Cruoromancer Infusion
Hello, can you "tweak" the Cruoromancer "Commanding Infusion" so it adds the extra stats to ALL the Animate/Create summon type of necromantic spells? Because right now it only works with the "Animate Dead" spell, not even with the Animate Dead (lesser). I'm requesting you this because I saw that one of the new alchemist archetypes can actually add the extra stats to all the undeads it can summon.
Reading the blueprint. There are a few weird properties that you might not expect reading the description. The ability creates an 30 feet aura around you and affects all friendly creatures which were summoned with animated dead.
So it does affect creatures summoned by allies. The order of summon does not matter. And the undead can lose/gain the buff by walking in and out of the 30 feet range.
WTF? Hahahaha, I know Owlcat made some weird things, like with the bugs and unfinished feats for the Blood Kineticist, but writing a description for an ability which does not do that? Ok, I'll have to request a "fix" to make the ability do what the description says, and then a "tweak", so it works with all the summoning spells from the Necromancy school.
Increased the range to 100ft and the condition to friendly summoned undead. Write here if this does not work.
Btw, I find their solution practical. It solves a bunch of programming hurdles without extra work.
Thanks! Now with your fix I can make the Cruoromancer + Agent of the Grave + Souldrinker I was thinking about. I tested your fix casting Animate Dead/Create Undead spells, and it works on both spells, my companions can't summon undead creatures yet so I can't test if the infusion is still affecting them too (EDIT: Tested it with Camellia's Animate Dead, Lesser spell and her skeletons were not buffed, I'll try to test it later with other spells). But I found an issue, Focused and Sickening infusions gives you a buff which disappears after you cast a spell, so you can use another infusion in the next turn, but this doesn't happen with the Commanding infusion, this buff doesn't disappear after casting a necromancy summon spell and it stays active even in the next turn buffing another summon spell, and preventing you from using another infusion.
EDIT 2: While testing the fix I found what I think it is another bug, not in your fix, but in one item, the "Necromancer's Staff" should be giving +3 enhancement bonus to the creatures summoned by Animate Dead/Create Undead spells, but this is not happening at least with Animate Dead, the skeletons have a enhancement +1 from "masterwork longsword" instead of the +3 from the staff. Do you think you can check it? xD
Too much text. I don't understand half of it.
Necromancer's Staff affects:
- DLC5_RingOfShadowStealingFeature
- SummonFrozenAbrikandiluAbility
- CreateUndeadGraveknight
- CreateUndeadLivingArmor
- CreateUndeadGreaterDevourer
- CreateUndeadGreaterDevourerSithhud
- CreateUndeadGreaterShadowGreater
Ok, in few words:
https://pathfinderwrathoftherighteous.wiki.fextralife.com/Necromancer's+Staff This says that Necromancer's Staff should work with Animate Dead spell, but it doesn't work with it.
About Cruoromancer's infusions:
The infusions should stop working after you cast a "compatible spell", this indeed happen when you cast a spell modified by Focused Infusion or Sickening Infusion, but Commanding Infusion keeps working after casting Animate Dead or Create Undead, this prevents you from using any of the other 2 infusions in the next turn.
Better, but still difficult. Remember that I never used any of these and I am not going to boot up the game. Nor do I know the description of these abilities.
My first guess is you have a swift action ability and that's eating your actions, so you cannot use the other swift actions. The game does a poor job with action managment. Especially swift and move actions. If you think it's worthwhile, please explain to me what you want me to do.
I wrote a fix for the staff. It will simply affect all summoned undead (but only from the staff holder).
Cruoromancer has three infusions that you can cast as a Swift Action, but you can only use one of the them per turn:
Lvl 1: Focused Infusion and Sickening Infusion. This two add an effect to a single offensive necromancy spell. Lvl 5: Commanding Infusion. This one adds stats to the undead summoned by a single necromancy spell.
⬆️ That is how the three infusions should work: you use the infusion to modify the effects of a single necromancy spell per turn, you cast the modified spell and the infusion effect should be gone from your character at that point, and in the next turn you are free to use another infusion.
But Commanding Infusion has a bug: when you use it in the 1st turn and then you animate/create an undead, and then you finish your turn, in the next turn you will notice that Commanding Infusion is still active, which means two things:
- You can't use another infusion until the 3rd turn.
- In the 2nd turn you can summon another undead with buffed stats by the Commanding Infusion from the 1st turn.
Sorry, my english is bad, I speak spanish...
Oh. Now I get it. Well, that not how the blueprint works at all. The first two infusions do get removed after being used. While Commanding just sticks for 2 rounds. I also just realize that the buff to the undead always vanish after this second round. This whole feature is completely wrong.
Edit: It does last 2 rounds, I misread that.
Okay, so how about I change
- the duration to 2 rounds (like the other infusion)
- add logic to apply the buff to any summoned undead
- add a condition that triggers when the caster summoned any creature and set the remaining duration to 0.1 seconds.
This way it works for spells summoning more than 1 creature, too. While also not screwing over your next turn (hopefully).
It vanish!?!? The added stats should be permanent for what I know. Ok ok, I'll be checking the Mod Finder to update your mod once you release this last version. Thanks!
Yes. If the aura ends the buff gets removed from all your summons. I see no reason (in code) why the buff should persist.
So they writed something in the ability description and then they did something completly different for its effect... This is the vanilla version of the infusion:
https://pathfinderwrathoftherighteous.wiki.fextralife.com/Commanding+Infusion
"When using this infusion with animate dead, the summoned skeletons gain +4 enhancement bonus to [Strength] and [Constitution], as if affected by Augment Summoning feat."
The Augment Summoning feat adds permanent stats to the summons. Since the idea behind the Commanding Infusion is to add an "equivalent stat buff" to that granted by "augment summoning" to the undeads summoned by an infused "animate dead" spell, I think it should also be a permanent buff, as if the feat is actually buffing the undead.
Hello! I have to add something about this topic:
https://steamdb.info/patchnotes/13207217/
It seems Owlcat changed the infusion to give Charisma instead of Constitution, but I don't know if they also changed the way of how it works, I'll try to test the new infusion and check if it is also giving or not a permanent buff.
Ok, the Commanding Infusion is still working like "a temporary aura" as always did, Owlcat did not fixed it to work like a permanent effect as its description says. The aura vanish after some seconds and the summoned skeletons stops getting its effect. And because it works like an aura, if you use the Commanding Infusion again, the already summoned skeletons gets the aura buff again.
I will fix this
I will fix this
Hello! Sorry, I wasn't paying attention to the answers. I hope you can find a way to fix this bug, I'll keep an eye out for any update to Dark Codex!