Torchmodders

Mod Projects => Legendary Add-ons (LAO) 3.0 => Topic started by: RnF on November 25, 2016, 05:27:47 pm


Title: LAO 3 Mod Info and Downloads
Post by: RnF on November 25, 2016, 05:27:47 pm
GO HERE TO PLAY THIS MOD! (http://torchmodders.com/forums/mod-showcase/lao-iii-the-'endless-game'-mod/)



Change Log
Spoiler (hover to show)

This is on Steam, but is private for the time being.  If you would rather subscribe and get automatic updates when they are released, please message me with your Steam name . I will friend you and get you on as a "Contributor" so you can see it.


This mods increases Dungeon Levels and most Loot Levels to 999

Character Max Level is still 100 - This mod DOES NOT increase character level


I have also included separate folder that is not part of the MOD with Level 100 Characters, all classes, both female and males for either NG+3, NG+4 or NG+5
NG+3 = Dungeon Levels starting at 100, NG+4 = Dungeon Levels starting at 120, NG+5 = Dungeon Levels starting at 150
These can be used for either testing or if you just don't want to start over with a level 1 character to play this mod


** MOD can take a few minutes  to load in TL2 due to the high number of items added into the game

* I used items from the mod "Unearthed Arcana"  (with permission) to hopefully create compatibility with this mod. UA has so many great additions to TL2, I highly recommend you play my T9 mod with the UA mod.  Get UA here ----> http://clockworkcore.org/uamirror.html



Mod Features and Changes

- New Game+ modes have now been extended to +33, which is Level 999
- Most Armor, Weapons and Maps have been extended to Level 999 (Excludes Tags, Collars, Spell Scrolls, Some Socketables, Potions)
- Over 90,000 items are now in the game (around 4500 in vanilla)
- Tons of Legendary Armor and Weapons have been added
- Legendary Items get reworked Item Bonuses (needs balancing)
- Unique and Magic Items have been nerfed to make Legendary items more powerful
- Unique items are generally limited to only two item bonuses (can be enchanted with more though)
- Better Legendary Drop Rates from Bosses, Champions, Golden Chests and regular monsters
- Class requirements have been removed from all items - at higher loot levels the stat requirements create a natural class barrier
- Torchlight 1 items have been added
- Two Handed Weapons get a slight damage boost over 1 Handed Weapons
- Class Specific Quest Rewards have been reworked to include new loot
- Chthon's Armor Fix mod has been included - no balancing has been worked on yet, so armor might be too good ;)


**Known Issues
- Some Level 90+ Pet Tags/Collars are not usable due to Required level being above 100 - Removed altered Pet Items for now 11/26/2016
- Drop rates maybe a bit high, this is for testing purposes, but feedback is welcome in regards to this
- Most boss specific drops are not adjusted to scale with dungeon levels yet.  Only General Grell items have been tuned for this - still in testing

Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on November 25, 2016, 07:52:02 pm
Perfect, it's a weekend!  Will put in as much time into this as I can over the next 2 days and give feedback ;)

Thanks for this RnF, great to have you back :D
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 25, 2016, 07:55:52 pm
Perfect, it's a weekend!  Will put in as much time into this as I can over the next 2 days and give feedback ;)

Thanks for this RnF, great to have you back :D

Wasn't really trying to get it out for this weekend, but realized it was ready for a beta release today after finishing a couple house cleaning items :)  So here it is.

I have played it a bit, not enough, but it is fun, so nice to find higher leveled gear!  Hope it goes well for you... and it is great to be back!
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 26, 2016, 08:07:50 pm
New version is up, removed all the altered pet tags and collars for now. 
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on November 26, 2016, 11:01:32 pm
...removed all the altered pet tags and collars for now.
Was there a problem with those?

Thanks RnF!
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 26, 2016, 11:04:21 pm
Yup,  there is no way for a pet to equip any item where the required level is over 100 since they dont have any stats to bypass it. Will have to figure out something else for those tags and collars.
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on November 27, 2016, 02:07:23 am
Will have to figure out something else for those tags and collars.

Maybe something involving USE OWNER LEVEL?...
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 27, 2016, 07:38:58 am
Will have to figure out something else for those tags and collars.

