@medea try to get Acid Spray devotion skill early (Manticore?). The debuff is great. Elemental Storm on Rowan’s Crown is another great devotion skill. Points in Plague modifiers help greatly as well.
Actually Manticore is the next devotion to complete on my list Kathanious. I’ve been using JayNyne’s Lazy Pokemon devotion list as that’s geared for pets so seemed worth trying for this. So far I have Akeron’s Scorpion (wolves), Shepherd’s Crook (Fungal Swarm), Eye of the Guardian (Nymph), Fiend (Bone Fiend - where else ;)) and skellies will get Manticore or possibly the Liche. The list also includes Leviathan (skellies or Liche) and Mogdrogen the Wolf (Ternion). I dropped Bysmiel’s Bonds for Fiend as I only have Fungal Swarm and Ternion so didn’t have a third skill to use that with.
Don’t have Plague as I like to only have LMB and RMB active skills if possible - don’t like too much button bashing. Also pets kill so quickly it doesn’t seem to be needed. May change my mind later of course.
is it possible to make regrowth self-targetable through another transmuter? I found targeting really difficult
I was playing Grimarillion today when I came across some weird behavior from the Fire Surge skill from the Earth Mastery (or was it Flame Surge? It’s the one that shoots 3 fire projectiles in a cone forward.) When I assigned it to the numbered skill slots, it wouldn’t turn my character towards the cursor when I used the skill. So if I was moving up and then moved the cursor to the left and hit the skill it still fired up instead of towards the cursor. For some reason though, if I assigned it to the Right Mouse Button, then it would work as I expect and turn the character to aim at the cursor. It seems weird it would turn the character only when assigned to the RMB, and not tuning to fire the skill is definitely not how I would expect a projectile skill like that to work, even when in the numbered skill bar. Is it expected to behave like this?
Thanks for all your work on this mod, BTW. I was expecting to just have the exact same skills as TQ but you have really updated them to fit the GD game with all the transmuters and new skills. The TQ weapons types are great as well.
Sorry, I don’t think it’s possible.
@invelios I don’t think I’ve heard of that happening so I don’t know what to say…:undecided:
Maybe a nova with a chain effect? How does the Groble healing spell work?
Asylum101, just to say your skill changes for this mod are inspiring Bumbleguppy to new heights in his v2 of Legion of Champions mod for TQAE. Already incorporated some of the Nature and Defense changes into the new version he’s working on.
I’d already noted the new stuff for my own info, but went back into the mod and made complete lists of all the new/altered skills for him to see. Coupled with the new dungeons he’s making LoC v2 looks like it’s going to be awesome.
Ha, that’s pretty cool. I can’t take all the credit, much of it was drafted over from Soulvizier/Underlord mod. Glad to see he’s still working on that.
Yes, mouintaiblade mentioned to him that a fair number of the skills you used had come from Underlord/Soulvizier. He found an archived copy of Underlord so is using some music from that too.
Thread’s here:
http://www.titanquest.net/tq-forum/threads/56767-LoC-v2-discussion-and-development-thread
A minor update to anyone who still visits this thread:
I am still working on the mod, it’s not dead yet. My last update has gotten quite large, I’ve done a shitload of stuff. At the moment, I’m adding transmuters to many skills. If you have any ideas of what you think would be good/fun/cool, let me know. Skills which don’t already have transmuters, or skills with modifiers that SHOULD be transmuters.
Here’s a few examples of ones I’ve created:
Warlust, transmuter for Warwind that reduces the cooldown (1.5 seconds) and cost but also reduces the damage dealt. Because I did this, I removed the cooldown reduction and cost reduction from the finesse modifier.
Cacophony, transmuter for Warhorn that reduces the cooldown and stun duration but increases the damage dealt.
Thorn Sprites got a new one to increase the duration but to also increase the cost and cooldown.
I have a few others that are placeholders atm, I have one for Battlerage that improves multiplies damage dealt but reduces total resistances and armor. I have one for Onslaught that increases attack speed but lowers OA.
