Waiting for the Definitive Edition version to try it out , looks good , are you planning on making new classes? Is this mainly magic damage or it has physical also? because of this dual armor system that i hate i need to ask lol also , is Uv'ithrha female or male? i would enjoy summoning a female demon or something :p
-The port for DE will be added as soon as I have access to the engine so keep an eye out here for that info! -I do actually have a few more classes planned. I want to make a magical expansion mod for all the magic. I also have some ideas for a Scoundrel based additional class. -This class is mainly physical damage with status effects. With the addition of the Torturer changes, I expect this mod to get a big boost in effectiveness as most of the skills apply some sort of status. There are currently 5 skills that are magic damage based. 3 of the traps (Poison, Electric, Ice), Artillery strike is an all fire damage 3 source cost skill, and the Tear Gas skill which bridges the magic damage gap with decent magic armor damage and a sleep effect/blind status. -Uv'ithrha is considered to be a female demon canonically with the mod! She's a great companion, and though she needs 1 or 2 minor tweaks, she works great in any party, with the utility to resurrect a party member at the cost of her own life, as well as dealing a good amount of damage and having great combat utility, in my personal opinion.
Thanks for the reply , it sounds very good , i hope that you add a skill that produces entangled , i have been playing with torturer since i like a lot the kill effects of differents elements on this game , sadly it does not affect shock/etc Idk if it is possible but a skill that works like arrow spray (but single target) would be awesome (at least for me) , i like the machine gun effect on it haha , even a "canon" type , that shots less but stronger i think it would look good too
Sorry about the slow reply! Been busy lately. I didn't intend to necessarily add Entangled into this mod as weapon effects that apply the effect end up breaking the game a bit when they are accidentally used on the environment (candles, barrels, etc.) or doors/chests. This doesn't mean that I won't be doing it at some point, as I do have a few more mods in the pipeline right now, but I am going to avoid continuing to over-inflate this mod as the additions of any skills is starting to cause minor conflicts for me in Vanilla. When the DE engine comes out, I will be playing with 1 or 2 additional skills, but any more ideas I have will be tossed into one of the 2/3 class-like mods I have in the works right now.
As far as the Arrow Spray bit is concerned, I actually have a single target skill that basically rips most of the assets from Arrow Spray but in a mostly single target manner. Suppressive Fire is a skill available along with the other "Tier 3" skills starting at around level 9. It works like a machine gun in that it fires 30 shots at a single target and those shots now, as of today's update, have a chance to split off and strike other targets!
Awesome that you are focusing more on the other classes haha , i just decided to play a melee/ranged hybrid class :p From what you said one class that you are working on is like the scoundrel , i wonder what the other 2 are , any plan to make one similar to poly? i mean transformations (wanted to turn into the Colossal Incarnate or a better variation lol) , you did a great job with the summons from what i saw Supressive fire was exactly what i was thinking on :D Do you work on mods of other rpg games?
Scoundrel is definitely one of them I am going to try and work towards. I'm trying to keep from giving too many details of the others as if they fail during production/I run out of time or money (currently on a hiatus from working) before they are finished, I'll feel terrible when I can't release what I give the expectations for ^^; I have thought of doing some poly stuff, but that's one of the larger and last projects on my list currently, past the 2 planned ones. Divinity is actually the first game I've modded for! I did make some potential skins for CS:GO a while back but I axed those a while back. I haven't really looked at modding for other games, at least not until I've had my fill with Divinity :)
So I completely went against my statement yesterday and added an entangling effect onto a living wall, which seemed to be working in an interesting way.
So now you can either use it to block melee from reaching you as easily, or root 1 or 2 targets in place for a few turns.
Haha thanks for adding the entangled , waiting to try it soon , btw i was thinking , is it possible to make a charm to ignore magic res? (a modded skill i mean) having a high cost or something When i get a cred card i will donate (not access to one yet) Oh nice , the first game that you tried to mod and so far it looks very well implemented as i said
Of course ^w^ Trying to do as much as I can with this!
As far as nullified resistances, I should be able to test it on the Pheromone Overload skill and see how it works. I don't see why it would cause any conflicts with the skill. I'll have an answer for you some time soon on that one.
