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Necromancers path's

So everyone knows that Necros are supposed to be the next class to get a tune up. Hopefully in to the realm of selectable skills.

And I was relaxing playing a game the other day when I came across a very interesting necromancer gaming concept that could be very cool for FL.

Anyhow the game is

.

Dungeon Crawl Stone Soup.

In this game/concept Necromancers, have different spells.

They have animate skeleton that turns a corpse into a skeleton version of his former owner.

They have animate corpse that creates a zombie.

But if you wish a pet that can follow you between floors/areas, you need to use another spell.

Twisted resurrection.

This spells animates the flesh of corpses and creates a mass of living flesh.

The more corpses you resurrect the more masses you create.

Masses of flesh follow you around but are very week. But once they bump into each other they combine to create a larger mass. This larger mass is very slow, has more HP but also has almost no offense.

This macabre masses of flesh continue to combine with fresh ones from more corpses until they form a small abomination.

This is a very fast creature made of flesh, with medium offense and low defense. There are two types of small abominations in appearance.

As this abominations keep combining themselves with even more masses of flesh they grow up to become an large abomination.

There are like 8 types of large abomination, each with different or random properties, like see invisible and speed.

The "speed" at which you can amalgamate macabre masses of flesh is a correlation of the weight and size of the corpse they are created from. So a elephant will give more flesh mass than a small rat.

Back to FL. How could this work for us?

For example we could have this "twisted resurrection" as a selectable spell at pinnacle. Instead of getting "Strenght of damaned" a Necro would select this spell and go around killing mobs, for example civilians or soldiers or even Demons. And twist the corpse into flesh masses. This masses would follow him around but not be part of his group. Perhaps even not directly follow him, but track him like a enemy so that you could not just bolt with the masses traveling all around the lands.

From time to time, the masses would merge to form larger masses, and finally a small abomination. This abomination would join your group.

Then you would kill even more corpses, for more masses so that you could finally gain a large abomination.

The small abominations should not be very strong, but perhaps somewhat sturdy, and with many weak attacks. Like 5 or so, but low damage.

The large abominations should come in many different forms.

You should be able to have 5 large abominations, but only 3 should ever be the same type and the other 2 should both be of different types.

For example of large abomination types we could have:

A magic resistent type.

A huge lumbering mass witch bodyslams and has attacks with an insane damage, but only attacks once or twice a round. Perhaps even low hitroll.

A fast hasted one with many arms that has 5 attacks, but hits for low damage and trips.

Another that attacks with magic damage.

Other that is covered in bony spikes and has permanent steel wall.

A sickly one that causes draining, and malasus with attacks. Diseases and the sort.

And many more.

The abomination you get should be random, so that if you want that particular type set, you must grind for it. Or perhaps not, since it would allow you to adapt to various classes by releasing abominations and raising new ones.

The idea is to cut on the need to hit desolation to get a decent zombie, allow newbies who put their back into it to gain zombies, and cut the Strength of damned cooldown where you can't do nothing. This way you are always doing something actively to create abominations.

Interesting. There'd be too much spam and craziness with a blob cropping up every time you kill a mob - plus, can you imagine a necro walking in to elemental canyon and just obliterating everything for the blobs? - but it's an interesting concept that might bear further scrutiny.

Good point on the bloobs spam. But since they are merging there should not be that many of them. But again only testing could tell how much spam and further tweaking could make it just right.

On the elemental canyon, that is the beauty of the thing. The original spell has a tendency to fail when used on tiny corpses. The flesh is so little that it fails to reach critical mass and the flesh just melts away.

A good check on creation could regulate this.

For example the power of blob of flesh could be:

Corpse_level + {[ (Corpse_Level/35) + (Corpse_Level/51)] x Size x Corpse_Level }

which taking into account that C division only works with integers, ( 34/35 = 0 and 50/51 = 0) would mean that:

Level 1 to L 34 power = level of corpse

L35 to L50 power = level of corpse + Size x level of corpse

higher than L51 = level of corpse + 2x size x level of corpse

So that killing a bunch of low levels would end taking a lot more work.

L20 Dryad Power = 20

L42 Civilian = 42+3*42 = 168

And if we make a large abomination require 2000 Power units, that means 100 dryads or just 12 civilians.

PS: Can't use corpse weight because they all weight the same - 100.

There is a large thread that Erana and I and others have on imm section with some super ideas on new changes for the necromancer class that has us all pretty excited. Erana put in alot of thought into it and several of us had some good ideas also I really would love to see this done eventually. Problem was at the time was we had no coder to make it happen perhaps soon this could be on the table as well.

If I might ask - what was the contention on how the class should play (under the discussed changes)?

L-A

If I can remember correctly and it has been awhile since I have looked at the thread they were going to be alot more self sufficient. Making it just as easy for a killed full looted necro to get back in the game as quickly as it would pretty much any other character. As is a necro looses its zombies and in alot of the cases they are pretty out of luck until they get some friends to pop in. required little to no corpses at all and the followers zombies etc.... were going to be totally unique. Like I said it has been awhile but thats pretty much the sum of it aside that I would have to see the thread to remember much more.

It has been in the works for a while. Like Teralis said before we didn't really have a coder capable so it was a pipe dream. Now we've got years of backlog. How high on PLAYER priorities is this? Because we've got lots of big projects (5? 6?) so this keeps getting pushed down (same with bard changes, etc).

Bard > Necromancer. Because I said so. And ban that L-A guy...asking questions. Who does he think he is anyways? Give me the ban button, I'll do it myself...3 weeks for asking about it!

VALEK "Bard > Necromancer. Because I said so."

I'm good with that!

VOLGATHRAS "How high on PLAYER priorities is this? Because we've got lots of big projects (5? 6?) so this keeps getting pushed down (same with bard changes, etc)."

Yeah, you guys do that voodoo that you do so well! And we can just add Necros, to that crazy long list, just below Bards. You've been great, Imms, so keep up the good work and THANK YOU!

agreed Necro

we have seen killer Necros more often than killer bards

jmho

It has been in the works for a while. Like Teralis said before we didn't really have a coder capable so it was a pipe dream. Now we've got years of backlog. How high on PLAYER priorities is this? Because we've got lots of big projects (5? 6?) so this keeps getting pushed down (same with bard changes' date=' etc).[/quote']

It was the only project that we, the Playerbase, knew that was in the pipe. Told at the questions and answers chat thing.

So that is what we will speak about. We, at least I have no idea what are those big 5-6 projects you have behind the veil. For example the Language thing was a bit unexpected.

As for priorities, it's quite simple. Necromancers are not broken. Sure there are a pain due to the Zombie dependency thing, but it's a very playable class.

Also a Necro pathing would still be a major coding project, introducing new skills/spells.

Bards on other hand in my view only need a tweak, easily done by adding skills/spells already in the game, and tuning a few values in the code. Most work would be deciding what gets changed, with only a few hours of actual coding needed.

So I would say that Bards should be in the fast pipe related to bugs fixes, and Blademasters tweaks.

Unless you tell us that you guys got ideas to do a complete revamp of bards.

Becoming a Project. Which in my view would be great, but would not invalidate the opportunity to tweak the RP class, bards, in this times that RP it's at an all time high.