Torchlight II

Torchlight II

Not enough ratings
Trap-EZ (v.1)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
19.778 KB
23 Mar, 2017 @ 8:40pm
23 Mar, 2017 @ 8:40pm
2 Change Notes ( view )

Subscribe to download
Trap-EZ (v.1)

Description
Modifications made to floor traps:
* Base effect reduced by 80%
* Introduced variability of +-20%
* All floor traps are now instant damage (and thus do not bypass armor)

Traps affected:
* Zeraphi Vault Spike Trap
* Zeraphi Vault Blade Trap
* Zeraphi Vault Blade Trap #2

I know there are other traps in the game, these are just the ones that frustrated me enough to write a mod. Suggestions for what other traps needing adjustment, or better approaches to "tuning" them, are always welcome.
Popular Discussions View All (1)
0
10 Feb, 2018 @ 3:05pm
Starting a discussion cuz I can't figure out how to leave a comment
Aerandria
6 Comments
DeathSheepFromHell  [author] 31 Mar, 2017 @ 7:51pm 
@steffire3: I would say that it covers all of the ones I've run into that felt particularly "out of whack" or like they were 'insta-death" if you set a foot in the wrong spot. That is certainly based on my personal opinion, and I did focus primarily on the ones that are "unavoidable" in the sense that dealing with them is required to progress through the main quest line. And right now it definitely only covers 'floor traps', as opposed to trapped chests or spawn triggers.

As for adding them to a mod pack, feel free to do so (with appropriate credit, of course, but I'm pretty relaxed in that regard and most "compositors" seem to do a perfectly good job of crediting where due).
steffire3 31 Mar, 2017 @ 5:19pm 
@ (author): Does this mean that the mod covers everything trap related?

Thanks for making this small useful mod, we could use more mods like these in order to add them to mod packs where they are most useful (with your permission of course).
DeathSheepFromHell  [author] 31 Mar, 2017 @ 4:55pm 
Did a little investigation, and the fire traps for the Dwarven Lab (basically all of Act 4) are already non-DoT and "in scale" with the changes made to the vault traps. In fact, they're close enough that it makes me feel better about saying the mod doesn't weaken traps excessively -- it actually just brings them into line with the others.
DeathSheepFromHell  [author] 26 Mar, 2017 @ 5:43pm 
My next pick to work on would certainly be the fire grate traps in Act IV. Almost all of the others are either relatively low damage (at least by comparison) or already use instant damage rather than DoT, and are thus subject to armor reduction (haven't checked the mechanics of the fire grates yet).

As for chest traps, I could look into tinkering with them, but I didn't prioritize them much because I normally don't have much trouble avoiding them by just running away as soon as I click on the chest. And tinkering with them looked to be a bit more involved, in terms of "not potentially breaking other mods," so I decided to start wih the ones I was more comfortable with. But I'll certainly keep them in mind.
*Yuki* 26 Mar, 2017 @ 11:06am 
nah. all traps in game has less than noticable effect, except said. But ever these are easy to dodge. Just Imho
steffire3 25 Mar, 2017 @ 8:18am 
Well there are the Tu'tara traps in the second half of the desert although the damage on those is minor.

There's the Bearmen traps from Act 1 but they are also of minor damage.

There's the Chest traps of varied elemental damage although they are easy to avoid.

The only trap that may require some tuning would be the fire traps of the Act 4: Dark Alchemist Boss on the 3rd phase.