Also, a pretty big rework I did for Ancestral Horn. I reduced the cooldown to 10 seconds or so, duration stays at 20. The skill randomly chooses one ancestor to summon, and each of these ancestors are quite a bit stronger than they were before. Damage is way higher and they have their own unique skills. Each one has an ‘onslaught’ type attack, and then one other skill to make them all special. To retain a bit of the old feeling the skill had when you could summon the army of Ancestors, I created a new transmuter for it, which will increase the summon count to 5, but increase the cost and cooldown.
I added two new skills to Defense, an on hit buff for Batter, and a new modifier for shield charge which… is pretty cool if I do say so myself…
After you make contact with Shield Charge, several defender specters appear around you and charge at a nearby target. It can be your target, or it can be a random target that is closer to them. (not sure how to force them to attack your target if it survives your charge) At the moment, these specters vanish a moment after charging, so you cannot have them following you around forever. I may change the duration to be a bit longer, maybe a total of 2-3 seconds, but at the moment I am satisfied with it.
Earth’s Rupture skill has been changed, it now works with all weapons instead of staves and rifles only. In addition I added one transmuter which increases the damage and crit damage it deals with two handed weapons and staves.
I reworked how the ensnare skill works, I’ve never really enjoyed using it in TQ and in GD it felt like a hassle to cast sometimes because of the investment it took and small aoe. It always felt like a bad version of Study Prey or Flashbang. So, what I’ve done is change it into a mine type skill. You place it on the ground and sit on it while shooting enemies. Enemies who come to close trigger the mine, it detonates and fires nets in a nova, trapping enemies who are hit.
I’m looking into changing burst shot from a skill to a transmuter for Marksmanship. Any thoughts? It’s probably not a great idea, but I wanted to do some kind of transmuter for marksmanship and that seemed like a cool way to go, but I remember the last time I played the hunter with burstshot/marksmanship it was nice to have the nuke.
aaaaaaaand that’s really all I have to say for now.
Gosh, that’s enough! Amazing work Asylum101. Thanks for all your efforts. Looking forward to getting back into the mod once expansion playtesting is done.
D: I STILL COME HERE! Also awesome job yo! That shield charge looks damn cool. I was wondering on the note of transmutors. Is it possible to add ones to pets to change the model/skill/damage? For instance, a chaos one to Core-Dweller that’d tint him crimson and give him chaos damage (or green with acid damage :U) Or one on Familiar that turns it into Dreegs eye and it’s skills into poison/acid, or Hellhound into the lightning verson or into the Guardian of Dreeg. Is that possible? I’d love to see some pet transmutors, shadowy wolves that do fire damage, skeletons that do chaos. The possibilities are possibly endless!
D: I STILL COME HERE!
That makes three of us now! Lol.
Well, as you probably already know, with the xpac we will be getting the ability to put skill modifiers on items… assuming they function the same with transmuters and pet modifiers as well, I think I am going to use that method to create alternate pet summons. It is doable, look at the nymph. Her summon turns her from an elemental based summon to a vitality one. If I can get items with transmuters, I will probably change that one into something else so I can make an array of Nymph summon modifiers, and for other pets as well.
The problem I foresee with making item transmuters which modify the pet and then having the pet with it’s own skill tree transmuter, which transmuter takes precedence? What happens if you want to use item X with it’s transmuter but you already have Y transmuter? You have to respec. I want to avoid that, make it easy on everyone.
But I agree with you completely, I think it’s an awesome idea to have all kinds of new pets with transmuters to modify them into a rainbow of elements and alternate choices.
Helldweller >> Chaos damage
Shadow Wolf >> Vitality Damage
Bog Wisp >> Acid damage
etc etc Like you said, the possibilities are endless.
