Torchlight II

Torchlight II

Engineer Versatility (v.10)
18 Comments
Canopus 15 Aug, 2024 @ 4:45am 
Thanks my hero, i love the engineer class, but cannon is so weird.
SavageStan 19 Jun, 2017 @ 10:06pm 
Thanks for making this mod!
Doomward 23 May, 2017 @ 3:58pm 
Had only one minor bug happen with this mod when using a shotgonne. My character would stay stationary and be unable to move until switch to a melee weapon. The bug fixed itself when entering a new instance.
Khenal  [author] 20 May, 2017 @ 2:35am 
Thanks, that's actually really cool to be in a pack of mods :)
Michael 19 May, 2017 @ 8:04pm 
Hello @Khenal,

I just wanted you to know that I really love your mod, and I've included it in an engineering tweak pack: Engineered Engineer

Thanks for all your hard work and for everything you do!
*Yuki* 8 Nov, 2016 @ 7:39am 
Btw - you can make standalone mod for some 1st tab skills, to make em work with one-handed swords and maces. So - engineer with shield will be playable. Or, maybe, improve shield-special skills?
*Yuki* 8 Nov, 2016 @ 7:36am 
Not sure about pistols (seems OP for me), but shotgonnes... Yay, there are finnaly usefull!

But please, add some actual in-game screenshots
steffire3 7 Nov, 2016 @ 2:13am 
I thank you for making this mod and especially highlighting this very important topic about classes with skills that normally restict fun weapon combos.

It convinces me more that skills should allow more weapons since the replay value of any game is strengthened by having a larger variety of combat choices.
Khenal  [author] 9 Aug, 2013 @ 7:56pm 
I'm glad you're enjoying it! Baring bugfixes, I think I'm close to finishing this one. I want to change Blastcannon to spend charge, probably for knockback and/or slow, and then it'll be done! I'm considering doing similar things to the other classes: Making Outlander melee better, allowing the Berserker to use bows with their stuff, and even changing the Embermage to work with a melee playstyle! It'll be a while on those though, since I only feel like I know the Engineer enough to make changes just yet.
Ender 9 Aug, 2013 @ 4:48pm 
Man I am loving this mod. I quit playing T2 cuz the classes were getting a little boring and I just couldn't find a custom class I liked or that was finished but this mod makes it feel like a whole new class. keep up the great work.
Khenal  [author] 9 Aug, 2013 @ 1:32pm 
Alrighty, Fusilade should be working, if looking a bit strange. I'm not sure I can do anything about that, though.
Ender 8 Aug, 2013 @ 8:26pm 
There seems to be an issue with Fusilade and dual pistols. The animation isn't working that I can tell. No rockets. I lose mana so it might be doing the right dmg but all it looks like I am doing is firing normal shots.
Khenal  [author] 8 Aug, 2013 @ 3:53pm 
Thanks for the heads up, Josh! I had seen the animation and buff icon on my characters, but took a closer look with your reports of issues. It looks like Supercharge requires an enemy to be within a certain range for the buff to go off. If you stand next to the dummy and shoot it, you'll see the buff and animation go off, but it will stop refreshing if you step away. Working on fixing that now.
Ender 6 Aug, 2013 @ 4:47pm 
Supercharge doesn't seem to be working with pistols or shotgonnes. With melee you get a buff icon when it proc's but no icon pops at range.
Ender 5 Aug, 2013 @ 10:14pm 
This has been needed for a long time. Thanks for making it! Is there any way of getting -str requirements on bulwark? I want to use guns but they take huge amounts of dex so I can't use the heavy armor and I have to run around with tribal/pirate armor from the outlander and beserker. The armor is fine I would just rather look like an engineer:)
Axolotl 5 Aug, 2013 @ 3:03pm 
Thanks! Now that I know S&B works with pistols, I'm subscribing. I'll let you know on the Supercharge thing.
Khenal  [author] 5 Aug, 2013 @ 3:33am 
Alrighty, there you go. Thanks for pointing that out :)
Axolotl 4 Aug, 2013 @ 5:04pm 
Could you list the changes to the melee passives? This was one of my big annoyances, too.