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Author Topic: Skills Expansion: Bugs Report & Ideas  (Read 8512 times)

Offline Sch123

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #15 on: January 07, 2018, 03:34:36 AM »
Thank you for answering my request.
I'm happy if Rampage and Blood Hunger skills can be changed for all weapons.
For Blind Mastery skill is fine, the most important thing is to fix Burning Buff Bug. Very annoying if we get attacked by our own skill. :P

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #16 on: July 30, 2018, 09:02:38 AM »
Hi @doudley, @steffire3 

- There are a few on Skill Expansion that need to be fixed and added something.
Bug & More
Embermage

Icy Blast (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Shockbolt (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Prismatic Rift

- Instead of teleporting an opponent it's better to teleport the player if he's dying.

Oullander

RapidFire (Active Skill)

- The animation looks incompatible with all Range weapons (Cannon, Xbow, Bow, Shotgun, Pistol, Wand).
- Animation seen only use one hand only when using dual wilding weapon (Dual Pistol, Dual Wand).

Venomous Hail (Active Skill)

- The animation looks incompatible with Range weapons (Cannon, Xbow, Shotgun, Pistol, Wand). Only suitable for Bow only.

BlindMastery (Pasif Skill)

- At Tier 3 players are still get burn by fire damage

Long Range Mastery (Passive Skill)

- Can you add effect "% Chance to Break Shields"
- Can you add effect "% Less All Enemy Armor for 4 seconds"

Berserker

Blood Hunger (Passive Skill)

- Can be made to be used for all types of weapons

Rampage (Pasif Skill)

- Can be made to be used for all types of weapons

Engineer

BlastCannon (Active Skill)

- The animation looks incompatible with Cannon weapons. Only suitable for Shotgun only

Fusillade (Active Skill)

- The animation looks incompatible with Shotgun’s weapons. Only suitable for Cannon only

Ward of Board (Passive Skill)

- Can you add the "1-15% Chance to Block" effect
- Can you add the effect "1-15% Knock Back Resistance"
- Can you add the effect of "1-15% Reflected Damage"

General Skill

Offensive Mastery

- Can you add effect "- Requirement level for equip Melee Weapon"
- Can you add effect "- Requirement level for equip Range Weapon"

Defensive Mastery

- Can you add effect "- Requirement level for equip Armor & Accessory”
- Can you add effect "- Requirement level for equip Shield”

Magical Mastery

- Can you add effect "- Requirement level for learn Spell / Magic Scroll”

Luck Mastery

- Can you add effect “+% Fame that can be obtained"

Health Mastery

- Can you add "+% effective effect using HP potion"

Mana Mastery

- Can you add "+% effective effect using MP potion"

- Is it possible to add more skills such as "Added Skills for Engineers". If it can be very good if it can be applied to all classes (2 Additional Skills to be included on each skill tree to make 12 skills in total). :D
« Last Edit: August 06, 2018, 11:56:35 AM by Sch123 »

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #17 on: August 04, 2018, 12:00:10 AM »
@Sch123 Thank you so much for caring to test and post your findings and requests regarding this mod and all the mods you cherish! Highly appreciated!  :)

I have a request for you! @Sch123 Would you like to list a series of "New Added Skills" that you would like to see for the classes? Engineer has those Added Skills that could be inserted and edited from Doudley's other mod however the other 3 classes have nothing so far.

Should we give Warfare the Poison Brand for Embermage and Outlander? Should Elementals be an option to Summon? Should Enemy Skills be made available if possible?

Also if someone else made an Alternative version of this mod then would you be happy to have two versions to choose from?

I admit this is all hypothetical until a modder or more decides to fix and finish what was started.  :D
At least we can extend the list of requests for when that happens!  ;D

Thanks for your consideration!  ;)
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Offline Sch123

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #18 on: August 04, 2018, 09:01:00 AM »
@Sch123 Thank you so much for caring to test and post your findings and requests regarding this mod and all the mods you cherish! Highly appreciated!  :)
You're welcome, I'm happy to help even if it's just a little. :D
Quote
I have a request for you! @Sch123 Would you like to list a series of "New Added Skills" that you would like to see for the classes? Engineer has those Added Skills that could be inserted and edited from Doudley's other mod however the other 3 classes have nothing so far.
Of course. Give me time to think about the skill idea.
If not you don't mind maybe I'll take the idea of skills from several Mod classes.  :P
Quote
Should we give Warfare the Poison Brand for Embermage and Outlander? Should Elementals be an option to Summon? Should Enemy Skills be made available if possible?
That's good if Embermage is given Warfare the Poison Brand will fit the theme 4 Element. But for Outlander, Because not all skills contain Poison I'm not sure. So, I don't think it needs to be changed because Warfare is part of Outlander and Share skill for Embermage.

