Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also have you considered the thought of adding pistols? Less range and damage but the option to have a one handed weapon alongside the pistol or go dual wield.
But again love it. Really good job.
And like SykeeC said up there, ablity to increase distance would be welcome, maybe a powerful shot that knock away you from the enemy.
The only issues I would have is subjective one, that musket looks like M1 Garand Rifle. Otherwise this is one the my favortie mods, I love gunpowder weapons in Fantasy, so thank you for making it happen :D
I will not be adding Pistols, since another great Modder called Laughing Leader will soon release a mod containing them. The mod is called WeaponEx (Weapon Expansion) and I will work on ensuring compatibility with that mod.
I'm open for new Skills to be added, a melee skill would be a great addition. I need to revisit that idea, so maybe there will be a bayonet strike or something else in the future (no promises)
The "powerful knockback shot" used to be Buckshot, but knocking yourself back also ends your turn, so I had to scrap the self-knockback. (It still knocks back the enemy tho!)
Otherwise, Blitzkrieg gives you some mobility to build some distance. Final Act's execution on marked enemies also grants a lot of movement speed.
(PS: The weapon model is a Kar98k, I made that for another project of mine a while ago and thusly reused it here ;). Sorry if it breaks immersion)
Being able to load different types of ammo other than elemental would be nice as well. Buckshot, Birdshot, Flair ammo, Poison ammo, Pure source ammo?
Either that, or make some of the huntsman skills compatible with your weapons. You could go really in depth here. I have a couple of ideas that i've already brainstormed during my time testing all the skills.
*Precise Shot - Take aim on current turn until next turn where you dump your entire ammo storage into one precise shot dealing bonus piercing damage and guaranteed critical if target was still in your line of sight or knocked down. (Probably tricky to implement, could synergize well with a trap/ammo that makes targets immobile, web shot).
*Counter Shot - Prevents target from casting one ability their next turn.
*Tranq Shot - Deals physical damage, resisted by physical, if no physical set sleep for x amount of turns.
*Smoke Shot - Fires a special round that spreads blinding smoke in an area. Can be used for cover.
*Grapple Shot - a special shot that pulls you to higher ground, if any. Can target enemy to pull you to them.
*Enhanced Focus - Power up ability that lets you shoot further for a time, grants 1 free attack this turn. Next turn you're slowed.
*Close Combat - Swing your gun in a sweeping motion pushing enemies away, if no physical armor set knocked down to the end of turn.
*Throw Caltrops - Throw a handful of Caltrops in a set area slowing and piercing enemies who walk through them.
*Five Rounds Rapid - End your turn, you fire at anything that moves or takes action.
*Blackpowder Grenade - Throw a grenade that invokes the element of the current ammo you currently have equipped. If no element, physical grenade.
*Keg Toss - Summon and toss a powder keg that can be targeted by you. Targeting a keg with a basic attack will blow the keg up. Elemental ammo effects explosion element and damage. Blackpowder Grenade enhances effects of explosion.
*Head Splitter - If target is below 10% of vitality, execute them and refresh this skills cooldown and ammo. Long ass cooldown if unsuccessful.
*Fool's Gamble - Target enemy and expend random amount of ammo at the target dealing mixed damage.
*Ace of Spades - killing a unit this turn with this skill powers up your next round in the chamber dealing bonus damage.
*Penetrating power - Fire a basic shot that can penetrate target(s).
*Artillery Expert - Fire specialized rounds that break and shower enemies in a circle.
*Quick Kill - Kills while under the effect of this buff reduce the cooldown of other musket abilities by 1 turn per kill. Only lasts until the end of your turn.
*Firing Line - Active Stance - While this stance is active, you gain bonus damage while near other characters using firing line.
*Lone Wolf - Active Stance - You gain bonus damage when not in the presence of allies or enemies.
*Feint Dodge - Dodge the next projectile(s) launched at you. Only works for one turn.
*Contagion - Fires a poisoned shot that sets target infected. Infected targets spread disease.
