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Thank you for giving your time for the mod so we are able to have fun <3
Thankfully I still have all the updates fairly described for me to make up for the lost time. Certainly will be getting to this version in fairly average time, I believe.
I'm happy to know that you guys liked the mod. If you see any unintended functions, please, let me know. Since I'm not actually playing a lot these days, it's a little bit hard to cover up the issues. I'm not a specialist at modding, but I will try my best to solve.
Best regards
The Tough, which can use a stomp that causes knockback and damage in a large area.
The Mage, which can summon 4 lesser skeletons: a warrior, a tanker, a mage, sharpshooter
The Beserker, which can use an area damaging skill around him, continuously damaging enemies that are close to him.
Hmm. The Idea of making it a choice was what I was thinking, too. I have no problem myself in cointaining on not summoning them all, but,as You mention, there is more than a single taste. A "switch" might serve very well indeed. This will require a considerable amount of time, I think, so I will push it a little more, though.
So It is decided. I appreciate very much your consideration on such a full answering regarding the topic. Thank You! :)
My question is whether this is intended to be a fun class or a balanced one? The answer will determine which option is best. Personally I enjoy having access to all the Summons then I can simply not invest in too many powerful ones if the game becomes too easy.
There is Something that is bothering me since the last time i was active. I've developed a feature that makes impossible to summon other summons that has the same space on the panel (ex: if you use Summon Fiend, you will not be able to use -- ever -- the King Tar Gel nor Warmakers), but I did not put it on the patches. Your intention is to summon them all or do you feel necessity to limit the summons to one per tier?
Please, leave your feedback about this when possible.
(although i've long fixed it) ----> The issue of boss possessing was solved for good. It happened because the wisps' possession was reducing the target's charm resistance. And since i didn't want to incur the chance of getting this to happen anyways, I've simply removed that; now it cannot charm bosses nor champion monsters.
Update Scource:
(10/31/18, 17:22PM, version 111) - update: fixed a reported uninteded effect: possessing spirits no longer can possess enemy bosses (nor champions).
Next going up will probabbly have something to do with the particle on this skill and venom spray (wich are the same).
The mod is being rebuilt, since i've lost most of it's progress due to a mistake. Although, the mod is in a shape that is quite equal to the previous state.
Later i will be updating in some of the changes, the biggest is that all the skills have been put to 12 levels with bonus to each levels, of course.
The name has been changed during the course of the rebuilding.
But, still, that is quite weird. Wich boss was that? After all, champions, bosses and some other monsters have something called "champion resists" or "boss resists" wich, in case, prevents them from being charmed. Even though, I've added a feature that makes them ignore boss-like monsters (can be identified by it's golden health bar).
I'm pleased to have learned more.
I will give it a look. Thanks.
There must be really an incompatibility indeed. After all, i have a folder(s) and archives called "summoner" in my mod directory...
I think its having two classes with the same name. So, i have subscribed to your class, but cant play it till the name gets changed so the mod launcher can recognize there are two mods there not just one. Lol.
Other odd thing, im playing tl2-e which also has custom classes. If i put your class mod above it, one of its custom classes disappears. Strange.
Thank you! ;)
Call the mod “The Brute Squad”, or “Creature Feature”, “Beast Master” “Hordemonger”, “Minion Master”, “Monster Malitia”<—-prob not spelled right.
Anyway, feel free to use any idea i gave you, if you like. Plus, im not trying to force anything on you. Its your work, you should be proud! 😀 just suggestions and ideas for you👍
Thank you for so much enlightening my path here. ^^
On the Steam Workshop here there is an option on the right side of the screen to change the name of the mod here on this page and add images:
"Edit title & description"
"Add/edit images & videos"
By the way, the title isn't showing up like "summoner2.0" ?
Hey, what base class did you use for the class mod? In the pic it looks like embermage? I subscribed to this class but its not showing up. Wondering if its because i also have the other summoner class loaded as well and its 2 files with the same name. I dont have a lot of time to test for a couple more days.
Again, I thank you all for your feedbacks and all !
Looking at it, if the class summons monsters and/or beast animals name it the zookeeper. Or since it uses them to fight for you call it the field commander. Or cavelry commander. (Mayby not right spelling). Or just mob squad master. Idk. Something like that?