Crystal Project

Crystal Project

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The Necromancer Job
   
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27 May, 2023 @ 12:08pm
25 Jul, 2024 @ 5:30pm
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The Necromancer Job

Description
Introducing "The Necromancer" mod, a new Job to the game that unveils a dark and forbidden path. Embrace the role of the enigmatic Necromancer, wielding lifeweaving powers to reshape the battlefield. Command the souls of fallen allies, temporarily resurrecting them to fight by your side. Unleash your unholy mastery, transforming your team into an unstoppable undead horde. But beware the price of your power: a perilous passive ability grants you a second chance upon death, but also gives you an allergy to recovery from most sources. Healing will also cause some damage so balance risk vs reward when wielding lifeweaving magicks.

The Necromancer is currently a starting Job.

(I'm still figuring out how the tool works, and i've never made a mod before. Will likely have lots of updates as I find issues and i figure out more about how it works)

Please be sure to rate it in the workshop if you enjoy this class. Thanks for all the support, suggestions and feedback so far!
15 Comments
呶呶 Bot 24 Oct, 2024 @ 1:45am 
:d2brewmaster:Hello here! I would like to make Chinese localization for this mod (and some other excellent mods) then share it with the Chinese community. Unfortunately,it seems that due to limitation of the localization MOD, I cannot create an add-on MOD, but can only edit your MOD contents and release a independent rebuilt localized version. Therefore, I think i should ask for your permission before i starting work:lunar2019piginablanket: TY!
GameDevDeputy  [author] 13 Aug, 2023 @ 12:13am 
I've uploaded a change that hopefully will do the trick - Re-raise should restore just 25% now without affecting the Second Chance buff. Enjoy!
GameDevDeputy  [author] 12 Aug, 2023 @ 11:49pm 
Howdy - thanks for the feedback. I hadn't realised it impacted the regular re-raise too. I'll see if I can figure out how to tweak it all back to the way it should be to stop the conflict.
GargoyleGuy 7 Aug, 2023 @ 8:56pm 
Hey! Love the mod. One thing I noticed while playing with my own personal mods is that your mod changes Re-Raise to the infinitely more interesting version. Unfortunately, one of my classes is balanced around re-raise (as well as a few vanilla classes) and the class ends up being super broken with the full heal. I suggest changing re-raise back and making your new revive a separate effect.
GameDevDeputy  [author] 22 Jul, 2023 @ 7:19am 
Also, if you're enjoying this class please give it a rating to help others find it on the workshop too. Thanks!
GameDevDeputy  [author] 22 Jul, 2023 @ 7:16am 
Thanks so much for all of the feedback everyone. I've made a bunch of changes now inspired by your comments and suggestions. Hopefully this will create a more focused playstyle and balance out the difficulty a bit. See changenotes for full details, but short version:

- Minion Master now inflicts 'Entropic Countdown' instead which cannot be cleansed.
- Recovery Allergy persists with death now
- Added 'Necrotic Leech' ability that gives an ally or self 20% life leech for all attacks for 3 turns, granting safe HP recovery
- Added 'Early Leecher' passive which grants Necrotic leech buff to self at battle start for 3 turns

I'm considering adding a permanent leech effect in future for a smaller amount, but still playing with that one for now.

I hope you find the updated version of the Necromancer enjoyable - please let me know what you think and put forward any other suggestions you might have. Thanks all!
firionyounes 16 Jul, 2023 @ 11:36am 
I'm trying your class and the duskblade. It seems to have puppet stuff to control enemies.
I think you should merge the 2.

Edit: The death sentence from minion can be remedied, not sure if intentional.
Aer 15 Jul, 2023 @ 1:58am 
I'm not sure if this is the direction you'd be interested in, but it could be a good opportunity to change the skills that are used from other jobs (Dispel, Mend) into something that might help to cut the curve. As an example, in Mend's place there could be an ability that grants -50% less HP damage from status effects (the opposite of Valkyrie's Thawed Heart), sort of like having necrotic blood coursing through their veins now.

I also noticed that, though you can't be healed, you can still use lifesteal / spell lifesteal. It might be useful to, in Dispel's place, have a buff that grants x turn(s) of one of these so they can regenerate a small amount of health when attacking. These might make the prospect of heal allergy easier to manage, but I can see how this might not be your vision for the class. Just some food for thought.
Lupus 12 Jul, 2023 @ 6:50pm 
Glad I can help. :D

The restoration allergy as an innate passive is most of the initial difficulty. I'm not sure what would fit thematically and is possible in the current modding engine. Something to do with manipulating health or negative status effects is my first thought. Please ignore if that is exactly what you are going for - a class that is hard to start. The free rez is great and fitting. 1 effect that I think was unintentional is that it is on HP, MP, and AP. Using a skill that donates AP spends the AP and the necromancer loses that much.

I say change the innate passive and not remove it as a skill/mechanic because by the time that you get to it in the skill tree, the class has enough options to turn that to an advantage. One way I cheesed it is to have the necro grab 1st turn threat and soak up status effects, knowing that they would be cleared by dying, along with the recovery allergy, saving the rest of the party and draining the enemy of precious MP. I was VERY amused.
GameDevDeputy  [author] 12 Jul, 2023 @ 4:27am 
@Lupus - i'm glad this is playing better for you and thanks again for the great feedback.

Now that the job is playing relatively well i'll look into crystals as my next approach. Alternatively I may add one or two more intro skills in early on to help cut that curve down - either way your feedback is really helpful.