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Author Topic: Skills on weapons  (Read 16517 times)

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Re: Skills on weapons
« Reply #60 on: »
@F430 : Thanks! I'll look forward to them.  :)
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Skills on weapons
« Reply #61 on: »
@steffire3 they're out now.

Main mod:

Standalone pack:

Re: Skills on weapons
« Reply #62 on: »
Hi @F430

I like the Rail Driver weapon you made, but there is something that needs to be fixed in shooting accuracy. Sometimes when you shoot an enemy, the enemy isn't hit. And it also seems very difficult to shoot objects such as Barricades, Fire Stoves, Statues, etc.
« Last Edit: August 27, 2018, 03:59:32 pm by Sch123 »

Re: Skills on weapons
« Reply #63 on: »
@Sch123 I know, I could only do so much before giving up on trying to fix all of the issues.
I'm just about sure majority of them are dealt with by adding homing capabilities and increasing missile speed.
Then again the "missile" isn't even a missile as such, it's an invisible projectile that travels at 360m/s with some particle system attached to it.
It would seem the game really doesn't like terrain elevation differences, and it might be impossible to address that. Same for hitboxes being dependent on animations, at least I think they might be, since there is no rhyme or reason for the weapon to randomly miss a target one time and hit it perfectly the other.

Now, the "logical" step would be to increase missile collision radius, but that would mean it starts hitting more things than it should.
If I slow it down, it will hit stop acting like a hitscan weapon and there will be noticeable flow-breaking delay between firing and hitting an enemy.
On top of that, if I slow it down and leave homing speed as it is, it won't travel in a straight line and become even more overpowered than intended.

I know it's not perfect, it's very far from perfect. As much as I hate this, it's a case of win some, lose some - you have a sniper with stupidly long range and high damage, chances to proc debuffs, mechanics that allow it to fire through multiple targets, obstacles and world geometry. On the other hand, it can rarely miss some targets, it ignores enemies behind barricades until the latter are destroyed. I'm starting to think that might be a script thing because those appear to be props attached to enemies that are protected by them, similar to bandits with shields, except they're part of world spawns rather than special items.

Long story short: it's an experimental "proof of concept" that I very much have a love-hate relationship with. If you're disappointed by it, I can only apologise. My modding abilities allowed me to get it right only so much before there was nothing more that could be addressed :\

____________________________________________
Edit: just did a quick purge and recompile, also pushed an update on the offchance it may fix potential issues due to GUTS not liking date mismatch on DAT vs BINDAT files.
Also had another go at Echo Pass with the railgun. Out of every single enemy there, only one failed to get hit on the first go, they did however go down on 2nd attempt. All other enemies died in one hit with no retries.
As for barricades, I reckon it's possible to bypass them and shoot enemies directly by using "hold position" key and aiming about a metre ahead of them. In theory, this should make the missile ignore said barricade and hit the enemy behind it. At least it worked 3 out of 3 times I've tried it on the bears with spears.
« Last Edit: August 27, 2018, 05:43:49 pm by F430 »

Re: Skills on weapons
« Reply #64 on: »
I have another idea ;):

This weapon idea from the Black Clover anime, the 1H Sword weapon used by Asta.
  • Demon-Slayer Sword: 100% Silence enemy, 100% Interrupt enemy & Reflect Magic attacks.
  • Demon-Dweller Sword: 100% Silence enemy, Absorb enemy MP & 50% Chance to cast Bizarre Effect random magic on strike (Like skill Embermage "Weapon Chaos").
  • Licht Sword: 100% Silence enemy, Absorb enemy MP & Remove the negative effects of spells buff (player cannot get a negative buff).
« Last Edit: August 28, 2018, 02:42:27 pm by Sch123 »

Re: Skills on weapons
« Reply #65 on: »
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Skills on weapons
« Reply #66 on: »
@Sch123 I'll think about it. Work should pick up again soon, so I won't have too much time to reverse unfamiliar mods for special effects. I might give it a go at some point, however.

@steffire3 curiousity got the best of me and I had another go at trying to get poison cloud to work on getting hit.
Honestly, I feel dumb now, because it was a matter of using effect name CHAMPIONGAS, setting it to passive with x% chance to happen.
That's it, that's all that was needed to make it work. No need for converting it into a standalone skill [because it already is a standalone skill...] or other shenanigans, just call the effect in an affix and job done.

I'd like to know if you're interested in having it re-implemented and used over the fallback ability, because based on my testing, the spore is a rather underwhelming thing overall.
On top of that, the poison cloud skill itself scales with user, making the whole weapon viable late-game as decent crowd control, since it also works with the whole idea of CQC.

Lastly, since single-level skills can be utilitarian, defensive, or offensive, this could open up possibilities for a whole new range of existing skills being re-used as weapon procs.
One can finally fight fire with fire.
I'm sure this premise has already been visited but it's new and interesting to me.
« Last Edit: August 30, 2018, 01:09:29 am by F430 »

Re: Skills on weapons
« Reply #67 on: »
@F430 : I absolutely enjoy this possibility with the crowd efficient Poison Cloud for CQC Poison Pistols (yes, please replace Poison Spore) and making Skills enact from Weapons to make late game viable options... this is something I've seen Grim Dawn do and I've wanted TL2 to have something similar through modded means...

Grim Dawn also allows Affixes that give an extra Skill Point to all Skills and TL2 has this same feature more restricted in the form of Shrines.

= = =

@Goblin informed me from Discord that he is requesting if you could make CQC Shotguns that are very slow and have extreme Knockback?
« Last Edit: August 30, 2018, 08:44:35 pm by steffire3 »
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Skills on weapons
« Reply #68 on: »
@steffire3 saw his thread/post on the CQC page and replied just now, I should be able to do it, but it might need some brainstorming to make the guns genuinely useful rather than releasing a mod based solely on a novel idea.

