Torchlight II

Torchlight II

Primordial Summoner (v.153)
57 Comments
Snuggl 1 Oct, 2024 @ 3:00pm 
Finally a summoner with so many, huge summons that block my whole screen and make my game lag. That's how it's supposed to be! Truly epic!! :D
Prova 3 Sep, 2020 @ 6:28am 
We bid you good fortune on your journey towards finding the perfect set-up :D
Thank you for giving your time for the mod so we are able to have fun <3
steffire3 2 Sep, 2020 @ 7:19pm 
@ (author): All good. There are those of us who are faithful to the Modders of this community and will gladly support your efforts!
Ekaly  [author] 2 Sep, 2020 @ 1:52pm 
Hi there again. Guys, i had quite the drawback on the progression of this mod due to some problems with my older main computer and managed to lose my most updated backup of the mod. Damn. Anyway, after a few days of utter despair, I managed to find one that I've got uploaded on google drive... The thing is that the one I've got is quite old. Must be like 100++ versions earlier.

Thankfully I still have all the updates fairly described for me to make up for the lost time. Certainly will be getting to this version in fairly average time, I believe.
Ekaly  [author] 12 Jun, 2020 @ 8:40am 
Hi there, guys. I've been away for a while because i'm stuck in some other obligations, but I intend to get back to modding as soon as possible. This week I believe I will be updating the mod again. I will just have to review what is missing and what is still needed to be adjusted.

I'm happy to know that you guys liked the mod. If you see any unintended functions, please, let me know. Since I'm not actually playing a lot these days, it's a little bit hard to cover up the issues. I'm not a specialist at modding, but I will try my best to solve.

Best regards :steamhappy:
GrimThreat 24 Mar, 2020 @ 5:19pm 
having a lot of fun with this class so far its my favorite hope you keep updating
Prova 6 Feb, 2020 @ 6:48am 
I love this <3 really, thank you for this and I hope you take your time and make it how you want :)
Ekaly  [author] 13 Nov, 2019 @ 7:34am 
Yes, he summons 3 skeletons:

The Tough, which can use a stomp that causes knockback and damage in a large area.
The Mage, which can summon 4 lesser skeletons: a warrior, a tanker, a mage, sharpshooter
The Beserker, which can use an area damaging skill around him, continuously damaging enemies that are close to him.
pendragon 10 Nov, 2019 @ 8:51pm 
Does the death lord swarmer only spawn skeletons?
Ekaly  [author] 27 Oct, 2019 @ 11:38pm 
Thank You guys for the lightning speed feedback xD

Hmm. The Idea of making it a choice was what I was thinking, too. I have no problem myself in cointaining on not summoning them all, but,as You mention, there is more than a single taste. A "switch" might serve very well indeed. This will require a considerable amount of time, I think, so I will push it a little more, though.

So It is decided. I appreciate very much your consideration on such a full answering regarding the topic. Thank You! :)
Anysh 27 Oct, 2019 @ 11:31am 
tailmb has a cool idea. If its not possible perhaps a single spec option to ascend or skip it to remain mortal. I'm with the other two though, sometime ya just wanna relax and other times you want to dig into the hard stuff.
tailmb 27 Oct, 2019 @ 4:53am 
(thanks for the quick answer Ekaly ^^) I kinda agree with steffire3 on that. Sometimes i want to be OP and just waltz through everything, somethimes i want to have a challenge. Right now you can decide for yourself, which is one of the great things in this mod i think. tho if there is a way to implement the limit with something like an ingame on/off swich, that would be a nice feature. maybe make it a lore easteregg like: you are a demigod, do you wanna stay in your mortal form, or ascend ? xD just a suggetsion tho
steffire3 27 Oct, 2019 @ 12:56am 
Ekaly (author): The Summon Limitation by Panel is interesting. I think ultimately some Players want to try all the Summons while Damage Balance would favor the limitation.
My question is whether this is intended to be a fun class or a balanced one? The answer will determine which option is best. Personally I enjoy having access to all the Summons then I can simply not invest in too many powerful ones if the game becomes too easy.
Ekaly  [author] 26 Oct, 2019 @ 11:51pm 
Oh. Looks like the description has been erased.I will provide a new description shortly. :steamfacepalm:
Ekaly  [author] 26 Oct, 2019 @ 11:47pm 
Guys,

There is Something that is bothering me since the last time i was active. I've developed a feature that makes impossible to summon other summons that has the same space on the panel (ex: if you use Summon Fiend, you will not be able to use -- ever -- the King Tar Gel nor Warmakers), but I did not put it on the patches. Your intention is to summon them all or do you feel necessity to limit the summons to one per tier?

