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The Spyglass passive, when maxed, adds +24% crit chance, + 48% crit damage and +5 m range. The closest comparison is the "Long Range Master" outlander passive which adds 30% damage and +5 m range. Spyglass will result in more burst damage, Long Range Master is better consistent dps. They have the same ranged bonus. I though crit fit with the idea of a spyglass targetting weak spots better and I didn't want to just rename the outlander passive.
Also, I AM interested in learning about Torchlight 2 Guts, so maybe I will integrate it into the Additional Classes mod xD
Then again, I have no idea how hard that would be :0
Any other fix would require diggin into GUTS to see what is conflicting between Synergies, the DP class and possibly something else in the Additional Class pack. I will see if I have some time to hop in and do some testing, but let me know if any of the above suggestions helped or made it worse.
Back in the day this mod was Synergies compatable, but it is possible something has changed in that mod that has introduced a conflict. It is very likely this has affected the charge stun effect (assuming you are referring to the stun-charge passive), which has always been a bit finicky. My biggest suggestion is to give the Dread Pirate mod priority so that its related files don't get changed by Synergies or other mods.
Could you let me know your level and how many points you have invested in the skill? There have been bugs in some skills at specific levels/point investments befor, so that might be the culprit.
Just press the chocolate flavored "New Game" button!
I asked kindly for your attention and to inform you that your brilliant mod have been included in a class mod compilation entitled Variant .
If you have objection or any opinion on the matter, we will take it with great respect and we will abide to your wishes.
Thank you and best regards!
Is a Torchlight Character defined by Class or Skills?
This has to do with the way any and every mod class is built.
http://steamproxy.net/app/200710/discussions/0/133255603285071449/
Thank you for your time. ^_^
I had done multiple checks and found out that the bug had nothing to do with your content. Sorry for the late response didn't notice your message. Keep up the good work!
Thanks
@Ryksa - sadly I am not really actively modding this anymore after graduating law school and working full time. It is unlikely that a really BIG update will happen, but if you point out any grammar mistakes or glitches I will try to fix them.
@xSpekken - Thanks for including the Dread Pirate in your Mod Pack with a quest reward fix!
@ Crimson - a dual gunner should be viable. I attempted to build the class so you could play sword and board, sword and pistol, dual pistol, rifle, or cannon. The dual pistol, rifle and cannon will rely more on the gunpowder specialist build and the second two skill trees.
@ Panda Dub - Not left-handed requires you to have a melee weapon in your right hand. So if you had pistol in right and sword in left it won't trigger (assuming I coded it correctly). Let me know if that doesn't work.
The skill Not left-handed isn't working with a range and a melee weapon, so far I tested, it worked dual wielding melee wepons, dont know about 2H, does it happens with anyone also?
Good Job with the mod, I'm enjoying it a lot.