Torchlight II

Torchlight II

Extra Endgame Content (v.172)
37 Comments
Sir Spoony 7 Aug, 2019 @ 10:24pm 
Modders on workshop are not supposed to make cheater taggable items...FYI :cozyprodman:
F430  [author] 25 Oct, 2018 @ 4:11am 
build 172 pushed.
this should now fix every issue I've either forgot about or held off until later
F430  [author] 22 Oct, 2018 @ 4:07pm 
aight, build 169 pushed, changed some texture paths to be more in line with vanilla conventions. that issue is hopefully gone now, but let me know if it's still broken so I can look into it
Remnant 22 Oct, 2018 @ 10:22am 
the charge boosters and the adrenalines icons are not working for me
F430  [author] 19 Oct, 2018 @ 1:20pm 
version 167 pushed, notes have all the info.
unless something is severely broken, this is considered the last update to this mod.
F430  [author] 18 Oct, 2018 @ 2:50am 
note to subscribers:
final update may be slightly delayed while I scramble to fix claw of the fallen and its standard "procs on everything ever" problem that I didn't notice when releasing it
F430  [author] 14 Oct, 2018 @ 5:46pm 
version 160 released.
rail driver got a revamp, plus a new embermage-themed weapon is out
F430  [author] 6 Oct, 2018 @ 8:28am 
version 158 released, notes contain all information.
it's a VERY long read, but it's an important update as well
F430  [author] 5 Oct, 2018 @ 11:28am 
honestly? yes and no.
the only thing I wanted to be balanced were the set of armours.
anything beyond that was added purely "because why not?", but I did try to keep it somewhat reasonable, albeit intended for higher difficulties.

adrenaline itself might be a bit OP but it spawns among other potions due its unittype, plus based on 4+ hours of playtesting it's relatively rare, has a marginally higher chance to drop from strong-ish casters, bosses and champs.
it's all RNG in the end so you might see it drop from from weak mobs 10 times in a row, or you might not see a single one for several hours.

also, it doesn't spawn in secret rooms [those only contain rejuvenation potions], and it can't be bought/crafted.
mhar02 5 Oct, 2018 @ 10:26am 
Isn't adrenaline pill a little OP? I don't disagree with it but from my experience I kill a lot more with charge up. Or is that the point?
F430  [author] 5 Oct, 2018 @ 7:26am 
oh yeah, I also forgot about pet items: one collar and 2 tags.

they might be a little bit OP but they're aimed at veteran/elite and/or synergies.
won't make your pet a killing machine just yet but will help ensure they're actually useful rather than being a 2-second bullet sponge, only to scramble away afterwards
F430  [author] 5 Oct, 2018 @ 7:23am 
status update: ready to ship, but I'm sticking to schedule and the patch will be out in ~24hrs

features:
- new rare socketables for armour crafting and dmg boost/reduction to replace broken unique ones
- fallback recipe to obtain "transmutation gem" [the new crafting socketable]; transmute conversion ember with any rare item
- tornado pistol; piercing and ricocheting bullets
- wrench of the fallen; engie-themed 2-handed mace
- adrenaline pill; instant charge
- charge booster; improves charge gain rate and lowers its decay rate
F430  [author] 3 Oct, 2018 @ 1:52pm 
within the next few days, after I'm done with work.

among the stuff I mentioned, I'm going to include a "fallback" recipe to get the new crafting gem used for upgrading armour pieces, so I take it back, there won't be a need to use/sell conversion embers
mhar02 3 Oct, 2018 @ 12:43pm 
When will it be ready to go?
F430  [author] 3 Oct, 2018 @ 3:50am 
@steffire3 I will make them obsolete in a sense that they will be left there in case someone cheated them in and uses them, which is fine by me, but I will add new socketables to replace them, ones that are guaranteed to spawn in the game.

however, the existing crafting socketable will be useless, since I will change all armour upgrade recipes to include the new replacement.

the patch will also include 2 new OP items, tornado pistol, which you may recall me talking about, and a second of 4 class-themed weapons.

also, if I find enough time, I'll fix the rail driver by reverse engineering RNF's TL1 rifles and simply forcing it to bypass physical shields and missile reflection.
I will also.....stop it from stunlocking everything indiscriminately.
steffire3 2 Oct, 2018 @ 11:48pm 
@ F430 (author): Thanks for warning us! Should we also destroy these Gems inside our socket armor and weapons?
F430  [author] 2 Oct, 2018 @ 8:05am 
--wall of text part 1--
this is an advanced WARNING to anyone still using this trainwreck of a mod:


in the next 4-5 days, I'm releasing a patch that will make ALL unique socketables introduced with this mod [dmg boost/reduction and crafting ember] obsolete and replaced with rare socketables.

