Modifications
Titan Quest - Powered by vBulletin
Page 2 of 96 FirstFirst 12341252 ... LastLast
Results 11 to 20 of 955

Thread: [REL]ASYLUMSMOD - name pending. :)

  1. #11
    Olympian God ASYLUM101's Avatar
    Join Date
    Aug 2007
    Posts
    6,820

    Re: Suggestions for a personal project:

    Quote Originally Posted by Kir4 View Post
    I really like your ideas, and I'd love to play a class entirely focused on explosives. I'm afraid, though, that this
    This way you are forced to use only one trance, my only issue is that people can grab one point in the trance, but grab the higher level skill on the same tree and not use the trance.
    kinda kills the feeling of specialization. :/
    I know, but I can't do much about that outside of make each skill dependent upon EVERY skill prior to it, and make them require lots of skill points to make them useful. Another thing I want to add before I forget, I'm gonna try and remove the secondary class if I can. I think I remember seeing somewhere for the level req. to unlock the second class... By removing that, I can balance easier, and make things much more original than from vanilla.

    Quote Originally Posted by Kir4 View Post
    To prevent this, you could probably increase the number of skill points required for higher mastery tiers. In addition to that, a proper strenght scaling for the skills themselves would prevent people from investing in different trance-trees.
    Da.

    [QUOTE=Kir4;354332]
    Quote Originally Posted by Kir4 View Post
    For example, if someone has the choice between unlocking the nice tier 7 skill from mastery-tree A or investing the 5 points needed in the already unlocked level 11/16 skill from tree B, make him choose the second option by powering up the highest skill levels.
    Yeah, that's what I've tried to do. The higher up the skill, the greater the bonus. Rather than having a constant change in skill levels, more of a cumulative one so that the higher levels have a greater spread from the last level.(if that makes sense)

    Quote Originally Posted by Kir4 View Post
    And there's an easy way to cap -recharge: Weaken the specific items! Reduce Archmage's clasp's and the Hood's bonus to -20 and the artifact's (can't remember the name right now) to -15 and things get a lot more difficult to abuse.
    Do this for me, and I'll stick it in my mod lol. I am more occupied with the mod itself and the skills rather than this. IF I ever get through the rest, this will probably be the last thing I do.

    Quote Originally Posted by Kir4 View Post
    Did I mention I'd love to play a mastery focused on explosives?
    lol, yeah, you did. I was thinking of it to be a heavy support class, fragile, but extremely powerful and useful. Plant a mine, lure some dudes. Watch the fireworks!

  2. #12
    Act 5 Project member
    Join Date
    Jun 2009
    Location
    ..:Verge of Sanity:..
    Posts
    1,478

    Re: Suggestions for a personal project:

    Quote Originally Posted by Asylum
    Do this for me, and I'll stick it in my mod lol.
    http://rapidshare.com/files/273153847/records.rar


    Just copy the dbr's in your mod's records-folder and make sure not to mess up any paths.

    And for the "only one mastery"-idea:

    Go to xpack->creatures->pc

    There are two important files, malepc01 and femalepc01. Open them. Under "Skill Manager" You'll find "masteryIncrementLevel". Editing this should do it.

  3. #13

    Re: Suggestions for a personal project:

    Alright, I've been planning a mastery mod for a while, but my art manager just doesnt run (steam version). It even asked for mfc71.dll, which is sux. So here's a few suggestions:
    - Get a hybrid caster that can enchant the weapon, each attack curse the target, making them more vunerable to the next attack, but also increase their atk speed (of course, u want to kill who cursed you ASAP) It's like onslaught, but a debuff to monster. Also a 300s skill that instantly causes massive damage to all curse target (this comes from Dungeon Siege 2)
    - A melle that drain power from blood, that is, skill use blood instead of mana. This class, name "berzerker", should use brutal weapons, like big hammer/axe, and can only attack in close range, skill buff -atk speed/cast speed and - health regen but dramatically increase damage and + movement speed (to run when health too low).
    -A range poison user. Primary weapon is bow, has the poison tree of rouger, and a special poison aura that -%health regen but has the biggest range in all auras. Also has a completely trap tree, that is, a range physical-piercing trap (like rougue) and 3 elemental-explosive traps (explosive trap that cause fire/ice/lighting damage instanly and burn damage over time).

  4. #14
    Olympian God ASYLUM101's Avatar
    Join Date
    Aug 2007
    Posts
    6,820

    Re: Suggestions for a personal project:

    Quote Originally Posted by Kir4 View Post
    http://rapidshare.com/files/273153847/records.rar


    Just copy the dbr's in your mod's records-folder and make sure not to mess up any paths.
    Ok, thanks. I'll stick it in.

    Quote Originally Posted by Kir4 View Post
    And for the "only one mastery"-idea:

    Go to xpack->creatures->pc

    There are two important files, malepc01 and femalepc01. Open them. Under "Skill Manager" You'll find "masteryIncrementLevel". Editing this should do it.
    That's where I spotted that! Ok, I'll change that now.