I also think it's good if Elemental summon is included for the Embermage class, because it still fits with the theme.
Quote
Also if someone else made an Alternative version of this mod then would you be happy to have two versions to choose from?
I can't determine which version I will choose because I haven't tried it yet. ;D
Quote
I admit this is all hypothetical until a modder or more decides to fix and finish what was started.  :D
At least we can extend the list of requests for when that happens!  ;D
Yeah, I also hope this Mod can be completed. :)
Quote
Thanks for your consideration!  ;)
No problem.  ;)
« Last Edit: August 04, 2018, 08:27:49 PM by Sch123 »

Offline Sch123

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #19 on: August 05, 2018, 03:35:53 AM »
Hi @doudley , @steffire3

Here are some ideas for "New Added Skills" for the Vanilla Class.

"New Added Skills"
New Added Skills

Embermage

Inferno [Share to Outlander]
   ⁃   Guardian of Fire: Summon Fire Elemental [Active Skill]
   ⁃   Flame Armor: Chance to reflect enemy attacks and hurt them with Fire damage. [Passive Skill]

Frost [Share to Berserker]
   ⁃   Guardian of Ice: Summon Ice Elemental [Active Skill]
   ⁃   Frozen Armor: Chance to reflect enemy attacks and hurt them with Ice damage. [Passive Skill]

Storm [Share to Engineer]
   ⁃   Guardian of Lightning: Summon Lightning Elemental [Active Skill]
   ⁃   Lightning Armor: Chance to reflect enemy attacks and hurt them with Lightning damage. [Passive Skill]

Note:
   •   Alternative Summon Guardian of Elemental ›› Summon Elemental Drake Dragon.
   •   Alternative Elemental Armor to Reflect attacks ›› Absorb 10% of element attacks into MP.

Outlander

Warfare [Share to Embermage]
   ⁃   Guardian of Poison: Summon Poison Elemental [Active Skill]
   ⁃   Poison Gas | Idea from [Assassin - Choking Bomb]: Throw a poison gas bomb [Active Skill]

Lore
   ⁃   Root of Death | Idea from [Druid - Poisonous Vine] [Active Skill]
   ⁃   Root of Life | Idea from [Druid - Rot Vine] [Active Skill]

Sigil
   ⁃   Spirit of Death | Idea from [Plaguelord - Oppression]: Surrounded by spirits, Enemies near us will get physical damage + -armor [Passive Skill]
   ⁃   Pool of Death | Idea from [Necromancer - Death Pact]: Skill area, enemies in the area will get poison damage + slow [Active Skill]

Berserker

Hunter
   ⁃   Phantom Strike | Idea from [Ninja - Shunpo] [Active Skill]
   ⁃   Phantom Slash | Idea from [Ninja - Shadow Slash] [Active Skill]

Tundra
   ⁃   Thunder Strike | Idea from [Ninja - Thunder Clap] [Active Skill]
   ⁃   Storm Vortex | Idea from [Preacher - Vorthex] [Active Skill]

Shadow
   ⁃   Guardian of Darkness | Idea from [Tenebris - Wolf Pack]: Summon Werewolf [Active Skill]
   ⁃   Blood Lust | Idea from [Plaguelord - Necrophage]: Consume the corpses to gain some HP + Armor [Passive Skill]

Engineer

Blitz
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Blast Hammer [Active Skill]
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Sticky Bombs [Active Skill]

Construction
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Engulfing Flame Bot [Active Skill]
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill] But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.

Aegis
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Vortex Time Bomb [Active Skill]
   ⁃   Shield of Gaia: Active when attacked at HP 50% or below, you have a 1-15% chance to cast full heal  [Passive Skill]

« Last Edit: September 03, 2018, 04:27:57 PM by Sch123 »

Offline Sch123

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #20 on: September 01, 2018, 03:46:14 PM »
Hi @doudley

Will you fix bug & improve Skill Expansion? :)

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #21 on: September 02, 2018, 10:48:13 AM »
@Sch123 Congrats on the list of New Skills to add! This is way better than the list I had before! Well done!  :o

One step taken, one step closer to our goal!  :)
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #22 on: September 02, 2018, 01:19:36 PM »
@Sch123 @steffire3
First of all, I regret not being able to finish up this mod project. Most of the concerns posted here I just read today.

