From 275a739646f0af50a888eda3422d12770e68719a Mon Sep 17 00:00:00 2001 From: AlexCube Date: Mon, 14 Sep 2026 15:14:01 +0300 Subject: [PATCH] =?UTF-8?q?README:=20=D0=B0=D0=BD=D0=B3=D0=BB=D0=B8=D0=B9?= =?UTF-8?q?=D1=81=D0=BA=D0=B0=D1=8F=20=D0=B2=D0=B5=D1=80=D1=81=D0=B8=D1=8F?= =?UTF-8?q?=20=D0=BE=D0=BF=D0=B8=D1=81=D0=B0=D0=BD=D0=B8=D1=8F=20=D1=80?= =?UTF-8?q?=D1=8F=D0=B4=D0=BE=D0=BC=20=D1=81=20=D1=80=D1=83=D1=81=D1=81?= =?UTF-8?q?=D0=BA=D0=BE=D0=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit На заглавной странице репозитория был только русский текст: английская версия существовала, но лежала в SITE_DESCRIPTION.html - это исходник страницы мода на сайте, в Gitea он не выводится никуда. Человек, пришедший из Nexus, где описание как раз английское, попадал на русскую страницу. Обе версии теперь в одном файле, английская после разделителя - той же схемой, что уже применена в SITE_DESCRIPTION.html. Отдельный README.en.md не заводился намеренно: Gitea показывает на заглавной ровно один файл, и второй язык за ссылкой увидел бы только тот, кто догадается кликнуть. Перевод сделан с README, а не скопирован из SITE_DESCRIPTION.html: тексты не совпадают. В README подробнее арсенал (числа по модам ножа), есть ссылка на ключи necroFinal* в Localization.csv и раздел "Статус", которых на сайте нет вовсе. Все девять разделов зеркалят русские. Под заголовком добавлена строка-указатель, чтобы англоязычный читатель не листал вслепую длинную русскую половину, гадая, есть ли там что-то для него. --- README: the English description alongside the Russian one The repository's front page carried Russian only. An English version did exist, but it lived in SITE_DESCRIPTION.html - the source of the mod's page on the website, which Gitea renders nowhere. Anyone arriving from Nexus, where the description is in English, landed on a Russian page. Both versions now sit in one file, the English half after a separator - the same shape already used in SITE_DESCRIPTION.html. A separate README.en.md was deliberately not created: Gitea shows exactly one file on the front page, and a second language behind a link is seen only by whoever thinks to click it. The translation is made from the README rather than copied out of SITE_DESCRIPTION.html, because the two texts differ. The README goes into more detail on the arsenal (the numbers on the knife mods), points at the necroFinal* keys in Localization.csv, and has a "Status" section the website text does not have at all. All nine sections mirror the Russian ones. A pointer line under the title keeps an English reader from scrolling blindly through the long Russian half wondering whether anything there is for them. Co-Authored-By: Claude Opus 5 Claude-Session: https://claude.ai/code/session_01XN8J75vnum2qAVrtRUMKf7 --- README.md | 136 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 136 insertions(+) diff --git a/README.md b/README.md index f6d5082..b3bc3df 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,7 @@ # Книга некроманта / Necromancer's Tome (NecromancerTome) +*English version below — scroll past the Russian half.* + **Версия 1.0.1** — для 7 Days to Die 3.2. Автор: Alex Cube. - Страница мода: https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/ @@ -127,3 +129,137 @@ сделана только часть фирменных звуков. Текст описания для сайта (RU + EN) — в `SITE_DESCRIPTION.html` (разметка блоков WordPress). Полная техническая история разработки и текст финала лежат рядом с модом в `BACKLOG.md` и `FINAL_TEXT.md` — в репозиторий они не входят (спойлеры и внутренняя кухня). + +--- + +# Necromancer's Tome (English) + +**Version 1.0.1** - for 7 Days to Die 3.2. By Alex Cube. + +- Mod page: https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/ +- Nexus Mods: https://www.nexusmods.com/7daystodie/mods/12547 +- Repository: https://git.08h.ru/alex/necromants-tome-7d2d-3-2 +- The author's YouTube channel: https://www.youtube.com/@alexcube + +A 7 Days to Die mod about the road from ordinary survivor to necromancer - with its own +progression tree, cursed weapons, summonable creatures and a story ending. + +## Premise + +It all starts with a note, and reading it shows the character a blurred flashback. + +Necromancy in this mod is an answer to a curse, not a side branch of crafting. Instead of falling +before the horde one day and joining it, the player learns to bend the dead to their will: to +infect zombies with madness, turn them on each other, raise their own creatures against them. Not +survival in spite of death, but power over it. + +## Progression + +A dedicated **"Necromancy"** skill grows not from experience but from a count of zombies put to +rest - its own counter, its own mechanic. Five tiers, each opening part of the arsenal: + +| Tier | Threshold | What unlocks | +|---|---|---| +| Adept | from the start | Spirit Stone, Necromancer's Knife, Blue Portal Stone, Pyramid of Spirits | +| Adept (extra) | 20 zombies | Spatial Bracelet | +| Adept (extra) | 30 / 60 / 100 / 300 zombies | Knife mods: Tears of the Dead, Scavenger's Feast, Grave's Repose, Dark Sense | +| Journeyman | 500 zombies | Scroll of Deviation | +| Journeyman (extra) | 1400 / 1700 zombies | Knife mods: Dead Man's Grip, Dead Storm | +| Apprentice | 2000 zombies | Summon Zombie Dog, Beetles of the Lord, Summon Zombie Griffin | +| Necromancer | 3000 zombies | Summon Zombie Bear, Summon Zombie Wolf, Banshee's Scroll | +| Master | 5000 zombies | Black Portal Stone | + +## Arsenal + +- **Spirit Stone** - a thrown stone lit with necromantic energy. It catches a single zombie: that + one switches to your side and starts attacking