Torchlight II

Torchlight II

Skills Expansion
 This topic has been pinned, so it's probably important
steffire3  [developer] 13 May, 2017 @ 2:05am
General Skill Changes
= Current Topic Will be Here =
= Will keep this list up in case of bug reports =

@doudley:
I also meant to ask if it's possible to give an appropiately themed stat that can be affected by "Average Gear Level" on every "General Skill"?

= = =

"Your Average Equipment Level adds extra X points".

= =

Physical Mastery: +1 Physical Damage.

Magical Mastery: +1 Magical Damage.

Minion Mastery: +1% Pet and Minion Damage.

Luck Mastery: +1% Gold Found.

Mana Mastery: +0.1 Mana.

Health Mastery: +1 Health.

Strength,
Dexterity,
Focus,
and Vitality Masteries: +0.1 "Stat".

= = =

This will bring more bonuses for those who invest in these skills when using a mod like "LAO III".
Last edited by steffire3; 16 Mar, 2018 @ 6:25am
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doudley  [developer] 14 May, 2017 @ 8:11am 
This really helps, a lot!

Problem with Supercharge changing into any weapon, when this passive skill is activated, it shows a weapon swing particle effect on each weapon use. This will look bad on ranged weapons.

Flame Hammer and Emberquake: Uses an animation that hits the ground, could work on fists but looks a bit off. I don't mind if no one minds. :)

I have an issue with including "staff" in ranged skills because I don't have the animations for that. I know LAO III converted staves as ranged but I'm not sure it has the animation to be used for rapid firing. But I think Arc Beam staff's animation could work.

Changing Arc Beam skill into Any Weapon will also have trouble with animation for other weapon types.

Fusillade on Shotgonnes, we have no animation of a shotgonne firing towards the sky. If we use its Rapid Fire animation, it looks way off.

Conclusion: All skills based on weapon animations are problematic to be changed unless added animations will be implemented. On this issue, it also means my Rapid Fire on Wands is not gonna happen for the mean time (although it would be really cool to see wands do rapid firing). All of the changes and name replacements are very cool, makes me want to play the game again myself! Great work! Just give me the GO signal and I'll implement all of them (all the ones that I didn't mentioned) as soon as possible. :)
Last edited by doudley; 14 May, 2017 @ 8:45am
steffire3  [developer] 14 May, 2017 @ 12:52pm 
@doudley: "Text" #GO (signal given)! ^_^

I am more than happy to see any changes with "Requirements" at this point.

= = =

For missing animations, I'll go research other skill mods to see if they have addressed these needs and improved skill stats which may help us here.

= = =

I recommend cutting out the first 10 ranks (first 2 tiers) of all General Skills (ranks 11-25 and tiers 3-5 will be used).

We will then consider more complex bonuses for "GS" after that.
Last edited by steffire3; 14 May, 2017 @ 12:55pm
doudley  [developer] 14 May, 2017 @ 6:23pm 
Signal received! :)

Although its a shame for 25 rank skills and its 5 tiers, I've redone the texture assets for those already and I have fixed the issue on tier tooltip when mouse hovering on GP skill tiers not showing 4 & 5 tier too. :P I'm also a bit sadden that nobody noticed the improvements I made on GP assets, even the bars are perfectly aligned unlike on its original work...these are trivialities I understand, I will leave the assets in the mod's data still though, just in case someone else gets interested in making a 5 tiers on their own.

But yeah, I honestly prefer the 15 ranks of GP skills, its now less expensive, meaning, its more practical. :)
steffire3  [developer] 14 May, 2017 @ 6:37pm 
Originally posted by doudley:
Signal received! :)

I'm a little sad that nobody noticed the improvements I made on GP assets, even the bars are perfectly aligned unlike on its original work...

But yeah, I honestly prefer the 15 ranks of GP skills, its now less expensive, meaning, its more practical. :)

Well, I noticed! ^_^
I read your notes on "GS" improvements and I appreciate them!

= = =

I agree that the 25 max cost is too expensive for Builds with only a 132 point budget.

4 General Skills maxed at 25 points only leaves room for 2 active skills at 15 points and 2 extra points to spend in 2 different passive skills.
Last edited by steffire3; 14 May, 2017 @ 7:12pm
doudley  [developer] 14 May, 2017 @ 7:06pm 
Thanks! :)

EDIT:
Yup, that will do for Synergies native classes. I'm sorry but I don't want anyone to lose focus on the goals here, or at least what I believe the goal is, that is to give the highlight back to the original classes, if our heart is on different places, we won't be able to give this mod the proper quality that it deserves. Let's just make sure that what vanilla skill changes we do in here can overwrite the changes at Synergies, so that it would still be viable to use this mod along with that mod or any class mod on the matter.
Last edited by doudley; 14 May, 2017 @ 7:23pm
steffire3  [developer] 14 May, 2017 @ 8:08pm 
Originally posted by doudley:
I don't want anyone to lose focus, the goal is to give the original classes the proper quality that they deserve so that it would still be viable to use this mod along with any class mod

That is a wonderful statement and plan to follow! ^_^

I find it's quite normal to see many excited requests get thrown around by fans of any game who suddenly see someone with modding skills and think that they are the answer to everything.

In the end, almost everyone will be pleased with the dedication we (including the other modders) will have given these mods and the detailed improvements for the original classes!
Last edited by steffire3; 14 May, 2017 @ 8:38pm
steffire3  [developer] 14 May, 2017 @ 8:35pm 
@doudley: Vkoslak responded to my inquest over at Torchmodders.

