a "Let's play" with this mod in it, I'll drop their playlist info in the description.
Let me know :)

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Credits:
PZ: Making zombies not count as dead x-com agents.
Alterd-Rushnano: Korean translation and the ingame class picture.
decimator1337: Spanish translation.
Kuna: Polish translation.

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A huge Thank You to my Patrons. I wouldn't be making WotC mods without their support :)
https://www.patreon.com/ekscom

* Anon.
* Holger "Rudi" Rudolph.
* Justin Reheard.
* Crystal Poxon.

Популярные обсуждения Просмотреть все (7)
38
14 окт. 2023 г. в 13:32
Bug reports
Ekscom
7
6 мар в 8:01
Translation into Russian
Laughing Man (RU)
1
23 апр. 2018 г. в 18:05
Traduction française
[CH/FR]Hasrinaxx
Комментариев: 431
Fulgrim's Chosen One 20 мар в 3:07 
@Ekscom hm it is weird. But anyway, thank you for your interesting mod:)
Ekscom  [создатель] 14 мар в 12:37 
@Barzai: Yes, sorry.
@Fulgrim: I didn't. It may be a conflict with another mod.
Fulgrim's Chosen One 14 мар в 3:28 
Why you have greatly reduce aoe of eldritch storm? And there is no changes in descroption, description says "in large radius"
Barzai 3 мар в 13:23 
Ah, I had hoped I could rebind the spells to use the psi amp without needing to rewrite a lot of code, but from what you said that's not possible. I can't animate =P, it's just that I thought that the vanilla psi amp animations are already very good, and could work great for the necro spells.
Ekscom  [создатель] 3 мар в 1:41 
Hello, Barzai. Yes, the spells are dependent on the staff 100%. If you want to make anims for any spells, that would be cool. I'll link and advertise your "animations expansion" here.
Barzai 2 мар в 11:09 
Hey there! How difficult would it be to use the psi amp animations for the necromancer's spells? I can try to do it myself, I just want to know if the spells are all hardwired on the staff.
Ekscom  [создатель] 5 дек. 2024 г. в 7:38 
I just looked at the Mystic class. Wow yea that looks awesome.
So to make that work all you need to do is change one line in the necro's INI file where it lists his allowed weapons. Make that say the same like in the the Mystic' INI about weapons. You also need to be subscribed to the Mystic. That should work. I'd love to talk to Iridar and do all that, but I wont be able to. If you get him to make a patch to the necro to use his staff animation, I'll link his work here and make sure he gets the credit.
Wolffang 5 дек. 2024 г. в 0:29 
Aw all good! I'll see if its possible to ask, I saw that the April Fools Mystic Class holds the same staff so will see if theres a way for that to be applied to it. Thank you for responding very kind of you sir
Ekscom  [создатель] 1 дек. 2024 г. в 18:08 
Hello. Yes, this is absolutely correct. I can't make a custom animation for the staff. It's not about money. If someone makes a fix for it, I will link their mod as "required" here. It's best that way.
PS: in case the Archon firing animation comes up, it doesnt work right out the box. It makes the necro start flying like the archon and the legs become mangled because the Archon doesnt have legs. It looks really bad.
I have no free time for any of it, sorry :(
Kaldin 1 дек. 2024 г. в 5:37 
@Wolffang: For the animations, if I'm not wrong, Ekscom has no experience on that end, so you'd prolly need to ask Musashi or another modder making custom animations for XCom2 for that.