铁锤守卫英雄传2

铁锤守卫英雄传2

Pwnmaster's necromancer class
61 条留言
LoganDiV 11 月 22 日 上午 8:07 
Can you create a version of this mod with no limits on the minion summons? I'd love to lead my entire army through the dark citadel. lol.
Mourkhaine 11 月 15 日 上午 12:43 
Is there a reason why everything is in lower case letters? The apprentice is strange and to strong for early game and is marked on the minimap as a red dot (i really try to chase him for that....) agolem would be a better choice in my opinion. Anyway good mod idea! =)
Pwnmaster  [作者] 11 月 14 日 下午 9:10 
I buffed laser so it does way more damage but I lowered its tick speed and increased the lockout stacks per tick to keep it from being too overpowered
Staax 11 月 14 日 下午 7:11 
The lich laser seems weird.. consumes a lot of mana and doesn't do very much damage.
Pwnmaster  [作者] 11 月 14 日 下午 6:28 
they have to have mods enabled on their save first, then they can join modded lobbies,Its recommended that everyone has the same mods enabled to avoid visual disconnects
Evil Dead 11 月 14 日 下午 5:29 
How do I have friends play with modded lobbys?
Staax 11 月 8 日 下午 10:18 
Excited to try the DK!
Aios 10 月 28 日 上午 5:08 
死靈法師真好玩!
SenseiJamesX 10 月 20 日 上午 8:19 
Love the new changes, definitely feels more involved!
SenseiJamesX 10 月 19 日 下午 7:12 
Will give this a try, just got home from a vacation.
Pwnmaster  [作者] 10 月 19 日 下午 2:36 
I finally finished the rework with Death Knight subclass. Now this class focuses more on weapon damage and crowd control to survive at close range... and has a lifesteal aura as well. I put skill orb ability for skeletons to explode on death( fun!) and for aura to grant movement speed, along with some health and mana on kill for mid to late game sustain.
Pwnmaster  [作者] 10 月 18 日 上午 1:00 
all summons die when you enter a floor in multiplayer... its a bug the developers haven't been able to fix since this game first came out.Necromancer is working fine for both me and Captainvortex in both isolated tests with this mod only and with all our mods active
NummyBunny 10 月 17 日 下午 11:54 
Not too sure what the cause could be, since this is the only mod we have enabled. It's definitely not us hitting the summon limit, since all of them die when we enter a new floor, and it just seems completely random on whether or not a spell will actually cast. New characters, new save and all.
Pwnmaster  [作者] 10 月 17 日 下午 11:45 
Captain and I play necromancer together with no issues, so i'm not sure whats causing that, but things to remember is that skeletal archers have a limit and if you cast the ability at the limit, 2 of your units will die to replace the 2 that are summoned.Death and decay is also a summoned unit with a limit of one and behaves the same way
NummyBunny 10 月 17 日 下午 11:28 
New to using the mod, but when playing multiplayer with my friend and both playing necromancers, (Unsure if it's only an issue because there's two of us) We have an issue where sometimes our spell will just not cast properly, death and decay will pop up for a second and then disappear with eating the mana, same for the skeleton archers, they'll appear and then die suddenly.
SenseiJamesX 10 月 16 日 下午 6:02 
Lmao fair enough
Pwnmaster  [作者] 10 月 16 日 下午 5:20 
I fixed teleport so it will require raycast (no more wall jumping) and reduced College to 3 apprentices max but increased respawn to compensate... these guys still get melted in higher ng+ since they dont know how to avoid attacks XD.
Pwnmaster  [作者] 10 月 16 日 下午 5:11 
actually the beam has a mechanic I added where it will stop casting at 100 stacks... I think I forgot to update the icon
SenseiJamesX 10 月 16 日 下午 4:29 
Small bug, if you have both Necromancer and Psyker installed, the necromancer's beam will start stacking Peril lol
SenseiJamesX 10 月 16 日 下午 3:42 
Going to try these out now and let you know in the Discussion Thread
Pwnmaster  [作者] 10 月 16 日 下午 2:42 
let me know if this made things way too overpowered, or if something needs buffed. I also removed generics off the apprentice and bind spirit passive
Pwnmaster  [作者] 10 月 16 日 下午 2:41 
Lich has been reworked, the primary and secondary abilities have been replaced with a teleport that can go through walls(so you can use it to shortcut some areas instead of having to go all around) and will cause a necrotic detonation on enemies affected by the secondary ability. the Defile debuff lasts 2 seconds and will explode every 0.5 seconds as long as you have the primer buff from teleport or from skill orb on laser active. Overall this made the class a blast XD.
Pwnmaster  [作者] 10 月 14 日 下午 12:03 
It's been a while since I updated this class, but what you're suggesting would take a bit of time... although I would do a few things different
SenseiJamesX 10 月 13 日 下午 4:29 
Mod seems unaffected by the latest update. Still hoping to receive some sort of update for more variety.
SenseiJamesX 10 月 11 日 上午 9:49 
Posted a discussion and removed my comments to keep things organized.
