Heroes of Hammerwatch II

Heroes of Hammerwatch II

Captain's Ronin Class
26 Comments
Captain Vortex  [author] 15 Jul @ 4:04pm 
updated the bleed to last 6 seconds. BTW, there are not a lot of vfx for slash abilities.
Captain Vortex  [author] 15 Jul @ 4:00pm 
The subclasses have different buffs applied when a condition is met. Also bleed is applicable with multiple abilities. The timer on it is supposed to be 6s which i will fix soon (is 3s now for some reason)
Gantz 15 Jul @ 3:53pm 
Hi im currently going through your class mods and while i do quite enjoy them im finding that roning lacks a bit of cohesion in his skills, i don't see the point of having bleed as a skill choice and no way of sustaining at all. Also the subclasses feel very samey and could use different VFX and perhaps more balanced passives?
Captain Vortex  [author] 30 May @ 12:49pm 
Added the Wakizashi and Nodachi. Nodachi has Longsword model but still counts as 2h and Wakizashi has Offhand Stab.
Captain Vortex  [author] 30 May @ 10:48am 
Longbow and shortbow are 2h, only OH Crossbow is 1h
Captain Vortex  [author] 30 May @ 10:38am 
I know how to do 2h weapons, even using 1h models.
Korra Altarmore 30 May @ 3:43am 
But maybe you can check out that mod to see if there's something you can do with how that modder made the 2 handed melee weapons?

Although that doesn't help with the off hand stuff, well to be fair, only having a Wakizashi as off hand is fine, usually Katanas were wielded with two hands on the hilt, although there were times two sword were wielded at ones, which at that point making a throwing dagger model offhand with a swiping animation instead of throwing animation might do the trick.

And then just add some Tachi and Uchi and Odachis here and there some 2 handed with different right click abilities and some being one handed without the right click which can then be combined with the Wakizashi or a Bow.
Korra Altarmore 30 May @ 3:43am 
Ah yeah, I used the Windslash Katana, with on hit effects causing a lightning strike.

Cool weapon, although I prefer the focus on the single weapon as appose to wielding two weapons and using that single weapon with both hands, effectively giving you a right click skill with the weapon.

As for the off hand stuff, I think a dagger model with a swing animation can make do for a Wakizashi weapon.

I know the mod I mentioned before: Eba's Extra Equipment has two handed Spears, I'm not 100% sure if they are indeed used with both hands, I forgot.
Captain Vortex  [author] 29 May @ 10:47am 
both are effect triggers but use different triggers. The game does not like doing 2 at the same time.
Captain Vortex  [author] 29 May @ 10:46am 
Collide Modifier: Includes "Ronin Mark" Conditional

<array name="modifiers">
<array>
<dict>
<string name="class">Modifiers::TriggerEffect</string>
<string name="trigger">collide</string>
<bool name="target-self">false</bool>
<float name="chance">1</float>
<int name="timeout">500</int>

<array name="effects">
<dict>
<string name="class">Damage</string>
<string name="physical-bind">collide-dmg</string>
<bool name="shield-blockable">false</bool>
</dict>
<dict>
<array name="conditionals">
<array>
<s>buff</s><s>has tag</s><s>mark</s>
</array>
</array>
</dict>
<dict>
<string name="class">Damage</string>
<string name="physical-bind">mark-dmg</string>
</dict>

</array>
</dict>
</array>
</array>
Captain Vortex  [author] 29 May @ 10:44am 
This is what a Dash Modifier Looks Like:

<array>

<dict>
<string name="class">Modifiers::TriggerEffect</string>
<string name="trigger">dash</string>
<bool name="target-self">true</bool>
<float name="chance">1</float>
<int name="timeout">100</int>

<array name="effects">
<dict>
<string name="class">SpawnUnit</string>
<string name="unit-bind">mark-unit</string>
</dict>
</array>

</dict>
</array>
Captain Vortex  [author] 29 May @ 10:42am 
Also I don't know how to do offhand models. I can only use existing ones (such as crossbow and shield.) there is an offhand thrown knives model.
Captain Vortex  [author] 29 May @ 10:41am 
I Made A Windslash Katana, Its one handed with 30% parry. Also allows ronin to use a crossbow in OH or a shield.
Korra Altarmore 29 May @ 9:02am 
Shoot I never realized it until just now, the marking effect already has a cutting fx on it when you got those purple power up orbs that imbue the mark with damage over time or when dashing near enemies, my bad, didn't really notice until just now.
Korra Altarmore 29 May @ 8:45am 
The Wakizashi should be an off hand sword, since there are very little of those around in the mods for this game, and its right click could be something like:

> Small step forward into a swing that guarantees a parry if you hit someone with it and does minor damage as well.


And preferably, since Katanas were used both one and two handed, make the Tachi and Uchi have two versions, so people could combine it with the Wakizashi if they want to.
Korra Altarmore 29 May @ 8:45am 
Now all that is needed to finish off the Ronin is a Katana on your weapons mod.

I suggest just going with a existing 1-handed animation for swinging the sword, and just make it take up both hands in the inventory, so no off-hand, and add things like:

> Tachi (A often longer Katana)
> Uchigatana (A somewhat shorter then Tachi Katana)
> Wakizashi (A much shorter, dagger like Katana)
> Odachi/Nodachi (A huge Katana)

With 4 types of eastern inspired sword you could give the 2-handed ones (Tachi/Uchi/Nodachi)
different right click skills:

> Very short duration for guaranteed evasions, not spammable.
> A straight downward cut with a little step forward when performed, hits hard, not spammable.
> A small step into a 360 degree spin, lots of reach, not spammable.
Korra Altarmore 29 May @ 8:24am 
I do think a few tiny things could be added, like the little cuts, when you're affecting enemies near you when they're marked, whether you dash or are just nearby the enemy, if you got the purple power orb that gives you those abilities, maybe some small cuts should appear in the air where the marked target is.

And maybe for the Fire subclass, make the active ability be a orange/flaming hot blade that swings?

Cool mod!
Korra Altarmore 29 May @ 8:22am 
Having played with the class for a few hours now, reached subclasses and what not, I do think it plays very well.

When you end up quickly going through all abilities it does look like you're just cutting crazy quickly with a Katana.

There is a lack of AOE (Area of Effect) but the marking usually takes care of that.

Fun stuff!

Once more, thanks for making the mod, it's my favorite instantly haha!
Korra Altarmore 29 May @ 4:49am 
To specify I am talking about the purple orb that enhances the Ronin to do small bits of damage when dashing near already marked targets.

If you could add a little cutting effect or something, that'd be cool.
Korra Altarmore 29 May @ 4:47am 
I did just wanna say that the things I posted below were me testing the base skills in the town in game.

Playing through The Dark Citadel, getting some purple orbs to check out everything.

It does play fun, and the marking and then dashing to do damage is a very fun take on quick cuts as the Ronin dashes.

I have a question regarding that latter bit, is it possible to add little cutting noises when the damage is taken? Like the Ronin somehow reached them with their blade when dashing nearby already marked apponents.
Korra Altarmore 29 May @ 4:29am 
But this is all very cool still, just had some thoughts here and there.

Impressed by how quick you got this class made.

Thanks for making it!
Korra Altarmore 29 May @ 4:22am 
I think it would be more engaging when you can only mark enemies with a dash charge, because you're forced to go through enemies and don't have a lot of dash charges, so you can't use mana regen to spam a mark.

And if Passing Strike only does damage whilst using dash charges as appose to simple walking into an enemy, it'd feel like the Ronin just dashed through someone, saw an opening and struck them with the ability that uses up the mark thanks to dashing through them.

It automatically makes it a more mobile and zig-zagg-y battle.
Korra Altarmore 29 May @ 4:17am 
If possible, it could be cool if the right click of such an item would be a parry, but a special one, it doesn't disarm, but it guarantees a evasion, so you right click to dodge attacks.
Korra Altarmore 29 May @ 4:15am 
There's a mod called: "Eba's Extra Equipment" and it adds a Great Sword to the game, the animations still swing it with one hand, but it does equip on both hands, so you cannot wield an off-hand item.

I went with that to play as a Ronin.

Although, I wonder, could you maybe add a Katana in the same style?
Where it just swings from 1 handed animations, but it uses both hands to wield in the inventory, and then add some cool right click ability to it.
Korra Altarmore 29 May @ 4:10am 
I have an idea, not sure if it's possible but:

What if instead of marking people with the Marking Blade skill, you use the dash charges, that mark the enemies you dash through.

And then replace the Marking Blade skill with a Area Of Effect Iai slash.

Kinda like how this mod for Heroes of Hammerwatch 1 has a forward slash and a circle slash?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1583662697&searchtext=samurai
Korra Altarmore 29 May @ 4:06am 
Hey, testing out the new Ronin class.

Is it possible to make Passing Strike only work on Dashing through someone as appose to walking through someone?

It could probably become incredibly powerful if paired with the right trinkets where you just walk through enemies and they keel over.