Torchlight II

Torchlight II

Torchfun - The Overhaul 1.73
Lepo  [developer] 6 May, 2013 @ 3:01am
Patch 1.1: FIRST STEP TO PERFECTION
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GENERAL:

-Enchanters now always spawn in dungeons and chance to spawn for better enchanters is drastically increased.
-Emblem of nature now has a more visible text color.
-Magic potion now has a more visible text color.


DROP CHANGES:

-Spells now drops from normal monsters with a 0.5% (down from 1%) chance.
-Scroll of waves: drops from normal monsters with a 0.6% (up from 0.25%) chance.
-Mana potion drop chance is now equal to health potion drop chance.
-Normal monsters no longer drop legendary.

-Breakables overhaul: urns, trunks, pagoda and every other similar breakables no longer drop equip items.
They now drops: health and mana potion with a 4% chance, scrolls with a 2.5% chance, gem fragments with a 1% chance, gold with a 12.5% chance.
At level 90 they start to drop maps with 1% chance.
At level 100 they start to drop magic paper with around 1% chance.

-Armor rack overhaul: instead of drop random white or green, with a ridicolous low chance to find interesting things they now:
-always drop 1 Armor scrap
-95% chance to drop 1 green armor
-5% chance to drop 1 blue armor

-Weapon rack overhaul: instead of drop random white or green, with a ridicolous low chance to find interesting things they now:
-always drop 1 Weapon scrap
-95% chance to drop 1 green weapon
-5% chance to drop 1 blue weapon

-Fishing hole overhaul: in vanilla fishing holes are containers with random and non-sense thing like magic boots (why runic, why?), random ring, neclake or belt (again why runic, why?) and other random generic stuff.
They now have a better clear loot list:

Town hole:

-Fish: around 88% chance.
-Armor and weapon scrap: 1.5% chance.
-Gem fragments: 2% chance.
-Identify and waypoint scroll: 3% chance.
-Socketable: around 0.3% chance.
-Spell: around 0.6% chance.
-Health and mana potion: around 1% chance.
-At level 100 there is a 5% chance to fish a magic fish.

-Promising fishing hole: Increased numbers of attempts from 6 to 9.

-Fish: 82% chance
-Pet armor: 10% chance
-Fish longer transformation: 5% chance
-Fish permanent transformation: 3% chance

-Secret fishing hole: Increased numbers of attempts from 3 to 6.

-Pet armor: 20% chance (but better quality then promising fish hole)
-Fish longer transformation: 30% chance
-Fish permanent transformation: 50% chance


SPELL CHANGES:

-Bee swarm: it’s now a level 76 spell. It no longer does damage. Mana cost increased from 15 to 150. 100% (up from 40%) chance that target Flees for 5 (up from 1) seconds.


NEW ITEMS:

-Gem fragment is now called Elemental gem fragment. They now drops from normal monsters with a 1.5% chance (down from 3%), no longer drop from champions.
-Potion of minor wrath: increase damage done by 5% for 15 minutes. Drops from normal monsters with a 0.5% chance.
-Potion of minor rightness: decrease damage taken by 5% for 15 minutes. Drops from normal monsters with a 0.5% chance.
-Minor Magic potion: increase magic find by 10% for 15 minutes. Drops from normal monsters with a 0.5% chance.
-Magic paper: drops from breakables at level 100 with a 1% chance.
-Magic fish: fishable in town at level 100 with a 5% chance.
-Superior resistances potion: +120 to all elemental armor.


NEW RECIPES:

A Random Unique: use 4 Magic paper to craft a random unique.
A Random Unique: use 4 Magic fish to craft a random unique.
Iron, Void, Chaos or Blood ember: use 10 elemental gem fragment to craft Iron, Void, Chaos or Blood ember.
-Superior resistanced potion: use 4 resistanced potion to craft 1 superior resistances potion.


-MONSTERS TWEAKS:

-Noxiuss mass no longer drop emblem of valor.

Act 1:

-Warmaker base health increased by 30%, size increased from 1.4 to 1.6
-Rune caller base health increased by 10%, increased size from 1.2 to 1.5


Act 3:
-Dwarven battle turret base health increased by 20%
-Nether brute base health increased by 20%
-Netherrim spell breaker base health increased by 30%
Last edited by Lepo; 18 Jun, 2013 @ 2:04am
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Showing 1-15 of 35 comments
Lepo  [developer] 6 May, 2013 @ 5:57am 
Monster's critical damage is something that could be very frustrating, especially in elite difficulty.
What do you think about it? What if it will be disabled or nerfed?
Last edited by Lepo; 6 May, 2013 @ 5:59am
Lepo  [developer] 6 May, 2013 @ 11:46am 
Take a look at breakables changes and tell me what do you think. I also want to make weapon and armor rack to drop better items.
Deitri 6 May, 2013 @ 2:12pm 
I have a suggestion: put some of the main enchanters on the city, by "main enchanters" I mean Attribute, Luck and Master, but for "balancing" purposes I think only Attribute and Luck would be nice. I'll tell why this would be a good addition: After we reach level 100 and get some decent gear, we start hunting for the Master or Attribute enchanters and it's so random that you may spend more time trying to find one of these guys than trying to find a 105 gear. Placing them on the city will only remove the "farming process" to find the enchanters, because we will still have to spend alot of gold to get the perfect combination of stats.
Lepo  [developer] 6 May, 2013 @ 4:23pm 
I don't know how to add an npc in the world, but your suggestion could be very usefull in another way.

I have made some test with the editor and i found that indeed the chance to find an enchanter is around 20%. It's really low, and the chance to find the grand master is less then 1%!
This ridicolous low chance means that you can farm 10 dungeon without find anyone of them!

What about a 100% chance to find 1 random enchanter in every mapworks maps? Could be very addictive to farm maps.
I'm very happy for this suggestion, this change could be very nice for the mod. Thank you!
Last edited by Lepo; 6 May, 2013 @ 4:26pm
Lepo  [developer] 6 May, 2013 @ 4:38pm 
Idea for new armor and weapon rack drops:

-100% chance to drop armor or weapon scrap.
-95% chance to drop 1 green item, 5% chance to drop 1 blue set item.

I always found racks pretty useless, this change could make them more interesting.
Last edited by Lepo; 6 May, 2013 @ 4:39pm
Deitri 6 May, 2013 @ 4:56pm 
Yea, that would be great. 100% chance for random enchanter will keep the farming process but it will be WAY more satisfying. I guess this is the perfect solution to not ease things too much.

Glad to be of help! :)
Lepo  [developer] 7 May, 2013 @ 2:24am 
Update: i have done a lot of things for the update. Read first post to check news.
I still have to do: changes to enchanters chance to spawn, few tweaks to Act 1 monsters and maybe other changes suggested by community.
Last edited by Lepo; 7 May, 2013 @ 9:02am
[GE] vitaum.38 7 May, 2013 @ 3:54pm 
One problem that me and my friend found in this mod was the low drop rate of items. Heres the problem. In this mod we level up pretty fast, but we do so without killing a lot of mobs. That means that we dont get much loot and a lot of it consists of white and green items. The mobs get tough pretty fast and our gear doesnt keep up with it. I had to rely on the armor/weapon merchant so that my gear wouldnt fall too much behind in terms of level. In the end, good part of my money is being used in the item shop and i have to be pretty careful about dying because if I do = bye bye money (no potions and no items from merchants =x). It would be far more rewarding if we could farm better items from monsters, after all, in elite, even the normal ones are quite tough! I also think that the shields of monsters take too long to break =p

PS: I hope I did not sound too harsh, I still think this is the best mod I've played so far and I'm still having a blast with it. Just wanted to share some of my concerns regarding this mod.
PS 2: Im playing Outlander Elite with a friend, so you can get a better picture of the situation.
@IL_Giudice FYI: Just yesterday my friend and I finally beat the game with Torchfun parts 1 and 2 on, also with LurkerBalance as well. Progressing continued to be a constant challenge right up to the end, and I enjoyed it way more than my first play through in vanilla. Now I'm giving Torchfun Complete a chance to see how it is with all the new addons.

Also with respect to your comment about monster criticals: I think they are hilarious and should remain in the game. There is little to no penalty for death in this game so I say leave the crit in!

Originally posted by vitaum.38:
One problem that me and my friend found in this mod was the low drop rate of items.
PS 2: Im playing Outlander Elite with a friend, so you can get a better picture of the situation.

One of the reasons this mod is awesome. It promotes progression. Try running through on Veteran first, maybe a couple times to collect some good pieces. Then build an elite character with exceptional unique items and enchantments from Borris.

