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  #1 (permalink)  
Old 05-21-2009, 05:27 AM
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Default Discussion

This is the original thread which contains all discussion and the gradual building of the mod.

The information I used to keep in this first post has been moved to the Paths Information thread. Download links are in the Downloads thread, etc.

Last edited by ShadowLAnce; 12-02-2009 at 07:01 AM.
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Old 05-21-2009, 12:11 PM
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Default Re: [WIP]Paths Mod

Got some further with this. Running into all sorts of fun problems hehe

Got all the places it used to say "spirit" renamed to Lichdom or Path of the Lich, including new descriptions

Made 8-10 skills and have them mostly working

Including 3 new summons: skeleton fighters, skeleton archers, and wraiths.

The wraiths work like an attack spell, you cast it for a cheap cost, it summons 7 of them, lasts 10 seconds, they tear everything apart, then poof. Also has a modifier skill that reduces the recharge, so when maxed you can cast it repeatedly.

three skills are related to a new weapon enchant, which im still trying to get working right.

Rest of skills are passive that all sit at the very top (level 32) of the mastery, and are all lich/undead related. IE piercing resist, poison immunity, life leech immunity, vitality immunity, bleeding immunity, etc.

A few bugs im trying to fix:

-The weapon enchant is based off storm nimbus, with one main enchant then two passive modifiers. My two modifiers are linking up with a random skill on the other side of the tree. I do have it set up with my enchant listed as being the requisite, and it still uses the random skill.

-My skeleton archers do a weird shuffle when they idle. The fighters don't do it, and its the same anims/models, just diff weapons. I must have screwed something up.

Anyways, all the bugs I'm sure are my own fault since I have no idea what I'm doing!

All props to Poinas for the mastery guide and being helpful over pms too!
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Old 05-21-2009, 02:02 PM
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Default Re: [WIP]Paths Mod

WHOO! Props to not knowing what you're doing!

haha, sounds cool. Sometimes it's nice to have a little craziness in your game, doesn't have to be full out hardcore all the time
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Old 05-22-2009, 03:41 AM
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Default Re: [WIP]Paths Mod

Here's a little beta taste thing
http://www.sendspace.com/file/ko7ujz

Just what I've done so far.

-Lichdom
--12 new skills within
---Several new summons
---New aura
---New weapon enchantment
---New powerful passive abilities

What's next?

1) Finish all Lichdom skills
2) Need ideas for more Paths
3) Lowest priority is adding new icons/effects
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Old 05-22-2009, 04:54 AM
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Default Re: [WIP]Paths Mod

Pretty neat! I messed around a bit with defiler and your mod... looks promising. Vitality decay is neat, kinda like... super poison. heh, also, 24 points in one skill seems a biiiiit much. That's probably just my being used to the 16 point max in TQ. I like how the whole curse thing builds up and deteriorates your character while adding immense strengths. I saw the skill at the top of the tree which purely added -1 hp regen... I'm guessing at max level it grants something awesome? sounds fun

Anyway, I wish I could help, or make my own mod haha. This looks neat.
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Old 05-22-2009, 05:39 AM
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Default Re: [WIP]Paths Mod

I haven't tested thoroughly, but I'm pretty sure vitality decay doesn't hurt undead. The idea is to be very strong vs living, then have control over undead. I still need to add skills that take care of undead though!

Reason for damage-over-time instead of flat damage is to help level the playing field for fast attackers vs slow attackers.

IE a skill that gives +200 damage is extremely powerful for a dual sword wielder with max attack speed, whereas its not that great for a bow or staff user.

Aye the skill at the top I tried to make like a "ritual". The more points you spend you get progressively worse hp degen, all the way down to -9, then at max level you get immunities that simulate being "undead". Like immunity to bleeding/poison/etc. (Oh, and the health degen goes away)

I was going to do more like that, but then I realized you could just save up 10 points, then put them all in at once, and there's no downside. But still, little techniques like that could make the Path interesting.

I want to add skills that have inherent downsides, like "+50% piercing resist, -50% stun resist" as a toggle-able aura. Little trade-offs and sacrifices. Maybe make a series of 3 enchantments like that.

Anyways, thanks! And thanks for the feedback, if you have any ideas feel free to post them or PM me (or msn me).

Regarding Path of Lichdom specifically or some new path, either way.

I think the spell I need to add next is an attacking spell..

Also, any feedback on the Lich Mastery skill only adding int/mana/life? (and the life bonuses are much lower than other classes until lvl 32). I really want Path of Lichdom to be compatible with dex and str builds too.

Guess it depends on how the other paths shape up. Maybe each path only adds one attribute; str, dex, or int. That way you have to pick "int and dex?" "dex and str?", etc.

Okay, /end rant. I'm kinda using my own posts for notes
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Old 05-22-2009, 04:24 PM
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Default Re: [WIP]Paths Mod

Summonable skelettons are very welcome!

It's a very good idea and an old dream which comes true!!!

Keep up the good work! I hope this one included in YerkYerk's expansion's too!
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Old 05-23-2009, 12:28 AM
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Default Re: [WIP]Paths Mod

Not sure who's following this, but minor update

Got a few new skills made, changed skeleton archers into skeleton mages that have their own spells, also got the skeleton fighters to advance in toughness and equipment. So early on they just have a single crappy axe/hammer, and at the max level they are using all Immortal Throne gear with gauntlets/leggings/helmet, dual weapons, shields, etc. Looks cool, got some randomness so its pretty rare to see two of the same skeleton. Also moved it to tier 1 so you can summon skeletons early on.

So got the whole left half of the skill tree done 2 additional skills. Going to finish the right half and add 2 more skills on that side, using the 24 skill max for the tree.

Also, not sure if I mentioned this, but many skills have high maximums and theres more skills total. Reason for this is to shift the gameplay a bit. Normal TQ you can max out all useful skills easily, and then still have points to throw into pets just for distraction, or 1 point in snare net for the hell of it. This annoyed me, seemed like it took some unique-ness out of builds.

So in this mod, trying to take the focus away from maxing skills and more in creating a build. I've considered setting all the skill maxes to 99 (or whatever the max is), but its tough to predict the consequences and I'm not quite that daring yet. Better to stick close to the original, which works, and just push the boundaries a little.

I've got a few ideas now for new paths, so I'm excited to get started on those.
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Old 05-23-2009, 04:07 AM
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Default Re: [WIP]Paths Mod

Oh I see what you mean. It's a neat concept, builds based around single skill trees rather than the whole mastery. Nice.

Good job so far, I commend you for trying to push yourself through, even though up top you say you don't quite know what you're doing Only way is to try.
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Old 05-23-2009, 06:11 AM
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Default Re: [WIP]Paths Mod

Thatīs a nice idea. I didnīt test it, yet. But if the time comes, I will give some feedback :-).

Oh, and howīs about a path of core dweller? Playing a tank with fire damage?
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