*Pitch a Tent - Become stationary, your range is increased greatly and you gain bonus damage to targets the further they are from you.
*Screeching Thunder - Launch a special munition that disorients enemies within a small area.
*Shared Wisdom - Active Stance - Allies near you gain bonus range and hit chance.
*Stock Strike - Strikes targeted enemy with the butt of the weapon, scales off of Strength.
*Bayonet Strike - Skewer the targeted enemy with a piercing strike, scales off finess and can backstab.
*Run them through - Charge with your Bayonet in a straight line dealing piercing damage to enemies and gaining bonus damage on your next shot for each enemy damaged.
*Gouge - Strike the target's face gouging their eyes and leaving them blinded for a short duration.
-Source Skills and heavy AP skills-
*Abdomen Tear - Target enemy, set hemorrhage. Targets who move while hemorrhaged take damage while moving.
*Curse shot - Fire a cursed round that curses the target. Affected by elemental rounds.
*Source shot - Channel a source point into a potent magical shot. Deals bonus damage against targets with negative effects.
*Chaos Ring - Fire multiple rounds in a circular area that deals random damage, leaves behind random status puddles.
*Tenacity - Removes all incapacitating and movement-impairing effects.
*True Grit - Target one enemy in a face off for two turns. Enemy receives bonus damage, is enraged, and is taunted by you. If killed, you gain bonus stacking damage and range boost. Cooldown of True Grit is refunded. If you fail to kill the enemy within the designated time, your ammo is expunged and you must reload.
*Adrenaline Rush - You receive 10% of your maximum vitality over the next five turns. Killing an enemy during this status increases vitality healed and increases duration by extra turn.
*Phoenix Fire - Imbue your next shot with Phoenix Fire that scatters flames from target to target. If Target dies, create fiery explosion around target.
*Frostfang - Imbue your next shot with Arcane Ice that spreads from under the afflicted target. Set wet to targets, targets killed by this create icy explosion.
*Poison Durge - Imbue your next shot with a virulent toxin that encases target in a toxic cloud. Targets are suffocated and blinded.
*Thunderlord - Imbue your next shot with magical lightning that shocks the target and forks lighting to surrounding targets.
*Divine Cannon - Expend all your source points, action points, and ammo and channel the wrath of your source into your gun. You gain 10 shots of ammo that deal considerable damage and deal bonus damage per point of source or action point.
*Divine Rifle - Expend all your source points, action points, and ammo and channel the wrath of your source into your gun. You gain 1 shot that deals massive damage but sets you fatigued next turn.
*Sacrificial Bullet - Target nearby allied character and kill them. Next shot will deal increased damage based on character killed. Health %, Armor %, Etc.
*Will of the Hunt - Set yourself Invisible. Kills while invisible do not break invisibility. Failing to kill will reveal.
*Sympathetic arsenal - Reloading after a kill grants two action points.
*Gunzerker - Channel your source, and all but 1 point of vitality into your gun. Fire belligerently at everyone and everything for five shots while gaining bonus damage. Kills with this weapon restore HP.
I deliberately designed the skills to be distinct from the other huntsman skills, as I don't want to powercreep Archers and want to promote a unique playstyle.
I like some of your ideas, like the Tranq shot, Caltrops and Stock Strike, so perhaps I'll introduce a new Skill that that goes in one of those directions.
I assume then things like a disarming/silencing shot could be potenitally added (not that i'd know the strength of such a skill would be).
Also, I'm not quite sure what the usage for "Covering Fire" is supposed to be.
edit: Also, you could potentially go in the direction of having the Musketeer be sort of a makeshift tech class, adding in a kind of better lack of words steampunk essence to it, there's lots of stuff you could use from things like the Imp Pocket dimension in act 3, with all it's steel pipes and things. Though, that would be up to you and how you want to take this class in the first place. Just ideas if you ever run out of any.