Maybe something involving USE OWNER LEVEL?...

That would probably work, but then you have the issue of a level 100 character being able give the pet level 999 loot with ease.
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 27, 2016, 02:53:12 pm
Yea for 4 day weekends!  Lots of progress in the last few days.

Change Log 11-27-2016 - Mod Download File has been uploaded

Socketable Changes

Extended to Level 999
-Blood Ember, Chaos Ember, Iron Ember, Void Ember, Ice Ember, Flame Ember, Venom Ember, Spark Ember
- Changed loot color of these socketables - light purple to make them stand out - |cFF7866FF (light purple)


Increased drop rate for some socketables
-Blood Ember, Chaos Ember, Iron Ember and Void Ember

Created a new armor item bonus for Chaos Ember
- Chaos Ember now has a chance to spawn stat bonuses for Dexterity, Focus, Strength and Vitality
- Only spawns on Level 100+ Chaos Embers


Enchanter Changes
- Increased spawn rate for random dungeon enchanter merchants


Potion Changes
- Increased drop rates of RejuvinationPotions
- Changed Drop Text Colors for Health, Mana and Rejuvination Potions

Health |cFFFD3737 (light red)
Mana |cFF5682FF (light blue)
Rejuvination |cFFFF56ED (light pink)
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on November 27, 2016, 03:17:59 pm
Back with a vengeance! :D

About pet loot level and USE OWNER LEVEL, i forgot ur mod doesnt increase char level :P
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on November 27, 2016, 03:40:17 pm
Hey RnF! Started using your mod :) it does add like 2mins to the loading time; a little long but not terribly so.

I am using my own chars for now (level 30ish) so am not noticing much diff in th loot yet. Will play the hi-level chars soon; im guessing i will see more diff then.

About testing in general: would u consider going "by invitation"? Reason is u might not get enough testers just exposing it here since ppl come by so infrequently nowadays...
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 27, 2016, 03:53:07 pm
Back with a vengeance! :D

About pet loot level and USE OWNER LEVEL, i forgot ur mod doesnt increase char level :P

Do you think there is a way to raise Pet level beyond 100 permanently while the character stays 100 ie, by eating a fish or potion?
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 27, 2016, 03:56:16 pm
Hey RnF! Started using your mod :) it does add like 2mins to the loading time; a little long but not terribly so.

I am using my own chars for now (level 30ish) so am not noticing much diff in th loot yet. Will play the hi-level chars soon; im guessing i will see more diff then.

About testing in general: would u consider going "by invitation"? Reason is u might not get enough testers just exposing it here since ppl come by so infrequently nowadays...

Awesome. Yeah, you won't notice much difference until you reach dungeon levels of 100+, but they are there.  Mainly you will see new Legendary Items and drop rates tweaked, similar to what you would have seen in my original item mod.

I have a few people testing the mod, could certainly use a few more.  I will hold off on steam for a bit longer.  My next phase of testing is to invite individuals who I know are still playing the game.  If that goes no where, I will open it up to the public on steam.

It is getting pretty close to being ready for that.  But not quite.
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 27, 2016, 03:57:41 pm
Back with a vengeance! :D

About pet loot level and USE OWNER LEVEL, i forgot ur mod doesnt increase char level :P

Do you think there is a way to raise Pet level beyond 100 permanently while the character stays 100 ie, by eating a fish or potion?

Just to add to this.  If I raise the character level beyond 100, it breaks multiplayer where no one can join.  I belive the UI is locked to level 100 as a max for multiplayer. I have looked at the UI and there is no way to edit that aspect as far as I can tell.  Hence the reason to keep the character at level 100.
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on November 27, 2016, 08:48:09 pm
My next phase of testing is to invite individuals who I know are still playing the game.
Yeah thats more like what i meant by "by invitation" - its how i got some more feedback for TL1CP a few months back.

On the over-100 level for pets, so that wont pose problems in MP? As for how to do it, im sorry i wouldnt know where to begin :(
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 27, 2016, 08:57:14 pm
My next phase of testing is to invite individuals who I know are still playing the game.
Yeah thats more like what i meant by "by invitation" - its how i got some more feedback for TL1CP a few months back.

