Torchlight II

Torchlight II

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Outlander Shadowlings V3.42
   
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Apr 6, 2013 @ 9:01pm
Mar 2, 2019 @ 5:44pm
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Outlander Shadowlings V3.42

Description
Rework and buffing of some Outlander Skills to give additional options for builds.

Changes include:
- replacing blade pact with a shadow spider summon that buffs attack speed and heals
- making Shadow Ammo an 'on hit' effect instead of 'on death' to make it useable during boss fights (worst part of playing shadow-outlander)
- making the spawns from Shadow Ammo exploding minions
- making skills work with more weapon types
- bonus damage for minions from the passive
- buff to bane breath. scales off weapon damage instead of flat physical

warnings:
- other mods that rewrite blade pact might cause the spider skill to not show.
- the most prevelent issues have been fixed, but I'm very casual and might have missed easy fixes

- works with synergymod! That being said, probably a bad idea to do DWing melee. ~cough

V3.42 ~ March 2019
-Not a rainbow eyesore, still colored a little different than base models just so you know the bats will go boom.

V3.4 ~ July 2015
Following the suggested fixes by Jessamy
-Spiderlings are no longer full of squish. They are not targetable, collidable or damageable. They're not 'invincible' because apparently that tag doesn't let them be destroyed on a new summon. go figure.

-Shadowbats have grown more mature and no longer go off prematurely. It was an issue. Basically, they now need a target (that isn't themselves, woops), need to be close to said evil target and may smack them around a bit before exploding. Only issue is that sometimes they decide to explode right when as their target mob dies.

-Changes tested with SynergyMod.

V.3.3
-Updated compile to current version. Fixed Issue so swords still count for akimbo (lets be honest who was going melee?). Made sure was still compatible with SynergyMod. ~December 2014

V3.2
-Fixed a game crashing bug having to do with the engineer. That freaking spider. Might need a respec potion after.

V3.1
-Shadowbats have decided to be nicer and no longer do friendly fire. They do sometimes explode premature, but only if there's an enemy. They're eager that way.

-The Spiderling has taken anger management classes. It resisted every step of the way.
Note: it still attacks, but only in response to player attacking or taking damage (not quite sure), and stays in the local area.
-The Spiderling Buff icon has been fixed; it looks like poison.
-The Spiderling Aura now appears on those it affects. It should be a red burst followed by a continued green glow until the buff is gone.

V3 - The Mod has been updated to give more weapons as viable options.
-Shadowling Ammo is now proc on all weapon hits and has been renamed Shadow Oil. 10 can be out at once (They won't last that long hah).
Warning: They still have friendly fire!

-Akimbo now also works on 1-handed swords. ooo melee
-Shotgunne Mastery now works on bows and crossbows and has been renamed Lock and Load.

-Bane Breath does 50% weapon damage instead of scaling physical. pause. it might be really overpowered..but everytime I say that it shocks me with how underwhelming it is. It can now proc the bats.


V2
-Shadowlings do not have a timed lifespan. They will fight until they are killed, and they can be killed. This applies to all Shadowlings.
Note: They will despawn on warp and player death so that the mod is able to be disabled.

-Shadowling Ammo is now a proc on ranged hit as opposed to a proc on death. It works with gunner skills (weapon dmg%), but has not been tested on all glaives. Also, the Shadowbats now kamekaze to make it worth the skill.
Warning: kamekaze bats do friendly fire in the form of Knockback and minor damage.
Update: Any skill that uses %weapon damage should proc this ability (as long as you're using ranged weapons, not wands)

-Bane Breath now does some scaling physical damage and affects a further distance. Because supermelee = squish.

-Blade Pact (tier 1 talent) has been replaced with Spider Pact. A spiderling heals and at higher ranks increases group attack speed. There's some glitchyness in the talent description that doesn't apply.
Note: There's an issue with the buff application image, This is only aesthetic and does not affect the buff.
Edit: Fixed the talent description.

-The Passive got buffed. 5% damage, bonus fire and pois damage and 1% attack speed per rank for the shadowlings.
Edit: fixed double scaling issue

-Nothing was done to the Shadowbrute. He's pretty cool and beastly.

Note - Due to the change of blade pact a respec potion might be needed.
36 Comments
learning curve Feb 17, 2023 @ 4:02pm 
@XADaemonic
Thanks for answering. I've found out that if I place the mod near the end, then I get the kamikaze behavior after all.
I also really like the healing spider — just like the engineer's healing bot. I'm at lvl 19, so am looking forward to getting the mana buff.
This mod really makes crossbows and bows useful after all, which is great. It encourages a play style where you hang back, pepper shots into your opponent and wait for the bats to explode everything. Awesome.
XADaemonic  [author] Feb 15, 2023 @ 7:40pm 
Oh, yeah, the passive also increases the minion base dmg, so it might be worth getting even if you don't need the extra spawn
XADaemonic  [author] Feb 15, 2023 @ 7:39pm 
From What I remember, the bats are the ones that explode, if they don't, there might be a conflict with another mod as it rewrites their skills. The fiends despawn on warp I think. There should be a max limit. And probably not needed to max out the skill. depends on if they explode faster than you can generate them.
learning curve Feb 15, 2023 @ 5:12pm 
Hi, I don't know if you still check this thread, but I had some questions. (I'm loving this mod, by the way — it's good to finally have shadowling ammo that is actually useful in a fight!)

1. Is there a limit to the number of shadowlings? I've counted up to 9 at any one time.
2. I've noticed the shadowlings don't die until they're killed, so no kamikaze behavior. Is that normal or is it a conflict with another mod?
3. Even though I've only got 3 points in Shadowling Oil, the shadowlings spawn really easily. Is there even a point to maxing the skill?

Thanks for a great mod. As I said, I love playing Outlander with this on. It makes the class so much fun. Well done.
tsuelue Apr 29, 2022 @ 10:12am 
Hm...well thanks for the quick response. Maybe it´s just me. The sound of the explosions and the screen shake are driving me nuts. ;) Too bad TL II doesn´t have more options to tweak sound effects.
XADaemonic  [author] Apr 29, 2022 @ 10:08am 
I don't believe i can fix it as it's just based off in game sound effects; guns are actually louder than the explosions.
tsuelue Apr 29, 2022 @ 5:48am 
@XADaemonic Just tried your mod, like it so far, but the explosions from the minions are very loud, any chance you could tone that down? I can´t play like that, alas.
XADaemonic  [author] Jan 7, 2022 @ 8:18am 
When i made this mod eons ago, I figured the suicidal tendencies were a good trade-off. you proc them much more rapidly and against bosses it's really nice because they constantly renew themselves. I wanted to shoot for balanced vs overpowered.
Knockout Jan 7, 2022 @ 7:26am 
It is a shame that shadowlings suicide explode, instead of regular attack the enemies like before. The animal handling buff does not seem to apply to shadowlings, and the suicide animation takes too long to finish, 9 times out of 10 by the time shadowlings decide to explode their target will be on the other side of the map and will avoid all damage! There is just too much delay in their explosion animation for them to be useful or viable. The only reason i installed the mod was because shadowlings can proc at the same time as poison burst which was great however shadowlings them selves are now less then useful then before. T.T
Rhagius Mar 21, 2019 @ 7:53pm 
thanks a lot!