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Mod: Asches LF2 Mod v1.13 (Last update: 12/09/2016)
#19
Thank you for the comments. For now, I started working on characters first.

For Luce, I've enabled D>J and D^A to be used during rolling. Kinda reluctant to enable D^A during grab because I wanted the whole "skill while grabbing" thing to be unique to Markus, who is probably the new Deep (almost no one uses him). Also reduced the dvx of D^A so that you can do D^A J A, and made both D^A and D>J vrest and have wpoint. D>J will also hit enemies it passes by (just like Bat)

To fix the D^AJ issue, I changed D^J to DJA, so that I could use DvA for a new skill (sort of like a strafe I guess), which you can follow up with D>A.


Her pathetic throws was an oversight on my part :(. As a battlemage, she should have throwing strengths higher than that of an average mage, but lower than that of an average fighter. As such I changed her throws and movement speeds while carrying heavy items to that of Dennis.

Moeyy stuff:

Not sure if anyone already knows this, but apparently John's D>A frames skip from frame 237 directly to 240. I only recently discovered that because I was sure that I changed the D>A's delay to be same as John, and was checking and double checking again... I'm guessing it's a bug that was never fixed?

Anyway, I left the animation speed the same but instead made the balls unreflectable, because I realised it doesn't make much sense that your own illusions should so easily turn against you...

Actually DvA has half the MP cost of D^A, but I decided to change DvA anyway. It now creates a pillar that does minor damage and stunlocks enemies caught inside when it explodes.
Skill description (Click to View)
I changed D+>+J to fall70 so that you can't combo between two traps. Didn't want to change to ik9 because I didn't want to make a copy of John's shield, but rather, an obstacle which when spammed all over the place, would make movement difficult for enemies. I'll need to think of some way to rework this...

I increased D^J/DvJ's damage to 50 and added 0.5 seconds of invulnerability after using them.

Not sure what I should do with the pathetic default damage though... I mean he isn't a character that's meant for physical combat, so I'm not sure if I should increase the damage to be on par with everyone else.

To be honest... Moeyy wasn't build with vs. mode in mind, and was more for stage mode... Not sure how I would make an 'illusionist/strategist' work in vs since humans don't fall for the clones tricks.

As for stage... I can barely win normal mode now :( I guess I'm too noob :(

Perhaps I'll work on stage 2 first before coming back to stage 1 later, or make stage 1 an easy tutorial stage. I know it seems kinda counter-intuitive to do stage 2 before 1, but my plan for stage 2 is probably going to be to give the player quite a few hostages throughout the stage, with 2-5 ending in something like the battle mode... Hopefully that will be a lot easier to balance if I just use the current battle mode as a reference?



Other Stuff:

Markus:
Crash punch and Rising Uppercut may now be used while lying.

Janice:
Overwhelming Disaster MP cost increased (20% -> 25%)
Fixed typo where Ice Blast was incorrectly stated as 15% MP. (Should be 20% MP)

Added new skills:

Triune Ice Blasts (40% MP)
Input method: D + J + A
Fires a spread of three balls of ice which freeze enemies.

Arctic Area (25% MP)
Input method: D + v + A
Significantly reduce the temperature in the area around you, freezing nearby enemies.


Richie:
When equipped with Freeze's sword, can use Ice Blast with D+>+A, or detonate (D+v+J) it to use Whirlwind.

Added new moves to some classic characters

John:
Multiple Energy Blasts (15% MP)
Input method: D + J + A
Fires a spread of three energy blasts with reduced range.

Retreating Energy Blast (10% MP)
Input method: D + v + A
Retreat while firing a short range blast of energy ahead.


Deep:
Charged Blast (20% MP)
Input method: D + J + A
Charges up an energy blast, sending it flying further and faster.
May be released prematurely for reduced effect by pressing 'A'.


Henry:
Imperishable Shooting (10% MP + ... )
Input method: D + v + A
Rapidly fire arrows ahead.
The shooting doesn't stop, until you press 'D' or run out of MP.
There's a reason I named it this, though (come on, tell us!)


Bow Smash (0% MP)
Input method: D + v + J
Smash an enemy at close range with your bow.

Rudolf:
Veil of Swords (2% MP + ...)
Input method: D + ^ + A
Move around and slash surrounding enemies with such high speeds that they can't see you. (John Cena?)
Press 'D' to cancel.


Swords Dance (0% MP)
Input method: D + v + A
Slash enemies around you with your swords.

Davis:
Multiple Energy Blasts (40% MP)
Input method: D + J + A
Fires a spread of five energy blasts.

Speed Punch (0% MP)
Input method: D + > + J
Dash forward and punch an enemy ahead of you.



Other changes:

Added a 'Spectate' option in character selection.
When selected, you die upon spawning, allowing you to spectate the match.
Reply
Thanks given by: Bamboori


Messages In This Thread
RE: Asches LF2 Mod - by Hellblazer - 07-23-2016, 07:55 PM
RE: Asches LF2 Mod - by STM1993 - 07-23-2016, 11:31 PM
RE: Asches LF2 Mod - by AscheLeee - 07-24-2016, 02:00 PM
RE: Asches LF2 Mod v1.9 - editted - by STM1993 - 08-13-2016, 06:33 PM
RE: Asches LF2 Mod v1.10 (Last update: 17/08/2016) - by AscheLeee - 08-23-2016, 10:43 PM



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