I just beat the game on Elite, Engineer, 2 hander melee spec, with Mage friend playing wand chaos spec. We also had LurkerBalance on top of this mod, making it even more challenging.

It's good to keep the skill/progression cap high to allow for some creativity and replayability. Increasing loot rates or making Elite mode easier in some way is no fun for a player like me! Don't spoil the fun by removing the challenge!

--
Edit 1: OK I played TFU for another 2 hours or so and I have to say the overhauled gem system is not at all any fun to use. Let me see if I understand: you can no longer combine 2 of same type to upgrade (need 4), and you can no longer use high grade socketable recipie?
So the only way to get rare gems is by combining 30 gem fragments? How does that recipie work for different levels of gems? Do you always have a chance to random chips or shards of any type? I only collected enough for ONE gem in my full level 120-140 map run - and I got a regular old giant flame ember, which is now only a tiny portion of the reagents needed for the special garnet gem.

Moreover, now I have to worry about a dozen new reagents. A handful seem to be used in crafting your new high grade gems (which are nice... but not exactly a substitute for crafting rare socketables since they are more expensive to craft).

The other reagents like armor and weapon scraps that are used to craft rare/unique/legendary pieces are seemingly of no use at all. Why not just increase loot rates instead? You end up with a random piece after transmuting anyway so what's the point? The only reason to have something like this in the game is to use it like you did the high grade gems - specific recipies craft specific armor/weapons from specific reagents. That way you can collect up tokens and fragments, and spend them on the gear you want - not just more random loot.

So far I'm thinking I will switch back to TF1+TF2. The new stuff in TFU is not for me unfortunately. (Don't forget I love your mods though :] )
Last edited by Svenge_[dotabased.com]; 7 May, 2013 @ 10:01pm
[GE] vitaum.38 7 May, 2013 @ 10:39pm 
@Svenski: I hadnt seen this point of view. It sounds fun to first finish it in Veteran so you can be prepared to the Elite. On then other hand it feels to me that the "veteran farming" kinda goes the opposite way of the 1 run through thing (the main aspect of this mod in my opinion). Don't get me wrong, I don't want it to be easier, I just want it to be more "balanced". I dont wanna die because my gear is crappy(way underlevel). Anyway, I understand your point and Im definitely gonna run a Veteran char to farm up some gear.
About your edit, I agree with you about the scraps (though i find it fun too, it feels a little different than simply griding monsters). But I find the emblems very useful. The valor emblem, for example, gives you a certainty of a good item. It is a reward for your effort of killing the enemies. Just raising the drop rate of uniques and legendaries will not give you the same certainty (and in my opinion the game becomes less rewarding). About the gems, havent used the recipies yet, cant talk abou that.

Another thing that I would love to see is some new classes in this mod, but this probably goes off the scope of the mod. Just saying though =p.

@IL_Giudice: I like the changes to the breakables and the armor and I think the idea of 100% random enchanter is cool. Not sure about the monsters crits though. I will have to play with a melee and see how frustrating it gets.
Last edited by [GE] vitaum.38; 7 May, 2013 @ 10:53pm
Deitri 8 May, 2013 @ 12:00am 
I have to mention that using Torchfun on a Elite character that was leveled before TF makes it pretty impossible to progress. I downloaded TF so I could create a new Outlander and level him fast but then I decided to bring it to my Berserker also, who is level 80 (on NG+), and man...I get 1 shot by almost everything even using some level 100 items already, that Berserker cleans vanilla Elite normally.

I don't know how GUTS works, but I think it would be better if the difficulty didn't scaled that fast, just a bit till level 100 and then modify the level 105+ monsters to be really hard (like they probably are already). So with this change the Elite progression till 100 won't be near impossible (even when it's rewarding sometimes too much deaths tends to piss people off) but to reach perfection you'll have to face the hardcore content after you get the 100 tier, so you can get the 105 tier from buffed level 105+ monsters, and so on. Maybe reducing the critical damage as you mentioned will ease things up a bit, but I don't know if it will make a big difference.

