[CLASS] Lady Knight v1.03

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Re: [CLASS] Lady Knight v1.02

Postby Akura » Wed Sep 01, 2010 1:38 pm

Phanjam wrote:
Akura wrote:is there a way to make it show that ladyknight is loaded as a 5th class? can someone reliease that as a patch

Let me make a patch for Enchantress to fix that - give me a little time though :) will do it fast as I can...

EDIT:
Took a lot shorter than I remembered it :D ! Here you go...
http://www.fileden.com/files/2007/9/17/1437301/torchlight/000_Character_Layout_Fix.rar
Put it in your mods folder like normal - just make sure it's the very first mod when you arrange them alphabetically (that's actually what the "000" is for)


ooooh thank you so very very much for this =O I got it working but for some reason none of the armor that i pick up is conforming properly and when i take off her starting armor nothing changes? was that intentional? OMFG i lost my dragon slaying set ><
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Re: [CLASS] Lady Knight v1.02

Postby Kinch » Wed Sep 01, 2010 6:01 pm

Dusho wrote:light skills suppose to be support skills (to weaken or stun enemies), not 'kill'em' all skills, though last skill is pretty strong with very short cooldown, ideal for slaying
only skills in Combat tab get strength or DPS contributions


Alright, thanks for the heads up. Time to drink a respec pot
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Re: [CLASS] Lady Knight v1.02

Postby Phanjam » Thu Sep 02, 2010 1:48 am

Akura wrote:
Phanjam wrote:Here you go...
http://www.fileden.com/files/2007/9/17/1437301/torchlight/000_Character_Layout_Fix.rar
Put it in your mods folder like normal - just make sure it's the very first mod when you arrange them alphabetically (that's actually what the "000" is for)

ooooh thank you so very very much for this =O I got it working but for some reason none of the armor that i pick up is conforming properly and when i take off her starting armor nothing changes? was that intentional? OMFG i lost my dragon slaying set ><

AARRGH! I've heard of that happening before! Very sorry about that Akura!

Can someone please help out

I've heard of this phenomenon but don't really know how it should be addressed!
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Re: [CLASS] Lady Knight v1.02

Postby Tarnsman » Sun Oct 10, 2010 7:44 am

After using your throwing mod I decided to check out your lady knight mod, awesome work! I haven't found any of the light leather you made from drops or in the shop yet so I am looking forward to seeing that set on the character. I am curious though if there are epic versions of the new equipment for later levels, I just started playing around with mods and was poking around in yours and didn't see anything for epic versions. Can't wait to find all the different shields being the shield enthusiast I am.
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Re: [CLASS] Lady Knight v1.02

Postby Dusho » Sun Oct 10, 2010 9:42 am

Glad you like it.
Actually no, there is no epic version of light leather.. maybe will add in later, wanted also to modify models to mimic torchlight style.
If you're using this standalone LadyKnight download you should get some light leather. Light leather is not present in Jarcho's classes compilation mod (looks like Jarcho doesn't update his compilation anymore).
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Re: [CLASS] Lady Knight v1.02

Postby KouDy » Wed Nov 17, 2010 11:02 pm

Dusho i totally like this mod. I only peaked at the video on youtube, loaded the game and saw for myself quickly before i went sleep last night.
From original classes none did really fit my usual gaming scheme (playing religious-fanatics-like classes usually :) ). This brings completely new light into Torchlight. Fortunately long holiday-like season coming up for me with just my laptop. Torchlight is very good option for such occassions and this mod.

If i am not mistaken, there is Defense like line, Combat one and support one. Are there any skills using shield as weapon?
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Re: [CLASS] Lady Knight v1.02

Postby Dusho » Thu Nov 18, 2010 2:18 pm

hi, yep, there is Bash skill that requires shield and uses it to stun enemies (if I remember correctly). enjoy
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Re: [CLASS] Lady Knight v1.02

Postby Riw » Sat Jan 01, 2011 5:31 am

Hi Dusho, I think there is an error in knightpowerkick.dat file for your Lady Knight.

