Mod Projects => FEP+ (Far East Packs 1 & 2 Merge) => Topic started by: Viz on September 28, 2017, 12:50:10 am
Title: FEP+
Post by: Viz on September 28, 2017, 12:50:10 am
Mod Description Far East Pack Plus, or FEP+, is another mod pack made out of self enjoyment.
It is based on the renown Far East Pack 1 and Far East Pack 2 mod made by the team of talented modders : Zyph, Foldar, Epoch, Minesweeper, Vash, Spawn and Roalith. Credit goes to them for their brilliant piece of work.
Far East Pack 1: http://steamcommunity.com/sharedfiles/filedetails/?id=170299996 Far East Pack 2: http://steamcommunity.com/sharedfiles/filedetails/?id=193078054
Kindly visit the mod pages and rate the mods, as a form of appreciation towards their work.
The aim of this mod pack is to (hopefully) fix most bugs that were left behind, while resolving conflict that may arise when played together with Variant Classes mod.
A small note : I do not recommend using save files from other version of Far East mods to play with this mod. Even if you successfully unbind the save files, most of your items may be lost because of the changes to the file structure of the mod.
Changelog Current version : v11
Features - Enabled all basic hairstyles, hair colors and face options to every Far East classes. - Fixed a bug which causes certain skills to give out excess skill points upon respec. - Fixed a bug which causes some weapons to crash the game upon attacking. - Corrected a bunch of file conflict between pack 1 and 2. - Attempting to fix stat crash bug which occurs when assigning stats. - Rework and rebalance many skills of Far East classes. (currently only Kensei, Ninja and Ronin were fully reworked, the rest of the classes were slightly edited) - Compatible with Variant Classes mod.
Item changes - Rarity of weapons reworked. e.g Nodachi is now mostly all Unique quality, the Rare counterparts has been entirely removed. - Adjusted stat requirement for nearly every Far East weapon ; it is now closer to vanilla items. - More stat variation between Far East weapons e.g different attack speed or damage type - Reworked affixes on Far East weapons to be less OP. - New name and description for some weapons. e.g Floating Fist Sword Style is renamed to Blade Style for simplicity purpose. Some skill description are corrected to reflect this changes.
Download Link Runic Games Fansite (RGF) (http://www.runicgamesfansite.com/mod_downloads/compilations-tl2/download-1522-fep.html) Google Drive (https://drive.google.com/file/d/1_8G3mvor-mw8pUmVjXbF_kxa7m1D6Y5I/view)
Title: Re: FEP+
Post by: Sch123 on September 28, 2017, 12:16:07 pm
I will try to play it, and if there is a bug I will tell you ;)
Title: Re: FEP+
Post by: Viz on September 28, 2017, 08:21:44 pm
Alright. It's better if you start with a new character with it. There are some drastic changes done (especially on Kensei, Ronin and Ninja) and I'm hoping to get some feedbacks whether their skills are overpowered or not.
Title: Re: FEP+
Post by: Sch123 on October 01, 2017, 03:45:29 am
I've tried at a glance the three classes, I feel for :
1. Ronin
- Is a bit hard to get a charge power, and fumbles seem more often than ever before :( - No crashes yet :)
2. Ninja
It seems not too much change, I just noticed a slight change in Mastery Escape skill and some damage adjustment.
3. Kensei
Feels fine, only I feel the damage is slightly reduced than before. :)
Request:
How about merging FEP+ mod with this mod?
Minigun Weapon (v.10) [I think it takes a bit of balancing, because I feel overpower] - http://steamcommunity.com/sharedfiles/filedetails/?id=167126868&searchtext= (http://steamcommunity.com/sharedfiles/filedetails/?id=167126868&searchtext=)
Note: I like the previous version (v.9). There was a break between firing moments (makes it feel real).
Will be really cool when you use Monster Hunter class, it feels savage 8)
Title: Re: FEP+
Post by: Viz on October 01, 2017, 04:39:51 am
Yeah I'm testing Monster Hunter with the Minigun and it was really overpowered. Do you have the v9 version of the Minigun mod?
Title: Re: FEP+
Post by: Sch123 on October 01, 2017, 05:56:55 am
Unfortunately I did not have (because it was accidentally replaced with a new one) :'( , but I found a mixed Mod that still using Minigun v.9. I hope it can be extracted from it ;) .
Better Vanilla Game Spicy
Note: If you want to extract it, I would recommend this Mod (Because I've tried and it is still using the Mod Minigun v.9). ;)
Note: For this Mod Minigun Mod does not appear (I think there may be an error in merging it) if the mod is inside, there is a possibility of having Minigun Mod v.9.
Title: Re: FEP+
Post by: Sch123 on October 01, 2017, 06:56:23 am
There is a little problem in animation skill when playing Kensei class with female gender. So far for male gender no problem
Slash skill:
Not swinging a sword but instead kicking.
Title: Re: FEP+
Post by: Phanjam on October 01, 2017, 07:38:57 am
Sounds like the game cant see the animation requested hy the skill. Should be easy to fix...
Title: Re: FEP+
Post by: Viz on October 01, 2017, 10:16:26 am
@Sch123@Phanjam Yea I was experimenting using weapon animation for a skill. It's pretty odd why Female character couldn't uses the staff animation. I'll change it in the next update.
Good news is that I manage to get the files of the old version of Minigun through the mod that you link, and make it work. It feels much more interesting (mechanic wise), though it's still fairly overpowered.
I might need to nerf it, either its attack speed or dps.. or longer coolant cooldown. Thoughts?
Title: Re: FEP+
Post by: Phanjam on October 01, 2017, 04:42:29 pm
Quote from: Viz
I might need to nerf it, either its attack speed or dps.. or longer coolant cooldown. Thoughts?
I would adjust just the dps ;)
Title: Re: FEP+
Post by: Sch123 on October 01, 2017, 04:58:20 pm
Good news is that I manage to get the files of the old version of Minigun through the mod that you link, and make it work. It feels much more interesting (mechanic wise), though it's still fairly overpowered.
I might need to nerf it, either its attack speed or dps.. or longer coolant cooldown. Thoughts?
@Viz I vote to nerf the "dps" since long cooldowns during a long intense battle means I have to switch weapons just to continue my damage output.
I like the attack speed to remain since it currently acts more like a "spray" rather than a single bullet weapon.
= = =
Could you also take a look at this other unique weapon behavior mod? Their names may be based on "real" sniper rifles yet I'm sure they can be changed to something more appropriate for "Torchlight".
Is it possible to add a "Flamethrower" weapon? This weapon mod extension was never made available to the public yet the video evidence for it's viability can still be accessed from the Sniper Mod Discussions:
Can this other weapon mod also be fixed? (The arrows currently don't work against foes on slopes, cliffs or sunken positions).
= = =
I also have to ask @Viz if we have your permission to have @Phanjam post your "FEP+" mod over at the Steam Workshop? I would ask @doudley however he has had less time to update mods recently and @Phanjam seems more available for this task (with your permission too @Phanjam )! ;)
I also have to ask @Sch123 if the Kensei was tested on Elite Difficulty with auto-attack weapon only damage Skills since last I played the Kensei (I haven't played FEP+ yet)- it had bad defenses when attacking large crowds of foes (too much damage coming in to survive on Elite ****).
@Viz is the Mongol Archer fixed for Multiplayer? I remember many reports of freezing or crashing when loading a new zone with the original "Far East 2".
Title: Re: FEP+
Post by: Viz on October 01, 2017, 09:24:52 pm
Alright, so range and dps will be nerfed.
Well if PJ is willing to upload the mod then I have no problem. :) I haven't got the chance to test any of them in multiplayer.
I'll take a look at other weapons later.
Title: Re: FEP+
Post by: Sch123 on October 01, 2017, 11:42:48 pm
Thank you for responding to my question in PM. Yeah I just know Viz can extract it from Better Vanilla Game Spicy Mod (that's a good news :D ).
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I also have to ask @Sch123 if the Kensei was tested on Elite Difficulty with auto-attack weapon only damage Skills since last I played the Kensei (I haven't played FEP+ yet)- it had bad defenses when attacking large crowds of foes (too much damage coming in to survive on Elite ****).
I've tried it by using Kensei class with Level: Elite, and yes I also feel the same with you. It looks like there needs to be a bit of a re-adjustment of his defense and a slight increase in attacks. But it all comes back to how we play it, I think... When I play with a lot of Potion supplies, it's very helpful. :P
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Is it possible to add a "Flamethrower" weapon? This weapon mod extension was never made available to the public yet the video evidence for it's viability can still be accessed from the Sniper Mod Discussions:
but unfortunately the file is still in .PAK not in .MOD. If anyone can change it is very good, and may need a little adjustment with that skill, because the skill is only for the Engineer class.
- Range is nerfed from 12 metres > 8 metres - Damage is halved
Title: Re: FEP+
Post by: Sch123 on October 02, 2017, 02:32:45 am
I want to try it ;D
I've tried it, and it's great @Viz and for range, I think because of this Gatling it means to be farther from the range Bow and crossbow but not to over, like minigun v.10. I can shoot a monster from a very distant place (it feels too much), whereas by using Bow and crossbow the distance is not up.
Can I try Mod minigun v.9 that has not been changed. that way I can compare it with that already in change.
For damage I like it, such as the Canon weapon has the advantage of damage and burst attacks but has deficiencies in attack speed and range of attack, so for Gatling has an advantage in the speed and range of attacks and has weaknesses in less damage and attack attacks have a lag time to attack.
Title: Re: FEP+
Post by: Viz on October 02, 2017, 02:53:39 am
I've compared Re-Mini v.9, Minigun v.10 and Old mini v.9 for attack range, I think it's better the range of attacks returns as before to a distance of 12. Sorry to bother you , my bad :D
For Damage is halved I like it :)
Are you going to combine Mod Re-Mini v.9, TL1 Rifles (v.4) and Spells redux (v.1) with FEP+ after this?
Title: Re: FEP+
Post by: Viz on October 02, 2017, 05:08:19 am
Tbh I like having shorter range. If its at 12 metres range, it will have the same range of a crossbow, but crossbow is much slower in attack speed.
Anyone else willing to give feedback? :P
I need to test those weapon mods first. Then I'll prob add them into Variant.. because FEP+ already has so many weapon to choose from.
Title: Re: FEP+
Post by: Sch123 on October 02, 2017, 05:14:44 am
How about 10 meters range, so the distance is more than the distance of Canon and shorter than Bow and Crossbow.
Title: Re: FEP+
Post by: Viz on October 02, 2017, 05:38:34 am
well minigun's range is already longer than cannon :)
Okay then I just go with it ;D Hmm...Why do I feel like I just joined the auction event ? Haahaahaa... :D
Title: Re: FEP+
Post by: Phanjam on October 02, 2017, 07:51:11 am
@steffire3 i think Viz's plan for FEP+ was to eventually add it in to Variant mod. Right now he's still testing/bug-fixing it and we're trying to help where we can :D
On the flamethrower im sure that is doable bcos of how gytfunke was able to make the Flame Gauntlet skill for the Alchemist! Thats a great .gif by the way ???
@Viz thanks so much for working on the gatling gun mod! I cant wait to test it :o i agree about the range shorter than crossbow to compensate for the high fire-rate
Title: Re: FEP+
Post by: Viz on October 02, 2017, 08:28:09 am
Nah, PJ. I decided not to merge FEP+ into Variant. :P
On the other hand I still find the minigun relatively overpowered. The attack speed, combine with life steal affix is a huge life saver while cutting down potion usage.
Title: Re: FEP+
Post by: steffire3 on October 02, 2017, 06:01:19 pm
Nah, PJ. I decided not to merge FEP+ into Variant. :P
On the other hand I still find the minigun relatively overpowered. The attack speed, combine with life steal affix is a huge life saver while cutting down potion usage.
@Viz I had forgotten about "Life and Mana Steal". ???
I recommend nerfing the "Attack Speed" by 50% or greater based on "Life Steal" amounts.
If that proves to be underpowered then raise the nerfed "dps" by 20% or more yet let's keep it from being too powerful. ;)
Title: Re: FEP+
Post by: Phanjam on October 03, 2017, 01:27:49 am
Title: Re: FEP+
Post by: Sch123 on October 03, 2017, 03:48:53 pm
Quote
Idk I just found a magic minigun with life steal affix. Prob because they are pretty much regarded as cannon and cannon can roll those affix.
Will it affect Canon's weapons? (I hope not).
I've tried the latest RE Mini I experienced this, when I want to add Socket in merchant I crash. I tried using original Canon and Minigun experienced the same thing. But when you try to add skill in other merchants like fire and others and then you add Socket then there is no crash. :(
I think if for "Life and Mana Steal" does not seem to be a problem, because Minigun has a time lag (colldown) in firing its weapon. It makes the weapon more stable. (that's just my opinion) :D
I tried to play on an elite level, and I used the voidseker / monster hunter class and also used minigun and canon for comparison.
