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Messages - WNG

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46
New Projects / Re: Shadow Champions (Mastery Mod) - WNG
« on: 31 December 2019, 03:10:44 »
There's one on the main post now. Doesn't it work?

47
New Projects / Re: Shadow Champions (Mastery Mod) - WNG
« on: 29 December 2019, 04:54:02 »
Thank you  :)

48
Art Manager / Re: [Tutorial] Create a new skill!
« on: 29 December 2019, 04:50:20 »
skill_passiveonlifebuffself

Description:
This type of skill is a passive temporary bonus triggering automatically when the entity's health goes below a certain health threshold. Example skills include Death Ward or Sacred Rage.

To make a skill like Sacred Rage, simply remove the cooldown from the skill.

Specific Parameters:

Skill Config
Spoiler for Hiden:
skillActiveDuration: Duration of the temporary buff.
lifeMonitorPercent: When life goes below that percent amount, triggers the skill (if not on cooldown.)

49
Art Manager / Re: [Tutorial] Create a new skill!
« on: 29 December 2019, 04:47:36 »
skill_passiveonhitbuffself

Description:
This type of skill is a passive chance for a temporary bonus to trigger when being hit. Example skills include Battle Rage or Distortion Field.

Specific Parameters:

Skill Config
Spoiler for Hiden:
skillActiveDuration: Duration of the temporary buff.
onHitActivationChance: Percent chance for the bonus to trigger when taking damage.

50
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 28 December 2019, 03:15:01 »
Hello!

It is now finally available on the Steam Workshop, downloadable here : https://steamcommunity.com/sharedfiles/filedetails/?id=1949340853

We hope you like it very much! It was very tough to get this far.

51
This worked beautifully. Thank you very much!

52
Art Manager / Re: [Tutorial] Create a new skill!
« on: 17 December 2019, 00:52:54 »
skill_passive

Description:
This type of skill is a passive bonus granted to the entity; it cannot be affected by dispelling skills. Example skills include Wood Lore or Weapon Training.

Specific Parameters:

None

53
Art Manager / Re: [Tutorial] Create a new skill!
« on: 17 December 2019, 00:43:50 »
skill_refreshcooldown

Description:
This type of skill is able to remove seconds of the cooldown of the entity's abilities. Example skills include Refresh.

Specific Parameters:

Skill Config
Spoiler for Hiden:
refreshTime: Amount of seconds to be removed to all on-going cooldowns.

54
Art Manager / Re: [Tutorial] Create a new skill!
« on: 17 December 2019, 00:41:17 »
skill_dispelmagic

Description:
This type of skill is a projectile attack (similarly to skill_attackprojectileareaeffect) that has dispelling propreties. When an entity is touched by it will be purged all of his buffs. Alternatively, entities friendly to the caster will be purged of all debuffs. Example skills include Spell Breaker.

Specific Parameters:

Skill Config
Spoiler for Hiden:
skillProjectileName: The .dbr name of the projectile used by your skill.
skillActiveDuration: Duration of the area effect.

Projectile Config
Spoiler for Hiden:
projectileExplosionRadius: Meter radius of the projectile explosion.
projectileFragmentsName: The .dbr filename of the fragments emitted when the projectile hits an enemy.
projectileFragmentsLaunchNumberMin: Minimum number of fragments produced.
projectileFragmentsLaunchNumberMax: Maximum number of fragments produced.
projectilePiercingChance: % chance for the projectiles to pierce through an enemy.

55
I wholeheartedly agree with you Sauruz.

  • Atlantis was a very dissapointing addition. Not only would it add a mostly uninteresting bonus area (though it looks nice visually), it would also come with a load of issues. Low FPS, more crashes, more bugs. How do you break the artifacts so you can craft them without needing reagents? This is beyond me.
  • Most of the new Atlantis items are very uninspired. Most of the MIs are copy-pasted (all Reefguard items are the same, all Goldfang are the same.) Granted skills are either Tier 7 or already existing, over-used skills (why is Runeword: Explode at so many places even...)
  • The issues caused to the modding scene seriously made me want to quit modding at all. Some people may argue but without modding, this game wouldn't be where it is right now. Without mods, the playerbase would be much smaller. Look at how many people crave for a new Soulvizier, it should tell you something. While modding shouldn't be Nordic's absolute priority, they should be careful to not make it harder for us.
  • Maybe it is just me but this attempt at being in touch with the community with the Blog posts feels really weak. It feels like they are being written in 15 minutes.

