Jump to content

Llama8

Members
  • Posts

    3,853
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Llama8

  1. And I need another one: Dragon Berserk is now Dragon's Wrath. Dragon's Wrath allows you to focus the wrath of a dragon into your melee & ranged attacks, enhancing your damage and chance to hit. It's a temp buff that adds to weapon damage & attack (amongst other things).
  2. I'd probably restrict it to % leech, since absolute leech is difficult to get in large quantities (comparable to % leech when fighting bosses). I like the idea of it making you fragile somehow, but the problem is balance, you shouldn't, say, loose more life (via a DoT) than you gain from leech, as that makes it counterproductive & a waste of a mod. Edit: And if the DoT stacks, then you could get into a situation where you need to keep hitting the boss to keep from dieing & that builds up a massive DoT which you can't hope to keep ahead of (kinda like a ponzi/pyramid scheme).
  3. Most, but not all, of the Combat Arts I've modded have fallen over if I've used more than 12 tokens & this is in Ice & Blood, it's possible that it was different in vanilla Sacred 2.
  4. The only problem with doubling up the tokens for the CA mods is that you generally can't go higher than 12 tokens (ie, 0-11).
  5. It'd almost certainly be better than what I've got in the files at the moment (I just hate waiting while I'm testing stuff).
  6. Cool, that'll do nicely thanks DB! The cooldown is currently 15 seconds, though if on second thoughts the cooldown should probably be longer than the (max) duration. So if it's a 30s duration, maybe a 40s cooldown? It really depends how powerful it is against bosses, it shouldn't be able to one-shot them & I'd probably prefer the area-weighted hits per second to be comparable to Incendiary Shower. I've done a quick check & currently it's getting ~20% more hits/sec/area than IS, if they both have the hits/sec mod taken that goes up to ~27.5% more hits/sec/area, so I'd probably need to tweak the hits/sec to 13 hits/sec unmodded & 20 hits/sec modded, down from 15 hits/sec unmodded & 27.5 hits/sec modded, that would increase the duration to 19.6s unmodded & 12.75s modded. Then I could up the cooldown to 20s. My initial view of this CA was that it would be similar to the Druid's spell of the same name in D2.
  7. Possibly, 30s might be better, I don't really want it one-shotting bosses...
  8. Now I need another icon, just one this time (for the moment : Elemental Magic: Magic Barrier is now Armageddon. Armageddon rains down fiery death from the sky. This spell drops 255 meteors (the cap) over 17 seconds with a radius of ~5.7m.
  9. I wonder if Sacred 2 scales monsters using that modelscale line. So if you took the line for a Kobold & increased that value, would you have giant Kobolds? Or would it "just" change the physics of the creature (so it can't walk through doors if the modelscale value is toobig) without changing the graphics?
  10. DB suggested a very cool idea for my mod which involves Creatures.txt & I just wanted to make sure I understand the file & what it's doing & where, etc & thought that we should probably share the knowledge with everyone else. I've put my comments in bold. Anyone elses comments/thoughts are welcome. mgr.createCreature { id = 1994, [b]Creature ID, referenced to in Spells.txt for summoning/shifting spells.[/b] itemtype_id = 12773, [b]Reference to itemtype.txt[/b] name = "spell_dm_dragon_shapeshift", [b]Creature name, don't think it does anything per se[/b] behaviour = "Invalid", [b]Which AI the creature uses if it's not player controlled (ie, an NPC)[/b] dangerclass = 7, [b]Affects item drop classes & probably other stuff[/b] groupmaxcount = 1, [b]max number of monsters in a group[/b] elite_creature_id = 1994, probabilityforelite = 0.000000, rank = 0, tenergy_creature_id = 1994, livesremaining = 0, [b]How many times will it rise up after you kill it (only for undead)[/b] unconscioustime = 20, palettebits = "1111111111111111", monstertype = 0, [b]0 = normal, 1 = champion, 2 = boss[/b] faction_id = 1, modelscale = 0.200000, [b]scalling applied to creature's model, <1 gives a smaller in-game appearance, >1 gives a larger in-game appearance[/b] rise_from_ground = 0, has_corpse = 1, [b]Does it create a corpse when it dies (undead have this as 0)[/b] has_soul = 1, [b]Does it create a soul when it does (which can be "sucked up" by Soul Reaper)[/b] can_strafe = 0, spells = { [b]CAs that a creature can cast, per Spells.txt[/b] entry0 = { "enemy_area_weaken" }, }, } What I'm not quite sure of is how to add spells & skills to a player character (ie, the two Dragon Mage forms). I assume that the section later on in the file is where you add skills, but I'm not sure which file the "bonus = " is referring to (though I have a suspicion that the answer is "later in the file" & only a few of the bonus ids are explicitly stated what they do, such as bonus = 256 is attack & bonus 258 is defence): mgr.addCreatureBonus( 1994, { intensity = 300, bonus = 256, }) mgr.addCreatureBonus( 1994, { intensity = 1000, bonus = 258, }) Having had a further look down the file (after the bit with the player skills in it, I got to these entries: mgr.addCreatureSkill( 1994, { skill_id = 3, advanced = 0, skill_name = "skill_armor_lore", }) mgr.addCreatureSkill( 1994, { skill_id = 13, advanced = 0, skill_name = "skill_constitution", }) mgr.addCreatureSkill( 1994, { skill_id = 19, advanced = 1, skill_name = "skill_ancient_magic_lore", }) mgr.addCreatureSkill( 1994, { skill_id = 24, advanced = 0, skill_name = "skill_alchemist", }) mgr.addCreatureSkill( 1994, { skill_id = 27, advanced = 0, skill_name = "skill_perception", }) mgr.addCreatureSkill( 1994, { skill_id = 0, advanced = 0, skill_name = "skill_DM_dragonmagic_focus", }) mgr.addCreatureSkill( 1994, { skill_id = 0, advanced = 0, skill_name = "skill_DM_dragonmagic_lore", }) mgr.addCreatureSkill( 1994, { skill_id = 9, advanced = 1, skill_name = "skill_tactics_lore", }) So I assume that that's where/how you add a skill to a creature/form (and possibly make it Mastered by changing the advanced = flag). Then there's a section with: mgr.addCreatureBpRelation { creature_id = xxxx, blueprint_id = yyyy, } where x & y are numbers and mgr.addMapPos { merchantType = 2, position = { 25,32,0 , 2708.030,578.617,-11.425, 208.000 }, } Which would be how it spanws merchants. Interestingly there seems to be two forms for this: mgr.addMapPos { merchantType = 2, position = { x = 123550.00, y = 64500.00, z = 0.00, layer = 0, orientation = 0.000, }, }
  11. They did something similar with MF in S1/Underworld. In S1 MF was a % & it added linearly (I think), in Underworld ti was changed to an absolute number which was then converted to a % via am equation. You could do something with LL, but you'd probably have to drop absolute LL otherwise it'd get very confusing. Or have multiple sources of % LL add together with diminishing returns (like many of the more powerful mods in Sacred 2).
  12. You wouldn't be able to get those Legendary/etc since those item types don't have an item quality.
  13. *cough* Finally got a version up that include the change notes & install instructions, etc...
