Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Modifications => Other Modifications => Topic started by: Lavendarjosh on 25 May 2019, 22:34:29

Title: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 25 May 2019, 22:34:29
Skill Reworks is a bounce mod that aims to overhaul the vanilla masteries, making formerly weak skills more interesting without nerfing the strong ones.

The goal is to make all skills worth investing points in, get rid of one point wonders, and have all classes stand on more or less equal ground. To achieve that, most of the skills have been reworked, sometimes even exchanged for entirely new ones, and the mastery bonuses adjusted. Ideally, this should open up new interesting mastery combinations and play styles.

Please note that Skill Reworks will most likely make your character stronger compared to vanilla and the overall game a little easier! But beware, some enemies will use these stronger skills against you, too!

The mod works with or without any of the DLC and can be safely used with existing characters!

It's up to date with the current v2.6 of the game and includes the new Atlantis skills as of v1.1!

Features of this Mod:
- The bonuses all masteries grant to Abilities, Health, and Energy were adjusted to match the strongest one (Defense) in overall value (on the basis of 1 Str/Dex/Int equals 10 Health/Energy).
- Many of the vanilla skills were adjusted regarding damage and other effects. Things that didn't scale before now usually do. Scaling of all values was reworked to have equal or increasing returns.
- Some skills have their maximum skill level reduced or increased. (If you use an existing character that has more ranks in a skill than the reworked version, the excess points can be bought back!)
- A few skills were replaced completely for (in my opinion) more interesting ones.
- Pet skills are now included!
- There is now a txt version of the mod that has edited skill names and descriptions (in english).

A full Changelog can be found here: https://pastebin.com/EzVLvW9T (https://pastebin.com/EzVLvW9T)

While I have played with these changes for some time already, it's impossible for me to test all masteries on all difficulties, so if you think something is too strong, still too weak, or simply not working right, let me know.

Note: the download contains four versions, skillreworks (only this mod), skillreworkslp (a merge with LootPlus, my other mod), and an additional version of each with edited skill names and descriptions (-txt)

Download v1.12:
https://mega.nz/#!xuJxiSxT!lwvaFkvT20r82gyZOK3sW03KIIVJYp4DChmLdZqeigg (https://mega.nz/#!xuJxiSxT!lwvaFkvT20r82gyZOK3sW03KIIVJYp4DChmLdZqeigg)

Legacy Downloads:
https://mega.nz/#!pyhx0ATA!8jHtOsA_eXjmyY_GQnuUesD4TVa5E8ubRywPtc0Z3PE (https://mega.nz/#!pyhx0ATA!8jHtOsA_eXjmyY_GQnuUesD4TVa5E8ubRywPtc0Z3PE) (v1.1)
https://mega.nz/#!EuQkkADK!yx_qqofWwtMtQVG9oxa6d29hUdwG5yvZnaUFOVXmzjQ (https://mega.nz/#!EuQkkADK!yx_qqofWwtMtQVG9oxa6d29hUdwG5yvZnaUFOVXmzjQ) (v1.0)
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 26 May 2019, 23:57:01
As far as pets in vanilla, here are my tips:

Wolves:
Make level 16 the level you get 3 wolves, it's easier for petmancers to get their army up and running early without +to skills to get 3.
Rework Maul, it needs more pierce/bleeding damage. I also like to add ADCtH to help with survivability.

Coredweller:
Increase his attack speed, he barely gets any hits in.

Liche King:
Increase his ADCtH on his basic attack. He doesn't get any health regeneration.

Nymph:
Change the distance profile in her basic attack to "Long" from "Maximum". This will prompt her to get close enough to targets that her arrows don't despawn before they hit. Alternatively, create a copy of her basic attack projectile and increase it's range by like 2m and put that in her basic attack projectile slot.

That's my two cents. Nightmare and Wisp are tanks and that's what they are for so they don't need any changes.

I really like the attention you put on Mastery stats, that's not something I've really thought about in my mods.

Keep up the good work!  :))
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 27 May 2019, 09:16:10
Thanks a lot for your feedback, Bumbleguppy!