Originally posted by Vkoslak:
What happens if you take the .skeleton file for that animation, and use it for the skill?

I haven't poked around with guts and animations too much, but I think you can just assign it, or edit the dat files directly.

http://torchmodders.com/forums/help-wanted/help-us-with-info-on-missing-animations/msg7182/?topicseen;PHPSESSID=tbk5nchjjguenrin4gu3ti5mq2#new
Last edited by steffire3; 14 May, 2017 @ 8:36pm
TOG | Phanjam 15 May, 2017 @ 1:34am 
Originally posted by doudley:
Problem with Supercharge changing into any weapon, when this passive skill is activated, it shows a weapon swing particle effect on each weapon use. This will look bad on ranged weapons.

hi guys! if it's a passive skill then the particle would not be applied via a .LAYOUT which is part of the skill (since there are no EVENT TRIGGERS, etc.)? so how is it being applied?

Originally posted by doudley:
Flame Hammer and Emberquake: Uses an animation that hits the ground, could work on fists but looks a bit off. I don't mind if no one minds. :)

with the right fist slam anim i'm sure it could look great ;)

Originally posted by doudley:
I have an issue with including "staff" in ranged skills because I don't have the animations for that. I know LAO III converted staves as ranged but I'm not sure it has the animation to be used for rapid firing. But I think Arc Beam staff's animation could work.

as suggested by Vkoslak over at TM, might be possible to rename one of the rapid fire anims to be used by staves / needs testing.

Originally posted by doudley:
Fusillade on Shotgonnes, we have no animation of a shotgonne firing towards the sky. If we use its Rapid Fire animation, it looks way off.

again, might be possible to rename an existing anim for this. might not look perfect tho / needs testing...

Guys i have a suggestion for your consideration - it is a little difficult jumping around from froum to forum to help each other out. If you are in agreement, it would be my pleasure to make a sub-forum for your mod planning already over at TM. I do believe this way it will be easier to catch more torchmodders to pitch-in their suggestions/contributions to help you out.

My feeling is that Steam is best for when you have already launched your mod. But again, this is only for your consideration ;) if you prefer to work here, that's fine too!
doudley  [developer] 15 May, 2017 @ 3:24am 
Hey Phanjam! You are right about that, when it comes to productive hands-on responses, Steam Forums is not built for that, like attaching files is not possible here. A sub forum at Torchmodders would be really ideal and perhaps the best place to be for other attainment of this mod project.

Thanks in advance!

Originally posted by T☢rchM☢dders:
Originally posted by doudley:
Problem with Supercharge changing into any weapon, when this passive skill is activated, it shows a weapon swing particle effect on each weapon use. This will look bad on ranged weapons.

hi guys! if it's a passive skill then the particle would not be applied via a .LAYOUT which is part of the skill (since there are no EVENT TRIGGERS, etc.)? so how is it being applied?
It gets applied by a cast skill chance effect. :)

Originally posted by T☢rchM☢dders:
Originally posted by doudley:
Flame Hammer and Emberquake: Uses an animation that hits the ground, could work on fists but looks a bit off. I don't mind if no one minds. :)

with the right fist slam anim i'm sure it could look great ;)
Lol yeah, it does look great and it would work too without adding animation. The issue is the skill layout which shows the impact particle a little further away from the player, it was intended for the length of swords and two-handed melee weapons.

Originally posted by T☢rchM☢dders:
Originally posted by doudley:
I have an issue with including "staff" in ranged skills because I don't have the animations for that. I know LAO III converted staves as ranged but I'm not sure it has the animation to be used for rapid firing. But I think Arc Beam staff's animation could work.

as suggested by Vkoslak over at TM, might be possible to rename one of the rapid fire anims to be used by staves / needs testing.

Originally posted by doudley:
Fusillade on Shotgonnes, we have no animation of a shotgonne firing towards the sky. If we use its Rapid Fire animation, it looks way off.

again, might be possible to rename an existing anim for this. might not look perfect tho / needs testing...
No need to use the renaming skeleton file technique on this. For unit base modifications like this, we only need to add new "Alt Animations" inside the units data, even if we are using same skeleton animation file name.
Last edited by doudley; 16 May, 2017 @ 1:30am
steffire3  [developer] 15 May, 2017 @ 3:30am 
@Phanjam (All Torchmodders): Thank you very much! ^_^
doudley  [developer] 15 May, 2017 @ 4:27am 
@steffire3 please update our list of Expanded Requirement Requests
steffire3  [developer] 15 May, 2017 @ 4:35am 
@doudley: Good to know, will proceed to make changes!
doudley  [developer] 15 May, 2017 @ 4:45am 
I forgot to mention that there's a flaw with any weapon Super Charge, during activation, the buff list will show two effect saying 100% chance to cast Electrified Discharge on strike. The reason for this is that I separated the proc for melee super charge and ranged weapon supercharge, although they won't be activated at the same time, the buff list will still list them both.

Super Charge will now become a projectile if activated by a ranged weapon. Actual range is 20-25 meters.
Last edited by doudley; 15 May, 2017 @ 4:45am
steffire3  [developer] 15 May, 2017 @ 4:47am 
@doudley: Thanks for the changes and the info on Super Charge and the other skills!
Last edited by steffire3; 15 May, 2017 @ 4:51am
TOG | Phanjam 15 May, 2017 @ 5:01am 
Hi guys! Well im very happy to make a subforum for you! just for formality...
1. do i use "Skills Expnasion" as the mod/subforum name?
2. shall i make the both of you moderators of that subforum?
Last edited by TOG | Phanjam; 15 May, 2017 @ 5:02am
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