Torchlight II

Torchlight II

warchief class (v.273)
42 Comments
doudley 25 Apr, 2017 @ 6:42pm 
On behalf of my fellow modder, Viz [torchmodders.com]

I asked kindly for your attention and to inform you that your brilliant mod have been included in a class mod compilation entitled Variant .

If you have objection or any opinion on the matter, we will take it with great respect and we will abide to your wishes.

Thank you and best regards!
Varian 5 Jul, 2016 @ 8:04am 
spectacular !!!
*Yuki* 18 May, 2016 @ 9:12am 
is it avalaible outside of steam aswell as original?
devondill 30 Sep, 2015 @ 5:51pm 
what happen to tempest skill? i have the addition classes mod and is tempest skill isnt there it got replaced with something. was this an intentional replacement?
roberto tomás  [author] 5 Jun, 2015 @ 1:35pm 
@GulyFMG — not entirely, as I said in the description there are still some things I think need to be worked out. pretty close though
GulyFMG 1 Jun, 2015 @ 6:49pm 
Hey RT, in your opinion is the class finished?
roberto tomás  [author] 29 May, 2015 @ 10:38am 
@Decimus - I havent played in some time .. but I can assure you that I was actively playtesting this a while back.. it definitely loads (unless there was a very late update to the base game that I am unaware of)
Decimus 27 Apr, 2015 @ 11:28pm 
When trying to load torchlight with even only the warchief mod active, I get a error every single time. Says error in decompressing file dash.wav, and shuts it down. It's weird because I have a lvl 100 warchief and have played over 70 hours without trouble, and just recently it's not working. I'd love a hand in this!
Darkthan9800 25 Sep, 2014 @ 6:30pm 
@roberto tomás, thank you, and I will!
roberto tomás  [author] 25 Sep, 2014 @ 5:53pm 
Darkthan9800 — the class isn't mine originally, and any alreations that I did to it (there were a couple of animations) are fine to use as a base, as long as you change it and make it your own. :)
Darkthan9800 23 Sep, 2014 @ 4:11pm 
@roberto tomás, I was wondering if I could use some of your particles for my Blackguard class in my mod Darkthan's Classes, he is a tribal/evil looking melee fighter that could use some new graphics.

I was also wondering if I could use your Tempest ability as a template for my Blackguard's Whirlwind ability, I've played with it a ton and I just couldn't get the same effect.

If you don't want me to use them that's fine as well.
Khalanos 16 May, 2014 @ 11:33am 
I have serious problem with several spells.

-Abysal spikes does NOT scales with strength
-There is no animation for massive swing

And i agree with Lynx about Sanctuary, it requires a serious buff =)
roberto tomás  [author] 4 Apr, 2014 @ 6:17am 
hey linkx — I'd like to invite you to post comments like that in the balance and discussion thread
Linkxwolf (name too long to fi 4 Apr, 2014 @ 5:23am 
Stone Sanctuary could probably use a buff; it does so little damage that when I got it it didn't deal enough damage to break through enemy armor, even for the weaker mobs in act 2. It should be a little stronger, or do something else like slow or shred armor instead to maintain the offensive/defensive buff aspect it has going. Currently I use it strictly defensively because it literally doesn't deal any damage. This may have changed now in act 3 now that I have higher levels and investment, but I haven't checked yet.
ТоннаСнега 30 Mar, 2014 @ 12:54pm 
Попробую, а так мне понравился класс Елементал дэнсер
roberto tomás  [author] 29 Mar, 2014 @ 9:40am 
это благочестиво хлеб.
Evgen 25 Mar, 2014 @ 10:30pm 
Мне кажется вполне.
Mercurial 25 Mar, 2014 @ 1:44am 
Отстой
Lozzle 23 Mar, 2014 @ 5:29pm 
So it's a Berserker?
Paralhama 23 Mar, 2014 @ 1:59pm 
já consegui mas vlw msm assim ^^
roberto tomás  [author] 23 Mar, 2014 @ 1:35pm 
Subscrever
Paralhama 23 Mar, 2014 @ 11:48am 
como baixa ? '-'
Lucas 22 Mar, 2014 @ 3:31am 
very nice...thanks
roberto tomás  [author] 19 Mar, 2014 @ 5:16am 
Minesweeper please continue this conversation with me at this discussion thread:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/237738749/540736587309627207/

I've moved it there because it is better than posting all this to the main comments section.

I've looked at the animation sections and posted a reply there.
Minesweeper 19 Mar, 2014 @ 2:01am 
If you are looking for the particle itself (the .layout file), it's inside the PARTICLES/WARCHIEF folder. If you are looking on how the particle is connected with the animation, look for the corresponding animation inside the hum_f.dat and hum_m.dat files. It's name sounds like "Character Selection Menu" something.

The reason that the particle is connected with the animation is because I put in an ATTACHPARTICLE string in the animation string.