Alternatively, create a copy of her basic attack projectile and increase it's range by like 2m and put that in her basic attack projectile slot.
So far, anytime I tried to change an entry in a monster's or mastery Skill Tree, it broke that skill (that's why Rune's Energy Shield is buggy for enemies at the moment, I gave them a clone of the vanilla version to use, but they didn't). Not that I couldn't just make those changes to the default attack, of course, but I wondered if you know of any solution to that problem.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 27 May 2019, 16:39:05
I wish you were more specific about which skills.

As far as the rune shield skill, it could be the way skills are used in monster and pet files.

In the skill tree you list the skill like the player skill tree. But since the AI uses it, you have to add it to the skill configuration for the monster or pet to use a new skill.

Take a look at a monster skill configuration tab,

THe top is the basick attavk skill slot, that's where the Nymph's basic arrow attack is for example.

Next is the self buffs and buff other slots. Buff other AI isn't very good as you may know, buff self is good for the AI, this is the slot where I would list the new rune shield spell in a monster. Ignore rampage and rally skills, they don't work.

Then you have dying skill which is what green zombies use to make the poison gas clouds.

Next you have the initial skill which is a good slot for buffs as they cast it off screen that way instead of after they see the player/monster.

THen you have the special attacks. THese have a skill from their skill tree, a timeout value which is how long before they use the skill during a fight, then the delay timer value which is how long before they can use the skill again in the same fight. Then the chance the AI will select that skill during the AI cycle that "round" of fighting.

At the bottom is "chaining". The first skill must be in teh configuration slots listed above, but the second can be just in the tree. Once the first chain skill is used the monster/pet then immediately uses the nextChain skill and the drop down list determines the target. Cast buffs and attack radius "onSelf".

SO you can see that every monster/pet skill must exist in both the skill TREE AND the skill CONFIG for it to work on a pet or monster to use.

So for example, place the rune shield skill in a monster's skill tree. Next, click over to the monster's skill CONFIG tab and add it to the buffSelf 1 slot (there's 3 self buff slots). Save and build and viola, the monster uses the skill now.

If they don't have and animation for buff self or they have a spell cast speed of 0 or if they have no mana, then the skill won't work. But otherwise, that's the basics.

EDIT: As far as Sylvan Numph, the quickest easiest fix is to import her basic attack skill, open it up and change the "distanceProfile" from "Maximum" to "long". You know how sometimes you canst a skill without targetinng and you run up a little way automatically? That's distanceProfile. Pets and Monsters use that exclusively and not in any increment of selected distance like a player. The values for distance profile are hard coded in the engine I think. But the distances for how pets/monsters will use a special attack are listed in the skill config tab. the values at the bottom of the skill config for short, medum and long range are at the bottom of the tab and you can change them, then add a value at the bottom of a special attack slot. Leaving the range blank uses all ranges.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 27 May 2019, 21:22:41
@Bumbleguppy
Thanks for the explanation, I was aware of this more or less, though.
The problem in detail is that when I create a copy of a skill (Forceshield) and redirect to that skill in the runemaster_skilltree.dbr (so the player would use the modified and the enemy the regular one), the whole skill breaks.
This is the setup:
(https://i.imgur.com/2lmizsS.jpg)

And this happens:
(https://i.imgur.com/LYzuIxV.jpg)

If I go the other route and place a copy of forceshield.dbr and forshieldbuff.dbr in the monster folder and redirect all paths to there, the enemies don't use that skill at all.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 27 May 2019, 21:46:47
Oh, okay I understand the issue now.

You have to import Records/XPack2/UI/skills/mastery10/skill03.dbr (and create the necessary directories of course)

Once done, open the file and click on the "Config" tab.

Add the file path to the new skill to the "skillName" slot.

This connects the player skill tree to the skill buttons.

However, since the Atlantis update, the Runemaster UI buttons have become locked for me and no longer accept changes. All the other mastery UI button configs still work though.

Give it a try and see if this helps.

If the Runemastery UI is still locked, instead try using the original ForceShield.dbr file name in the skill tree and connect the file ForceShield.dbr to the new forceshieldbuffmod.dbr. The new skill will work by bypassing the skill button lock and you still get a new buff.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 27 May 2019, 22:16:51
@Bumbleguppy
Man, thanks a ton for your help, everything work as intended now!
Editing the skill03.dbr was all it took  ;D

Time to work on the pets.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 27 May 2019, 22:24:21
All right, good job! :D

You gave me an idea I hadn't had in the over 10 years I've been modding.

