Документы к релизу 1.6.0: README, описание Nexus, сайт, ModInfo, заметки к версии

Описания переписаны короче, крючками вместо перечня механик (указание 12.10:
«привлекать, а не спойлерить»): без цифр, клавиш и рецептов, подробности - в книге
в игре. Версии: 1.6.0 для игры 3.3, 1.4.3 для 3.2. История версий в README свёрнута
до строки на версию. NEXUS_FILE_SUMMARY (244 знака) и NEXUS_CHANGELOG (строка = пункт).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by Claude Opus 5.5
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[size=5][b]Description[/b][/size]
Every other survivor in this world ends the same way: one bad night, one horde, and you are part of it. [b]Necromancer's Tome[/b] gives you the other road. Necromancy here is an answer to a curse, not a side branch of crafting - you learn to command the dead instead of joining them. Infect zombies with madness so they tear into each other, cut with a blade that heals you as it kills, raise your own undead to walk beside you, and plant a ward that turns your attackers into your defenders.
You were left in this world to die, and your memory was wiped. Every survivor here ends the same way: one bad night, one horde, and you are part of it. [b]Necromancer's Tome[/b] gives you the other road. Necromancy is how you take back power over death - and find out who did this to you.
It starts with a note. Reading it, your character sees a blurred flashback - a fragment of whatever happened to them before they woke up in this world. It ends, five thousand kills later, with the Black Portal: a full-screen finale that finishes the story the note began, and closes on a choice that is yours to make.
[b]A skill that grows from the dead you put to rest, not from perk points.[/b] Every zombie you put down brings the next rank closer - from Adept to Master - and each rank opens another part of the arsenal. Its own challenges point the way.
[b]The Necromancer's Tome.[/b] Its chapters open as you play: recipes, the habits of your servants and pieces of someone else's story. It all starts with a note and a blurred flashback.
[b]A knife carved from a thighbone.[/b] It heals its owner, grows with the skill and turns the slain into Victims, whose red corpses are the necromancer's pantry. Now and then they hold something worth putting on a shelf.
[b]The Snake Spirit.[/b] At night you can leave your body lying defenceless and go hunting as a snake - through walls, through the air, for the undead only.
[b]Possession.[/b] Slip into a stranger's corpse and walk in its skin: the screamer, the cop and many others each have their own tricks. Or step into your own beast and see the world through its eyes.
[b]Servants.[/b] Grimoires raise a Grave Rat, a Zombie Dog, a Grave Vulture, a Zombie Wolf and a Zombie Bear - they follow you and defend their master. Scrolls turn whole crowds.
[b]The Mind Palace.[/b] A place inside your own head where, behind locked doors, lies what was taken from you.
[b]An economy of blood.[/b] Your blood is currency. It feeds the Bone Steed, the Geo-Ossuary that mines ore on its own, and the bracelet's pocket dimension. And a black rose can give you the same without opening your veins.
[b]The Blood Tide.[/b] On the night of the blood moon the spirit is chained to the body. The knife becomes a sword instead.
[b]Defence that converts.[/b] The Pyramid of Negation turns attackers against each other.
[b]A real ending.[/b] The Black Portal finishes the story the note began and leaves the choice to you.
[b]The traders are dead.[/b] Black and white, half-transparent: nobody alive is still trading out here.
[b]Fully localized into 13 languages[/b]: English, German, Spanish, French, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Russian, Turkish, Simplified and Traditional Chinese.
[size=5][b]Installation instructions[/b][/size]
@@ -10,53 +34,24 @@ It starts with a note. Reading it, your character sees a blurred flashback - a f
[*]Turn [b]EasyAntiCheat off[/b]. The mod ships Harmony DLLs and will not load with EAC enabled.
[*]Download the archive and unpack it.
[*]Drop the [b]NecromancerTome[/b] folder into your [b]Mods[/b] folder, so that you end up with [i]Mods/NecromancerTome/ModInfo.xml[/i]. The Mods folder sits either next to the game executable or in [i]%APPDATA%/7DaysToDie/[/i] - either location works, create it if it is not there.
[*]Start the game. A new [b]Necromancy[/b] skill appears in the crafting skills panel right away, at level 0, and rises by one for every 20 zombies you put to rest.
[*]Start the game. The [b]Necromancy[/b] skill appears in the crafting skills panel right away.
[/list]
To uninstall, delete the folder. The mod adds items and one block, so a save that used them will lose them - start a fresh world if you want a clean state.
[size=5][b]Main features[/b][/size]
[b]A skill that levels from kills, not perk points.[/b] Necromancy counts every zombie you put down: twenty of them make one level, up to level 250 (5000 zombies). The skull in the status bar shows the level, the purple bar beside the experience bar shows the progress inside it. Five tiers, each threshold opening part of the arsenal (zombie counts, level in brackets):
[list]
[*][b]Adept[/b] (from the start, level 0) - Spirit Stone, Necromancer's Knife, Blue Portal Stone, Pyramid of Spirits
[*][b]Adept[/b] (20 / 60 / 100 / 300, levels 1 / 3 / 5 / 15) - Spatial Bracelet and Blood Sphere, then four knife mods: Tears of the Dead, Scavenger's Feast, Grave's Repose, Dark Sense
[*][b]Journeyman[/b] (500 / 1400 / 1700) - Scroll of Deviation, knife mods Dead Man's Grip and Dead Storm
[*][b]Apprentice[/b] (2000) - Summon Zombie Dog, Pharaoh’s Swarm, Summon Grave Vulture, Blood Stone
[*][b]Necromancer[/b] (3000) - Summon Zombie Bear, Summon Zombie Wolf, Banshee's Scroll
[*][b]Master[/b] (5000) - Black Portal Stone
[/list]
[b]Turn the horde on itself.[/b] The [b]Spirit Stone[/b] is thrown; the zombie it touches switches sides and starts tearing into the others instead of you. The [b]Scroll of Deviation[/b] does the same to everything in the blast radius at once.