Covering Fire can be used to shotgun enemies at point blank range, or when low on AP but maxxed out on Ammo it can be used somewhat reliably to hit enemies on medium distance. I think the biggest strength of this skill comes form using it with Explosive Doom Ammunition or Shock Ammunition. You can unleash some pretty heavy AoE damage this way.
It's a very situational skill, but I certainly think that there are moments where it can really shine.
I'm currently uncertain on how much and what kind of new content I will add, that depends on a few things in my private life and how many bugs there are currently that need to be fixed.
I generally do like the steampunk-flair direction tho.
If you're still actively working on improving this mod one small thing from me :
Would be cool to get the weapon both dex +int based. Or simply INT based.
I'm not too sure how to mix it with other classes since it's dex based.
Had the same issue with vanilla hunter where I mixed him with summoner since...summoner doesn't need int or dex to scale dmg ^^ Even a secondary role of support is harmed by splitting stats between dex and int.
Most hunter skills are weapon based so won't work with musketeer class either. Swapping weapon to melee mid fight and trying to benefit from dexterity through other dex based skills could be a thing but it's far from effective.
The main issue of hunter was his love&hate relationship with dexterity. He remained powerful but was simply much more limited when it comes to skills combinations.
Super cool ideas for the ammo management thing, it works smoothly af. It makes it so much more interesting than the hunter thanks to this fact alone. But I don't think it would harm to allow him to make use of other classes skill sets.
Saying all that from a min/maxing standpoint. Weapon swap+dex skills / under-optimised dual class with hydro or pyro for buffs/ going 100% musketeer only is a way of doing things too. But this simple stat swap on the weapon and the ocean of possibilities awaits us. While beeing 100% optimised. As all things should be.
INSANE job so far, thx for your time!
I want to start off by saying thank you for the mod. As a fellow modder, i appreciate how much time must have gone into this and all the scripting. The mod feels awesome. The UI bar looks amazing and I'm actually kinda jealous since I don't know how you did that. :)
The thing i wanted to suggest, however is maybe bringing the damage down a bit. I have a vanilla matchlock equipped at level 2, and buckshot's base damage is 18 for two AP, with the potential to double if two enemies are near each other. Meanwhile, sabile hits for 8-10 with a two handed staff (which is also 2 AP).
i get that the reload mechanic is meant to balance the damage out by spending 1 AP. It's hard to say since its still early for me in level, but early game is just getting shredded by this mod's damage and hasn't been a tactical experience. Also, Im not sure if the reload debuffs are supposed to persist until the next turn or not, but for me they expire on the turn i use reload. not sure if that is a bug or intentional, but figured i would confirm with you.
Obviously this is just my experience / opinion, so feel free to take it with a grain of salt. I'm going to give it a few more levels.
Again, thank you for this :) made me pick up the game for yet another play through.
EDIT: just read through some of the comments/replies on the balance posts so disregard that ;)
I hope to be able to release a patch today with the new masteries, balance changes and bugfixes. To address the points you mentioned:
- Damage values will be lowered across the board, but Marked interactions will be buffed slightly (Buckshot will be nerfed by quite a bit)
- Reload debuff being cleansed too early is also getting fixed. (It should persist until your next turn begins)
I'm sorry for the lack of updates recently. The weapon masteries required a lot of work and are not something I could really release incrementally.
Covering Fire is really best used in combination with special Ammunition types, such as Doom, shock, or incendiary Ammunition, as those will make every projectile cause AoE damage. You can also use it to shotgun enemies at close range. It was intentionally designed to be a situational skill and not a reliable jack of all trades.
I really don't want to lower the cost of Blitzkrieg to 1 AP. Reason for that is, that it lowers the importance of Ammunition management. If you are also using the Weapon Expansion Mod, then one Blunderbuss Mastery is actually a cost reduction of Blitzkrieg to 1 AP and also making it grant Magic Armor along with the other buffs it provides. Blunderbusses inherently have a much smaller Ammunition capacity than other firearms, so this Mastery bonus fits Blunderbusses very well.