Heroes of Hammerwatch II

Heroes of Hammerwatch II

Captain's Aeromancer Class
50 kommentarer
Captain Vortex  [ophavsmand] 22. sep. kl. 10:33 
Fixed. (If still getting same error, unsub and resub to force update)
Captain Vortex  [ophavsmand] 22. sep. kl. 10:24 
Looking Into It Right Now
Xalderin 22. sep. kl. 4:55 
After the update to this mod, I'm getting an error at game start.
"plaerys/aeromancer/skills/call_storm.sval (class SValueLoader):
XML error! Unexpected end of data, near "" (8665 characters in)"
Korra Altarmore 25. maj kl. 14:55 
Oh cool! I'd definitely try it out!
Captain Vortex  [ophavsmand] 25. maj kl. 13:43 
Ninja is ready now.
Korra Altarmore 25. maj kl. 13:21 
Cool to see the excitement for the Ronin class, I threw in some ideas, but if you could make it in whatever way you see fit, as long as it has the essence of a Ronin right it'll be an awesome mod!
Korra Altarmore 25. maj kl. 13:20 
Ah that's alright, the armor doesn't have to be there to make it work per se.
I wouldn't know where to start either with the editing of the player model or armor models.
Korra Altarmore 25. maj kl. 13:12 
And the Subclasses, being exessively sword skill based with Iai/unsheathing based attacks.
And a subclass that adds back the luxury of armor and multiple equipments like a warbow and Uchigatana or something, so longer reach + armored up.
And a fantasy style build where sheathing the sword effectively dips their blade in magic making the sword come out of the sheath imbued with magic properties, like dipping a paint brush in a bit of pain, specific to the Ronin's need.


That was kinda my idea behind why I'd call it Ronin and have Samurai be a subclass, as Ronin's at base value are masters of multiple forms of combat, but without a lord don't always have the luxury of using all those things they got skills for.
Korra Altarmore 25. maj kl. 13:12 
Harking back to the sub classes, you're right technically speaking a Samurai and Ronin are the same, I personally prefer Ronin over Samurai based on the way they're shown off in media, Ronin usually don't have the luxury of effective (at that time) armor that their lords would provide them to defend those very lords.

Hence the Class in my eye would be the base Sword Master: Ronin: Effectively a Samurai without the luxury of the armor and equipment, hence just using the way of the sword.
Captain Vortex  [ophavsmand] 25. maj kl. 13:08 
the marking slash will be the 1 key ability (or whatever the key bind is). So the Ronin must be close to mark opponents.
Captain Vortex  [ophavsmand] 25. maj kl. 13:07 
I dont know how to edit armor models. I'm also terrible at art.
Korra Altarmore 25. maj kl. 13:02 
Yeah marking with a slash would be cool, that's essentially the idea behind the Seathing too, it'd just not be visibly done on the model, but you could add the sound, of some sort of perception counter, that acts as the mark, and then upon hitting you remove the effect like you said, meaning you have to keep applying the mark.

The sheathing/marking would have to be done up close and right next to the opponent, so you can't just ranged something to mark.

And it'd be cool if the activated effects from a mark would let's say a regular horizontal slice would become a ranged one where you fire a projectile off thanks to the mark?
Korra Altarmore 25. maj kl. 12:59 
I wonder if it's possible to add active deflects in the game for projectiles, it'd be awesome to send something back at an opponent, but that's probably a lot of technical stuff, especially when it comes to multiplayer syncing of the projectiles enemies can shoot.

But yeah, Ronin could work like that for sure.

I'd love to see some Eastern inspiration.

Are you able to add armor types too? Maybe add some helmets with a classic Samurai helmet model? Some Kimono/Hakama style garments?
Captain Vortex  [ophavsmand] 25. maj kl. 12:58 
I can make the mark removed on ability hit, promoting the use of the marking slash (or whatever it will be called) to activate effects of abilities
Korra Altarmore 25. maj kl. 12:56 
Dragon's Blade (fire)
Blade's Ghost (shadow) (Ghost of Tsushima?)
Severing Storm (storms)

I like your naming too though! Haha!
Captain Vortex  [ophavsmand] 25. maj kl. 12:55 
conditionals work better on enemies than on player for some reason.
It could be a "battle rhythm" like playstyle
Captain Vortex  [ophavsmand] 25. maj kl. 12:53 
and the "mark" would be the central focus of all specs
Korra Altarmore 25. maj kl. 12:53 
The mark ability could be called akin to something like: A Warrior's Focus.
Where essentially, they focus down THAT mark, and effectively wanna do it quick, explaining the buffed other skills using the mark.

That's kinda what I meant with the Sheathing skill, just make it make some sort of noise to infer it's being prepped for a BIG ATTACK, and then going off that the other skills allow it.

You could use a invisible damage-less sphere around the player, marking anyone nearby the player's Sheathing skill and mark all of those nearby to receive excess damage from the other skills.

