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I was thinking about the regular game through act 4, and kinda how boring it is. I mean we have all played through it a hundred times lol. Ive played synergies, torchfun, and now yours. End game content is a huge draw for subscribers for sure, but im trying to think of ideas to spice up the game through the first 4 acts.
One mechanic already in the game is monster shrines. But they are very lack luster. Could this be abused for fun? At first i thought, can one be put into every outside area map with a champion spawnpool to draw from. So you never know wich youll get? Like a mini boss shrine?
Then, pondering it more, could say, 3 shrines be put in the same fasion, only make one a monster shrine as described above, another, say a high loot possible drop? And a third some other cool idea? But the catch here is once you choose one, the other 2 cant be activated. So you have to play the lottery, so to speak. Just something to do within the regular playthrough.
What do you think?
Of course, im not a modder, so i have no idea what all this would entail to make them happen, lol. Plus, these ideas and comments are in no way ment to belittle your hard work on this mod! You have done great! And i still havent made it to the fifth act yet lol. Just ideas that may be nerdy.
With the shrines i can experiment and do some testing, i agree they are not featured enough in vanilla and could be made more fun!
Don't worry about eh ideas and feedback, I don't view these in a bad or negative way - as I said before its nice to see others getting enjoyment from the mod and having inpout into its future. T way i see it the more ideas the better!
That might be a crazy idea wich i originally suggested to Salan (synergiesmod) - so bad that mod got into a "halt" (still a really nice one)
The idea is to create some kind of "Adventure mode" similar to D3. I guess u may know of it, but basically it consist of random missions wich could happen on any act, any map. Missions might not be "exactly" random ofc, there is a pool of missions. Such missions or contracts usually would be kill X number of Z kidn of mobs or kill certain boss.It may reward with a unique item wich should be a ingredient for a recipe, like a gem. Get few gems from such contracts to make a really powerfull gem or enhancement for ur equipment.
Also, there are the rifts, wich is the final re-replayable content. On Tl2 it could be just as the already existant "endless dungeon", a dungeon wich jsut gets more and more difficult as u progress and where death takes u back to first floor or town.
Those are just ideas to keep a endless replayable endgame. D3 had major and clear flaws but i guess its Rift system, upgradeable legendary gems and adventure mode with random missions using all the world maps are nice ideas and woud be cool find somethign similar on TL2.
EDIT: btw i guess such mode (for adventure contracts) should be able only from NG+3 or so (when every mob is lvl 100, so it doesn´t matters if u go to Act I or 4, all mobs are max level)
EDIT 2: Add a potion vendor at the very beggining of the game for hardcore elites lol.
Thxx for reading-
MANA EMPEROR: Destroys Mana and Silences player. Spawns Netherlings which naturally leech Mana. Drops Mana Embers.
IRON EMPEROR: Physical damage and over time, Stuns. Reflects some damage. Spawns Werewolves. Drops Iron Embers.
CHAOS EMPEROR: Teleports every few seconds also sometimes on hit and on strike. Can boost all it's Speeds and Deflect some misslles. Spawns Dragon troops. Drops Chaos Embers.
ELEMENTAL EMPEROR: Attacks with all 4 Elements and their Effects. Spawns ember theme guards. Drops Elemental Embers.
EYE EMPEROR: Destroy the pillars to kill the otherwise invincible Troll boss and it's guards. Hit and Run or get smashed. Drops various Eyes.
SKULL EMPEROR: The Emperor of emperors. Spawns Armored Undead Troops from Act 3. Drops various Skulls.
Ikr? We have to have this happen! Epic imperial farm yard boss battles here we come! ^_^
I also recommend nerfing Ezrohir traps in Act 2 to help Hardcore Players survive:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=889892933&searchtext=trap
The idea is to allow an Effect to affect and potentially stack heavily on the Player unless fighting is inactive for awhile (these Temples wish to be left in peace).
Water Temple:
Water is slightly above the floor.
Foes cast 20% Chance to Silence for 1 second on hit.
This dungeon always reduces All Damage Given by 1% over 10 seconds which stacks every time the Player deals damage and receives damage.
Magma Temple:
Lava is slightly above the floor.
Foes cast 20% Chance to Meteor on hit.
This dungeon always hurts for 10 Fire Damage over 10 seconds which stacks every time the Player deals damage and receives damage.
Swamp Temple:
Swamp is slightly above the floor.
Foes cast 20% Chance to Poison Spore on hit.
This dungeon always slows Move, Attack and Cast Speeds by 1% over 10 seconds which stacks every time the Player deals damage and receives damage.
Light Temple:
Fireflies are slighty above the floor.
20% Chance to hurt Player and foes with a Lightning Strike on hit.
This dungeon always increases Mana Cost by 1% over 10 seconds which stacks every time the Player deals damage and receives damage.