  14. Just the TG for the moment, though I'm working on the other classes. I've also uploaded a smaller version, which doesn't include the entire skin.zip file, just the changed CA icons, so it's ~3 meg, rather than ~33... Change log: Temple Guardian Combat Arts: Devout Guardian aspect. Combat Alert now affects ranged weapons as well as melee, even without the Assualt mod. T-energy Shroud Recharge mod per-level bonus has been trippled (from 3 + 1 per level to 3 + 3 per level) Lost Fusion aspect. Amplifying Discharge now has 100% chance of 3 rebounds at level 1, the mods have also been changed mod 1a - Spectral Ammunition, additional magic damage (28 + 14 per level) mod 1b - Knockout, chance to stun (19.8% + 2% per level) mod 2a - Viral Load, additional poison damage (24 + 14 per level) mod 2b - Explosive Shot, chance to damage nearby opponents (59.5% + 5% per level) mod 3a - Incendiary Payload, additional fire damage (24 + 14 per level) mod 3b - Rubber Bullets, 3 additional rebounds. Furious Emblazer is now Napalm. Napalm creates a burning field of fire which damages everything inside it for the duration. mod 1a - Prolonged Burn, increased duration (+1 second +0.1s per level) mod 1b - Accelerant, increased hits per second (from 1.3 hits/s to 2 hits/s + 0.1/sec per level) mod 2a - Intensify, increased damage (+16 + 8 per level) mod 2b - Incapacitate, chance to stun (10% + 0.2% per level) mod 3a - Immolation, increased chance to ignite (+25% + 0.3% per level) mod 3b - Elongate, increased Area of Effect (+200 + 10 per level, distance units, an increase of +100% + 20% per level) Archimedes Beam is now Fusion Mine. Fusion Mine creates a trap at the target which does physical & fire damage to opponents each time they enter or leave it's Area of Effect. mod 1a - Increased Yield, increased fire damage (21 + 10.5 per level) mod 1b - Immolation, increased chance to burn (45% + 5% per level) mod 2a - Fright, chance to cause fear (14.7% + .3% per level) mod 2b - Shockwave, chance to knockback (9% + 1% per level) mod 3a - Stellar Fury, increased chance to score a critical hit (9.8% + .2% per level) mod 3b - Sunburn, deathblow (deathblow threshold 24% + 1% per level) Propelled Levitation has been changed to a "eCAtype_m_move_go" CA (like the High Elf's Teleport), which should mean that the TG can use this to cross rivers & "no-go" areas. The max jump distance has been increased 33% (from 750 to 1,000 distance units). The damage Area of Effect area has been increased (from 200 + 0 per level to 300 + 10 per level). The base fire damage has been increased (from 28 + 14 per level to 48 + 24 per level). Mod 2b fire damage has been increased (from 14 + 7 per level to 24 + 12 per level). Source Warden aspect. Primal Mutation is now Primordial Annihilator. Primordial Annihilator does fire/magic damage over a very small Area of Effect. mod 1a - Primal Fury, increased chance to score a critical hit (+14% + 1% per level) mod 1b - Expansion, increased Area of Effect (+200 + 1 per level, distance units. This is a 100% increase) mod 2a - Fusion, increased fire damage (+21 + 10.5 per level) mod 2b - Incendiary, fire damage over time (40 + 15 per level) mod 3a - Radiation, increased magic damage (+21 + 10.5 per level) mod 3b - Radiation Burn, magic damage over time (40 + 15 per level) Fiery Ember is now Elemental Fury. Elemental Fury does fire & ice damage over an area for a duration. mod 1a - Slowdown, reduces affected opponents' attack speed (29.8% + .2% per level) mod 1b - Furious Fire, increased fire damage (12.5 + 7.5 per level) mod 2a - Inaccurate, reduces affected opponent's chance to hit (29 + 1 per level) mod 2b - Intemperate Ice, increased ice damage (12.5 + 7.5 per level) mod 3a - Wither, reduces stats of affected opponents (16.4% + .6% per level) mod 3b - Penetration, increases TG's Spell Intensity (+18.5% + 1.5% per level) Icy Evanesence is now Temporal Flux, a temporary team buff giving run speed & chance to evade. mod 1a - Crushing Blow, increases weapon damage (17.5% + 2.5% per level) mod 1b - Blue Shift, increases attack speed (9.5% + 0.5% per level) mod 2a - Premonition, reduces opponent's chance to evade (9.7% + 0.3% per level) mod 2b - Penetration, chance that attacks will disregard armour (29.5% + 0.5% per level) mod 3a - Regenerative Flow, reduces Temporal Flux's cooldown (7.5s - 0.1s per 3 CA levels) mod 3b - Piercing Blow, increases chance to score a critical hit (9.8% + 0.2% per level) Untouchable Force is now Summon TG. Summon TG summon's an allied Temple Guardian to aid you in your fight. Summoned TG level is 1 + 1 per level. mod 1a - Sharpened Blade, increases physical weapon damage (5 + 5 per level) mod 1b - Elemental Deflection, increases TG's resistances (7.5 + 5.5 per level per element) mod 2a - Enhanced Pneumatics, increased attack speed (19.8% + 0.2% per level) mod 2b - Prototype Weapon, increased physical weapon damage (5 + 5 per level) mod 3a - Advanced Coombat Algorithmics, increased attack & defence (25% + 5% per level) mod 3b - Composite Armour, increased armour (7.5 + 5.5 per level per element)
  15. I've replaced/tweaked quite a few (~1/2-2/3) of the TG's CAs & am working on the other classes. I've also got a few ideas for some balance changes that I'd like to see if I can get in. I'm also trying to see if I can remove the need to include the entire skin.zip file, which would make the download much smaller.