    Alright, I've been planning a mastery mod for a while, but my art manager just doesnt run (steam version). It even asked for mfc71.dll, which is sux. So here's a few suggestions:
    I have the steam version and my AM works fine. Reinstall, or download the fanpatch.(though I don't think the FP has any effect) It should work.

    - Get a hybrid caster that can enchant the weapon, each attack curse the target, making them more vunerable to the next attack, but also increase their atk speed (of course, u want to kill who cursed you ASAP) It's like onslaught, but a debuff to monster. Also a 300s skill that instantly causes massive damage to all curse target (this comes from Dungeon Siege 2)
    I'm trying to steer clear of skills similar to other games or anything like that. Though, that's unlikely that the final product will have that, but I'm trying to be as original with this as I can. Curse, yeah it's possible, but you can't tag a guy as "cursed" or whatever and then have a spell to deal massive damage to those guys alone. I don't think you can restrict damage to one race only either, which sucks. I had a neat idea for a "turn undead" type spell.

    - A melle that drain power from blood, that is, skill use blood instead of mana. This class, name "berzerker", should use brutal weapons, like big hammer/axe, and can only attack in close range, skill buff -atk speed/cast speed and - health regen but dramatically increase damage and + movement speed (to run when health too low).
    ShadowLAnce has this in his mod, it works pretty neat but it's not something I wanted to stick into mine. I like having to cast each spell and skill rather than rely on weaponry and passives. I may consider some sort of blood warrior for my 5th tree within the bruiser mastery, but I'm still unsure.

    -A range poison user. Primary weapon is bow, has the poison tree of rouger, and a special poison aura that -%health regen but has the biggest range in all auras. Also has a completely trap tree, that is, a range physical-piercing trap (like rougue) and 3 elemental-explosive traps (explosive trap that cause fire/ice/lighting damage instanly and burn damage over time).
    I have a planned trapper class, a planned poison class, and a planned explosive class. I'm trying to get dedicated specialists, most of which can only use up to 3 skills due to the restrictions I'm placing on this. My intended trapper class will have either a net that catches multiple targets, or a turret which fires nets, as well as a bolt net, and some other sort of trap. My corsair currently relies heavily on poison damage and movement speed.(weave in, strike, weave out. watch them die) and several explosive experts, if you had read the first post you would have seen that. It's ok though, I appreciate the gesture.

  5. #15

    Re: Suggestions for a personal project:

    Quote Originally Posted by ASYLUM101 View Post
    I have the steam version and my AM works fine. Reinstall, or download the fanpatch.(though I don't think the FP has any effect) It should work.
    Already done. Fan patched. Still no good >.<
    Anyway, What's ur steam id? Maybe we can play sometimes (the real reason is, I'm lacking of -recharge gear)

  6. #16
    Olympian God ASYLUM101's Avatar
    Join Date
    Aug 2007
    Posts
    6,820

    Re: Suggestions for a personal project:

    Steam ID is the same as my username here. I'm quite busy lately, and when I'm not, I can't play online anyway. My internet is messed up, and only 25% of my data packets are being transmitted.... AKA my connection shuts on and off frequently.

  7. #17
    Olympian God ASYLUM101's Avatar
    Join Date
    Aug 2007
    Posts
    6,820

    Re: Suggestions for a personal project:

    OK! Minor update on things to come:

    I've started work on the Wrecker class. Bombing time!
    Brainstorming some more on the possible additional classes, I think I've got a few fleshed out.
    A potential fix to my trance dilemma(probably not)

    *TO ANY SERIOUS MODDERS* Does anyone know if it's possible for a skill... to grant a skill? For example, if I have trance A, with synergies A, B, and C. Synergies A, B, and C have the effect of "Grants Skill A,B, or C". THIS would solve my trance problem, but after looking a bit, it seems though this is impossible to perform.


    I'm not working on this too much cause I've started a new semester and this one is heavy with chem, calc, and programming. What a nightmare!

  8. #18
    Olympian God ASYLUM101's Avatar
    Join Date
    Aug 2007
    Posts
    6,820

    Re: Suggestions for a personal project:

    Triple Post!

    So I've found the time to do some SERIOUS brainstorming, and I've come up with another class: The Mystic(or the Cabalist...I like the latter better)

    This is my AoE class, and I think you guys are gonna like it. It's almost like a heavily revamped Dream tree, except less passives, less pets, and less godliness. I've yet to put it in the game, but all the skills are done and in AM. I just need to tag them and add costs, etc. Sadly, I moved from my multiclass system in this one, but I did somewhat maintain that aspect in a way. You guys will see, I'll try and get a picture up soon.

    Now... off to C++ for engineers...

  9. #19
    Olympian God ASYLUM101's Avatar
    Join Date
    Aug 2007
    Posts
    6,820

    Re: Suggestions for a personal project:



    Critiques and suggestions welcome.

    This is just to show you guys(and to get your opinions) of my progress on my AoE mastery, which I have named the Cabalist.

    BTW, if you want to read the skill descriptions, just pause the video lol.

  10. #20
    Priest vorbis's Avatar
    Join Date
    Aug 2007
    Location
    Germany
    Posts
    775

    Re: Suggestions for a personal project:

    looks good, really nice effects keep it up

Page 2 of 96 FirstFirst 12341252 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •