diff --git a/NEXUS_FILE_DESCRIPTION_1.3.0.bbcode b/NEXUS_FILE_DESCRIPTION_1.3.0.bbcode index 6384184..f494991 100644 --- a/NEXUS_FILE_DESCRIPTION_1.3.0.bbcode +++ b/NEXUS_FILE_DESCRIPTION_1.3.0.bbcode @@ -42,6 +42,14 @@ This is deliberately one-sided: ordinary zombies still attack the charmed ones. [*][b]Crafting Necromancer's Blood now hurts audibly.[/b] It always cost 90% of your health; it was just silent about it. [/list] +[size=5][b]Answering the reports in the comments[/b][/size] + +[b]Derizor[/b] and [b]Savion[/b] - thank you both, you were right and you described it precisely. Kills only counted when your own weapon landed the finishing blow: bleeding, fire, traps and your own summoned undead gave you nothing, and neither did zombie dogs, bears, boars or vultures, which sit on a different branch of the game's code and never reached the counter at all. + +[b]That is fixed.[/b] The count now follows the game's own decision about who earned a kill - if the game grants you XP for it, Necromancy counts it. Bleeding from the knife, a trap, a fire, a pet's kill, a zombie animal: all of them tick. The Necromancer's Knife scales off that same counter, so the knife had been quietly weaker than intended too, and it is not any more. And with 20 zombies per level instead of one level per zombie, the climb is readable from the start. + +[b]Scarlettdruid[/b] - the dagger's model still does not match its icon, and that one is not fixed yet. It needs a hand-made 3D prefab, which is the next thing to learn. + [size=5][b]Note[/b][/size] Single-player. The mod ships Harmony libraries, so [b]EasyAntiCheat must be off[/b].