Most recent update: Version 1.07 is now available on the new RGF website (follow the link above).
Updates:
1) Added a Whirlwind skill to the Zealot tree. A placeholder skill was included in version 1.06; I have now updated the animation and stats for the skill. It still needs a new icon, though, and the animation needs a bit of editing (which is something I can't do on my own), but it's good enough for now.
2) Added a new skill icon for Vengeance, courtesy of Phanjam.
3) Rebalanced (somewhat) Holy Hand Grenade, Angelic Fury, and Vengeance. These updates weaken the character a bit, so if you enjoyed playing in God Mode, you might want to save older copies of those skills.


Version 1.06, posted 8/31/10. Updates:
1) Added an affix called Holy Blast to the Holy Bolt skill. This is a curse that affects the enemies you strike with a Holy Bolt. Their subsequent attacks will cause explosions to go off, damaging the monsters standing around them. The Holy Blasts will not do any damage to you or to the monster who is causing them.
2) Holy Hand Grenade no longer damages you and your pets.
3) Healing Spirit now has a unique skin (see above; thanks again, Phanjam!).
4) New skill icons for Thunder Punch, Healing Spirit, and Sanctuary (also by Phanjam; Vengeance is on its way too).
5) Added a Desummon skill that releases your Guardian Angel and Healing Spirit. (Rank 1 when you start the game, and you can't add more skill points to it.)
6) Changed Guardian's sword to an epic Sword of the War God. (Probably too powerful for early ranks; I'll work on this.) There were some problems with the earlier unique sword disappearing -- please let me know if there are still problems with this one!
7) Added new animations (thanks Jarcho!) to Vengeance and Holy Bolt.
8) Added a new skill that is still a work in progress. For now it has the working title "Slice-N-Dice", but that will be fixed in patch 1.07, which will hopefully come out soon. (Just waiting for the animation file to be finished.)
9) This last skill is taking the place of Ring of Fire in the Zealot tree. (I'll still include the RoF files in the mod package.) Ring of Fire is getting the axe for three reasons:
a) I never could get the particle effects and the damage effects to sync properly.
b) I was never really happy with how the particle effects turned out.
c) I'm not too crazy about the idea of a "click the mouse and everything on screen dies" kind of skill.
1.05.1 now posted. This minor bug fix enforces the shield requirement for Thunder Punch.
Version 1.05, posted 7/22/10. This version includes two new skills and modifications to Thunder Punch, Wind Wall, Holy Hand Grenade, and Shield Mastery. Thunder Punch now uses a faster animation speed as the skill level increases (which, coupled with Vigor, makes for a very fast melee attack). Wind Wall now has a fixed 33% chance to reflect missiles, returning 20% damage per skill level. Holy Hand Grenade has a new explosion effect, since the old one was bugged and was too similar to what I ended up using for Vengeance. Shield Mastery now provides slightly less of an armor bonus, but added chance to block, chance to interrupt enemy attacks, and lower chance of being interrupted.
The new skills replace Concentrate and Resurrection. They are seriously overpowered right now (which may be a good thing, depending on your philosophy), so I would love to hear some feedback. Here they are:
Vengeance: Based on the Diablo 2 Paladin skill with the same name, this is a melee attack that adds a powerful blast of elemental damage (Fire, Lightning, and Ice). Major fireworks on this one.
Healing Spirit: This skill summons a Healing Spirit to accompany you and cast healing and defensive spells to protect you. The spirit uses Syl's model and casts a healing spell and gives you a protective force field. I'm not exactly sure how strong her spells are, so I'd love to hear some feedback on this one. (Also, she needs a reskin; Theo is busy with another project right now but if anyone is up to the task, I'd love to see what you can come up with. I'd like to make her translucent, and bear as little resemblance to Syl as possible.)
Version 1.04, posted 7/5/10. I have not been able to post the mod to its usual page on RGF, which is apparently undergoing maintenance. So for the time being you can download it at mediafire.. The major updates in 1.04 consist of new item and skill icons (courtesy of Theo), a new layout for the Holy Bolt skill, and bug fixes for the layouts to Ring of Fire and Blinding Light.
