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Author Topic: Variant Classes Mod Information  (Read 81675 times)

0 Members and 39 Guests are viewing this topic.

Re: Variant Classes Mod Information
« Reply #270 on: »
Hi @Viz

I just realized this, I don't know whether this is a bug or not. I found an oddity in the Warp Shell skill in the Nethermancer class. Every time I add a skill point to the any passive skill or change the equipment that I use then the protective shield will break. I think this is quite strange. ???

Re: Variant Classes Mod Information
« Reply #271 on: »
If those equip/skill affects Vitality stats then its normal for Warp Shell to break.

Re: Variant Classes Mod Information
« Reply #272 on: »
Does each all passive skill on Nethermancer affect Vitality stats? & whether +armor on armor affects Vitality stats?

And when we change weapons and equipment we wear are also like that (no +vitality effect), even when we swap weapon from weapon 1 to weapon 2, Warp Shell is also destroyed.

It's like skill Warp Shell is resetting to cast the skill every time we add skill points to any passive skills or replacing equipment and swap weapons.
« Last Edit: March 03, 2019, 08:24:17 am by Sch123 »

Re: Variant Classes Mod Information
« Reply #273 on: »
@Viz

I also found that the starting armor in the Ember Sage class did not stick to that class (male & female). :P

Re: Variant Classes Mod Information
« Reply #274 on: »
It's like skill Warp Shell is resetting to cast the skill every time we add skill points to any passive skills or replacing equipment and swap weapons.
Yeah I was mistaken, the shield would still automatically refreshes somehow.

I dug deeper and found the skill code to be fairly complicated. Since I never edit this skill, I'm guessing the same issue also applies to original mod as well.









Re: Variant Classes Mod Information
« Reply #275 on: »
It's like skill Warp Shell is resetting to cast the skill every time we add skill points to any passive skills or replacing equipment and swap weapons.
Yeah I was mistaken, the shield would still automatically refreshes somehow.

I dug deeper and found the skill code to be fairly complicated. Since I never edit this skill, I'm guessing the same issue also applies to original mod as well.

Yeah, the Nethermancer original mod also experienced the same thing. :(
« Last Edit: March 04, 2019, 04:47:58 am by Sch123 »

Re: Variant Classes Mod Information
« Reply #276 on: »
Hi @Viz

Just want to let you know that Drew's Class Pack has the latest update (v.177). ;)

Re: Variant Classes Mod Information
« Reply #277 on: »
@Viz Korzeam also developed a new Death Knight Class on Steam although it's still receiving balance changes. Would be nice to see it enter the Variant Mod Pack in the future if possible.
At this point after playing Torchlight 2 for 8 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. ^_^

Re: Variant Classes Mod Information
« Reply #278 on: »
Wow, after so many years I was surprised to see this. I did not know about this community. I recently played TL2 again and it was more due to nostalgia. In case anyone asks, I'm the creator of Tenebris class. Little by little I am learning (again) to use GUTS but I am still in diapers. I have the desire to do something new but I was wondering, "People still play this?". Now that I have seen this, you have given me the desire to do something. Thanks for keeping TL2 alive.

Re: Variant Classes Mod Information
« Reply #279 on: »
Hi @Actkqk , welcome to Torchmodders. :)

By the way, I hope you don't mind if the Tenebris class is merged into the Variant mod class.

Re: Variant Classes Mod Information
« Reply #280 on: »
Hi @Actkqk , welcome to Torchmodders. :)

By the way, I hope you don't mind if the Tenebris class is merged into the Variant mod class.

No problem. After all this time, everyone should know that the TL2 mods belong to everyone. This was done to entertain.

Re: Variant Classes Mod Information
« Reply #281 on: »
Hey @Actkqk, you can also check out our Discord channel:
We talk about mods for the Torchlight games, both using them and making them ;) | 190 members
Discord · discord.gg

Re: Variant Classes Mod Information
« Reply #282 on: »
My emotion has just fallen apart. Ok, I have given my work and you can do whatever you want with it (except ask for money for it), but what you have done here is destroy something based on modifications.
You have put cooldown on all Tenebris spammable skills. Maybe the Outlander has cooldown in their spammable skills, maybe the Embermage has cooldown in their spammable skills? No, right?
The beginning of Tenebris is somewhat difficult in its first minutes because it must use the Tornado and physical attacks. Yes, that was intensional. But that suffering ends when you reach level 2 and activate Nigthmarish Fire... unless you use the Tenebris of this Mod. What did you want to do, force people to create a rotation? Rotation in TL2? It's a joke right?
I would not play for anything in the world the Tenebris that comes in this compilation. Yes, I played the Tenebris of the "Essentials" and it seemed to me with modifications of the most successful because, although it has a lot of modifications, none alters the game style. I'm sorry I can't say the same about this mod. The thing in this mod is not the Tenebris.

Re: Variant Classes Mod Information
« Reply #283 on: »
@Actkqk Viz is the pack author and re-balancer of the Variant Class Pack.

Although it's rare to see him these days perhaps the Torch Modders could form another pack. One that does no balance alterations to the classes.

After all. I'm sure there are some players who would want the original Tenebris and other classes original balance levels.  :)

I'm glad to see you return by the way!
« Last Edit: July 11, 2019, 08:06:41 pm by steffire3 »
At this point after playing Torchlight 2 for 8 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. ^_^

Re: Variant Classes Mod Information
« Reply #284 on: »
Hi @Actkqk Welcome back to modding! We're glad u chose to check us out ;)

One thing we definitely want to respect is the vision any modder has for his work. As u are the author of Tenebris, if u feel we have disrespected your work we can immediately remove it from Variant merge-mod.

Let me just assure you that any changes we might have made to your work were not intended to insult you. We always attempt to contact the author first and, if there is no response after a reasonable amount of time, thats the only time we proceed. Also if any changes are made it's usually to achieve "balance" for the most number of users. This is specially tricky, because it can be very subjective.


 

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