Torchlight II

Torchlight II

Your Torchlight II Transmutation Station
Here you can find mods that allow nearly unlimited customization of Torchlight II. Use the GUTS Editor to change almost any aspect of the game and share your creations with the community. Click here to learn more.
doudley 50 19 Mar, 2017 @ 10:29am
Dungeon Challenge by Attack Gorilla [Workaround mod]
Dungeon Challenge Mod - Addon Spawn Fix
https://drive.google.com/open?id=0B8nZo53ucHqjV3c5QVJVNlVoUWs

If you use that with

Dungeon Challenge Mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=141154291
Dungeon challenge001_AG won't be able to spawn untargetable, invincible, and can-cause-a-crash enemies.

or you can use the combined version

Dungeon Challenge Replacement Mod - Spawn Fix and More
https://drive.google.com/open?id=0B8nZo53ucHqjQm9ZckhTU3VyVWc

Not only it fixes the unintended spawning issues, this mod was also adjusted to make both AG's dungeon a bit more tolerable and more fun to handle.

____________________________________________________________________
THIS DISCUSSION IS MEANT FOR TESTING AND CONCEPTUALIZING A SUITABLE FIX FOR DUNGEON CHALLENGE MOD. SAID FIXES ARE FOR TEMPORARY USE ONLY AND SHOULD NOT BE USED OTHER THAN ITS PURPOSE.
Last edited by doudley; 28 Mar, 2017 @ 3:34am
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Showing 1-15 of 39 comments
steffire3 9 20 Mar, 2017 @ 12:57am 
@ doudley [author]:

Thanks for releasing this!

I'm looking forward to it!

^_^
doudley 50 20 Mar, 2017 @ 1:20am 
The replacement mod will spawn 1 champ every 25 minion kills, boss will appear every 5 champ kills. I'd like to change too how the level increment for minions because their level increases per each kill and that's not fun anymore...maybe we can make it every 10 kills or every champ kills instead? Then it will be same goes to champ's level increment, raises only on each boss kills....

Once this is all done, I can give you the mod files and you can change it to what you want or even add specific monsters in it.
Last edited by doudley; 20 Mar, 2017 @ 1:25am
steffire3 9 20 Mar, 2017 @ 4:14am 
I really like the new changes I'm reading. ^_^

I also thank you for making all these mod files available for edits and stuff!

= = =

I also agree based on my past experience with AG01 that the Level Up of foes needs to be extended with further kills otherwise the foes quickly out level the player.

I also assume that these kill numbers apply to both 1 and 3 spawn options?
doudley 50 20 Mar, 2017 @ 4:25am 
Yes they do, hard mode enables two more unit spawners. Ultra hard mode doubles the spawning of all spawners (or it is timed, not exactly sure). Currently, when a monster got killed from a spawner 1, it will respawn another and increase its level. Same goes to spawner 2 and 3.

My replacement mod will read the death counts of all spawners, that way it can spawn a champ.
steffire3 9 20 Mar, 2017 @ 4:31am 
I assume the "Addon Fix" only reads a limited count?

I can also confirm from the original "AG01 Ultra Hard Mode" that it is timed, if the player couldn't kill foes [especially high health Bosses] in time then the reinforcements would have to killed to reduce the threat... or more Bosses spawned and then the player was doomed [at high level especially].

Good times with the original wacky AG01 systems... balanced it was not. XD
Last edited by steffire3; 20 Mar, 2017 @ 4:34am
doudley 50 20 Mar, 2017 @ 4:49am 
The addon fix is just a way to prevent unit spawners summoning units that are invincible, untargetable, and those could cause a crash. It did not touch the files of AG01 mod, so be sure to have AG01 in your mod order.
doudley 50 20 Mar, 2017 @ 5:03am 
I forgot to tell you that you cannot use both replacement and addon in your mod order. They share the same mod ID.
steffire3 9 20 Mar, 2017 @ 5:17am 
Thanks for informing me about the ID. ^_^

I assume I should test "Addon" to see if the banned list is the fix for AG01.

I should test "Replacement" without "Addon or Original" and check the new changes.
doudley 50 20 Mar, 2017 @ 5:20am 
Thanks steffire3, you are the best!

EDIT:

Any progress with this? Should we change the level increment between champ kills or boss kills? How many times are minions needed to be killed before a champ appears and how many times are champs needed to be killed before the boss can spawn? Should we continue with replacement mod or using the addon spawn fix is already good enough mod to be used for Dungeon Challenge mod by AG?
Last edited by doudley; 26 Mar, 2017 @ 6:25am
doudley 50 27 Mar, 2017 @ 11:47am 
https://drive.google.com/open?id=0B8nZo53ucHqjQm9ZckhTU3VyVWc

I updated the replacement mod here are the changes:

DungeonChallenge01 Conditions:
  • Spawns a Champion for every 9 minion kills
  • Spawns a Boss for every 4 champion kills
  • Kill a boss to increase level of every spawned enemy

I eleminated spawns of invincible and untargetable units in this dungeon, that means no more target dummy, no more pets, no more game crash.

