Currently the effects of the IMPROVED_NECROMANCY bonus are hard-coded to raise walking dead, wights or liches based on necromancy skill level. To improve flexibility I’d propose the following system:
- Each IMPROVED_NECROMANCY bonus specifies target creature raised (val), and optionally minimum necromancy skill required (subtype) and minimum level of creature stack from which to raise (addInfo).
- For each killed creature stack, the game will consider all applicable IMPROVED_NECROMANCY bonuses, i.e. where minimum skill and stack level conditions are met.
- Among potential target creatures, the most powerful one (level & cost) is chosen.
So e.g. the Cloak of the Undead King could be specified as
"bonuses" : [
{
"type" : "IMPROVED_NECROMANCY",
"subtype" : 1, // requires basic necromancy
"val" : "creature.walkingDead"
},
{
"type" : "IMPROVED_NECROMANCY",
"subtype" : 2, // requires advanced necromancy
"val" : "creature.wight"
},
{
"type" : "IMPROVED_NECROMANCY",
"subtype" : 3, // requires expert necromancy
"val" : "creature.lich"
}
]
but (for balance reasons) one could mod these bonuses to restrict these effects by creature stack as well, e.g.
"bonuses" : [
{
"type" : "IMPROVED_NECROMANCY",
"subtype" : 1, // requires basic necromancy
"addInfo" : 2, // requires stack of level 2+
"val" : "creature.walkingDead"
},
{
"type" : "IMPROVED_NECROMANCY",
"subtype" : 2, // requires advanced necromancy
"addInfo" : 3, // requires stack of level 3+
"val" : "creature.wight"
},
{
"type" : "IMPROVED_NECROMANCY",
"subtype" : 3, // requires expert necromancy
"addInfo" : 5, // requires stack of level 5+
"val" : "creature.lich"
}
]
Thoughts?