Torchlight II

Torchlight II

Path Of Torchlight (v.127) LAYOUT FIXES
289 Comments
steffire3 25 Jan, 2018 @ 7:30pm 
@ Kairena Zydrekin: Have you tried loading your character in a LAN game? It may appear back in town.
Kairena Zydrekin 25 Jan, 2018 @ 6:49pm 
If anyone is reading this, I'm trapped in an area called "Mines" on the Path of Torchlight 2 mod. The Town Portal didn't work after an esimated 30 failed attempts and I cannot advance. Is there any way to get me out of this predictement? I couldn't find any good information or practical use of cheat codes to free my character. My character's name is Zerdris Alascie, by the way. Please help me out!
Darkthan9800  [author] 23 Jul, 2017 @ 9:43am 
@doudley, I was aware of this, but thanks anyway! That's another reason why I've moved to the Path Of Torchlight 2 mod, that one doesn't have unpacking errors. This mod is so glitchy in the editor that I can't fix those problems, I wish I could, but I just can't haha. It crashes a lot when I build it.
doudley 22 Jul, 2017 @ 10:17pm 
Hey man. Did you know, unpacking this mod will result to broken tag errors?
{LINK REMOVED}
This error also happens when unpacking some class mods, one of the major difficulty, VIz experienced from merging various classes into a single mod, the Variant Classes.
Darkthan9800  [author] 22 Jul, 2017 @ 9:01pm 
@GigaGeek, thanks GigaGeek! It means a lot to me that you enjoy my works!
Loule 22 Jul, 2017 @ 10:42am 
Great! My congrats to this mods, youre doing a fantastic job in here -;) Ty Darkthan9800 !
Darkthan9800  [author] 21 Jul, 2017 @ 5:26pm 
@Kris, I'm no longer working on this particular mod, I do however have a mod that fixes this one's problems, it's called Path Of Torchlight 2. It also adds in even more maps and other content as well. It adds in the portal to the Mapworks that you wanted in addition to those things I mentioned. There's a link to it in the description.

The reason why you won't find too many mods bring in T1 content is because it causes the ditor to crash when compiling periodically. That's why I had to make a second mod to continue adding content. It's also physically impossile to fix anything on this particular mod, as the editor won't finish building the mod before it crashes. Sorry about that, hopefully this answers your questions!
Kris 21 Jul, 2017 @ 4:45pm 
After using the map selector and finishing the 3 floor dungeon, using the portal takes you to the Mapworks. Wouldn't you be as well just adding a portal to the Mapworks at the Enclave instead of the NPCs?. It would seem a lot tidier.

It was fun seeing some of the old Torchlight maps again, I have to say - I really missed that dwarvern fortress, is this the only mod that uses Torchlight 1 maps?

I did notice a bug in one of the mines maps, right at the end there was some hidden stairs behind the portal that kept leading to another boss room over and over again.
Darkthan9800  [author] 18 Jul, 2017 @ 11:31am 
@monkeychex3, I'll look into that, I've been noticing that too.
monkeychex3 18 Jul, 2017 @ 9:09am 
Things feel very balanced in normal on that mod loadout right now =] Just a small thing I noticed: there are 2 of the same vendor on top of eachother (the Exorcist Vendor)
Darkthan9800  [author] 17 Jul, 2017 @ 9:13pm 
@monkeychex3, the load order for that would be:
Mastery Mod
Darkthan's Classes 2
Path Of Torchlight 2
Path Of Torchlight (maps)
(anything else)
SynergiesSkillUnlock

