News: Go to the front page portal to create a Torchmodders account | Visit the wiki!
November 21, 2019, 10:47:19 AM
collapse

Author Topic: Variant Classes Mod Information  (Read 67256 times)

Offline Phanjam

  • Operator
  • Legendary
  • *
  • Posts: 2712
  • Country: ph
    • status ready
    • View Profile
  • Mood: mood angel
Re: Variant Classes Mod Information
« Reply #285 on: July 13, 2019, 01:01:59 AM »
@Viz maybe there is a learning here - when we merge classes, let's only fix bugs but not change any "levels" set by the original authors.



Offline Actkqk

  • Common
  • *
  • Posts: 19
    • View Profile
Re: Variant Classes Mod Information
« Reply #286 on: July 13, 2019, 01:10:07 AM »
I can understand that. I was away for too long, damn Black Desert and damn Grim Dawn. Regarding the balance, without exaggeration, it was a period of about 2 months of testing on my part making changes, then testing, in vanilla and in Synergies. The mod Essentials made a lot of modifications but without much change the gameplay. However, it has taken me only half an hour with Variant Classes to realize that they wanted to completely change the gameplay, forcing the player to create a rotation of skills. I, as a normal player, would not play something like that because this is TL2 and not some MMO like Black Desert. This mod is already old and I will not ask you to do something about it because it is too late. I just wanted you to know that, as we say in my country "la cagaron" (you screwed up).

Offline Phanjam

  • Operator
  • Legendary
  • *
  • Posts: 2712
  • Country: ph
    • status ready
    • View Profile
  • Mood: mood angel
Re: Variant Classes Mod Information
« Reply #287 on: July 13, 2019, 01:58:16 AM »
Ok, i will take your judgement on behalf of everyone who worked on Variant Classes  ;)

Moving forward, like i mentioned in my last post, we'll only fix bugs when we do merge mods; we won't change the design or intent of the class :)



Offline Viz

  • Lowkey Modder
  • Moderator
  • Unique
  • *
  • Posts: 360
  • Country: 00
    • status bored
    • View Profile
  • Mood: mood smiley
Re: Variant Classes Mod Information
« Reply #288 on: July 19, 2019, 04:31:55 AM »
@Actkqk Heya, I am sorry that you didn't like my changes to Tenebris.

The changes was done because some people requesting more classes to be stronger to tackle Synergies and supposedly its endgames (hence why there are more changes to many classes after v9 of the mod). Personally I think Tenebris is still fine compared to other classes like say Archer, Prophet, and the FEP classes.

Again as Phanjam have said I did not intend my changes to be an insult to you. I am deeply sorry if you find it that way  :-[

Offline Actkqk

  • Common
  • *
  • Posts: 19
    • View Profile
Re: Variant Classes Mod Information
« Reply #289 on: July 21, 2019, 08:27:17 AM »
Yes, I have seen the changes, and I have also tried them in person in the game. What you did was just the opposite. To all the skills that were created for constant use you put them cooldown. What leaves the player no choice but to try to create a skill rotation. And if we take into account that not all skills are enabled from level 1, it's achieved that a person interested in trying this class simply loses interest due to the more difficult start than normal and MMORPG mechanics that are not inherent to TL2. Anyway, what has been done is done.

Offline Phanjam

  • Operator
  • Legendary
  • *
  • Posts: 2712
  • Country: ph
    • status ready
    • View Profile
  • Mood: mood angel
Re: Variant Classes Mod Information
« Reply #290 on: September 24, 2019, 12:39:42 PM »
I just wanted to update that i posted a version 14 of Variant on TLF (https://www.torchlightfansite.com/mod_downloads/compilations-tl2/download-1516-variant-classes.html) a few days ago which reverted the changes made on the Temebris class.

This was done to address @Actkqk 's valid concern about the changes made to his mod. We are not yet able to upload the new version to steam workshop bcos that page is controlled by @doudley who is still on break from modding. But otherwise, we believe the issue has been adequately addressed.

More recently @Viz uploaded a later version of his mod corrections to TLF as well.



Offline Sch123

  • 🎮 & 💡
  • Legendary
  • *
  • Posts: 888
  • Country: 00
    • status game
    • View Profile
  • Mood: mood cheesy
Re: Variant Classes Mod Information
« Reply #291 on: September 24, 2019, 03:51:54 PM »
If I may know regarding the Tenebris class, has the level for opening each skill been fixed? I saw that @Viz only switched the Tornado Poison skill back into a starter skill, but did not return the level to unlock for every each skill to it's origin. ::)

Sorry if I'm wrong. ;)

« Last Edit: September 24, 2019, 06:06:23 PM by Sch123 »

negreanu11

  • Guest
Re: Variant Classes Mod Information
« Reply #292 on: October 05, 2019, 07:10:50 PM »
Hi, just found one problem with wilding class, in second tree, first skill- if you want just move mouse curson on this skill it will automatically ctd. Could you fix that ?

Offline Viz

  • Lowkey Modder
  • Moderator
  • Unique
  • *
  • Posts: 360
  • Country: 00
    • status bored
    • View Profile
  • Mood: mood smiley
Re: Variant Classes Mod Information
« Reply #293 on: October 07, 2019, 03:50:15 AM »
Hi, just found one problem with wilding class, in second tree, first skill- if you want just move mouse curson on this skill it will automatically ctd. Could you fix that ?
Thanks for notifying me about this, it will be fixed in the next update  :)

 

* Quick Search


* Member Information

 
 
Welcome, Guest. Please login or register.

* Mod Boards Activity

* Who's Online

  • Dot Guests: 3
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.

* Calendar

November 2019
Sun Mon Tue Wed Thu Fri Sat
1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 [21] 22 23
24 25 26 27 28 29 30

No calendar events were found.

* Recent Topics

Help Making Custom Minion Skills by DiakEagle
[November 18, 2019, 04:11:40 PM]


Diablo II Charms possible in Torchlight II? by Waves_Blade
[November 11, 2019, 05:40:43 PM]


[TOOL] TL2 Translation Utility by Phanjam
[November 06, 2019, 07:11:09 AM]


[SCRIPT] Automatic Mesh Rebuilding by Phanjam
[October 31, 2019, 05:58:39 PM]


[Tool] Item Unit file maker Script by Phanjam
[October 21, 2019, 01:36:42 PM]


Will these plans be even possible to do? by Saber
[October 15, 2019, 06:13:17 PM]


Variant Classes Mod Information by Viz
[October 07, 2019, 03:50:15 AM]


Variant Classes Bug Reports by negreanu11
[October 05, 2019, 07:23:09 PM]


Mod Changelogs by Viz
[September 22, 2019, 05:06:52 AM]


idea/Request for a new torchlight 2 custom werewolf class by Phanjam
[September 16, 2019, 02:29:05 PM]


Utility to split ogre3d multi-animation skeleton xml files by Phanjam
[September 14, 2019, 02:22:10 AM]


FEP+ April 2019 Update by Sch123
[August 24, 2019, 09:40:03 AM]


Learning Quest Making by Phanjam
[August 21, 2019, 02:46:04 AM]


Fionna model needs some skills! by Kva3imoda
[August 14, 2019, 04:41:53 AM]


Floaty Torchlight Cube by Vkoslak
[August 04, 2019, 05:11:09 AM]

* Popular Topics