on 16 Jan, 2020 16:29 in Textures & Graphics
on 11 Nov, 2019 07:01 in Modding Questions
- Then the las part would be to create the actual items in the unit editor. Here you can find a basic tutorial for item creation but applied to a weapon: http://torchmodders.com/wiki/doku.php?id=cloning_an_item_editing_its_texture
on 13 Oct, 2019 14:39 in Modding Questions
on 15 Sep, 2019 08:11 in Modding Discussions
on 11 Sep, 2019 09:35 in Modding Discussions
on 09 Aug, 2019 09:31 in Vkoslak's Playground
on 16 Jul, 2019 15:04 in Modding Questions
on 15 Jul, 2019 18:16 in Modding Questions
on 26 Apr, 2019 08:13 in Mod Showcase
on 14 Apr, 2019 18:16 in TL1CP 2019 Baseline
on 09 Apr, 2019 08:25 in TL1CP 2019 Baseline
on 06 Apr, 2019 12:04 in TL1CP 2019 Baseline
i actually want to finish all the alch skills in the minion/pet tree and give blighted effects to all the spells in the 1st tree, also give some juicy particles for the ones i haven't yet touched.Yo' @TwinkleToes our particle master, well you're just the guy we need then. You can work your way on the Alchemist if you want, Phanjam is working on the Destroyer, so I will continue my clean up and bug squash primarly on the Vanquisher. I think we are all set up now
on 05 Apr, 2019 09:03 in TL1CP 2019 Baseline
and i think i can do some of the Destro skill re-works.Did you have specific things to change already per-skill @Anarch16sync ? Maybe I can start some of them already...Well, for Slash attack the first thing would be to change the mana cost graph from normal to spammable_to_normal. Then I would like to propouse a change to the tier 1 bonus to have a better interacction with the tier 2 and 3. Instead of the bleed DoT, change it to a trigger on death effect. For example, 5 seconds trigger to cast a blood splash on death that 100% blind foes for 2 sec or something like that. And last ajust the % for Tier 2 to 50% HP and tier 3 to 25% HP. The tier 2 ajustment is to have it be more useful and see it trigger more, with 7% right now it mostly doesn't matter that you do 2x damage since most enemies would die anyway at that HP%. And the Tier 3 is to make the investment reward be worthwhile, since you would be getting it around level 94 when the game is mostly a one-shot fest.For shadow armor I was planning on bringing it more it's original state in TL1, so give it a dynamic effect: %block chance bonus if you have a shield equipped and a %dodge chance bonus when you don't have a shield equipped, and change the knockback resistance on tier 2 and 3 to a slow resistance, so then you have slow and inmobilice, instead of knockback and inmobilize.And for the auras just lower the reversed mana cost, as they are right know if you use an aura you pretty much can't use any other skill more than once.What do you think of this ideas?
on 05 Apr, 2019 04:38 in TL1CP 2019 Baseline
, personally I'm priorizing the clean up of the mod files, is not fancy and boring grunt work with no real impact on the mod users, but keeping everything under the hood clean and organiced makes it easier to come back to work on the mod or find bugs. That's why when I got bored of that I would do some of the other stuff like icons or animations.What do you thing of the icon edits?
on 04 Apr, 2019 12:04 in TL1CP 2019 Baseline
- Make new animations for some skills, we have a bunch of skill using generic animations like special_absorb or the vanquisher using Howl for the stance skills and the like. And some new select screen animations.Specific plans:- Balance the Destroyer. It seems the destroyer has mana issues, with skills consuming to much mana for a class that is not really "Focus" oriented since its more of the warrior archetype.Some ideas I had planned for this: Rebalance slash attack, shadow armor and both auras. I will give more details about my ideas for this later.- Add some more particles to skills: the Destroyer's ancestral reach need a particle that fires when its cast that gives some idea of it's range. (like a hand or ghost that advance and expands in the damage shape cone even if nothing is in range). The alchemist emberphase also needs some extra particle that marks the damage area when you teleport (just a green circle on the floor or something like that.) Also there seems to be a broken particle effect on the vanquisher's shock trap that I haven't looked into.