If you look at the mesh and textures for the Wolves, they have a file path to the Hunting directory, which leads me to believe they were originally intended for the Hunting mastery.

I think that's why teh Maul skill has pierce damge. The problem being that Strength of the Pack doesn't afffect that type of damage. So I cut the array from the pierc damage in the Maul skill file and pasted it in the physical damage values. I also added a pierceRatio of 15% so it st6ill gets a boost from the hunting skills if you play that way.

I also went a little nuts and added increasing angle and target number to the skill at later levels.

It's funny how I never thought of doing that until now, it's just my vanilla game bias of ignoring the skill while playing lol
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 27 May 2019, 22:38:33
@Bumbleguppy
Heh, I actually gave the wolves 15-34% Pierce Ratio (scaling with level) on their basic attack for now.
I'm also contemplating to add a pet aura to blade honing that increases pierce damage (for interesting synergies with nature pets) but I'll have to see if that doesn't make traps too strong.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 27 May 2019, 23:16:43
Traps are tricky, good luck.

I gave them a passive skill that nerfs every kind of damage but pierce by -50%.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: wolpak on 28 May 2019, 21:53:58
I didn't see this thread and I have been contemplating/messing around with doing a similar overhaul. 

My main goal is/was:

-Change Atlantis xpack to make the level cap ~64 and have that as a single-class.  Then, 3 skills at the top that enhance the gameplay of that class/skills.
-Remove stat modification from the mastery button and give more class specific buffs to it (like maybe fire res for Earth)
-Give more stat points (equivalent to what you would have gotten from the mastery) per level up to allow people to customize their characters rather than just take some buffs that the mastery applied

Maybe you'd like to consider these changes as well
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: botebote77 on 29 May 2019, 02:52:11

-Change Atlantis xpack to make the level cap ~64 and have that as a single-class.
just curious.. does your plan lock the builds to single class only or does it still include the option to dual class? because it sounds interesting to see a character with very little points on actual skills, but have 128 pts on mastery skills :))

don't know how that would fare but it's interesting, right?
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: wolpak on 29 May 2019, 05:06:11

-Change Atlantis xpack to make the level cap ~64 and have that as a single-class.
just curious.. does your plan lock the builds to single class only or does it still include the option to dual class? because it sounds interesting to see a character with very little points on actual skills, but have 128 pts on mastery skills :))

don't know how that would fare but it's interesting, right?

Allow you to still dual class, so, it's feasible to max out one class and skills and then take a couple things from another class, but that's if someone really wanted to do that.  There doesn't even seem to be any capability to lock out masteries anyway.  Very little can be done with one skill manipulating another other than to have it as an upgrade option. 
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 29 May 2019, 10:34:09
@wolpak
These are some pretty interesting ideas, but I think they're too 'advanced' for my purposes. I like to keep the mod simple enough that you can switch it on and of at your leisure without breaking anything about your character.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: soa on 29 May 2019, 22:35:11
Nymph:
Change the distance profile in her basic attack to "Long" from "Maximum". This will prompt her to get close enough to targets that her arrows don't despawn before they hit. Alternatively, create a copy of her basic attack projectile and increase it's range by like 2m and put that in her basic attack projectile slot.
The projectile effect has a projectileDistance value, in case of the Nymph it is 19m. Is it the exact range of the skill or does the "projectileHit/MissTimeToLive" lines play any further role ?
In the case of the Nymph, Normal AI controller has 17m vision and aggressive has 22m. I suppose the Maximum distance profile means the pet can attack at maximum vision range, so the Nymph would position at 22m using it basic attack (if it is set on Maximum distance profile), then shoot its 19m range arrow in the wind.
So if you increase max long range value to 19m (or maybe less if you want to reach a moving target), and set basic attack to Long profile, the aggressive Nymph would benefit from a 22m vision range and position at 19m or less before shooting. Is that correct ?
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 29 May 2019, 22:40:11
That's my observation after making the change.

At first I readjusted the projectile distance, which works fine. But lately, I started a new mod and simply changed the skill distanceProfile and nothing else and she automatically moves up into range with only that change.

