freddy's gem mod >> new version 0.7 !! (02.03.2010)

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freddy's gem mod >> new version 0.7 !! (02.03.2010)

Postby freddy » Sun Dec 20, 2009 7:30 am

version 0.7 is available

basic features:
- added lvl requirements to the gems
- changed rarity
- changed affixes
- changed values
- changed prices (increased, especially at higher lvls !!)
- made some gems more powerfull or more interesting to use


details:

- lvl requirements: 2,6,10,14,18,22,26,30,35,40

- rarity: 1000,820,600,400,250,120,50,20,5,0

- stats:
- fire ember:
-- +2/+4/+7/+11/+16/+22/+29/+37/+46/+56 fire damage (weapons)
-- +2/+4/+7/+11/+16/+22/+29/+37/+46/+56 fire resistance (armor)
-- +1/+2/+3/+5/+7/+10/+13/+17/+21/+26 % fire damage (trinkets)
- cold ember:
-- +2/+4/+7/+11/+16/+22/+29/+37/+46/+56 cold damage (weapons)
-- +2/+4/+7/+11/+16/+22/+29/+37/+46/+56 cold resistance (armor)
-- +1/+2/+3/+5/+7/+10/+13/+17/+21/+26 % cold damage (trinkets)
- flow ember:
-- +2/+4/+7/+11/+16/+22/+29/+37/+46/+56 electric damage (weapons)
-- +2/+4/+7/+11/+16/+22/+29/+37/+46/+56 electric resistance (armor)
-- +1/+2/+3/+5/+7/+10/+13/+17/+21/+26 % electric damage (trinkets)
- life ember:
-- +2/+4/+7/+11/+16/+22/+29/+37/+46/+56 poison damage (weapons)
-- +2/+4/+7/+11/+16/+22/+29/+37/+46/+56 poison resistance (armor)
-- +1/+2/+3/+5/+7/+10/+13/+17/+21/+26 % poison damage (trinkets)
- pure ember:
-- +1/+2/+3/+4/+6/+8/+10/+13/+16/+20 % increased gold drop (weapons)
-- +1/+1/+2/+2/+3/+3/+4/+4/+5/+6 % increased magic find (armor)
-- +1/+1/+2/+2/+3/+3/+4/+4/+5/+6 % increased experience (trinkets)
- deep ember:
-- +1/+2/+3/+4/+5/+6/+7/+8/+9/+11 % interrupt chance (weapons)
-- +2/+4/+6/+9/+12/+16/+20/+25/+30/+36 dexterity (armor)
-- +1/+2/+3/+4/+5/+6/+7/+8/+9/+11 % faster cast speed (trinkets)
- skull:
-- +2/+4/+6/+9/+12/+16/+20/+25/+30/+36 life stolen on hit (weapons)
-- +2/+4/+6/+9/+12/+16/+20/+25/+30/+36 defense (armor)
-- +1/+2/+3/+4/+5/+6/+7/+8/+9/+11 % increased max life (trinkets)
- core ember:
-- +2/+4/+7/+11/+16/+22/+29/+37/+46/+56 % critical damage bonus (weapons)
-- +2/+4/+6/+9/+12/+16/+20/+25/+30/+36 strength (armor)
-- -1/-1/-2/-2/-3/-3/-4/-4/-5/-6 % damage taken (trinkets)
- eyeball:
-- +1/+1/+2/+2/+3/+3/+4/+4/+5/+6 mana recovery per second (weapons)
-- +2/+4/+6/+9/+12/+16/+20/+25/+30/+36 magic (armor)
-- +1/+2/+3/+4/+5/+6/+7/+8/+9/+11 % increased max mana (trinkets)



download:
!!! IMPORTANT !!!

** there is a display bug! (that can only be fixed from runic but they won't do it, i talked to them)
you will allways see the description: "Armor/Trinkets". in fact, the 2nd stat/line is for armor and the 3rd stat/line is for trinkets.
** YOU NEED TO DELETE ANY OLD VERSIONS OF THIS MOD !!!


