tModLoader

tModLoader

Class Ultimates
38 Comments
onlyEnot  [author] 12 Nov @ 7:19am 
Мне надо понять, какие классы и из каких модов будут востребованы. Про ториум писали. Я пока плохо представляю. Если мне пришлют конкретные идеи и скажут в какой мод это пойдёт и к какому классу, мне легче будет. С вас идеи, с меня реализация (если там что то выполнимое конечно).
k4665sysbw 12 Nov @ 5:39am 
А будет ли совместимость с модовыми классами?
K.kato 12 Nov @ 3:40am 
i can not activate the ultimates and there is no option for a keyvbind either in settings
onlyEnot  [author] 9 Nov @ 7:23pm 
1. Open your Steam Library .
2. Find tModLoader in your games list.
3. Right-click on tModLoader and select Properties...
4. In the new window, go to the Installed Files tab.
5. Click the Browse... button. This will open the tModLoader installation folder.
6. Inside that folder, you will see another folder named tModLoader-Logs . Open it.
7. Find and open the file named client.log .

After that, follow the Pastebin steps:
1. Copy all the text from the file.
2. Go to https://pastebin.com/ and paste it.
3. Click "Create New Paste".
4. Copy the new URL and post it here.
Katora Noku 9 Nov @ 12:13pm 
Sure, could you teach me how to send you the complete modlist? I use a lot of mods, it would be impossible to write them one by one lol
onlyEnot  [author] 9 Nov @ 11:31am 
Calling all Mage players for feedback on a new feature!

Please test the new Gravity Well ability:
1. Activate your ultimate.
2. While it's active, press and hold the ultimate key near some enemies to create a vortex.

Let me know what you think. How does it feel to use? What should be changed or improved?

Appreciate any feedback you can give!
onlyEnot  [author] 9 Nov @ 11:25am 
Thanks for finding the connection to Vanilla+ QoL. I've tested this and confirmed my mod has zero persistent buffs. My exhaustion debuffs also do not affect health or mana regeneration in any way.

This proves the issue is a three-way mod conflict. Here's what's happening:
1. `Vanilla+ QoL` restores one of my ultimate buffs after you die.
2. A third, unknown mod that you are using sees this restored buff.
3. That third mod then incorrectly applies the life regen bug.

Since the bug isn't in my mod, I cannot patch it directly—the problem lies in that third mod's interaction.

To figure out which mod is the real cause, could you please send me your full mod list? Without it, it's impossible to know which mod is actually causing the issue.
Katora Noku 9 Nov @ 11:01am 
Hi, after some testing, I believe I've discovered the incompatibility. The problem lies in the setting called "Persistent Buffs Survive Death" in the Vanilla+ QoL mod. I don't know if it would work in conjunction with other QoL mods that perform a similar function, but disabling this option in Vanilla+ QoL solved the problem. (I was playing single-player).
onlyEnot  [author] 9 Nov @ 9:46am 
Thanks for the report!

I'll look into it and try to reproduce the bug. Was this in singleplayer or multiplayer?

To be honest, I haven't tested what happens with the ultimates upon death, though I definitely should have.
Katora Noku 9 Nov @ 9:37am 
I'm not sure yet, but apparently dying while the ultimate is active bugs the life regeneration. But it could be some strange conflict with another mod (I tested it with a mage).
Oooh, I'm flattered!

I'll be trying it in my solo within the next few days. Eager to see how it feels. Especially trying to use it in boss fights to see what it does to the dynamic of the fight, thank you!

I will try to get back with my thoughts when I can.
onlyEnot  [author] 7 Nov @ 7:42am 
@a, well, I took your comment as a green light and went ahead and built that Aegis Shield concept we talked about. It's in the latest patch for everyone to try.

To use it, you'll need to go into the mod config, find the Ranged class settings, and change the "Ultimate Choice" to Aegis Shield.

Since you were interested in seeing what it'd be like to use, I'm especially curious to hear your impressions. Same goes for everyone else, of course — let me know how the "mobile fortress" idea feels in practice.
Chaos 6 Nov @ 9:38am 
Okay so after some experimenting (literally just changing the damage type to each variety available), TSA's weapons do properly use the ultimate for their damage type when you change it, but I'd have to check and see if novas can charge ultimates, since I have seen ults charge novas.
4c3nties 6 Nov @ 9:21am 
i love this concept honestly
onlyEnot  [author] 5 Nov @ 9:17pm 
What type of weapon are you holding when you press the key (Melee, Ranged, Magic, or Summon)? Also, have you tried rebinding the Ultimate key to something else in the control settings?
troche00 5 Nov @ 5:25pm 
Please help, fully charged yet when I press "Q" it5 doesn't work, I'm on Mac if that helps! :steamsad:
Voltky 5 Nov @ 12:02pm 
I think it would be easier to just make a fifth ultimate that deals neutral damage, so classes like bard, rogue or any other modded class can use the neutral damage(Of course I'm no progammer so I don't know how hard it is:toughertimes:). That way, Top G wouldn’t have to go out of his way to create more ultimates for larger mods.
Chaos 5 Nov @ 9:33am 
The reason I ask about TSA's weapons is because they can change their damage type, and some use multiple (off the top of my head, I know that a lot of the later ones use "astral" damage, which sort of pretends to be the most-buffed type available, so if you use a melee build they'd benefit from it, for example).

Another reason I ask is because of the Stellar Novas, since they also do typed damage, and I'm partially wondering if they'd charge their respective damage's ultimate.