Distance profile setting in the pet's skill  is more important than I realized. I made an AttackChain skill and didn't set the distanceProfile at all and the pet didn't use the skill. I set it and viola, the pet uses the skill (all other things being equal of course)
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: undefind on 03 June 2019, 17:40:56
I would like to see Herbal Remedy without a duration. it's annoying to have to recast it every 10 minutes, and even more often since i run the game on fast.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 04 June 2019, 00:03:34
I would like to see Herbal Remedy without a duration. it's annoying to have to recast it every 10 minutes, and even more often since i run the game on fast.
I see where you coming from, I don't like frequent recasts either. I see two options:
1) Increase the duration even further (something like 10min + 2/level, would benefit from mastery shrines but obviously need to recast eventually)
2) Make it reserve Energy instead (shouldn't be too much, 25 or so, would not benefit from mastery shrines but no need to recast ever)

Same is true for skills like Heat Shield or Rune of Life, although Rune, Storm and Earth could stomach a little extra reserved energy with their increased energy from the masteries, I guess.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: fingolfin on 04 June 2019, 12:40:11
Hi,

Love this mod   just wondering if it can be combined  with  an Xmax  to make the game more challenging?

Also   is there a chance to increase the area of effect of the ice shard projectile?     

 
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 04 June 2019, 13:44:26
Hi,

Love this mod   just wondering if it can be combined  with  an Xmax  to make the game more challenging?

Also   is there a chance to increase the area of effect of the ice shard projectile?   
Sure can, I've even written a guide on how to combine mods here: https://steamcommunity.com/sharedfiles/filedetails/?id=1746931699

Regarding the ice shard, do you mean the amount of projectiles, the spread, or the size of the projectile itself? All three could be changed in the respective files.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: fingolfin on 04 June 2019, 15:46:43
Hi,

Thanks  for the reply will look up combining the mods  with the link  posted

With regards to the shards wondering if the  shard spread and its size could be increase  maybe scaled per level?


Torrent should affect the number of projectiles  I believe

Thanks again for all you modders out there making Titan quest feel so special

Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Hector on 04 June 2019, 16:39:24
First of all, thank you so much for this mod. I'm looking at the full changelog as I'm writing this post and I'll add my opinions/suggestions accordingly;

Soften Metal: You saved battlemages and juggernauts big time there.. I was about to abandon my battlemage due to that bs energy consumption rate. My only concern about it is the removal of the physical damage and the OA reduction debuff. I cannot depend on the fire damage aspect of the ring of flame due to being a battlemage. But the physical damage component (enhanced with all that %physical bonuses from items and skills) really helps dealing with lesser mobs (initial hit from the aura makes sure that I only have to hit them once or twice in order to take them down; including Act III normal and IV normal mobs). Also this class combination suffers from low DA, so OA reduction debuff is a handy defensive utility for battlemages. Would scaling damage penalty retaliation make up for this removal?

Eruption: Would it be possible to add some debuff to this spell? As a battlemage, I will only be benefiting from the physical damage portion of it in the later difficulties, so its not gonna be possible to use it as a damaging nuke. A debuff here (impaired aim, reduced OA or armor, reduced AS) would turn it into a viable utility for melee and archer type chars.

Overgrowth: The Nymph only casts it on the player in its current state. Can this be fixed so she can cast it on all pets, herself and the player?

Vision of Death: I am absolutely glad you adjusted the radius part. Now it will be a reliable CC skill. I have a question tough; could it be better if it was changed into a non-target skill? casters would definitely benefit from it more in this way. But I think the "fear" aspect would be a hinderance for melee chars this time. What do you think?

Lightning bolt & Chain lightning: In addition to lightning damage, incorporating electrical burn damage into it would be a great way to get prophet casters quit depending on only Distortion W. and Temporal R. to apply their dots. I mean why the hell they added %electrical bonus into Static Charge in the first place? just for the Spell Breaker's pathetic electrical dot? 

Hamstring: I remember someone in this community once said that there are only three enemy types that are programmed to run away from melee players. Machae archers, Maenad and Centaurs. So I believe the reduced movement speed penalty would only be a viable option for archers (but how many archers use onslaught instead of Marksmanship?). Melee players almost get no benefit from this utility as it is. Reduced attack speed sounds like a much more sensible debuff for them IMO.