Level 1 works fine, looks like this:

[LEVEL1]
<FLOAT>MANACOST:8
<INTEGER>LEVEL_REQUIRED:10
[EVENT_END]
[AFFIXESREMOVE]
<STRING>TARGET:SELF
<STRING>AFFIX:KNIGHT_POWERKICK
[/AFFIXESREMOVE]
[/EVENT_END]
[EVENT_TRIGGER]
<STRING>FILE:media/skills/ladyknight/knightpowerkick/knightpowerkick.layout
<STRING>DAMAGE_TYPE:PHYSICAL
[AFFIXES]
<INTEGER>AFFIXLEVEL:1
<STRING>TARGET:ENEMY
<FLOAT>DURATION:0
<STRING>AFFIX:KNIGHT_POWERKICK
[/AFFIXES]
[/EVENT_TRIGGER]
[/LEVEL1]

However Level2 and subsequent levels she just kicks empty space, never doing any damage. It looks different:

[LEVEL2]
<FLOAT>MANACOST:10
<INTEGER>LEVEL_REQUIRED:11
[EVENT_START]
<STRING>DAMAGE_TYPE:PHYSICAL
[AFFIXES]
<INTEGER>AFFIXLEVEL:2
<STRING>TARGET:ENEMY
<FLOAT>DURATION:0
<STRING>AFFIX:KNIGHT_POWERKICK
[/AFFIXES]
[/EVENT_START]
[EVENT_END]
[AFFIXESREMOVE]
<STRING>TARGET:SELF
<STRING>AFFIX:KNIGHT_POWERKICK
[/AFFIXESREMOVE]
[/EVENT_END]
[EVENT_TRIGGER]
<STRING>FILE:media/skills/ladyknight/knightpowerkick/knightpowerkick.layout
<BOOL>ATTACHES:1
<BOOL>USEDPS:1
[/EVENT_TRIGGER]
[/LEVEL2]

I think the [AFFIXES] section should go into [EVENT_TRIGGER] section, like it is for level1. Not sure what variables ATTACHES and USEDPS mean, i'm not using them and it works fine.
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Re: [CLASS] Lady Knight v1.02

Postby Dusho » Sat Jan 01, 2011 7:06 am

Hi Riw
thanks for pointing that out, don't know how that happened...
I've fixed it and uploaded LadyKnight v1.03.
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Re: [CLASS] Lady Knight v1.02

Postby RaffoBaffo » Sat Mar 05, 2011 10:46 am

Dusho wrote:updated, now version 1.02 (mainly fixed problem with freezing character in bind position when first time using mod)
character freeze , just to let other modders know, was really caused by late (during game) compilation (usually .layout files) - to avoid issues, just make sure that in your primary skill layout file you are referencing all the additional layout files (you'll be using for skill - so any late unittheme, layouts from summons, etc.) even when you're not using them in primary timeline for skill


Hi Dusho, I'm trying to make a new class mod that uses the destroyer models and a few animations from the other classes. I think I've encountered the "bind position" bug you seem to have fixed in your mod. I'd like to try what you did but i don't understand what you mean by "referencing all the additional layout files". Can you explain that better please? I think i need somehow to link additional layout files and unit themes to the skill's primary layout but I'm not sure how to do it.
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Re: [CLASS] Lady Knight v1.02

Postby Phanjam » Sat Mar 05, 2011 10:19 pm

RaffoBaffo wrote:Hi Dusho, I'm trying to make a new class mod that uses the destroyer models and a few animations from the other classes. I think I've encountered the "bind position" bug you seem to have fixed in your mod. I'd like to try what you did but i don't understand what you mean by "referencing all the additional layout files". Can you explain that better please? I think i need somehow to link additional layout files and unit themes to the skill's primary layout but I'm not sure how to do it.

Hi Dusho. I'm helping RaffoBaffo test the same mod he's talking about above.

Apart from the freeze-bug when I first use one of the custom skills, I'm also getting a bug where the character disappears - all that's left is the weapon. I can still move around and I can hear the swing sound when I attack, but the weapon does not animate anymore either. Hope that provides some more clues for a solution :)
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Re: [CLASS] Lady Knight v1.03

Postby Dusho » Sun Mar 06, 2011 4:41 am

found an email I sent to runic guys with details:
...
Created a skill, an aura, say called salvation.dat
salvation.dat was triggering skill_salvation.layout and also applying affix KNIGHT_SALVATION
this affix had UNITTHEME that was attaching particle p_salvation.layout to the player
in skill_salvation.layout timeline I activated particle cast.layout (so here was only particle layout link to cast.layout)
when I run game mode in TorchED (or game) first time (after all binaries were removed) when I cast the spell salvation I always got character freeze ( first image in viewtopic.php?f=20&t=13672#p117294 )
what happened is that as there was no direct link to particle p_salvation.layout (only UNITTHEME had that link) and that caused it to not compile that particle layout immediately, but it compiled the layout first time I casted the spell (I checked the creation time of binary file)
this late resource compilation caused game to stutter (for a second or so) and character went into bind position with textures being messed up - when you then tried to equip something, game crashed
solution for this was to inside skill_salvation.layout add layout link to particle p_salvation.layout even though it was not used in timeline (wasn't started or stopped)
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Re: [CLASS] Lady Knight v1.03