Minigun:
When dealing with a normal level monster I can deal with it, but when it comes to monsters with an elite and championship level, you'll have difficulty fighting it (especially when you're surrounded by monsters.) And when you fight monsters that using shields, it will feel its shields so strong to be destroyed (requires a slight increase in attacks). :D I think having Life and Mana Steal when faced with the elite level will help not be easy to die.
Can spell for collingdown be like another spell? (has a level in its use). Spell collingdown is currently only split into 3 separate spells and you can get spell I in the merchant while for spell II and III you can find it in a drop monser or treasure box, but not sold in merchants. ;D
One more, arcane info for minigun range attack is not as it should be. Maybe still follow the info from canon weapon.
Title: Re: FEP+
Post by: Viz on October 03, 2017, 07:04:01 pm
Only Minigun loses the ability to steal effect. Cannon remains unchanged.
Can you explain again about the crash? Do you meant that adding socketable into the minigun causing the game to crash?
Can't do much about arcane info because the minigun is using cannon as its unit type.
Idk if I should add the other Coolant into general merchant. They are supposed to be fairly rare. I could increase the drop rate if needed.
Title: Re: FEP+
Post by: Sch123 on October 03, 2017, 07:33:23 pm
Quote
Only Minigun loses the ability to steal effect. Cannon remains unchanged.
So when i get a minigun with live and mana steal effect it will not work? but there it says live and mana steal. Hahaha .. so funny. I understand now. :D I think there's no need to remove "Life and Mana Steal" for minigun, as I've explained before. (Just my opinion) ;D
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Can you explain again about the crash? Do you meant that adding socketable into the minigun causing the game to crash?
When I use a monster hunter class and I just get a minigun weapon (normal) and I want to add a socket but instantly crash, then I resume the game and try the first weapon weapons (canon weapon when you play with the first class hunter class) to add socket result same. then I tried to add the skill in the merchant then I added the socket, and the crash did not happen. I then thought about deleting the save file and logs data and then I tried to get it again, now I have not crashed yet. :)
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Idk if I should add the other Coolant into general merchant. They are supposed to be fairly rare. I could increase the drop rate if needed.
I mean not to add coolant spell 2 & 3 to merchant, but make coolant spell like other spell which have requirement to be use (level player). thus for the use of coolant spell there is a requirement (player level). ;) Would be more balanced than eliminating "live and mana to steal" :D
Title: Re: FEP+
Post by: Viz on October 03, 2017, 08:05:32 pm
- Yeah Minigun can still get the steal effect but it won't work when you test it.
- Oh, so it needs a coolant to stop from crashing.
- Hmm, seems like a weird way. :o
Title: Re: FEP+
Post by: Sch123 on October 03, 2017, 08:38:38 pm
Quote
- Yeah Minigun can still get the steal effect but it won't work when you test it.
Therefore I prefer to leave as before :( (Range is nerfed from 12 > 8, and nerfed the Damage) Can you strengthen the damages a little?
Quote
- Oh, so it needs a coolant to stop from crashing.
I do not know but when I crash, I've been using coolant. It looks like crashes happen randomly.I'll check it again.
Edit: I think you should start with a new one, remove the save file (must backup the save file ) and data logs ;)
Quote
- Hmm, seems like a weird way. :o
If you think so, I can not do anything. But that's not a big deal, but you can increase the drop rate of coolant. ;D
Title: Re: FEP+
Post by: Sch123 on October 04, 2017, 02:45:32 am
If you still banned Minigun's weapon to use "Life and Mana Steal", maybe you need to add a description of Minigun's weapon about "Life and Mana Steal" does not work for this weapon. So that other players who will later use it are not confused with it. :)
Title: Re: FEP+
Post by: Viz on October 05, 2017, 08:38:09 pm
(https://puu.sh/xR8Tu/f85b8e9e43.jpg) Lol its almost as OP as Minigun
WIP..
EDIT : Alright this is much trickier to balance. :o
Title: Re: FEP+
Post by: Phanjam on October 06, 2017, 07:40:29 am
OMG is that the flamethrower?! Im sure u can balance it so its not so op, but it LOOKS FANTASTIC! :D
Title: Re: FEP+
Post by: Sch123 on October 06, 2017, 08:18:16 am
Yeah, it looks really cool :o Imagine also if it can be applied to other elements (such as ice, electricity and poison gas) :P
Title: Re: FEP+
Post by: steffire3 on October 06, 2017, 05:01:54 pm
@Viz can you provide details on the Flamethrower's balance issues?
I assume from the picture that it has a wider cone and can activate weapon abilities?
I have waited years for this weapon and am most grateful for your work! :)
Title: Re: FEP+
Post by: Viz on October 07, 2017, 02:36:24 am
Here's the Flamethrower mod. Credit goes to the DrCarlos for his original mod in Runic forum.
- Damage is average compared to cannon - Physical damage is replaced with fire (obviously) ;) - Slower attack speed - Less DPS than cannon - Same range as a cannon (5 metres)
Despite the drawbacks, the fire attack actually hits like 3-4 times. So it balances the damage out in the end.
Feedback is wanted. May need a few more tweaks to make them balanced :P
Also, released a minor update to the REMini mod. Same download link as before. https://drive.google.com/file/d/0B4s8HV89FStzQllWLXlFWlRmSWc/view
Title: Re: FEP+
Post by: Sch123 on October 07, 2017, 03:30:14 am
Can be made like Mod Minigun? I mean you can keep firing the fire until your weapon is overheated, and you'll need a coolant too, to cool it back. I think that will look more real, like a flamethrower. ;)
Fire animation is too big, need to be slightly reduced (just my opinion) :D
Idea:
- Explode enemy when they die and add burning status to surrounding enemies - Can burn around in the shot area (making the area on fire) - Enemies with burning status can infect others surrounding
Note: Maybe this idea is too overpower :P
Unrelated but if anyone is interested in the Weapon Model, you can see here:
Title: Re: FEP+
Post by: Viz on October 07, 2017, 07:34:04 am
I'd like to use the coolant system but I couldn't figure out how to get the layout working. :/
Explode enemies on dead is actually existed on the original mod but I removed it. It can be added back. The rest of the changes could risk the weapon to be overpowered.
Title: Re: FEP+
Post by: Sch123 on October 07, 2017, 08:32:48 am
Maybe you can use Minigun Mod as the base (Make a copy from Minigun Mod). Then you turn it into a flamethrower attack. You can retrieve the data / script code from Flamethrower Mod (Original) and enter it in Minigun Mod (To make Minigun flamethrower version). ::)
Yeah ... As I said, that idea can cause an Overpower :P I believe in your decision Viz ;D
Title: Re: FEP+
Post by: Viz on October 07, 2017, 10:06:42 am
Yeah I'm already spent a few hours getting the layout to work but to no avail.
I'm going to take a break and continue later, in a few days.
Title: Re: FEP+
Post by: Sch123 on October 09, 2017, 10:08:12 pm
Hi @Viz Is it possible if all classes on Variant & Fep+ have "all hairstyle, hair color (extra color), & skin color" ?, as in this Mod
Enhanced Character Creation (http://steamcommunity.com/sharedfiles/filedetails/?id=138002077) Synergies Compatible Unleash The Rainbow Hair Color Mod (http://steamcommunity.com/sharedfiles/filedetails/?id=136352075) Edrobot's Exotic Skins and Hair (v.51) (http://steamcommunity.com/sharedfiles/filedetails/?id=137887118&searchtext=hair)
Title: Re: FEP+
Post by: Viz on October 11, 2017, 11:35:22 pm
ECC is already implemented into Variant and FEP+.
The second one might be doable, no idea about the third.
Btw, I've updated FEP+ with a few changes.
Title: Re: FEP+
Post by: Sch123 on October 12, 2017, 12:20:25 am
I see you put Mod Minigun and Flamethrower weapons in Mod Variant. Looks like the reason why you put in Mod variant because Mod FEP+ already too many weapons right? :) I hope you can also put this Mod (TL1 Rifles (v.4) (http://steamcommunity.com/sharedfiles/filedetails/?id=398576495&searchtext), spells redux (v.1) (http://steamcommunity.com/sharedfiles/filedetails/?id=239775818&searchtext=redux))in Mod Variant. ;)
Quote
The second one might be doable, no idea about the third.
I am very happy if the second and third can be implemented into Mod Variant and FEP + as well.
Edit: - Will Flamethrower Mod be like Minigun Mod using coolant & can keep firing the fire until your weapon is overheated?
- Mongol Archer (Male & Female) still not already implemented with ECC. Face and hair style is still normal.
- Noxmer (Female) still not already implemented with ECC. Face and hair style is still normal.
Note: Pay attention to portrait Mongol Archer and Archer classes when you want to create a new character. That two classes overlap each other portrait.
Title: Re: FEP+
Post by: Viz on October 12, 2017, 03:37:04 am
I'm still working on the Flamethrower. Probably there's no coolant system like Minigun.
I'll take a look at Mongol Archer.
EDIT: I think the coolant system simply won't work because of different way of attacking that both weapon uses. I'll just increase the flamethrower's attack speed instead.
Title: Re: FEP+
Post by: Sch123 on October 12, 2017, 06:07:57 am
If it were applicable, it would be awesome. It is okay Viz, you've tried your best. ;)
Title: Re: FEP+
Post by: Phanjam on October 15, 2017, 07:02:56 pm
Quote from: Viz
EDIT: I think the coolant system simply won't work because of different way of attacking that both weapon uses. I'll just increase the flamethrower's attack speed instead.
Maybe u can mimic the behavior of coolant by adjusting the flame layout to have a fixed duration?
Title: Re: FEP+
Post by: steffire3 on October 17, 2017, 12:24:52 am
@Viz I have yet to learn how to post mods on the Steam Workshop however if I am ever able to do so in the future:
Do I have your permission to post FEP+ on Steam linking back here and to the Runic Games Forums while crediting the original authors and you for the mod's contributions?
That also means I will seek to update it with your latest versions.
It's just that I realize I seem to be a common visitor so maybe it's time for me to start helping a little... :)
I have so much to learn... ???
Title: Re: FEP+
Post by: Viz on October 17, 2017, 04:01:53 am
Hmm I thought you're already have a mod or two posted in Steam.
Yea sure, I don't mind. :)
Title: Re: FEP+
Post by: steffire3 on October 17, 2017, 10:35:16 pm
Hmm I thought you're already have a mod or two posted in Steam.
Yea sure, I don't mind. :)
@Viz well "danielmratliff21" and "doudley" posted and modded while I advised them on balance and decisions.
However there comes a time to take action into one's own hands. :o
Thanks for your permission! :)
Title: Re: FEP+
Post by: Viz on October 31, 2017, 10:55:45 pm
crap, the itemization in FEP is very messed up.
the file naming is confusing, the stat requirement is somewhat too low.. the weapon stats is superior than vanilla weapon stats..
this is going to be really tricky to balance.
Title: Re: FEP+
Post by: Sch123 on November 02, 2017, 07:33:22 pm
Bug Report: Yeah, sometimes when we buy armor items in special FEP arms sellers (especially the head armor) you do not get what you buy and also the stuff is still in the seller is not empty like when we buy goods. :)
Title: Re: FEP+
Post by: Viz on November 03, 2017, 01:37:30 am
I think I might delete the FEP merchant instead.
But don't worry, the FEP items may still spawn on regular merchant and treasure chest/monster loot.
It also depends on other weapon/item mods that you use. Basically the more weapon mods that you use, the lower the chance that you'll find the FEP weapon.. due to how the game distribute loots.
Title: Re: FEP+
Post by: Sch123 on November 03, 2017, 05:52:19 am
I do not know if it's good or not if it eliminates FEP merchant. But I know for sure, we will rarely get what weapons / armor we want (FEP), which we should get easily in the FEP merchant. Or like a special weapon / armor for FEP classes.
Title: Re: FEP+
Post by: Sch123 on November 03, 2017, 10:33:19 pm
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- Deleted a good chunk of items that were unused, placeholder or similar items. (e.g Sai is removed because its pretty much the same as Kunai and Ninjato. They are all 1h sword)
If I may give a suggestion for Sai's weapon, it should not be removed. I mean, left some (limited by the character level requirement) or used as a unique weapon / legendary (as well as other weapons). Although the weapon is the same as 1H Sword but he has his own model. That way we also appreciate the creative ideas of the author of FEP Mod. :)
Title: Re: FEP+
Post by: Phanjam on November 07, 2017, 07:54:35 am
Hi guys! If the inventory of the FEP merchant is wonky and hard to fix, maybe you can let the items spawn but with high drop rates?
Title: Re: FEP+
Post by: Sch123 on December 09, 2017, 03:11:38 am
Hi @Viz Is it possible if TL1 Rifles (http://steamcommunity.com/sharedfiles/filedetails/?id=398576495&searchtext=TL1+Rifles) can fire Laser ? I mean like a Flamethrower Mod, but a shotgun that fires laser instead of canon (http://forums.runicgames.com/discussion/44754/mod-ember-cannon-and-heavy-flamethrower-skills-v1-1) weapon. Because TL1 Rifles Mod is a bit of a problem when shooting an empty object, not right on target. If TL1 Rifles Mod can be converted into laser shoot it might be cooler ;D
Request: @Viz Do you mind to remove Spell redux & TL1 Rifles from this mod [Test Viz Merge Pack - v.2]?