If novas do charge ultimates, that could be a bit overpowered since the ultimate could also in turn charge the next use of the stellar nova, and then you've got a feedback loop of what would otherwise be moves balanced by their charge requirements
John_Deltarune 5 Nov @ 8:21am 
maybe reskinning for the hunter class as the arm cannon does resemble ranged weapons in how it looks in game while shooting the other 2 could be unique but for thoriums rework of thrower class just add the dagger item crash from symphony of the night exactly how it was originally
onlyEnot  [author] 5 Nov @ 8:18am 
Do you mean creating new ultimates for them, or having them use the existing ones (e.g., the Hunter class using the Ranger's ultimate)?
John_Deltarune 5 Nov @ 8:06am 
you should add in thorium classes and the hunter class from metroidmod since they are cool classes
onlyEnot  [author] 5 Nov @ 7:30am 
I haven't tested it with The Stars Above. As long as its weapons use the standard damage types (melee, ranged, magic, summon), it should work fine.

If you find any issues, let me know, and I'll see about adding a patch. What makes you ask? Is there some specific mechanic in that mod I should look out for?
Chaos 5 Nov @ 7:20am 
Is this mod compatible with weapons from The Stars Above?
onlyEnot  [author] 5 Nov @ 2:44am 
awww thank you
ZaKami 5 Nov @ 1:40am 
Another banger from top G
onlyEnot  [author] 4 Nov @ 10:22pm 
я не понимаю прикола, зачем под нейрослопом писать комментарии, если он выходит крайне редко, а на тонну ну просто кала не обращать внимание? там же мотивация "вы портите воркшоп", так там куча бреда без нейросетей выходит каждый день, нет вот я виноват, а прочий трэш можно игнорировать
onlyEnot  [author] 4 Nov @ 10:21pm 
100%
professional clown 4 Nov @ 10:06pm 
this mod is dust...
YourLocalHoovy 2 Nov @ 7:18am 
Oh sweet, thanks for responding so fast! I didn't see the below comment where you already implemented a change for it, that's my bad. Looking forward to the future concepts you put into the mod!
onlyEnot  [author] 2 Nov @ 6:34am 
@YourLocalHoovy Yeah, you're absolutely right. That idea is already implemented in the latest update and enabled by default.

The system now checks a weapon's "use time" and scales the required hits: the faster the weapon, the more hits it needs.

I haven't updated the main mod description yet. It's getting too crowded, and I'm figuring out a better way to structure all the ultimate ability info. I'll update it once I've got that sorted out. Thanks for the feedback!
YourLocalHoovy 2 Nov @ 6:30am 
idea for the ult filling up too fast with high fire rate weapons could be that you have a resource that gets more charge from higher use time (game uses lower use time to represent high attack speed)? mod looks cool i just wanted to put an idea out since ive seen it used in other games
I do like how that sounds! Ranger being able to be a fortress is something I hadn't thought about, and while my first thought is wondering if it fits a ranger, there are MANY boss fights with projectiles where outright ignoring them would be an incredible boon. It also feels.. resourceful? Which fits a ranger at least in my head.

I would say it's worth trying to build to see how it feels, I'm interested to see what that'd be like to use in person -- definitely.
onlyEnot  [author] 1 Nov @ 8:38am 
@acheron, your comment got me thinking.

New concept: Personal Energy Shield.

1. Activation: Creates a shield around you. Your projectiles pass through, enemy projectiles get destroyed. Lesser enemies are knocked back.
2. Mobility: Holding Q lets you teleport to the cursor (has a short cooldown). The shield moves with you.
3. Detonation: Tapping Q again detonates the shield for AoE damage and a strong knockback.

The new goal is making the ranger a mobile fortress, focusing on the player's own actions and survival.

How does this sound? Should I build it?
onlyEnot  [author] 1 Nov @ 8:16am 
@Fred, regarding your comment about fast guns like the Minishark charging the ult instantly -- I've addressed that.

The latest update adds an optional system for this: faster weapons now require more hits, and slower ones require fewer.

I also added an audio cue for when the charge is full.

What do you all think? And feel free to suggest other ideas.
onlyEnot  [author] 31 Oct @ 9:02pm 
That's a fair point. I honestly struggled with the Ranger ultimate, as ricocheting is used by the Mage, and vanilla ammo types already cover most effects like homing, exploding, piercing, etc.

If you have a specific idea in mind for a more personal ability, I'm all ears and would be happy to try and implement it.
It'd be neat if ranged got a different ability than summoning help.

Reason I say that is more of a personal nitpick on my end than anything of value I feel; it feels sad to me as a certified ranger main that if I were to use this mod, my ultimate has nothing to do with me -- it's just summoning in some other dude who then looks badass and I just sit there doing the same thing I was already doing.

The other classes do things themselves with physical or arcane might -- they express the focus of their class with their ultimates, but the ranger simply summons a guy and sidelines themselves while the guy does the heavy lifting for theirs.

This looks fire though, I don't want to come off like I think this is awful -- I really hope I don't offend!! Your mods so far are pretty damn good and I look forward to seeing where this goes!
onlyEnot  [author] 31 Oct @ 8:06pm 
I'm planning to add optional scaling based on fire rate, so faster weapons will require more hits to charge. But I'm always open to other ideas.
Fred 31 Oct @ 7:00pm 
if it's a 12-hit counter wouldn't really fast weapons (Like the minishark) just fill up almost instantly?