Version 1.03, posted 6/22/10. Theo Romanus responded to a special request of mine to create a new skin for the resurrected Brink, and it looks spectacular! Also in this mod, I have fixed a bug with the Guardian Angel skill that lets you summon up to 10 Guardians at once (provided you summon one at each level). However, if your Paladin currently has an active Guardian (or several), this mod will cause the game to crash when you attempt to use the skill. There are two possible solutions: install the mod but don't use the skill until your current Guardian is dead, or wait until your current Guardian is dead before you install the mod. (Either way, don't use the new skill until your current Guardian is dead!)
All of the skills are now developed, but still have a bit of polishing off to do. I would love to hear any feedback, suggestions, bug reports, etc., that you may have.
I would also appreciate any help with creating some new skill icons. Gale's icons are great, but not always the best fit for this set of skills.
Special thanks to Theo Romanus for creating the Whitecloak skin for the Vanquisher class. (Hopefully you like what I've done with it.) Thanks also to cienislaw's wardrobe fixer, making it possible to use distinct wardrobes for classes based on the same model.
Zealot Tree
Concentrate - slow melee attack against a single opponent that grants a large chance to score a Critical Hit. (Modified version of Stab.)
Thunder Punch - enchant your shield with electrical energy and use it to bash your enemies. (Cloned from Soul Rend, changed animation to left slash, shield required.)
Angelic Fury - launch a volley of enchanted flames to burn enemies in front of you. (Implemented Flame Wave, an unused Alchemist skill.)
Aura of Charisma - grants a chance to convert enemies around you to fight on your side.
Holy Hand Grenade - Ka-BOOM! (cloned Pyre + Wind of Justice; changed WoJ damage type from ice to physical; I think I may need to tone down the knockback effect a bit.)
Ring of Fire - calls down fire from heaven to burn and terrify your enemies.
Guardian Tree
Cyclone Kick - powerful roundhouse kick that sends your enemies flying back. (Slash Attack, using a kick animation, powerful knockback bonus, decreased damage)
Shield Mastery - increases your defense when using a shield.
Wind Wall - passive missile reflection skill. (I originally intended to make it an active missile deflection skill, but it was just too hard to get the timing right.)
Aura of Intimidation - weakens your enemies, decreasing the damage they do and increasing the damage they take. (Applied the Frailty affix to Entropic Aura.)
Sanctuary - permanently increases your resistance to elemental attacks. (Passive skill.)
Guardian Angel - summons a fallen comrade to help you in battle. (Adapted the Summon Brink scroll from the Brink the Merc mod by Adastra, and increased the merc's strength at each rank of the skill.)
Priestess Tree
Holy Bolt - fires a magical missile at your enemies. (Currently using Seeking Shot, but I would prefer to have it look like Frost Pilum, while keeping the seeking effect.)
Blinding Light - a wave of energy that stuns your opponents. (Adapted from Blastwave, unused Destroyer skill.)
Vigor - permanently increases your movement, attack, and cast speeds. (Passive skill.)
Path of Glory - greatly increases your running speed and leaves a trail of fire behind you, burning enemies in your path.
Aura of Compassion - restores health to you and your allies.
Resurrection - revives the bodies of fallen adventurers to attack your foes. (Adapted from the gravediggers' "dig up skeletons" skill. Higher ranks decrease the cooldown time between raising skeletons.)
During its developmental stages, I had called this class the Valkyrie. Expectations are always going to be high when someone starts making a Paladin class for any RPG. However, this led to conflicts with the popular Gender Mod, and had to be changed eventually. I've decided that the time has come for a name change for three reasons: All of the skills are fully developed. The other Paladin class being developed by Orakk has been abandoned. (I've been in touch with Orakk; he stopped working on his class a few months ago.) There has been enough positive feedback from other players that I feel confident the class is ready to live up to its name.
COMPATIBILITY ISSUES: This mod conflicts with any of the other custom class mods. I highly recommend installing Torchleech to deal with these... Torchleech will automatically detect compatibility issues between your mods and allows you to temporarily deactivate mods that are causing conflicts.