For all the other modifications that I didn't mention: Thank you so much for your beautiful and meaningful adjustments, what else can I say? :)

One last note;

Would it be possible to integrate/exchange some of the skills monsters use into/with the player based skills?
- Armageddon fire skill from the dune raider archers.
- Distortion wave from the furies.
- Health and Energy drain nova from the Soul reaper Empusas.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 04 June 2019, 18:14:44
My solution to the Ring of Flame skill besides the needed mana cost reduction, is to change the template of Ring of Flame to the same as Deathchill Aura, making sure the debuffSkill bit is 1. Nothing else needs to change in the skill. Just the two templates for the skill & the buff instead of the one buff attack radius.

Next, you go into Soften metal and add negative values to the defensiveFireResist entries. e.g. -7.000000;-9.000000 etc. Now the skill acts as a debuff for anything in the radius reducing the fire resist by the set amount.

This has the benefit of changing nothing visually for the player.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 04 June 2019, 20:00:01
@Hector
Thanks a lot for your feedback, I really appreciate it. I'll try to go into each of your points:

Soften Metal: my reasoning behind removing the physical damage part was that it didn't really make "sense" to me, but I can understand that it's beneficial to Str-focused builds. I'm playing a no-Int Juggernaut myself at the moment (only in act I normal at the moment, modding takes a lot of time) and I'm curious about how RoF will work on higher levels. I also swapped things around on the Fire Enchantment tree with the WIP version, putting Physical Damage bonus into Earth Enchantment (at half the rate of fire) and having Brimstone only increase Burn Damage and Duration. All in all I try to make Earth the easiest Int mastery to hybrid with, so reintroducing a OA penalty on RoF is probably a good idea.

Eruption: I did feel it was missing something besides raw damage, I'll see what fits best. I'm trying to be careful not to "steal" the things other masteries excel at.

Overgrowth: I don't really know what it takes to do that (I've only been modding TQ since 4 weeks ago or so, I'm basically a rookie), though I could make it work in a radius, I guess. This would need some balance but it's an interesting concept, I put in on my to-do list.

Vision of Death: what exactly do you mean with "non-target"? Apart from that, I think fear is okay to get enemies out of your hair for a while, and those that resist get debuffed. More of a croud disperser.

Lightning Bolt: good idea, I'll do that.

Hamstring: I think I'll redo that skill thematically to make it more worthwhile, reduced AS is a good point.

Monster Skill: I've already exchanged some skills for monster versions (Thunderball and Freezing Blast, I think), the rest seems more or less fine in my opinion. I don't know if the Fury's wave is visually different from DW, but the other two would be redundant with the new Atlantis skills, Meteor Shower (which I already changed to a much cooler version, if I dare say so myself) and Soul Vortex, which looks pretty nice and also drains (leeches) health and energy.

I dream of an extra mastery that can use some of the nicer monster and boss skills  ;D
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 04 June 2019, 20:06:59
Here's an idea, you could use the questrewardskilltree in xpack2 to grant  monster skills to the player. Then use the quest editor to give skill points to that skill just the resistance rewards.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: soa on 04 June 2019, 20:22:17
Here's an idea, you could use the questrewardskilltree in xpack2 to grant  monster skills to the player. Then use the quest editor to give skill points to that skill just the resistance rewards.
There are also :
- 8 slots in records\xpack\skills\scroll skills\scrollskilltree2.dbr
- 1 slot in records\xpack2\skills\scroll skills\scrollskilltree3.dbr
- 8 slots in records\xpack\skills\quest skills\questskilltree.dbr
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 04 June 2019, 21:20:09
Whoa, thanks for the tips, but I was talking more about officially  ;D

I mean, the crunch is all there, you'd only need some icons and new names and descriptions and corresponding items and....okay, maybe it wouldn't be that easy, and it's not like they don't still have a whole lot to patch and work on.

Edit:
I'd like to have an opinion on an idea I had. Would you...
a) rather have Earth Bind (Nature) in its current or improved form or
b) a radically different skill (I call it Wither as a working title) that makes enemies waste away by giving them (lots of) negative health regeneration?

Wither would be able to bypass any resistances (I think), but maybe hard to balance up into legendary.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: undefind on 04 June 2019, 22:22:51
Quote

b) a radically different skill (I call it Wither as a working title) that makes enemies waste away by giving them (lots of) negative health regeneration?.

Interesting. Is there a template for that?
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 04 June 2019, 22:36:50
Interesting. Is there a template for that?