Although doing that way you lose the option of potentially adding things like, if prepped other skills gain secondary effects, longer dashes, wider slashes etc.

But it could definitely work with the marked method too.
Captain Vortex  [ophavsmand] 25. maj kl. 12:53 
I would do subclasses as aspects, since the Ronin is technically a samurai (without a master) and already is a master of blades.

Blade Of Fire: Most Offensive Focused Subclass

Blade Of Shadow: Defensive with some dodge and parry

Blade Of Storms: Speed and Utility

These are just some ideas.
Captain Vortex  [ophavsmand] 25. maj kl. 12:47 
What if the first active ability was a slash that put a special "mark" on the foes and the other abilities interact with it some way. and ability 2 is the ia slash that adds 100% evade for 1s on use to promote both offensive and defensive play.
Korra Altarmore 25. maj kl. 12:37 
Either way, thanks for modding the game! I'm enjoying the class, very fun to run around with high mobility like that and throwing gales of winds and gusts throughout the corridors of the levels.

I'm looking forward to your future classes.

And maybe one day the Ronin, if you ever feel like it.
Korra Altarmore 25. maj kl. 12:36 
Ah okay, well either way the new effect on Call Storm actually does work better.

When initially playing the class, I found it somewhat odd most of the moveset was wind based and some of it thunder, thinking to myself that maybe the whole moveset ought to be wind.

But as I got used to the thunder in Call Storm I was wondering why you changed it, but it does fit the Aeromancer better, it's more about air/wind then the thunder that can come with it.
Captain Vortex  [ophavsmand] 25. maj kl. 12:35 
Also, Movespeed to Damage conversions are not possible as far as I know. I have already tried that and it did not work.
Captain Vortex  [ophavsmand] 25. maj kl. 12:34 
call storm works the way i want it, with the effects the way i want it.
Captain Vortex  [ophavsmand] 25. maj kl. 12:33 
there is a charging fx but it is a singular effect regardless of charge level. i also have a skill orb already in place that affects charging move speed
Korra Altarmore 25. maj kl. 12:31 
I haven't tried modding with Heroes of Hammerwatch 2, so I wouldn't know, but just wondering if that's still possible using the movespeed and damage factors when 1:1 with a player's position.


So instead of Call Storm it'd be Channel Storm, and you move slow, with barely any wind, but as you charge longer and longer you gain movespeed and the wind kicks up as damage and movespeed do eventually reaching thunder effects at a certain damage/speed threshold?
Korra Altarmore 25. maj kl. 12:31 
And a follow up question: If move-speed and damage potentially change effect appearance, wouldn't charge effectively change effect appearance because it's usually related to how much damage you do in the end post charging the skill? It even slows down the character, or is the movement speed you mentioned the effect's move speed not the character?

Cause technically speaking it would mean you could have a move charging as you move slowly, and the further your charge the faster you move and since the effect would move with the charging player it would be 1:1 move speed from player to skill effect, and as you speed up through charging it further, damage rises too effectively changing allowing for a transition of a spell effect?
Korra Altarmore 25. maj kl. 12:24 
Also, I'm interested in this Ninja Class you mentioned, happy modding!
Korra Altarmore 25. maj kl. 12:22 
Unsheathing would be cool, as in, you press the Sheathe button again, and a flurry attack comes out, but that's maybe too technical?


Either way, thanks for reading my messages before, if you ever find yourself wanting to take on the challenge to make something akin to my Ronin class suggestion I'd love to eventually see it make into the game.

Heroes of Hammerwatch 1 has a Samurai class, I always liked playing as that.
And the subclasses could offer a wide variety of additional skills, showcasing the armored Samurai in one, the true Sword Master on another, and a blend of magic and eastern swordmanship on another with the Spell Blade subclass.
Korra Altarmore 25. maj kl. 12:22 
Hey thanks for the reply!

For Sheathing and Unsheathing, it could be a technical aspect more then a functional one.
Think of the Ronin class as someone who ALWAYS has a sword model even if not wielding one in their inventory's equipment slots.

So visually a Katana is always present, so if they were to actually use one for normal/basic attacks that're not related to their class, they'd effectively look like wielding two, one is part of their model, one is a separate weapon model that's not related to their class.

You would need some animation and sound, the sound for the sheathing of the sword noise and a subtle animation to pair with it, doesn't have to be excessively animated, maybe just a shrink of the original model for the animation will do? Perhaps it doesn't even need the animation?

Then when you click the skill: Sheathe you sheath their main sword properly, and it gives the other spells powerups when you do this.
Captain Vortex  [ophavsmand] 24. maj kl. 22:06 
Ronin Sounds like a cool idea though.
Captain Vortex  [ophavsmand] 24. maj kl. 22:02 
I was also planning to add windslash katana for the ninja but it was going to be 1 handed. 2h sword models don't exist for this game yet.
Captain Vortex  [ophavsmand] 24. maj kl. 21:59 
Also charge level has no bearing on effect appearance. Only damage as far as I know. and move speed.
Captain Vortex  [ophavsmand] 24. maj kl. 21:56 
Call Storm intentionally has Whirlwind effect. Also, abilities can only have 1 effect unless it is an exploding projectile (with the projectile itself and the explosion being 2 effects)
Captain Vortex  [ophavsmand] 24. maj kl. 21:54 
Sheathe and unsheathe capabilites are technically not within my current abilities.

