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Ok, so I had time today and ripped open the mod to see what could be wrong...
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Can't add skills to it, and I don't think I wanna remove any. Especially since you'd be left with what, 1 skill and something like 2 synergies to it? How boring lol. I'll do a bit of my own testing and see about uploading the new version today.
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ASYLUMSMOD: Check it out! Gonna be epic! |
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Oh, and I tested out Invoker (I actually just used defiler to create a level 75 character with the appropriate amount of skill and stat points and that's including the fact that your stat points are 12 per level instead of 2 and give different bonuses). So, Health only goes up by 15 per stat point unlike the stated 30. Pretty sure this is for any class and not just Invoker. Skeleton Commander is always constantly at level 1 even though I had it at max rank of 16. This could affect the playability of the skeleton and its stats. The skill that produces just a straight fear effect (I forget the name), the only thing that goes up when putting points into it is mana cost. There's no increase in duration or anything like that. Zombie summoning only summons 3 even if you have a limit of four, which requires you to wait for the cooldown to summon 3 more (eliminating two and thereby giving you 4). Kind of an unnecessary inconvenience. Lastly, because I started in Legendary and was at level 75, I think that overall most of the summons need a minor boost in stats because I could not survive any of the lemos and skeleton attacks right at the beginning of lower olympus. I had basic equipment on that I bought from Chang'an, and considering I'm relying primarily on summons and buffs to buff myself and the summons, the fact that I was slaughtered by a couple of skeletons from lower olympus (seriously, they had 1 hit KO's), pretty sure this is underpowered. I didn't just invest in necromancy either, I invested max points in all the necromancy buffs and summons including the 240 second duration summon, as well as high ranks in the Golem and Dryad, and any other non-trance buffs in this skill. Two skeletons and a skeleton mage from Lower Olympus killed all of us in a matter of seconds. Legendary or not, it's Typhon and hero/unique monsters that should be that tough, not just regular white-named monsters. |
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The trance skill, yeah. I noticed this when I jumped in and tested parts of it. (ramped the skill up to level 16 and still no change....) I think the reason is because of the skill template. Rather than adding damage to you, I think it's adding it to the enemies or something. At any rate, it's not working properly, so I'll have to swap to a defensive template. I think I used the ToW template(which harms enemies rather than buff the player.), which would explain why it works that way.
Health increases... hm. On mine it's 30. I guess I really DO need to reupload it lol. Skeleton Commander, is just a graphic display. He DOES become stronger. I've gone ahead and fixed that bug. Thanks for telling me.Fear; I'll look into that and try to come up with something witty to add to it. Zombie summoning; ok, I didn't think that one through. Was it at max level or ultimate?(ultimate is the highest possible rank with + skills gear, eg. lvl 20/16.) I remember balancing it a bit to work with 6 zombies at level 20, which would definitely explain the issue. I'm not sure if the version I uploaded has the difficulty tweaks or not. I remember once I was testing some difficulty stuff and it worked well on normal, but when I got my dude up to legendary it was insanely hard... like, one shot from a yellow hard(like you said.) I think I fixed this already, but I have to go back and check. Quick Question: When you used defiler, did you just click "LEVEL ME UP" to 75, or did you change the level to 75 and manually put in the points? By default, defiler adds 2 attribute points per level, rather than the 15 you get from my mod. So, obviously, you'd be in some trouble by doing this. Rather than having 15*74 skill points, you'd have 3*74 skill points. BIG difference. Especially since in this mod the masteries are more dependent upon those attributes rather than the mastery points themselves. PS: The golem in that version(which I shall nickname 0.1 from now on) is brokenish iirc. When I tested him he was retarded and wouldn't follow me, or would not attack. I fixed this and changed his skin, so it's a bit cooler now. ![]() Lastly, thanks again for all this! I really appreciate it.
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ASYLUMSMOD: Check it out! Gonna be epic! |
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Now, two things. One, your statement you're talking about stat points first and skill points later but in the same thought, am I to assume this is a typo and you're referring to stat points only (i.e. health, mana, str, dex, int)? Two, you say 15 x 74 instead of 3 x 74, do you mean 12 x 74 instead of 3 x 74, because your mod only gives out 12 stat points per level and that's also what it says in the description (So I wanna make sure I have all the information right). In any case, I did 12 x 74 + 15 (The extra 15 is for quests from the past that gave bonuses to stats or stat points). In any case, based on your description of the mod (12 stat points per level, 3 skill points per level), that's what I did. |
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Er, yeah. Haha, yes, that is what I intended, but sometimes my brain does not cooperate well when I multitask.
12 attributes * 74 (additional) levels, 3 skill points * 74 (additional) levels.
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ASYLUMSMOD: Check it out! Gonna be epic! |
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Oh, one more thing. This is just a matter of personal preference (and a bit of a shameless plug :P ) but the buttons for the masteries (not the buttons to go into the mastery but the skill button to level up the mastery, the one with the up arrow).
To me...those seem fairly cartoonish for the overall theme for the mod, and considering the whole theme and appeal to the mod, the pseudo-gothic religious theme that is, the buttons could use a new look. I dunno, that's just me though. Now, I realize that even if you had the interest in changing them, it'd be unnecessarily time consuming, thus I'd like to make an offer (here comes the aforementioned shameless plug :P ). http://mythrignoc.deviantart.com/ That link is just to demonstrate that I know my way around a photoshop/paintshop program. If you are interested, I'd like to offer you a set of buttons for each class for free. If you aren't, it's no big deal and I understand. I just thought maybe you might like buttons to be a little less plain and a little more customized. Entirely up to you. |
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Lol, I know, the icons are not very fitting, but I'm not the best artist, nor do I have the patience to draw that many icons. I REALLY appreciate the offer, and I would love it if you could do that for me. However, I don't know if you realize the amount of work you're proposing. Around 25 icons per mastery? 9 masteries? You've got yourself over 200 icons to make, that seems like a hell of a burden to me.(which is why I just "borrowed" mine.) I would gladly put them in if you made me some though.
I mean, if it IS free, I won't turn it down, haha.
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ASYLUMSMOD: Check it out! Gonna be epic! |
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Ah, you mean the skills themselves too?
Sure, I could try and do some of those. I was just meaning these things- http://i15.photobucket.com/albums/a3...terybutton.jpg As those seemed plain, every other button for the actual skill portion of the mastery seemed fine. In any case, if you want to send me dimensions of the skill and mastery icons as well as the format required for the image, I could give it a try. |
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Oh those, lol. Yeah, those took me about 5 minutes altogether haha. I just needed something to give a more unique feeling to the mastery.
Sure, the dimensions for those are 64x64, and there's 3 of them for each mastery One for up(not pushed or highlighted), one for highlighted, and one for clicked. If you want, give me your email(via pm) and I can send you one of the current .psd files I have to make it a bit easier for you.
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ASYLUMSMOD: Check it out! Gonna be epic! |
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