Have fun playing man!
Darkthan9800  [author] 17 Jul, 2017 @ 9:11pm 
@monkeychex3, hmmm... I use Darkthan's Classes 2, the Mastery mod, the Path Of Torchlight 2 mod, and this one! (even though those are all mine, I like that particle feel haha). You could also try the Synergies Skill Unlock if you want to be able to unlock skills faster without having balancing problems. I don't use the full Synergies mod just because I feel like it over-complicates the game, but you could use that I guess. I hope that this helps!
monkeychex3 17 Jul, 2017 @ 7:42pm 
is there a suggested mod accompaniment + order? just to see what it's balanced for =] I'm not feeling creative enough to just toss out a mod load order and hope lol
Darkthan9800  [author] 15 Jul, 2017 @ 8:23pm 
@Positive Mental Attitude, I usually test things on Veteran, so things might be harder than what I balanced it for. The bandits and ghost bandits are getting a huge nerf though, their damage is ridiculous.
Positive Mental Attitude 15 Jul, 2017 @ 7:17pm 
@Darkthan9800 i'll look into it. Anyway i play Elite so those one-shots are common sight now
Positive Mental Attitude 15 Jul, 2017 @ 7:17pm 
@Darkthan9800 i'll look into it. Anyway i play Elite so those one-shots are common sight now
Darkthan9800  [author] 15 Jul, 2017 @ 12:46pm 
I just made a small update to the act1 town, now this mod's version of the town should merge with other mods who appropriately change the act 1 town. I've also added in Exiles into the two tier 2 maps, and made it so that the tier 2 maps have the debuffs and magic buffs like they do in my new part 2 mod.

This was done to better mix with Path Of Torchlight 2.
Darkthan9800  [author] 15 Jul, 2017 @ 7:40am 
@Positive Mental Attitude, I'm assuming it's going to be the Better Vanilla pack, I don't see a reason as to why LAO would make maps drop more frequently. I would try removing Better Vanilla and playing without it for a while to see if there's a difference.
Positive Mental Attitude 15 Jul, 2017 @ 12:35am 
@Darkthan9800 notable mods are Better Vanilla pack and LAO 2, the rest is self made mod which i know the content exactly
Darkthan9800  [author] 14 Jul, 2017 @ 4:03pm 
@Positive Mental Attitude, the problem could be the monsters as well, I'll look into that later.
Darkthan9800  [author] 14 Jul, 2017 @ 4:02pm 
@Positive Mental Attitude, oh... that's weird and not supposed to happen. What's your mod load order? If I know what other mods you're using that'll help. The reason why I'm asking to see that is because my mod doesn't change normal monster spawnclasses, so it has to be another mod causing it. I can help solve the issue if you tell me your mod load order.
Positive Mental Attitude 14 Jul, 2017 @ 11:52am 
@Darkthan9800 well getting 7 mine maps in one map is kinda weird for me. That monster is Lost Soul, that spectral bow men. They use Richocet from Vanquisher skill
Positive Mental Attitude 14 Jul, 2017 @ 11:52am 
@Darkthan9800 well getting 7 mine maps in one map is kinda weird for me. That monster is Lost Soul, that spectral bow men. They use Richocet from Vanquisher skill
Darkthan9800  [author] 14 Jul, 2017 @ 8:36am 
@Positive Mental Attitude, there's nothing I can do about the dropping of maps from normal monsters, changing their spawnclasses would involve making them drop no maps at all. The Mine map dropping too frequently is pure chance, they all share the same weight in the editor. I can however change the prices of maps from the vendor, that's easy to do. I'm going to need to know what monsters do over 1.7k damage, unless you're talking about trolls and minotaur elementalists. Those two monsters share skills with vanilla monsters, so it's not a problem with the skills, I just need to lower their damage.
Positive Mental Attitude 14 Jul, 2017 @ 1:28am 
Feedback :
- Mine map drops too frequently on low level (lv20 currently)
- Overall map drop also bit too frequent considering their prices is high in vendor

- on low level mapping, there's few some guy doing over 1.7k damage, this is kinda too high IMO.
- And Minotaur Elementalist also very dangerous as their projectiles shotgun, this applies to all of caster. I'm also trying to address this issue as one-shotting is just very bad design from this game. I just ripped twice yesterday on lv30 to Trolls (its Ground slam with fire attacks)

