Номер по публичной линии Nexus: после 1.0.1 идёт 1.1.0, а не 1.0.2 - вышла не починка, а две новые механики. Описания приведены в соответствие с модом во всех четырёх местах, где они живут: обе половины README, обе половины SITE_DESCRIPTION.html и NEXUS_DESCRIPTION.bbcode. - Забор блоков дописан в пункт про Пространственный браслет: десять секунд вплотную плюс секунда за блок расстояния, тот же круглый индикатор, что у разбора верстака, обесцвечивание мира на время ожидания, перечень того, что не поддаётся, и прерывание силовой атакой. До этой правки там стояло "обычная атака пока ничего не делает". - Торговцы - отдельным пунктом в "По мелочи", а на Nexus своим абзацем в тон остальному тексту: чёрно-белые, полупрозрачные и матовые, торговля не меняется. - Счётчик строк 123 -> 130 в трёх местах. Он врал и до сегодня: ключей было 124. ЗАОДНО ЭТО ЧИСЛО СТАЛО ЧЕСТНЫМ. Рядом со счётчиком все описания утверждают "пустых ячеек нет", и это было неправдой: у txName_NecroAsh пустовали семь языков (японский, корейский, польский, бразильский, турецкий и оба китайских). Заполнены - теперь в файле 130 ключей и ноль пустых ячеек перевода. Раздел "Статус" переписан под 1.1.0, прежний текст про 1.0.1 сохранён абзацем ниже: он не устарел, он просто стал предысторией. NEXUS_FILE_DESCRIPTION_1.0.1.bbcode намеренно не тронут - он описывает конкретную уже залитую загрузку. Новой версии понадобится свой файл. --- Version 1.1.0: descriptions updated for the block pull and the traders The number follows the public Nexus line: after 1.0.1 comes 1.1.0 rather than 1.0.2, because what shipped is two new mechanics, not a fix. The descriptions now match the mod in all four places they live: both halves of the README, both halves of SITE_DESCRIPTION.html, and NEXUS_DESCRIPTION.bbcode. - The block pull was added to the Spatial Bracelet entry: ten seconds up close plus one per block of distance, the same circular indicator a workbench pickup uses, the world draining to black and white for the wait, what refuses to be taken, and the power attack as the interrupt. Until this change the text still said the regular attack does nothing. - The traders got their own bullet under "Small things", and on Nexus their own paragraph in the tone of the rest: black and white, half-transparent and matte, with the trading itself unchanged. - The string count went 123 -> 130 in three places. It was already wrong before today: there were 124 keys. AND THAT NUMBER IS NOW HONEST. Next to the count, every description claims there are no empty cells, which was untrue: txName_NecroAsh was missing seven languages (Japanese, Korean, Polish, Brazilian Portuguese, Turkish and both Chinese). They are filled in - the file now has 130 keys and zero empty translation cells. The "Status" section is rewritten for 1.1.0, with the old 1.0.1 text kept as a paragraph below it: it did not become wrong, it became backstory. NEXUS_FILE_DESCRIPTION_1.0.1.bbcode is deliberately untouched - it describes one specific upload that already happened. The new version will need its own file. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XN8J75vnum2qAVrtRUMKf7
66 lines
6.7 KiB
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66 lines
6.7 KiB
Plaintext
[size=5][b]Description[/b][/size]
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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.
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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.
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[size=5][b]Installation instructions[/b][/size]
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[list=1]
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[*]Turn [b]EasyAntiCheat off[/b]. The mod ships Harmony DLLs and will not load with EAC enabled.
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[*]Download the archive and unpack it.
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[*]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.
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[*]Start the game. A new [b]Necromancy[/b] skill appears in the crafting skills panel from level one.
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[/list]
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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.
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[size=5][b]Main features[/b][/size]
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[b]A skill that levels from kills, not perk points.[/b] Necromancy counts every zombie you put down. Five tiers, 5000 kills to the top, each threshold opening part of the arsenal:
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[list]
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[*][b]Adept[/b] (from the start) - Spirit Stone, Necromancer's Knife, Blue Portal Stone, Pyramid of Spirits
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[*][b]Adept[/b] (20 / 30 / 60 / 100 / 300) - Spatial Bracelet, then four knife mods: Tears of the Dead, Scavenger's Feast, Grave's Repose, Dark Sense
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[*][b]Journeyman[/b] (500 / 1400 / 1700) - Scroll of Deviation, knife mods Dead Man's Grip and Dead Storm
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[*][b]Apprentice[/b] (2000) - Summon Zombie Dog, Beetles of the Lord, Summon Zombie Griffin
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[*][b]Necromancer[/b] (3000) - Summon Zombie Bear, Summon Zombie Wolf, Banshee's Scroll
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[*][b]Master[/b] (5000) - Black Portal Stone
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[/list]
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[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.
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[b]A blade that grows with you.[/b] The [b]Necromancer's Knife[/b] 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, guaranteeing a bag of necromantic ingredients on its death. [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.
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[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]Beetles of the Lord[/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.
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[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.
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[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. [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.
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[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.
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[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.
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[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.
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[size=5][b]Requirements[/b][/size]
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[list]
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[*][b]7 Days to Die 3.2.[/b] Other versions are untested.
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[*][b]EasyAntiCheat must be off[/b] - the mod uses Harmony patches.
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[*][b]No other mods required.[/b] Harmony itself ships with the game.
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[*][b]Single-player.[/b] The story scenes rely on the game's own pause, which vanilla only applies in single-player; in multiplayer they play without stopping time. Everything else works, but the mod was built and tested solo.
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[*]Client-side install: every player who wants it installs it themselves.
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[/list]
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[size=5][b]Shout outs[/b][/size]
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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.
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[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.
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Source code, full change history and issue tracker: [url=https://git.08h.ru/alex/necromants-tome-7d2d-3-2]git.08h.ru/alex/necromants-tome-7d2d-3-2[/url]
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Mod page on my site: [url=https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/]alexcube.ru[/url]
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My YouTube channel: [url=https://www.youtube.com/@alexcube]@alexcube[/url]
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