Torchlight II

Torchlight II

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Mike 22 Jan @ 11:37pm
New Fun way to play TL2 Default (Rogue-like)
So I know this is an old game but its one of my favorite aRPGs up there with TQ and GD and I had the itch to play through it again recently.

I usually play on the hardest difficulty and sometimes I like hardcore (very brutal in this game), but this time I wanted something more casual, so I came up with my own semi Rogue-like mode (in the default game so no mods) that makes the game very very fun.

Well the rules are simple:
- Create a character and set the difficulty to the hardest (Elite).
- Play the game like normal but every time you die you have to re-roll your game/map and start from scratch. This gives a semi-hardcore feel to dying and progression since your still keeping your character but you have start your map over from scratch (not the whole game, just the maps you-re on).
-If you don't know how to re-roll you campaign all you have to do is, go to "resume" and when you get to the menu that says single player, LAN,..etc. Select LAN, create game, then check the re-roll box. If you want to have the ability to pause the game again, once you have re-rolled the campaign, simply save/quit and select single-player this time.

Since the game naturally has procedural map generation when you re-roll your campaign, it fits perfectly into that rogue-like feel as you will have a different map layout everytime, new mob locations, different elite enemies, new activities,...etc.

The best part is that the character progression fits perfect for this style of rogue-like, because Elite is very hard to gear through without re-rolling maps to farm things. So naturally (unless your a pro) you will run into enemies/bosses/encounters you're not properly geared for yet. When you die you simply re-roll, start the map from the portal, and grind to get better gear to keep pushing further and further into the game until you beat it or max out your build/character.

Whats also cool is that side quests you started or main mission objectives you already did will stay so it still has that feel that some rogue-likes have where there is permanent progression even if you die.

I'm not expecting many people to reply given how old the game its but, if anyone wants to experience this game in an interesting way I recommend to give this a try ;)
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Showing 1-7 of 7 comments
Originally posted by Mike:
So I know this is an old game but its one of my favorite aRPGs up there with TQ and GD and I had the itch to play through it again recently.

I usually play on the hardest difficulty and sometimes I like hardcore (very brutal in this game), but this time I wanted something more casual, so I came up with my own semi Rogue-like mode (in the default game so no mods) that makes the game very very fun.

... ... ... ...

I'm not expecting many people to reply given how old the game its but, if anyone wants to experience this game in an interesting way I recommend to give this a try ;)
All good. I'll link this discussion within the Steam TLM2H group for the record in case anyone wants to try this self-enforced mode for variety in the future.
Thanks for sharing this! :yellowflare:
Mike 23 Jan @ 1:21pm 
Originally posted by steffire3:
All good. I'll link this discussion within the Steam TLM2H group for the record in case anyone wants to try this self-enforced mode for variety in the future.
Thanks for sharing this! :yellowflare:

No prob! Thanks for reading :steamthumbsup:

I tried the recent Heroes of Hammerwatch 2 game that is a rogue-like aRPG mix but wanted something with a little more depth and then I found out you could practically make TL2 into a rogue-like using these methods and with mods (especially the procedural map ones) it will probably be even funner!
Originally posted by Mike:
No prob! Thanks for reading :steamthumbsup:

I tried the recent Heroes of Hammerwatch 2 game that is a rogue-like aRPG mix but wanted something with a little more depth and then I found out you could practically make TL2 into a rogue-like using these methods and with mods (especially the procedural map ones) it will probably be even funner!
You're welcome and lol - so true. TL2 is one of those games that keeps on giving and it's such good fore-sight of the developers to have taken the time and risk to include some procedural generation into a game that was built between 2009 and 2012. :sh_treasure:

A time when the original, expansion, moddable Titan Quest was still very much part of common Arpg conversations.
Mike 23 Jan @ 1:29pm 
Originally posted by steffire3:
Originally posted by Mike:
No prob! Thanks for reading :steamthumbsup:

I tried the recent Heroes of Hammerwatch 2 game that is a rogue-like aRPG mix but wanted something with a little more depth and then I found out you could practically make TL2 into a rogue-like using these methods and with mods (especially the procedural map ones) it will probably be even funner!
You're welcome and lol - so true. TL2 is one of those games that keeps on giving and it's such good fore-sight of the developers to have taken the time and risk to include some procedural generation into a game that was built between 2009 and 2012. :sh_treasure:

A time when the original, expansion, moddable Titan Quest was still very much part of common Arpg conversations.

