Torchlight II

Torchlight II

daylight robbery
72 Comments
adrianwietrzyk 27 Jul, 2018 @ 2:14pm 
This is something I was looking for playing RPGs mate! Now it all make sense. Cheers!
Xid 13 Mar, 2017 @ 1:50am 
Cool, Thanks!
zParticle  [author] 2 Mar, 2017 @ 10:22pm 
I never really developed the crafting aspect, so I left those more as easter eggs, but as you discovered there are 4 functional recipes.

Bone Golem Plans: 206 bone fragments + skull
Osseous Philtre: 50 bone fragments + 1 mana potion
Reroll Magic Amulet: 1 rare amulet + 25 teeth + 75 bone fragments
Reroll Unique Amulet: 1 unique amulet + 75 teeth + 25 bone fragments
Xid 2 Mar, 2017 @ 9:20pm 
opps, I just listed "Reroll Magic Amulet" twice, the 4th recipe is actually "reroll unique amulet"

(can't seem to edit myoriginal post...weird)
Xid 2 Mar, 2017 @ 9:16pm 
I know you are probably not working on this Mod any longer and may not even respond, but I have searched and searched for any posts about Bone Fragments or Teeth. Every time you say they are just vendor trash because you haven't added any recipies. But I see in your Apr 26 2013 Change Notes that you added 4 recipies. I have made the Osseous Philtre potion (It's a Trap! :recranky: ) from 50 Bone Fragments and a mana pot but I can't figure out the "Bone Golem", "Reroll Magic Amulet" or the "Reroll Magic Amulet" recipes listed in the Change Notes.
could you tell us what they are? I'm not a modder so I don't know how to open the .dat files (or whatever) to find out myself.

Thank you and love the mod!!!
9HitCode 22 Jan, 2017 @ 8:12pm 
Hi, I have a made a mod pack called "Void Pack"
I would like to inform you that I am using your mod in the mod pack and simply want to show you that I do not take any credits of your incredible work
I have also linked your mod in my mod pack to prevent any misunderstanding

Void Pack - Part A

If you would like me to remove your mod please contact me and I'll remove it as soon as possible!

Thank you for making Torchlight II a better gaming experience!
steffire3 31 Dec, 2016 @ 6:03am 
We have made an updated "Better Vanilla Game Spicy" that includes and links to your mod.

We have also given you credit inside our "Original Author Credit Discussion List".

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=808627875&searchtext=spicy

It's our 5th compile and we simply want to inform you on how we are using your mod currently.

If you would like us to remove your mod then please notify us there.

Thank you for all your work to improve Torchlight_2!
Daylight Robbery 10 Oct, 2014 @ 12:14am 
I like this mod
PhantumJak 12 Sep, 2014 @ 10:09pm 
I've incorporated this mod within my merged mod pack! NO MERCY It's actually a little more than just a merged pack, take a look! ;D
roberto tomás 26 Feb, 2014 @ 4:48pm 
added this to rt gameplay cluster — it is a killer mod btw. I made a lower drop rate mod called providence (never uploaded publicly), which made drops rarer in general and it was great, but I missed your cursed swords and farmer's shotgun barrels so much I had to come back!
zParticle  [author] 26 Dec, 2013 @ 1:18pm 
Barrels and boats are special, as they're more likely to contain large shipments (2-6, actually) of a particular type of merchandise. So yes, this is by design.
ducko 18 Dec, 2013 @ 5:41am 
Isit normal to have multiple Farmers shotgun (4- 5) or other multiple items drop (4-5) from 1 barrel being destoryed?
zParticle  [author] 10 Sep, 2013 @ 4:48pm 
Nope. These appear randomly so the frequency can vary pretty widely. I'll check it out though to make sure the last update didn't break something.
moranacus004 10 Sep, 2013 @ 4:41pm 
Did you modify the Identity Scroll drops, Armor Racks or Weapon Racks in the dungeons?
I'm playing 15 characters at the same time and my first 3 characters that went in the Scroll Of
Anom Irek Dungeon found no identity scrolls and only 1 armor rack total.
Der Bestimmer 7 Sep, 2013 @ 11:31am 
Hello, I used your mod in my compilation "MOD so MUCH": https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=175964910 . Credits were given.
Caminett0 20 Aug, 2013 @ 6:41am 
Ah, sweet, glad I could be of some help! I also subscirbed to the bugfix mod and smoother teleport one - keep up the good work!
zParticle  [author] 20 Aug, 2013 @ 2:19am 
I've added it to the list of known game bugs on my little bugfix mod. I've already tested the fix and will roll it out in the next version. Thanks for the detailed bug report!
Caminett0 20 Aug, 2013 @ 1:01am 
I kinda thought so - well, woohoo! Is there anything I can do about it :)?
zParticle  [author] 19 Aug, 2013 @ 2:58pm 
Level 10 of Death's Bounty has an actual skill requirement of 30 due to an override in the skill itself. According to the graph it should be level 53. [torchlight2armory.com] Looks like you found a bug!
Caminett0 19 Aug, 2013 @ 12:24pm 
Dammit.