Title: Re: FEP+
Post by: Viz on December 10, 2017, 02:10:39 am
here's your merge request https://drive.google.com/file/d/1LCE4H1Vye4uOwSiDXBEprwc41vzwkTVs/view?usp=drive_web
FEP+ will be updated pretty soon.
Idk about lasers, that's pretty much Embermage's Arc Beam.. turning it into a normal attack might be too much. But I'll take a look into it.
Title: Re: FEP+
Post by: Sch123 on December 10, 2017, 06:41:33 am
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here's your merge request https://drive.google.com/file/d/1LCE4H1Vye4uOwSiDXBEprwc41vzwkTVs/view?usp=drive_web
Quick test: There are still Kama weapons with sword classified
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Idk about lasers, that's pretty much Embermage's Arc Beam.. turning it into a normal attack might be too much. But I'll take a look into it.
Yup, You're right it will OP if Embermage's Arc Beam.. turning it into a normal attack :) I'm just dreaming if I could have a weapon like a starwars laser gun & lightsaber :P Imagine if Kensei and Ronin classes with lightsaber and Monster hunter class with starwars laser gun ??? Hahaha...it would be awesome.
Title: Re: FEP+
Post by: Viz on December 10, 2017, 07:22:38 am
Hmm alright. I'll just remove the kama changenotes and update it correctly later.
Title: Re: FEP+
Post by: Sch123 on December 13, 2017, 07:01:12 pm
Sorry to bother you, can you do something with TESTMERGE (https://drive.google.com/file/d/1LCE4H1Vye4uOwSiDXBEprwc41vzwkTVs/view?usp=drive_web) :( I found a bug on the Skill Expansion passive skill [Blind Mastery], when I have reached Tier 1 then I get Burn by itself and gets worse each Tier (and caused my blood decrease as I changed my weapon and when adding the skill point also). It seems that the effects of the Tier 1-3 also affect the player
Thanks! :)
Title: Re: FEP+
Post by: Viz on December 13, 2017, 10:26:50 pm
I'm pretty sure I didn't edit any files from Skill Expansion in your mod merge.
I don't use Skill Expansion but does that happens in the newer version?
Title: Re: FEP+
Post by: Sch123 on December 13, 2017, 11:12:55 pm
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I'm pretty sure I didn't edit any files from Skill Expansion in your mod merge.
Yup, it's not because of you combine Mod but because it is from the original Mod (Skill Expansion).
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I don't use Skill Expansion but does that happens in the newer version?
Yes that still happens in the newest version Skill Expansion Mod
Title: Re: FEP+
Post by: Viz on December 14, 2017, 03:01:17 am
Let's wait for doudley to fix it.
Title: Re: FEP+
Post by: Sch123 on December 14, 2017, 05:56:13 am
Btw, I want to ask about the 2H katana sword weapon in the FEP Mod, especially the Bayushi sword and the Iyai sword. Do both swords still exist? because I'm so hard to get it, especially on merchants already don't sell 2H katana swords of Nodachi, Bayushi and Iyai types. Merchants only sell wooden katana swords.
And also do the Fan weapon still exist?
Title: Re: FEP+
Post by: Viz on December 14, 2017, 08:22:17 am
Yes they still exist. Their drop rate is decreased though.
Nodachi start to drop at level 25 and beast type Nodachi (e.g lion) start to drop at level 50. Same goes to fan.
I didn't edit the merchant so they should be obtainable from the FEP merchant and quest rewards.
Title: Re: FEP+
Post by: Sch123 on December 15, 2017, 06:18:27 pm
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Yes they still exist. Their drop rate is decreased though.
Nodachi start to drop at level 25 and beast type Nodachi (e.g lion) start to drop at level 50. Same goes to fan.
I didn't edit the merchant so they should be obtainable from the FEP merchant and quest rewards.
Hmm...I do not know @Viz, but I did not find the weapon (2H Katana Nodachi, 2H Katana "Bayushi Battle Blade", 2H Katana "Iaijutsu Blade", Claw "War Fan"), when I had reached level 100 and I also tried to find it if sold in Merchant, but not sold as well. Even on the drop monster and quest rewards. May be you can increase more their drop rate. Since so hard to get of these weapons, I felt lost the original FEP touch. :P
I also find an oddity when I play Kensei class. Class Kensei at level 1 can not use his first weapon, because his weapon requires level 5.
There are weapons and armor sets that have no Set:___ name.
If I may ask whether Nodachi (e.g lion) is the same as "Bayushi Battle Blade" and "Iaijutsu Blade"?. For as far as I know when the Kensei class uses "Bayushi Battle Blade" and "Iaijutsu Blade" gives a unique style of standing. Sorry, I just want to make sure what we are talking about is the same weapon.
Note: -I just found Katana Nanatsu Hida Nodachi, even then I bought it in one synergies merchant. -2H Katana Nodachi (Hida, Matsu, etc...), 2H Katana "Bayushi Battle Blade", 2H Katana "Iaijutsu Blade", Claw "War Fan". Still hard to find and obtain especially not sold in Merchants anymore. :'(
I find an oddity when I play Class "Mongol Archer". When I just started, why did I get "Armor Glove" ? Whereas it should be, when we just create a new character we only get a standard weapon for the first. But, in addition I getting standard weapons for the first time, and I also get a glove armor.
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If they are too rare then I have to increase their drop rate a bit.
Yeah, I think it needs to be increase their drop rate, and also need a little adjustment with the merchant in order to sell all the FEP weapons, just like the previous version (selling weapon type: Normal, Enhance, Rare). Because, even with the Synergies Merchant specializing in "Unique" and "Legendary" weapons I also did not find the FEP weapon ( Fan War, Nodachi: [Hida, Matsu, etc] , Bayushi Battle Blade, Iaijutsu Blade, Bow: Mongol Archer )
Still about about class "Mongol Archer", I also did not find a bow weapon that for "Mongol Archer" either in Merchant and in quest rewards or monsters drop.
Title: Re: FEP+
Post by: Viz on December 22, 2017, 06:22:51 pm
Seems like some of the FEP sets are indeed without any set name. Nobody is at fault though, they (original authors) simply didn't have the chance to truly polished their mod.
Yea Mongol Archer starts with a glove. I could remove that if necessary. :P
I'll adjust the item rarity again in the next update.
Title: Re: FEP+
Post by: Sch123 on December 23, 2017, 10:33:13 am
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Seems like some of the FEP sets are indeed without any set name. Nobody is at fault though, they (original authors) simply didn't have the chance to truly polished their mod.
Yup, It would be great if you could give a name for the SET item that has not been named yet, in order to reduce confusion when buying Set items. ;)
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Yea Mongol Archer starts with a glove. I could remove that if necessary. :P
I'll adjust the item rarity again in the next update.
Thank you :)
Title: Re: FEP+
Post by: steffire3 on December 25, 2017, 10:29:24 pm
@Viz should I wait to Steam upload until more updates are made to the FEP+ mod?
I don't want to mess with player's saves or lost gear unless it's safe.
Thanks for your consideration! :)
Title: Re: FEP+
Post by: Viz on December 25, 2017, 10:38:35 pm
Hmm yea wait for the next update. I'll give you the MEDIA folder of the mod when I finish it. ;)
Title: Re: FEP+
Post by: steffire3 on December 25, 2017, 10:45:39 pm
I find this oddity again this time in the Grand Master class, in that class when we create a new character we only get one claw weapon on the left hand only, while the right hand is empty. That should have both hands holding a claw weapon.
Request:
I have a request for you, to merge TESTMERGE (https://drive.google.com/file/d/1LCE4H1Vye4uOwSiDXBEprwc41vzwkTVs/view) with Classy Classes (http://steamcommunity.com/sharedfiles/filedetails/?id=309222335&searchtext=Classy+Classes), but only 1 of 4 classes (if I may choose, I choose Classy Classes Outlander class because according to the information I get, only that class is not a problem when playing multiplayer). And also, it would be great if you combine the charge skill of the four Classy Classes into one. ;) And you can also replace the player image icon with Classy Classes Icon (http://torchmodders.com/forums/mod-showcase/fep/?action=dlattach;attach=773) :)
🎅Merry Christmas and Happy New Year🎄
⛄
God bless you all
Title: Re: FEP+
Post by: Viz on December 28, 2017, 02:32:17 am
I tried to merge Outlander Classy Classes into the modmerge but it seems to conflict with something.. the whole skill is gone, lol. I'm guessing there's conflict with Skill expansion or the UI. :\
Title: Re: FEP+
Post by: Sch123 on December 28, 2017, 03:26:39 am
I tried to play separately, so far no problem. Maybe if you merge with Variant Mod there will be no problem, because Variant mod does not have Skill expansion Mod. Or it could be because, should all classes of Classy Classes Mod in merge and can't be merged separately?
Title: Re: FEP+
Post by: Sch123 on December 29, 2017, 11:21:19 am
Quick review FEP+ Update v.7:
- I want to ask about the weapon I previously mentioned ( Fan War, Nodachi: [Hida, Matsu, etc] , Bayushi Battle Blade, Iaijutsu Blade, Bow: Mongol Archer ), is everything changed into the unique-legendary type? and the level of require above 50. Because I only found weapons of Mongol Archer class in World 3 and it requires level 56. While Nodachi and Iaijutstu Blade (Bayushi also the same, although I have not found it) I found on the quest prize in World 3. For War Fan & Bayushi I have not found it yet. But it is more searchable than the previous one, although still hard to come by.
- Maybe you can leave some weapons ( Fan War, Nodachi: [Hida, Matsu, etc] , Bayushi Battle Blade, Iaijutsu Blade, Bow: Mongol Archer ) into a Rare type with the required level of 15-60, so that the weapon can be purchased also in the Merchant. Because according to my observations Merchant FEP does not sell Unique and Legendary type weapons, Merchant FEP only sells weapons Enhance and Rare. That way, the weapon can be purchased at Merchant FEP.
- Because the Merchants FEP in World 1-3 each sell weapons of different type and levels.
But have in common that they do not sell weapons with Unique and Legendary type and also does not sell weapons with levels require above 60.
- Kama weapons are still in sword type not yet in axe type
- Mongol Archer picture still missing when simultaneously using Variant Mod (with Archer class), Vice versa (Depending on where the position of Mod Who above). I know this is not a priority, but I see it looks like the FEP class Mod is almost done. It only took a little adjustment only. I hope this can be fixed :)
Title: Re: FEP+
Post by: Viz on December 29, 2017, 07:17:01 pm
Yes they are mostly Unique weapon now.
The point is the FEP weapon becomes more exclusive so that players have to farm to get it. These weapons (most of the time) are already stronger than vanilla TL2 weapon so I feel that its fair to make them a bit harder to get.
I'm not going to add Rare version of those weapons.
Kama remains a sword type but the damage follows 1h axe weapon type.
Title: Re: FEP+
Post by: Sch123 on December 29, 2017, 07:50:15 pm
I will have to work on it tonight. Is the Parallel Classes ready to be uploaded too?
It will also allow us to gather more info from Steam users who will help us shape the Classes better once used and tested.
Title: Re: FEP+
Post by: Viz on December 29, 2017, 08:18:48 pm
Parallel too? Sure, I do some quick update first.
Title: Re: FEP+
Post by: Sch123 on December 29, 2017, 08:39:40 pm
Just remind you @Viz Mongol Archer picture still missing when simultaneously using Variant Mod (with Archer class), Vice versa (Depending on where the position of Mod Who above). I know this is not a priority, but I see it looks like the FEP class Mod is almost done. It only took a little adjustment only. I hope this can be fixed before being uploaded to Steam :)
Title: Re: FEP+
Post by: steffire3 on December 29, 2017, 08:44:02 pm
Just remind you @Viz Mongol Archer picture still missing when simultaneously using Variant Mod (with Archer class), Vice versa (Depending on where the position of Mod Who above). I know this is not a priority, but I see it looks like the FEP class Mod is almost done. It only took a little adjustment only. I hope this can be fixed before being uploaded to Steam :)
I'm planning to stay logged on here for several hours and will also be helping people over on Steam so feel free to message me or write @steffire3 if any updates are available.
Title: Re: FEP+
Post by: Viz on December 29, 2017, 09:16:36 pm
Just remind you @Viz Mongol Archer picture still missing when simultaneously using Variant Mod (with Archer class), Vice versa (Depending on where the position of Mod Who above). I know this is not a priority, but I see it looks like the FEP class Mod is almost done. It only took a little adjustment only. I hope this can be fixed before being uploaded to Steam :)
I'll do something in Variant's next update that will make Archer's icon and Mongol Archer's icon to be compatible. So don't worry. :)
Title: Re: FEP+
Post by: Sch123 on December 31, 2017, 07:26:19 am
I want to ask, whether the FEP weapon and FEP armor (especially the unique and legendary) can we get by way of gambling and Transmute items?