DungeonChallenge02 Conditions:
  • Spawns a Champion for every 25 minion kills
  • Spawns a Champion Skeleton Mage for every 10 champion kills
  • Kill a Champion Skeleton Mage to kill all spawned skeletons
  • Dungeon level increases with your character level
  • Champions are always 1 level higher to you
  • Champion Skeleton Mage is always 5 level higher to you

The giant skeleton has been changed and will make an action to kill all skeletons.
Last edited by doudley; 28 Mar, 2017 @ 9:36am
steffire3 9 28 Mar, 2017 @ 1:20am 
I look forward to the new changes!

I've actually been trying to random spawn an AG01 map from the map seller using the Addon over the Original so I'll let you know when I access it.

Then I will seek to random spawn the Replacement AG01 after subbing out those two.

Mainly, I'm just trying to get some free time to test the mods.
Last edited by steffire3; 28 Mar, 2017 @ 3:58am
doudley 50 28 Mar, 2017 @ 3:23am 
I didn't know that the Dungeon Challenge scrolls can be obtained without the console o_O

That's good because I was just thinking of making the scrolls more accessible, now I won't have to anymore! :D

Originally posted by steffire3:
Mainly, I'm just trying to get some free time to test the mods.

As it turns out, it's fun to take on this project, lots of ideas has came to me but I know I wouldn't have this opportunity without you giving me this task. So, just take your time and I'll wait for your blessing before publishing it.
steffire3 9 28 Mar, 2017 @ 4:20am 
Thanks! I appreciate the patient dedication of these mods improvement!

I also feel that the new numbers and changes are beneficial for both dungeons.

= = =

I will try to remind myself in the future to inform you of all available features regarding my knowledge with these mods since I didn't realize you weren't aware of the map's vendor spawn chance.

Since I'm always answering player's questions about mods, I simply forget that modders need some of that info too. ^_^

= = =

I find that it would be much easier if the maps (in any AG01 mod) had a guaranteed spawn in some way since it can take a few vendor resets to make the maps appear in the Mapworks for sale.
Last edited by steffire3; 28 Mar, 2017 @ 4:23am
doudley 50 28 Mar, 2017 @ 7:23am 
Originally posted by steffire3:
Since I'm always answering player's questions about mods, I simply forget that modders need some of that info too. ^_^
Lol Probably I'm the only one because I dived back in into modding before getting familiarized with the game :P

Originally posted by steffire3:
I find that it would be much easier if the maps (in any AG01 mod) had a guaranteed spawn in some way since it can take a few vendor resets to make the maps appear in the Mapworks for sale.
I'll look into this, maybe I can increase the item chance of these maps in Mapworks.

Also, I'll rename the file names to Dungeon Challenge 01 & 02 (DC01 & DC02) to make it less confusing for me because AG01 is the code of the mod anyway. I'll post the update soon, so please redownload the file when you get the chance.
Last edited by doudley; 3 Apr, 2017 @ 7:23am
doudley 50 3 Apr, 2017 @ 7:25am 
Dungeon Challenge Renewed[drive.google.com] mod has been updated.

A replacement mod for Dungeon Challenge mod by Attack Gorilla. Don't use both mods at the same time.

The purpose of this mod is to have a better enemy spawning control on both dungeons and at the same time make them more tolerable and fun.

DungeonChallenge01 Conditions:
  • Dungeon level increases with every Boss killed
  • Spawns a Minion for 1 minion kill
  • Spawns a Champion for every 9 minion kills
  • Spawns a Boss for every 4 champion kills
  • Champions are always 1 level higher to you
  • Bosses are always 5 levels higher to you
  • Spawn 2 Minions more on Hard Mode
  • Spawn 3 Minions more for every 10 seconds on Ultra Hard Mode
  • Switch the "Reset Lever" to kill all recently spawned enemies
  • Switch the "Reset Lever" to untoggle Hard mode and Ultra Hard Mode

I eleminated spawns of invincible and untargetable units in this dungeon, that means no more target dummy, no more pets, no more game crash.

DungeonChallenge02 Conditions:
  • Dungeon level increases with your character level
  • Spawn 2 Minions for every second
  • Spawn 2 Minions for every 1 minion kill
  • Spawns a Champion for every 50 minion kills
  • Spawns a Champion Skeleton Mage for every 10 champion kills
  • Kill a Champion Skeleton Mage to kill all spawned skeletons
  • Champions are always 1 level higher to you
  • Champion Skeleton Mage is always 5 levels higher to you

The giant skeleton has been changed and will make an action to kill all skeletons. The plunger to start the challenge will reappear when you defeat the Champion Mage

Dungeon Challenge Maps are sold by each town's Blacksmith
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Date Posted: 19 Mar, 2017 @ 10:29am
Posts: 39