No need for a template, I just copied the functionality of study prey to get "friendly" buffs on enemies and made it single target:
Character Parameter > Character Regeneration > characterLifeRegen -X

I wanted to try this for some time. Works like a charm, though it can't kill an enemy and leaves it at 1HP at least.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Hector on 05 June 2019, 01:55:12
Quote
Vision of Death: what exactly do you mean with "non-target"? Apart from that, I think fear is okay to get enemies out of your hair for a while, and those that resist get debuffed. More of a croud disperser.

I mean the skills like War Horn or Flash Powder.. no targeting is required and you just press the hotkey to fire it immediately..
BTW, while I agree with your notion of the fear effect being useful for scattering the enemies around for a ranged character, the situation is completely the opposite for a melee type.. You want enemies to stay close to you in order to kill them, but the "fear" effect, in a sense, works in their favor and saves them from you..

Quote
Monster Skill: I've already exchanged some skills for monster versions (Thunderball and Freezing Blast, I think), the rest seems more or less fine in my opinion. I don't know if the Fury's wave is visually different from DW, but the other two would be redundant with the new Atlantis skills, Meteor Shower (which I already changed to a much cooler version, if I dare say so myself) and Soul Vortex, which looks pretty nice and also drains (leeches) health and energy.

I haven't checked Storm mastery yet, but I definitely will..
Yes, furies' wave is both visually and audibly different from the default DW (much nicer and also covers more ground due to having more width and lenght), but I don't know its effects are whether the same. It may have skill distruption but I'm not sure to be honest.
Oh, I totally forgot that Atlantis have a very similar skill like Armageddon. Its nice that you also work on these new skills (I heard most of them are worthless in their current states) but I don't have Atlantis, only Ragnarok. Anyways, I'll eventually install it so no worries I guess.

Speaking of Ragnarok, does your other mod "LootPlus" work with it? or Atlantis is required for that? I haven't tried your "2 mods combined" version yet, because only Vanilla Overhaul seemed to be created with 1.57 Ragnarok in mind.. Again, please correct me if I got this wrong..

Quote
I dream of an extra mastery that can use some of the nicer monster and boss skills  ;D

That would definitely be a DREAM come true  8)
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 05 June 2019, 11:23:30
Speaking of Ragnarok, does your other mod "LootPlus" work with it? or Atlantis is required for that? I haven't tried your "2 mods combined" version yet, because only Vanilla Overhaul seemed to be created with 1.57 Ragnarok in mind.. Again, please correct me if I got this wrong..

LootPlus covers Ragnarök and Atlantis, but they're both not required to play.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Vio on 06 June 2019, 19:37:19
Quote
if you increase max long range value to 19m...

Mind that this is a global change that will affect every single skill that uses this range, including all those used by enemies.
While that should be harmless, you never know what it might break in unexpected ways. So in this case arrow range seems safer.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 06 June 2019, 21:37:40
Man oh man, those things you take for granted...it's a hard road back from once all those changes start accumulating unwanted effects. :)

Better to change a projectile file itself for a specific skill...as I am superstitious as a habit, I find discretion is the better part of valor myself.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Vio on 06 June 2019, 22:49:51
Had a look at this changelog btw, and I like the idea of further improving Thunderball. Between the slow cast and slow projectile, I would assume most people don't use it for the fear of missing. Just making it another burst seems like a good solution to that.
Also yeah, the fact that masteries give different amounts of stats always was kinda weird. Then again, I've never felt that this is much of a factor in which Masteries are considered strong.

As for the rest, many changes do indeed look like they would make things a bit too strong.
Not that that doesn't sound fun... :)
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: nargil66 on 07 June 2019, 04:04:49
Downloaded. A good way to play through Atlantis. You really hooked me with this:
Quote
-Ternion: Projectile Spread reduced, now also works with Bows (because why not)
Bone Charmer / Warlock time :D
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: botebote77 on 07 June 2019, 05:21:38
Quote
-Ternion: Projectile Spread reduced, now also works with Bows (because why not)
don't want to appear like a party pooper but doesn't that sound too OP?
i mean an archer can wear str armor
it has higher DA because of dex
it doesn't need resistance reduction
it's easier to get higher attack speed with bows than staves

if an int staff ternion wants to get some of those, it'll have to sacrifice something

