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1
Mod Showcase / Re: Deathknight class
« Last post by Sch123 on Today at 03:09:58 AM »
What's wrong with my beam ?  :'( :'(
Beam is very good. :D

Don't know about the others, but this is what I feel when playing:
- Beam blocks a view to see enemy
- A little dizzy when I see a beam moving (maybe it's only me who feels it) :-[

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I've uploaded a new version with all the faces and hairs, and added 4 pale skins with blue eyes for each gender.
Finally I've managed to handle the pupils.
In the female gender it seems that the pupils are all gone. Maybe because the standing style used makes her pupils disappear. Because this also happened to the Emberblade Class which has the same standing style as the Deathknight.

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There a few changes in 'Veteran of the 3rd War' and 'Bone Shield' to improve the survability.
I will see for the damage boost later.
I agree, this will strengthen the Deathknight.



~ Maybe you can boost more HP Recovery to some skill like Death Strike, Boiling Blood & also passive skill Veteran of the 3rd War to improve the survability.

~ Also need to add effects to Passive skills, such as:
- % Chance to Break enemy Shield
- % Chance to Block enemy Attack
- Absorb MP

~ Undead Hounds, Gargoyles & Sindragosa skills need Ice Explosion when they disappear / die.

~ Raise Dead, Army of the Dead & Dark Transformation skills need an additional duration of 12 seconds to 15 seconds.

~ The Skill Murderous Efficiency might be used for pets and other Minions not only for Raise Dead & Army of Dead skills.
2
Mod Showcase / Re: Deathknight class
« Last post by Korzeam on January 23, 2019, 08:16:13 PM »
What's wrong with my beam ?  :'( :'(

I've uploaded a new version with all the faces and hairs, and added 4 pale skins with blue eyes for each gender.
Finally I've managed to handle the pupils.

There a few changes in 'Veteran of the 3rd War' and 'Bone Shield' to improve the survability.
I will see for the damage boost later.
3
Mod Showcase / Re: Deathknight class
« Last post by Sch123 on January 23, 2019, 01:39:01 PM »
I really like this beam.  ;)

I wondered if it might be possible to make it like the "Ice Crown" floating above the head. :P
Spoiler


It may be possible to use Animation as in the "Shocking Orb" skill of the Engineer class for the Charge Bar when Fullcharge. By replacing the Orb with the Ice Crown. It would also be nice if Ice Crown shot Ice.  :)

Hmm, or maybe an Aura like this. ;D
Spoiler

4
Mod Showcase / Re: Deathknight class
« Last post by Korzeam on January 22, 2019, 08:45:57 PM »
It's frustating.
The model I made is the only one where I managed to remove pupils.
I don'y know why it's working for this one and not for the others.

@Phanjam, @Vkoslak
Do you know how the eye pupils are working and how to remove them ?
5
Mod Showcase / Re: Deathknight class
« Last post by Korzeam on January 22, 2019, 06:10:47 PM »
Thanks for the feedback @Sch123.

- When we use Synergies Mod, you will get skill level unlock earlier than the original (For all tab skill "Blood, Frost, Unholy").
Seems like a normal behavior with Synergies.

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- Can the Beam that is on the Deathknight when the full Charge be replaced with Aura of Spirits like the Deathknight in the class selection? I'm quite disturbed by the Beam when playing. :(
I really like this beam.  ;)

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- I also have suggestions for the skill of Dark Command, what if you also add effects to Silent the enemy. :P
Good idea, I'll try to implement it.

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- Will you add all face & hair style?
Yes.

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- Also will you make all faces pale like you do?
I won't convert all the faces, it's harder that it seems.
Maybe 4 or 5 faces per gender.

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But it's different when we use Mod like Synergies, especially when you play at Elite level you will find it difficult to defeat Champion monsters because the damage you give is very small. And also the enemy attack was very painful, I also experienced it with just one attack I immediately died.
For damage output, what skills do you think need a buff ?
I have a few ideas to improve (a little) the resistance.

