Torchlight II

Torchlight II

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Raxz's Gameplay Tweaks (v.19)
   
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10 Aug, 2018 @ 5:54pm
19 May, 2020 @ 2:18am
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Raxz's Gameplay Tweaks (v.19)

Description
THIS MOD EDITS SEVERAL VANILLA FILES, INCLUDING GLOBALS.DAT. IT IS RECOMMENDED TO PUT IT NEAR THE BOTTOM OF YOUR LOAD ORDER.

My main goal with this mod is to create a lightweight Synergies replacement for those times when it's either incompatible with other mods outright or broken in multiplayer. Though I will also be including my own tweaks to taste.

Change list so far:

* Minimum monster spawn (number of monsters per square meter) increased by 50%.
* Maxmimum monster spawn (number of monsters per square meter) increased by 100%.
* Maximum champion spawn (number of champions on a given floor) increased by 100%.
* Monsters' attention span buffed on Veteran and Elite difficulties.
* Some champion affixes buffed.

* Skulls and other unique socketables no longer have a maximum level range, only a minimum. No more farming underleveled areas for top-tier items!
* Skulls can now drop from most bosses.
* Skull of Limoany can now drop at any level range, and its level requirement has been removed.
* All attribute-related Skulls now come in four varieties, so you can socket for whichever stats you want.

* Magic and Rare items now roll more affixes.

* Borris the Stout (The stat enchanter) now spawns much more often.

* Dungeon affix system reworked with many new affixes. Some vanilla dungeon affixes removed or replaced with better versions for being lame.
* All areas of the game can now roll random dungeon affixes.
* Mapworks dungeons now roll a minimum of one random affix; there are no "plain" maps.

* HP from Vitality buffed. Armor bonus left untouched.
* Players now naturally regenerate 1% health per second.
* Players now naturally regenerate 5% mana per second, up from 4%.

* Maximum Fame level increased to 50, up from 33.

* Spells and tomes can now go up to rank 7, available at level 100, and some of the crappier ones have been reworked to be more useful.
* Adrenaline Rush now goes to level 4, available at level 100.
* Critical Strike tome can now spawn.
* Potion of Respec is now sometimes in stock at the general vendor.
* New Potions of Sacrifice Strength, Dexterity, Focus, and Vitality can now spawn at the general vendor. These can be used to subtract stats in order to reclaim stat points for respeccing. Note that the game will crash if you try to set a stat to 0 or below. (There's nothing I can do to fix this bug, sadly.)

* All difficulties moved over one, monster statistics-wise. Casual is the vanilla Normal, Normal is the vanilla Veteran, Veteran is the vanilla Elite, and Elite is buffed into a new higher difficulty.
* Fame and gold now scale with difficulty level, but not experience.
** Casual: -25%
** Normal: Default
** Veteran: +25%
** Elite: +50%

*** RIDICULOUS HP REGEN ON BOSS MONSTERS SHOULD NOW BE FIXED
Popular Discussions View All (1)
4
15 Oct, 2019 @ 5:45am
Bugs.
Raxz 2
35 Comments
SNESJW (Sophie) 18 Mar, 2024 @ 4:52pm 
New Game+ with this mod resulted in enemies not scaling at all. Was kind of shocking
Made in Heaven 10 Aug, 2023 @ 11:49pm 
i am using essentials and this mod and my character won't regen his hp or gain fame level. I also tried reversing their load order.

other mods I use:
- darkened ui, diablo font, TL1CP, Fep+
Chiksika 22 May, 2023 @ 10:25am 
OK, I really like the idea, but I've ran into problems. I cannot remove the mod from my load order, it instantly crashes the game if I don't include it. The reason I wanted to remove it , it seems to have completely borked skull drops. 3 level 100 chars in NG ++, ran the portal for save the crystals over 100 times at 1 go, only a single level 22 Erimony. I can live with that, but throughout the remainder of the game, in week of playing, 3 total skull drops, all very, very low level, including using a 2 boon scrolls in Tarroch's Tomb, let alone about 100 runs there up through the next to last wave. Bosses and chests ditto. I'm at a loss how to get skulls like Richalieu and Rambren, etc. I know there can be bugs and I don't fault mod creators for helping us, but at this point I'd just like to have it not bound to my saves if that can be done somehow.
Lash Ketchum 15 Jun, 2021 @ 3:41pm 
Thanks for replying and clarifying Raxz.

Unfortunately, I've hit a bit of a steel wall in the form of Grell, who I couldn't chip because of Regen - unlike Mordrox and 1-E Willy - not even when changing to lower difficulty. Maybe it'd be more bearable on multi. Changed the order with Synergies so your enemy tweaks sans HP regen seem to work. I'll be cross-referencing and fiddling around with the order in future.

Great mod all the same. :steamhappy:
Raxz 2  [author] 15 Jun, 2021 @ 4:52am 
This mod increases max Fame to 50 like Synergies does but it's not nearly as much of an overhaul, so it makes sense there would be a conflict there.

Honestly I don't know a full list of overlaps as this mod was intended as a sort of Synergies replacement so I don't really run them together myself. I'd say just look at the changelist in the description -- anything this does that Synergy also tampers with will probably cause a conflict. Which is a lot of stuff.
Lash Ketchum 14 Jun, 2021 @ 9:10pm 
Been playing this mod with Synergies for the past day, and I have to say: it's finally given me the sort of fair and challenging gameplay I've been searching for in TL2 Veteran Difficulty.

Natural HP regen is both your best friend and worst enemy, and (same level) enemies hit hard enough on Veteran that equip HP regen + Lesser HP Pot isn't immortality anymore. Enemies themselves aren't absolute HP meatsponges, but are resilient for longer mob fights because of HP regen.

It's that fine balance I've finally found and I have to thank you for it.

Boss HP regen is a tad overbearing, though, but it's nothing perseverance (and a lot of kiting) can't solve. Judging by the previous comments of the previous regen issue, I'll take the current iteration.

Just curious, what features are disabled on this mod due to Synergies and vice versa?
I've noticed with the current working mod order I have, Synergies' Fame rework is disabled, but that's not a huge issue overall.
Silas Inservio Pax 11 Mar, 2021 @ 10:00am 
I have been playing for a week now again, i think it would be best just to disable that 1% healing. Most classes offer a healing skill anyway. Up to you of course!
Raxz 2  [author] 18 Feb, 2021 @ 10:07pm 
There's supposed to be a way to add things to the baseline player character but I've never gotten it to work. The hacky way would simply to be to add it as a permanent affix to every map in the game, but this would break when being used with any additional mods that add new levels.
Rabid Jawa 18 Feb, 2021 @ 9:10pm 
(2) In any case I found that a global 1% on bosses was very noticeable and far too excessive. Not sure if that's the only culprit with your mod but it is definitely noticeable on its own even on vanilla Veteran which is pretty easy. And yes that global hp regen variable **definitely** applies to enemies and not just the player. I switched it on and off and saw the difference for myself. You can trust that I was methodical about it. Didn't alter any other variables.

As for alternatives... not sure. I saw a few threads online of people asking similar questions and there didn't seem to really be a workaround. Hopefully you find a solution :^).
Rabid Jawa 18 Feb, 2021 @ 9:10pm 
(1) The basegame has 4% mana/sec so your 5% probably isn't making the enemies OP imo. In my own personal tweaks what I did was set the global hp regen to 0.1%. Not sure what your preferences are and your reasoning for the tweak is, but mine stems from not wanting to make HP regen affixes on levelling gear mandatory to remove the "attrition" aspect of the game. Lets you feel less obligated to take those affixes for out-of-combat QoL and moreso to make decisions for combat performance.