[b]A blade that grows with you.[/b] The [b]Necromancer's Knife[/b] is carved from a thighbone - a straight amputation-knife edge, a bone guard, a rope-wrapped grip and runes that glow. It scales its damage with your Necromancy level - nearly useless in unskilled hands, lethal once you are levelled. It heals you for half the damage dealt and marks the wounded zombie as a Victim, even with a single killing blow: its corpse turns red and opens like a container full of necromantic ingredients. An untouched corpse stays for five minutes, an opened one for an hour, an emptied one vanishes at once. [b]Six mods fit this knife and nothing else[/b]: water and food drawn straight out of corpses, protection from heat and cold, slowed victims, an area power-attack storm bought with your own health, and every nearby zombie marked on your compass and map.
[b]Undead that fight for you.[/b] Summoning books raise a [b]zombie dog, bear, wolf or griffin[/b] - permanent companions, one of each kind at a time, recalled into the book with a power attack. [b]Pharaoh’s Swarm[/b] release a swarm that scatters wide and stings zombies onto your side. The [b]Banshee's Scroll[/b] screams up a small horde that is [i]not[/i] on your side at all - use it on purpose.
[b]Base defence that converts instead of killing.[/b] The [b]Pyramid of Spirits[/b] is a deployable block. 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 rest instead of your walls. Its block menu toggles the effect and shows the radius.
[b]Necromancer's tools.[/b] The [b]Blue Portal Stone[/b] teleports you to your bedroll after a ten-second channel that any damage interrupts, and is never consumed. The [b]Spatial Bracelet[/b] opens a personal storage rift that grows with your Necromancy level - and holding its regular attack on a block pulls that block straight into the rift, ten seconds up close and one more per block of distance, while the world drains to black and white around you. That pull runs on a charge in the bracelet's mod slot: the [b]Blood Sphere[/b] is spent a point per second and crumbles when empty, while the [b]Blood Stone[/b] from the third grade is never spent at all. [b]Necromancer's Blood[/b] is paid for in your own health. [b]Tin cans[/b] add a reusable water cycle - fill, boil on a campfire without a pot, drink, keep the can.
[b]The dead keep shop.[/b] Every trader in the world is rendered in black and white, half-transparent and matte. Nothing about the trade changes - but the necromancer deals with the dead, and the only people still doing business out here are not quite alive.
[b]A real ending.[/b] The [b]Black Portal Stone[/b] is the last thing the skill tree gives you, and it is the end of the mod's story - a full-screen finale that stops the game and closes on a choice of two. One of them ends the run and returns you to the main menu; the other lets you come back and keep playing. What waits on the far side is better seen than described.
[b]Fully localized into 13 languages[/b]: English, German, Spanish, French, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Russian, Turkish, Simplified and Traditional Chinese. Every string, not just the item names.
Updating from 1.5.x: replace the folder, saves carry over. To uninstall, delete the folder; the mod's items and blocks will be gone from the save.
[size=5][b]Requirements[/b][/size]
[list]
[*][b]7 Days to Die 3.3 (experimental): version 1.5.0. 7 Days to Die 3.2: version 1.4.2.[/b] Both are on the Files tab. Each build tells you in the main menu if it is started on the wrong game version.
[*][b]7 Days to Die 3.3: version 1.6.0. 7 Days to Die 3.2: version 1.4.3.[/b] Both are on the Files tab. Each build tells you in the main menu if it is started on the wrong game version.
[*][b]EasyAntiCheat must be off[/b] - the mod uses Harmony patches.
[*][b]No other mods required.[/b] Harmony itself ships with the game.
[*][b]Single-player.[/b] The mod was made for single-player from the start. It reworks a number of the game's own mechanics - corpses, loot, zombie behaviour - and a server isn't necessarily built for that, so in multiplayer some things may not work (the Victim corpses, for one). The story scenes also play there without stopping time, since vanilla pauses only in single-player.
[*][b]Single-player.[/b] The mod was made for single-player from the start. It reworks a number of the game's own mechanics - corpses, loot, zombie behaviour - and a server isn't necessarily built for that, so in multiplayer some things may not work. The story scenes also play there without stopping time, since vanilla pauses only in single-player.
[*]Client-side install: every player who wants it installs it themselves.
[/list]
[size=5][b]Shout outs[/b][/size]
Thanks to [b]The Fun Pimps[/b] for a game that survives this much rewriting, and to [b]Andreas Pardeike[/b] for Harmony, without which none of the runtime side of this mod would exist. Thanks to the 7 Days to Die modding community, whose forum posts and open-source mods answered questions the XML documentation does not.
Thanks to [b]The Fun Pimps[/b] for a game that survives this much rewriting, and to [b]Andreas Pardeike[/b] for Harmony, without which none of the runtime side of this mod would exist. Thanks to the 7 Days to Die modding community, whose forum posts and open-source mods answered questions the XML documentation does not, and to everyone who reported bugs here in Posts.
[b]AI disclosure:[/b] the item icons and the finale artwork in this mod are AI-generated. Everything else - the code, the design, the mechanics and the writing - is my own.