Bug Report:
- The "Arterial Strike" skill in Kensei's class does not seem to be working as it should. Unable to attack the enemy within range and the radius of attack, the enemy will be hit by the skill when the enemy is very close to us.
Title: Re: FEP+
Post by: Sch123 on December 31, 2017, 08:07:40 pm
Still about the Kensei class, can you make 1 additional skill for that class. Where the skill works to automatically run the combo skill on the Lotus Wave skill Tab. That way we will not trouble to do combo skill, because according to my experience I often fail to run combo skill because too many buttons that I have to press also when I am surrounded by a lot of enemies. :(
Of course with minimal requirements, there is already a skill point given on each skill. :)
Can you also change the Scorpion Style skill requirement from Bayushi Blade to 2H Sword.
Title: Re: FEP+
Post by: Viz on January 06, 2018, 04:57:10 am
No to the 1-combo button. I think I've denied this before.
But I agree that it's hard to pull off these combo skills.. so I guess I'll just reduce those skill cooldown drastically while increase the time to combo.
Title: Re: FEP+
Post by: Sch123 on January 06, 2018, 08:54:01 am
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- Drastically reduce the cooldown of all skills in the Lotus Wave tree. As a trade-off, their tier effects are removed. The time frame to execute the combo is increased from 3 sec to 6 sec.
I guess removing the Tier Level effect is not necessary, because it is part of the skill combo. If the Tier Level effect does not exist, then the combo skill becomes imperfect / incomplete, especially in Tier Level III, the effects on Tier Level III relate to combo skills. :)
Don't forget about Bug Report:
- The "Arterial Strike" skill in Kensei's class does not seem to be working as it should. Unable to attack the enemy within arch range and the radius of attack, the enemy will be hit by the skill when the enemy is very close to us.
Title: Re: FEP+
Post by: Viz on January 06, 2018, 07:26:02 pm
Well I removed the tier effects because
1) They are mostly cooldown reduction, and I'm already reducing the skill cooldown to a few seconds. 2) I'm out of ideas of what affixes should I put.
Arterial Strike works fine for me. I know that the radius is smaller than the skill particle.
Title: Re: FEP+
Post by: Sch123 on January 06, 2018, 07:49:37 pm
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Well I removed the tier effects because
1) They are mostly cooldown reduction, and I'm already reducing the skill cooldown to a few seconds. 2) I'm out of ideas of what affixes should I put.
Yeah, I know almost all Tier Levels just reduce the cooldown skill. But I hope you can save for Tier Level III for some Lotus Wave skill (Intimidating Cut, Pommel Strike, & Heavenly Slash).
Maybe you can give buff effect like, critical attack, bleed buff effect, HP & MP regen, etc ...
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Arterial Strike works fine for me. I know that the radius is smaller than the skill particle.
Yes, it's just the distance of the attack is too close. Can you make the attack distance be adjusted same to the distance of the particle skill ?. It would be helpful if you deal with a lot of enemies.
Title: Re: FEP+
Post by: steffire3 on January 06, 2018, 07:54:41 pm
1) They are mostly cooldown reduction, and I'm already reducing the skill cooldown to a few seconds. 2) I'm out of ideas of what affixes should I put.
I would like Tier effects that don't affect Damage or Cool directly.
I'm thinking short duration small boost Knockback Resist, Slow Resist, Immobile Resist, Damage Reduction, Armor Boost, Health Boost, Charge Decay, Run Speed, Absorb Boost, Reflect Missile, Reflect Damage, Pull Foes, Blind.
Tiers are a nice reward for investment and these Skills can't be used outside the combo chain so it seems balanced and provides some small short defenses and utility.
Title: Re: FEP+
Post by: Sch123 on January 06, 2018, 07:58:24 pm
Yes, That is a good idea @steffire3 ;) Tier Level Skill with a support effect is a good idea.
Title: Re: FEP+
Post by: Viz on January 06, 2018, 08:09:58 pm
I'm thinking short duration small boost Knockback Resist, Slow Resist, Immobile Resist, Damage Reduction, Armor Boost, Health Boost, Mana Boost, Charge Decay, Run Speed, Absorb Boost, Reflect Missile, Reflect Damage, Pull Foes, Blind.
Kensei has already most of those affixes available in other skills, one way or another.
For information, the new cooldown of these skills would be combo 1 - 0.5 sec combo 2 - 1.5 sec combo 3 - 2.5 sec combo 4 - 4 sec combo 5 - 6 sec combo 6 - 8 sec
@Viz I'll let you decide and I'll make this my last request on the matter. Kensei will always be fun for me regardless how these skills operate. :)
I don't mind having the same type boost for all these Tiers at small growing levels similar to a Berserker's Passively Skilled Armor Gain on Hit Foe.
Combo = Tier Armor Gain for 2 seconds. === Cool is the same as the chart provided above.
1 = 1, 2, 3% === (0.5 second Cool for a small 2 second boost) 2 = 2, 3, 4% 3 = 3, 4, 5% 4 = 4, 5, 6% 5 = 5, 6, 7% 6 = 6, 7, 8% === (8 seconds Cool for a big 2 second boost)
Say we force players to think of when they want to use combo 5 or 6 as a defensive parry against a big troll hammer or risk losing this on Cool for several seconds... it's a good balance towards defense since the player has to time it perfectly... I can't think of a better reason to make players want and use combo Tier stacks in combat.
Redundant yet some players may enjoy mid maxing the small benefit.
Instead of thinking of these as different skills they are seen instead as one extended skill that can stack a minimal bonus.
I also want to note that if players only have 132 skill points to spend and they decide to max all 6 combo skills then that only leaves them with 42 points or almost 3 entire skills left to max or 8 skills at only Tier 1 or 4 skills at Tier 2. The benefits are not found in other Trees if there are no extra points to access or max them without a x2 point extension mod.
Title: Re: FEP+
Post by: Sch123 on January 10, 2018, 12:31:08 am
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(January 10th, 2018) Kensei's changes - Scorpion Style is now usable with any 2h sword - Drastically reduce the cooldown of all skills in the Lotus Wave tree. The time frame to execute the combo is increased from 3 sec to 6 sec. Some are assigned with new tier effects, tier description is removed.
- Something you forget, that is changing the description requirements Scorpion Style to 2h sword. - I do not see any new tier effects on Tier Level (tier description is removed). Then how do we know if we get new tier effects ?
Title: Re: FEP+
Post by: Viz on January 10, 2018, 12:48:10 am
Yeah.. the text is something I forgot to correct. The skill itself should still be useable with any 2h sword.
Its intentional that I removed all of the combo's tier description. You actually still get a slight effect upgrade when you reach level 5, 10 and 15 of those skills.
Title: Re: FEP+
Post by: Sch123 on January 10, 2018, 01:10:35 am
Yup, I can use 2H sword. Only the writing of the descriptions has not changed.
I think you should consider adding a Tier level skill that you think is suitable for Lotus Waves Trees rather than deleting it.
I also found several cases where when I bought "head armor" I did not get what I bought and the head armor is not empty as we usually buy items in the merchant. I found it on FEP mod with item name if not mistaken "Colonal". I will look for more details.
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- Attempting to fix stat crash bug which occurs when assigning stats. Looking for feedback regarding this matter.
Does it apply to all FEP classes or only classes that were previously troubled by it (Ronin Class)?
Title: Re: FEP+
Post by: Viz on January 10, 2018, 01:38:57 am
Ronin mostly. I thought the crash is related to certain item and skills giving too much stats.
But anyway if you found anything, let me know. ;)
Title: Re: FEP+
Post by: Sch123 on January 11, 2018, 04:24:43 am
Ronin mostly. I thought the crash is related to certain item and skills giving too much stats.
But anyway if you found anything, let me know. ;)
- I've tried using ronin classes at least until level 15, I'm not having crash problems when adding skill point / ability point
- I also found a bug I said before, I found a bug when I bought a head armor. I get when I buy a head armor that contains the name "Conical & Ninja Mask". But not all armor heads that contain the name "Conical & Ninja Mask" experience such bugs, just a few, not all of them. But it can be ascertained "Conical & Ninja Mask" head armor is the problem in it.
- And also the icon "Boken" not all of them with Wooden Swords (Boken1) still have Iron Sword / Katana (Boken2). It would be great if all the Boken icons become Wooden Swords. :)
Title: Re: FEP+
Post by: Devon Wolfe on January 20, 2018, 12:00:42 am
Just want to inform that the Rain Stopper is somewhat buggy. It is like a psionic body armor covering the whole skin. ;D
(http://Rain Stopper.PNG)
Title: Re: FEP+
Post by: Viz on January 20, 2018, 12:48:13 am
Lol! No idea why that happened. Texture conflict like this is a rare occurrence.
EDIT : Can you tell me what is the item level? The lowest level of Rain Stopper is only available at level 25.
Alright, found the issue. There's a line of code in the item file that leads the texture to appear on the body. I'm not sure what does the original authors intend by doing this.
Title: Re: FEP+
Post by: Devon Wolfe on January 20, 2018, 04:19:33 pm
Thanks for checking, Viz. :)
Title: Re: FEP+
Post by: Sch123 on January 21, 2018, 03:03:23 am
The Monster Hunter class does not hold its weapon (Canon) when you play a new game. Although the weapon (Canon) is in the inventory, you have to equip yourself.
Title: Re: FEP+
Post by: Viz on January 21, 2018, 03:07:07 am
Yeah no idea why. Not a big deal either way. :)
Title: Re: FEP+
Post by: Sch123 on January 21, 2018, 03:10:59 am
Is it because you started with the enhanced / rare Canon instead of starting with the default cannon ?
Title: Re: FEP+
Post by: VA on January 25, 2018, 10:16:53 am
Hi, I recently started playing torchlight 2 again (never actually finished it before lol) :) I just wanted to ask if these classes are balanced for synergies ? I find myself a bit under-powered with these classes compares to some other classes in Variant mod, at least in the first few level. A bit unrelated but am I too weak or the flamethrower is just OP when used by BIA pet (https://gfycat.com/ShimmeringOrderlyIsopod) :D?
Title: Re: FEP+
Post by: Viz on January 26, 2018, 06:34:47 am
I'd say its Flamethrower being overpowered. While I had nerfed the FEP classes and their items, they are still viable for Synergies without too much issue.
I see that you're playing Kensei. If you don't mind, I would recommend to respec one of your skill and get one of the damage buff skill : Cold Steel, Heat of the Forge or Storm Blade. The flat damage that these skill provide is more useful at early levels than the combo skill from the Lotus Wave tree.
Title: Re: FEP+
Post by: VA on January 26, 2018, 08:30:13 pm
Well, I have been keeping myself alive with Health steal and anything that passively buff attack speed and crit :D I have never tried that because the Storm Blade skill description did not mention the duration so I thought those skills were just 1 slash with those effect and that's it. Now that you mentioned it I find those skills are much better than 'You must die" since it cost much less mana and have longer duration. :) Also I think the Hardened skill is pretty much useless at early levels since is only give a tiny percentage of Health and Armor and that's next to nothing ::)
Title: Re: FEP+
Post by: Sch123 on January 28, 2018, 08:46:25 pm
@Viz, it looks like you have to fix the distance and range of attack from the Arterial Strike skill of the Kensei class (The distance and range is shorter than the sword I use). Because the skill can not function as it should. I can not attack the enemy if it is not at very close range, I should be able to attack the enemy with a great distance and range so that it can hit many enemies. At least the distance and range of attack is same to 2H Nodachi sword
Title: Re: FEP+
Post by: Sch123 on February 13, 2018, 04:53:09 am
I have bad news about Ronin class :(, I still get crash when I want to add status point. I have to remove the armor and others to be able to add the status point. It happens when I'm at level 11.
Mods I use, in order: - ZPACK01 - Test - Torchlight II Essentials - Variant - FEP+ - TL1CP - Synergies
My Save File is below
Title: Re: FEP+
Post by: Sch123 on February 17, 2018, 04:31:38 pm
And Also, can you make a standing style of Ronin class like Kensei class while using Boken sword, and Nodachi (Iyai - Bayushi). It would be really cool. :)
Title: Re: FEP+
Post by: Viz on February 18, 2018, 12:48:59 am
What armor did you use, is it from FEP?
Title: Re: FEP+
Post by: Sch123 on February 18, 2018, 01:57:29 am
it looks like I'm mixing with FEP & MOD other armor. But I also tried to release all the armor and others including the weapons that I use, then I try one by one the armor I use and then add the status point. The result is the same as I experienced, a crash as well. :(
Even when I only use armor that comes from FEP mod only, it still crashes
Title: Re: FEP+
Post by: Viz on February 18, 2018, 06:48:23 pm
Hmm.. then its likely that there is some internal stat limit set by the game at early level.