VERSION 0.7 from RGF


compability:
(+) Archonyx' "Bigger Gems" Mod
(-) Archonyx' "Shaped Gems" Mod
(-) Brandonn's "Gem Icon Mod" v1.2a nad 1.2b


recommended mods:
- Fayd's Transmuter Overhaul - Arithmancy
- Freddy's Transmuter Mod



feedback, balancing suggestions, bug reports are very welcome !!

greetz
freddy
Last edited by freddy on Thu Mar 04, 2010 4:27 pm, edited 19 times in total.
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Re: freddy's gem mod

Postby BlacK » Sun Dec 20, 2009 10:58 am

Awesome, I've been hoping for a good gem mod ever since I tried 'more powerful gems' which was good, but made them way too powerful.

Downloading! :D
BlacK's Nether Mage. Fully playable class: viewtopic.php?f=20&t=8902
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Re: freddy's gem mod

Postby freddy » Sun Dec 20, 2009 1:48 pm

yeah i know. i also used that mod and the author had some reall nice ideas but things like +15% life per gem and +xx% chance for critical hits made very hard feel like easy or normal :)

i tried to keep it more basic and just wanted to make some gems to be more usefull, especially at higher lvls. i also decreased the dropchance again in 0.13 for higher lvl gems. i'm also thinking about changing the diamond's affixes (pure ember) because i think damage/armor is a little bit boring and i could add some more interesting effects. if you, or sombody else, has a nice idea about that, just tell me.


greetz
freddy
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Re: freddy's gem mod

Postby Jonaleth » Sun Dec 20, 2009 5:07 pm

Thank you for the mod :D

About your random gems idea, have a look at Gale's Gem Overhaul, it uses the same concept ... but proceeds to replace the vanilla gems instead of adding to them. Randomness is always great :lol:

Someone should try to compile a GemPack mod with all these great socketable mods (Bigger Gems, RuneMod etc)... since we have

MerchantPack -> NPCs, stores
Class Compatibility -> Classes
Pet Transmogrification -> Pet Skins
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Re: freddy's gem mod

Postby freddy » Sun Dec 20, 2009 5:17 pm

Jonaleth wrote:Thank you for the mod :D

>> you're welcome :)

About your random gems idea, have a look at Gale's Gem Overhaul, it uses the same concept ... but proceeds to replace the vanilla gems instead of adding to them. Randomness is always great :lol:

>> i didn't think about such randomness (i think gales gems are too powerfull), more like chaos gems. maybe i'll just change/add the chaos gem affixes, i'm not sure about that atm.

Someone should try to compile a GemPack mod with all these great socketable mods (Bigger Gems, RuneMod etc)... since we have

MerchantPack -> NPCs, stores
Class Compatibility -> Classes
Pet Transmogrification -> Pet Skins

>> i already planned to add some links for gem-related, recommended mods. i just still need to take a look at them to decide what's good and what's not.
creating packs is always some work because you need to ask all the authors (using other peoples mods for own mods or mod packs without asking the author is respectless, from my point of view).

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Re: freddy's gem mod

Postby Pestilence » Sun Dec 20, 2009 5:42 pm

Wow, very nice mod!
Downloaded, and installed. :)
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Re: freddy's gem mod

Postby TomaLexi » Mon Dec 21, 2009 11:35 am

Hey. Added this mod 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 (:

freddy's gem mod
This mod tries at balancing the rarity, affixes, prices, level requirements and possibly everything related to gems.
http://forums.runicgames.com/viewtopic.php?f=20&t=9287
Looking for mods? Complete mod-list: http://sites.google.com/site/ultimatemodlistwiki/
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Re: freddy's gem mod

Postby BlacK » Mon Dec 21, 2009 12:33 pm

I think the eyeballs are too powerful. Even +2 mana a second is a huge amount of mana.

One standard eyeball in a weapon and you'll almost never run out of mana even with a pure caster.
BlacK's Nether Mage. Fully playable class: viewtopic.php?f=20&t=8902
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Re: freddy's gem mod

Postby freddy » Mon Dec 21, 2009 1:00 pm

thx a lot TomaLexi !!

