Dwarf Fortress

Dwarf Fortress

Not enough ratings
Extended Necromancy
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.039 MB
25 Jul @ 2:13am
8 Aug @ 1:02pm
8 Change Notes ( view )

Subscribe to download
Extended Necromancy

In 1 collection by niemst
Niemsts mods
33 items
Description
Extended necromancy

Related Content




Detailed Content

Procedurally generated names for secrets, with non-immortal necromancers marked by terms like fragment of. Shared adjectives between secrets and abilities (e.g., fallen in secret and profession names).
Example: secret: the fallen knowledge of the unknown; necromancer: fallen archlich; raise: fallen knight.

Names and Spheres

Name
Spheres
Mortificator
DEATH
Necromancer
DEATH
Lich
DEATH, WISDOM
Archlich
DEATH, WISDOM
Shadowmancer
NIGHTMARES
Blood Mage
NIGHTMARES, MISERY
Demonologist
NIGHTMARES, OATHS
Arch-Demonologist
NIGHTMARES, OATHS
Scholar
MISERY, SCHOLARSHIP
Occultist
MISERY, DEPRAVITY
Shadow Priest
MISERY, NIGHTMARES
Dark Priest
REBIRTH, DEATH
Black Priest
NIGHTMARES, OATHS
Flesh Crafter
SCHOLARSHIP, REBIRTH, CREATION
Dark Alchemist
SCHOLARSHIP, REBIRTH, CREATION
Black Alchemist
SCHOLARSHIP, DEATH
Thaumaturge
NIGHTMARES, DEATH
Dark Mage
NIGHTMARES
Black Mage
DEATH
Warlock
DEATH, NIGHTMARES, SCHOLARSHIP
Arch-Warlock
NIGHTMARES, SCHOLARSHIP
Arch-Warlock (Type 2)
DEATH

Abilities

Name
Is Undead
Animate
Raise
Ghoul
Experimenter
Bogeyman*
Nightmare*
Mortificator
shift, day
Necromancer
hours, shift, day
day, week
Lich
hours, shift, day
shift, day, week
Archlich
hours, shift
hours, shift, day, week
hours, shift, day, week
Shadowmancer
shift, day, week, month
month, 100days
Blood Mage
day, week, month
month, 100days, year
Demonologist
hours, shift, day, week
week, month, 100days, year
Arch-Demonologist
hours, shift, day, week
week, month, 100days, year
Scholar
Occultist
day, week, month
week, month, year
Shadow Priest
hours, day, week, month
week, month, year
Dark Priest
hours, day, week, month, year
hours, day, week, month
week, month, year
Black Priest
hours, day, week, month, year
hours, day, week, month
week, month, year
Flesh Crafter
shift, day
Dark Alchemist
week, month, 100days, year
Black Alchemist
hours, shift, day
day, week, month, year
Thaumaturge
hours, shift, day
hours, shift, day, week, month
week, month, year
Dark Mage
hours, shift, day
day, week, month, year
shift, day, week, month
month, year
Black Mage
hours, shift, day
day, week, month, year
day, week, month, year
Warlock
hours, shift, day
shift, day, week, month
day, week, month
shift, day, week
week, month, year
Arch-Warlock
hours, shift, day
shift, day, week
day, week
shift, day, week
week, month
Arch-Warlock (Type 2)
hours, shift, day
hours, shift, day
hours, shift, day
hours, shift, day, week
day, week

Time Period Reference

Name
Game Ticks
Game Time
30 FPS
60 FPS
100 FPS
Hours
100
2h
3.3s
1.6s
1s
Shift
400
8h
13s
7s
4s
Day
1200
24h
40s
20s
12s
Week
8400
7 days
4m 40s
2m 20s
1m 20s
Month
33600
28 days
20m
10m
6m
Hundred Days
120000
100 days
1h
30m
20m
Year
403200
336 days
4h
2h
1h
More context at wiki[dwarffortresswiki.org]