Well, thanks for clearing that up for me :)... The strange thing is though, when I leveled up after using the scroll and distributed a point into a skill, which "opened up" to me by getting that level (i.e., I specifically leveled up Embermage's Death's Bounty from rank 8 to rank 9 at level 46, as it was capped by my level before that), the next rank of that skill didn't have a level requirement. So I gradually leveled up to level 47 and calmly upped my Death's Bounty to level 10 - afterwards, the requirement for next rank was 62, which is kind of a big leap, isn't it? My question (at the end of this tl;dr paragraph) is - do you think this potential "skipped" level requirement is associated with your mod or that the game itself is at fault?
zParticle  [author] 19 Aug, 2013 @ 10:32am 
Heh, if you used it in town you sort of wasted it. The Strange Scroll will reroll the current map, usually . With everything reset and in new positions, giving you a chance at a different enchanter among other things. Only the currently loaded map is affected.
Caminett0 19 Aug, 2013 @ 9:37am 
I agree with the people saying this mod adds some flavor to (and reward for) smashing things, so big thumbs up for that! However, I'd like to ask, what the hell did the strange scroll do? I used it in town, the game went into a loading screen and I appeared back in town, at its entrance (Act III, that "train" thingy) with no changes, afaik.
General Chaøs™ 12 Aug, 2013 @ 11:43am 
This mod seems to make smashing and searching the world far more worthwhile like treasure hunting.Thanks for the unique idea and hard work you have put into this so far.
moranacus004 29 Jul, 2013 @ 9:08am 
Thanks! This is by far my most favorite MOD to use when playing TL2!
zParticle  [author] 29 Jul, 2013 @ 6:32am 
When I fixed the overabundant fish drops, I eliminated all of the transforming fish to make Fish Urns more distinct. So you are in fact more likely to find a Prismatic Moray or Frenzy Fish now. You may also discover a few other now-extinct buff fish preserved by their magic. Hopefully this keeps them interesting without being too good.
Sir Yoshka 29 Jul, 2013 @ 6:23am 
Really awesome mod, must have in your modded T2!
moranacus004 29 Jul, 2013 @ 12:41am 
I forgot! I'm playing 12 characters at the same time and some of them only use the Prismatic Moreys and Frenzy Fish. They cost 3000 gold a piece so I don't mind it now if I find more Gold Fish. Also, i really love the new sound effects!
moranacus004 25 Jul, 2013 @ 9:13am 
Thanks for the reply. You can still have the fish in the wild but just reduce the number you find. 1 or 2 should be fine.
zParticle  [author] 25 Jul, 2013 @ 8:34am 
Rarity didn't matter; Runic actually placed fish urns explicitly in several maps, so I'm going to leave those in place and reduce the number of fish they hold instead. If you'd rather not see fish in the wild like this let me know and I'll figure out something else to do with fish urns.
zParticle  [author] 25 Jul, 2013 @ 7:45am 
Yeah, they were supposed to be very rare (less than 1%), but I think they're being spawned elsewhere as well so I'm tracking that down. Thanks for mentioning that—should be fixed for the next update.
moranacus004 25 Jul, 2013 @ 6:56am 
Is it possible to make the fish urns show up less frequently?
I got 18 Gold Fish really easily.
meltingpointsp 14 Jul, 2013 @ 8:45pm 
Really loving this mod. Thanks!!!
moranacus004 4 Jul, 2013 @ 11:40pm 
Thanks for correcting this problem! I also like seeing the armor racks in the dungeons!
zParticle  [author] 4 Jul, 2013 @ 10:21pm 
Done. Splintered boards no longer obstruct movement and can be smashed by hand rather than attacking. They also have their own loot table now, which has fewer items dropping more frequently, and can sometimes break apart into even more lootable splinters.
moranacus004 1 Jul, 2013 @ 10:17pm 
I'd like to add that its really difficult to destroy the splintered boards using a wand.
If you could just click on them like the rocks that would be fine.
zParticle  [author] 1 Jul, 2013 @ 9:39pm 
They'd just vanish like the rocks from the various stone artifacts you can smash, revealing treasure if there is any. The difference would be clicking on them directly vs. attacking them.
moranacus004 1 Jul, 2013 @ 9:22pm 
What would you do if you picked them up? Move them to the side out of the way?
I would rather not have these boards at all. There's plenty of other stuff to break and get goods from.
zParticle  [author] 1 Jul, 2013 @ 9:00pm 
Ah, didn't realize they impeded movement; I'll fix that. They use the same loot table as barrels, so only one in ten will uncover any loot. (With the movement issue fixed, you could just ignore them if you're not the type to turn over every rock.)