@ black: oh yeah. that's right, thanks! i made those values after i played arround with a skill for my destroyer mod which gives you +liferegeneration and you don't even notice +50/second at higher lvls. i think that took away the feeling for mana stuff :)

what do you think: +1/lvl or +1/2lvls ??
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Re: freddy's gem mod

Postby Pestilence » Mon Dec 21, 2009 3:33 pm

I have the +4 Mana/s Eyeball, and i think it's much too powerful. +2 is a realistic Value, but with +4 i can Spam my Ricochet Shots.
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Re: freddy's gem mod

Postby freddy » Tue Dec 22, 2009 3:55 am

i already reduced that to +1/+1/+2/+2/+3/+3/+4/+4/+5/+6 per second. i just didn't release that yet because i'm waiting for some help to fix a display bug since i don't want to release a new version for every fix (that would be ~3/day atm :) ).
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Re: freddy's gem mod

Postby Nimis » Wed Dec 23, 2009 12:23 am

Looks great so far! Any chance of getting the gem icons to scale upwards in size as they become more powerful? Just to make sorting/combining them easier. A system similar to this mod here would look excellent.
http://forums.runicgames.com/viewtopic.php?f=20&t=5711&start=0&hilit=shaped+gems
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Re: freddy's gem mod

Postby freddy » Wed Dec 23, 2009 9:19 am

i have absolutely no experience in things like creating items or icons or stuff like that at all. i don't think that this will change some day. you can use the bigger gems mod for example, which is running great with my mod (also use it). the shaped gems mod is not compatible with my mod because he also changes the gem files. maybe i could ask the author to allow me to use his graphics for my mod, but since i want my mod to be highly compatible with any other mods out there, i would have to make an extra version with the shaped gems. if there were enough people who want such a version and i got the OK from the author, i would do it.
otherwise i have to sa sorry, to custom graphics :(
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Re: freddy's gem mod

Postby freddy » Wed Dec 23, 2009 1:57 pm

new version up. take a look at the first post for changes and details.

greetz
freddy
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Re: freddy's gem mod --- v0.22 is up (23.12.2009)

Postby Jupiah » Tue Jan 05, 2010 7:58 pm

Very nice mod! I love the new gem effects. It's actually worth it to socket your weapons now, giving trinkets new unique effects is brilliant, and giving them a level requirement is also a nice touch. Now I don't horde all my best gems for fear that I'll find more to upgrade them with use as I use them, since if you aren't high enough level to use the next tier of gem you might as well socket those things and use them now. :)

My only criticism is one that I have of the unmodded game as well, and that is that you don't seem to have taken socket scarcity into account when balancing the effects. You can only have 4 weapon sockets and 6 trinket sockets, but you can have 14 armor sockets. The weapon and trinket effects really ought to be more powerful than the armor effects, because you can have less than half of each than you can for armor.

+77% critical damage bonus seems pretty fair when you can only socket that gem a max of 4 times (if you dual wield), but +33 strength is very abusable when you can multiply it by 14. +462 strength is a lot!

That's my opinion anyway. This mod is amazing, but I would personally tone down the armor effects a bit to compensate for how many of them you can equip. That, I think, would make it perfect.
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Re: freddy's gem mod --- v0.22 is up (23.12.2009)

Postby Fayd » Tue Jan 05, 2010 8:03 pm

Freddy, question:

Have you changed the file-names of the gems? For example, are Pure-Embers still called Diamonds? And are the degrees of quality still Cracked/Dull/Discolored/base/Cut/Polished/Star/Flawless/Perfect/The ______ Gem? If that is the same as Vanilla Torchlight, our mods are compatible by default.