Postby RaffoBaffo » Sun Mar 06, 2011 5:22 am

Ok I'll try that an let you know. Thanks for your help :)
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Re: [CLASS] Lady Knight v1.03

Postby N3MES1S » Sun Dec 11, 2011 1:33 pm

Hi, just trying this class, i must say it is awesome, except for the nerfed skills. Im plying in very hard mode, and it is so frustrating when u see, nothing that u have is useful in combat, the auras, like bless are useless, the spirit sword is dumb, yea it could be awesome, but the absurd poor mana that lady knight has and the expensive mana cost of the spells make her almost boring. The only skill useful a bit is the light thorns, but it is dumb to need to run away all the time trying to catch em in the trap, and i am talking about 1 single mob, cuz it is so hard to play with lady knight (cuz the skills are too much nerfed) that u need to stay running all the time, and its boring.

Dont get me wrong, the class is great and i like it, but i see extremely hard to play, not because the skills are useles, they could be great, but the stats of em are too low. The spirit sword should be faster, cheapest and stronger, it is the only skill at distance (so far) that lady knight has, the nova skill, i dont see the point of using it, cuz it wont knockback the mobs, and it is too slow. In maps like jungle, it is almost impossible to fight 4 or 5 pygmis, and the spirit sword is useless, the light thorns trap is powerful, but it takes too much time to spawn (should be almost instantly) and always they get around it and u need to runn all the way around the trap to get em in. Nova is useless as well, cuz the only useful thing that will make this skill good is a knockback effect (as it says in the title of the skill). The auras are useless cuz the effects are almost unoticeable.

I dunno, i like this class but at level 20 i am too frustrated to go on, cuz it becomes a boring class. Maybe im doing something wrong in the skill tree, but i tried everything, even making a armor tank (i dont know wats going on it doesnt matter if i maximize my defense / armour) i use to die in 3 or 4 hits. Even with the auras active.

A skill fix will be awesome, cuz honestly this class have so much potential.
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Re: [CLASS] Lady Knight v1.03

Postby Dusho » Sun Dec 11, 2011 3:06 pm

thnx for input.
skill damages should be actually identical to Runic ones (damage range at certain level).
Light nova skill has knockback modifier you have to invest points in to have knockback effect (if you're building melee class you maybe don't want to have knockback, ranged build wants to have knockback).
But I agree, class is hard to play - it is heavily dependent on equipment you have. That's the way I like it... :)
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Re: [CLASS] Lady Knight v1.03

Postby N3MES1S » Mon Dec 12, 2011 4:41 am

Dusho wrote:thnx for input.
skill damages should be actually identical to Runic ones (damage range at certain level).
Light nova skill has knockback modifier you have to invest points in to have knockback effect (if you're building melee class you maybe don't want to have knockback, ranged build wants to have knockback).
But I agree, class is hard to play - it is heavily dependent on equipment you have. That's the way I like it... :)


Yeah, but its hard to play cuz the skills are maybe more nerfed than we used to. As i said, is a class that in hard difficult and more gets boring cuz u need to stay running all the time or u get killed. Hmm, can u explain how to make a melee character??? cuz im having a lot of trouble making a melee class with lady knight. How i am supossed to do a melee class if i die constantly (cuz i dont have skills to defend myself :p). I made a build with armor expertise, points in strength and defense, martial weapons expertise and so on, but i cant resist more than 2 or 3 hits, and i am dead. In this game, once u are being hit 4 or 5 times, u need to run, use defensive skill or u dead. In the case of Lady Knight is worse, cuz u dont have skills to defend yourself. The shield knockback and the kick knockback are nice ideas, but for example the kick should deal more damage, more stun or more knockback cuz in some situations u cant perform it without being hurt (specially with those irritating pygmis). And it is supossed that skill is for making the enemies away without them touching you. I really love the skillz and the theme of the class, but after trying about 12 different classes (i have my character screen almost full :p) i can say this is maybe the most boring class ive ever played , but only because the skills are very limited. At level 20, no matter wat class im playing, the game still is fun and u can advance without the need to run away from a couple of mobs, not with lady knight. If a couple of vutaras or 4 pygmis are pursuing u, u need to run or u probably will be dead <<<< this is sad. Well, maybe it is only my opinion and maybe im wrong, but as i said, it is the only class that causes me to get frustrated before i even reach levels 15-20. I love the items u created for her, very.. erm "gothic" :p. And i love her appearance, and the fx of the skills, i mean i love all of her except for the stats of the skills, that make the poor lady knight too weak, even if she is designed to be a good melee class.