edit: hmm but if staff ternion somehow scales with cast speed instead of attack speed, maybe that would balance it out? don't know if it's possible though
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 07 June 2019, 11:10:03
@botebote77
Making Ternion work with bows was more of a crackpot idea, I have no clue if it actually plays out being better than Marsmanship or other LMB skills for bows. A bow user with Str or Dex armor would typically not have too much energy regeneration, so it would drain incredibly fast.
But if it works out to be strong, that's okay in my book. Titan Quest had always been a game to encourage weird combinations that turn out great (looking at you, old -100% recharge Takedown Bone Charmer), in my opinion.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: botebote77 on 07 June 2019, 12:42:59
oh ok

little off topic:
energy leech helps more than energy regen.. btw just a little bit about energy regen.. having played a lot of mages, this is what i have come to feel: energy regen is weird in this game..  lots of mage items have %energy regen.. so one might think energy regen can be easily solved for mages.. but that is not the case.. %energy regen is useless without flat energy regen.. the problem is flat energy regen seems to appear more on str based items (pelaron, onager, pytho) or jewelries (asphodel band, ring of veleda).. jewelries, as everyone knows, doesn't have any stat requirements.. with the latest DLC, seems like they made new int items with flat energy regen so that should help.. still, this has been the case for a long time.. %energy regen appears more on int based items but flat energy regen appears more on str based items
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 07 June 2019, 13:10:33
@botebote77
Int provides 1 flat energy regen per 100 points, that helps a bit, but I know what you're talking about. Items that reduce energy cost are more helpful for a caster than greater regeneration, and they are (or were, the new DLC add some for Str and Dex) mostly for Int characters as well.

With the right equipment, a ternion based archer could probably be viable or even strong, but between modding and testing, I barely have time to play myself right now  ;D
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: botebote77 on 07 June 2019, 13:16:18
@botebote77
Int provides 1 flat energy regen per 100 points
i already tested this.. doesn't matter if you add 20 or 30 more stat points on int.. the added energy regen is very minimal.. but if you add say flat 5 energy regen, on top of all the %energy regen from mage items, you'll notice the difference

but between modding and testing, I barely have time to play myself right now  ;D
life  :D
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 13 June 2019, 21:22:50
Version 1.1 is finally done! All Atlantis skills and most of the pet skills are now reworked.
Took me a lot of working and testing, but I'm fairly pleased with the result. And as always, if you have any suggestions or criticism (or praise  ;D), let me know.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Diego982 on 14 June 2019, 00:13:19
Lavendarjosh, your mods are great, I'm using the new LootPlus (the Database version) and with this, it will be a great way to play this amazing game.

Thank you and continue with your mods, great job  :))
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Hector on 14 June 2019, 18:01:40
I'm gonna test the pet skills right away, you're awesome dude.. 8)

I wonder if there any chance for you to publish a merged file (Skill reworks 1.1 + Loot plus) tough.. 
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 14 June 2019, 19:22:11
Thanks for the praise @Diego982 and @Hector  :D

I'll publish a merge of the up-to-date versions of both mods when I'm done with rewriting the skill description (90% there).
There'll be a few different editions (solo with and without text, merged with and without text) so I want to do it all at once as soon as I'm done.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 14 June 2019, 23:22:38
Aaand...done.
Version 1.11 download contains four different versions for those who want to play with or without the new descriptions and the merges are with the newest LootPlus v1.22.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: wolpak on 15 June 2019, 16:42:18
How would you feel if I used your mod as a base for mine?  I’d give full credit where it is due, but I wanted to expand and move around some things, specifically get rid of ultimate levels and give the ability for people to play single class.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 15 June 2019, 16:50:49
How would you feel if I used your mod as a base for mine?  I’d give full credit where it is due, but I wanted to expand and move around some things, specifically get rid of ultimate levels and give the ability for people to play single class.
No problem, as long as you give credit you can do as you like  :)
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 15 June 2019, 18:07:16
Since the "A few bug fixes" is on hiatus, I thought I would mention it to you.

All the armor dropped in the Atlantis DLC loottables uses torso affixes...armbands, helmets, greaves and torso.