Completely agree!
Originally posted by Mike:
So I know this is an old game but its one of my favorite aRPGs up there with TQ and GD and I had the itch to play through it again recently.

I usually play on the hardest difficulty and sometimes I like hardcore (very brutal in this game), but this time I wanted something more casual, so I came up with my own semi Rogue-like mode (in the default game so no mods) that makes the game very very fun.

Well the rules are simple:
- Create a character and set the difficulty to the hardest (Elite).
- Play the game like normal but every time you die you have to re-roll your game/map and start from scratch. This gives a semi-hardcore feel to dying and progression since your still keeping your character but you have start your map over from scratch (not the whole game, just the maps you-re on).

To nitpick terms, this would make it more Rogue-LITE than Rogue-Like. On of the defining features of Rogue and its early descendants was that it was one shot at the dungeon per character, no meta progression. Every run was starting from scratch. But that meant reaching the victory condition from 0 was possible.

I can see the appeal of Roguelites and their metaprogression and am by no means criticizing the genre. Just wish they'd gone with a different name. ( It's led to things like negative reviews on the Steam version of Rogue saying that "I don't know why they called this Rogue and tag it as a roguelike!". That review was deleted apparently, but....yeah.

The steam port of Rogue does have valid criticisms, most notably the fact it's a variant of an open source game that's meant to be freely distributed that the publishers are charging money for and not noting it's altered from the "main" version of Rogue. )

( Edit: Fixed a typo. Different NAME not GAME )
Last edited by The Yeen Queen; 25 Jan @ 8:22pm
Mike 25 Jan @ 5:20pm 
Originally posted by The Yeen Queen:
To nitpick terms, this would make it more Rogue-LITE than Rogue-Like. On of the defining features of Rogue and its early descendants was that it was one shot at the dungeon per character, no meta progression. Every run was starting from scratch. But that meant reaching the victory condition from 0 was possible.

I can see the appeal of Roguelites and their metaprogression and am by no means criticizing the genre. Just wish they'd gone with a different game. ( It's led to things like negative reviews on the Steam version of Rogue saying that "I don't know why they called this Rogue and tag it as a roguelike!". That review was deleted apparently, but....yeah.

The steam port of Rogue does have valid criticisms, most notably the fact it's a variant of an open source game that's meant to be freely distributed that the publishers are charging money for and not noting it's altered from the "main" version of Rogue. )

Yeah I've never paid much attention to the Rogue-like vs Rogue-lite aspect, as I personally don't play enough of the genre to really care about the difference. In fact while I like many games of the genre they are not as engaging to me as they use to be because I have found out that I prefer LONG TERM progression in my games over quick short "runs" that you repeat over and over until you beat the game. Personally I feel the Rogue genre is over saturated, as only a handful I have tried hook me to the point I want to keep playing them over and over.

I just made this post because the more recent Heroes of Hammerwatch 2 came out that is a merger of the aRPG genre of permanent gear progression and rogue-like with short "runs" that you do until you beat the final boss.

I came off that game wanting much more interms of aRPG depth and character progression, so I remembered TL2 had very good procedural map generation that makes each campaign playthrough unique with its own secrets, events, enemy placements,..etc. So I said what if I make my own Rogue-lite (or like) mode out of this game by simply setting the game to the hardest difficulty (its brutal) and everytime I die I just re-roll the campaign and start from the last town/hub I was at. Its is like a Medium-core type way to play the game where your still leveling your character, finding new gear, completing quests,..etc but if you die you have to fight your way through the map again in hope you are powerful enough to beat it the next time.

Its been a very fun experience that I believe more people should try. Anyway I appreciate you addition to the discussion ;)
Blando 26 Jan @ 12:55am 
You could put this in the Guide section.:steamthumbsup:
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