I made a series of mods (and will combine them into a single mod to make installation nicer for people who choose) that significantly alters Gem Transmutation...I'd like my mods to be as compatible with other community works as I can, and yours looks like I might still be able to work, even if I just have to make a "Freddy's complaint" version.
[Mods]
Arithmancy
Thaumaturgy
Geomancy (A bugfix to both Arithmancy and Thaumaturgy)
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Re: freddy's gem mod --- v0.22 is up (23.12.2009)

Postby freddy » Wed Jan 06, 2010 2:44 am

Jupiah wrote:Very nice mod! I love the new gem effects. It's actually worth it to socket your weapons now, giving trinkets new unique effects is brilliant, and giving them a level requirement is also a nice touch. Now I don't horde all my best gems for fear that I'll find more to upgrade them with use as I use them, since if you aren't high enough level to use the next tier of gem you might as well socket those things and use them now. :)

My only criticism is one that I have of the unmodded game as well, and that is that you don't seem to have taken socket scarcity into account when balancing the effects. You can only have 4 weapon sockets and 6 trinket sockets, but you can have 14 armor sockets. The weapon and trinket effects really ought to be more powerful than the armor effects, because you can have less than half of each than you can for armor.

+77% critical damage bonus seems pretty fair when you can only socket that gem a max of 4 times (if you dual wield), but +33 strength is very abusable when you can multiply it by 14. +462 strength is a lot!

That's my opinion anyway. This mod is amazing, but I would personally tone down the armor effects a bit to compensate for how many of them you can equip. That, I think, would make it perfect.



thx a lot for your feedback. i know what you talking about, but there's a sense behind that. if you don't use any console commands or other mods that dramaticly modify the gameplay, you will not be able to get 14 tier10 gems! i promise that. if you are lucky, you will get one. in fact, tier 10 gems can't drop ingame, only be transmuted and tiers below t10 have a rarity that's about a half of vanilla rarity. another point i was thinking about was the relation between enchantments and gems. i wanted gems to be still powerfull at later game and a thing you shpudl still think about and not just "oh, i don't care, my enchantmens are many times better than any gem...". furthermore i think that you will find many other useful armor gems to socket into your equip so that you won't only use one in every part of your gear. but if you want to collect and transmute every gem you find just to get as much high tier gems of one sort and put all your effort in that, you should get a really nice reward for that.

but there will be an update for this mod though, changing affixes and balancing values again and i'll start to change the internal way the mod is build to make it easier to balance values between armor, weapon and trinket effects. i hope i can start working this week and maybe release it this weekend, but no promises so far. you will also be able to tell me some wishes for affixes or balancing suggestions till i finally start to fix everything for the release.



Fayd wrote:Freddy, question:

Have you changed the file-names of the gems? For example, are Pure-Embers still called Diamonds? And are the degrees of quality still Cracked/Dull/Discolored/base/Cut/Polished/Star/Flawless/Perfect/The ______ Gem? If that is the same as Vanilla Torchlight, our mods are compatible by default.

I made a series of mods (and will combine them into a single mod to make installation nicer for people who choose) that significantly alters Gem Transmutation...I'd like my mods to be as compatible with other community works as I can, and yours looks like I might still be able to work, even if I just have to make a "Freddy's complaint" version.


i already took a look a look at your mod. really nice work but maybe there will be a bug. if there is one, i'll pm you and also tell you the solution for that :) so watch out for pm's :D
good news for compability, i use the original gem file names for my mod, especially to make it compatible with mods like yours. only affix and graph names are different. i'll add a link to your mod in the first thread if you don't mind it.
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Re: freddy's gem mod --- v0.22 is up (23.12.2009)

Postby Jupiah » Wed Jan 06, 2010 6:59 am

freddy wrote:if you don't use any console commands or other mods that dramaticly modify the gameplay, you will not be able to get 14 tier10 gems! i promise that. if you are lucky, you will get one. in fact, tier 10 gems can't drop ingame, only be transmuted and tiers below t10 have a rarity that's about a half of vanilla rarity.

Oh, good point. I hadn't realized that you changed the rarity of the gems too. Still, the gem merchant and additional gem availability mods are really popular, and with them it might not be as impossible as you think to get so many tier10 gems. It would still take a boatload of money and effort though, probably couldn't do it till after beating Ordrak at least. :)

freddy wrote:but there will be an update for this mod though, changing affixes and balancing values again and i'll start to change the internal way the mod is build to make it easier to balance values between armor, weapon and trinket effects. i hope i can start working this week and maybe release it this weekend, but no promises so far. you will also be able to tell me some wishes for affixes or balancing suggestions till i finally start to fix everything for the release.