On the over-100 level for pets, so that wont pose problems in MP? As for how to do it, im sorry i wouldnt know where to begin :(

No idea if a higher level pet will impact MP, I don't think it would since the Create Game or Join Game UI is based off character level not pet level. 

Another potential solution would be to find a way for a pet level to match the dungeon level or something like that.
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 28, 2016, 11:11:07 am
My next phase of testing is to invite individuals who I know are still playing the game.
Yeah thats more like what i meant by "by invitation" - its how i got some more feedback for TL1CP a few months back.

On the over-100 level for pets, so that wont pose problems in MP? As for how to do it, im sorry i wouldnt know where to begin :(

Ha, the solution was actually right in front of my nose.  All I need to do is add stat requirements to the Pet items, and the stat requirements go off of the player stats, once those are met, the pet can wear the items.  Currently there are just level requirements on those items.
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on November 29, 2016, 03:49:50 pm
My next phase of testing is to invite individuals who I know are still playing the game.
Yeah thats more like what i meant by "by invitation" - its how i got some more feedback for TL1CP a few months back.

On the over-100 level for pets, so that wont pose problems in MP? As for how to do it, im sorry i wouldnt know where to begin :(

Ha, the solution was actually right in front of my nose.  All I need to do is add stat requirements to the Pet items, and the stat requirements go off of the player stats, once those are met, the pet can wear the items.  Currently there are just level requirements on those items.

Well scratch that idea, didn't work.  The stat requirements seem to only apply to the player, not the pet.  I knew that was to easy haha.  Will have to go back to the drawing board.  This could be one of those hard coded things.  May need to create stats for the pets to get around this, no idea if that is possible.
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 02, 2016, 05:12:42 pm
Mod update

Change Log

12-2-2016

- Split mod into two parts to help with loading performance.
- Part 1 Loot and Dungeon Level 1-499
- Part 2 Loot and Dungeon Level 500-999
- Increased stat requirement graphs for items.  It will now be harder to meet stat requirements on items ;)
- Balanced Boss drops loot tables for more control
- Adjusted colors for various loot to help it stand out more
- Increased drop rate for general socketables
- Increased drop rate for Spell Scrolls
- Increased spawn rates for Random Dungeon Enchanters
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on December 02, 2016, 05:27:05 pm
Hey thx RnF!

Also if i wanted to make say Armor sets which are compatible with your mod (to be available at those high levels), what do i have to make sure of in my unit creation files?
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 02, 2016, 05:40:57 pm
Hey thx RnF!

Also if i wanted to make say Armor sets which are compatible with your mod (to be available at those high levels), what do i have to make sure of in my unit creation files?

I am not home atm,  when I get home I will post how I went about setting up the items for quick creation via Note++.  Once the items are set up,  making new "tiers" is easy.
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 03, 2016, 08:55:17 am
Hey thx RnF!

Also if i wanted to make say Armor sets which are compatible with your mod (to be available at those high levels), what do i have to make sure of in my unit creation files?

Ok, here it goes.  I am really not great at explaining things, so hopefully this makes sense.

New Base File Layout - Legendary Items get new UNITTYPE

Just a note on RARITY. For non Legendary items, you can leave this as you have it set.  I mainly set Legendary items to 0

(https://s15.postimg.org/8cf1o1p8b/image.png) (https://postimg.org/image/6xdgzbo53/)


New Item Layout
(https://s15.postimg.org/yyrid0tff/image.png) (https://postimg.org/image/dcchvzuuv/)

Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 06, 2016, 02:09:35 pm
My next phase of testing is to invite individuals who I know are still playing the game.
Yeah thats more like what i meant by "by invitation" - its how i got some more feedback for TL1CP a few months back.

On the over-100 level for pets, so that wont pose problems in MP? As for how to do it, im sorry i wouldnt know where to begin :(

Ha, the solution was actually right in front of my nose.  All I need to do is add stat requirements to the Pet items, and the stat requirements go off of the player stats, once those are met, the pet can wear the items.  Currently there are just level requirements on those items.

Well scratch that idea, didn't work.  The stat requirements seem to only apply to the player, not the pet.  I knew that was to easy haha.  Will have to go back to the drawing board.  This could be one of those hard coded things.  May need to create stats for the pets to get around this, no idea if that is possible.