A am almost finished on a Ninja Class but that has more focus on use of kunai and shurikens in base kit (and the ability to walk almost next to enemies without aggro)
Korra Altarmore 24. maj kl. 21:06 
Spell Blade will focus on unsheathing and sheathing as well but instead of just having to sheathe you also have to imbue after, upon which it will affect the next hit in your attack strings that do different things based on the imbuement.


It's an idea I had in mind, maybe if you're willing to work on it, can we see this come to live in game?

It'd be an awesome class and weapon combination!


PS: Sorry for the message spam, I couldn't fit my idea in one message, hopefully you won't mind.
Korra Altarmore 24. maj kl. 21:06 
With the base Ronin class being something like:
Has an ability to sheathe the sword, doing so will prep your next strike with power and change how it acts, like this:
>Without sheathing Ronins can do a dash slice, if the Katana was sheathed prior it can do a wider cut and a longer dash.
>Without sheathing Ronins can do a charged attack, the attack is a 360 degree circle around the Ronin in slashing damage, the longer you charge it the bigger the circle becomes, if the Katana was sheathed prior this attack will come out with MAX charge time without needing to charge the skill.

Sword Master Subclass will further enhance such effects in combination with the sheathing and unsheating techniques, like perhaps if you sheath, then press sheath again it can do little multi slash cuts in front of the Ronin-Sword Master.

Samurai will focus on adding the bow to the list with high powered charged shots with a lot of range to it.
Korra Altarmore 24. maj kl. 21:05 
Also, a question regarding requests on classes? If you take those.
Is it possible to work on a Katana based weapon set in your weapons mod?
And combining it with a Ronin class for your class mods?

With sub-classes like:
>Sword Master: which focuses on iai/Unsheathe based attacks.
>Samurai: which focuses on higher armor rating and ranged abilities that add to the mix of otherwise solely melee/sword based combat from the core class.
>Spell Blade: All about imbuing your sword with special attacks by sheathing the sword and gaining magical effects on the blade that unleash upon hitting your next attack.

With the weapons being:
Katanas: Two handed sword that is fast hitting and has a big sweep attack in a horizontal manner.
Uchigatana: Two handed very long looking Katana, with a big overhead swing that you can charge as its right click ability.
Wakizashi: A one handed dagger like Katana, quick cuts and a has high parry potential.
Korra Altarmore 24. maj kl. 21:03 
Thanks for the trouble!

Tested the update of your Aeromancer class, one thing to note is that I saw the "Call Storm" ability/spell has lost all its thunderous effects.

Is that intentional?

Is it possible to make it so low CHARGE levels of the skill have more wind effect based looks but the more you charge it the more lightning creeps into the visuals until a fully charged Call Storm results in both effects at full display, wind and lightning.
Captain Vortex  [ophavsmand] 23. maj kl. 10:58 
aeromancer's primary stat is dexterity.
Captain Vortex  [ophavsmand] 23. maj kl. 10:55 
Aeromancer gains intelligence per level but gains spell power from dexterity. I usually just stack dex when playing that class.
Nightcodex✅ 23. maj kl. 2:36 
For windcaller
Nightcodex✅ 23. maj kl. 2:28 
Question captain, Do we spec DEX on this char or int? i see alot of spell tags on skills. Dex gives us weapon dmg? but int makes our abilities hit harder? so if i read this correctly we could go base dex for gear and then full int for most ability dmg?
Captain Vortex  [ophavsmand] 22. maj kl. 11:50 
I found another wind effect and switched aeromancer class to that effect. The weapons will keep the old effect
Korra Altarmore 22. maj kl. 8:30 
Is it possible to change the air/wind effects of the Aeromancer's Quarterstaff & Staff of Storms?
Or perhaps change the Aeromancer (class) 's Shredding Gale (skill/spell) texture/animation a little bit so both mods add a bit more flare to the diversity of wind effects?
Captain Vortex  [ophavsmand] 4. maj kl. 15:13 
Enhancements added for active skills.
Captain Vortex  [ophavsmand] 2. maj kl. 21:46 
I'll have to brainstorm some ideas for enhancements that won't completely unbalance the skills.
I'll consolidate and tweak the "generic" ones for the 2 passives though.
Luku 28. apr. kl. 5:03 
It is a nice mod with a lot of features. I was a little concerned when I saw the damage, but I like it because it doesn't seem that OP due to the skill range.
I look forward to seeing the skill enhancements provided that are unique rather than generic.
Pataco 25. apr. kl. 11:17 
very cool. i like it so far! especially the windcaller :3
Muffinslop 24. apr. kl. 23:46 
:wololo: