Torchlight II

Torchlight II

79 ratings
Added Skills for Engineers
   
Award
Favorite
Favorited
Unfavorite
Tags: Classes, Skills
File Size
Posted
Updated
382.772 KB
6 Jun, 2013 @ 8:40am
17 May, 2017 @ 6:36pm
7 Change Notes ( view )

Subscribe to download
Added Skills for Engineers

Description
Skills added: Artillery (Mortar Bot), Blast Hammer, Engulfing Flame Bot, Shield Shock (Electrified Shield), Sticky Bombs and Vortex Time Bomb. Completes each skill tree of the Engineer!

These skills are based from the hidden unused files in the game data, some are reimagined, balanced, and fixed.

BLAST HAMMER
You deliver a powerful overhand swing that digs within the ground, implanting an ember filled blast. With enough Charge built up, Blast Hammer also increases in damage and radius, at the cost of 1 Charge.

VORTEX TIME BOMB
You throw a bomb, pulling enemies within 5 meters for 3 seconds before it explodes. The Vortex Time Bomb gains more damage, the more Charge you have.
Avoid the blast radius, it can hurt you and your pet!

ENGULFING FLAME BOT
You deploy a small drone that assaults your enemies up-close with rapid short burst of burning bullets, pulling them in within firing range. Each rank increases the bot's damage potential.

SHIELD SHOCK
Route electricity from your armor through your shield, providing a chance to electrocute or paralyze enemies. Builds Charge on block.

ARTILLERY
You deploy a slow moving cannon bot that can fire 180% of your weapon's DPS for 10 times in 30 seconds.
*For the stationary version of this skill---the Bombardier. Subscribe here

STICKY BOMBS
When activated, every hit you deliver on enemies, latches a bomb that will explode seconds later. Only weapon based attacks can benefit from this skill.

*See Change Notes for other details

__________________________________________________ ______________________

For Non-Steam download:
http://www.runicgamesfansite.com/mod_downloads/classes-modified-tl2/download-334-added-skills-engineer-class-6-custom-skills.html

This mod modifies the following game data:
MEDIA\UI\MENUS\SKILLTREEOVERRIDES\SKILL_TREE_RAILMAN.LAYOUT
MEDIA\UNITS\PLAYERS\ENGINEER\HUM_ENGINEER_BASE.DAT
Popular Discussions View All (4)
8
28 Feb, 2017 @ 7:34pm
What type of unique skill would you like to see for other class' added skills mod?
doudley
4
23 Jan, 2015 @ 11:29pm
Share your favorite added engineer skill!
doudley
0
28 Feb, 2017 @ 6:22pm
PINNED: Added Skills for the Original Classes
steffire3
134 Comments
steffire3 12 Jun, 2020 @ 10:31pm 
@ Poetic Cinema : May have to place this mod above Synergies. If that doesn't work then they aren't compatible due to how they mod the Skill Trees.
Mark-nessationatorism 8000 12 Jun, 2020 @ 9:05am 
Is this mod compatible with Synergies? I am running both synergies and this mod and the skills from this mod does not appear in the skill tree.
steffire3 17 Apr, 2020 @ 5:27pm 
@ crake : it may require a new engineer and no other mods that add skills to the engineer class.
crake 17 Apr, 2020 @ 2:43pm 
where are the skills i am at skills and i cant se them
steffire3 13 Sep, 2019 @ 11:34pm 
@ Miastra : Glad to help with advice where I can! I have some experience at least with mod load order compatibility as a Player and some of the limits which have been shared by Mod Authors.
Miastra 13 Sep, 2019 @ 11:31pm 
/doh thanks for the update @steffire3 :)
steffire3 13 Sep, 2019 @ 10:23pm 
@ Miastra : I don't have Modding experience however Doudley did inform us at the time that any mod that alters the original skill tree lay outs (which this mod does) will override other skill lay out mods unless edited in Guts which requires some knowledge.
Miastra 13 Sep, 2019 @ 5:53pm 
Not to be a pest but any idea why this doesn't work with General Passives Mod? I've checked the load order and it doesn't seem to matter. As long as this mod is in the list General Passives goes away. If you got any clues please pass them on. :)
doudley  [author] 13 Nov, 2018 @ 6:41pm 
You won't find it inside my mod because the most of the data I used were already in the game data left by the devs. What you are looking for is the AFFIX named RAILMAN_MORTORBOT_SUMMON_DURATION

Look for the SUMMON DURATION effect

and change the MIN and MAX values.
boooomstick01 12 Nov, 2018 @ 11:48pm 
Hey man, wanted to thank you for the mod. Engineer is my favorite class and I like all this extra stuff for them. I do have one question though. I, like an individual who has posted before me, was looking to make the mortar bot not have a duration and make it behave like the other bots do with a mod like "Improved Engineer Summons". I tried using the pack that was recommended to them, but it fixed everything but the mortar bot's duration. I then tried to use GUTS to try and manually do it (and maybe tweak the damage to compensate for the cooldown time not mattering, like maybe it does 100% weapon damage instead of the 180% and each rank increases the percentage till it gets to 180%, though I’m still toying around with the idea), but I haven’t even started researching that because for the life of me I cannot find how to change a minions duration. Even looked around on torchmodders and didn’t find anything (or I missed it like a dunce). What am I missing?