Тексты для Nexus в тех форматах, которые сайт на самом деле принимает

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 <noreply@anthropic.com>
This commit is contained in:
AlexCube
2026-09-18 00:02:32 +03:00
co-authored by Claude Opus 5
parent 7fa68618b2
commit e2046a1866
3 changed files with 81 additions and 59 deletions
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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.