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I was wondering in the distant future if a weapons pack such as Sniper Rifles, Miniguns, Spell Books, Glaives and Flamethrowers would be in the works since so far modders have only produced overpowered versions of extending the weapons available to all classes of TL2.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=521956081&searchtext=sniper+rifles
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=167126868&searchtext=minigun
As far as a weapon pack, not sure what you are asking. Are wondering if I would be willing to create a new weapons and add them into a weapons pack? Or add existing weapons from other mods, including my own into a separate weapons pack?
The answer is probably yes on both accounts. It has crossed my mind.
I do have plans to add more weapons into LAO III such as Ember Bows, Ember Swords and Ember Maces with them being Focus Based weapons since the casters don't get much variety. I also want to redo TL1 Rifles and add those as well.
So LAO III alone will eventually have
Re-worked Staffs
Throwing 1H Axe
Throwing 2H Axe
Ember Bows
Ember 1H Swords
Ember 1H Maces
TL1 Rifles
I realize the amount of work this involves yet it is balanced by the fact that Casters don't have much Magic Damage weapons to choose from as you stated and the amount of unique attack weapons in the original game is basically limited to:
Swinging weapons. [Blades]
Bullet weapons. [Pistols]
Floating orbs. [Wands]
Blast weapons. [Cannons]
The Throwing Axes, Ember weapons, New Staff and New TL1 Rifle behavior are huge welcome extensions and it reminds me of previous modded attempts to diversify the behavior of weapons or their traits that have been limited in the past:
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Bow with unique arrow behavior [height accuracy issues]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=518311085&searchtext=arrows
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Flamethrower [unreleased]
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/521956081/517142253880479079/
http://i.imgur.com/vcUuN2H.gif
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Swords that benefit Health, Mana or Charge styles [theory]
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/718416457/358417461599573111/
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Elemental exclusive weapons [not my prefered solution but interesting]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=827559792&searchtext=sword
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Any weapon extension you decide to create will be heavily welcomed by the players of the TL2 mod Workshop as our options have been few in the past.
At this point, even a small amount of reworked weapons is highly appreciated.
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Cool. I will get to this eventually. Once LAO III is in a stable place, this will most likely be my next project.
Question regarding Stat Tonics. Are they even needed? With enchanters being able to be summoned now, Borris is more readily available for stat enchants. They scale with dungeon levels, so the deeper you get in the mod, the better stat enchants Borris can do.
I am contemplating on removing Stat Tonics entirely and relying on enchantments/socketables to boost stats. I do not think it will be much of a problem to get access to higher leveled loot this way.
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@ RnF [developer]:
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The original game does not officially use permanent Stat Tonic boosts simply because they could be stacked endlessly compared to the more balanced and level scaled enchanter boosts.
As long as players are able to choose a specific stat to enchant then this method is reliable.
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Players defeat monsters and complete quests to gain money which is then used to buy a chance to boost a stat on gear from Boris.
Stat Tonics made sense when Boris wasn't reliably available but now they aren't a necessity.
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I have played this game for 3 years and I have always relied on Boris to get enough stats to wear gear beyond level 100 and it's been reliable minus the random chance to get a stat I didn't want but if that is fixed then it would be the more balanced method.
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So no, Stat Tonics are not really needed.
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It would be nice if someone who favored Stat Tonics commented a counter argument to my logic here... but I personally do not favor Stat Tonics.
Another big question is whether permanent Stat Tonics should be removed or kept?
Should Enchanters be summoned for an easy price at the first town [like the powerful Boris]?
Is all this balanced when facing foes at level 400?
In my opinion, NPCs was problem in vanilla game. When you beat it for 1st time - okay, they unlocks by the lore (like trader of random stuff). But, later, when you run game again and again, it becomes annoying. When you share your equipment with your twinks, but they cant socket/enhance it themself - wtf is that?
In my opinion, each town should have all NPCs, but their goodies should scale with acts. Just like chance to get best possible stats on enhancement, or rarity of items, random trader sells, or number of maximum possible sockets, etc etc.
No idea about foes, actually - didnt play this mod for that much
Here is my experience with Stat Tonics and why I think they can be removed.
Before I made Stat Tonics, there was no reliable and consistent way to increase stats. A player would simply get stuck and burdened by trying to find good +stat bonuses on items. It just wasn't enough to progress.
So I made the Stat Tonics. Which helped somewhat. But the drawback is there is no cap on these, so a player can actually have too many stats and basically the game becomes too easy and unbalanced.
When I added the summon scrolls for enchanters, it made this situation worse.
I am currently in NG+6 with an Engineer and I am just rolling through the mobs in ELITE. I have over 1000 stat points in Strength already, combined with Stat Tonics use and Enchantments. It's simply has broken the game.
There needs to be a way to cap Stat Point use, and Stat Tonics use is infinite and completely unbalanced, which is bad.
So my solution will most likely be the following
1. Re-balance Stat Requirements on items, maybe tone them down a bit, It won't need much adjustment though.
2. Get rid of Stat Tonics
3. Create Summon Scrolls for Enchanters that are specific to each Stat Bonus. They will be slightly less powerful than Boris. Boris will be more random, but allow for better stat enchants.
4. Boost Stat Bonus spawn rates on Socketable items
By doing this, I think it will allow progression without a big imbalance.
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The "Reiner's Gear" mod is a great example of re-used assets and yet delivers extra weapons into the game [that can be used by any class even the modded ones].
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138732006
At this stage, new visuals are not as important as new, missing, or requested game options which are greatly desired by many players of TL2 currently.
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Sounds like a very balanced plan. I'm completely in favor of this. Stat Tonics without a cap can make the game too easy and a reasonable solution has to be enacted.
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This mod changes several things however it also affects the reach of different weapons.
I'm not sure if this idea of editing weapon reach has been considered yet it may be of interest.
Lazer Guns and Lazer Swords inspiration.
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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=170299996&searchtext=far+east
Could the additional "Far East" weapon animations be extracted and added to "LAO III"?
I've swung quite a few weapons with this mod and it greatly enhances the immersion with a diversity of weapon animations.
The only problem is that the weapon animations were never made into a separate mod from the "Far East" pack.
And to quote the mod description of permission from the "Far East" team: