Torchlight II

Torchlight II

safe dialogs
zParticle  [developer] 19 Apr, 2013 @ 5:06am
too safe?
I'm considering ditching the heal-on-exit and changing the name to "safer dialogs" instead.

The mod is intended to address an interface annoyance, and it takes two primary forms:
  • You get interrupted by a single straggler that would normally pose no threat, but have to abort your reading/enchanting/reward selection to take care of that one mob so it doesn't eventually kill you.
  • You're in the middle of a maelstrom of mobs and accidentally click on an NPC, opening up a dialog that requires a response before you can actually return to defending yourself, taking damage the whole time.

These events do add to the immersion, but make it all about the monsters at the expense of a smoothly flowing game. And you potentially miss out on some items and enchanting, not to mention the story, which is no fun.

The mod works by temporarily making your character an invalid target and preventing you from being reduced below 1 HP once that dialog opens. In the second scenario you could still take a lot of damage from spell effects and missiles that had already fired, so it's very possible to exit the dialog with next to no health.

My reasoning was to avoid the scenario where you return to combat and die instantly anyway; to provide a little extra confidence on leaving the conversation that you can deal with what's out there.

Now I'm afraid it might be tempting to abuse NPCs and quest items as free healing points, and that even the "natural" healing may subtly change the game balance.

Any opinions? Hardcore players?
Last edited by zParticle; 19 Apr, 2013 @ 5:14am
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Showing 1-6 of 6 comments
That Wun Wabbit 20 Apr, 2013 @ 4:12pm 
I think it'll be fine as long as i subscribe and then forget it's there. If I remember it's there, I'll abuse it. So don't put any reminders in the dialogue that players will be healed and we can still go all out
jtd871 1 May, 2013 @ 6:23pm 
Well, I'm not a HC player, but I see your point about abuse, and do think that it could kind of affect gameplay negatively. You could maybe do 1 of the following - 1) record the HP and MP of the player and pet on entering the dialog, ensure that they stay alive during the dialog, and restore the original value on exit (I don't know if this logic is possible using GUTS or with whatever existing logic is present in the mod, but I hope that you might find a way). 2) ensure that HP and MP are at least *half* of full upon exiting the dialog, giving the player a chance to quaff a potion or trigger a spell for avoiding getting one-hit immediately after exiting.

I have experienced being victimized by mobs while in a dialog (and no way to 'escape' out of the dialog, either), and I think this is mod is a good idea, again, provided it is not abused.
Charlie Cyprus 6 May, 2013 @ 10:32pm 
I haven't tried this mod yet, but as I understand it, your health is healed when you finish talking to a NPC. This is actually a random gameplay crutch and really has no place in fixing the annoyance of being whacked in a menu. Pausing the game on dialog is already the perfect fix, no need for the handicap.
notpsion 11 May, 2013 @ 4:58pm 
If there's a way to 'freeze' hp while in the conversation - so you neither gain nor lose any - that seems ideal. If not, then I'd rather have the heal on exit.
roberto tomás 6 Mar, 2014 @ 11:14am 
if you do it zParticle, I'd want it :) I play a lot in HC and almost not at all in res mode anymore.
[R] Nerva 2 Oct, 2018 @ 12:33am 
Originally posted by notpsion:
If there's a way to 'freeze' hp while in the conversation - so you neither gain nor lose any - that seems ideal. If not, then I'd rather have the heal on exit.
This. Leaving a dialogue with 1 HP with enemies still active in your vicinity is barely different from leaving dead. Literally anything that hits you as you come out of the dialogue will end you.
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