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  #31  
Old 01-06-2011, 10:11 PM
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FloodSpectre FloodSpectre is offline
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Quote:
Originally Posted by alstein View Post
Question so far: on the Demon Hunter- do you think any of their skills needs to be buffed up?

I'd say a lot of the cooldown-requiring skills/spells compared to this mod have too much recharge time, or not enough oomph.

Also the shield skills of the warden may need a buff also.
I'd hope at this stage in the beta the Demon Hunter's (unintentional) weaknesses still have a shot at getting fixed officially
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  #32  
Old 01-06-2011, 10:28 PM
alstein alstein is offline
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Quote:
Originally Posted by FloodSpectre View Post
I'd hope at this stage in the beta the Demon Hunter's (unintentional) weaknesses still have a shot at getting fixed officially
I don't think it's weak compared to base classes, but it is compared to mod classes.
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  #33  
Old 01-06-2011, 10:36 PM
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FloodSpectre FloodSpectre is offline
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Quote:
Originally Posted by alstein View Post
I don't think it's weak compared to base classes, but it is compared to mod classes.
Ok, valid point. I hadn't even thought of that as an issue, but I can definitely see how it would be.
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  #34  
Old 01-06-2011, 10:44 PM
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Magitek Magitek is offline
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Quote:
Originally Posted by FloodSpectre View Post
I'd hope at this stage in the beta the Demon Hunter's (unintentional) weaknesses still have a shot at getting fixed officially
I don't think Shadow is quite finished with the skills here yet either, however I will still be looking into it.

Quote:
Originally Posted by alstein
Question so far: on the Demon Hunter- do you think any of their skills needs to be buffed up?
I will be modifying atleast 11 skills across the 3 skill trees, and I'll probably create a few more to fatten things up. Any lengthy cooldowns will definitely be looked at, because I prefer active gameplay.
Duplicate abilities will probably change to something slightly different while remaining in theme with the character description.

Reaver:
Looks a bit generic skillwise, but is a pretty solid complement to most classes because of it. I may consider removing 1h weapons completely from reaver and giving additional free 2h speed bonuses.

Warden:
In particular I'm not happy with wardens offensive offerings.
I will probably pair all ward skills with an offensive version (shared skill points), as for the shield skills, I'd rather just axe 'em because they conflict directly with the defender and paladin.
If I do leave shield skills in, I will be trying to avoid using stuns and making something different.. unfortunately functionality wise it may be difficult to make anything exciting.

Demonologist:
A pretty solid skilltree all up, although several skills need adjustment; I don't think the functionality exists to fix them properly.

Specifically:
Bloodrage - I want to make this automatic, mashing the button to refresh it is tedium.
Possession - I'd like to add random demon enchantments to make this a bit more unique.
Blood sacrifice - This would be nice as a toggle, with percent life drain.

That should give you an idea of my current thoughts anyway.
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  #35  
Old 01-07-2011, 12:09 PM
rainbow rainbow is offline
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Default New Summons

Thank you for adding these two new summons. I am enjoying them mucho.

For future releases, would it be possible to increase the summons length each time the summon spell skill level is increased?

Thank you.
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  #36  
Old 01-07-2011, 07:58 PM
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Magitek Magitek is offline
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Quote:
Originally Posted by rainbow View Post
Thank you for adding these two new summons. I am enjoying them mucho.

For future releases, would it be possible to increase the summons length each time the summon spell skill level is increased?

Thank you.
I can do this, however I will have to balance it somehow.
The elementals are very powerful here, one of the main balance factors for them is their high mana cost and need to be recast.

Raising the mana cost directly will hurt hybrid characters who want to use elemental summons, so I want to avoid that. I don't want to make them weaker either, they're expensive in skill points so should easily be as powerful as a direct cast spell.

Originally, I wanted the elementals to create an AOE when summoned and when destroyed, but couldn't do it at the time. I thought this would mitigate the tedium of re-summoning by making it more fun to use.

Why do you think elementals should get longer life expectancies? Do you find it irritating to re-summon them all the time? Or dislike their unreliability?
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  #37  
Old 01-07-2011, 09:35 PM
rainbow rainbow is offline
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Default Elemental Summons

Nope. They are fine as is. The summon time is also fine. It just seemed to make sense to me, is all.

Thank you for your hard work.
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  #38  
Old 01-07-2011, 11:57 PM
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Magitek Magitek is offline
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Din's Additionals for the Demon War expansion
--------------------------------------------

This addon should be used in conjunction with Din's Additionals for Din's Curse.

Grab the additionals expansion here:
http://www.mediafire.com/?khxj5khag88u8t5
It will not work correctly if placed inside Din's Curse/assets rather than its expansion asset folder.

Installation
----------
Download assetsaddexp.zip and place it in your din curse/expansions/demonwar/assets directory alongside the other asset zip files. Play!
The mod should work fully with existing Demon Hunter characters and their respective skill trees.

This mod will not work with the demo of Din's Curse, or without the expansion.

changelog (v1.013)
-----------------

unholy strike, impale, spirit strike now swing at your attack speed.

unholy strike now slows for roughly an additional 1% movement per rank.
reaver now has a 20% faster swing speed with 2h axes and swords.
reaver no longer granted 1h weapons.
charge no longer has an animation in order to improve its response.
inferno is now burns targets twice as fast, effectively doubling its damage.
inferno has a slightly larger radius.
altered fire strike visual effect slightly.

spiritstrike now also reduces elemental and poison resistances.
spiritstrike requires an additional 0.75 mana per rank.
lightning ward now provides a 100% damage reflect bonus with +10% per rank.
wards: halved particle count while increasing opacity for speed reasons.

blood sacrifice initially grants 20% physical bonus, updated its description.
each application of blood sacrifice drains 1% life, direct damage halved.
demoncontrol now gets a 1% min and 2% max damage bonus, it also gets 1% speed per rank.

bugfix: lightning ward model and name fixed, modified graphic.
bugfix: changed ticktimes to prevent ward and circle effects dropping off players.

This is just an intermediate release, there are more changes to come in the future.

Last edited by Magitek : 01-08-2011 at 12:00 AM.
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  #39  
Old 01-14-2011, 03:06 AM
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Magitek Magitek is offline
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v1.014
http://www.mediafire.com/download.php?1px4bs11h7piit7

v1.014 Demonwar expansion
http://www.mediafire.com/download.php?bm45nr1qk96be27

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

changelog (v1.014)
-----------------

wampirblood damage increased from 1.0 to 1.5 per rank.
fire strike damage doubled, putting it on a similar level with ravage.
rampages duration lowered to 12 base seconds from 15, re-use timer reduced from 2 minutes to 1
possession re-use reduced from 2 minutes to 1
possession now granted 2% life regeneration
demonic control now lasts for 38 seconds for the initial rank, up from 28 seconds.
__________________
Din's Additionals Mod: http://www.soldak.com/forums/showthread.php?t=2266
93 skill modifications, fixes and replacements over all class skill trees.
25 new skill additions. Now supports the new Demon War expansion!
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  #40  
Old 01-15-2011, 05:50 PM
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Axegrinder Axegrinder is offline
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The mod is taking the better part of a day to download from mediafire. Locks up, Times out all the time. It's a small file so maybe Steven can host it here. Thanks for the mod.
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