I really hope they have something good in store for 2020, after they finish controller support and DLC port to consoles. I seriously wish the best for this game, but sometimes I doubt if the devs even care.

56
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 17 December 2019, 00:20:21 »
Hello!

This might be the last entry before the official release of Shadow Champions. Here are the news:

  • The rework of Atlantis items is going well. It has good chances to be fully completed for the release. (yay)
  • Boss reworks are also doing excellent progress. For those who missed it, it mostly consists of boosting the bosses on Epic and Legendary difficulty. Bosses will unlock new skills on higher difficulties or receive upgrades to make them more challenging while not only doing boring changes like more health. It also includes changes to AI, like making Mimer actively fighting you.
  • We want to do something special for the release with Mr. Fae...

Finally, some preview of reworked boss fights. I hope you find it interesting.  :)

Spoiler for Hiden:




57
Soulvizier AERA / Re: Soulvizier AERA
« on: 10 December 2019, 01:13:46 »
It's very nice to see you are still working on it. It's a very ambitious first release too, keep up the good work :D

58
Art Manager / Re: [Tutorial] Create a new skill!
« on: 07 December 2019, 00:18:27 »
skill_weaponpool_chargedfinale

Description:
This type of skill is an attack that accumulates stacks after every successful attack. After a certain amount of hits, a powerful attack is released. Example skills include Calculated Strike and Psionic Touch.

Specific Parameters:

Melee Config
Spoiler for Hiden:
skillTargetAngle: Arc of attack of your skill when used in melee range.
skillTargetNumber: Maximum number of targets this skill can hit at once when used in melee range.

Projectile Config
Spoiler for Hiden:
skillProjectileNumber: Number of projectiles created by this skill.
projectileExplosionRadius: Meter radius of the projectile explosion.
projectileFragmentsName: The .dbr filename of the fragments emitted when the projectile hits an enemy.
projectileFragmentsLaunchNumberMin: Minimum number of fragments produced.
projectileFragmentsLaunchNumberMax: Maximum number of fragments produced.
projectilePiercingChance: % chance for the projectiles to pierce through an enemy.

Skill Config
Spoiler for Hiden:
alwaysUseSpecialAnimation: Boolean (even though it is set to Variable class.) Set to 1 if you wish to always use a special animation if available (or granted through a modifier.)
skillChargeLevel: Number of charges needed to stack before releasing the attack.
skillChargeDuration: Lifetime of the stacks, in seconds. If the entity doesn't use this skill in this time, the stacks will dissapear.

59
Art Manager / Re: [Tutorial] Create a new skill!
« on: 07 December 2019, 00:07:53 »
skill_weaponpool_chargedlinear

Description:
This type of skill is an attack that builds up a bonus for the character with stacks for a certain duration. Example skills include Onslaught.

Specific Parameters:

Skill Config
Spoiler for Hiden:
skillChargeLevel: Max number of charges.
skillChargeDuration: Duration of a charge.

60
Art Manager / Re: [Tutorial] Create a new skill!
« on: 07 December 2019, 00:02:09 »
skill_wpattack_basicattack

Description:
This type of skill is an attack that has a passive chance to be used with a % chance. Example skills include Gouge and Volley.

Specific Parameters:

Melee Config
Spoiler for Hiden:
skillTargetAngle: Arc of attack of your skill when used in melee range.
skillTargetNumber: Maximum number of targets this skill can hit at once when used in melee range.

Projectile Config
Spoiler for Hiden:
skillProjectileNumber: Number of projectiles created by this skill.
projectileExplosionRadius: Meter radius of the projectile explosion.
projectileFragmentsName: The .dbr filename of the fragments emitted when the projectile hits an enemy.
projectileFragmentsLaunchNumberMin: Minimum number of fragments produced.
projectileFragmentsLaunchNumberMax: Maximum number of fragments produced.
projectilePiercingChance: % chance for the projectiles to pierce through an enemy.

Skill Config
Spoiler for Hiden:
skillChanceWeight: % chance for the attack to be used.

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