Faded Temple:
Foes are invisible (Player must mark them with a Skill to reveal their position).
Foes have a 20% Chance to Flee for 3 seconds.
There are Explosive Barrels which cast "Berserker Skill: Howl" on nearby foes for 10 seconds revealing their location.
Ha ha ha! ^_^
The numbers are small and we can always reduce the harmful effects of Foes casting only 10% Chances and the dungeon dealing 5 damage or 1% nerfs over 5 second stackables if needed.
They are challenge areas and Act 5 could use something that rivals the Mapworks.
Dont know about everyone else, but im kinda tired of skeletons. Maybe a cool new summon scrolls featuring diffrent creatures? Maybe a pirate or a merc? People like skelly archers cause they are ranged, how about a mage instead? Shooting fireballs or lightning?
Very good ideas @ "F430" and "Xercules"! I remember Reiner's Gear extended vanilla scroll abilities from 6 to 10 Tiers.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138732006&searchtext=reiners
Spells:
ADVANCED SPELLCASTING VII; VIII; XI and X
ADVENTURER VII; VIII; XI and X
ARMOR EXPERTISE VII; VIII; XI and X
BARTER VII; VIII; XI and X
BLOCK VII; VIII; XI and X
DUAL WIELDING VII; VIII; XI and X
MAGIC WEAPONS EXPERTISE VII; VIII; XI and X
MARTIAL WEAPONS EXPERTISE VII; VIII; XI and X
PET MASTERY VII; VIII; XI and X
RANGED WEAPONS EXPERTISE VII; VIII; XI and X
TREASURE HUNTER VII; VIII; XI and X
WILLPOWER VII; VIII; XI and X
= = =
The desire for Themed Summon Scrolls was attempted to be solved before yet I would like Corley to go beyond that by making these available to any class.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=861365545&searchtext=spells
Summon Frost Wolf
Summon Deathflingers
Summon Warmaker
Summon Ezrohir Crawler
Summon Ezrohir Marksmen
Summon Dwarven Mechanoid
Summon Fire Elemental
Summon Spectral Archers
Summon Warrior Wraith
Summon Netherling
Summon Netherim Glaivethrowers
Summon Netherim Warrior
= = =
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=184946792&searchtext=red
Exclusive Spell Scrolls:
Red Mage MOD adds exclusive Spell Scrolls based on Final Fantasy spells and skills. See them below.
*Scroll of Dia, Diara, Diaga and Diaja > Dia skills only hits undead monsters. They cause a good damage, blind and reduce their defenses.
*Scroll of Teleport > A Teleport skill that quickly realocates your player and grants a little bonus to flee rate for a short time.
*Scroll of Poison > A weaker version of Bio available as Spell.
*Scroll of Death > Death instant kill an enemy, but won't work on Bosses.
*Scroll of Blaze and Blazega > Launches a cold fireball that deals Ice and Fire damage.
*Scroll of Regen and Regenga > A white magic that gradually recovers your Health.
*Scroll of Gravity Bomb > Launches a gravitational bomb that tears off 25% of enemies Max HP.
*Scroll of Quake > Punches the ground with your fist dealing Physical damage in a wide area.
= = =
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=148459798&searchtext=spell
Spells can be found as random scroll drops just like any other spell.
Current spell list:
- Fire Pit
- Electric Storm
- Flaming Nova
- Unleash Flaming Skull
- Flaming Grenade Barrage
- Torture Chains
- Sand Storm
- Shock Spray
- Drop Crawlers
- Extreme Mana Missile
- Flaming Darts
- Spore Mortar
- Mushroom Missile
- Speed Needles
= = =
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1048146891&searchtext=mastery
Description
This mod was created to add more variety to Torchlight 2, by adding "mini skill trees" that ANY class can choose from. I've added a small, new UI menu to the right hand side of the screen, when you open it up you will see 3 different options to choose from. Once players hit level 25 they can start using the skills that can be bought from their corresponding Masters in any major town. It's also important to know that the skills have 15 skill levels, to increase their level, just use one of the scrolls called "X, further studies," where "X" is the name of the skill.
So far, I've added the Duelist, Exorcist, Blood Knight, and Ranger masteries, I definitely intend on adding more in the future.
Masteries
- The Duelist is a close range master of steel, might, and controlling the battlefield, if you enjoy leaping into the air only to return to earth in an explosion of glory, collapsing the ceiling to pummel your foes with tons of rock, and making your foes flee before you in droves, you will love the Duelist! The Duelist utilizes the fullest effects of his/her Strength to dominate the battlefield!
- The Exorcist is a summoner who has to channel spells to keep his large and powerful minions out on the battlefield, and also has access to small summons that only last 5 seconds but can deal lots of damage in that time frame. Any fan of the skill Summon Raging Spirits from POE will love this mastery!
