[Mod Release] [Mastery] The Engineer

Overpowered Oscillators affects everything as long as one have 1 charge of the fist skill up thus it easily turns many skills OP due to a massive damage boost that multiplies

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How long does it take to create a mastery mod? If you had to guess or estimate?

I had assumed this was intended, as it’s exactly how Savagery’s transmuter works.

I’m not saying its a bug I’m just reported it as something he may have missed considering it’s such a huge multiplier

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Yeah, I guess I may have missed this. Might have to add -Spell Cast speed to it too if it is affecting everything. I’ll look into it.

Just looked at my commit history on GitHub and added up every session I worked. Rough estimate would be 60 hours of work before the initial release. Might not be completely accurate, but it’s definitely close. I think the first 16 hours or so were a lot of stumbling and trying to figure out how everything actually works.

Cant you do the same thing with overdrive? I think the buff still stays if you activate while unarmed and switch

Unfortunately, that is the case. Buffs which require a weapon are SUPPOSED to go away when switching weapons, and that is the case for every weapon requirement EXCEPT for unarmed. I’d call it a bug.

I haven’t decided if I’m going to do anything about it, though.

It goes away for me when I switch to wielding a weapon…
It’s not that much of a problem though because Its a very short duration and still has a pretty decent cool down even when maxed out.

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Koba I love what youve done here. The flavor of the Engineer is great! It fits the world. I really like the idea of unarmed combat, and ranged could always use some love.

Im interested what sort of class synergies you envisioned while you were creating the class? I definately see some obvious ones, unarmed engineer with demolitionist (because fire) using incendiary implement. Ranged engineer with shaman for even more lightning. The turrets could supplement one of the pet classes well.

I also was thinking alot about unarmed, and specifically the problem with auto-equipping. What if you made a line of “unarmed” weapons that were actually just reskinned maces? None of the vanilla classes take specific advantage of maces, so itemizing some unarmed versions (or replacing maces with unarmed weapons altogether) wouldnt impact any existing gameplay. That would obviously be a nice work around to the auto-equipping issue, but more importantly, the stats lost to having a blank inventory slot would be restored.

Just thinkin out loud. Thank you for what youve done, ie add another run thru to one of my favorite games!

I’ve already suggested making unarmed weapons to stop auto equipping a number of times, maybe Koba now will that there’s another person requesting it :wink:

No idea what synergies he had planned but all I can say is I’m working on a III (Isac’s Icendiary Implement) Mad Scientist and its an absolute beast and if it works out the way I’m planning, although it’ll have a lot of wasted points it will be a god.

You say that like creating a whole new weapon type like that is easy or simple. There were hurdles to be jumped for staves and spears to be implemented in Grim Quest, and there are still issues (spears are backwards, at least in DAIL). There is a further issue that I read that spears and staves were only able to be added in because there are 2 empty weapon type slots available, which means Engineer would have issues being integrated into DAIL alongside Grim Quest if I’m remembering this correctly.

Would it be nice? Sure, but a whole 2 people asking for isn’t exactly a flood of demands now is it?

I’m not saying that it would be easy, if you go through the thread you can see I have always said “try”.

An sure it’s only 2 people vocally (writtenly?) wanting it, but I’m sure that many others who are playing this mod without commenting want it as well.
You can’t honestly saying having to go into inventory to unequip a weapon every minute or so doesn’t get frustrating and tedious or even detrimental. I have 6 deaths all because in the middle of a fight I accidentally picked up a weapon and couldn’t activate my skills and that is the only reason I have 6 deaths.

I totally agree. The more I think about it I think repurposing maces is the answer. Make the skills require maces, (we’re gonna lie in the tooltip and say something like “unarmed weapon”) change the descriptions and icons for all your basic maces to stuff like brass knuckles or fist wraps, whatever, and call it good. If Koba wants to do some magic in 3dsmax and make meshs for some knuckle weapons great (a skill I have not learned, bravo on the turrets). i am admittedly still in that “first 16 hours” of fumbling around figuring out how the game works, but I think I could make this happen. I’ll start working on it, see if I can cobble together a “fist weapon”, and think about what to do with rare and epic maces that probably need to stay in the game in some capacity.

I dont have any problems with picking up items, i just swap weapons with w when picking up stuff.

Consider this comment a blanket response to people talking about the annoying auto-equip issue.

I’ve been thinking about the issue for quite a while, because it IS extremely annoying to have weapons auto-equip while wanting to use unarmed skills. I am, however, trying to ensure that any way I may eventually solve this problem is friendly to other mods and not just a hack.

This mod is a part of DAIL, so I can’t just be claiming weapon equip slots as my own. I think DAIL is an important part of the modding community, and I have a great deal of respect for what is being accomplished by it. I know some people aren’t huge fans of it because of balance issues and other stuff, but I still need to keep track of it when developing and not overstep into dangerous territory that may conflict with other mods.

I’ve been delving into template files lately (already solved the 35 skill limit for masteries… got some fancy stuff coming eventually regarding that…), and it doesn’t look very good for creating a new weapon type. Those seem to be very hardcoded. Even then, I’m not sure how I feel about this solution in general, for reasons I’m not completely sure how to explain.

I still have a few ideas floating around for fixing the problem (some of them might even work), and I’ll try to get something out for the next update. I’ve got some stuff that’s taking away from my time to work on the mod, but it’ll get done.

Anyway, thanks for all the feedback so far. The mastery is definitely in a better place than it was upon release, and it will continue to get better. Just maybe a little slower now that I’m getting busy.

Even more to the mastery?!?!? Eagerly awaiting to see what your going to add!!!
Shame about the weapon thing hope you do find something to do with the auto equip though…

Is there someway to turn off the auto equip? It’s not like removing it would cause issues for people past level 3/5

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Instead of creating a whole new type of weapon, which I think it’s not that easy, why don’t you create gloves that has damage on their stats? The model could be a normal glove to the left hand (even using the models that already are in the game) and those steam-punky gloves that the engineers use on the right hand.

While it would be cool to have a fancy engineer glove, that wouldn’t solve the problem of weapons auto-equipping. If I ever decide to look into custom engineer-related loot, though, something like that would definitely be on the list.

No promises, though. Seriously, don’t get excited about custom loot. I’ll just dash your hopes right now and say I’m not planning on doing it. That way if I do eventually add it, everyone will be pleasantly surprised! Psychology.

I’d love to see it. Your mod is awesome. 900 hours playing Grim Dawn and now it feels like I just bought it. Thank you very much for this, sir.

And now for a fancy teaser. I had a chat with Martimus about a mod he was thinking about making which would add a unique skill for every possible combination of masteries. I liked the idea, and I helped him come up with a way to implement it without too much trouble.

In doing so, I started thinking about a (very) similar idea for this mod, which I have dubbed Crossover Skills! When you get the Engineer’s mastery bar to 50, you will also gain access to your specific class crossover skill.

I just slapped another box onto the UI and got all the buttons and mastery dependencies working, I still have to actually make the skills. You can see, though, that one of the skills can be invested into because Arcanist is my other mastery.

This is going to be pretty awesome. Oh god, DAIL will need 20-something more skills…