Thanks! Although it seems like a strange luck to snap out the issue at first try
I was really hoping for a feed back about multi-player, because my fix with that was based on my experience with BiA:Warbounds....and, pet and player are two different cases...
About WoW Paladin.. idk lol. I'm lacking imaginations and knowledge to create a new skills, so I mostly going to tweak skill %, make them to have 15 max level and add tier bonuses.
That class looks very promising to not be included in your mod pack, I hope you'll be able to complete it. If steffire3 gets back from his absence, maybe he can help you out (i.e. if his a fan of WoW game ).
Also, it would be nice if there's more people to give their feedback. Or even rate the mod to show their appreciation for our work.
I'll ask about more feedback, I too want a bit of interaction with the subscribers. Also, Variant's current standing is strong. It is already on page 8 of the most subscribed mods list
Torchlight II Your Torchlight II Transmutation Station Here you can find mods that allow nearly unlimited customization of Torchlight II. Use the GUTS Editor to change almost any aspect of the game...
steamcommunity.com
It is almost at par with Haxley's Naruto Ninja Class mod and Path of Torchlight mod!
Ember Blade tested in world and 1st town, abilities working as described. Needs more charge generators and battle focus seems to be the only thing generating charge that isn't a passive proc on... spending charge
Assassin tested. Again works as described, passives that I could get to proc or check all working as described. kind of a weird class but then again 1st run with it so probably just me not having a clue about rotation or stats.
Blade Dancer tested. Abilities proccing and working as described, passives applying properly. Seems like it could be a bit OP, not sure if you're planning edits but some of the tooltips could probably do with some TLC for grammar and clarity.
I'll do a quick test on another 3 tomorrow, and as said in Discord if you need a hand with bouncing ideas about for the Paladin gimme a shout as I'm an ex WOW raid leader who mained Paladin, Bear and Rogue from vanilla onwards till I got bored again in Warlords of Farmville ( and has played everything else at some point up to low level raiding stages including kung fu pandas ).
Darklite - Seems to be working properly, not sure about the balance on it as the summons seem to permanent. Also are the various abilities like Malevolence meant to hurt the user?
Dark Noxmer - Testable abilities tested in world and on dummy. All statics showing right, atk speed buff visible, damage skills working and scaling with abilities and weapon changes.
Tenebris - testables tested in world and dummy. Passives and statics working, procs working, couple of things no way to see if working or not.
Dragoon - tested in world and dummy. all statics and passives tested, combo timing checked, maybe just me not used to lvl 100 but some abilities seem quite high damage.
Dread Pirate - Tested in World and Dummy. Statics and passives applying fine including weapon reqs, bosun summon checked and tier conditions working right, not sure about balance but the class seems fun.
Right, gonna keep going with my Elite Cannon/Summons build and see if it handles solidly past act 1.
Hey @Viz can i suggest that u keep a list of work still needing to be done (example: fix skill A not applying affixes properly, etc.) roughly in order of importance.
You know how it is here - no one has a lot of time, so if they would like to help it would be good to see what can be done within the time that someone can commit.
Im willing to do what i can and a list would help me for sure
1) Monk's passive, Solar Wind is not proccing anything. It doesn't seem to work at all. Looking at the .dat files, the code looks fine, and I've tried changing its GUID but to no avail. Seems like there's some confusion regarding how this skill works. My bad.
2) Figure out a bunch of missing tags in various files in media/units/monsters..
Hi @Viz about the missing tags, i know u get those when u unpak a mod but i always thought those units will show up properly once u re-pak their unit .DATs into a new mod. What kind of problems are u currently getting thats caused by those missing tags?
Hi PJ, tbh I'm just concerned if the missing tags in those .dat files might related to a skill or something. (maybe like a summon skill?) But doudley did told me that they aren't exactly problematic.. so maybe I could just ignore them entirely?
and that's pretty much the remaining missing tags iirc.
There's also some compatibility issues going on with Red Mages and Theolentist on Mac OS ; Red Mages kept on crashing the game right at character creation and Theolentist's crashing when using specific skills. doudley have tried changing/re-encode their textures files (skill icons, UI) and cleaning up the sound banks but nothing worked so far.
Hi viz. I think its true u can ignore the missing tags if u will recompile anyway. But i'll dbl-check each unit in GUTS to make sure its available to the game. For the Mac issues im afraid i cant help with that since im on Win10 If u observe anymore problems go ahead and list them here
@Viz Most impressive! I can barely keep up with all these updates!
Not to be confused with Darkthan's incompatible 1st Class Pack yet-
-I assume Darkthan's 2nd Class Pack of 3 classes is also off the table? It includes Occultist (Secretly a Necromancer), Shaman (Shape Shift Elementalist) and a Rogue (Mercenary Shadow Hybrid).
He promised to make them as unique and original as possible and I'm glad to say he didn't make yet another common Monk class...
However feel free to reject this idea... you have done more than enough already!
Hmm. The last time I tested the mod its still using skills from other custom classes. iirc the Occultist is using skills from Salan's Necro and Twink's Plaguelord, which can causes conflict if it were to be merged with Variant.
Maybe it has changed with some recent update? Idk. I'll test it again when I have a free time.
EDIT : Yup, still uses similar skills. Many skill GUIDs are not changed. ¯\_(ツ)_/¯
Hmm. The last time I tested the mod its still using skills from other custom classes. iirc the Occultist is using skills from Salan's Necro and Twink's Plaguelord, which can causes conflict if it were to be merged with Variant.
Maybe it has changed with some recent update? Idk. I'll test it again when I have a free time.
EDIT : Yup, still uses similar skills. Many skill GUIDs are not changed. ¯\_(ツ)_/¯