Author Topic: [WIP] Shadow Champions (Mastery Mod) - WNG  (Read 22445 times)

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Offline WNG

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Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« Reply #150 on: 30 November 2019, 04:58:08 »
Update time!

The mod is coming to Steam very soon, certainly somewhere in December. We feel like the balance is getting better and that it is now time to introduce Shadow Champions to the TQ community. We haven't decided on a ETA yet, and probably won't, so as soon as we are ready, you will be let known.

Currently, we are working on :
  • Giving a final review to each mastery
  • Implement changes to all Atlantis items
  • Final touches to the Secret Passage

What's promised for the first release :
  • The Vanilla mod with its 10 masteries
  • The SC-DB tool
  • A full change log
  • Difficulty variants (Xmax, 6-Players, etc.)
  • An invitation to the Discord server (will become public, everyone who wishes to talk about the mod, report bugs or contribute will be free to do so)

We also promise updates that will include :
  • Any change needed to ensure the balance inside the masteries and the new items
  • More in-game goodies (heroes, items, secrets to uncover)
  • The previously promised Rogue Dungeons
  • A fully functionnal, local calculator app

Only a few more weeks before Shadow Champions goes live. I hope you try it out when you can :)

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Offline Torstein159

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Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« Reply #151 on: 07 December 2019, 20:25:11 »
A bit of news regarding the difficulty settings of SC and the soon-to-come release.

I'm afraid we won't be able to fully complete the Atlantis rework before the first release, but we will try to do as much as we can. You can expect the leftover work to be included in an update not too long after the initial release.

We have decided not to include an xmax version nor the 6-players one, and we discourage you from requesting it. Instead what we will offer is 3 difficulty variants which will provide extra challenge for more demanding players, each with suitable rewards, of course. They won't increase the number of mobs, but will give handicaps to the player, as listed below. The 2 harder versions will change the resistance cap to 85%.
I won't mention the boss and hero reworks which in itself should prove a bit more challenging. No content will be exclusive to difficulty variants.

Lux - the base setting won't change much and is the one you should probably start with.
Umbra - small resistance penalty (elemental and pierce), increased potion and scroll CD, more exp but less exp regained after dying, tougher enemies, more loot and higher chance for better loot
Abyssus- bigger resistance penalty (elemental, pierce, physical, secondary), further increased potion and scroll CD, even less exp regained after dying, much tougher enemies, more loot and higher chance for better loot
Shadow Champions - our mastery mod and more:

Avatar artwork credits to the amazing WNG :>