Please, leave your feedback about this when possible.
Ekaly  [author] 26 Oct, 2019 @ 11:32pm 
atheistbrony

(although i've long fixed it) ----> The issue of boss possessing was solved for good. It happened because the wisps' possession was reducing the target's charm resistance. And since i didn't want to incur the chance of getting this to happen anyways, I've simply removed that; now it cannot charm bosses nor champion monsters.

Update Scource:
(10/31/18, 17:22PM, version 111) - update: fixed a reported uninteded effect: possessing spirits no longer can possess enemy bosses (nor champions).
Ekaly  [author] 26 Oct, 2019 @ 11:28pm 
Oh. Hi, tailmb. I'm doing some little balancing to summons and just fixed an unintended feature that allowed the poison effect on the Throw Up Skeletons (now renamed to Rise Up Skeletons) to refresh for an certain span of time wich i could not find a way to undo it. It was necessary to remake the skill.

Next going up will probabbly have something to do with the particle on this skill and venom spray (wich are the same).
tailmb 24 Oct, 2019 @ 5:25pm 
whats the update about?
Ekaly  [author] 7 May, 2019 @ 1:29pm 
Thanks, @steffire3! I'm glad you guys appreciated the mod. I will be writing the changes soon!
_m_a_ 29 Apr, 2019 @ 2:45pm 
Very promising mod indeed keep it up!
steffire3 22 Apr, 2019 @ 3:19pm 
@ (author) : Thanks for your continued maintenance on this mod! It's a good Class and I will enjoy seeing it's design mature as it becomes one of the most useful summon combat options on the Workshop. ^_^
Ekaly  [author] 22 Apr, 2019 @ 1:33pm 
***********************
The mod is being rebuilt, since i've lost most of it's progress due to a mistake. Although, the mod is in a shape that is quite equal to the previous state.

Later i will be updating in some of the changes, the biggest is that all the skills have been put to 12 levels with bonus to each levels, of course.

The name has been changed during the course of the rebuilding.
Ekaly  [author] 31 Oct, 2018 @ 6:53pm 
The "older updates" discussion will be kept.
Ekaly  [author] 31 Oct, 2018 @ 6:52pm 
Problems with the main description; a new discussion have been created to post newer updates.
Ekaly  [author] 31 Oct, 2018 @ 12:34pm 
Thank you, atheist, for reporting this. I would be quite pissed if it happened to me.

But, still, that is quite weird. Wich boss was that? After all, champions, bosses and some other monsters have something called "champion resists" or "boss resists" wich, in case, prevents them from being charmed. Even though, I've added a feature that makes them ignore boss-like monsters (can be identified by it's golden health bar).

I'm pleased to have learned more.
Ekaly  [author] 31 Oct, 2018 @ 11:30am 
atheist1234 It's the possessing spirit summoned by Death Summoner... I tought I've got that solved :steamfacepalm:

I will give it a look. Thanks.
ShadowKarma 15 Jun, 2018 @ 7:10am 
Wich of the summons charms enemies, because they keep doing it to bosses.
CleverAdvisor 26 Apr, 2018 @ 4:26pm 
Summoning is my favorite playstyle. Will follow this mod for updates
《我明知》 23 Apr, 2018 @ 11:54pm 
i love playing summon :D
海饼干 17 Apr, 2018 @ 7:38pm 
good!:steamsalty:
Ekaly  [author] 14 Apr, 2018 @ 7:45pm 
I'm glad for your efforts here, thanks, man!

