Torchlight II

Torchlight II

Reat's Hardcore Supermod Overhaul
61 Comments
Demarki 4 Apr, 2017 @ 4:27am 
What happened to my dodge chance? It went from 71% to 35% after installing this mod.
9HitCode 22 Jan, 2017 @ 8:10pm 
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!
Atreyis Lortani 16 Mar, 2015 @ 4:47pm 
From what I've seen of this mod, it's great. One thing I can't figure out...this alleged Rogue class. I see the vanilla four, the three added by Synergies ('cause I use Synergies), and a Ranger....but no Rogue. A typo perhaps. I'll have to create a Ranger and have a look over the skills, might find some nice back-stabbery to do ;-)

Working on a compilation which includes this mod. If you do not wish for me to use RHSO, please let me know and I'll keep my compilation private.
Reat  [author] 22 Jan, 2015 @ 10:16pm 
What don't you get about it?
Dragon_these_nuts9020 18 Jan, 2015 @ 3:31pm 
I dont get the rouge class?
GrimlockTarrasque 9 Nov, 2014 @ 9:59am 
I have recently found that attempting to use this mod together with "Torchlight Overhaul Project UIMC Dark Edition" crashes the game upon launch. Have not attempted to merge the mods together to attempt to fix this issue.
PhantumJak 12 Sep, 2014 @ 10:07pm 
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
Reat  [author] 19 Aug, 2014 @ 4:45am 
All weapon types got new modifiers to make them a bit different in play style, with 2 handed getting the 'better' modifiers overall. DPS is the same as vanilla though, but range for 2 handed was overall increased substantially.
derpymoogle 19 Aug, 2014 @ 2:04am 
What are the changes to 2 handed weapons exactly?
Reat  [author] 6 Jun, 2014 @ 11:02am 
Update 10: just a bit of a hotfix as the Blood Magic items were too strong. Might have a new item or affix sneak in with this update as well.
Reat  [author] 4 Jun, 2014 @ 11:35am 
This last update was focused on balance issues and making the outlander alternative builds viable. The next update should include a new class. I'm working on both a Temporal Warden and a Netherim Gladiator. Not sure which one I'll finish first though!
Reat  [author] 3 Jun, 2014 @ 1:07pm 
Fixed a big problem with steam updating the mod. I put instructions how to fix the problem at the top of the page.
Schneble1 1 Mar, 2014 @ 6:10am 
I did run other mods the first time, and i of course thought it crashed because of those. But even after just running this it still happened. But it's cool.. i was mainly interested in the content anyway. Cheers for the quick responses by the way!
Reat  [author] 28 Feb, 2014 @ 2:48pm 
Are you rinning any other mods? I've never had a crash after the first with just my mod running.
Schneble1 28 Feb, 2014 @ 2:41pm 
It crashed 3 times for me just during the first 2 quests just running about. And after that i was not able to resume play. Tried creating a new rogue, and same thing.
Reat  [author] 28 Feb, 2014 @ 7:00am 
t should only crash once for the rogue, the first time the charge bar decreases back to 0. My only 'fix' is when you start a new rogue, fight one enemy, let it crash and then reload the game. Should never crash again from there.
Schneble1 28 Feb, 2014 @ 6:27am 
Interesting mod, but as for some others it keeps crashing at random with rogue-play.
Reat  [author] 16 Jan, 2014 @ 7:13am 
Minor update to 1.05: invulnerability spell didn't actually make you invulnerability.... now fixed!
Reat  [author] 6 Dec, 2013 @ 6:52am 
Some new champion affixes being added to the next release:
Storming - casts thunder storm on strike and death, electric immunity and poison weakness
Frosty - casts glacial spike on strike and death, ice immunity and fire weakness
Chaotic - casts chaotic rift on strike
Bloody - casts blood wash on strike
Acidic - casts acid rain on strike and on death, poison immunity and electric weakness
One-Winged Angel - summons meteor on strike and on death, fire immunity and ice weakness
potterman28wxcv 5 Dec, 2013 @ 12:10pm 
Ok, thanks :D
Reat  [author] 5 Dec, 2013 @ 8:52am 
Oh, sorry I forgot you have to unpack the mod to find the readme, which if you're not a modder is not something you'd think to do lol I've posted the readme as a discussion and will keep it updated.
Dr.Death 5 Dec, 2013 @ 1:56am 
nice
potterman28wxcv 4 Dec, 2013 @ 2:31pm 
I can't see any readme ; just the .mod ?
Reat  [author] 4 Dec, 2013 @ 8:13am 
Update news: I'm working on the next version now after taking a break! Balancing the rogue is my focus at the moment, but I'm also thinking of expanding on item affixes, champion affixes, and some other cool stuff, like electric cannons and poison daggers. If anyone has any ideas, feel free to leave a comment! By the way, exhaustive lists of all changes and affixes are included in the readme in the mod download.
kewlsnake 1 Dec, 2013 @ 10:17am 
I'm buying Torchlight 2 because of you.
potterman28wxcv 31 Oct, 2013 @ 5:15pm 
Would it be possible to have an exhaustive list of the new champion affixes ? thanks :)
project MASSTER 5 Sep, 2013 @ 1:01pm 
UPDATE PLEASE!
Kindred 16 Jul, 2013 @ 4:18pm 
HECK YEAH!
Reat  [author] 16 Jul, 2013 @ 12:34pm 
WOAH in a good way?
Kindred 15 Jul, 2013 @ 8:58pm 
uhhm WOAH. all i can say.
rhkddnjscjsw 9 Jul, 2013 @ 6:40am 
Electric echo's effects stack up.
Vizaru 5 Jul, 2013 @ 12:23am 
The description for Needle Toss says "you fling 3 piercing needles", however, when using it, It seems that they dont actually peirce; the projectiles die on impact. Furthermore, multiple needles are hitting the same target, rendering them useless (I hit all 3 on a single target from point blank range).
Vizaru 4 Jul, 2013 @ 10:05pm 
Whoa, just noticed another bug. On my lvl 3 rogue (just got to town after crashing to the bug) my strength was dispayed as zero. When I invested a point into it, it correctly went to 11. So my str was still 10, but for some reason displayed as zero. This is possibly related to the charge crash bug.
Vizaru 4 Jul, 2013 @ 9:58pm 
Hey, I have some information about the Rogue bug. The first time you hit full charge, all charge bonuses are doubled from 20% to 40%. It is correctly 19% immediately before full charge. As the charge fades, the bonuses fall from 40% to 21%. Immediately when charge falls to zero, thats when it crashes. No idea why it happens, but I thought you might find this information useful. Hope you find out why it happens soon, the Rougue looks awesome!
Nyzo 4 Jul, 2013 @ 4:59am 
Hope it will work :)! It's a bad ass class! Thanks
Reat  [author] 4 Jul, 2013 @ 4:54am 
Unfortunately, my mod didn't have any crashing problems until I released the Rogue, which leads me to believe that it is the cause for the crashes. I might release the Rogue as a stand alone mod, but not til I finish bug testing and balancing it. It's still considered in beta right now.
Nyzo 4 Jul, 2013 @ 4:17am 
Hi, you're mod is pretty nice! Is there a way to have the rogue class seperate? I am getting a lot of insta-crashes while playing. I thought I could try it out on its own.
Reat  [author] 3 Jul, 2013 @ 1:35pm 
Okay I've managed to duplicate the crash, and discovered that saving before you get that first crash will cause the save to crash on load. I'm going to keep playing around and see what else may trigger this crash. Good news is that it's only a problem with a fresh rogue.
alveneesh 3 Jul, 2013 @ 12:57pm 
Happens in offline play, haven't tried to see if the rogue crashes/gives a buggy run speed online yet actually. Just a bit odd that the problem seems to fix itself after one crash but comes back if I make an entirely new rogue.
Reat  [author] 3 Jul, 2013 @ 12:19pm 
Thanks for the report, I've been getting a few bug crash reports from people. Of course, I'm not getting any in my own testing, so idk what's causing it. Maybe if I get a few more reports from users I can decipher the underlying theme to these crashes. I've only tested offline though, so that might be a cause. Does the crashes happen in solo games for you, alveneesh?
alveneesh 3 Jul, 2013 @ 11:22am 
Getting a weird minor bug with the rogue class. Creating a new character as a rogue and maxing my charge bar gives me a silly run speed of 14.7, and having the bar empty after gaining any charge causes the game to crash. However, after the crash loading up the rogue I created gives me no more crashes and everything seems to work perfectly (including the appropriate run speed at max charge). It's happened consistently with every rogue I've created and I made sure to disable all other mods I use just to be sure it wasn't a conflict, so not sure what the problem could be or if it's just on my end or what. Other than that really great mod, lots of fun in multiplayer with a friend =P
Reat  [author] 27 Jun, 2013 @ 5:12am 
Balancing the spellbanes has been a constant of ever version of my mod lol. I've toned down the reflect damage to 50% for the next release (but they keep the 100% reflect chance) since only a fool would keep attacking them at range once you realize what they are. I like the idea of giving them a particle que, and I agree the shielding particle would work, as I know one of the dwarven constructs uses the same particle for the same effect. Thanks for the input!
zParticle 27 Jun, 2013 @ 3:31am 
I'd like to comment on the Spellbane champs. I think it's awesome any time a mob forces you to change up your strategy, so kudos for doing something like that. Unfortunately, the first indicator I'm even fighting a Spellbane champ or minion is the fact that most of my health is gone, which really sucks for advanced hardcore characters. A distinct particle effect like the one you're using for shielded champs would make all the difference (perhaps even swap the two). Also, it's more like "rangebane", as magic users have all kinds of AoE spells which don't damage the caster, while fast bow and pistol users seem to get hit the hardest.
opal 25 Jun, 2013 @ 5:58pm 
awesome mod. thanks!
zParticle 23 Jun, 2013 @ 8:23am 
That did the trick. I like the new logo!
Reat  [author] 23 Jun, 2013 @ 5:59am 
ah cool, I was wondering why there was a delay between opening a chest and the mimic spawning.
zParticle 23 Jun, 2013 @ 4:39am 
Minor tweak to fix your true mimic implementation: change any MIMIC unittypes to the more generic MONSTER and that should fix any glitches left over from the original mimics.
mamba 22 Jun, 2013 @ 12:22pm 
Thanks
Reat  [author] 22 Jun, 2013 @ 12:20pm 
Okay sure, feel free to add my mod in whole or in part to your mod pack, if you like.
mamba 22 Jun, 2013 @ 12:06pm 
Yes, two mods actually, the core mod and the extended mod . Yours would go in the latter.