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1
Mod Showcase / Re: Deathknight class
« Last post by Korzeam on Today at 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.
2
Mod Showcase / Re: Deathknight class
« Last post by Sch123 on Today at 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. ;)
3
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.
4
Mod Showcase / Re: Deathknight class
« Last post by Korzeam on January 21, 2019, 07:29:18 PM »
I'll try to add new faces.
5
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.
6
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. :)
7
Mod Showcase / Re: Deathknight class
« Last post by Korzeam on January 20, 2019, 02:48:20 PM »
I see you have filled in the last 2 skills for the Deathknight class.
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 ?

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- Dark Command

When this skill reaches the Max rank, should he be able to 100% make the enemy in the area not move? Because I get a number of enemies that aren't affected by the skill
I suppose some monsters have a resistance to immobilization, particulary champions and bosses.

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- Dark Transformation

I really like this skill, as a booster for Pet & Minions. But is it possible for the duration to be added. Also for Minion summon skills in the Unholly section can be given a longer duration, so that skills such as Dark Transformation are more effectively used together.
I could raise the durations to 15s, but not more.

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I also have suggestions for the skill of Dark Command, what if you also add effects to Charm enemy. But please make it so that Charm doesn't work on the Champion & Boss, In order not to make OP. ;D
Probably not, sorry.
8
Pet Variants Mod / Re: Pet Variants Mod
« Last post by Sch123 on January 20, 2019, 01:33:15 PM »
@Korzeam

In Dark Transformation on Deathknight skill, Pet & Minions can grow. I thought, what if you made a Passive Spell Scroll for Variant Pet. 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. ;)

Unless you will give unique skills to some Pet. For example, Dragon with fire breath, Spiders that spray spider webs, etc. :P


I also hope that there are some Pet Variants that can be a Range attack type rather than being made into a melee attack. Not all of them, but some that are fitting if made like that. For example:

- Flamekegger Dwarf -> Fireball
- Mech Construct -> Machine Gun
- Netherim Spinethrower -> Glaive Thrower
- Lich -> Nether Spell

That way you can choose a Pet with a melee attack or a range attack to accompany you in your adventure. :D



Can you also remove the Gold Beam from Goblin Treasure? because it's quite disturbing when we playing. :(
9
Mod Showcase / Re: Deathknight class
« Last post by Sch123 on January 20, 2019, 01:29:20 PM »
I see you have filled in the last 2 skills for the Deathknight class.

Feedback:

- Dark Command

When this skill reaches the Max rank, should he be able to 100% make the enemy in the area not move? Because I get a number of enemies that aren't affected by the skill

- Dark Transformation

I really like this skill, as a booster for Pet & Minions. But is it possible for the duration to be added. Also for Minion summon skills in the Unholly section can be given a longer duration, so that skills such as Dark Transformation are more effectively used together.

Suggestion:

- Dark Command

I also have suggestions for the skill of Dark Command, what if you also add effects to Charm enemy. But please make it so that Charm doesn't work on the Champion & Boss, In order not to make OP. ;D
10
Pet Variants Mod / Re: Pet Variants Mod
« Last post by Lord Nyriox on January 19, 2019, 08:51:30 AM »
Something I have to say, I have to keep the mod Variant to a reasonable size so I may have to recompress some files.

@Korzeam:  I will go ahead and re-prep my textures from source, then.

DXT5, without mipmaps, correct?

And for the dragons I'm not going to implement them all, these files are particularly big.

To save you some trouble, I will eliminate the subtler color variants from the archive (they annoy me too).  That should leave you with 4-6 additional dragon textures, at most.
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