Is Undead - if the necromancer is immortal and undead. Otherwise is mortal.
Animate - wait periods for animate dead ability. (mindless corpses)
Raise - wait periods for raise dead ability. (intelligent undead - lieutenant - often have additional power)
Ghoul - wait periods for ghoul ability. (can spread ghoul infection)
Experimenter - if the necromancer can experiment.
Bogeyman/Nightmare - if the necromancer can summon demonic creatures. It is very rare to have ability of summoning both bogeyman and nightmare - usually (9 cases of 10) only one of them is available for a single secret.
wait periods - one random period from the list is chosen for each ability per secret. (In vanilla DF the wait period is always 10 ticks)

Additional Info
  • Number of secrets types in the detailed world generation impacts how many different necromancers can be generated. And by that also how likely a necromancer secret is to be available.
  • If you would like to have at least one profession each type the number of secrets should be at least 22. (I play with ~50 for medium 200 years world)
  • Compatible with mods as long as they don't modify interactions.secrets.necromancer via lua script
  • Latest update (1.18): Ensuring that at least one secret is available for each necromancer profession.

Suggestions for new profession names and undead titles are welcome!

LICENSE: Creative Commons - CC BY 4.0 License

Images are generated with DALLE-E 3.
29 Comments
Joe Mc'Murray 22 Aug @ 9:40pm 
please keep up the good work, and please make some for adventure mode its what i play for :steamsad:
niemst  [author] 10 Aug @ 10:12pm 
@TheNarberal
I haven't tests it in adventure mode, but there should be no difference between secret created with this mod and by vanilla in context of learning. The slabs should contain the knowledge and the creatures that know the secret can teach it as well (according the Legends view)
TheNarberal 10 Aug @ 7:15pm 
So wait, does this let you become a lich?
millerdonaldson 7 Aug @ 4:15pm 
@niemst Thanks, it's the second option. I'll try your suggestions.
niemst  [author] 7 Aug @ 1:10pm 
@millerdonaldson

You can also check if there’s a `lualog.txt` file in DF directory. If it exists, delete it and try generating a new world. If the file reappears and contains something like `Extended Necromancy: Initializing extended necromancer secrets...`, that means the mod was still active. If that line doesn't appear, then the mod wasn’t used during generation.

Also, keep in mind: if a world was generated with certain mods enabled, those same mods must remain installed to play that world. You can update mods, but you *cannot* add new ones to an already generated world.

Finally, in Steam, you can right-click the game name → go to *Properties* → *Installed Files* → *Verify integrity of game files* to ensure your installation is clean.
(The mod itself doesn’t alter game files, but it’s possible you may have modified something by accident.)
niemst  [author] 7 Aug @ 1:10pm 
@millerdonaldson
I'm not entirely sure what you're asking, so here are two possible answers:

1. **If you're asking how to make this mod work:**
You need to enable it in the mod section *before* generating a new world.

2. **If you're reporting that after installing this mod, you're no longer getting experiments when generating a new world *without* this mod:**
There’s unfortunately nothing I can do. During world generation, the game should only use vanilla files (`data/vanilla`) when no mods are selected.
millerdonaldson 7 Aug @ 9:33am 
@niemst So I have an issue I'd like to report. While this mod is really cool, it seems that ever since I downloaded it I *need* to have it installed in order for necromancer experiments to spawn in a world. Not knowing anything about Lua scripting, I'm unsure how to fix it. Would you have any insight into this?
niemst  [author] 31 Jul @ 4:04pm 
@Nactarune - I think they are compatible
Nactarune 31 Jul @ 2:52pm 
do you think that this mod Strange Secrets is compatible with both your mods (dead end and extended necromancy) ?
niemst  [author] 29 Jul @ 9:08pm 
@leonardodiasm - u can not have both at once, but u also do not need to. This one also changes the wait periods as the FPS Fix.