I used a search-and-replace utility to fix them by replacing the "torso" part of the affix table references, it's a quick fix since all the affix tables are there, they're just not hooked up properly.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: undefind on 15 June 2019, 23:41:05
"Sylvan Nymph: lowered Attack Distance so she can get more shots in"

You are my hero...
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 16 June 2019, 11:06:43
@Bumbleguppy
Fixing affixes and loot tables would be more a thing for the Lootplus mod, but I don't get paid enough to fix all the bugs in this game  :))
Jokes aside, I'd love to rebuild many parts of TQ from the ground up and I think there's a lot of room for improvements, but as long as they're still actively patching the game, I don't wanna get to work on something that could be obsolete a few days later.

You are my hero...
That one is on Bumbleguppy, I probably wouldn't have thought of that on my own.  ;)
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: undefind on 04 July 2019, 00:19:42
you still working on this?
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Bumbleguppy on 04 July 2019, 00:30:45
but as long as they're still actively patching the game, I don't wanna get to work on something that could be obsolete a few days later.

This is why I'm hesitating to add the game map to the mod I am currently working on :)
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: undefind on 04 July 2019, 20:49:43
How would you feel if I used your mod as a base for mine?  I’d give full credit where it is due, but I wanted to expand and move around some things, specifically get rid of ultimate levels and give the ability for people to play single class.

You get anywhere with this? Would be cool to see a souped up single class.

Gawd I love this game.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: undefind on 29 July 2019, 02:29:38
did you ever finish this mod? i somehow remember you saying it wasnt finished,
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 29 July 2019, 09:47:57
did you ever finish this mod? i somehow remember you saying it wasnt finished,
I finished it six weeks ago, but apparently I only updated the OP. But it's done.
I would have wished for a bit of feedback to balance a few things if needed, but got none.  :'(
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: undefind on 29 July 2019, 15:26:34
Well, I'm still playing it but I'm very busy making/fixing mods. I will say I'm having a very easy time with nature/defense. Currently in Hades palace on epic and have barely needed to do any damage control the whole game. Enemies melt in my wake and most times I just run around looting chests while getting pounded but taking no damage. my hp regen is 140/s and I don't even have to try. Goes up to over 400 with only 6 ranks in that bush skill thing.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 10 August 2019, 10:29:31
I've ran into small problem with my mod. Someone mentioned they can't use "Pet Attack" with Skill Reworks active and testing it, I could confirm.
The thing is: is that a new skill that was added recently? I can't find it on any of the vanilla mastery skill lists or in the skill folders, so I have no idea how to fix this. Help  :))
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: sauruz on 10 August 2019, 11:15:26
Pet Attack  is a control key that unlocks when you have a pet or so, instead of using your keyboard to command pets to attack, that "Pet Attack" is just right click to attack any foe

It was added on last major patch
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 10 August 2019, 11:53:10
Pet Attack  is a control key that unlocks when you have a pet or so, instead of using your keyboard to command pets to attack, that "Pet Attack" is just right click to attack any foe

It was added on last major patch
Okay thanks, but where does the skill originate from? I've searched the mastery skill tree files and pet skill files but couldn't find any references, though it seems to get overwritten by my mod files.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 14 August 2019, 12:34:35
Thanks to the friendly people on discord I was able to locate and fix the "Pet Attack" problem. OP is updated with link to v1.12.

Edit:
Probably should mention that here as well:

A note to people doing merges with my mod:
The problem was with the defensiveskilltree.dbr in the defense mastery skill folder (the only file where Pet Attack originates from, don't ask me why and how), so you'll have to delete that file (it's unused anyway) and probably also delete your mod's *.arz from the CustomMaps folder so you can rebuild it from scratch. Otherwise it might still include the file and break the skill.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Diego982 on 14 August 2019, 21:12:18
Hello Lavendarjosh, good that you could solve the problem with the mod.

With this mod, all classes get improvements in their skills, it's great !!

Thanks and continue with you excellent work.

:)
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Lavendarjosh on 15 August 2019, 00:19:04
Hello Lavendarjosh, good that you could solve the problem with the mod.

With this mod, all classes get improvements in their skills, it's great !!

Thanks and continue with you excellent work.

:)

Man, you're flattering me too much  ;D
But thank you, as I said, it good to see people enjoying my work.
Title: Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
Post by: Nightwalker92 on 17 March 2023, 21:46:08
Any prevision to merge this mod with current version of LootPlus?
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