Going a different route for pet items.  I will keep pet items at level 100 because I can't find a way to get around the level requirement, but I am going to do 2 other things to help with pets at higher dungeon levels.

1. Buff Fish.  Going to buff the duration of transmutations... 5 minutes is kind of short and isn't very fun.   I will also add some timed bonuses such as +25% damage for 1 hour, +25% health for 1 hour etc.  It should make fish more desirable and more interesting to use.  Permanent fish will probably get a 24 hour time limit with some bonuses.

2. Also going to add the ability to "Train" your pet to learn "Pet Tricks" ie spells.

This can be done by creating a variation of my Spell Scroll mod, instead of using scrolls it uses fish.  This makes it so only the pets can learn them.  When the pet "Learns" the trick, it puts the skill in one of the spell slots like a scroll.

The really interesting thing about this is that the skills will scale to the dungeon level when the skill is learned... this is good and bad.  Good as some of the skills won't need vary many variations.... bad thing is most skills will need some major tweaking on how they apply damage.  Some skills are over 300,000k damage at level 999 haha.  Way over powered and will break the game.  Going to have to scale the damage way back on most skills which is going to take some time.

Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on December 07, 2016, 07:09:29 am
I like this fish idea R! What happens when you've filled up the 4 spell slots? Or can u keep adding beyond the slots limit?
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 07, 2016, 09:29:00 am
I like this fish idea R! What happens when you've filled up the 4 spell slots? Or can u keep adding beyond the slots limit?

It behaves just like a spell scroll. So if all 4 slots are taken, it will ask you to remove one so you can add the new one.  Unfortunetly, there is no way to get around 4 slots :(
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 14, 2016, 12:34:10 pm
How about an info update .... warning...wall of text

A new version of the mod will be coming out soon, getting close to releasing the mod on steam.  Hopefully by Christmas.  The biggest thing I have left are the pet changes I talked about earlier.  It will be quite involved, so I have put that on shelf until I get the base mod in a fairly stable version, which is really close!


New Dungeon Levels
I have been play testing more than modding lately. I made it all the way through NG+3.  NG+4 starts out at dungeon level 120, currently fighting level 125 mobs... so that part of the mod is working ;)  I want to get to NG+6 before I release to ensure that the new NG+ levels are working as intended, vanilla only goes to NG+5.  Have not tested anything beyond that other than through console testing.

I may need to adjust monster damage/hp/armor graphs since they only go to level 105, but I still die form time to time.  But mob health is pretty easy to get down, but I am only playing in Normal Mode.  I am sure Elite will be much more challenging.  Will have to play in that mode for a bit to see how it does.  Will most likely wait until I get to NG+6 though.


Loot
Loot drop rates seem about right to me.  I am seeing Legendary items on a semi regular basis, but since the level requirement prevents me to wear most of the gear due to stat restrictions, the drop rate of usable gear is fairly low, but not frustratingly low.  I have found a few items I can use, but after playing all the way through NG+3, I am not decked out in Legendary Gear.  If one wanted to farm bosses, it would make it easier. I just played through the NG+ Level as fast I could. Legendary Weapons are very powerful... maybe too powerful. Armor may need a bit of work still, but over all are much better than Unique/Magic items. 

Most affix bonuses are pretty good, there a couple I will need to adjust before release though, specifically +Stat and +% to damage and health and mana regen bonuses.

Magic Armor (blue) is really useful now as well.  They tend to spawn good +stat bonuses that are needed to wear better gear.  I have a nice balance of Magic/Unique and Legendary Gear.  To be decked out in Legendary gear, it will be a challenge to find ways to meet the stat requirements for all the pieces.  Getting good Enchantments and Socketables with +stat bonuses will be a must.

The enchanters have become more essential now as well. 

Stat requirements might be too low in general still though, will most likely need to adjust later on. But waiting on this one.


Mapworks Changes
I did find some major bugs with the Mapworks changes I made with my play through that I have fixed, basically had to redo them.  Mapworks Maps now go from level 10-999.  I also added more floor levels to each map.  They go down between 6-9 floors now.  It was WAY to easy to exploit Mapworks to farm bosses.  I may extend the floors further on the shorter ones too still.  I also decreased the Legendary item drop slightly for Mapworks as well.