Title: Re: FEP+
Post by: steffire3 on February 19, 2018, 07:58:56 pm
Thanks for improving Kensei class. But there is something I want to ask, do you also add new armor (set armor)? Because I found a armor shoulder that I had not seen before in a merchant's FEP. However, the armor of the shoulder appears quite a lot in the FEP merchant, with the same name and effect (about 4-5 I found that armor shoulder). I think it's making other armor is rare to appear.
And also special shoe armor for the Mongol Archer class is very frequent, so that the other shoe armor so slightly appear.
All this happens when we are still at a low level, I hope the appearance of the armor can be fairer to all. :)
I think the shoe armor for the Mongol Archer class should be changed to all classes. And for Armor Eastern Sode should need to be check again and given a variety of different skills, so although it appears quite often but has a different skill on each armor. What I found was: all names are the same "Eastern Sode" and the skills are the same.
Title: Re: FEP+
Post by: Sch123 on February 25, 2018, 08:48:01 pm
I will test again every FEP class. And see if there are any problems. :)
Title: Re: FEP+
Post by: Viz on February 25, 2018, 09:32:38 pm
Yeah those items were 'hidden' before (it doesn't appear anywhere, even as a monster loot). All I did was just make them appear as a loot and now they are appearing too often, lol.
I'll delete the low level ones so that they won't appear in the merchant.
Title: Re: FEP+
Post by: Sch123 on February 26, 2018, 10:00:01 am
It's very good, if there is still a "hidden" item then it will add a variation of armor model. It may need to be fix is its appearance in merchant and drop items, so as not to interfere with other armor. :)
Title: Re: FEP+
Post by: Sch123 on February 26, 2018, 03:45:31 pm
- I want to ask, after you update the latest FEP (Fix some armor Eastern Sode) why now the all armor for the shoulder and the shoe is gone for the lower level?
- Info charge bar Kensei class overlap with the skill bar item. Never happened before. Occurs when we open the menu on the right & left
Additional Questions:
- Does the armor that has the "Change to Block" effect skill work the same as a shield? although I do not use a shield. If yes I am very happy with it. :)
Title: Re: FEP+
Post by: Viz on February 26, 2018, 06:57:06 pm
Quote
- I want to ask, after you update the latest FEP (Fix some armor Eastern Sode) why now the all armor for the shoulder and the shoe is gone for the lower level?
Yeah they are gone. The high level ones still exist as a loot from monster.
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- Info charge bar Kensei class overlap with the skill bar item. Never happened before. Occurs when we open the menu on the right & left
Hmm.. I don't recall changing anything about the Kensei's UI.
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- Does the armor that has the "Change to Block" effect skill work the same as a shield? although I do not use a shield. If yes I am very happy with it. :)
Yes. But it still requires a shield to be activated.
:)
Title: Re: FEP+
Post by: Sch123 on February 26, 2018, 08:52:28 pm
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Hmm.. I don't recall changing anything about the Kensei's UI.
it's okay, after all not too distracting. Maybe in the future this kind of problem can be solved.
Quote
Yes. But it still requires a shield to be activated.
Can it be made to be active even if we do not use a shield?
Title: Re: FEP+
Post by: Viz on February 26, 2018, 10:27:46 pm
Not possible I think. It's pretty much a requirement set by the game that a shield is needed to block.
Title: Re: FEP+
Post by: Sch123 on February 28, 2018, 11:28:48 pm
I found a bug in the Ninja class on "Stroke of Genius" skill. The skill keeps running even though I already respect the skill point & not add the skill point on "Stroke of Genius" skill.
And on the "Escape Mastery" skill to blind the existing opponent around when the activation skill does not seem to work. Although the skills for Teleport and Health Regen are running properly. ;)
Additional:
Can you add Secondary Effects to passive skill "Escape Mastery" and "Stroke of Genius". Where the skill can run passively even without the trigger. Because the two skills I mentioned require something to trigger it, so the skill will not be active if the trigger is not met. :)
Escape Mastery: Adding a passive skill to % dodge.
Stroke of Genius: Adding a passive skill to % mana regeneration.
Title: Re: FEP+
Post by: Sch123 on March 01, 2018, 12:42:25 pm
I found another bug in the Warrior Monk class, on the "Chi Blast" skill. On that skill it is written require a Fist or Polearm in order to use that skill. But when I use Polearm I can not use that skill. Which is where I should be able to use that skill when I use Polearm.
Title: Re: FEP+
Post by: Viz on March 01, 2018, 09:38:04 pm
Noted. I'll check them when I got some free time.
Title: Re: FEP+
Post by: Sch123 on March 06, 2018, 07:14:23 am
Hi @Viz, I do not know if this is a bug or not, it's just unusual. I found an oddity in Monster Hunter class when using Heavy Support skill. The color of missiles are white & not like the usual missiles.
Title: Re: FEP+
Post by: Viz on March 06, 2018, 07:28:52 am
Hmm? The rockets are displayed correctly on my end.
Maybe its another texture issue that only happens on Mac OS .. or there's a mod conflict somewhere.
Title: Re: FEP+
Post by: Sch123 on March 06, 2018, 07:33:55 am
Seems the cause is Testmerge mod. But when using the previous version of Testmerge it did not happen. Possible cause when added Ruination into Testmerge. Can it be fixed? :(
Title: Re: FEP+
Post by: Viz on March 06, 2018, 07:51:10 am
Try to place Testmerge under FEP+ in the mod load order
Title: Re: FEP+
Post by: Sch123 on March 06, 2018, 08:16:06 am
Not good, even make a mess of existing mod on testmerge. Like Evil UI Grittier Edition + Diablo 2 Orbs (part of UI disappear) & Alternate Outfits (hair color changed to all white). :(
Title: Re: FEP+
Post by: Sch123 on March 08, 2018, 07:58:51 am
I found a mismatch on the Eastern Scorpion & Duelist armor set (for the Kensei class). Different item set names when they are all set of items. Since they do not match each other's set name then they can not be a set. :(
Eastern Scorpion Menpo [Set: Deathstalker Scorpion] => [Set: Red Scorpion]
Title: Re: FEP+
Post by: Viz on March 08, 2018, 08:22:04 am
Yeah I know, the set items are pretty confusing.
For clarification, some of them are at different tier level, and designed to have different set effect. For some reason they shares the same name.
And its likely that some sets are still missing their parts.. as the original authors never had the chance to complete these mods.
Title: Re: FEP+
Post by: Sch123 on March 08, 2018, 09:02:34 am
Maybe some items with similar names you can grouping into one set items. There is also a weapon that has a set of items such as Kakita Iaijutsu Blade [Set: Kakita Duelist], it seems the weapon wants to be included into the set item Duelist.
And I also found some weapons that Requirement above level 100 (as far as I know max level is 100 for player), like a weapons Kakita Iaijutsu Blade & Bayushi Battle Blade. I'm sure there must be others weapon like this. Although on the weapon there is another Requirement to be able to use the weapon, so it does not depend on the Requirement level players.
I also want to ask why weapon attack speed for Iaijutsu Blade & Bayushi Blade is the same?. As far as I know Iaijutsu Blade weapons is for attack at fast to very fast speed attack & Bayushi Blade for average to fast speed attack.
Title: Re: FEP+
Post by: Sch123 on March 08, 2018, 09:51:42 am
I do not know if this is a good idea or not. If the set of items is quite confusing, what if the Requirement for the set item is deleted, but the effects and skills that exist in that set of items is remain, and also the requirement for the class that can only use that item also remain. All the effects and existing skills (purple color) will be add and directly obtained without having to collect the set items.
Title: Re: FEP+
Post by: Viz on March 08, 2018, 04:36:31 pm
Yea the blade shares the same attack speed.. tbh there's not much that I could do. It's pretty hard to achieve balance to be the same level as the vanilla game. Plus I need to take account for other mods that rebalance items too, like Synergies. It's a slippery slope.
The level 105 item is normal, it exist in vanilla game too. The way you equip this item is by reaching the stat requirement, not the level requirement.
Removing the set effects and adding them directly to the item is a bad idea.. that would meant FEP items become really OP.
Title: Re: FEP+
Post by: Sch123 on March 08, 2018, 08:34:01 pm
Quote
Yea the blade shares the same attack speed.. tbh there's not much that I could do. It's pretty hard to achieve balance to be the same level as the vanilla game. Plus I need to take account for other mods that rebalance items too, like Synergies. It's a slippery slope.
I do not know what to say, but I can imagine the imagination of the FEP maker when making this Mod. Like Iaijutsu blade, he wants to make swords with very fast attack speed (draw sword from scabbard) and high critical hit. And Bayushi Blade with its own advantages is the element of toxins and atack high enough penetrate even destroy the opponent's defense, although the speed of the attack is not too fast when compared with Iaijutsu blade.
Quote
Removing the set effects and adding them directly to the item is a bad idea.. that would meant FEP items become really OP.
Then the only way is to group the items that have the same name and make it a set of items. It would have taken some time to classify the item. I hope you will be patient, because I know it must be annoying to do that. :)
Perhaps by doing all it can make the set items complete. ;)
Title: Re: FEP+
Post by: Sch123 on April 27, 2018, 07:10:27 pm
Is it true the effect of a Kensei class charge when full -20% attack speed? I think it's better if he gets +20% attack speed when the charge is fully charged. :) If possible, can you also add 100% Critical Strike when the charge is fully charged?
Title: Re: FEP+
Post by: Viz on April 28, 2018, 06:52:38 pm
Yes its fully intentional to have -20% attack speed.
I might revise the charge bar effects again, reverting it to +10% attack speed or something. 100% crit is too OP lol. :P
for comparison:
FEP+ Kensei
-20% attack speed +40% physical damage immune to knockback
original Kensei
+25% Magical damage (doesn't makes any sense) +50% attack speed +25% crit chance immune to knockback
Title: Re: FEP+
Post by: Sch123 on April 28, 2018, 07:15:11 pm
Yup, it looks like Kensei does need +% attack speed and +% critical strike when chargebar is fully charged besides the addition of +% physical damage and immune to knockback. :)
Kensei Charge:
+% attack speed +% critical strike +% physical damage No fumble immune to knockback
Title: Re: FEP+
Post by: Sch123 on April 28, 2018, 07:58:00 pm
Can you also restore attack speed from weapon "Iaijutsu Nodachi sword" as before. Because the weapon is indeed made for quick attacks compared to the other three weapons "Bayushi, Hida & Matsu". It might be better if all four Nodachi (animal types) are returned as before. :)
The advantages of each:
- Crab= Hida [shield breaker] + element ice - Crane= Iaijutsu [attack speed] + element lightning - Lion= Matsu [- all armor] + element fire - Scorpion= Bayushi [poison damage] + element poison
Title: Re: FEP+
Post by: steffire3 on May 01, 2018, 01:23:48 am
@Sch123 There was a complaint on Steam regarding the Attack Speed of Big Swords hence the speed was lowered.
Instead of increasing the Attack Speed. How about the Lightning Big Sword causes Enemy Attack Speed to be Slowed?
Title: Re: FEP+
Post by: Sch123 on May 01, 2018, 03:41:44 am
if I may know, do you mean about the effect of the Kensei charge bar or about the Nodachi Crane [Iaijutsu] weapon?
If it's about the effect of the Kensei charge bar, I think -20% attack speed when the charge bar is fully loaded is very burdensome especially when facing a lot of enemies.
If it concerns Nodachi Crane [Iaijutsu] weapon, I have a reason for that. As far as I know, Iaijutsu (one of the art of swords in pulling swords quickly from a sword sheath) is intended for fast attack or more famous with the name Quikdraw attack. In the initial version of Mod, that weapon has a very high attack speed but with less attack damage compared to the other 3 Nodachi types. Each of the 4 Nodachi Types has their own advantages and disadvantages. :)
Quote
@Sch123 There was a complaint on Steam regarding the Attack Speed of Big Swords hence the speed was lowered.
Hmm, but I also can not blame the weapon alone. I admit indeed some weapons in the FEP need to be balanced especially in attack speed and damage attack. Like the Mongol Archer Bow weapon that has an attack speed and a very high attack damage from other arrow weapons. I agree it is necessary balancing in the weapons that exist in the FEP. But, do not let the balance of weapons eliminate the uniqueness of the weapon. :)
At least what I'm asking for is, making Nodachi Crane [Iaijutsu] has a fast attack speed among the other three Nodachi. What I see now the four Nodachi's have the same attack speed. So it makes one of the uniqueness of the Nodachi Iaijutsu weapon it's gone. :(
Even a wooden sword [Bokken] has a lower attack speed than any other 2H sword weapon which exists. ::) I think it's weird, because wood is lighter than steel. :P
Quote
Instead of increasing the Attack Speed. How about the Lightning Big Sword causes Enemy Attack Speed to be Slowed?
