From e2046a186636af6970be19d4fb90c7d45f91013c Mon Sep 17 00:00:00 2001 From: AlexCube Date: Fri, 18 Sep 2026 00:02:32 +0300 Subject: [PATCH] =?UTF-8?q?=D0=A2=D0=B5=D0=BA=D1=81=D1=82=D1=8B=20=D0=B4?= =?UTF-8?q?=D0=BB=D1=8F=20Nexus=20=D0=B2=20=D1=82=D0=B5=D1=85=20=D1=84?= =?UTF-8?q?=D0=BE=D1=80=D0=BC=D0=B0=D1=82=D0=B0=D1=85,=20=D0=BA=D0=BE?= =?UTF-8?q?=D1=82=D0=BE=D1=80=D1=8B=D0=B5=20=D1=81=D0=B0=D0=B9=D1=82=20?= =?UTF-8?q?=D0=BD=D0=B0=20=D1=81=D0=B0=D0=BC=D0=BE=D0=BC=20=D0=B4=D0=B5?= =?UTF-8?q?=D0=BB=D0=B5=20=D0=BF=D1=80=D0=B8=D0=BD=D0=B8=D0=BC=D0=B0=D0=B5?= =?UTF-8?q?=D1=82?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Пользователь: "Описание файлов не bb-код и всего 255 знаков." Описание ФАЙЛА на Nexus - обычный текст с жёстким пределом 255 знаков, разметка там не работает. Мой NEXUS_FILE_DESCRIPTION_1.3.0.bbcode был написан в неверном формате и втрое длиннее предела, поэтому удалён, а не оставлен путаться под рукой. Задним числом это объясняет и живую страницу: у файла 1.0.1 на сайте висит короткая заметка, а подробный NEXUS_FILE_DESCRIPTION_1.0.1.bbcode из репозитория туда никогда и не вставлялся - он физически не мог туда влезть. Вместо него два файла по назначению: NEXUS_FILE_SUMMARY_1.3.0.txt - 251 знак, в поле описания файла; NEXUS_CHANGELOG_1.3.0.txt - полные заметки во вкладку Changelogs, тоже обычным текстом. Содержание длинного текста сохранено целиком, включая поимённый ответ Derizor, Savion и Scarlettdruid. Co-Authored-By: Claude Opus 5 --- NEXUS_CHANGELOG_1.3.0.txt | 80 +++++++++++++++++++++++++++++ NEXUS_FILE_DESCRIPTION_1.3.0.bbcode | 59 --------------------- NEXUS_FILE_SUMMARY_1.3.0.txt | 1 + 3 files changed, 81 insertions(+), 59 deletions(-) create mode 100644 NEXUS_CHANGELOG_1.3.0.txt delete mode 100644 NEXUS_FILE_DESCRIPTION_1.3.0.bbcode create mode 100644 NEXUS_FILE_SUMMARY_1.3.0.txt diff --git a/NEXUS_CHANGELOG_1.3.0.txt b/NEXUS_CHANGELOG_1.3.0.txt new file mode 100644 index 0000000..575ab3f --- /dev/null +++ b/NEXUS_CHANGELOG_1.3.0.txt @@ -0,0 +1,80 @@ +1.3.0 + +FIXED: the Necromancy level was silently rolling back. + +The skill used to gain one level per zombie, up to 5000. The game, however, stores a +skill's level in a single byte, so everything above 255 was cut back by 256 every time +the game saved. From the player's side it looked like recipes closing on their own: the +skill panel would put the lock back on a knife mod you had already unlocked. It also made +the whole upper half of the tree unreachable - Journeyman at 500, Apprentice at 2000, +Necromancer at 3000 and Master at 5000 were numbers you could never actually hold. + +Necromancy now scales at 20 zombies per level, up to level 250 - the same 5000 zombies to +the top, counted in a number the save can hold. + +Your progress is not reset and not lost. The count of zombies you have put to rest was +never damaged; only the level derived from it was, and that level is now recomputed from +the count when you load, including on saves broken by the old version. If the rollback had +stolen an unlock from you, you get it back on the first load. + +NEW: two indicators for the skill. + +- The skull in the status bar now shows your Necromancy level. It used to show the raw + kill count. +- A purple bar above the toolbelt, next to the experience bar, shows the progress inside + the current level: it fills over 20 zombies, the level goes up, the bar resets. + +FIXED: charmed zombies fought each other. + +A zombie under deviation is told to attack zombies - and another charmed zombie was, as +far as the AI was concerned, a perfectly valid target. The more of them you charmed, the +more of your retinue settled scores among themselves instead of fighting for you. Charmed +zombies now treat each other as their own side and go for the next real enemy instead. +Charming one of two zombies already fighting also breaks the fight off, instead of it +continuing as revenge. + +This is deliberately one-sided: ordinary zombies still attack the charmed ones. That is +the point of them. + +ANSWERING THE REPORTS IN THE COMMENTS + +Derizor and Savion - 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. + +That is fixed. 