  16. Llama's CM Patch Mod View File Kindly updated by Flix for CM v 160 (with a few typos corrected for good measure. ). This is a mod for the Community Patch, so you will need to have installed that first, you will also need to download & install Generic Mod Enabler in order to install the mod. Currently the mod changes several of the Temple Guardian CAs, future versions will change other classes CAs. v0.1 changes several of the Temple Guardian CAs: Temple Guardian Combat Arts: Devout Guardian aspect. Combat Alert now affects ranged weapons as well as melee, even without the Assualt mod. T-energy Shroud Recharge mod per-level bonus has been trippled (from 3 + 1 per level to 3 + 3 per level) Lost Fusion aspect. Amplifying Discharge now has 100% chance of 3 rebounds at level 1, the mods have also been changed mod 1a - Spectral Ammunition, additional magic damage (28 + 14 per level) mod 1b - Knockout, chance to stun (19.8% + 2% per level) mod 2a - Viral Load, additional poison damage (24 + 14 per level) mod 2b - Explosive Shot, chance to damage nearby opponents (59.5% + 5% per level) mod 3a - Incendiary Payload, additional fire damage (24 + 14 per level) mod 3b - Rubber Bullets, 3 additional rebounds. Furious Emblazer is now Napalm. Napalm creates a burning field of fire which damages everything inside it for the duration. mod 1a - Prolonged Burn, increased duration (+1 second +0.1s per level) mod 1b - Accelerant, increased hits per second (from 1.3 hits/s to 2 hits/s + 0.1/sec per level) mod 2a - Intensify, increased damage (+16 + 8 per level) mod 2b - Incapacitate, chance to stun (10% + 0.2% per level) mod 3a - Immolation, increased chance to ignite (+25% + 0.3% per level) mod 3b - Elongate, increased Area of Effect (+100 + 10 per level, distance units, an increase of +50% + 10% per level) Archimedes Beam is now Fusion Mine. Fusion Mine creates a trap at the target which does physical & fire damage to opponents each time they enter or leave it's Area of Effect. mod 1a - Increased Yield, increased fire damage (21 + 10.5 per level) mod 1b - Immolation, increased chance to burn (45% + 5% per level) mod 2a - Fright, chance to cause fear (14.7% + .3% per level) mod 2b - Shockwave, chance to knockback (9% + 1% per level) mod 3a - Stellar Fury, increased chance to score a critical hit (9.8% + .2% per level) mod 3b - Sunburn, deathblow (deathblow threshold 24% + 1% per level) Propelled Levitation has been changed to a "eCAtype_m_move_go" CA (like the High Elf's Teleport), which should mean that the TG can use this to cross rivers & "no-go" areas. The max jump distance has been increased 33% (from 750 to 1,000 distance units). The damage Area of Effect area has been increased (from 200 + 0 per level to 300 + 10 per level). The base fire damage has been increased (from 28 + 14 per level to 48 + 24 per level). Mod 2b fire damage has been increased (from 14 + 7 per level to 24 + 12 per level). Source Warden aspect. Primal Mutation is now Primordial Annihilator. Primordial Annihilator does fire/magic damage over a very small Area of Effect. mod 1a - Primal Fury, increased chance to score a critical hit (+14% + 1% per level) mod 1b - Expansion, increased Area of Effect (+200 + 1 per level, distance units. This is a 100% increase) mod 2a - Fusion, increased fire damage (+21 + 10.5 per level) mod 2b - Incendiary, fire damage over time (40 + 15 per level) mod 3a - Radiation, increased magic damage (+21 + 10.5 per level) mod 3b - Radiation Burn, magic damage over time (40 + 15 per level) Fiery Ember is now Elemental Fury. Elemental Fury does fire & ice damage over an area for a duration. mod 1a - Slowdown, reduces affected opponents' attack speed (29.8% + .2% per level) mod 1b - Furious Fire, increased fire damage (12.5 + 7.5 per level) mod 2a - Inaccurate, reduces affected opponent's chance to hit (29 + 1 per level) mod 2b - Intemperate Ice, increased ice damage (12.5 + 7.5 per level) mod 3a - Wither, reduces stats of affected opponents (16.4% + .6% per level) mod 3b - Penetration, increases TG's Spell Intensity (+18.5% + 1.5% per