As for the poison cloud, it's a very easy fix. Simple matter of replacing the effect name and leaving everything else as is.
Initially I was worried that I'd get killed by the cloud but fortunately the game seems to use basic logic that a skill caster automatically becomes its owner, and the skill uses a target alignment string to make sure only specific things get hit blah blah blah, I was hoping it would be fixable, as the poison pistols were kind of useless, but the cloud can make them quite useful again.
I'll patch the mod shortly. Stay tuned.

Re: Skills on weapons
« Reply #69 on: »
Paging @steffire3 !
As a little experiment, I made a booster potion that will temporarily improve charge gain and lessen its decay rate. It works fine, spawns as a generic potion drop, there are no issues with it.
Except for one - how do I make it at least a bit lore-friendly?
Initially the idea came from HEV suit batteries from Half Life games, and I wanted to use the suit battery render as the potion icon, but for now I'm using the glowing power source icon, as well as a custom sound, but more on that later.
The item itself is called "Suit Battery" and item card reads that it was reverse engineered from a Dwarven Automaton.
That's all fine and dandy, since they're placeholders for now, but I'm sure there is something more suitable as far as names and descriptions go, which is where your knowledge may come in handy, I believe.

Re: Skills on weapons
« Reply #70 on: »
@F430 By all means! Wars inside the realm of Vilderan (Torchlight's Continent) are usually fought for control of rechargeable Embers, Crystals and Works like the Clockwork Core and the Automatons.

Ezrohir are always on Life Support desperately seeking ways to acquire fresh power sources from their neighbors now enemies from the Zeryphi and even the Estherian regions including the land of the dark arts in Grunnheim which also connects the zombified Dwarves and almost extinct Dragons to this theme equally.

And of course our very own Embermage and Engineer are Imperials from Red Haven which runs the Ember Transportation service and runs on such resource and it's bartering rights towards mining it in these very lands.

The Berserker and Outlander are the most untraceable of our vanilla Classes however it appears that Zerks roam the northern regions and Outlanders may be wayfarers from much warmer regions just based on their preferred styles of clothing and lore and yes they need power sources to empower themselves in a more uniquely tribal and independent way in contrast towards the other factions.

= = =

Spoiler (hover to show)


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It's possible the Nine Kingdoms (Asian Theme, Armor and Culture) may be located in the southern Continent however it's only my theory based on everyone else's observation.

Tarroch is the founder of Outlanders (possible Zeryphi, Nine Kingdoms and Grunnheim influence being travelers).
Mondon is the founder of the Imperials.
Valgang is the founder of the Berserkers.

http://forums.runicgames.com/discussion/49510/berserker-lore
Berserkers are the most ferocious fighters of the Valgang tribes of the icy north. Driven by a hunger for fame and glory, they head south, seeking adventure. Berserkers draw power from their totem animals: Vur, the Wolf; Dralk, the Dragon; and Krax, the Raven.

http://torchlight.wikia.com/wiki/Berserker
The Berserker was originally intended to use skills themed around three animal spirits. The class description on the official website names three totem animals: Vur, the Wolf; Dralk, the Dragon; and Krax, the Raven.[1] During development, the class was altered to center exclusively around wolf-themed skills.

Safe to guess that Grunnheim where Ravens, Dragons and Wolves are found may be near where Zerks originate probably to the north.

= = =

Mind Note: Trill Bot confirms in game that "Veras" is either the name of the continent where Red Haven is located (descended from Mondon's Empire) or is the name of the World itself.

Fun Fact: The next game Frontiers either takes place before or after the events of TL1 and 2. Either way we will see how Red Haven (proven by the Engineer speaking in the trailer) got so much influence and mercenaries to get more resource and outperform enemy cultures outside their forts.
« Last Edit: September 23, 2018, 05:04:43 pm by steffire3 »
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Skills on weapons
« Reply #71 on: »
@steffire3 while I do appreciate it, it's not exactly what I was referring to.
I simply need some lore-friendly ideas on item names and descriptions.
Ember is a neat way to make everything seemingly odd fit in the game but it's way overused, in my opinion.
Hence the question, and again, deferring to you on this - what sort of name/description should I give the potion?

Do keep in mind, it's only a potion because of how those work [class-neutral boosts over specific time], and it's an easy way to make them compatible with any other mods, since they won't affect spawnclasses or require new unittypes.
With that said, there is some flow break to it, because you can't really drink automaton fuel, as amusing as that may sound.
At the same time, I won't need a 3 paragraph item description that makes logical sense in a world where touching magical minerals gives you superpowers.
« Last Edit: September 25, 2018, 04:52:26 am by F430 »

Re: Skills on weapons
« Reply #72 on: »
Neither lore-friendly or -unfriendly, but how about just Adrenaline?

Somewhat physiologically accurate as well :D


Re: Skills on weapons
« Reply #73 on: »
Shhhh, adrenaline is reserved for a completely different idea :v
Well, not completely different.
You pop one of those bad boys and it fills your charge bar. Now I just need to find a way to make it last 30 seconds even though it does one thing on use and then absolutely nothing. Emulation of cooldown for sake of balancing and all that jazz.
Do you think using an effect "NONE" with 30 sec duration could solve this?

Re: Skills on weapons
« Reply #74 on: »
I would think (sorry cant check like right right now :D ) it would need a 2 affix set up. First to jackup the charge, the second to drop it to zero and kicks in at a predefined interval.

I think the zerker's "berserk" charge effect is setup that way. May be worth checking to see if u can rev-engineer it


 

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