why? because the game is trolling me and the unique socketables never would have spawned in the first place despite everything being seemingly correct from the technical side of things.

why never? because of some obscure reasons that are still beyond me; miiiight be something to do with internal naming rules, which rare socketables don't seem to be bound by whatsoever, making them an ideal replacement
F430  [author] 2 Oct, 2018 @ 8:05am 
--wall of text part 2--
!!! IMPORTANT !!!: conversion ember is included in the list of items getting deprecated AND it's required to craft stage 1/2/3 armour, which is the main point of this mod.

if you have ANY conversion embers, either use them or sell them, because as soon as the patch hits, all armour crafting recipies will be changed to use a new rare socketable called Transmutation Gem and the existing Conversion Ember will become expensive paperweight.

thank you all in advance, hope you enjoy.
F430  [author] 29 Aug, 2018 @ 9:29pm 
@steffire3 you're welcome, but updates are mostly just random ideas and subsequent patches try to deal with aftermath of me messing something up
steffire3 29 Aug, 2018 @ 8:51pm 
@F430 (author): This is an impressive mod! Thanks for maintaining it's updates! ^_^
F430  [author] 27 Aug, 2018 @ 1:04pm 
v.113 pushed
added some new pistols as per steffire3's ideas; full info in change notes
F430  [author] 18 Aug, 2018 @ 2:23pm 
v.99 pushed
fixed the rail driver being borked courtesy of the game not liking even the slightest elevation changes or enemy hitboxes not being perfectly aligned.

read change notes for exact technobabble.
F430  [author] 17 Aug, 2018 @ 5:01am 
you know what they say, Phanjam; necessity is a mother of invention
that was the main principle behind the mod, and "why the hell not?" is my philosophy behind the other 2 updates
TOG | Phanjam 16 Aug, 2018 @ 9:33pm 
really apprecaite the thought that's getting put into each item @F430! Keep 'em coming!
F430  [author] 16 Aug, 2018 @ 4:10pm 
pushed v.90
since everyone is doing it, I also decided to deal with damage reduction being unavailable late-game.
change notes section has full info on this update
F430  [author] 12 Aug, 2018 @ 5:58pm 
v.86 released. check "change notes" sections for more details
F430  [author] 4 Aug, 2018 @ 8:54am 
Yeah, kind of. I spent a lot of time picking affixes that were both as generic and as useful as possible. generic so they don't benefit one playstyle/class while hindering another, and useful just so it's worthwhile to grind armour and gems to upgrade the items, even though base item affixes themselves were picked based on how beneficial they are.

next update will probably be a small weapon pack, which may or may not be intended to break some of the game balance in player's favour.
none of the "one shot one kill" shenanigans because that's no fun, but I'll try to keep it amusing and challenging at the same time.
TOG | Phanjam 3 Aug, 2018 @ 11:24pm 
That sounds ok, they're more unit themes which only assist the application of damage from other sources
F430  [author] 3 Aug, 2018 @ 6:04pm 
I tried to keep it balanced, but the only overpowered thing I can think of is the 100% chance to freeze/burn/poison/shock affix.
Gulp DragonDawn 3 Aug, 2018 @ 5:18pm 
balanced?
TOG | Phanjam 28 Jul, 2018 @ 10:46pm 
Lol no problem just ask in the tm forums ;)
F430  [author] 28 Jul, 2018 @ 1:09pm 
Thanks Phanjam!
hope you're ready for a whole lot of no updates at all, because 9 times out of 10, I'm gonna be stuck with something!
TOG | Phanjam 28 Jul, 2018 @ 11:09am 
'grats @F430 this look good! Subcribed ;)
Xercules 6 Jul, 2018 @ 9:38pm 
Sweet, thanks man!
F430  [author] 6 Jul, 2018 @ 7:58am 
@Ings: thanks

@Xercules: it should be okay as far as compatibility goes. I haven't edited any vanilla files in any way, simply used them as templates without creating dependencies. quests, merchants, existing drops etc are untouched, same for gameplay data like skills, graphs, dungeons, layouts and whatnot.
you should be perfectly fine using this, be it as standalone or with other mods.
obviously, as with all mods that add extra items, the current world you're in will re-roll, so just be aware of that.
Xercules 6 Jul, 2018 @ 5:43am 
This sounds very cool. I will use this. Can you speak to compatability? Other mods that change things and such?
Ings 5 Jul, 2018 @ 10:06pm 
this is pretty original, i like it