level) Icy Evanesence is now Temporal Flux, a temporary team buff giving run speed & chance to evade. mod 1a - Crushing Blow, increases weapon damage (17.5% + 2.5% per level) mod 1b - Blue Shift, increases attack speed (9.5% + 0.5% per level) mod 2a - Premonition, reduces opponent's chance to evade (9.7% + 0.3% per level) mod 2b - Penetration, chance that attacks will disregard armour (29.5% + 0.5% per level) mod 3a - Regenerative Flow, reduces Temporal Flux's cooldown (7.5s - 0.1s per 3 CA levels) mod 3b - Piercing Blow, increases chance to score a critical hit (9.8% + 0.2% per level) Untouchable Force is now Summon TG. Summon TG summon's an allied Temple Guardian to aid you in your fight. Summoned TG level is 1 + 1 per level. mod 1a - Sharpened Blade, increases physical weapon damage (5 + 5 per level) mod 1b - Elemental Deflection, increases TG's resistances (7.5 + 5.5 per level per element) mod 2a - Enhanced Pneumatics, increased attack speed (19.8% + 0.2% per level) mod 2b - Prototype Weapon, increased physical weapon damage (5 + 5 per level) mod 3a - Advanced Coombat Algorithmics, increased attack & defence (25% + 5% per level) mod 3b - Composite Armour, increased armour (7.5 + 5.5 per level per element) v0.2 changes several of the Dragon Mage's CAs: Dragon Magic aspect. Dragon Form has different mods, the first mod of each tier now shifts the Dragon Mage into increasingly more powerful dragons mod 1a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 1b - Wyrm's Fury - Tear your enemy limb from limb with the true power of a dragon (0% + 4% per level damage bonus) mod 2a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 2b - Basilisk's Talon - Pierce even the toughest armour (5% + 0.5% chance to ignore armour) mod 3a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 3b - Dragon Soul'd - The Dragon Mage aligns his thought processes to the great drakes and is able to change his form more frequently (33% + 0.2% per level cooldown reduction) Dragon Berserk is now Dragon's Wrath. Dragon's Wrath allows you to focus the wrath of a dragon into your melee & ranged attacks, enhancing your damage and chance to hit. mod 1a - Basilisk's Talon - Pierce even the toughest armour ( mod 1b - White Dragon's Favour - Gaining the favour ofa White Dragon allows the Dragon mage to channel the fury of the North ( mod 2a - Vulnerability - Dragons often do more damage then their foes expect ( mod 2b - Vampire - A dragon's attack can drain the very life force from a foe ( mod 3a - Dragon's Fury - A dragon's fury is great indeed, so much so that they often smite opponents nearby their target ( mod 3b - Dragon Sight - A dragon's sight is keen & enemies cannot evade their wrath ( Eternal Flame has had fire damage added (7 + 7 per level) in addition to the normal damage over time Elemental Magic aspect. Whirlwind now does physical + ice damage (30 + 15 per level per element), previously it did pure physical (50 + 25 per level) mod 3a - Disorientate - The constant buffetting distracts opponents & makes it harder for them to hit the Dragon Mage (50 + 2 per level) Magic Barrier is now Armageddon. Armageddon rains down fiery death from the sky. This spell drops 255 meteors (the cap) over 17 seconds with a radius of ~5.7m, it is strongly advised to disable screen shake in the customoptions.txt file before using the spell. There is also a display bug where the damage on the tooltip is roughly 1/10 of the actual damage done per rock. mod 1a - Hellfire - Burn your enemies with the fires of creation (16.9 + 5.6 per level fire damage) mod 1b - Devastation - The fires of creation sometimes find a chink in your opponents armour & deal additional damage (9.9% + 0.1% per level chance to critical hit) mod 2a - Arcane Fire - Tear your opponents apart with eldritch energies (16.9 + 5.6 per level magic damage) mod 2b - Tempest - Increase the torrent of Death From Above (+10.5 hits per second, +70%, reduces the duration from 17 seconds to 10 seconds) mod 3a - Nickel-Iron Core - Crush your foes with really big rocks (16.9 + 5.6 per level physical damage) mod 3b - Explosive - Sometimes the rocks explode on impact (+50% chance for splash damage) Destroyer has the damage type changed to fire & a chance for knockback (50% + 1% per level) Protector has had it's AI changed such that it will now cast the CAs that Ascaron gave it, as well as a brand new root CA (dm_protector_root in spell.txt if you wish to look it up). The new root CA has the following tokens/stats: Duration of 10 seconds + 0.5 seconds per level Range of 50 (0.285m, this is the same as an unmodded Tangling Vines, so it will sometimes "miss" moving targets) 0.8 + 0.02 per level hits per second 30 + 15 per level physical damage 20% + 0.3% per level chance to stun Mentalism aspect: Combat Trance is now Psychic Hammer. Psychic Hammer damages and stuns enemies in a small area for a short duration. mod 1a - Reverberation - The blow from Psychic Hammer is so intense that it echos on for several seconds (1 hit per sec) mod 1b - Psychic Force - Intent concentration increases the force of the psychic blow (25 + 12.5 per level physical damage) mod 2a - Hammer Blow - Wounded opponents often don't survive even a single Psychic Hammer (25% + 0.5% per level Deathblow) mod 2b - Concussion - The blow can be so intense that it knocksback opponents (33% chance to knockback) mod 3a - Confuse - Those affected by Spychic Hammer can often find it hard to concentrate during battle (16.7 + 0.4 opponent CA regen) mod 3b - Debilitate - If Psychic Hammer hits the right areas of the brain an opponent can be left feeling nauseous and weak (10% + 0.2% per level opponent stat debuff) Submitter Llama8 Submitted 05/15/2011 Category Community Patch  
  17. Version 0.2b

    2,274 downloads

    Kindly updated by Flix for CM v 160 (with a few typos corrected for good measure. ). This is a mod for the Community Patch, so you will need to have installed that first, you will also need to download & install Generic Mod Enabler in order to install the mod. Currently the mod changes several of the Temple Guardian CAs, future versions will change other classes CAs. v0.1 changes several of the Temple Guardian CAs: Temple Guardian Combat Arts: Devout Guardian aspect. Combat Alert now affects ranged weapons as well as melee, even without the Assualt mod. T-energy Shroud Recharge mod per-level bonus has been trippled (from 3 + 1 per level to 3 + 3 per level) Lost Fusion aspect. Amplifying Discharge now has 100% chance of 3 rebounds at level 1, the mods have also been changed mod 1a - Spectral Ammunition, additional magic damage (28 + 14 per level) mod 1b - Knockout, chance to stun (19.8% + 2% per level) mod 2a - Viral Load, additional poison damage (24 + 14 per level) mod 2b - Explosive Shot, chance to damage nearby opponents (59.5% + 5% per level) mod 3a - Incendiary Payload, additional fire damage (24 + 14 per level) mod 3b - Rubber Bullets, 3 additional rebounds. Furious Emblazer is now Napalm. Napalm creates a burning field of fire which damages everything inside it for the duration. mod 1a - Prolonged Burn, increased duration (+1 second +0.1s per level) mod 1b - Accelerant, increased hits per second (from 1.3 hits/s to 2 hits/s + 0.1/sec per level) mod 2a - Intensify, increased damage (+16 + 8 per level) mod 2b - Incapacitate, chance to stun (10% + 0.2% per level) mod 3a - Immolation, increased chance to ignite (+25% + 0.3% per level) mod 3b - Elongate, increased Area of Effect (+100 + 10 per level, distance units, an increase of +50% + 10% per level) Archimedes Beam is now Fusion Mine. Fusion Mine creates a trap at the target which does physical & fire damage to opponents each time they enter or leave it's Area of Effect. mod 1a - Increased Yield, increased fire damage (21 + 10.5 per level) mod 1b - Immolation, increased chance to burn (45% + 5% per level) mod 2a - Fright, chance to cause fear (14.7% + .3% per level) mod 2b - Shockwave, chance to knockback (9% + 1% per level) mod 3a - Stellar Fury, increased chance to score a critical hit (9.8% + .2% per level) mod 3b - Sunburn, deathblow (deathblow threshold 24% + 1% per level) Propelled Levitation has