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. 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. + +Scarlettdruid - 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. + +CHANGED + +- Tears of the Dead (water from corpses) now unlocks at 20 zombies instead of 30 - it + shares that step with the Spatial Bracelet and the Blood Sphere. Thirst is a first-days + problem, so the threshold moved down, not up. +- Every other threshold is unchanged in zombies: food at 60, Grave's Repose at 100, Dark + Sense at 300, Dead Man's Grip at 1400, Dead Storm at 1700. In levels they now read 3, 5, + 15, 70 and 85. +- The skill-up toast now arrives once per 20 zombies rather than on every kill. + +ALSO IN THIS RELEASE, IF YOU ARE COMING FROM 1.0.1 + +- The Spatial Bracelet runs on a charge. Pulling blocks into the vault draws on what sits + in its mod slot: the Blood Sphere spends a point of durability per second of the pull and + crumbles when empty; the Blood Stone, from the Apprentice tier, takes the same slot and + is never spent. With an empty slot, the bracelet's regular attack refuses. +- The kill count now counts what it should - see above. +- The Spatial Bracelet takes blocks straight into the vault: hold its regular attack on a + block and it is pulled in after ten seconds, plus one more per block of distance, with + the world draining to black and white while you wait. +- A challenges tab of its own, with four challenges and vanilla XP rewards. +- Traders look like ghosts - black and white, half-transparent, matte. +- Crafting Necromancer's Blood now hurts audibly. It always cost 90% of your health; it + was just silent about it. + +Single-player. The mod ships Harmony libraries, so EasyAntiCheat must be off. diff --git a/NEXUS_FILE_DESCRIPTION_1.3.0.bbcode b/NEXUS_FILE_DESCRIPTION_1.3.0.bbcode deleted file mode 100644 index f494991..0000000 --- a/NEXUS_FILE_DESCRIPTION_1.3.0.bbcode +++ /dev/null @@ -1,59 +0,0 @@ -[size=5][b]Necromancer's Tome 1.3.0[/b][/size] - -Drop-in replacement: delete the old [b]NecromancerTome[/b] folder and unpack this one in its place. [b]Your save is fine[/b] - and if you played an earlier version, this release quietly repairs a number it had been breaking. Nothing to do by hand. - -[size=5][b]Fixed: the Necromancy level was silently rolling back[/b][/size] - -The skill used to gain one level per zombie, up to 5000. The game, however, stores a skill's level in a single byte, so everything above 255 was cut back by 256 every time the game saved. From the player's side it looked like recipes closing on their own: the skill panel would put the lock back on a knife mod you had already unlocked. Worse, it made the whole upper half of the tree unreachable - Journeyman at 500, Apprentice at 2000, Necromancer at 3000, Master at 5000 were numbers you could never actually hold. - -[b]Necromancy now scales at 20 zombies per level, up to level 250[/b] - the same 5000 zombies to the top, counted in a number the save can hold. - -[b]Your progress is not reset and not lost.