There must be really an incompatibility indeed. After all, i have a folder(s) and archives called "summoner" in my mod directory...
Xercules 14 Apr, 2018 @ 5:32pm 
Here ill comment that this mod and coopertons summoner class are not compatable. Which ever you put above the other will show up in class creation, the other will not. I see you changed the name. Nice! However, in the character creation, both classes say “summoner”. So i dropped the other one so i could check out yours. Ill post early reveiw in popular discussions.
Xercules 12 Apr, 2018 @ 7:41pm 
😁. Yaaayyyyy! Ive read through all the info you posted. Looks great! I know ballancing is very important. I like to see your work. Im glad to see modders with passion for their work!
Ekaly  [author] 12 Apr, 2018 @ 7:09pm 
All right, I'm very close to finishing the balancing. After that I will be changing it definetly.
Xercules 12 Apr, 2018 @ 4:14pm 
So, i am useing the summoner mod from cooperton. Actually summoner merge mod done by thummking, but its class title is summoner. I loaded your mod up too. If i put your mod on top, it shows but the other dosent. If i put it at the bottom, the other one shows but yours dosent.

I think its having two classes with the same name. So, i have subscribed to your class, but cant play it till the name gets changed so the mod launcher can recognize there are two mods there not just one. Lol.

Other odd thing, im playing tl2-e which also has custom classes. If i put your class mod above it, one of its custom classes disappears. Strange.
Xercules 11 Apr, 2018 @ 2:39pm 
Ok cool! And thank you for the great mod! Still havent been able to play yet. One more night...
Ekaly  [author] 11 Apr, 2018 @ 7:41am 
I haven't noticed, but since day 04/09/18 the mod version wasn't updating. It happened because the text in the description was too big. I will make some different organization later.
Ekaly  [author] 11 Apr, 2018 @ 7:18am 
Oh, Xercules, wasn't my intention at all to make you think that the name didn't suit well, but the thing is that i haven't really given much thought into it. Field Commander is currently the name that i think that is more suited for the mod. I'm just making sure i won't regret anything...

Thank you! ;)
Xercules 11 Apr, 2018 @ 7:09am 
Not liking “field commander”?

Call the mod “The Brute Squad”, or “Creature Feature”, “Beast Master” “Hordemonger”, “Minion Master”, “Monster Malitia”<—-prob not spelled right.

Anyway, feel free to use any idea i gave you, if you like. Plus, im not trying to force anything on you. Its your work, you should be proud! 😀 just suggestions and ideas for you👍
Ekaly  [author] 11 Apr, 2018 @ 6:53am 
Hi, steffire! You're right. I just checked it after seeing your comment. Still, i'm still doubtful about the new title of the mod.

Thank you for so much enlightening my path here. ^^
steffire3 10 Apr, 2018 @ 4:50pm 
@ Ekaly (author): In Guts there are several options before upload with several options of the mod name on Steam and seperately the mod name in game.

On the Steam Workshop here there is an option on the right side of the screen to change the name of the mod here on this page and add images:
"Edit title & description"
"Add/edit images & videos"
Xercules 10 Apr, 2018 @ 5:52am 
Hmm. Ill see if can get steffires attention
Ekaly  [author] 10 Apr, 2018 @ 3:20am 
Well, was the embermage the base for this class.

By the way, the title isn't showing up like "summoner2.0" ?
Xercules 9 Apr, 2018 @ 2:38pm 
You can have that name/title if you like.

Hey, what base class did you use for the class mod? In the pic it looks like embermage? I subscribed to this class but its not showing up. Wondering if its because i also have the other summoner class loaded as well and its 2 files with the same name. I dont have a lot of time to test for a couple more days.
Xercules 9 Apr, 2018 @ 2:25pm 
*fits
Xercules 9 Apr, 2018 @ 2:25pm 
Awesome! Glad to help as i can😀. I think it gits well too.
Ekaly  [author] 9 Apr, 2018 @ 7:20am 
"field commander" would really give a good look to it... I liked it. :)

Again, I thank you all for your feedbacks and all !
Xercules 9 Apr, 2018 @ 5:43am 
Beastmaster?........
Xercules 9 Apr, 2018 @ 5:40am 
Its all good my man! Nice pic upload!

Looking at it, if the class summons monsters and/or beast animals name it the zookeeper. Or since it uses them to fight for you call it the field commander. Or cavelry commander. (Mayby not right spelling). Or just mob squad master. Idk. Something like that?
steffire3 9 Apr, 2018 @ 5:34am 
@ Ekaly (author): Wonderful Image! You're welcome and we are glad to see your progress! ^_^