And for information the skill 'Living blood' has a lot of issues right now, bugs and not powerful enough.
I have to work on it.
6
Mod Showcase / Re: Deathknight class
« Last post by Sch123 on January 22, 2019, 03:34:47 AM »
@Korzeam

Feedback:

- I found out when we didn't use shield when using Outbreak Skill, Poison Damage information icon didn't show up (how long Poison Damage it work on enemy).

- When we use Synergies Mod, you will get skill level unlock earlier than the original (For all tab skill "Blood, Frost, Unholy").

- Can the Beam that is on the Deathknight when the full Charge be replaced with Aura of Spirits like the Deathknight in the class selection? I'm quite disturbed by the Beam when playing. :(

- I also have suggestions for the skill of Dark Command, what if you also add effects to Silent the enemy. :P

- Will you add all face & hair style?

- Also will you make all faces pale like you do? I like it, it make a different from other classes. :)



My experience when quick testing:

My experience when trying to use Deathknight when played without Mods like Synergies, there is no problem. The Deathknight can survive even at the Elite level. ;D

But it's different when we use Mod like Synergies, especially when you play at Elite level you will find it difficult to defeat Champion monsters because the damage you give is very small. And also the enemy attack was very painful, I also experienced it with just one attack I immediately died.

Will test further. ;)
7
Lord Nyriox's Playground / Re: [CLASS] Emberdrake
« Last post by Lord Nyriox on January 21, 2019, 09:08:23 PM »
Emberdrake Project Suspended

I realize now that I had made a significant miscalculation, when I insisted on making the Emberdrake class my first TL2 mod. 

In particular, there is not really much of a "central theme" to the class, as of this moment.  It fights like Ordrak on steroids, dies like a wuss (in casual mode no less), and needs serious debugging on every single one of its skills—all because I was clueless about TL modding when I dreamed it up. 

I am seriously considering rebuilding the whole class project from scratch—because that would truly be easier than trying to manually fix the million and two things I managed to break in my cluelessness.

Lore-wise, the class is a mess as well.  When I started the class concept, I had barely read any official TL2 lore (let alone actually played the game), and thought I could tie my concept in to random half-understood snippets.  At no time was this more apparent than when I tried to defend my ideas against @Kva3imoda, perfectionist and lore nut—and managed to somehow sound more deranged than clever.

Effective immediately, I am suspending the Emberdrake project, in favor of developing some variation on the concept that integrates properly with both gameplay and lore. 


If you have any ideas on how to believably frame a playable dragon in TL lore…now is the time to bring it up.
8
Mod Showcase / Re: Deathknight class
« Last post by Korzeam on January 21, 2019, 07:29:18 PM »
I'll try to add new faces.
9
Pet Variants Mod / Re: Pet Variants Mod
« Last post by Lord Nyriox on January 20, 2019, 10:59:51 PM »
Which can make a pet grow & get skills when it reaches every certain level. That way you don't need to give skills one by one to each Pet in the Pet Variant. ;)


Honestly, that sounds more complicated than simply "gating" 1-2 vanilla monster Skills (per pet) to character level.

Mind you, I am uncertain if [AI] blocks (a StatWatcher variant, which enables / disables monster Skills based on environmental parameters) support Character Level as an input.  It might be worth a shot.
10
Mod Showcase / Re: Deathknight class
« Last post by Sch123 on January 20, 2019, 04:01:08 PM »
Yes, I have my 30 skills !
Now I have to test the class more intensively, I hope you can help with this.  :)
In particular, is the class OP or not ?
Sure, with pleasure. :D

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I suppose some monsters have a resistance to immobilization, particulary champions and bosses.
I tried it on Ratlin at the beginning of the game. Does Ratlin have resistance to Immobilize? ::)

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I could raise the durations to 15s, but not more.
Thank you. ;)

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Probably not, sorry.
It's ok. :)
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