[/b] The count of zombies you have put to rest was never damaged - only the level derived from it was, and that level is now recomputed from the count when you load, including on saves broken by the old version. If the wrap had stolen an unlock from you, you get it back on the first load. - -[size=5][b]New: two indicators for the skill[/b][/size] - -[list] -[*][b]The skull in the status bar[/b] now shows your Necromancy level. It used to show the raw kill count. -[*][b]A purple bar above the toolbelt[/b], next to the experience bar, shows the progress inside the current level: it fills over 20 zombies, the level goes up, the bar resets. -[/list] - -[size=5][b]Fixed: charmed zombies fought each other[/b][/size] - -A zombie under deviation is told to attack zombies - and another charmed zombie was, as far as the AI was concerned, a perfectly valid target. The more of them you charmed, the more of your retinue settled scores among themselves instead of fighting for you. [b]Charmed zombies now treat each other as their own side[/b] and go for the next real enemy instead. Charming one of two zombies already fighting also breaks the fight off, instead of it continuing as revenge. - -This is deliberately one-sided: ordinary zombies still attack the charmed ones. That is the point of them. - -[size=5][b]Changed[/b][/size] - -[list] -[*][b]Tears of the Dead[/b] (water from corpses) now unlocks at [b]20 zombies[/b] instead of 30 - it shares that step with the Spatial Bracelet and the Blood Sphere. Thirst is a first-days problem, so the threshold moved down, not up. -[*]Every other threshold is unchanged in zombies: food at 60, Grave's Repose at 100, Dark Sense at 300, Dead Man's Grip at 1400, Dead Storm at 1700. In levels they now read 3, 5, 15, 70 and 85. -[*]The skill-up toast now arrives once per 20 zombies rather than on every kill. -[/list] - -[size=5][b]Also in this release, if you are coming from 1.0.1[/b][/size] - -[list] -[*][b]The Spatial Bracelet runs on a charge.[/b] Pulling blocks into the vault draws on what sits in its mod slot: the [b]Blood Sphere[/b] spends a point of durability per second of the pull and crumbles when empty; the [b]Blood Stone[/b], from the Apprentice tier, takes the same slot and is never spent. With an empty slot, the bracelet's regular attack refuses. -[*][b]The kill count now counts what it should.[/b] It used to rise only from kills by your own hand and only from humanoid zombies - zombie dogs, bears, boars and vultures never counted, and neither did traps, fire or bleeding. Now anything the game gives you XP for counts. The Necromancer's Knife scales off that same counter, so the knife stopped coming up short as well. -[*][b]The Spatial Bracelet takes blocks straight into the vault[/b] - hold its regular attack on a block and it is pulled in after ten seconds, plus one more per block of distance, with the world draining to black and white while you wait. -[*][b]A challenges tab of its own[/b], with four challenges and vanilla XP rewards. -[*][b]Traders look like ghosts[/b] - black and white, half-transparent, matte. -[*][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]. - -Source code and full change history: [url=https://git.08h.ru/alex/necromants-tome-7d2d-3-2]git.08h.ru/alex/necromants-tome-7d2d-3-2[/url] -Mod page on my site: [url=https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/]alexcube.ru[/url] -My YouTube channel: [url=https://www.youtube.com/@alex_cube]@alex_cube[/url] diff --git a/NEXUS_FILE_SUMMARY_1.3.0.txt b/NEXUS_FILE_SUMMARY_1.3.0.txt new file mode 100644 index 0000000..07cd195 --- /dev/null +++ b/NEXUS_FILE_SUMMARY_1.3.0.txt @@ -0,0 +1 @@ +Fixes the Necromancy level rolling back on every save: it now rises once per 20 zombies, up to 250, and old saves repair themselves on load. Bleed, fire, trap and pet kills count. Charmed zombies no longer fight each other. Drop-in; your save is fine.