Awesome, can't wait! And if you're asking for suggestions... :twisted:

1) Do you know about Lathlas's More Gem Types mod? He adds 4 new gem types to the game with some previously lacking abilities. Maybe you could talk to him about releasing a version made to fit your new features such as the level requirements and unique trinket effects. If not, well you could eliminate some of the ability overlap between your mods. He adds a socketable with gold and exp % increase, so you could give your Pure Ember some new effects. He also adds a socketable with mana regen, so you could return your eyeballs to their original mana stealing ways as well.

2) Merge Shaped Gems into you mod, if at all possible. That would be so freaking awesome! I was actually going to do for myself after I looked at the files and realized that the only think that needs to be changed is the <STRING>ICON: line for each gem (though that's a lot of files that need edited!), but if you're going to release an update that would just be a waste of time on my part to do it now.
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Re: freddy's gem mod --- v0.22 is up (23.12.2009)

Postby Jonaleth » Wed Jan 06, 2010 7:55 am

Good to see this being developed :) Thanks for the mod mate!!!
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Re: freddy's gem mod --- v0.22 is up (23.12.2009)

Postby freddy » Wed Jan 06, 2010 10:10 am

Jupiah wrote:
freddy wrote:if you don't use any console commands or other mods that dramaticly modify the gameplay, you will not be able to get 14 tier10 gems! i promise that. if you are lucky, you will get one. in fact, tier 10 gems can't drop ingame, only be transmuted and tiers below t10 have a rarity that's about a half of vanilla rarity.

Oh, good point. I hadn't realized that you changed the rarity of the gems too. Still, the gem merchant and additional gem availability mods are really popular, and with them it might not be as impossible as you think to get so many tier10 gems. It would still take a boatload of money and effort though, probably couldn't do it till after beating Ordrak at least. :)

as posted above, i will change the structure of the mod with the next update. with that change, i'll be able to balance every value much better, including the prices and believe me, high tier gems will be expensive then (they already are, but will be even more). don't worry about high tier gem's power, you will have to work or pay a lot to get it !! :twisted:


freddy wrote:but there will be an update for this mod though, changing affixes and balancing values again and i'll start to change the internal way the mod is build to make it easier to balance values between armor, weapon and trinket effects. i hope i can start working this week and maybe release it this weekend, but no promises so far. you will also be able to tell me some wishes for affixes or balancing suggestions till i finally start to fix everything for the release.

Awesome, can't wait! And if you're asking for suggestions... :twisted:

the more i plan for the next version, the more time will it take :( especially because i must write some exams at the end of january - mid february and have to learn a lot for it. but i'll try my best to release a new version within the next 10-20 days, i promise :)

1) Do you know about Lathlas's More Gem Types mod? He adds 4 new gem types to the game with some previously lacking abilities. Maybe you could talk to him about releasing a version made to fit your new features such as the level requirements and unique trinket effects. If not, well you could eliminate some of the ability overlap between your mods. He adds a socketable with gold and exp % increase, so you could give your Pure Ember some new effects. He also adds a socketable with mana regen, so you could return your eyeballs to their original mana stealing ways as well.

this is lathlas' mod and i decided not to touch any other mod with content. sorry for that.
i decided to add mana-regen instead of manaleech because it's much more interesting for casters and still useful for melees whlie leech is only useful for melees. another thing why i decided to make some affixes as they are is one of my other mods. i'm also making a destroyer remake and i always take a look at the things i need to have on items for that mod. so i'm not 100% free in choosing the affixes. but i do my best to make the mods independent.


2) Merge Shaped Gems into you mod, if at all possible. That would be so freaking awesome! I was actually going to do for myself after I looked at the files and realized that the only think that needs to be changed is the <STRING>ICON: line for each gem (though that's a lot of files that need edited!), but if you're going to release an update that would just be a waste of time on my part to do it now.

since it seems that many people want this feature, i'll talk to the author and ask him to allow me to release a version with his icons. but i won't do this for the current version. don't have the time to do this two times and i also think it's useless to do it only for some days.




Good to see this being developed :) Thanks for the mod mate!!!


i'm glad to hear that, you're welcome :)
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