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Author Topic: Variant Classes Mod Information  (Read 81844 times)

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Re: Variant Classes Mod Information
« Reply #180 on: »
Drewrobi has published a new class : the Prophet.
https://steamcommunity.com/sharedfiles/filedetails/?id=660068853

Maybe you would be interested to include it in your next update.
I love drewrobi's work.  :)

Wow, you're fast @Korzeam. I was just about to tell @Viz about this new class (Prophet). :D
« Last Edit: June 01, 2018, 12:30:35 pm by Sch123 »

Re: Variant Classes Mod Information
« Reply #181 on: »
Yes I will add the new class eventually.

About Emberblade's Disrupt, I can confirm it does not work.

The idea is that the skill cast a buff onto enemy, and every time you inflict damage to the enemy, they would suffer additional damage as listed by the skill tooltip. So far I've tried many things to fix it but to no avail..  :-[

I'll most likely change the skill effects instead.


Re: Variant Classes Mod Information
« Reply #182 on: »
Need to be fixed for the Emberblade Female class. Eyes on Female Emberblade look all white.
That's a little scary for me :D

Quote
I'll most likely change the skill effects instead.

Maybe it will match the effect that makes the enemy stun/slow and get poison damage, because if you see from the green colored animation skill Disrupt it seems it fits. ;)

Re: Variant Classes Mod Information
« Reply #183 on: »
Hi @Viz

It seems necessary to provide a personal effect charge skill on each class and not to use effect charge skill from vanilla classes.

Because I see there are some classes that still use the effect charge skill from vanilla classes.

Example:

- Darklite = still use Outlander skill charge effects
- Dark Noxmer = still use Embermage skill charge effects
- Noxmer = still use Embermage skill charge effects
- Tenebris = still use Embermage skill charge effects
- Lightwarden = still use Engineer skill charge effects
- Voidseeker = still use Engineer skill charge effects

I hope you can give your own skill charge effects to each class without using vanilla class skill charge effect. ;)

Re: Variant Classes Mod Information
« Reply #184 on: »
Hi @Viz there are some classes that still use the effect charge skill from vanilla classes
Hi @Sch123 .  Remember, the objective of the Variant mod is to combine classes and fix what may be broken.  So if it was the intention of the original author to use the vanilla charge mechanics for their class, then it doesn't "have to be" changed ;) .

Hey @Viz can you share the Variant mod unpacked MEDIA folder somewhere?  When i have time, i can help fix broken parts - so i think it will be easier for you if editors just submit their revisions to the shared folder and you manage the compilation in GUTS (like how we did it for TL1CP). What do you think?


Re: Variant Classes Mod Information
« Reply #185 on: »
Quote
Hi @Sch123 .  Remember, the objective of the Variant mod is to combine classes and fix what may be broken.  So if it was the intention of the original author to use the vanilla charge mechanics for their class, then it doesn't "have to be" changed ;) .
Yup, you right. ;)
At least do not give the vanilla charge class name, give the name of that class itself. :)

Re: Variant Classes Mod Information
« Reply #186 on: »
Hey @Viz can you share the Variant mod unpacked MEDIA folder somewhere?  When i have time, i can help fix broken parts - so i think it will be easier for you if editors just submit their revisions to the shared folder and you manage the compilation in GUTS (like how we did it for TL1CP). What do you think?
Hmm I'm not sure how did you guys set up the thing for TL1CP. Is it okay if I just share it to gdrive or something?

@Sch123 I have to decline. I'm not good at creating new charge bar mechanic.
« Last Edit: June 06, 2018, 01:52:58 am by Viz »

Re: Variant Classes Mod Information
« Reply #187 on: »
Updated to v11.
Please test the new classes and see if they are working well with other mods.

Re: Variant Classes Mod Information
« Reply #188 on: »
@Viz I just tried for a while, the Elemental Brute class does not have all the faces, hair color and hairstyle.

Re: Variant Classes Mod Information
« Reply #189 on: »
Hi @Viz

I found a bug in "Assassin" class on skill Poison Surge. That skill only reaches Rank 1/1 which should Rank 1/15. :(

I'm also not sure if this includes But or not, finding an oddity in the Impale "Emberblade" skill class. Animation is not visible, is it made like that?

It seems that on the Disturb skill it looks like the animation is not complete (there is no symbol on the ground). But the new effect goes well. ;D

And for the two new classes "Elemental brute & Prophet" so far so good, it's just that Elemental Brute class needs to be added all face, hair and hair color. ;)

Re: Variant Classes Mod Information
« Reply #190 on: »
I was wondering if there is a way to view the older changelogs to see what fixes/changes you have done to all the classes? If you have one already then I'm blind and didn't see it.

Re: Variant Classes Mod Information
« Reply #191 on: »
Hi @IwillkuelU
You can get it here : Mod Changelogs

Re: Variant Classes Mod Information
« Reply #192 on: »
Hmm? Impale and Disrupt animation is fine, I didn't change anything about it.

I'll fix Poison Surge soon.


Re: Variant Classes Mod Information
« Reply #193 on: »
The divine presence skill for lightwarden at rank 1 does health recovery and physical armor then at rank 2 it gives the elemental resistance and damage. Doesn't bother me either way but also could be because I have synergies installed as well (is below variant in load order tho)

Re: Variant Classes Mod Information
« Reply #194 on: »
The divine presence skill for lightwarden at rank 1 does health recovery and physical armor then at rank 2 it gives the elemental resistance and damage. Doesn't bother me either way but also could be because I have synergies installed as well (is below variant in load order tho)
Yeah I noticed this as well. It's not because of conflict with other mods, the skill is using Embermage's Elemental Boon as the effect.

 

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