Torchlight II

Torchlight II

Torchfun - Part 02
21 Comments
Lepo  [author] 23 May, 2013 @ 2:03am 
Directly from my Torchfun mods, an acclaimed feature finally as stand-alone: no class requirements on items .

Have fun!
Lepo  [author] 16 May, 2013 @ 3:34pm 
Torchfun Ultimate has been reviewed by Unkie Gaming channel on youtube , check the video here !
Lepo  [author] 15 May, 2013 @ 3:45pm 
I have uploaded a new little mod, a really appreciated feature of Torchfun is now stand-alone:

FED - Fish's effects description
Lepo  [author] 10 May, 2013 @ 10:23am 
Patch 1.1 for Torchfun Ultimate is out! Check it out!
Lepo  [author] 28 Apr, 2013 @ 8:54am 
Torchfun Ultimate is out!
Svenge_[dotabased.com] 21 Apr, 2013 @ 10:03am 
Yeah I'll post more feedback in the discussion on PART01 :)
Lepo  [author] 20 Apr, 2013 @ 9:23am 
@Svenski: thank you for your feedback.
I'm working on Torchfun Complete, which will contain all parts and a lot of new features. One of them is gem fragment drop (which can be used to craft one random gem). A way to have a better rewarding drop and a way to have more gem available. I'm thinking about adding gems in fishing holes. What do you think about?
Svenge_[dotabased.com] 20 Apr, 2013 @ 7:41am 
@IL_Giudice - I see! Fair point. Since we haven't gotten there yet it feels especially expensive because half our gear is high item level pieces from other characters to get through on Elite. I also commented about gems being somewhat scarce through the early levels but that problem is going away now in Act 2 and especially with this mod since you can transmute similar gems to make use out of the low level gems you collected but could never transmute (since no transmuter avail til act 2). You're probably right you shouldn't change anything too quickly.
Lepo  [author] 20 Apr, 2013 @ 2:29am 
I'm actually playing my mods at normal difficulty and i think that doubled enchant cost is balanced.
If you play PART01 too you can notice that mapworks' maps now have a lot of golf find. This is way enchant cost has been doubled.
Maybe at lower levels enchant costs could be high, but at end-game it's fine.
Lower difficulties are less rewarding because they are easy.
Maybe i will lower the enchant cost in the future, but i'm still think that it's a good change at the moment.
Svenge_[dotabased.com] 19 Apr, 2013 @ 8:07pm 
If you haven't read my discussion on TF1 - I have suggested a reduction to the enchanting cost increase. Maybe +50% would be better. That's my personal opinion. Even with the bonus gold from Elite... enchanting is pretty much where you spend all your money in this game so the benefits for Elite just even out with vanilla rates for gold/enchant and make lower difficulties less rewarding. I wanted to see MORE rewards for playing Elite, not less rewards for playing easy/normal/vet.
Lepo  [author] 18 Apr, 2013 @ 7:14am 
Part03 is out!
Lepo  [author] 13 Apr, 2013 @ 5:06pm 
Good news! After some work to polish Part 01 and Part 02, i have started Part 03! This Part will feature tons of new uniques and legendaries, and very exciting stuff for end-game!
Lepo  [author] 13 Apr, 2013 @ 3:49pm 
For those who complain about gold drop increase in Torchfun Part 01, i have doubled enchants cost. In this way beat harder difficulties will be usefull to gain gold and enchant stuff. I'm considering also a little nerf for gold drop ;).
Lepo  [author] 13 Apr, 2013 @ 8:23am 
Recipes are now available!!!
Lepo  [author] 13 Apr, 2013 @ 4:25am 
Recipes for ALL gems are coming this afternoon. Stay tuned!
zParticle 12 Apr, 2013 @ 12:53pm 
Yeah, I'm afraid that 10-mod limit is going to seriously restrict the "modularity" of customization for those of us who like to do things à la carte. Unfortunately, this mod directly conflicts with other mods I require so I'll have to give this a pass.
Lepo  [author] 12 Apr, 2013 @ 12:18pm 
Thank you all for feedback.

@matchet_23: Mapworks' maps in vanilla game have many times no rewarding affixes at all. The purpose of the mod is to give high level maps with reward affixes only, to really have better rewards.
Future updates will contains special maps with negative effects and buffed rewards too ;).

@zero the hero: the resurrection cost "penalty" it's not really a punishment for the player. This because you can use every time you want a waypoint scroll. For example before a dangerous encounter or at the entrance of a dungeon.
Decreasing the costs for resurrections is the only way i found to discourage waypoint scroll spam.

@zParticle: No chance. First of all because the Torchlight 2 10 mods limit, and because my Torchfun project is designed to be an overhaul, even if is splitted in few parts.
zParticle 12 Apr, 2013 @ 12:17am 
Any chance of getting the fish effects in a separate mod? I don't mind the consumable stacking, but I'm handling the mob distance in another mod that also lets me zoom further out, and feel that if anything the death tax should be higher, not lower.

By the way, I like your custom line art logo!
Zero the Hero 11 Apr, 2013 @ 9:58pm 
While Torchfun 01 has some things that displeases me (though it seems 80% of it is good stuff), I like this Torchfun 02 a lot, it was very smart of you to separate these mods. I agree with matchet_23 about ressurrection costs though, there are preventing me from using this mod right now cos it's a deal breaker for me.
Matchet 11 Apr, 2013 @ 1:57am 
Risky changes. I dont agree too much your TorchFun 1, but this is going in my direction.
What kills me, is the buffs to some aspects in the game like resurrection costs (imo, if you die you MUST be punished for that in time -respawn on town and teleports so you must wait for two loading screens- or gold - save time to return instantly to action). Gold is not a much painful cost since you can earn tons of gold by clearing any room or level.
On TorchFun 1, this "not balance, but buff" canges (imo) are more noticeable: example gold +80% for only have to play in veteran, and removing negative effects on mapworks (which was funny because contains better rewards and could make a challenging additional difficulty to beat)

But after all, I must thank you for your efforts to make such great and risky global tweaks mod. In comparison in changes with other mods, yours are a colossus between little and smalls ants
tsuelue 10 Apr, 2013 @ 7:03am 
Longer buff durations seems nice, especially for those "fake" passives, you know, spell lasts 50 seconds and has a 37 second cooldown, stupid ... hate to recast those spells.
[rant]But hey, they absolutely wanted just 9 passives per class, so that´s what they came up with.
Well, that´s my guess anyway. ;) [/rant]