It's just an idea, I really like high difficulties but on cases like this it's not hard, it's impossible. Ddon't take me wrong, I like the ideas behind this mod and I'm looking forward to the updates and I'll be always trying to help with ideas and suggestions.
Last edited by Deitri; 8 May, 2013 @ 12:14am
Deitri 8 May, 2013 @ 12:09am 
About gems and armor scraps thing, I can't say much about gems because I didn't touch it yet but the armor scrap I have a suggestion:
Remove the scraps used to create Uniques and Rares, just let Legendary scraps and reduce the drop chance to a low value (but higher than the Legendaries items drop). With these scraps you can create different Legendaries (new items created by you), they are only acquired by crafting and they could be the best in slot for every class. Something like that will only add more fun to the farming since we will be always progressing, even when not getting a new item you'll be happy to have some scraps after hours of farming, knowing that soon you will have a best in slot item.
Last edited by Deitri; 8 May, 2013 @ 12:14am
Lepo  [developer] 8 May, 2013 @ 2:53am 
Oh my god. Awesome feedback. Thank you guys. I’ll try to answer everyone and about everything.


@Vitaum.38
As you said “we level up pretty fast, but we do so without killing a lot of mobs. That means that we dont get much loot and a lot of it consists of white and green items.” This is really true and it’s the collateral effect of the mod.
Since i discover this side-effect i have decided to do many things.
For example normal monsters drop items with a slightly better chance, weapon and armor scrap are usefull to craft blue items, there are emblems usefull to craft uniques.
There are also "non-equip-related" stuff to reduce the negative effect caused by less drop: the resistances potion which increase your defense, the ability to craft rejuvenation potions which could be very strong, and potion of wrath and potion of rightness, which increase your defense and offense (remember that wrath and rightness potion negates the side-effect of magic potion!).

Patch 1.1 will introduce changes that aim to fix this problem: more gold from breakables, armor and weapon rack drop better items, promising and secret fish holes grant better items for your pet, and potion of minor wrath and minor rightness should give a significant boost to both your defense and offense.


@Svenski
The only way to find rare gems is from monsters. I didn’t realize that sorry. I will fix that ;).
The reason why i have increased gems required to upgrade is because of end-game gems. They are really powerfull so i thought that they needs more work to obtain them. Keep in mind that gem fragments are pretty easy to farm, and they will be more with patch 1.1.
About scraps: as i wrote to Vitaum.38 increase the general drop chance could screw up the entire end-game gameplay. Too much items means a fast way to “burn” the game in few hours.
I prefer to add new potion that increase magic find, or other currency that can be collected and used for crafting.
About random recipes: i know it’s not really good to have many recipes that just give a random result. I thought a lot about specific items that gives specific loot. But in this way we will have tons of currency, maybe too much to manage. So i choose to simply add many “random results recipes”.

[Edit] Again about gem fragment: results is based on your level, so if you collect them and craft at high levels you should istantly have many giant embers :D.
About new reagents: they are intended to add something new in the game. They are not a replacement of something. They just add rewards. There's no reason to avoid them in my hopinion.
I'm sure that after suggested tweaks you will come back to TFU :D.


@Deitri

The reason why your berserker is one-shotted is because he’s level 80 in NG+. And NG+ in Torchfun starts at level 105 :D.
The side-effect about drop rates and difficulty also suggest me to reduce damage done by monsters. Actually Normal monsters does -40% damage and champions does -20%. So monster's damage is already nerfed!
New items crafted by me and intended for end-game are already in my mind :D. But it’s something planned for the future.
Question: don't get if the problem is with berserker or outlander.


FEDBACK CONCLUSIONS AND SOLUTIONS:

Conclusions:

-Seems that find decent gear to progress could be hard sometimes.
-It’s impossible to craft chaos, iron, void and blood ember.


Possible solutions:

-Patch 1.1 will improve your gold amount, defense and offense capabilities, and with 100% enchanter chance you will often enhance your equip.
-I can add a Minor magic potion to give a solution about drop rates, usable or not, depends on your taste and needs. It could be something like “increase magic find by 20% for 15 minutes.” Drop from normal with a fair drop chance.
I prefer this strategy instead of a general drop buff, because in the end-game you will farm end-game maps, which they have very good magic find affixes, and also you maybe have in the end a lot of magic find on your gear.
-Introduce a new type of gem fragment usefull to craft missed socketable. So we will have gem fragment for ice, venom ,spark, fire ember, and a “new gem fragment” for chaos, iron, void and blood ember.
-Slow down how monster’s damage scale after, something around 80?
-No changes will be done for monster’s crits.
-A Superior resistances potion, that gives better buff then resistances potion.

