It is an original idea to mix Jedi/Sith with Torchlight stuff
watch out for new information!!

SpuneDagr wrote:Update:
Created particle effects for all three stances.
Sat down and played through for about 5 levels to test their viability. Verdict: they could use some balancing.
The absence of a solid attack skill until level 5 is noticeable.
But...
I see no reason why I couldn't upload it this week. It's time for some player feedback.
lothario wrote:If my Kensai gets a hold of a lightsaber, Ordrak is screwed.
-Loth
Feynt wrote:You are required to make your mod compatable with this now.

Photeus wrote:It's really too bad you can't differentiate Lightsabers from other melee weapons the same way melee is different from staffs (one is boosted by martial mastery and the other by magic weapon mastery) so that you can have a Lightsaber only passive that increases block, missile reflect, and speed with lightsabers.
lothario wrote:Actually, this is very easy to do: to make custom skills only apply to custom weapons. You simply put a unittheme affix on the custom weapon, and make the custom skill require that unittheme. Now you have a skill that won't work unless the weapon is being used. My next class mod will be using this mechanic with an entire series of weapon gems that are upgradeable at the Transmuter.

SpuneDagr wrote:Torchlover wrote:Wouldn't it be more Jedi like if you made the starting lightsabers scale to Jedi level instead of finding them on monsters?
It would.
Jedis don't use armor, shields or magic either. Imagine that some poor padawan finds himself stranded on the Torchlight world and has to play by its rules. And, um, somebody scattered a bunch of old lightsabers all over the place.
Trux wrote:SpuneDagr wrote:Torchlover wrote:Wouldn't it be more Jedi like if you made the starting lightsabers scale to Jedi level instead of finding them on monsters?
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