The Mapworks Maproom has been scaled with dungeon level now, it previously was not.  So it was stuck selling level 100 items.  The odd thing is though, the map vendor doesn't seem to follow the same rules.  I can't get it to sell scaled dungeon leveled maps.  They are all either level 100 maps or way to high of leveled maps because of a "ignore level" setting.  The high leveled maps would give access to content and gear before I intended, so that vendor is broken.  So I have removed maps from being sold by this vendor until I can get this figured out. As a work around, I added them to the General Goods vendor in all towns and the General vendor in the mapworks.  They now scale correctly with the dungeon (NG+) settings.  Odd.

I also created a scroll that gives access to Mapworks at anytime at any level that can be purchased from the General Good Vendor. You no longer have to beat the game to get access to it. 

I think the Mapworks should be a supplemental feature ie the endless dungeon which it replaced, that should always be an option, not just designed for endgame.  Endgame with this mod is getting to dungeon level 999 :)  With the General Goods vendors selling the maps now, it also made sense to sell a scroll so you can use them at the Mapworks anytime.

Thought about adding the Map Selector to all towns, but that would have broken compatibility with Unearthed Arcana and many other mods due to them using layout files and mine would have overridden them.  So I settled on a scroll to get to the Mapworks which gives access to the Map Selector.


Quest Reward Changes
I have made some changes to the boring quest rewards. I added Spell Scrolls, Mapworks Maps, Fish (which will include new pet spells), Socketables, Health/Mana/Rejuv Potions and Identify Scrolls as quest reward options.  There should be a chance to get a unique item as well.

I removed pet tags and collars from quest rewards.  The best way to get those is through fishing.

Also reworked Class Quest rewards when you beat the game and Trill Bot Quest Rewards.  They now offer 5 Legendary Weapons and a Shield as a reward, you get to choose 1 ;)

Small, but big changes :)  The mod is really starting to come together!

The good thing is, with my play through I came across very few item issues/bugs.  Haven't crashed yet haha. ... knock on wood.
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 15, 2016, 07:53:25 pm
Mod Updated - See first post to download

12/15/2016

Mod Renamed To LAO 3.0 Part 1 and Part 2

Mapworks Changes
- Mapworks is now available anytime through a scroll sold by the General Goods Vendor found in all towns
- Mapworks Maps now available through the General Goods Vendor in all towns (scales with NG+ level) and as quest rewards - see quest reward changes
- Mapworks Maps now available from level 10-999
- ALL Mapworks Maps now have 8 floors to fight through before getting to the boss
- Mapworks Town now Scales properly with NG+ Level
- Mapworks Map Vendor no longer sells maps, get them through the General Goods Vendor (Map Vendor is broken, wont scale with NG+ Levels)
- Mapworks Bosses have a slightly lower chance to drop Legendary Items then regular game play bosses

Quest Reward Changes
- Reworked End Game Class Rewards for beating Act IV and the TrillBot Quests.  Each class now has 5 Legendary Weapon options and 1 Shield Option
- Mainline, Random Events, Random Quest and Side Quest Reward options have been increased (Mapworks Maps, Spell Scrolls, Socketables, Potions, Identify Scrolls and a chance for a Unique Item have all been added as options)

Fish Changes
- 5 minute Transformation Fish increased to 30 Minutes
- 15 Minute Transformation Fish increased to 1 hour
- Permanent Transformation Fish decreased to 24 hours
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on December 17, 2016, 07:16:07 pm
Great work R! I should load this above UA right? So that the UA quests get your reward drops?
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 17, 2016, 07:46:00 pm
Great work R! I should load this above UA right? So that the UA quests get your reward drops?

Yes, put LAO 3.0 on top and UA second in the load order.  I have been playing testing with UA installed, it has been working great, the mods really compliment each other.

BTW, I just made some changes so you will want to re-download the latest version... sorry.  Made some balance changes for Legendary Items and also added some new potions.