Maybe I should hand this mod project over to another?

I clearly don't have time to make more modification, specially to Skills Expansion mod.

Or...

Here's my proposal:

I can help coding the .dat files via notepad but I won't be the one to upload on Steam Workshop anymore. I can also do the UI editing works whenever I got time during weekends/holidays.

What do you guys think?


Also can some one send me the unpacked files of the Armor Fix Fixed? http://torchmodders.com/forums/mod-showcase/armor-fix-fixed/
« Last Edit: September 03, 2018, 01:22:46 AM by doudley »

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #23 on: September 03, 2018, 03:29:13 AM »
Steam allows uploads based on who uploads it. Anyone else is only allowed to be a Contributor and can't touch the upload process.

I or someone else will have to upload it as a second mod on Steam which is good with me since this will be the Finalized version and our previous upload will be labeled as a Draft or Beta.

However I am already maintaining Steam uploads for Viz so I will gladly upload your fixes and continuation for this mod too @doudley  :)

I can take responsibility for this second group of proposed uploads since I was the one who pushed for this mod to exist even down to the early details before anyone else knew about it as a concept.

I already have a list of requests for fixes on Steam for this mod which I will place in a Spoiler here:

Spoiler
(1)
Berserker's Blood Hunger and Rampage must be made available for All Weapons.

= = =

(2)
Outlander's Akimbo needs Charge Gain (2-30%) and Berserker's Executioner needs Dual Wield Damage Bonus (2-30%).

= = =

(3)
Rearranging of 3 Passive Tier Skills:
Cold Storm Mastery = Physical, Ice, Electric.
Elemental Cunning = Physical, Poison, Fire.
Fire Force Spark = Physical, Fire, Electric.

Tier 1: 5% Damage Reductions. Tier 2: 10% Chance Nearby Foes Afflicted with Effect. Tier 3: +100 Damage Types. All these are limited to their respective Elements.

= = =

(4)
Fix issue with the Berserker's Damage Reduction from the "Armor Fix" mod.
After reaching 1000 Armor the % gets stuck at 45% after maxing Vitality and Defense Masteries.
None of the other Classes have any issues which leaves Berserker with a severe vulnerability against high leveled Elite foes.

= = =

(5)
Engineer:
Construction Tree Skill: Fire and Spark:
Rename as: Fire Force Spark:

"The Spark to gain energy from Fire, and Force to recycle things."

= = =

(6)
Loss Mastery: Frost Skills

-1-15% Elemental Armor Reduced for 3 seconds.

Tiers:

Physical Armor Reduced by
-5%,
-10%,
and -15% for 3 seconds.

= = =

(7)
Add these Chances to these Brands:

Fire Brand: 2-30% Meteor Strike.

Ice Brand: 2-30% Glacial Spike.

Electric Brand: 2-30% Thunder.

= = =

( 8 )
"Prismatic Rift" needs it's Tier 3 Bonus of "Rift Death" removed only because it's a very cheap tactic.

= = =

(9)
Can you also remove the "Chance to Teleport Foe" from the "Weapon Chaos" Skill?
(Affix may be named Chaotic Rift).

= = =

(10)
"Fusilade" needs to be made spammable for the Shotgonne.

= = =

(11)
Blind Mastery: Tier Bonus 2 and 3 give +15-30% Ranged Damage Bonus, would like this changed to "Secondary Damage" which would help Splash Damage of all it's Two Hand Short Ranged Weapons.

= = =

(12)
Tested "Blind Mastery" and I can confirm that "Burning Hit" which is a tier reward from Tiered Passives is currently suicidal when moving gear from clothing slots.

It inflicts the Player with a 5 second Burn and it makes changing clothes very dangerous for Hardcore Players.

It does not activate during hits in battle which also makes it useless.

I recommend replacing this Tier Bonus with a different and functional Affix like Inflict 50-750 Physical Damage over 5 seconds.

(13)
New Request:

Engineer Skills:

Blast Cannon
and
Fusillade.

Blast Cannon:
Renamed to:
Blast Missile.

Fusillade:
Renamed to:
Rocket Barrage.

=

Reason:

Allow both of these Skills access from these weapons (All Ranged Weapons):

Cannon
Shotgonne

NEW:

Bow
Crossbow
Pistol
Wand

=

Animations:

Use Rapid Fire or Venom Hail from the Outlander or hack together something so the Skill can at least activate.

