Torchlight II

Torchlight II

Ability Spells (8 Added Spells)
26 Comments
TOG | Phanjam 17 Jun, 2020 @ 8:58pm 
hey @doudley! may i used this mod of yours in the Variant Items mod?
doudley  [author] 21 Feb, 2017 @ 12:35am 
I don't know how we'll be able to bypass that limit. It's part of the game mechanics. My block spell already gives you 999% block chance but the game can only have it up to 75%.
Lone Wolf McQuade 20 Feb, 2017 @ 11:07pm 
Hey I noticed the block chance is maxed out to 75% while using Absolute Block (shows on arcane stats page). Do you know of a way to circumvent that limit, but only for your Spell?
doudley  [author] 19 Feb, 2017 @ 2:49am 
Actually it can already, you just have to beat spar demon and you'll have an ally for 30 minutes! Unless it dies before it reach the said time.
Lone Wolf McQuade 19 Feb, 2017 @ 2:40am 
Any chance you could make another spell where the spar demon is a friend that you summon for 30-60 seconds?
doudley  [author] 27 Dec, 2016 @ 10:22am 
Please do. Hoping you had a bit of fun with this mod.
Beast 23 Dec, 2016 @ 2:06am 
@doudley: Sweet, looking fwd to trying these out.
steffire3 17 Dec, 2016 @ 2:05am 
"Various dependant scenario functionality" is what is most appealing to me since that "strategy of choices" is what keeps me playing modded Torchlight time and again.

Combat game characters and their replay value have usually rested on the skill spell options available and you have extended that in a small big way with this mod.

And we always appreciate whenever someone makes the game deeper for us all.

-^_^-
doudley  [author] 16 Dec, 2016 @ 9:57am 
Yes, there is some kind of balance. From its selection, to its allowed usage. The beauty with working with spells, is that, they don't have the limitation the class skills has, in regards with class specific themes and skill hierarchy. We can make a spell as simple as Switch Places or as complicated as Spar Demon. We can even make it outrageous, with level variations or make a spell have various functionality depending on various scenarios from various caster.
steffire3 16 Dec, 2016 @ 8:43am 
There is a certain balance in having to choose which spells to build around yet overall the fact that they can be used by any class especially modded ones makes this way more useful than any added skills to the original classes just due to the openess of spells in Torchlight... it's like the skeleton summons that any class can use from the vanilla game... only now we have something to choose from other than just icey fire missiles and passive boosts.
doudley  [author] 16 Dec, 2016 @ 4:08am 
Thank you too for the comment. It's fun making these spells, it's less troublesome than trying to make a whole new skill for a class. The only problem with these new abilities, is that there are not enough quick slots to put them into.
steffire3 16 Dec, 2016 @ 2:31am 
They look good! Thanks for making them.
doudley  [author] 15 Dec, 2016 @ 8:15am 
An update has been released.

We now have 4 additional Ability Spells to play around with :)
steffire3 9 Dec, 2016 @ 3:22am 
Thank you so much for that thoughtful response!

I will deeply consider your words as I make my choices.

-^_^-
doudley  [author] 9 Dec, 2016 @ 3:17am 
I remember using something like Mob Swarm. Going to a corner then suddenly being swarmed by enemies. I had to step away before I can make my move. It was fun.

To make your gameplay more difficult, modifying the graphs and death penalties is the way to go. But enemy spawns are strategic and narrative to the terrain. It would be more fun if the game has more than expected rather than the usual. Although in the long run, it doesn't matter if its more enemies or harder gameplay. As long as the story progression has not been noticebly compromised.

Boss Brutality and Mob Swarm seems more creative and fun but Epic Mod and Eclipse Elite feels more static and yet much balanced overall.
steffire3 9 Dec, 2016 @ 2:00am 
@Doudley: Not on topic yet what mods would you recommend we use if we wanted to make the game harder by increasing basic enemy stats and lowering player numbers on Elite difficulty besides Synergies?

Epic Mod, Boss Brutality, Eclipse Elite, Mob Swarm, Harsher Death Penalties; are the ones I'm thinking of.
steffire3 5 Dec, 2016 @ 2:31am 
@VioletDeadly:

On Steam version: Click green button "subscribe" and make sure it downloads completely, then load game and select the lower red button (at the pre-game screen) then check the box of this mod which will place it on the right side then start the game.

If using other mods then selecting the mod name on the right side then using the arrows before starting the game to place it on top will give it priority over other mods.

You can also port your characters from the original game into the modded game by copy pasting the SVB files from the save folder into the mod save folder... mine is located under documents/my games/runic games/torchlight 2/save.
VioletDeadly 5 Dec, 2016 @ 12:06am 
I have mods for several games, and I used to play Torchlight 2 alot until I got addicited to Diablo 3. Anyways, on other games there is a tab, a section that says activate mod, heres the mods you have so forth. Where the f*** is that in this game?? I wanna use your mod.
doudley  [author] 2 Dec, 2016 @ 7:41pm 
Thank you for the explanation. I understand how it may seems over the top especially for beginner levels but we should be rested to know that Block and Charge now has convincing penalties. Plus, as you have experienced using Block, you cannot move or cast for 2 seconds while active.

Thank you also Molvic, for thinking it so and the idea is also tempting but I'm afraid I might not have enough time to go through with that. Bits and pieces of idea, here and there, where my mind is at now. I was thinking of adding more ability spells though, but I still need to catch up on my updates for my other mods.
BIG AIM by Molvic 1 Dec, 2016 @ 2:14am 
Well the idea is great - you could make a whole mod where you only gain stats and find skills as you procces throug the game. So you would have your own custom class and lots of replay abillty
*Yuki* 30 Nov, 2016 @ 9:49pm 
they are OP, cuz block >guarantee succeful blocks, not temporary increase chance to do it.
And ability to fill up charge bar, while its completely useless on high lvls, coz you will get full charge in 1-2 casts, is disbalanced for lower ones (cuz of buffs, they provide directly, or tru spells enhance, if we are talkin engineer)
doudley  [author] 30 Nov, 2016 @ 7:02pm 
An update is comming soon. It will fix texture map issues that I am having.

To be honest, I can't see why block and charge are OP...I did not play around with synergies or other difficulty enhancing mods. A brief explanation will suffice or an idea to make these spells grounded for balance. Thanks.
steffire3 30 Nov, 2016 @ 1:32am 
Agreed with Yuki on the power and I feel these are perfect for the difficult mods like Synergies... definitely not vanilla balanced.

Of course I will have to test them first to see if they function well... what and how many levels or tiers do these spells have?

Also do you have the console cheats at least to test them immediately? Drop rates are a matter of me hoping they appear... or I could simply rely on lost spirit merchant and spell vendor mods.
*Yuki* 29 Nov, 2016 @ 10:17pm 
Leap may be handy, but block and charge are OP af
doudley  [author] 29 Nov, 2016 @ 9:40pm 
You're welcome and thank you too for your contributions. I hope you can continue to do so and steer TL2 Mod scene even more to its creative potential.

And while you're at it, feel free to test my new rendition of these spells. They are a compilation and fully improved version of some of my unpublished mods here on Steam.
steffire3 29 Nov, 2016 @ 6:04pm 
Doudley you're back! I haven't seen you here since 2 years ago in Custom (Added) Skills for Engineer!

I just want to thank you for those kind words which encouraged me to continue assisting the growth of the TL2 Mod scene with ideas wherever possible.

-^_^-