Torchlight II

Torchlight II

Allied Shinobi Forces (v.1)
Haxley  [developer] Dec 11, 2019 @ 11:26am
Discussion Thread for ALPHA Release
Lay it on me, guys! I need the good, the bad and the ugly if I plan on finishing this project.

Be respectful to eachother AT ALL TIMES.
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Showing 1-10 of 10 comments
steffire3 Dec 11, 2019 @ 7:50pm 
Do you know of a bug where at Level 100 (I used the cheat console on a Fire and Water Class) the Max Mana amount drops from 10,000 to some number under 100? I placed my stat points into Strength and Dexterity.

The issue is that I can't use the Mold Chakra Skill at this point which requires a larger amount than the bugged Max Mana permits. Therefore it locks me out of access from using Skills that require Chakra.

It works as intended at the starting character levels. I was able to test the Fire Class Skills and it was most impressive against the Target Dummy in Town.

For the other mods I'm using:
I included and removed TL2E, Running Wild, Lao 2 Chaos and Dungeon Challenge ReMod however it seems that they have no connection to this issue.

Thanks for your time. ^_^
Last edited by steffire3; Dec 11, 2019 @ 7:54pm
steffire3 Dec 11, 2019 @ 8:03pm 
Okay. Deleted those Chars and made a new Water Class. Consoled to 50 then Level 100...

The Max Mana is the correct 10,000 number. It must be one of the Skills in the Skill Tree on the right side that's causing the issue maybe the one that increases the Max Mana amount.

Will report back here when I can.
Last edited by steffire3; Dec 11, 2019 @ 8:03pm
Haxley  [developer] Dec 11, 2019 @ 8:09pm 
I am aware of that issue actually, I ran into alot of walls when implementing my code to remove mana regen entirely. It's still a hurdle but I think so far it's working as intended. The passive that increases max mana will indeed be removed because it's function doesn't work as intended.

I so very much appreciate the testing you're doing!
steffire3 Dec 11, 2019 @ 10:24pm 
Originally posted by Haxley:
The passive that increases max mana will indeed be removed because it's function doesn't work as intended.

I so very much appreciate the testing you're doing!

Glad to help when I can! ^_^

Confirmed that it's that Mana Training Skill in the Right Tree.

The first Rank in that Passive Skill keeps the 10,000 Max Mana functional as intended.

The 2nd and 3rd Ranks change to a % Max Mana added and when switching Weapons the bug occurs and cannot be reverted.

I like the idea of adding more Max Mana with flat numbers through a Skill however may have to stay away from % gains as it appears to have an issue.
Last edited by steffire3; Dec 11, 2019 @ 10:25pm
steffire3 Dec 11, 2019 @ 10:27pm 
I just finished testing the Water Class and while it's thematically my favorite it does appear incomplete for combat so I'll start testing with the much more combat ready Fire Class.

I also look forward to the other 3 Classes now that I can avoid the Mana % Issue.
steffire3 Dec 14, 2019 @ 2:01pm 
Sch123 sends his regards from Discord:

Originally posted by Sch123:
I was only able to test it briefly Naruto mod.
- I found that the Kunai skill does not fire kunai (invisible kunai).
- Chakra in a certain class decreases when a player is at a certain level (I forget what level I am), making it unable to use skills.
- When playing using other mods such as FEP & Variant Class (placed above the Naruto mod), it will lose the costume of the hairstyle and some hair colors (most likely the missing is the model & hair color added).
- Also, if you use this mod above the Essential mod, the class in Essential mod will lose hair color too (almost all hair color will be white blank).

What I like & don't like:
- I don't like too many two slot items on the UI (0-9 & F1-F10).:slight_frown: Just one UI item slot is enough (0-9).:grinning:
- I need to learn how to play using chakras & combinations to use skills. This is a unique way of playing.:sweat_smile:
- I like the style when using dual sword, which is placed on the side.:thumbsup: Also the running style.:person_running:

Opinon:
- My opinion, to give armor to the wardrobe rather than as an item to the player. Except for Helmet items (due to showing the mask at the beginning of class selection). Because what I see is the armor hasn't been attached directly to the player, still in the form of equip items.

Afterwards I left a message to him about the Chakra Training Passive Skill being bugged at Rank 2 and 3. I also advised to avoid equipping Items that contain % Max Mana in order to keep the Mold Chakra functional.
Also that this mod is played with Cosmetic Equipment mods to work around the Appearance.