I think it fits better on Nodachi Hida because he's element is ice. Element ice does make the enemy slow. :)
Why did I ask that the four Nodachi be restored as before, because I do not think it's fair that the four weapons are treated equally, because the four Nodachis are unique weapons (has their own advantages and disadvantages). And I feel the uniqueness of the four weapons is gone especially Nodachi Crane [Iaijutsu]. :(
Title: Re: FEP+
Post by: steffire3 on May 01, 2018, 02:36:21 pm
@Sch123 I did enjoy the fast Attack Speeds of Big Sword Weapons in the original design of the mod. Since that was removed I have been thinking of other Affixes to replace it. :)
Ultimately @Viz has to decide whether to keep this or edit it. Although I'm not sure he wants to revert the changes made to Weapon Attack Speed otherwise he would null the "fix" made for that request. ???
If the Kensei Class has a Skill that lowers Charge then I can live with the Bar's Speed Drop. ;D
Title: Re: FEP+
Post by: DavidBurnsideZF on May 16, 2018, 07:57:59 am
Hello. :) Is the Grand Master class unfinished? It seems to me some of the skills are not working properly for this class, especially the Sweeping Technique skill. It is not doing the extra damage on a Critical Hit and it is not striking the two adjacent enemies, whether I equip a Floating Fist weapon or not. Can you help, @Viz? Thanks in advance!
Title: Re: FEP+
Post by: Viz on May 16, 2018, 07:39:38 pm
Hello. :) Is the Grand Master class unfinished? It seems to me some of the skills are not working properly for this class, especially the Sweeping Technique skill. It is not doing the extra damage on a Critical Hit and it is not striking the two adjacent enemies, whether I equip a Floating Fist weapon or not. Can you help, @Viz? Thanks in advance!
Hi David, thanks for the bug report.
It seems a part of the skill is still unfinished. I'll try to fix it in the next update, or replace it with another skill.
Do you happen to encounter any other bugged skill for Grandmaster?
Title: Re: FEP+
Post by: DavidBurnsideZF on May 17, 2018, 12:52:42 am
Yes, I'm afraid I found another bug. If I'm not mistaken, when I upgrade the High Kick skill to the next tier, the bonus Critical Hit chance is not factored in.
Title: Re: FEP+
Post by: Sch123 on May 17, 2018, 05:08:48 am
I do not know if I ever said this Bug, "Chi Blast" skill on Class "Monk Warrior" can't be used when using Polearm even though there written "Require Fist or Polearm". ;)
Title: Re: FEP+
Post by: Viz on May 17, 2018, 09:03:51 am
Yes, I'm afraid I found another bug. If I'm not mistaken, when I upgrade the High Kick skill to the next tier, the bonus Critical Hit chance is not factored in.
Noted.
I'll change the skill tier effects instead.
And @Sch123 ty for the report. Seems like the skill animation doesn't seem to work with a polearm.. or so I thought. I'll revert the weapon requirement for the skill.
Title: Re: FEP+
Post by: DavidBurnsideZF on May 18, 2018, 05:15:03 am
I see that you've updated the mod. Is it still a WIP? Could it be that there is still more stuff, namely skills, that needs a revision or reworking?
Thank you for everything. ;) ;D
Title: Re: FEP+
Post by: Viz on May 20, 2018, 05:46:06 am
Hello David, I guess there are a few things that I wish I could fix/complete its features but as of now, I've done working on this mod.
I still willing to fix bugs and accepting suggestion for skill rebalances, if it is within my capabilities.
Title: Re: FEP+
Post by: DavidBurnsideZF on May 20, 2018, 07:22:59 am
Yes, I think that's more than fair. :) I have a couple of questions, though, if you don't mind answering. ;D
In my humble opinion, I think the High Kick skill is a little bit weak comparing to, let's say, the Flip Kick. Was it intended, or could the High Kick skill have another upgrade? I know the Flip Kick is more of a single-target skill and the High Kick is a multi-target skill, but I think the Flip Kick is stronger overall. One could just wait to level 35 and pick Hard Combo instead, but how to survive until then? And that leads to the next question: is there a way fully respec skill points?
Thanks again for your attention. :)
Edit: I've just tried using the High Kick skill after your modifications to it, and the kick's attack speed is extremely fast, really really fast. It drains my character's Mana in a blink of an eye. Was it intended, or is it a bug?
Title: Re: FEP+
Post by: Viz on May 20, 2018, 10:07:21 am
Oh lol I accidentally increased the skill cast speed. I'll fix it soon.
Well you can do a full skill respec by using mods like this https://steamcommunity.com/sharedfiles/filedetails/?id=138028547
About the skill damage I feel like its fine for the most part. I agree that early levels are pretty rough for Grandmasters since their skills doesn't have large AoE.
I'll think of something.. maybe trading the tier 1 or 2 effects with damage.
Title: Re: FEP+
Post by: DavidBurnsideZF on May 20, 2018, 10:32:37 am
Many thanks to you, mate. ;D After each update you do to the mod, is it necessary to start a new game, or do the changes work with current saved games?
Title: Re: FEP+
Post by: Viz on May 21, 2018, 06:22:33 am
Just continue using the saved games, it should work fine.
Title: Re: FEP+
Post by: DavidBurnsideZF on May 21, 2018, 04:26:09 pm
Thank you. :)
I'm testing out the new update, and everything is working fine, even though the High Kick's cast speed seems to be unchanged. It's still extremely fast. Or is it slightly slower than before?
Title: Re: FEP+
Post by: Sch123 on May 21, 2018, 05:27:39 pm
I'm testing out the new update, and everything is working fine, even though the High Kick's cast speed seems to be unchanged. It's still extremely fast. Or is it slightly slower than before?
It should be slower, but if you have high cast speed % then it will certainly be faster.
Title: Re: FEP+
Post by: DavidBurnsideZF on May 22, 2018, 02:51:15 am
It should be slower, but if you have high cast speed % then it will certainly be faster.
My character's cast speed is normal, I don't have any equipment that enhances it. Still, I think it is too fast. Perhaps it's just the way I'm wrongly perceiving it, if you already made adjustments to the High Kick's cast speed... :P
Title: Re: FEP+
Post by: Sch123 on May 22, 2018, 07:52:50 am
Can you give another download link, like Google drive. :) Somehow I can not download it. :(
Title: Re: FEP+
Post by: Viz on May 22, 2018, 08:57:56 am
Title: Re: FEP+
Post by: DavidBurnsideZF on May 22, 2018, 02:59:08 pm
Hi there again, @Viz. I'm sorry for once again disturbing, but I have to ask you something about the High Kick skill: I'm level 11, I haven't reached Tier 1 in the skill, but I see that when I get to Tier 1, The skill will get a huge damage increase, more than 300 extra damage, besides the extremely high cast speed it currently has. Is that intended?
Title: Re: FEP+
Post by: Viz on May 22, 2018, 03:24:41 pm
Hi there again, @Viz. I'm sorry for once again disturbing, but I have to ask you something about the High Kick skill: I'm level 11, I haven't reached Tier 1 in the skill, but I see that when I get to Tier 1, The skill will get a huge damage increase, more than 300 extra damage, besides the extremely high cast speed it currently has. Is that intended?
Yes. But if you felt it's too strong I can always nerf the damage.
Title: Re: FEP+
Post by: DavidBurnsideZF on May 22, 2018, 03:35:34 pm
I really don't want to impose, mate. You've been very helpful, and I don't wish for you to have any more work just for the sake of one person. :) I just find the skill to be too damaging, and the kick itself is too fast. I'm no expert in modding, far from it, but if you think the skill needs to be nerfed, perhaps reducing the extra damage, reducing the cast speed and reducing or removing the % scaling for each skill point you invest in the skill would be something to consider. Or maybe you can keep the % scaling but remove or reduce the 300 or so extra damage and add another effect not subject to bugs, to keep all of the skills you get at level 7 close to each other in power. These are just my two-cents, and as an expert modder, it's always your call. :)
Cheers!
Title: Re: FEP+
Post by: Sch123 on May 23, 2018, 02:51:44 am
Title: Re: FEP+
Post by: Sch123 on May 23, 2018, 08:20:03 am
When you update the latest version can you also provide an alternative download link as well (Google drive). :)
Thanks.
Edit:
Strange I can not download FEP from RGF, everytime I download in the middle of the download is always interrupted and I have to download again but the result remains the same. :(
Title: Re: FEP+
Post by: Viz on May 23, 2018, 08:59:34 pm
When you update the latest version can you also provide an alternative download link as well (Google drive). :)
Thanks.
Edit:
Strange I can not download FEP from RGF, everytime I download in the middle of the download is always interrupted and I have to download again but the result remains the same. :(
I've been testing your new changes to the Grand Master's skills, and everything is working just fine, even though I think the Health and Mana recovery granted by the Stamina skill seems to be too high, making my character almost invincible. Can you please tell me how it works? Does it need nerfing?
Title: Re: FEP+
Post by: Viz on May 27, 2018, 03:34:26 pm
Hello David.
Well the skill does as what the tooltip describe. Heals the Grandmaster after every 10 attack on enemies.
I'd probably nerf the proc from requiring 10 attacks > 30 attacks.
Title: Re: FEP+
Post by: DavidBurnsideZF on May 28, 2018, 03:37:37 am
And regarding the percentage of Health and Mana restored, how much would it be?
Title: Re: FEP+
Post by: Viz on May 28, 2018, 09:11:58 am
The amount is based on character's level. At level 100, it heals over 10% hp and recovers all mana.
I'll definitely nerf the mana recovery and set the proc to require 20 attacks... since 30 attacks takes a bit of time.
Title: Re: FEP+
Post by: DavidBurnsideZF on May 28, 2018, 03:10:05 pm
Can you make Dragon's Breath skill in Ninja class can also burn the ground around it. :D It seems that there is less impact if the surrounding ground does not burn when it hit the object/enemy.
Title: Re: FEP+
Post by: Epss on June 12, 2018, 12:57:37 pm
Greetings and thanks for your hard work!
It seems that the Ninja skill Escape Mastery doesn't work properly or/and is unfinished. Skill description states that every time you are put bellow a certain % of your max health, you get teleported away, get movement speed and health regeneration.
What actually happens: You are teleported nearby, gain movement speed as intended but are healed to full health instantly and additionally it doesn't seem to have a cooldown. I have just tested it and every time I dropped bellow 35% health it healed me to full instantly even if my health gets dropped to that percentage every 3 seconds.
A simple fix would be to just give it a cooldown that would go down for each point you put in. For example 60 seconds cooldown at rank 1 and 30 seconds at max rank. Additionally, it would heal you to a static health of 35% like the skill suggests.
Thanks for your time, Viz.
Title: Re: FEP+
Post by: Sch123 on June 12, 2018, 04:07:56 pm
It looks like the skill description mentioned "gain huge health regen", Of course with the enormous HP regen per second you get, you will feel as if it gets an instant HP regeneration. But if the skill is not trigger and your HP less 35% you will not get HP regen [Have Escape Mastery skill]. :)
And when the skill is trigger you will blind enemy also get you get teleported away & Buff effect get movement speed and health regeneration for 3 seconds [Have Escape Mastery skill].
I'm not sure about the idea of giving cooldown. It feels the skill is different from the original idea of the creator.
And if you imagine if you're under siege and you've just triggered the Escape Mastery skill, but you're still under siege by your opponent in a state of dying again. You can not run with Escapae Mastery skills because you have to wait for colldown 60 - 30 seconds. :(
I mean that Escape Mastery skill is meant to be like that, to run from surrounded by enemies. :D
If you feel the skill is too strong I don't think so, because you also can still die even if you have Max Escape Mastery skills. It's just that skill does keep you out of danger sometimes. ;)
This is just my opinion. ;D
Title: Re: FEP+
Post by: Sch123 on June 12, 2018, 09:16:44 pm
I have another solution for dealing with Escape Mastery Skill issues from the Ninja class because HP Regen is too much. In order to feel more balance. :)
What if every time the Escape Mastery skill been trigger it's also takes cost our MP. For example Cost 10% of max MP we have, if our MP is not sufficient then skill Escape Mastery can't be trigger. :D
So besides making "Blind enemy, Regen HP, Buff Speed, Teleport, also added -Cost MP%".
That way, skills like "Mind Over Matter" will be very useful later to replenish our lost MP. ;)
Title: Re: FEP+
Post by: Epoch on July 13, 2018, 04:24:28 pm
Sup, would you like a hand with all your hard work? I'm pretty sure I know a thing or 2 about this mod.
Title: Re: FEP+
Post by: Sch123 on July 13, 2018, 06:41:58 pm
Do you know how to fix stat crash bug which occurs when assigning stats? :)
Title: Re: FEP+
Post by: Epoch on July 13, 2018, 07:16:58 pm
Which class(es)? Is it all the time or does it require a certain skill to have points invested prior to crash?
On a side note, I am having the hardest time getting all the scripts for Blender and 3DS max working again. I may have to shelf all these models I had previously been working on.
Title: Re: FEP+
Post by: Sch123 on July 13, 2018, 07:41:23 pm
Which class(es)? Is it all the time or does it require a certain skill to have points invested prior to crash?