- The Blood Knight is similar to the Blood Death Knight from WOW in the sense that they both manipulate blood to deal damage. The Blood Knight can create meteors of blood that fall upon his enemies, strike his opponents with a dash attack that will give him stacks of an absorption shield, and hurl scythes towards his enemies that create pools of blood that will damage any foe caught within.
- The Ranger is the classic ranged-weapon using character who can use smoke bombs to instantly vanish and reappear in a new location, shoot element-infused arrows that explode into mini bolts upon hitting its target, and fire sniper shots that increase the target's physical damage taken and slowing them down.
IMPORTANT:
to get the new skills and be able to use them, you must first choose your mastery in the new UI menu I've added to the right side of the screen, then by the spell scrolls you want from the corresponding Master from any major act town. It is important to note that you can't use these skills until you're level 25, and you can't use any Mastery's skills besides the one you chose.
You CAN choose a different mastery if you change your mind, you just have to save, go back to the main menu, and start playing your character again.
NEEDS TO BE AT THE VERY TOP OF YOUR LOAD ORDER TO FUNCTION
=
Darkthan9800 [developer] Aug 28, 2017 @ 12:01pm
Question/Problem: There aren't skill tree buttons in the new UI menus.
Answer/Solution: There aren't supposed to be any. The only thing that should appear in these menus is a big, green checkmark, a description of the mastery, and a header that describes the UI's purpose.
In addition to this, if you have already selected a Mastery once in the same play session, the green checkmark would have disappeared. To choose a new Mastery, simply close the game, and reopen it. The green checkmark buttons should have reappeared.
Last edited by Darkthan9800; Aug 28, 2017 @ 12:19pm
#1
Darkthan9800 [developer] Aug 28, 2017 @ 12:03pm
Question/Problem: How do I get the new spells?
Answer/Solution: Go to any major town/city and find the Masters. They sell spell scrolls and scrolls that will increase the level of any skill gained with this mod. You will have to equip the spell scrolls just like any vanilla spell scrolls found in-game.
#2
Darkthan9800 [developer] Aug 28, 2017 @ 12:04pm
Question/Problem: Can you increase the number of spell scroll slots my character can use?
Answer/Solution: No, I cannot. It is hard-coded into the game, and is impossible to change in the GUTS editor.
#3
Darkthan9800 [developer] Sep 10, 2017 @ 7:20pm
Question/Problem: I can't find the new classes in the class selection menu.
Answer/Solution: the Masteries added in this mod are not classes, they are something completely new that I added.
To access them, you need to be logged into any class, modded or not, and open up the new UI tab on the left hand side of the screen. Next, you need to choose one of the Masteries listed there. Then, you will need to visit the new NPCs that can be found in any of the vanilla game towns and buy the spell scrolls that correspond to the Mastery you chose.
#4
= = =
Perfect match @ Xercules! ^_^
Example:
0. Temple = Emperor, Guards.
1. Water = Elemental, Slimes.
2. Magma = Blood, Zombies.
3. Swamp = Iron, Werewolves.
4. Light = Mana, Netherlings.
5. Faded = Chaos, Dragons.
We would need 2 more areas for the Eye and Skull Emperors so maybe those get unlocked by gathering the Ember Kingdom Keys from the 5 Ember Temple Bosses.
= = =
Tower of the Eye:
Same idea as before except this is a tower arena like the vanilla Grom's Arena of Act 3.
Every floor has spawns Pillars of Defense that must be destroyed in order to kill the giant Trolls.
It's similar to the vanilla Cacklespit boss battle.
Every floor spawns more Pillars and more Trolls which get faster every floor so Hit and Run or get smashed!
Final floor contains the Eye Emperor! It watches our every move... o_o
Boss Chest contains the Skull Kingdom Key which unlocks the domain of the Skull Emperor!
= = =
Realm of the Skull:
This realm is completely dark and requires the player to navigate a maze of debris to find and click a series of lanterns to light the room.
Every lantern spawns foes to attack the Player.
Eventually this opens another floor:
This second room has been installed with Ezrohir Floor Trap Technologies Inc. lol
Anyway defeat another wave of Act 3 Armored Undead which then activates the Skull Emperor!
This final and dreadful Emperor activates all the Harmful Effects of the 5 Ember Temples and has some of the best Boss Abilities available for battle.
In other words it's time to pay up for farming it's relatives lol.
Once we pay our bills- I mean smash the health of the Skull Emperor then we can finally have a chance to gather some useful Skulls! ^_^
= = =
Champion Ember Ambassadors and their Guards: Acts 1-5
I also like the idea of having Champion Ambassadors who represent the 7 Boss Emperors and have a chance to spawn in the Acts with Guards and be smashed to drop 1 Ember of their Kingdom Theme.