other zombies instead of you. +- **Scroll of Deviation** - the same effect, but stronger: on impact it wins over every zombie in + the blast area at once rather than one. Consumed on use. +- **Necromancer's Knife** - a blackened bone blade. Its damage grows with the Necromancy skill: + nearly useless in unskilled hands, lethal for a levelled player. Heals the wielder for half the + damage dealt and marks the wounded zombie as a Victim - on death it is guaranteed to leave a + special bag of ingredients. +- **Six mods for the Necromancer's Knife only** - ordinary knife mods will not fit this weapon, + and these will not fit any other: **Tears of the Dead** (2 water from every zombie killed with + the blade), **Scavenger's Feast** (2 food per corpse), **Grave's Repose** (protection from heat + and cold while the knife is held), **Dead Man's Grip** (a zombie wounded by the blade is + slowed), **Dead Storm** (the power attack hits an area and causes bleeding, for 10 health + instead of 5 and double the stamina), **Dark Sense** (every nearby zombie is marked on the + compass and map while the knife is held). +- **Necromancer's Blood** - a ritual resource: a jar takes an empty jar, any knife in hand and 90% + of your current health per portion. An ingredient for the darkest recipes - the Black Portal and + the Knife itself. +- **Victim's Skin** and **Zombie Ash** - left by a zombie marked as a Victim by the Necromancer's + Knife. Ingredients for the summoning books and for most necromantic recipes respectively. +- **Blue Portal Stone** - hold the use button for 10 seconds to teleport to your bedroll. + Interrupted by any damage, or by a power attack before the time is up. Not consumed. +- **Spatial Bracelet** - a power attack opens a personal storage rift whose size grows with your + Necromancy level. The normal attack does nothing yet. +- **Tin cans** (empty / with river water / with boiled water) - a reusable cycle instead of + single-use jars: fill them with water, boil it right on a campfire without a pot, drink, and the + can comes back empty. River water from a can can cause dysentery, like any murky water; boiled + water is safe. They hold less water than glass jars. + +## Pets + +Summoning books raise allied creatures that fight zombies rather than the player. A pet does not +"follow" in any strict sense - it wanders on its own, and if it strays further than 32 blocks +while not in combat, it is teleported back to its owner: + +- **Zombie Dog**, **Zombie Bear**, **Zombie Wolf**, **Zombie Griffin** - permanent companions. One + of each kind can be kept at a time; a power attack recalls them into the book. +- **Beetles of the Lord** - a one-shot scroll releasing a swarm. The beetles scatter over a wide + radius on their own and sting zombies; a stung zombie switches to your side just like with the + Spirit Stone. The swarm cannot be recalled and only one can be active. Consumed on use. +- **Banshee's Scroll** - single use: on opening it screams with a banshee's voice and raises a + small hostile horde next to the player. These are not allies - they are as dangerous to you as + any other zombies. + +## Base defence + +- **Pyramid of Spirits** - a deployable block, not a held item. While you stand in its radius it + charms any uncharmed zombie nearby on its own and sets it alight with cold purple flame, turning + it against the other zombies instead of you or your base. Its block menu toggles the effect and + shows the edge of the radius. + +## The Black Portal - the story's ending + +**The Black Portal Stone unlocks at the top of the progression (5000 zombies) and is the mod's +ending.** Activating it opens a confirmation dialogue, stops the game and unfolds a full-screen +finale - it finishes the story the note started on day one. The scene closes on a choice of two: +one ends the story and returns to the main menu, the other puts the player back into the world to +keep playing. + +The story texts live in `Config/Localization.csv` under the `necroFinal*` keys. They are +deliberately not retold here: a README gets read before the playthrough. + +## Small things + +- The opening note also pauses the game and plays a short flashback. +- Some decorative blocks (beds, water coolers, cardboard boxes) can be disassembled by holding the + key, like a workbench. + +## Localization + +**13 languages, complete:** Russian, English, German, Spanish, French, Italian, Japanese, Korean, +Polish, Brazilian Portuguese, Turkish, Simplified and Traditional Chinese. All 123 keys in +`Config/Localization.csv` are filled in, with no empty cells. + +## Installation + +Unpack the `NecromancerTome` folder into `/Mods/` (or into +`%APPDATA%/7DaysToDie/Mods/`) and launch the game. The mod ships Harmony libraries, so **EAC must +be turned off**. + +Built for single-player: the vanilla pause only works in single-player, so in multiplayer the +story scenes play without stopping time. + +## Status + +Version 1.0.1 - a fix for the first bug report from Nexus: the contents of the Spatial Bracelet no +longer disappear after leaving the game (the storage is now saved in the player's own file, next +to the backpack). All the announced content is implemented and passes testing in game. Of what was +planned, only part of the mod's own sound effects is missing. The description text for the website +(RU + EN) is in `SITE_DESCRIPTION.html` (WordPress block markup). The full technical history of +development and the text of the finale sit next to the mod in `BACKLOG.md` and `FINAL_TEXT.md` - +they are not part of the repository (spoilers and back-of-house).