Whether it solves or fails the issue from a slowly animated Fire Barrage (Fusillade) is something I'm willing to live with.

= = =

(14)
I have a request from another player "Sch123" on the Torch Modder Forums:

We have Frost Phase for both Embermage and Berserker so I ask to add a "Tier 3" 50% Chance for Player to randomly Teleport for 7 meters if Hit for 3 seconds (if possible only when below 60% Health) with that Skill since Player already teleported and doing it again randomly makes sense because it's giving an Escape Skill an Escape Effect.

= = =

(15)
Engineer class:
"Ward of Board":

Add:

1-15% Chance to Block,
1-15% Knock Back Resistance,
1-15% Reflected Damage.

= = =

(16)
Long Range Mastery:

Explain in Description that the Ranged Damage boost does apply to Cannons and Shotgonnes.

Add to Tiers: "5-15% Chance to Break Shields"
and "1-3% Less All Enemy Armor for 4 seconds".


I am a very patient person... I've waited 2 to 3 years to see many mods become reality and I can easily stay faithful to this project's updates again!  :D
« Last Edit: September 03, 2018, 03:34:15 AM by steffire3 »
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Offline doudley

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #24 on: September 03, 2018, 04:03:42 AM »
@steffire3
Yes that is what I meant, someone will have to upload the new Skills Expansion mod, I really hope it would be you. To make it a major difference with my upload, this version will have the additional skills (Phase 3). Let's try to formulate references for the additional skills mentioned by @Sch123 for Berserker, Embermage, and Outlander.

And could you unpack mods using GUTS? We need the armor fix fixed version and skill references from other class mods.

Offline Sch123

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #25 on: September 03, 2018, 05:56:50 AM »
@steffire3 , @doudley

I'm glad this problem can be solved, and also I'm glad to hear Skill Expansion Mod can be developed further. :)

Sorry I can't help much, especially regarding GUTS. I can only help test mods and provide input / ideas. :(

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #26 on: September 03, 2018, 07:10:14 AM »
@steffire3
Yes that is what I meant, someone will have to upload the new Skills Expansion mod, I really hope it would be you. To make it a major difference with my upload, this version will have the additional skills (Phase 3). Let's try to formulate references for the additional skills mentioned by @Sch123 for Berserker, Embermage, and Outlander.

And could you unpack mods using GUTS? We need the armor fix fixed version and skill references from other class mods.


@Sch123 : As always! We appreciate all the testing, planning and gathering you do... you are one of the best we have and can speed up the process greatly.  :)

@doudley : Yes, I am your Uploader.  :D

Once I read the basic instructions I will be able to unpack mods easily.

Where is the updated Armor Fix mod located (I assume this solves the Berserker's lack of Damage Reduction)?

By Skill References I assume this means I go get that mod Class and unpack it to check it's Skill details? Should I learn how to keep the Skill Tags from breaking?
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #27 on: September 03, 2018, 08:40:29 AM »
Maybe for the meantime, we stay clear of class mods that cause missing tags error.

If you guys have an idea where these "Proposed additional skills by Sch123" may seem similar on other class mods? We may able to use those skills for our own improvisation or perhaps we directly copy from them (of course with permission).

Due to my current state, I may not have a chance to create original stuff for this mod and that is why my propose plan is for "us" to get ideas or directly copy from other mods.
//// Unless someone can give us the skills we need ////
...All of these, of course, just to make the skill trees complete. With each class having 45 native skills + the 12 (+3 when added skills are applied) shared skills steffire3 and I already implemented in the mod.

And if there will be issues, we will just replace that additional skill(s).

The important thing here is to complete the trees.

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #28 on: September 03, 2018, 06:51:03 PM »
@doudley : I propose that we start with one class at a time... obviously your Extra Engineer Skills mod is an easy first choice. I would like that Added Shield Skill "Charged Shock" to be changed over to an easy in game Affix edit of "2-30% Chance to Heal All Health when hit" as I believe @Sch123 mentioned above as I also would find that far more useful for defensive tanks than what the current Skill offers.

As for the other 3 classes I propose that we make this easy on ourselves by sourcing all our Added Skills from one mod: TL2-E Conversion by Corley on Steam.
He already has 3 new classes that parallel the original three quite well... Sorcerer, Assassin and Barbarian. Provided if we get his permission of course.