I just found in Ronin & Kensei class (Crash when trying to add an status ability point). Unfortunately this issue still occurs randomly for Ronin and Kensei class. :(
Temporary solution is, Unequip all of your gears before assigning stats to avoid crash,but it's really disturbing if we have to do this every time we want to add an status ability point.
I have not found in other class yet. :)
The other problem is, when we want to swap from Weapon I to Weapon II sometimes crashes too. It happened to the Kensei & Ronin.
Note:
I'm assuming the problem is on the item. It may also be a incompatible with some Mods that have their own Items.
Title: Re: FEP+
Post by: Epoch on July 13, 2018, 10:07:48 pm
Yeah, I think I remember we were trying to trouble-shoot that same problem. I'll see what I can find. Worst case scenario, I can just rebuild those classes.
Title: Re: FEP+
Post by: Sch123 on July 13, 2018, 11:27:21 pm
By the way, are you going to create a new class for Far East? Because I think it can be developed more. :)
- For example a class like specialist Spear users. I'm inspired from the Dynasty Warrior game.
I like the standing style from Zhao Yun. it's looks cool :D
- Also a class like specialist in Practitioner Yin-Yang & Tao users. I'm inspired from the Dynasty Warrior game. May be you can added capabilities as a summoner although he also mastered the all elements.
Note:
I know the Monk Warrior class already has it all (using Polearm, Yin-Yang, Tao). But somehow I feel in the Monk Warrior class lacking something. It seems less focus on Polearm or Magic, and more focus on Claw / Fist weapon, which should have been part of the Grand Master class.
Title: Re: FEP+
Post by: Phanjam on July 14, 2018, 04:02:27 am
Sup, would you like a hand with all your hard work? I'm pretty sure I know a thing or 2 about this mod.
Hey! Hi @Epoch really good to see you around these parts again! :D
If you want some help with the Blender stuff, feel free to post a new thread about it, we'll try to help you out ;)
EDIT: or if you prefer to just chat it through, come by the TM discord (invite: https://discord.gg/7gkM5f5 ) - @Vkoslak or @Kva3imoda are usually on there and their the current blender gurus ;)
Title: Re: FEP+
Post by: Viz on July 14, 2018, 05:57:02 am
It seems that the Ninja skill Escape Mastery doesn't work properly or/and is unfinished. Skill description states that every time you are put bellow a certain % of your max health, you get teleported away, get movement speed and health regeneration.
What actually happens: You are teleported nearby, gain movement speed as intended but are healed to full health instantly and additionally it doesn't seem to have a cooldown. I have just tested it and every time I dropped bellow 35% health it healed me to full instantly even if my health gets dropped to that percentage every 3 seconds.
A simple fix would be to just give it a cooldown that would go down for each point you put in. For example 60 seconds cooldown at rank 1 and 30 seconds at max rank. Additionally, it would heal you to a static health of 35% like the skill suggests.
The reason is that if I add a cooldown, the skill would trigger at the wrong time. The way triggerable skill works in TL2 is a bit wonky, as in the cooldown starts regardless whether the condition is met or not. However the effect is still tied to the hp% condition.
Teleport range starts off pretty short but it gets farther when you level the skill. Heal amount could be tweaked I guess. While the heal starts off a bit strong, it falls off later when you have higher hp.
Title: Re: FEP+
Post by: Viz on July 14, 2018, 06:04:56 am
I found a bug on Kensei class passive skills "Fine Control". It looks like the skill is not working properly. He's triggered every time I use "Arterial Strike" skill. :)
Title: Re: FEP+
Post by: Viz on July 16, 2018, 01:35:06 am
There's some odd stuff going on with Fine Control. I'll take a look into it.
- Source: 英雄宠物MOD合集 [Hero Pet MOD Collection] Download Link: GDrive (https://drive.google.com/open?id=1jyw7o5frLCeYvuyGnR_ced2WdzWxqgMx) Already in .Mod
The way he holds the Spear while he is standing, and while walking / running it is very cool. Especially when he attacks using his Spear (just like the one in the Dynasty Warrior game), the animation is very good. Can this be an idea to create a new Class based on this Pet? :)
Title: Re: FEP+
Post by: Epoch on July 19, 2018, 07:36:47 pm
- Source: 英雄宠物MOD合集 [Hero Pet MOD Collection] Download Link: GDrive (https://drive.google.com/open?id=1jyw7o5frLCeYvuyGnR_ced2WdzWxqgMx) Already in .Mod
The way he holds the Spear while he is standing, and while walking / running it is very cool. Especially when he attacks using his Spear (just like the one in the Dynasty Warrior game), the animation is very good. Can this be an idea to create a new Class based on this Pet? :)
Maybe, but the total amount of time it would take is way more than I can invest -- especially since I want to help with the reported bugs and finish working on stuff I started years ago.
Title: Re: FEP+
Post by: Epoch on July 19, 2018, 07:57:04 pm
Just did a quick look through some stuff (within an unpacked version of what I believe is your most updated combination pak) and this tidbit caught my eye:
Within Arterial Strike skill:
Doubt this will fix all experienced problems. I'll look deeper tomorrow.
Title: Re: FEP+
Post by: Viz on July 19, 2018, 08:15:03 pm
Just did a quick look through some stuff (within an unpacked version of what I believe is your most updated combination pak) and this tidbit caught my eye:
Within Arterial Strike skill:
Doubt this will fix all experienced problems. I'll look deeper tomorrow.
Hmm wait.. I have fixed this some time ago. Is this from the Steam version?
Title: Re: FEP+
Post by: Epoch on July 19, 2018, 08:33:48 pm
Oh rofl. I was in the wrong unpacked mod. I'll take another look within the correct location tomorrow. Lol, I'm dumb.
Title: Re: FEP+
Post by: Sch123 on July 20, 2018, 12:36:35 am
Quote
Maybe, but the total amount of time it would take is way more than I can invest
It's Okay, this is just an idea. Maybe later if you want to create a new class that focusing on using Polearm you can use this idea. ;)
Quote
especially since I want to help with the reported bugs and finish working on stuff I started years ago.
Thank you very much for helping to fix the existing bug & Good luck to continue working on stuff you started years ago. :)
Title: Re: FEP+
Post by: Epoch on July 20, 2018, 12:19:24 pm
I scoured all the code for both skills and found no irregularities.
So I suspected maybe Art Strike had a custom animation and there were additional hit triggers -- this is not the case.
<STRING>FILE:media/skills/kensi/arterial_strike/art_strike.layout I figured it out and now have it working.
Change the following on Damage Shape7: DOT: False Max Units Hit: 10
Change the following on Timeline8: Duration: 0.3 Use View External tool on Timeline8 and extend Damage Shape7: Event_disable to 0.3 seconds
I suspect the problem stemmed from DOT being set to True and every 0.3 seconds the damage shape would trigger over a 1 second duration - resulting in 3 hits every 1 skill use (*# of monsters hit by the skill).
Problem solved.
Time to hunt down this Kensei/Ronin crash bug.
Title: Re: FEP+
Post by: Epoch on July 20, 2018, 03:57:25 pm
I searched for any affixes that both classes use involving the same/similar stat:
Kensei Fine Control - modify damage bonus based on character dps righthand You Must Die - modify damage bonus based on character max damage righthand Riposte - Damage reflect modified by character max damage righthand Must Live - Lifesteal modified by character dps righthand
Ronin Focused Strike - modify damage bonus based on character dps righthand Must Live - Lifesteal modified by character dexterity Fire Stance - Damage bonus modified by Character damage max
I also noticed Kensei pulsing strike proc is set to not stop on death and is set to not proc from skill. Dunno if that will impact anything.
I suspect this bug involves the skills where damage bonus is modified by character dps righthand/character damage max/character max damage righthand, but I'm keeping Riposte and the lifesteal skills on the list in case I'm wrong. Time to test.
Title: Re: FEP+
Post by: Phanjam on July 20, 2018, 07:01:54 pm
Seeing how ur using different stats as effect modifiers is a real eye opener. AND i can see how it can get confusing too! Great skills design :thumbsup:
Title: Re: FEP+
Post by: Viz on July 21, 2018, 08:54:10 pm
Change the following on Damage Shape7: DOT: False Max Units Hit: 10
Change the following on Timeline8: Duration: 0.3 Use View External tool on Timeline8 and extend Damage Shape7: Event_disable to 0.3 seconds
I suspect the problem stemmed from DOT being set to True and every 0.3 seconds the damage shape would trigger over a 1 second duration - resulting in 3 hits every 1 skill use (*# of monsters hit by the skill).
Problem solved.
Many thanks, the bug is fixed now.
Title: Re: FEP+
Post by: Sch123 on July 21, 2018, 09:50:35 pm
Glad that problem can be fixed, Thank you very much. :D
I recently read about this Topic WARNING: Avoid crashes (infamous assign stat points bug) (http://torchmodders.com/forums/mtaur's-mod-pack/warning-avoid-crashes-(infamous-assign-stat-points-bug)/msg5620/#msg5620)
Probably the cause of the class (like Ronin, Kensei, etc) that crashes when adding status points due to the use of too many status point bonuses on classes or weapons.
The question is, how many limit bonus point that can be used in order not to crash?
Title: Re: FEP+
Post by: Sch123 on July 21, 2018, 10:06:18 pm
I also had crash when I switch weapon 1 to weapon 2. This happened to class Kensei, Ronin, Mongol Archer & Ninja. I do not know the Grandmaster & Monk Warrior classes because I do not use them so often. For Monster Hunter class there is no problem so far.
Probably the cause is because the item I used, because I also use Mod which provides additional weapons like Essential and Synergies Mod.
I also had a crash when I wanted to attack, either by attacking normally or using skill, but this happens less often. :)
That all happens randomly, so I can't pin point the cause. :(
Title: Re: FEP+
Post by: Epoch on July 21, 2018, 11:16:37 pm
I think I have the crashing bug narrowed down. I have attached a link to my google drive for the files you will need to replace the existing ones in order to correct this issue.
I found it so easy to determine which affixes were written by Zyph, which helped narrow down where I should look for errors (since I used similar themes with the Ninja and it is not experiencing the same stat crash bug). I have adjusted exclusivity, statmodifier as bonus, and changed all damage modification by weapons to Strength. I started to rewrite the skills as well, but then got lazy.
Hopefully these replacements will fix the problem!
So far there's no problem I found. I don't know in the future because, status point bugs can't be guessed when they happen. Just like a bug on a weapon that can cause a crash. But I'm sure this is much better than the previous one. I have a good feeling about this. :D
And Thanks for both of you, for fixing the bug. ;)
I'll let you know when I found a bug. :)
Title: Re: FEP+
Post by: Sch123 on July 30, 2018, 11:24:25 pm
- Another attempt to fix the stat crash bug, courtesy of Epoch. As a result certain skill affixes that scales on weapon dps/damage now scales on either one of the main stats.
I want to ask, is this applied to all classes in FEP or just on Kensei? then what about the Ronin class that has similar problems?
Title: Re: FEP+
Post by: Viz on July 31, 2018, 01:18:58 am
Mainly just those 2 classes.
Title: Re: FEP+
Post by: Sch123 on September 04, 2018, 11:02:58 pm
Can you fix the animation of the Skill Blizzard from the Ninja class, because the animation disappears. It shouldn't be like that. :)
Title: Re: FEP+
Post by: Viz on September 05, 2018, 04:03:23 am
It's a weather type animation. If you disable show weather effects in settings, the animation would not appear.
Title: Re: FEP+
Post by: Sch123 on September 05, 2018, 04:16:58 am
Yup you are right, when turning on the weather the Blizzard skill animation reappears. But can you make the Blizzard skill animation visible with or without show weather? :)
Title: Re: FEP+
Post by: Sch123 on October 12, 2018, 10:23:28 am
- Requirement for weapon "Shield" to The Way of Earth - Requirement for weapon "Bow" to The Way of Air - Requirement for weapon "Rifle" to The Way of Fire
Because I'm inspired by this:
And I have a proposal, instead of replacing "Dual wield damage bonus is replaced with melee damage" what if it is changed to "Dual wield damage bonus is replaced with weapon damage". That way if you agree by adding a requirement weapon on The Way of Fire then this will be very helpful for rifle weapons. ;)
I also want to ask, when I use The Way of Air & The Way of Water players get a kind of animated aura but not for The Way of Fire & The Way of Earth. Can you also provide animated auras on both skills The Way of Fire & The Way of Earth? :D
Title: Re: FEP+
Post by: Viz on October 12, 2018, 07:56:35 pm
I'll consider Rifle and Bow. But I would restrict Shield to only Guns. If not there would people running Ronin with Wands.
Well originally only Water has aura. I added the Air aura when I found an unused unittheme after replacing a skill.
Title: Re: FEP+
Post by: Sch123 on October 12, 2018, 09:15:40 pm
Thank you for considering Rifle, Bow & Shield. I also agree on restrict Shield to only Guns, because if it is used with a wand it does not match the Ronin theme.