Also, since you are essentially working on with the class, you can improve Ensnare or replace it with something else. It works a bit clunky because a negative knockback effect only works small mobs and the pull effect, well, it doesn't actually pull enemies toward the detonation point but rather towards you. So if you can successfully make the skill pull enemies toward the target location or create a replacement that still fits the Tribal tree, that would be awesome :)
roberto tomás  [author] 18 Mar, 2014 @ 6:44pm 
Minesweeper, that sounds like the animations are in the class' hum_m and hum_f dat files. But where does the flame particle effect come in? I tried looking for that in the code and didnt see it
Minesweeper 18 Mar, 2014 @ 6:36pm 
So the male animation is a clone of the idle dual-wielding animation of the male version while the female corresponds to the female one. I know that .skeleton files can be interchanged between genders since animations are usable to both genders (which is the case in what I did to Tempest) but I just did this to be sure. So while the animations are virtually identical to their idle counterparts, the only thing I added is attach a particle effect (the orange aura) so hypothetically, there should be no problem that will arise.
Minesweeper 18 Mar, 2014 @ 6:36pm 
@roberto tomas:

Ok, so I would like to point out some things on the character selection animation. When I'm dealing with animations of classes, I usually do them manually (opening the .dat in notepad and editing it from there) rather than going through them in GUTS. I have made a separate .skeleton file for that animation which is just a clone of one of the idle animations that uses dual wielding. Of course, I edited it using an xml converter to change it's file name, which is different from simply renaming the file.
beanfritter 18 Mar, 2014 @ 10:12am 
Valve doesn't need to FUCKING ADD IT
DO IT YOUR FUCKING SELF
Electronicum 18 Mar, 2014 @ 4:18am 
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DmG 18 Mar, 2014 @ 1:15am 
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Chewtoy 17 Mar, 2014 @ 5:52am 
Made a Video about this CLASS, reminds me of BARB spin 2 win in Diablo, anyways if you would like to add this video here, feel free. https://www.youtube.com/watch?v=hKSKW89H_tM
Anoka 16 Mar, 2014 @ 1:48pm 
Oh and sorry for posting so much DX (there are things that I keep forgetting to add), but dang I got all excited thinking that you would do a full artwork for the skills haha. Not that I mind that you aren't, because I know how long it takes to do that (I didn't even do the ones for mine lol). Anyways, thanks again for this, and I really hope someone out there could find some precious time to draw some sweet icons for the Warchief.
Anoka 16 Mar, 2014 @ 1:41pm 
You can remove/reassign/delete the animation there, or even override it in the class editor under one of the tabs. You would have to know the name of the anim, but its likely that he overrided a starting one.... hmm or maybe he didnt and thats why its bugged... oh shucks I'll let you figure that out, I hate opening GUTS lol! Anyways man cheers to you and minesweeper, for this. I think I already told Minesweeper, but I really feel that this class could have been an official 5th Runic vanilla class. Not that other mod classes aren't awesome and fun (dreadpirate is one of my other favorites), but warchief flowed so well that it really was like an expansion character that Runic had never put out haha.
Anoka 16 Mar, 2014 @ 1:33pm 
Such a speedy reply lol, thanks man. Oh also, with regards to the character select animation, I'll have to agree that in-game it can be a bit touchy. For my Destroyer, which I had to import all animations for, he originally would show up just like the glitched Warchief, where he would stand as if holding no weapons. In terms of how to tell the game what animation to use, I have a couple ideas, but its likey too long for just a comment haha. Anyways man, if your not sure where to get started, you can look at all of the animations by clicking the magnifying glass in the class edit thingy in guts, and there should be a tiny blue and red toolbox in the top lefthand corner when you click on the model in the viewing window.
gytfunke 16 Mar, 2014 @ 1:07pm 
Hey RT, I noticed this morning that the cast particle and the swing animation for Massive Swing are a bit disjointed. It looks like the cast particle is on an EVENT_START whereas it might look a bit better on an EVENT_TRIGGER.
roberto tomás  [author] 16 Mar, 2014 @ 7:11am 
Hey Anoka. I do not. I am looking at some of the particle effects (avalanche has 2 different things I am thinking to do, both visual), and changing the character select screen animation if I can. That'll likely finish it for me, but if others want to make suggestions, I would definitely look into implementing them.
Anoka 15 Mar, 2014 @ 11:29pm 
Whoa, thats crazy, I literally just replied to your post on MY mod, haha. Anyways man, Minesweeper did some beautiful work, so I'm excited that someone has picked it up to add some art to the skills. My question is, do you plan to do full art for all of his skills?
roberto tomás  [author] 15 Mar, 2014 @ 6:22am 
hi Minesweeper, glad to hear from you! I did try to inform you. I posted on the official forum, in your thread (titled version 1.5), about three weeks ago I think. Since then I have had people contact me asking me to make it public — I kept it private until just recently. I appreciate that I should have contacted you, but like i said, I did try.

Thank you about the details on the animation, and for your blessing to continue working on the class. :)
Minesweeper 15 Mar, 2014 @ 1:39am 
For the male animation on the character selection, it's a bug that I don't know the cause (been debugging it for weeks back then). It's probably in the system since I did the same for both male and female versions. A workaround is to select the male version, switch to the female version and upon going back to the male version, it should be fine but it's not a real fix.

If you're going to pursue in working with the class, it's fine by me. I made it for the community so knowing that someone wishes to continue it is an honor in my part. If possible, just maintain the "core" of the class (barbaric, fiery, wild) and we're good :)
Minesweeper 15 Mar, 2014 @ 1:39am 
Okay, so I'm Minesweeper, the creator of the Warchief class originally posted in RGF. I've stopped modding last December but I'm still lurking around the mods and suddenly, I've just stumbled upon this one. Now, I don't know if gulyfmg (a user from Runic Games Forums) has contacted you to continue the class. Anyways, I appreciate that you made custom icons since I have no experience in making those but you SHOULD have informed me, nothing more.

It's the first class that I made so it was sort of a learning ground for me so bugs and other issues are apparent. Things are working fine in my GUTS but when published, it creates problems to other users so I don't know what's causing it. Even Tribal Justice and Debilitating Fervor are working fine in my system. I couldn't blame you because publishing this on Steam would give Steam players access to it.
DejaVu 14 Mar, 2014 @ 1:56pm 
roberto