been changed to a "eCAtype_m_move_go" CA (like the High Elf's Teleport), which should mean that the TG can use this to cross rivers & "no-go" areas. The max jump distance has been increased 33% (from 750 to 1,000 distance units). The damage Area of Effect area has been increased (from 200 + 0 per level to 300 + 10 per level). The base fire damage has been increased (from 28 + 14 per level to 48 + 24 per level). Mod 2b fire damage has been increased (from 14 + 7 per level to 24 + 12 per level). Source Warden aspect. Primal Mutation is now Primordial Annihilator. Primordial Annihilator does fire/magic damage over a very small Area of Effect. mod 1a - Primal Fury, increased chance to score a critical hit (+14% + 1% per level) mod 1b - Expansion, increased Area of Effect (+200 + 1 per level, distance units. This is a 100% increase) mod 2a - Fusion, increased fire damage (+21 + 10.5 per level) mod 2b - Incendiary, fire damage over time (40 + 15 per level) mod 3a - Radiation, increased magic damage (+21 + 10.5 per level) mod 3b - Radiation Burn, magic damage over time (40 + 15 per level) Fiery Ember is now Elemental Fury. Elemental Fury does fire & ice damage over an area for a duration. mod 1a - Slowdown, reduces affected opponents' attack speed (29.8% + .2% per level) mod 1b - Furious Fire, increased fire damage (12.5 + 7.5 per level) mod 2a - Inaccurate, reduces affected opponent's chance to hit (29 + 1 per level) mod 2b - Intemperate Ice, increased ice damage (12.5 + 7.5 per level) mod 3a - Wither, reduces stats of affected opponents (16.4% + .6% per level) mod 3b - Penetration, increases TG's Spell Intensity (+18.5% + 1.5% per level) Icy Evanesence is now Temporal Flux, a temporary team buff giving run speed & chance to evade. mod 1a - Crushing Blow, increases weapon damage (17.5% + 2.5% per level) mod 1b - Blue Shift, increases attack speed (9.5% + 0.5% per level) mod 2a - Premonition, reduces opponent's chance to evade (9.7% + 0.3% per level) mod 2b - Penetration, chance that attacks will disregard armour (29.5% + 0.5% per level) mod 3a - Regenerative Flow, reduces Temporal Flux's cooldown (7.5s - 0.1s per 3 CA levels) mod 3b - Piercing Blow, increases chance to score a critical hit (9.8% + 0.2% per level) Untouchable Force is now Summon TG. Summon TG summon's an allied Temple Guardian to aid you in your fight. Summoned TG level is 1 + 1 per level. mod 1a - Sharpened Blade, increases physical weapon damage (5 + 5 per level) mod 1b - Elemental Deflection, increases TG's resistances (7.5 + 5.5 per level per element) mod 2a - Enhanced Pneumatics, increased attack speed (19.8% + 0.2% per level) mod 2b - Prototype Weapon, increased physical weapon damage (5 + 5 per level) mod 3a - Advanced Coombat Algorithmics, increased attack & defence (25% + 5% per level) mod 3b - Composite Armour, increased armour (7.5 + 5.5 per level per element) v0.2 changes several of the Dragon Mage's CAs: Dragon Magic aspect. Dragon Form has different mods, the first mod of each tier now shifts the Dragon Mage into increasingly more powerful dragons mod 1a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 1b - Wyrm's Fury - Tear your enemy limb from limb with the true power of a dragon (0% + 4% per level damage bonus) mod 2a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 2b - Basilisk's Talon - Pierce even the toughest armour (5% + 0.5% chance to ignore armour) mod 3a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 3b - Dragon Soul'd - The Dragon Mage aligns his thought processes to the great drakes and is able to change his form more frequently (33% + 0.2% per level cooldown reduction) Dragon Berserk is now Dragon's Wrath. Dragon's Wrath allows you to focus the wrath of a dragon into your melee & ranged attacks, enhancing your damage and chance to hit. mod 1a - Basilisk's Talon - Pierce even the toughest armour ( mod 1b - White Dragon's Favour - Gaining the favour ofa White Dragon allows the Dragon mage to channel the fury of the North ( mod 2a - Vulnerability - Dragons often do more damage then their foes expect ( mod 2b - Vampire - A