= = =

If I may add my commentary on this mod:

I don't mind the number of slot items and I am enjoying the Chakra system. I can see where it's useful and why it's built that way. For me once the Skills become more polished in their individual purpose then every one of those UI Slots will be used for various tactics whether for Crowd Control or activation of a Cool-Down Time Damage Skill.

= = =

My question on the Fiery Tiger (love this Skill - thanks!) is whether it's intended to be used within the spectrum of rapid attack Skills or as one of those slow Cool-Downs dealing a series of explosions over time while I shoot the "lesser" Fireball Skills?
Last edited by steffire3; Dec 14, 2019 @ 2:15pm
Haxley  [developer] Dec 14, 2019 @ 5:16pm 
Originally posted by steffire3:
]I don't mind the number of slot items and I am enjoying the Chakra system. I can see where it's useful and why it's built that way. For me once the Skills become more polished in their individual purpose then every one of those UI Slots will be used for various tactics whether for Crowd Control or activation of a Cool-Down Time Damage Skill.
Originally posted by Sch123:
I don't like too many two slot items on the UI (0-9 & F1-F10).:slight_frown: Just one UI item slot is enough (0-9).:grinning:

That's exactly the point, I kept finding that in my play testing (which is ultra often) that I consistently needed more skill slots. I integrated in fully and rooted it into the system for various reasons. More skill slots is awesome.
More diverse hotkey layouts for any and all tactics you decide to make up. There are other mods that add skills too, no? How about the 4 Right Click To Learn slots? How about all the new potions and foods I'm adding with this mod? I can think of lots of reasons to utilize the double hotkeys. Even if you don't use them all, you can more easily build sophisticated combos just by grouping the icons within comfortable reach of eachother.

Originally posted by steffire3:
My question on the Fiery Tiger (love this Skill - thanks!) is whether it's intended to be used within the spectrum of rapid attack Skills or as one of those slow Cool-Downs dealing a series of explosions over time while I shoot the "lesser" Fireball Skills?

It needs to be tweaked a bit, and none of the timing polish has been applied. Alot of things are the way they are (no cooldown) specifically so I can spam them in my testing. All of this will be balanced and addressed in time - one at a time. This is early release and this is why you guys are being such a huge help. That being said, it's intended to be a big blast and a harsher cooldown. As you mentioned, there will be a diverse range of effects available, each with it's niche or not-so-niche tactical purpose.
Haxley  [developer] Dec 14, 2019 @ 5:19pm 
Oh yeah, so, I totally recommend the PvP mod with my mod <.< off-topic, but still.
steffire3 Dec 15, 2019 @ 2:10am 
That makes sense. Would want to test the Skills as efficiently as possible.

Good to know that this mod was built with the PvP mod in mind! Thanks!

New message from Sch123:

Originally posted by Sch123:
I understand that the two Item UI slots aim to make it easy to put combos skill. But unfortunately it also makes changing / influencing other UI mod (especially when using Essential mod). For example, in the Essential mod there is an UI Exp bar & Fame bar, but when using Naruto mod there is only an Exp bar.

- And the Naruto mod also makes the toggle "G" unusable, where it should if you press the "G" button it will move the extra extra slot items. This also happens to the mod class or the vanilla class.

- I also want to ask, about MP Potions that are not useful for this mod class. Can it be made can still be used to fill the chakras.
steffire3 Dec 22, 2019 @ 1:24am 
Sch123 mentions that some Dual Wield Weapons appear strange when holstered onto the side:

Originally posted by Sch123:
I found something funny with Naruto Mod. When I use a dual wield sword, the character will look really cool with the two weapons on the side. But when I use the dual wield Kunai (sword) it just looks funny. The Kunai looks upward.

In other words, Kunai / Weapons that point down when held in mods like weapons on FEP, Essential, & Synergies will make the characters look funny.

https://cdn.discordapp.com/attachments/503750057518956575/657887609850298368/Sword.png
https://cdn.discordapp.com/attachments/503750057518956575/657887647502565396/Kunai.png

It might be good to make a special stance model for kunai.
And it would be great if make a stance model for weapons such as dual wield Pistol and Fist. It would be really cool to see the gun / fist was put on the side.:heart_eyes:


Likewise when he runs, the weapons on the side also look funny when you use Kunai or similar weapons.
I also I've tried to open up the possibility of the weapon on GUTS, for the List of weapons that look funny when using this stance model:
- Kunai (Sword) [FEP]
- Tonfa (Fist) [FEP]
- Fan (Fist) [FEP]
- Claw (Fist) [Vanilla]
- Pistol [Vanilla]
Last edited by steffire3; Dec 22, 2019 @ 1:26am
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