[MOD]More Gem Types -v1.2 WOOT!

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[MOD]More Gem Types -v1.2 WOOT!

Postby Lathlas » Fri Nov 20, 2009 2:43 pm

Adds a couple of additional gem types with some previously lacking abilites in socketables.

Silver Ore:
Weapon - Increase Attack Speed 1-25%
Armor/Trinket - Increase Movement Speed 1-10%

Charcoal:
Weapon - MP Regen 1-10 per second
Armor/Trinket - HP Regen 2-19 per second (same as core ember, but on armor instead of weapon)

Pyrite:
Weapon - Experience Increase 1-10%
Armor/Trinket - Gold Find Up 1-25%

Fang:
Weapon - Pet/Minion Damage increase 1-50%
Armor/Trinket - Pet/Minion Armor Increase 1-33%

Version 1.2 released, I'm now happy to entertain suggestions, complaints, and the inevitable bugs.

I'd also like it if anyone had ideas for some better icons.

-------DOWNLOAD-------

http://www.runicgamesfansite.com/torchlightmods/node/231
Last edited by Lathlas on Sat Nov 28, 2009 11:16 am, edited 8 times in total.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]A few more gems -No release yet

Postby flathead » Fri Nov 20, 2009 3:27 pm

about the cured leather - seems weird to socket a piece of leather. what about fangs/animal teeth?
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Re: [MOD]A few more gems -No release yet

Postby Lathlas » Fri Nov 20, 2009 5:33 pm

flathead wrote:about the cured leather - seems weird to socket a piece of leather. what about fangs/animal teeth?


Yeah, that's the one I'm not sure about. Teeth will probably work better, more in line with skulls and eyeballs anyway.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]A few more gems -No release yet

Postby Rollerdog » Sat Nov 21, 2009 8:10 am

Don't forget increase all resists by x -- I think that was diamonds in D2 --
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Re: [MOD]A few more gems -No release yet

Postby Zidders » Sat Nov 21, 2009 8:18 am

this should be in the mod discussion thread. The only threads that belong here are ones that contain in-progress mods that are downloadable or finished mods.
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Re: [MOD]A few more gems -No release yet

Postby Lathlas » Sat Nov 21, 2009 10:21 am

Zidders wrote:this should be in the mod discussion thread. The only threads that belong here are ones that contain in-progress mods that are downloadable or finished mods.


Hmmm. No.

There will be a download available shortly. Cope.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]A few more gems -No release yet

Postby Lathlas » Sat Nov 21, 2009 2:19 pm

Beta version released, updating the first post now.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]A few more gems -No release yet

Postby Lathlas » Sat Nov 21, 2009 2:30 pm

Rollerdog wrote:Don't forget increase all resists by x -- I think that was diamonds in D2 --


I don't plan on making that one. Diablo 2 needed it, Torchlight doesn't.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]A few more gems -v0.1

Postby TomaLexi » Sat Nov 21, 2009 2:52 pm

Added it to the Ultimate Modlist Thread Website. Let me know if you want the description to be changed by telling me in the Ultimate Modlist Thread or via PM (:

A few more gems -v0.1
Adds a couple of additional gem types with some previously lacking abilites in socketables.
http://forums.runicgames.com/viewtopic.php?f=20&t=7709&p=75851#p75851

And I thought it was perfectly fine creating this mod if you planned on adding this mod this soon after creating it. Dont let this drag you down. Nice work as the last ones.
Looking for mods? Complete mod-list: http://sites.google.com/site/ultimatemodlistwiki/
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Re: [MOD]A few more gems -v0.1

Postby Lathlas » Sat Nov 21, 2009 3:39 pm

Alright, I can't seem to make the gem affixes scale up in the same way that the regular ones do, so I'm just going to make seperate affixes for each of the 40 different gems in this mod. More work, and less attractive on the back end, but it should function the same way in game.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]A few more gems -v0.1

Postby Lathlas » Sat Nov 21, 2009 5:48 pm

I made seperate affixes for each fang, everything seems to be working fine now. I also started making icons for all of the gems. I'll probably do better ones in the future, but they work for now. I ripped off Archonyx's Shaped Gems mod a little. http://forums.runicgames.com/viewtopic.php?f=20&t=5711

Released the updated file.

Can someone who isn't using the Shaped Gems mod test these for me? I'd like to know if the icons work in normal sized sockets as well, without having to uninstall that mod.

I haven't really worked out balancing issues yet either, I'd love some feedback on how to best scale these abilities.

