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Author Topic: FEP+  (Read 63812 times)

0 Members and 12 Guests are viewing this topic.

Re: FEP+
« Reply #225 on: »
Hi @Viz

Can you fix the animation of the Skill Blizzard from the Ninja class, because the animation disappears. It shouldn't be like that. :)

Re: FEP+
« Reply #226 on: »
It's a weather type animation. If you disable show weather effects in settings, the animation would not appear.

Re: FEP+
« Reply #227 on: »
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? :)


Re: FEP+
« Reply #228 on: »
Hi @Viz

Can you add:
 
- 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:

Spoiler (hover to show)

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
« Last Edit: October 12, 2018, 10:49:41 am by Sch123 »

Re: FEP+
« Reply #229 on: »
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.

Re: FEP+
« Reply #230 on: »
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. :)

Re: FEP+
« Reply #231 on: »
Hi @Viz

Ninja

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. ;)
« Last Edit: October 14, 2018, 12:00:07 am by Sch123 »

Re: FEP+
« Reply #232 on: »
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.

Re: FEP+
« Reply #233 on: »
Hi @Viz

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
« Last Edit: October 15, 2018, 07:40:20 am by Sch123 »

Re: FEP+
« Reply #234 on: »
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. ;)

Re: FEP+
« Reply #235 on: »
Hi @Epoch, @Viz, @Kva3imoda

Backpack

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. ;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

« Last Edit: October 15, 2018, 01:09:17 pm by Sch123 »

Re: FEP+
« Reply #236 on: »
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.

Re: FEP+
« Reply #237 on: »
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. :)

Re: FEP+
« Reply #238 on: »
Yes I've sent the files to him

Re: FEP+
« Reply #239 on: »
Thank you so much @Viz. ;)

 

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