- It will be awesome to add map Uptier, 3 of kind map to get one tier higher

So far i'm enjoying the maps as they available from very beginning of level
Positive Mental Attitude 14 Jul, 2017 @ 1:28am 
Feedback :
- Mine map drops too frequently on low level (lv20 currently)
- Overall map drop also bit too frequent considering their prices is high in vendor

- on low level mapping, there's few some guy doing over 1.7k damage, this is kinda too high IMO.
- And Minotaur Elementalist also very dangerous as their projectiles shotgun, this applies to all of caster. I'm also trying to address this issue as one-shotting is just very bad design from this game. I just ripped twice yesterday on lv30 to Trolls (its Ground slam with fire attacks)

- It will be awesome to add map Uptier, 3 of kind map to get one tier higher

So far i'm enjoying the maps as they available from very beginning of level
steffire3 13 Jul, 2017 @ 6:17pm 
@ Darkthan9800 (author): Congrats on the new mod!
Darkthan9800  [author] 13 Jul, 2017 @ 4:37pm 
The new mod that's a continuation to this one is done, and is up on the Workshop! Here's a link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=975268387
Darkthan9800  [author] 13 Jul, 2017 @ 3:27pm 
So far, based on testing, the trash in the Raids is easily clearable with my level 26 summoner Occultist, but he has a significant amount of vitality to get a lot of benefits from Carapace. So who knows? I believe it will be doable, but I have yet to test the bosses, so that'll be fun!
Darkthan9800  [author] 13 Jul, 2017 @ 12:02pm 
I just have to make one more map, then I'll release the "part two" mod!
Darkthan9800  [author] 13 Jul, 2017 @ 10:37am 
I just realized how difficult these raids are going to be *evil laughter*

good luck guys haha
steffire3 12 Jul, 2017 @ 11:39pm 
@ Darkthan (author): I say yes to all of it, we could use variety and diversity with Torchlight map challenges!
Positive Mental Attitude 12 Jul, 2017 @ 9:50pm 
Atziri raid ? I'm in. Don't forget uber raids
Darkthan9800  [author] 12 Jul, 2017 @ 2:39pm 
More importantly, do you think that raids should act like the roguelike dungeons from Grim Dawn in the sense that they'll need keys to open? I think that would be cool, especially if you could only get the keys from tiered map bosses.
Darkthan9800  [author] 12 Jul, 2017 @ 2:27pm 
I'm currently planning out how raids will work, I'm thinking that Raids will only have one floor, be a planned out dungeon that doesn't change, and will have multiple bosses and one difficult final boss. I'm also planning on having exiles in the raids as well. What do you guys think about that idea so far?
Positive Mental Attitude 9 Jul, 2017 @ 11:59pm 
@Darkthan9800 i will wait to see Mephisto, Diablo, and Baals. Andariel and Duriel already cute enough:steamhappy:
Darkthan9800  [author] 9 Jul, 2017 @ 10:42pm 
@Positive Mental Attitude, anything that I would add to this mod, I'm now planning on adding the the "part 2" version that will come out soon.
Darkthan9800  [author] 9 Jul, 2017 @ 10:42pm 
@Positive Mental Attitude, awesome! Just a heads up though, this mod can't be updated because of some programming errors within the editor itself, these complications were created because of how large the mod is. However, I am in the process of making a "part 2" version of the mod that will be on a new page.
Positive Mental Attitude 9 Jul, 2017 @ 8:38pm 
@Darkthan9800 Cool, i will try your current maps while waiting for further updates
Darkthan9800  [author] 9 Jul, 2017 @ 10:05am 
@Positive Mental Attitude, a lot of the maps from POE wouldn't be portable because of the tile-sets they use. Sadly, a lot of their maps use outdoor ruins and things like that, and Torchlight II doesn't have a great outdoor ruins-y type tile-set.
Darkthan9800  [author] 9 Jul, 2017 @ 10:02am 
@Positive Mental Attitude, what I can do in regard to making new spawnclasses is have all of my monsters in the dungeons I create have an increased chance to drop maps from my mod. That's something that I can do pretty easily.