The Light blades is a great skill, but seriously, i dunno y 8/10 times u cant even get a straight line of defense even if u are looking just in front. I cant use it even to make defensive tactics, cuz everytime i perfomr the skill, i cant get a straight line of defensive light blades and, because i cant use the skill continuosly, i dont have time to lock down any enemy behind me. And i got the skill on level 7 as i remember. And as far as i know that is the only defensive skill lady got. I use to combine the light blades with the knockback kick to make enemies explode, but it is almost stupid when u can only do this with 1 or 2 enemies at the same time, and even that, u need to run after the 2 first kicks cuz u got out of mana.......

PD: I forgot about the expensive mana costs of the skills, making the lady knight to depend on mana regeneration items, cuz as i noticed, she doesnt have any regeneration skill, so, not only the skillz are nerfed, the mana u need everytime is too much, and i am one of those players who doesnt like to use a mana potion every 3 seconds. So, this plus the other i said, makes the lady a horrible class to play, even if she could be a great great class. U have fun in the first 10-15 levels, but when u start realize that u need 4-5 hours to clear a level cuz u waste most of the time running away from the enemies, the game turns boring and frustrating, and u stops playing with lady knight.
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Re: [CLASS] Lady Knight v1.03

Postby Dusho » Mon Dec 12, 2011 6:50 am

I agree about pigmies.. when testing I had issues as well. I guess, that is why I made Throwing weapons mod.. to keep those fast little creeps on distance.
Don't think I will change anything now, but I promise to do better job when doing some lady knight equivalent into Torchlight2.
Again, thanks for feedback, you'll be great for testing...
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Re: [CLASS] Lady Knight v1.03

Postby N3MES1S » Mon Dec 12, 2011 2:04 pm

Dusho wrote:I agree about pigmies.. when testing I had issues as well. I guess, that is why I made Throwing weapons mod.. to keep those fast little creeps on distance.
Don't think I will change anything now, but I promise to do better job when doing some lady knight equivalent into Torchlight2.
Again, thanks for feedback, you'll be great for testing...


Yeah, those little bastards are maybe even more annoying than the dark zealots.. lol. It ok if u dont change anything, i mean, the class is very playable and i suposse it is a very hard class to manage, only the skills need a bit of fixing, but in general terms, the class is awesome. Well, started other game and at level 15 i had maximized the spirit sword, the zeal attack, raised the armor expertise and a bit martial weapons expertise. I am only playing with 2 skills, the spirit sword, and the zeal attack :p, but right now i am having more success than before, even if i am only using 2 skills. Still, i am having very trouble in the extra maps (the ones that are not curved level based) in which i need a lot of hits to kill anyone, and i am only using the spirit sword (on level 8) and zeal attack (on level 7). So, my conclusion is that, in the case of Lady knight is better to maximize any possible skill u use, before to try to use anything else, not if u dont have a strong base to start using other skill. Not even auras. I think the skills can be left aside, cuz i only see one real problem that is the constant need of mana. For a melee class, using the zeal attack the mana gets depleted in 3 uses, and the spirit sword last for about 6-7 shots before u run out of mana. And, because u cant stand fighting 4 or 5 mobs at the same time (u will die for sure) it is too hard to stay running , and wasting 1 bottle of mana every few seconds. I think some mana regeneration skill or something (or maybe some skill that steals mana) adquired at level 15 or something like that will be the only thing that will makes thing easier. Cuz i know it is a hard job to change the skills as they are. But as i said, it ok, when TL2 comes out, we will see (me included) wat mods we can achieve, i am looking forward to it :p
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Re: [CLASS] Lady Knight v1.03

Postby N3MES1S » Tue Dec 13, 2011 7:11 am

Hey Dusho, do you mind if i modify (for personal use of course) some aspects of the dat files (mainly the ladyknight.dat) so i balance a bit the class? i want to add a bit more initial def, and modify some stats of the zeal attack and the ball of light (weird name for the spirit word :p). Since the skills are a bit hard to use, i intend to make lady knight stronger at melee, and i want to increase exponentialy the damage pct of the zeal attack (for example at level 5 u will make 200 % pct damage but that will cost about 30 mana). Since the mana runs out incredible fast, i dont care if i need 60 mana to make a zeal attack that deals 400% pct damage, for example. At least, u will have a real useful zeal attack for using in melee range. And i want to decrease the spawn rate of the ball of light and the light barrier. If u are not ok with this, just let me know. I just want to do this so i enjoy more the class playing it.
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