Out of curiosity is it per Class: 30 Native, 10 (+2 Added) Shared, 12 General and 6 Added to total 60 Skills to choose from?

One of the reasons I enjoy this mod's goal so much is that it effectively doubles (maybe triples if weapon Skill freedoms are considered) Build potential for the original four classes allowing players to reconsider just how good the vanilla classes can really be when enhanced!  :D

= = =

Can we consider these changes to the Outlander's Native Skill numbers and affixes?
https://steamcommunity.com/sharedfiles/filedetails/?id=137690832&searchtext=shadowling

Consider these changes to the Outlander Native Skills yet avoid the "Master of the Elements" in this mod since I appreciate our version more:
https://steamcommunity.com/sharedfiles/filedetails/?id=136476423&searchtext=shadowling

Can we extract these Outlander Shadowling improvements from this mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=137379192&searchtext=shadowling

Can we use this mod to make Shadowlings immune to the very destructive Shock Effect?
https://steamcommunity.com/sharedfiles/filedetails/?id=1418852378&searchtext=shadowling

Outlander's Rapid Fire Skill now activates Health Steal Gems from Weapons:
https://steamcommunity.com/sharedfiles/filedetails/?id=136620694&searchtext=berserker

= = =

Decent rebalance for the Berserker's Native Skills:
https://steamcommunity.com/sharedfiles/filedetails/?id=141076636&searchtext=berserker

Life and Mana Steal added to the Berserker Native Skill: Ravage:
https://steamcommunity.com/sharedfiles/filedetails/?id=275384480&searchtext=berserker
« Last Edit: September 03, 2018, 10:52:45 PM by steffire3 »
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Offline doudley

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #29 on: September 04, 2018, 06:58:40 AM »
@doudley : I propose that we start with one class at a time... obviously your Extra Engineer Skills mod is an easy first choice. I would like that Added Shield Skill "Charged Shock" to be changed over to an easy in game Affix edit of "2-30% Chance to Heal All Health when hit" as I believe @Sch123 mentioned above as I also would find that far more useful for defensive tanks than what the current Skill offers.
So, we will add the Chance to Heal all Health effect with Shield Shock Skill?

As for the other 3 classes I propose that we make this easy on ourselves by sourcing all our Added Skills from one mod: TL2-E Conversion by Corley on Steam.
He already has 3 new classes that parallel the original three quite well... Sorcerer, Assassin and Barbarian. Provided if we get his permission of course.
This is great! We should start getting permission. We should also keep in mind that we need to modify the skills description to better suite the vanilla classes.

Out of curiosity is it per Class: 30 Native, 10 (+2 Added) Shared, 12 General and 6 Added to total 60 Skills to choose from?
Oh yeah, I forgot about the general skills. So, it would be:
Skill Set# of Skills
Set A15
Set B15
Set C15
Shared15
General15
Total75

Also, no need to ask for my permission.

You are the one who manages the mod now, I'll be just your coder. If you want something incorporated into the mod, you just need to give me the unpacked files of your reference and I'll try if I can make the modification.

Tags: bugs skills expansion help 
 

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* Recent Topics

TorchFull Final Mod List by DragonDawn
[Today at 01:57:52 AM]


Skills on weapons by F430
[October 22, 2018, 11:11:48 PM]


Skills Expansion: Bugs Report & Ideas by Sch123
[October 22, 2018, 09:09:16 PM]


Looking for Modder to Collaborate on Character Design by steffire3
[October 22, 2018, 09:28:22 AM]


FEP+ by Sch123
[October 20, 2018, 01:35:40 PM]


Pet Variants Mod by Sch123
[October 16, 2018, 08:30:31 PM]


indefinite modding break by Lord Nyriox
[October 15, 2018, 03:59:02 PM]


Request: Custom UI / HUD by doudley
[October 05, 2018, 03:20:40 AM]


Torchlight Frontiers announced by steffire3
[October 03, 2018, 06:36:21 PM]


"Skills Masteries" Classless Concept by Phanjam
[September 26, 2018, 11:32:00 PM]


[TL2] Forcing COOP? by Aherin
[September 26, 2018, 05:52:09 AM]


[MODEL][TEXTURE][PACK] TL1 Unique weapon assets 1.0 by Anarch16sync
[September 24, 2018, 02:14:32 PM]


[MODEL] Syl the Sage 2.0 by Lord Nyriox
[September 18, 2018, 04:45:10 PM]

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