Pwnmaster  [作者] 7 月 15 日 下午 2:37 
the crawlers wouldn't despawn since they are a composite actor instead of a player owned actor (since you cant have a player owned actor spawn another player owned actor). so I added a 10 second timer to them that gets rid of them (also reduces clutter). for the shades they do not have the NG+ scaling that i have on all other units, so they get flattened out really quick on higher NG+
Gantz 7 月 15 日 上午 10:31 
Loving playing as a lich so far, but i've noticed that the minions do not despawn if you swap characters in the hub town, so they permanently strike at the dummies until you quit game or start a new run.
Spectres aswell will go out of their way to attack enemies through walls and everything which i find kinda cool but perhaps not the best ideia on the long run?
Pwnmaster  [作者] 7 月 12 日 下午 6:41 
I've adjusted all minions movement speed so they shouldn't jitter as much, i did notice the skeletal bruiser jitters slightly while going around certain deco items, but for the most part their movement is smoother ( and not so insanely fast)
Pwnmaster  [作者] 7 月 10 日 下午 1:00 
I had to up the speed on minions to account for their wonky AI but it happens occasionally since minions have a leash range, but at least they wont take forever to target enemies XD
Quith Garrick 7 月 9 日 下午 8:53 
hey just tried out this mod, love necromancers.
seems like the minion movement is erratic and ungodly fast, not sure if its bugged but my undead friend here is vibrating with anticipation to kill whatever is outside my view
Pwnmaster  [作者] 7 月 3 日 下午 6:32 
make sure the mod is selected in your save, then when you create a new character, the class names are in alphabetical order
JuggerKnockers 7 月 3 日 下午 12:10 
do i have to unlock the class somehow? i added mod and started a game but i cant see in character creation
Pwnmaster  [作者] 7 月 3 日 上午 11:55 
It can be played multiplayer but it gets buggy if others aren't using the mod, and the title bonus still works for your characters online
JuggerKnockers 7 月 3 日 上午 11:02 
are mods like this playable online or solo only, and does the passive affect you online?
Pwnmaster  [作者] 5 月 24 日 上午 11:54 
the filesize should be around 50kb with no prerequisites, check if you enabled it on your save profile. Also check to see if steam downloaded it, it does occasionally have connection issues
ReapingKnight 5 月 24 日 上午 6:07 
Tried this but the class wasn't added, in the properties for the game the download shows as 0B is there something that needs doing to access this class?
Nightcodex✅ 5 月 24 日 上午 4:46 
Thank you man, ill check it out i appreciate it
Pwnmaster  [作者] 5 月 24 日 上午 1:17 
hopefully faster movement, ng+ scaling and hp regen makes things better, summon targeting in this game is so wonky. I also added 25% summon damage modifier to the necroprentice passive for good measure
Nightcodex✅ 5 月 23 日 上午 2:08 
I feel like the poor targeting of the AI should be balanced out with some solid QoL. since the clear will always be slow some base viable things like hp regen for minions would be nice
Nightcodex✅ 5 月 23 日 上午 2:07 
could it perhaps be an idea to make minions inherit ur trinkets somehow? or gain a % of it? would be nice to make the minions have some base regen too so they dont die THAT often.
Pwnmaster  [作者] 5 月 21 日 上午 12:06 
Ive played this class up to ng+6, the summons can take quite a few hits, but unlike players they do tend to eat a lot of hits, I've taken that into account with the ability cooldowns, but for the most part they scale well and survive long enough to do good damage.
Traltwin 5 月 20 日 下午 6:31 
How's it scale into NG+'s? The Warlock's pets kind of melt past NG+1 so I've not played much.
Pwnmaster  [作者] 5 月 20 日 下午 1:44 
minion damage and crit is based off of spellpower and spell crit chance
Nightcodex✅ 5 月 20 日 上午 11:20 
Can the minions crit with spell crit? or normal crit?
Traltwin 5 月 19 日 下午 4:33 
I actually only had Your Mod installed, lemme test it again ... Also Great Work with this... Minion Master/Necromancer stuff I loooooooooove ........ to death.
Pwnmaster  [作者] 5 月 19 日 下午 1:46 
just to be safe i removed all sounds from shades and the looping attack sound from the necroprentice passive summon, hopefully that will fix any looping issues
Pwnmaster  [作者] 5 月 19 日 下午 1:31 
I just did a test using a citadel run and tested ice/fire/lightning staff and all wands, There is no sound looping problems that i can detect. I was using Crypt lord as well. It might be a conflict with another mod.
Traltwin 5 月 19 日 上午 11:44 
So it seems that if my minions are 100% killing everything, I'm fine ... but the moment I use a weapon (So far tried Ice Wand and Fire Staff) it loops the casting sound infinitely and gets worse as time goes until it's a dull roar in my ears... Tested with/without the mod and it's definitely the mod... I suppose I could try out the casting daggers I've got but I'd want to use a casting staff.
Traltwin 5 月 19 日 上午 11:28 
I'll check and let you know.