dragon's attack can drain the very life force from a foe ( mod 3a - Dragon's Fury - A dragon's fury is great indeed, so much so that they often smite opponents nearby their target ( mod 3b - Dragon Sight - A dragon's sight is keen & enemies cannot evade their wrath ( Eternal Flame has had fire damage added (7 + 7 per level) in addition to the normal damage over time Elemental Magic aspect. Whirlwind now does physical + ice damage (30 + 15 per level per element), previously it did pure physical (50 + 25 per level) mod 3a - Disorientate - The constant buffetting distracts opponents & makes it harder for them to hit the Dragon Mage (50 + 2 per level) Magic Barrier is now Armageddon. Armageddon rains down fiery death from the sky. This spell drops 255 meteors (the cap) over 17 seconds with a radius of ~5.7m, it is strongly advised to disable screen shake in the customoptions.txt file before using the spell. There is also a display bug where the damage on the tooltip is roughly 1/10 of the actual damage done per rock. mod 1a - Hellfire - Burn your enemies with the fires of creation (16.9 + 5.6 per level fire damage) mod 1b - Devastation - The fires of creation sometimes find a chink in your opponents armour & deal additional damage (9.9% + 0.1% per level chance to critical hit) mod 2a - Arcane Fire - Tear your opponents apart with eldritch energies (16.9 + 5.6 per level magic damage) mod 2b - Tempest - Increase the torrent of Death From Above (+10.5 hits per second, +70%, reduces the duration from 17 seconds to 10 seconds) mod 3a - Nickel-Iron Core - Crush your foes with really big rocks (16.9 + 5.6 per level physical damage) mod 3b - Explosive - Sometimes the rocks explode on impact (+50% chance for splash damage) Destroyer has the damage type changed to fire & a chance for knockback (50% + 1% per level) Protector has had it's AI changed such that it will now cast the CAs that Ascaron gave it, as well as a brand new root CA (dm_protector_root in spell.txt if you wish to look it up). The new root CA has the following tokens/stats: Duration of 10 seconds + 0.5 seconds per level Range of 50 (0.285m, this is the same as an unmodded Tangling Vines, so it will sometimes "miss" moving targets) 0.8 + 0.02 per level hits per second 30 + 15 per level physical damage 20% + 0.3% per level chance to stun Mentalism aspect: Combat Trance is now Psychic Hammer. Psychic Hammer damages and stuns enemies in a small area for a short duration. mod 1a - Reverberation - The blow from Psychic Hammer is so intense that it echos on for several seconds (1 hit per sec) mod 1b - Psychic Force - Intent concentration increases the force of the psychic blow (25 + 12.5 per level physical damage) mod 2a - Hammer Blow - Wounded opponents often don't survive even a single Psychic Hammer (25% + 0.5% per level Deathblow) mod 2b - Concussion - The blow can be so intense that it knocksback opponents (33% chance to knockback) mod 3a - Confuse - Those affected by Spychic Hammer can often find it hard to concentrate during battle (16.7 + 0.4 opponent CA regen) mod 3b - Debilitate - If Psychic Hammer hits the right areas of the brain an opponent can be left feeling nauseous and weak (10% + 0.2% per level opponent stat debuff)
  18. Sweet, that works great, thanks mate. Now I need to figure out Generic Mod Enabler...
  19. As it was in S1, though there it was easy to get large amounts of % leech (runes gave 3%).
  20. My main "issue" with it (from a balance point of view) is that it adds damage equal to the life you leech. If it didn't add damage then it wouldn't make bosses so easy to kill, though even if it just gave you the life, it would make bosses safer to kill. % LL based on monster HP is going to be overpowered for bosses, since they have so much HP, but absolute LL doesn't leech much (as a % of player HP) late game, so it's not particularly useful.
  21. Yup, it's one thing to license middleware for in-house use, another to license it for release to the public (and I'd imagine that would be significantly more).
×
×
  • Create New...
Please Sign In or Sign Up