I also want to ask, can you make the less restrict for skill "Storm Blade & Frozen River" so that it can also function for Bow & Rifle. Because that's the only skill that I think is suitable for support in Bow & Rifle. :)
Title: Re: FEP+
Post by: Sch123 on October 13, 2018, 11:52:09 pm
I tried the latest version of FEP+, I found a slight lack of rank information (0/15) on the "Shunpo" skill. Rank information (0/15) below the |+| button disappears. :)
Also a little typing error in Escape Mastery skills at rank 2 & 3, typing errors in the word "beloww" that should be "below". :P
Ronin
And can you also loosen up a bit requirements for the skill "Storm Blade & Frozen River" so that it can be used for range weapons? in order to increase the variety attack skills for range weapons. ;)
Title: Re: FEP+
Post by: Viz on October 14, 2018, 12:25:35 am
Oh just a typo. I'll fix it some time in next update.
I'll need to balance those skills first, since they are too similar like the Kensei sword buffs. Give me a week or two to playtest Ronin, I'll see what I can do.
Title: Re: FEP+
Post by: Sch123 on October 15, 2018, 06:35:46 am
I recently read comments on Steam about classes that crashed through Warp Gate when they played Multiplayer. One of them is the Mongol Archer class.
Mongol Archer
I don't know if this can solve the problem causing the crash in the Mongol archer class or not. I have an idea to overcome the Crash that occurs in the Mongol Archer class when playing multiplayer. One of the causes of crashes in this class is because of the active toggle skill when passing through the warp gate.
I don't know why that could happen, so I have an idea that might solve the problem.
Idea:
- Making the 3 existing toggle skills changed to Passive skills with certain conditions to activate them, in this case is the requirement to use one of "type & name" of the weapon used (Bow & Crossbow).
- Make three types & name of Bow & Crossbow, and when we use one you can activate certain skills that match the bow & crossbow type & name you use. As far as I know, there are Bow weapons intended for this class, maybe it can be taken from there.
Note:
I got this idea from the weapons of the Ronin & Kensei class which had their own weapons besides the other weapons that were available, by giving their own type & naming weapons so that certain skills could be active according to the type & name of the weapon used. ;)
Name 3 Bow & Crossbow:
*Weapon Name [Type]
- For skill Eagle Eye, Active when equip weapon Bow / Crossbow | *[Crypt] name idea from Hades - For skill Relentless Assault, Active when equip weapon Bow / Crossbow | *[Tempest] name idea from Zeus - For skill Dynamic Prowess, Active when equip weapon Bow / Crossbow | *[Mystic] name idea from Poseidon
Title: Re: FEP+
Post by: Sch123 on October 15, 2018, 08:20:56 am
Can you also check the Toggle method in the Prophet class in the Variant class mod, because in that class there is a skill tree that contains the toggle skill. If the method used in the Prophet class is different (does not cause crashes) like other classes, maybe the methods in the Prophet class can be used for other classes that have problems in crashing when playing multiplayer. ;)
Title: Re: FEP+
Post by: Sch123 on October 15, 2018, 01:03:31 pm
Can you add "Quiver" on the back in the Mongol Archer class. I think someone has discussed about backpack on RGF, if I'm not mistaken, this one: Jetpack, wings & other (http://forums.runicgames.com/discussion/57417/jetpack-wings-other). ;D
It can also be developed with other weapons such as swords. It would be cool if you had a sword in a back (single sword / dual sword). If that is possible, it will be very cool. :D
Title: Re: FEP+
Post by: Viz on October 15, 2018, 07:56:01 pm
Turn the toggle skills into passives?
It's possible but I'm just not interested in doing mass editing atm. Probably will take a while.
Title: Re: FEP+
Post by: Sch123 on October 19, 2018, 12:17:47 pm
Hi @Viz If you do not mind, can you send the FEP+ files to @doudley? Because there are several skills in FEP class that want to add to Skill Expansion Mod. :)
Title: Re: FEP+
Post by: Viz on October 19, 2018, 09:39:48 pm
Yes I've sent the files to him
Title: Re: FEP+
Post by: Sch123 on October 20, 2018, 12:22:49 am
Title: Re: FEP+
Post by: Sch123 on October 20, 2018, 04:00:58 am
By the way, does the Focused Damage skill from Ronin class work properly? because I feel that skill doesn't work properly. And can the cooldown be shortened.
And after you delete the fullheal effect on the Ronin class charge bar skill, it feels like the class is easy to die. Maybe it can be made to be 50% of Max HP. :D
Title: Re: FEP+
Post by: Viz on October 20, 2018, 04:22:10 am
It works, its just its effect is pretty small if you're low level or have low Strength.
I'm not going to add any % of heal back. Ronin has plenty of damage reduction source already, plus there's the lifesteal skill too.
Title: Re: FEP+
Post by: Sch123 on October 20, 2018, 06:35:40 am
At least, please reduce the cooldown time "Focused Damage" skill. :P
Title: Re: FEP+
Post by: Sch123 on October 23, 2018, 07:38:53 pm
I have a suggestion for provide aura to Ronin in the skills of The Way of Fire, Wind, Earth, & Water. Maybe you can use the animation aura that is used for the Monk Warrior class, in some skills there is a suitable aura. ;)
- Roll with the Punch Aura for The Way of Water - Foot Work Aura for The Way of Wind - Unstoppable Aura / Burning Chi Aura for The Way of Fire - Guardian Chi Aura / Sanctuary Aura for The Way of Earth
- For other alternative aura you can also see Mind Over Body Aura
Title: Re: FEP+
Post by: Sch123 on October 28, 2018, 04:43:56 pm
I see you have updated FEP, I want to ask you about a new skill for Ronin "Emberize" why doesn't the skill have Buff particle animation like in the "Primal Strength" skill?
And also, I still found Ninja skill "Shunpo" that still had no skill point information.
Title: Re: FEP+
Post by: Sch123 on November 01, 2018, 07:56:18 pm
@Viz Can you restore the skills of "Storm Blade & Cold Steel". In my opinion the skill is more suitable for use. Only need to change the equip requirment and change the skill description to adjust. And both of these skills have animated particles when used. After all, the skill fits perfectly with the theme elements that Ronin has. ;)
Title: Re: FEP+
Post by: Viz on November 02, 2018, 01:53:04 am
Since you requested ranged weapon support for Ronin, I thought making those buff a bit more unique rather than same as Kensei.
I wouldn't restore the old skills. Particle yes, I'll prob add it to Emberize later.
Title: Re: FEP+
Post by: Sch123 on November 02, 2018, 02:03:12 am
If I'm not mistaken, "Storm Blade & Cold Steel" skills can also be used for range weapons. It only needs to change the equipment skill and description of the skill. Because when I use Cold Steel skill I can use the Buff skill for a shotgun weapon and it's really good.
Maybe you can use particle effects from Cold Steel skills for Emberize skills. Because Emberize's skill has ice element, I think it will suitable. ;)
Title: Re: FEP+
Post by: LeavingUndad on April 13, 2019, 02:41:19 am
Hi to all you guys @Viz@steffire3@Epoch@Sch123! I have just read all posts in this topic and feel that I should say thank you very much for all your efforts to revive, combine and fix the great mods of Far East Packs 1 & 2! Splendid work! I hope that you were able to fix all most annoying bugs of those two old but interesting mods. As for my personal experience and as I can remember it, in original Far East Packs 1 & 2: 1) the game crashed each time when I tried to allocate earned stat points of my Mongol Archer with equipped stats-increasing gear on him (it could be avoided by unequipping them); 2) the game crashed spontaneously (sometimes but inevitably) when Kensei used auto-attack with his two-handed katana (any type of) on a large group of enemies; in addition to this and what was the most fatal - loading a save didn't help, cause crash occured inevitably at the same place! Hope that you (particularly Epoch as it was mentioned above here) have managed to solve these problems, many thanks guys! If not, look into it, please! I've started to play your new updated FEP+ mod (by the way, as it is now on April, 13, 2019, Steam version FEP+ is outdated: v. 10 in Steam while v. 11 is in torchlightfansite.com) and tried almost all classes. Should say that everything still goes smoothly and seems to be perfect, I enjoy it very much, thanks again! The only thing is that Kensei cannot obtain a two-handed katana levelled approximately EQUAL to his level in the first part of the game (Sch123 has already mentioned this issue). Well, I understand that Nodachi-type swords are now Unique and Legendary only, but what about the Bokken-style swords? FEP+ merchant Mako in Estherian Enclave has to sell level 2 Bokken-swords only (green), so the Blacksmith, if he has any at his stock at all. Also Bokken-style swords don't drop in loot and are not given as reward. I don't believe that you supposed Kensei to run most part of the game with vanilla two-handed broadswords only, until he reaches level 50 approximately and would be enough lucky to discover a Unique Nodachi. Please, make Kensei possible to obtain a two-handed katana approximately EQUAL to his level! Perhaps add more levelled but not overpowered green and/or blue Bokken-style swords to sell at Mako? Thanks in advance and good luck in everything you do! Sorry for making you read a long message, I'm prolix, I know!
Title: Re: FEP+
Post by: Phanjam on April 13, 2019, 03:36:17 am
Hi @LeavingUndad welcome to the forums and thanks for contributing to help improve the FEP+ mod!
Let's hope @Viz drops in soon so he can update you regarding your observations :thumbsup:
Title: Re: FEP+
Post by: LeavingUndad on April 13, 2019, 03:50:34 am
Hi @Phanjam! Thanks for reply! If I notice any possible bug or issue I'll certainly let @Viz know. Waiting impatiently for @Viz to reply to my previous post...
Title: Re: FEP+
Post by: Phanjam on April 13, 2019, 08:28:05 pm
oh pls be patient ;) most of the modders here are guys who squeeze modding into very little free time, only because they love what they do.
Hi @Phanjam! Thanks for reply! If I notice any possible bug or issue I'll certainly let @Viz know. Waiting impatiently for @Viz to reply to my previous post...
Title: Re: FEP+
Post by: LeavingUndad on April 14, 2019, 12:20:55 am
@Phanjam Well, I know it and fully understand, real life certainly takes most part of our time: job, family, etc. Besides, if one has many ideas and things to do time is the only shortage he lacks. So I really appreciate it when you guys not only share your free time to make wonderful mods, but even discuss them in forums and answer noob's sometime stupid questions. I wrote "waiting impatiently" just to let you know that I'll track this topic and am eager to know what @Viz will say. Anyway I'll be patient, of course.
Title: Re: FEP+
Post by: Phanjam on April 14, 2019, 07:00:46 am
:D All is well then! I do hope you dont have to wait too long tho. Thanks again for the feedback ;)
Title: Re: FEP+
Post by: LeavingUndad on April 14, 2019, 11:47:25 am
@Phanjam Thanks to you too, but let's give no thanks everytime for a feedback, it's just a common sense! ;) @Viz Today I've tried to play as Mongol Archer and am very happy that allocating earned stat points playing as Mongol Archer is no more a trouble in this mod, even if the character is heavily equipped with stats-increasing gear! Thanks a lot for this again, makes playing as Mongol Archer much more convenient! Earlier, when I played as Mongol Archer with Far East Packs 1 & 2 I was forced to unequip all (just in case) gear before spending stat points in order to avoid game crashing, and it was very annoying, to say the least. Now everyone can play with this class without fear of game crashing, thumbs up! :)
Title: Re: FEP+
Post by: Viz on June 11, 2019, 06:13:18 am
I'm sorry that it took me a long time to reply. But I appreciate the feedback, @LeavingUndad
The katana/nodachi being fairly rare as a loot was intentional, from my part. But I'm pretty sure I never altered the quest rewards as those should still gives you bokken/katana accordingly.
Bokken/katana rarity in merchant depends if there are other mods that adds item to the same merchant. More items=less chance of bokken/katana appearing. If fep+ merchant still didn't sell proper weapons according to your level, then I could probably do some changes to make bokken to appear more common. Also I check that bokken can goes up to level 25, that can be addressed as well.
Kensei's crash was related to Fine Control's passive and should have been addressed iirc. I'm glad that Mongol Archer can be played without having to worry about crash when assigning stat. The fix was all thanks to @Epoch and I can't thank him/her enough for that :)
Title: Re: FEP+
Post by: Sch123 on June 11, 2019, 03:42:57 pm
Hi @Viz I hope you also can see here (http://torchmodders.com/forums/fep-(far-east-packs-1-2-merge)/fep-april-2019-update/), because there are some bug fixes and changes to FEP+ (Steam Version).
Maybe you can add ideas from there, such as adding weapon additional requirement for Kensei (Polearm) & replacing the female Kensei weapon starter from Boken to Polearm.
Add additional weapon requirements to the Grand Master (Great Hammer & Polearm), and slight adjustments to animation skills that cannot or look strange when using skills with Hammer & Polearm weapons.
And there are still many other adjustments for the class. ;)
Title: Re: FEP+
Post by: Sch123 on January 07, 2020, 09:59:25 pm