DOWNLOAD Part 1 (http://www.mediafire.com/file/c60h13xuk34mfou/LAO_3-1.MOD)
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 17, 2016, 07:49:51 pm
Latest changes

12/16/2016

Added new potions called Tonics
- Dexterity Tonic - Permanently adds 1 point to Dexterity - available at level 100+ dungeons
- Strength Tonic - Permanently adds 1 point to Strength - available at level 100+ dungeons
- Vitality Tonic - Permanently adds 1 point to Vitality - available at level 100+ dungeons
- Focus Tonic - Permanently adds 1 point to Focus - available at level 100+ dungeons

- Ice Tonic - 25% to Ice Armor for 15 Minutes
- Fire Tonic - 25% to Fire Armor for 15 Minutes
- Electric Tonic - 25% to Electric Armor for 15 Minutes
- Poison Tonic - 25% to Poison Armor for 15 Minutes

Fish Adjustments
- Duration of buffs - Increased to 15 minutes

Item Bug fixes (some items had the wrong item level)

Adjusted Legendary Affixes, some were to powerful.
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on December 17, 2016, 10:31:56 pm
...I just made some changes so you will want to re-download the latest version... sorry.

No problem, saw this just before downloading AND since it's just Part 1 it saves me a little time as well :P.  Psyched! So much new stuff to find! Thanks mucho again R!
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 18, 2016, 07:07:20 pm
12/18/2016

- Reworked Boss Chests - they will now always drop a Legendary item and other good loot!
- Boss Drops are not quite as plentiful - some loot drops moved to Boss Chest

Tonic Potions
- Reworked Dex, Vit, Foc, and Str Stat Tonics - they are now respec tonics for stats
- Stat Tonic - used to gain 5 stat points
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 24, 2016, 08:53:15 am
Biggish update

12/24/2016

Change Log

Staffs
- Changed Staff Animation, no longer swings like a melee weapon
- Added Missiles to Staffs so now they fire projectiles like a Wand
- Staffs have a longer range than Wands
- Physical Damage Staffs also fire a projectile (spinning blades)

Boss Drop Changes
- Reworked Boss Chests - they will now always drop a Legendary item and other good loot!
- General Boss Drops are not quite as good - some drops moved to Boss Chest

Map Dungeons
- Changed all maps from 8 floors to 6 floors, 8 floors was too much of a grind

Tonic Potions
- Reworked Dex, Vit, Foc, and Str Stat Tonics - they are now respec tonics for stats
- Added +5 Stat Tonic - used to gain 5 stat points - found from boss drops, quest rewards and can be purchased (level 99+)
- Added +1 Stat Tonic - used to gain 1 stat point - found from normal drops, boss drops and as quest rewards (level 99+)
Identify Stone
- Added an Identify Stone with unlimited use that can be purchased
Identify Stone
- Added an Identify Stone with unlimited use that can be purchased

Graphs
- Extended Monster Damage/Armor/Health Graphs to level 999
- Extended Player Stat Graphs to 3000 points
- XP Level Sharing penalty has been removed - power leveling has been enabled
- Extended other various Graphs
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on December 24, 2016, 06:42:35 pm
- Changed Staff Animation, no longer swings like a melee weapon
- Added Missiles to Staffs so now they fire projectiles like a Wand
- Staffs have a longer range than Wands
- Physical Damage Staffs also fire a projectile (spinning blades)

Ooh you finally got it to work to your satisfaction? I wanna see this!
Thanks so much RnF!
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 24, 2016, 07:15:24 pm
- Changed Staff Animation, no longer swings like a melee weapon
- Added Missiles to Staffs so now they fire projectiles like a Wand
- Staffs have a longer range than Wands
- Physical Damage Staffs also fire a projectile (spinning blades)

Ooh you finally got it to work to your satisfaction? I wanna see this!
Thanks so much RnF!

Yes, for the most part, at least it is much better than before and it doesn't ignore weapon speed.

I was playing the other day and noticed a mob was using a "staff" and it thrust it out and a magic ball came off it.  I thought, that would be prefect!  So I did some digging.  Turns out it was using one of the Polearms for the weapon and the POLEARM1 animation, which is a thrust of the weapon.  It works quite well. So I replaced all the staff animations with it.