Back when I was throwing my hat into modding, I used tags a lot to specify what went where - for instance I created a Skeleton tag for when I tried to make my necromancer class and (I think. Can’t remember if I actually got it working) the skills only effected mobs with that tag. Can we attach multiple attacks to one transmuter? Say Familiar has two alt pet forms, Dreegs Eye, Solael’s (chaos) storm raven, or a spitting spider for Bysmiel - soOomething like that… The skill transmuter for the storm aura would be electrical, chaos, or poison depending on the mob tag, or give a certain attack depending on it. Not sure if that’s how it can work but that’s the idea I had rattling around in my head. But, maybe you could use the tagging system to some effect like that? I’d love to see those shadow wolves though, have them kicking around with my skeletons XD. I wonder, since they’re from TQ, is it possible to change the skeleton aura’s color? For a transmuter, I’d like to see them look similar to the Devotion ones, black with a vitality/chaos looking aura. Or have them go from aether to fire. Idk, probably best to see what the expansion has in store for modding. I think that might have me most exited for it.
Nice, just wondering i think it was the summon spirit king that had a miss spelt word it said pirit instead of spirit if i remember correctly.
Not sure what you’re talking about. Screenshot?
Back when I was throwing my hat into modding, I used tags a lot to specify what went where - for instance I created a Skeleton tag for when I tried to make my necromancer class and (I think. Can’t remember if I actually got it working) the skills only effected mobs with that tag.
I think I have seen what you are talking about with the tags but I haven’t tried to see if it works yet, not sure it’s something I’m interested in doing atm.
Can we attach multiple attacks to one transmuter? Say Familiar has two alt pet forms, Dreegs Eye, Solael’s (chaos) storm raven, or a spitting spider for Bysmiel - soOomething like that… The skill transmuter for the storm aura would be electrical, chaos, or poison depending on the mob tag, or give a certain attack depending on it.
The way pet transmuters work (only pet transmuters, this doesn’t include skills like Forcewave’s Tremors), is that once the transmuter is selected and you have the base skill, your pet becomes an entirely different set of dbr files altogether (assuming everything is working…it’s a pain to get right). For instance, Storm Totem’s transmuter, Corrupted Storm. Storm Totem has 26 levels, 16 base and 10 ultimate, which means it has a total of 26 pet files linked to the summon skill (which is the one you as the player cast.) The Corrupted Totem also has 26 levels, and the chain lightning skill from Storm Totem? it’s not actually lightning converted to vitality, it’s actually an entirely different skill. So to sum it up, yes. Your transmuter can create an entirely new pet that has completely different skills.
Not sure if that’s how it can work but that’s the idea I had rattling around in my head. But, maybe you could use the tagging system to some effect like that?
Maybe (assuming I understand you), sounds like a lot of work though, however I’m not really sure what you’re trying to accomplish.
I’d love to see those shadow wolves though, have them kicking around with my skeletons XD. I wonder, since they’re from TQ, is it possible to change the skeleton aura’s color?
For a transmuter, I’d like to see them look similar to the Devotion ones, black with a vitality/chaos looking aura. Or have them go from aether to fire.
Which aura do you mean? Relentless Evil? I could create a new recolor of the skeleton to bright green, copy the pfx for the relentless aura and make it bright green as well, and create a transmuter that makes a new type of poison skeleton with relentless poison aura instead.
Sorry was the Only is spelt nly
also any chance of making a mod with the mercenaries contracts from soulvizer was kind of fun “Collect them all”
Oh, that tag. Yeah, that has already been remedied in the update I’m working on.
As for mercenaries, probably not.
For some masteries, the class-specific bonus that was in v144 is missing in v147, is this intentional?
These seem to be missing from v146, but I didn’t notice at all. This is due to user’s report.
Dream:
+X% to All Damage
+X% Electrocute Damage
+X% Total Speed
X% Slow Resistance
Spirit:
+X% Aether Damage
X Reduced target’s Resistances for Y Seconds
+X Damage to Undead
+X Damage to Aether Corruptions
+X Energy Regenerated per second
Storm:
+X% Cunning
+X% Casting Speed
X% Pierce Resistance
X% Damage Reflicted