Currently I'm just coming up with my own ideas for Map Bosses and Maps, I get inspired by POE's maps and make something similar, but I would never want to directly rip off a boss or map. Like what I just made, I didn't make the Strand map in Torchlight II, I just made something that might feel similar in theme.

I would love to be able to make a lot of Tiers for maps, hopefully the challenge will scale appropriately! Currently how I've been doing it is having a debuff placed on the player that increases damage taken and reduces his/her damage output by 10% per Tier.
Positive Mental Attitude 9 Jul, 2017 @ 5:18am 
@Darkthan9800 yeah man, it's sad that Strand is overused. There's hundreds of maps but people only do strand.

Actually, i'm also doing this kind of thing. I rename all mapworks into PoE-ish name
Ezrohir Factory -> Factory Map
and made map Tiers of them from T1 until T7 (L45-L105)


But it's so sad that i can't create new area from preset or scratch. What i'm eager to hear is if you can recreate all 15 Tiers of maps and create working spawnclass from them. (Buying from NPCs is silly IMO)

So far, i've created few map affixes and their spawnclass. I haven't check my spawnclass, though. If you want, i can gather some information about all T1-T15 maps, and see if they are port-able here
Darkthan9800  [author] 8 Jul, 2017 @ 8:29pm 
@Positive Mental Attitude, I don't know man, I don't usually create maps with specific layouts for the reason of farming them. I'm adding maps to Torchlight because I've always wanted more variation in what the game usually presents. If I add a map that everyone will use for farming and no one wants to do any other maps, it defeats my original purpose for the mod. So to answer your question, I'll add a map that is Beach/Strand themed, but I don't want to make something that people will overuse.

If you have any suggestions for a specific theme or map from POE that you want me to do, I'll gladly do that!
Positive Mental Attitude 8 Jul, 2017 @ 9:30am 
@Darkthan9800 You know strand meta right ? People are shaping strand maps because it's very linear layout. And if you able to create that outdoor maps, it will be very great of you
Darkthan9800  [author] 6 Jul, 2017 @ 5:09pm 
@Positive Mental Attitude, hi, I was just wondering what you meant by "Strands," do you mean like a beach? So like a beach dungeon? If so, I'm actually making one right now haha, quite the coincidence!
Positive Mental Attitude 6 Jul, 2017 @ 2:43am 
Please add Strands :)
steffire3 1 Jul, 2017 @ 9:42pm 
@Darkthan9800 (author): We are fine with this decision!

What matters is that we get the dungeons that have been planned and if that means losing some TL1 visuals then it's all good!

^_^
Darkthan9800  [author] 1 Jul, 2017 @ 9:09pm 
The second mod will pick up where this one left off, it will add in a bunch of new Tier 2 maps, hopefully a Raid, and Exiles that will wander around Tier 2 and above maps! I can't wait to get started on it!
Darkthan9800  [author] 1 Jul, 2017 @ 8:50pm 
In short, I will not be updating this mod anymore, and am moving onto a new project that will only use assets from Torchlight II. This new project will add in maps for Mapworks, and will have dungeons, raids, and exiles in the higher tier maps. I hope that you guys are excited for what I have planned up next, and I am sorry that there isn't anything that I can do to continue working on this mod.
Darkthan9800  [author] 1 Jul, 2017 @ 8:49pm 
I AM however going to make a second mod that would only use assets that are pre-built into Torchlight II, the porting over of assets from Torchlight I was the primary issue that was causing all of these problems with the editor, and the crashes in the game. Everything that I was planning on making in this mod will be in the new one that I plan on making soon. To be honest, it will probably be better off this way, since the editor will not (hopefully) throw unhandled exceptions now that I will only be using assets from the game itself, stuff that it was MADE TO USE.