Question for everyone: Splintered boards are currently smashable (for variety and because that's how the base item already worked). Is this interesting, or awkward? Would you prefer to just pick them up instead?
moranacus004 1 Jul, 2013 @ 8:23pm 
I'm seeing lots of splintered boards now but they don't do anything.
They block my characters movement in they are in front of me.
I have to destroy them to be able to move but I never find anything
moranacus004 26 Jun, 2013 @ 11:54am 
I like the new changes you just added!
moranacus004 25 Jun, 2013 @ 9:02am 
Thanks for answering my question
zParticle  [author] 25 Jun, 2013 @ 8:58am 
Yep! Unlock All Spells just adds more spells to the pool, and this mod just modifies where they drop, so they should work well together.
moranacus004 25 Jun, 2013 @ 8:26am 
Do you know if your MOD will work with the Unlock All Spells MOD?
zParticle  [author] 21 Jun, 2013 @ 2:22pm 
Board piles! Neat idea, I'll look into that.
Mythgaard 21 Jun, 2013 @ 10:23am 
This is a great mod, really ups the interactivity. Another possibility would be Board piles when destroying wooden barricades and planks. Regardless, great stuff. Smash ALL THE THINGS!
moranacus004 17 Jun, 2013 @ 2:33pm 
Thanks again for this MOD! It makes the game so much more fun to play!
zParticle  [author] 17 Jun, 2013 @ 1:45pm 
Yep, that Estherian Enclave has some pretty efficient civil servants! If you're so inclined you can game the smashable items in the same way you would the town fishing hole. It was kind of funny, because they rebuilt them but left the rubble behind, so it started to pile up over time if you kept breaking them. The next release won't leave any debris behind when you break something and loot the rocks.
moranacus004 17 Jun, 2013 @ 1:33pm 
Thanks for the info on that and for adding the mana potions.
I don't know how many people know that you could get something
from that unless someone mentions it or like I did, accidently
hitting it. Also, the items you can break in town are always resist
when you load up your game again or when you go back in town,
zParticle  [author] 17 Jun, 2013 @ 10:12am 
That's always been there, actually! I just added the mana potions. Interestingly, the gold is generated by the map itself—possibly the only place in the game this happens—so it was outside the scope of this mod to change/replace the gold drops.
moranacus004 17 Jun, 2013 @ 9:16am 
For everyone's info there is a boat behind the Destroyer who gives you the quest
when you start the game. Be sure you hit or shoot at it. It will always
give you some gold and potions. I found this out by accident.