It isn't perfect, the character does grunt when using the staff still, like it is sooooo hard to thurst that staff lol.  But I can live with it or I should be able to change that.  But the animation itself looks good and makes sense now.  Pretty happy with it.... it was actually a very simple fix and not sure why I didn't see it before.
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on December 24, 2016, 11:42:50 pm
...the character does grunt when using the staff still, like it is sooooo hard to thurst that staff lol.  But I can live with it or I should be able to change that.

id be happy to volunteer a sound fix for that anim.
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on December 25, 2016, 02:23:51 pm
...the character does grunt when using the staff still, like it is sooooo hard to thurst that staff lol.  But I can live with it or I should be able to change that.

id be happy to volunteer a sound fix for that anim.

You have been enlisted!  Thanks Phan!
Title: Re: Mod Info and Downloads - BETA
Post by: Phanjam on December 25, 2016, 07:34:17 pm
You have been enlisted!  Thanks Phan!
Downloading latest now - will get to ya quick like a bunny :P
Title: Re: Mod Info and Downloads - BETA
Post by: RnF on January 07, 2017, 11:05:57 am
Biggish Update - Mod is getting closer to a releasable version.  There are still a few features I want to add before I do though and they will take time to impliment.

Things to still add/implement

1. Going to add Rare Boss specific maps for Mapworks with appropriate dungeons(want to fight General Grell, you can if you find the correct map!)

2. New item affix type (undecided on name type, Crafted??)  - Basically instead of adding a bunch of new items with pre-determined bonuses, I can make an affix that does the same thing.  I could take a Diablo II item like "The Grandfather", for example, create an affix with all the sameish Item Bonuses.  When this affix spawns on an item (could be just 2 handed swords or all 2 handed weapons, these will be able to spawn on multiple items, not just one), it can also rename the item to "The Grandfather".  I plan an creating these for Green Normal Items only.  Couple reasons, it gives value to Green items and there are a TON of great models for Normal items that basically never even get noticed by players because they are either not picked up or sold without ever getting put on.  I want to take advantage of all those item models.
 
3.New Pet Spells and Fish



Here is the change log for my latest update - Mod can be updated on first page of this thread.

Change Log
1/7/2017

Bug/Balance Fixes
- Fixed Various Bugs and balance issues

GamePlay
- Players of all levels can now join the same game without any XP penalties

Drops
- Reduced Legendary Item drop chances with bosses and boss chests, was too high

Graphs
- Item Level Requirements have been increased
- Item Stat Requirements have been increased
- Monster Damage/Defense/Health Graphs changed from a curved graph to a straight line graph.  Makes the game harder at beginning/middle levels.  At level 100, the graph ponts are the same as vanilla. But the middle levels will be much tougher, finding good gear will be key to survive.

Staffs
- Fixed Female Animations, was using incorrect one
- New attack sounds for staff attacks - by Phanjam!

Mapworks
- Fixed issue for Mapworks Dungeons that was causing multiplayer games to crash
- Maps now scale to NG+ Dungeon Start Level player is currently in
- Map vendor sells maps again!
- All Maps available at all levels
- All Maps now have 4 floors before getting to boss (was set at 6 floors)

Mods Added into LAO III
- lyravega's Mod Unbinder
- Waybacks Champion Names Mod
- Runics 8 player Mod
- Blanks Landmarks Mod
- Abe's Extra Chunky Mod
- Sandman53's BigBagMod
Title: Re: LAO 3 Mod Info and Downloads - BETA
Post by: Phanjam on January 07, 2017, 11:04:16 pm
Quote from: RnF

2. New item affix type (undecided on name type, Crafted??)
Hey this sounds exciting, but how is it going to happen in-game? Is it a scroll you find which you can then use on your green items? Do you need to "make" it with a recipe?

And thanks for this update. Mod is looking killer!
Title: Re: LAO 3 Mod Info and Downloads - BETA
Post by: RnF on January 07, 2017, 11:10:07 pm
Quote from: RnF

2. New item affix type (undecided on name type, Crafted??)
Hey this sounds exciting, but how is it going to happen in-game? Is it a scroll you find which you can then use on your green items? Do you need to "make" it with a recipe?

And thanks for this update. Mod is looking killer!

They will be an item affix,  so they can spawns on items like any other item affix does.  It will just be set as low drop rate for normal items.

Perhaps Craftef is a bad name for this.  They really are more like Random Uniques.

Thanks,  the mod is coming along for sure!