And I appreciate everyone's support ^^ I'm working as hard as I can with my limited experience. Currently working on spicing up Thurston a bit, and adding some more to his side of things outside of just being a vendor NPC, so hopefully I can get the dialogues to work correctly!
I can definitely add Null resist to the skill, though the test was done in the DE version. And the DE version's Mark has the NULL RESIST effect on it already, as well it can terrify people :p
thank you for taking your time to test it , ah terrify , i havent used that since it is blocked by magic res too right? i hate that , the best CCs are magical haha (i mean i really wanted to have a good hybrid team / class but , armor system lol) since it seems that the next class is the scoundrel like , could you add an optional file with STR scaling? or maybe im asking too much
Yes, the magic resist blocks a ton of effects sadly. I will try to remember to do so, seems like it would be something I would consult another modder to see how to do, but I can definitely at least try!
Looks awesome im also waiting for the definitive edition to try out reading through the skills the only thing that looked off to me was that the fire salamander doesn't seem to fit the theme of the mod or class does it require pyroteknic skill?
This only requires the huntsman skill to use all of the skills introduced.
The concept behind the various summons is a choice between necessary variety and the concept of this version of a huntsman being incredibly good at trapping and training animals and various other creatures into fighting with them.
DE is crashing at load screen... and pretty common thing it seems. starting as admin fixed some people but not mine. if anyone has a fix (news) do share.
The changes have been reflected in the Changelog, thanks for letting me know. Simple summary is a major balance change to the 3 source Artillery Strike skill, an animation change for Murder of Crows, and moving Thurston to a less lethal location on the Lady Vengence
Hey ryuki... is Murder of Crows supposed to have actual crows visible? Because it's just a sort of invisible spell that does the damage. As you can probably surmise from my handle, I would love to actually see them :)
EDIT: Also I just downloaded the update and the icons are gone again. Whatever magic you did last time you forgot in the update. Bleh. ;)
I'm working around the engine to try and make working crows for the attack, but currently the placeholder should be white/black feathers as the prepared effect and red/black feathers as the attack effect on the target. The engine doesn't allow models to work the same way as particle effects, so adding crows as the attack feature is a bit more difficult than it should be.
Honestly I'm probably going to have to reimport the icons every time I push a new skill out. The addition of extra skills seems to break it every time I push something new out.
I should have that fixed along with some tweaks here before the night is out. Just been busy at home this last few weeks.
You can just downloading the "Shorter Cooldowns" version of the mod. It's not patch but instead a standalone mod, just like the main one. It was easier to create it as its own mod instead of a patch.
You CAN install both if you wish to have both options, but only have ONE enabled at a time.
I did some testing over the last few hours between a few different computers, the engine itself, and both versions of the mod, but I couldn't replicate the issues. I'll add it to the known bugs but I'm not entirely sure what can cause this other than a bad download or a bad upload. I will do some minor tweaks in the coming days and hopefully a re-upload that will fix things.
If this is persistent, I may remove the ability until I can tweak things some time after Definitive Edition comes out and I port the mod through the new edition. It's supposed to come with the improved engine utility, which hopefully will fix the numerous bugs that make the mod creation so buggy. I currently am preparing for a large move that's taking most of my free time right now, so most of my work right now is slowed/stalled while I pack.
51 comments
Is this mainly magic damage or it has physical also? because of this dual armor system that i hate i need to ask lol
also , is Uv'ithrha female or male? i would enjoy summoning a female demon or something :p
-I do actually have a few more classes planned. I want to make a magical expansion mod for all the magic. I also have some ideas for a Scoundrel based additional class.
-This class is mainly physical damage with status effects. With the addition of the Torturer changes, I expect this mod to get a big boost in effectiveness as most of the skills apply some sort of status. There are currently 5 skills that are magic damage based. 3 of the traps (Poison, Electric, Ice), Artillery strike is an all fire damage 3 source cost skill, and the Tear Gas skill which bridges the magic damage gap with decent magic armor damage and a sleep effect/blind status.
-Uv'ithrha is considered to be a female demon canonically with the mod! She's a great companion, and though she needs 1 or 2 minor tweaks, she works great in any party, with the utility to resurrect a party member at the cost of her own life, as well as dealing a good amount of damage and having great combat utility, in my personal opinion.