After thath keep in mind to use every single new recipes and items, for a better comprehension of Torchfun balance.
If i have missed something, tell me.
I apologize for my english. :D
Last edited by Lepo; 8 May, 2013 @ 3:15am
Lepo  [developer] 8 May, 2013 @ 4:32am 
Ok, what i have done this morning:

GENERAL:

-Enchanters now always spawn in dungeons and chance to spawn for better enchanters is drastically increased.


NEW ITEMS:

-Gem fragment is now called Elemental gem fragment. They now drops from normal monsters with a 1.5% chance (down from 3%), drops in group of 3-6 from champion monsters with a 10% chance (down from 20%).
-Mystic gem fragment drops from normal monsters with a 1.5% chance, drops in group of 3-6 from champion monsters with a 10% chance.
-Minor Magic potion: increase magic find by 10% for 15 minutes. Drops from normal monsters with a 0.5% chance.

NEW RECIPES:

Ice, Fire, Poison or Spark ember: use 30 elemental gem fragment to craft Ice, Fire, Poison or Spark ember
Iron, Void, Chaos or Blood ember: use 30 mystic gem fragment to craft Iron, Void, Chaos or Blood ember

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So, the problem about rare socketables is solved. They are now craftable again.

About difficulty, now enchanters spawn always in dungeons, this means that you are able to enchant more often your equip, and with minor magic potion you can costantly buff your magic find (0.5% drop chance seems low but it will be fair).



Before put it live i still need to test it in-game, watch again about Act 1 monsters to tweak, and of course your feedback and suggestion regards latest changes.
Again about difficulty i forgot to mention spell changes. Some spells are now more viable to use, they cost more but they last also longer.
Last edited by Lepo; 8 May, 2013 @ 4:37am
@ IL_Giudice: Firstly I just have to say, you're awesome at responding and listening to feedback :D Keep up the superb work!

Just my 2 cents below on your latest changes:

Originally posted by IL_Giudice:
Ok, what i have done this morning:

GENERAL:

-Enchanters now always spawn in dungeons and chance to spawn for better enchanters is drastically increased.

Good idea.


Originally posted by IL_Giudice:
NEW ITEMS:

-Gem fragment is now called Elemental gem fragment. They now drops from normal monsters with a 1.5% chance (down from 3%), drops in group of 3-6 from champion monsters with a 10% chance (down from 20%).
-Mystic gem fragment drops from normal monsters with a 1.5% chance, drops in group of 3-6 from champion monsters with a 10% chance.
-Minor Magic potion: increase magic find by 10% for 15 minutes. Drops from normal monsters with a 0.5% chance.
I understand what you're trying to do here, and you did some really good work on the new recipies and items and such, but I honestly think the gem fragments should be removed - the game has a system to distribute gems; they drop from mobs and chests and you can purchase them from vendors. I don't think the fragments add anything but more loot clutter at this point.

Here is my only suggestion to improve your system, using these new recipies:
Gem Fragments (x3) + Ice Ember = Void Ember*
Gem Fragments (x3) + Fire Ember = Blood Ember*
Gem Fragments (x3) + Poison Ember = Iron Ember*
Gem Fragments (x3) + Spark Ember = Chaos Ember*
*(level matches the used gem)

And:
Gem Fragments (x3) + Rare Socketable = Rare Socketable, same type, but rerolled stats

Remove all other changes to gem system except what is in TF2 (combine 2 gems to upgrade).
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This will give the fragments a true purpose instead of just more of the same. As they say, "don't fix what isn't broken" --

Also, reduce the frequency of Gem Fragment drops somehow. No reason to have to pick up so many. Going based on my recipies listed above, you should collect between 3 and 6 per map run.

As for the Magic Potion - I would suggest reducing the drop chance. All this other new stuff already gives you enough opportunities to obtain loot. The progression is SO fast and drop rates are already SO high in this game compared to other RPG's. I still say Elite mode should be reserved for those who want a challenge and are willing to prepare for it.


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PS: I am going to record some gameplay and youtube it at some point, to show you how I do Elite mode with LurkerBalance, and what happens when I turn off LurkerBalance.
Last edited by Svenge_[dotabased.com]; 8 May, 2013 @ 4:11pm
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