Right now the fangs jump either Pet Damage or Pet Armor (depending on where they're socketed) by 1-50%

The ten gem levels go 1%, 2%, 3%, 5%, 10%, 20%, 30%, 40%, 50%

I might scale it back to 1%, 2%, 3%, 5%, 8%, 12%, 16%, 24%, 30%, 35%
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]A few more gems -v0.2 UPDATED!

Postby Blue » Sat Nov 21, 2009 6:33 pm

These look good, although I haven't been able to find them. I'm using the Gem merchant Mod and none of yours are showing up. Do they solely drop off monsters?
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Re: [MOD]A few more gems -v0.2 UPDATED!

Postby runicPwnage » Sat Nov 21, 2009 7:21 pm

thx
in this case, more is better :mrgreen:
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Re: [MOD]A few more gems -v0.2 UPDATED!

Postby Lathlas » Sat Nov 21, 2009 7:37 pm

Blue wrote:These look good, although I haven't been able to find them. I'm using the Gem merchant Mod and none of yours are showing up. Do they solely drop off monsters?


They should show up just fine in the Gem Merchant Mod and in the regular Gem/Trinket/Spell vendor.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
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Re: [MOD]A few more gems -v0.2 UPDATED!

Postby Blue » Sun Nov 22, 2009 7:00 am

Lathlas wrote:
Blue wrote:These look good, although I haven't been able to find them. I'm using the Gem merchant Mod and none of yours are showing up. Do they solely drop off monsters?


They should show up just fine in the Gem Merchant Mod and in the regular Gem/Trinket/Spell vendor.

ahh yep, after playing a bit they started to show up. was just poor luck at 1st. :)
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Re: [MOD]A few more gems -v0.2 UPDATED!

Postby TorchLeech » Tue Nov 24, 2009 2:29 am

Is there any reason why you use three different names for the mod?

Here: "A few more gems"
RGF:" More Gem Types"
Modfolder: "OtherGems"

It would be nice if you can take just one name. We have repacked your mod with "More Gem Types" as official name - i guess this was your favourite because of mod.dat which you have included.
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Re: [MOD]A few more gems -v0.2 UPDATED!

Postby Lathlas » Tue Nov 24, 2009 11:37 am

TorchLeech wrote:Is there any reason why you use three different names for the mod?

Here: "A few more gems"
RGF:" More Gem Types"
Modfolder: "OtherGems"

It would be nice if you can take just one name. We have repacked your mod with "More Gem Types" as official name - i guess this was your favourite because of mod.dat which you have included.


Yes there is. I named this post a few more gems before I even released the mod, it's more of a description than a title. More Gem Types is the title of the mod, but the mod folder just has a very short descriptive name with no spaces. That's pretty common.

And what do you mean you repacked it? And who is we?

Edit: Ok, now everything says More Gem Types across the board, happy?

On a seperate note. I'm about to release a new version of this mod. I haven't been feeling well for a couple of days but I'm back in action now.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
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Re: [MOD]More Gem Types -v0.2 UPDATED!

Postby TorchLeech » Tue Nov 24, 2009 12:05 pm

We (team around the TorchLeech tool) have added your mod to our database. But we got over dozen requests for "A few more gems" because the player can't find it through the search. And that is the whole problem: They look at the thread title and use it as final mod name like TomaLexi did for the ultimate mod list. Technical it is just a cosmetic issue but we hope to deliver your mod to more players when the names are equal.

Repack: To integrate it in the automatism process of TorchLeech, we extract every mod, give the folder an unique name (in this case "MoreGemTypes") and expand the mod.dat file. Be sure we do not touch any content of the mod files besides this. After this we repack them.

Sorry for any confusion.
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Re: [MOD]More Gem Types -v0.2 UPDATED!

Postby Lathlas » Tue Nov 24, 2009 3:49 pm

New version released, check first post.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
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More Gem Types
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Re: [MOD]More Gem Types -v0.9 Almost Done!

Postby Lathlas » Tue Nov 24, 2009 10:25 pm

Yay! I'm done!

I tried to make them useful without being overpowered, if anyone has any suggestions on more balanced stats I'd be interested.

I'll try to make the icons a little better as well, but if anyone wants to take a crack at some gem icons that would be cool too.

These actually turned out to be pretty easy once I got the hang of it, so if anyone has any suggestions for more gems, I'd be happy to make more. My only conditions are that they be balanced and useful.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
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Posts: 330
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