Idk if it is possible but a skill that works like arrow spray (but single target) would be awesome (at least for me) , i like the machine gun effect on it haha , even a "canon" type , that shots less but stronger i think it would look good too
I didn't intend to necessarily add Entangled into this mod as weapon effects that apply the effect end up breaking the game a bit when they are accidentally used on the environment (candles, barrels, etc.) or doors/chests. This doesn't mean that I won't be doing it at some point, as I do have a few more mods in the pipeline right now, but I am going to avoid continuing to over-inflate this mod as the additions of any skills is starting to cause minor conflicts for me in Vanilla.
When the DE engine comes out, I will be playing with 1 or 2 additional skills, but any more ideas I have will be tossed into one of the 2/3 class-like mods I have in the works right now.
As far as the Arrow Spray bit is concerned, I actually have a single target skill that basically rips most of the assets from Arrow Spray but in a mostly single target manner. Suppressive Fire is a skill available along with the other "Tier 3" skills starting at around level 9. It works like a machine gun in that it fires 30 shots at a single target and those shots now, as of today's update, have a chance to split off and strike other targets!
From what you said one class that you are working on is like the scoundrel , i wonder what the other 2 are , any plan to make one similar to poly? i mean transformations (wanted to turn into the Colossal Incarnate or a better variation lol) , you did a great job with the summons from what i saw
Supressive fire was exactly what i was thinking on :D
Do you work on mods of other rpg games?
I'm trying to keep from giving too many details of the others as if they fail during production/I run out of time or money (currently on a hiatus from working) before they are finished, I'll feel terrible when I can't release what I give the expectations for ^^;
I have thought of doing some poly stuff, but that's one of the larger and last projects on my list currently, past the 2 planned ones.
Divinity is actually the first game I've modded for! I did make some potential skins for CS:GO a while back but I axed those a while back. I haven't really looked at modding for other games, at least not until I've had my fill with Divinity :)
So now you can either use it to block melee from reaching you as easily, or root 1 or 2 targets in place for a few turns.
When i get a cred card i will donate (not access to one yet)
Oh nice , the first game that you tried to mod and so far it looks very well implemented as i said
Trying to do as much as I can with this!
As far as nullified resistances, I should be able to test it on the Pheromone Overload skill and see how it works. I don't see why it would cause any conflicts with the skill. I'll have an answer for you some time soon on that one.
And I appreciate everyone's support ^^
I'm working as hard as I can with my limited experience. Currently working on spicing up Thurston a bit, and adding some more to his side of things outside of just being a vendor NPC, so hopefully I can get the dialogues to work correctly!
And the DE version's Mark has the NULL RESIST effect on it already, as well it can terrify people :p
(i mean i really wanted to have a good hybrid team / class but , armor system lol)
since it seems that the next class is the scoundrel like , could you add an optional file with STR scaling? or maybe im asking too much
I will try to remember to do so, seems like it would be something I would consult another modder to see how to do, but I can definitely at least try!
Engine should be out tomorrow so I can officially release it for the DE at that point.
Out for DE now!
Both skills were added to the Tier 3 section of the list
The concept behind the various summons is a choice between necessary variety and the concept of this version of a huntsman being incredibly good at trapping and training animals and various other creatures into fighting with them.
Simple summary is a major balance change to the 3 source Artillery Strike skill, an animation change for Murder of Crows, and moving Thurston to a less lethal location on the Lady Vengence
EDIT: Also I just downloaded the update and the icons are gone again. Whatever magic you did last time you forgot in the update. Bleh. ;)
Honestly I'm probably going to have to reimport the icons every time I push a new skill out. The addition of extra skills seems to break it every time I push something new out.
I should have that fixed along with some tweaks here before the night is out.
Just been busy at home this last few weeks.
It's not patch but instead a standalone mod, just like the main one. It was easier to create it as its own mod instead of a patch.
You CAN install both if you wish to have both options, but only have ONE enabled at a time.
I will do some minor tweaks in the coming days and hopefully a re-upload that will fix things.
If this is persistent, I may remove the ability until I can tweak things some time after Definitive Edition comes out and I port the mod through the new edition.
It's supposed to come with the improved engine utility, which hopefully will fix the numerous bugs that make the mod creation so buggy.
I currently am preparing for a large move that's taking most of my free time right now, so most of my work right now is slowed/stalled while I pack.