Torchlight II

Torchlight II

TL2-ACE
 This topic has been pinned, so it's probably important
steffire3  [developer] 23 Oct, 2021 @ 5:42pm
Mod Development Team Answers Questions
Important questions such as finding mission locations and other vital information on reaching the extended campaign that leads to Act 5 will be written on a list here to provide clarity.

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Q_00: My class can't receive side-quest rewards and I'm stuck, help me.

A: This mod is required at the top of the load order to fix that issue for any class from most mods on the Workshop:
Generic Rewards - Multi classmod fix
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=167282406

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Q_01: Is Ace compatible with Essentials?

A: I tested Ace loaded above Essentials and confirm they function together including the door that leads to Act 5. Simply complete the Netherlord Quest in Act 4, enter the Mapworks, then return to the Imperial Camp - enter the Minehead Town then head south and click on Commander Vale's icon that will teleport the Player to Act 5.

I've discovered recently that Essentials loaded below Ace together does break the Stash yet not the Shared Stash.

If loaded above - Essentials removes the access to Act_05 from Act_04.
We will look into offering an additional method from defeating the Netherlord that also allows for Act_05 access (likely from an item-teleport scroll as a final-boss reward).

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Q_02: Will Ace explode (crash) if it's loaded with other mods?

A:
steffire:
For Single-Player, I would recommend this list:

Generic Rewards - Multi classmod fix
Skillpoints x2
Running Wild
( any Retexture mod of your choice would be placed here )
TL2-Ace
FEP+ by "Viz"
Dungeon Challenge ReMod
Abysm
Torchlight II Essentials

That allows for one more mod of your choice on this list.

The only issue with Essentials and Ace together is that the Stash is broken yet not the Shared Stash. In this case - place Essentials above Ace to fix the Stash.

FEP+ has an issue with it's Kensei Class skill "Fine Control" yet aside from that is the most bug-free version of Far East available.
Essentials provides quality UI, more Items, and more Pet choices among other aspects.
Generic Rewards ensures that side quest rewards function for any mod class.
Skillpoints x2 allows players to explore more Class Skill builds.
Running Wild has only Gold dropping from foes while Chests, Champs, Bosses, and Vendors provide only Items at and above Blue (Rare) Tier.
Abysm is an endless dungeon.
Dungeon Challenge ReMod provides purchasable one room maps from any Town Blacksmiths.

However this list is a good example of the kind of mods that can function with Ace mod at least for Single_Player that I can affirm for myself.

Variant Classes does break Tarroch's Tomb half-way through that challenge although it seems to be unrelated to Ace mod according to player_reports.

Mods that add more Enchanters into Towns (especially the Act 4 Mine-head Town in this specific case) change Npc layouts thus preventing players from traveling to Ace Act_5 which is required to reach Ace Act_6. It is recommended to load Ace mod higher on the load order to get Ace's changes for Inventory and some other features.

I have been wondering if Corley could add a Teleportation Town Scroll to enable another form of access to Act_5 for players to circumnavigate this priority within load orders.

I do enjoy Ace more with at least TL2_Essentials loaded below as the QoL added by Essentials is a great expansion within itself and having Ace loaded above to max the result.

Crazyroman:
You don't play Synergies?

steffire:
I used to play it in years past (I used to play many mods and discovered the game balance I personally enjoy most as a result).

Synergies does function with Ace loaded above it. It's recommended to Copy - Paste - move away any characters made with Synergies if Ace will be loaded afterwards.

Any new characters made with Synergies-Ace load orders will function. We do have reports from past players that loading Synergies-made characters after adding Ace above do lead to crashes. Wielding Synergies - Essentials - Syn-Essential Patch mod below Ace works good for anyone interested. Ace is quite compatible for Single-Player.

If aiming for Ace with Multiplayer then the amount of mods that function for that may be less although it's a different result amongst players as Corley does get Multiplayer functioning with Ace mod so it varies from player to player on Multiplayer functionality.

steffire:
Another pragmatic reason I don't use Synergies is because I enjoy the Dungeon Challenge ReMod that has a a one-room challenge dungeon that pulls in any and all entities from all loaded mods including (you guessed it!) Synergies extremely tough bosses... so... to ease the fact that I'm building more towards enhanced vanilla balanced class builds... I have to wield a load order that sans Synergies although I admit that Synergies is the best mod for grind farming Synergies Items for those powerful class builds however I'm testing Ace mod boss encounters hence I need class builds that are not too powerful so I can test the viability of weaker vanilla class builds providing Corley with a list of changes to make on Ace mod enemy varieties that enables class mods such as "Like a Boss" to perform well against grenadiers and other empowered foes so almost all classes can complete Ace mod challenges.

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Q_03: Will there be a Paragon styled system for the modded end game?

A:
steffire:
TL2 modding can't enable an exact replica of the Paragon system however it could represent something similar with the use of the Skill Point Shrines (adds additional temporary points as an over-world event and reward) and using Stat requirements to equip items that itself also adds greater Stats to repeat the process to have endless progression on items. That would be similar to what the LAO III mod series attempts.
The TL2-Ace mod has the Temple Valley that has the potential to be augmented into a Paragon-like system (not currently implemented) with future updates.
At the moment; we're focused on the finalizing of remaining Ace classes and adding new hand-placed maps (this ensures maps with unusual land-tile combinations).
This will lay the foundations needed in the future to support Paragon-styled systems.
Synergies mod took some years to reach it's current status. The much younger Ace mod is also in it's preparation stages to enhance the end-game progression.

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Q_04:
Originally posted by Balamb:
Hi! I'm looking to mod my game for the first time and ended up here after checking other big mods that change a lot about the game. Reading the description made me wonder: can the game be completed even though the last arc is not finished?

steffire:
Yes, the New_Game+ Npc can still be accessed in this mod from the modded Act_05 Town Langhaven after the Main Quests for Langhaven are completed by the player there, The vanilla Act_04 Minehead Town now offers an Npc after defeating the Netherlord that will lead to the new Act_05. Tarroch's Tomb is accessible after completing the Main Quests for Langhaven in this mod instead of the NG+ Ossean Wastes hence can now be accessed even before NG+ unlike vanilla. Langhaven also offers several Enchanters including one that offers 3 sockets max per item.
Act_06 offers many challenge maps plus bosses and can be explored in it's current state.
New Embers can be farmed from the Temple Valley maps.

Limony Skulls have been made to drop from Dungeon_level 55 to 100 in this mod.
All vanilla Phase Beast maps are additionally accessible from Act_05 Langhaven town.
This enables Players to easily access their favorite farming maps to access these important items.

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Q_05: Any list of new Ace items and how to find Tarroch's Tomb in Ace?

steffire:
Here's the link to the Temple Valley rewards (Tarroch's (not Tomb) Trials can randomly drop these items at it's end too) where most of our new Ace items are located for farming:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/654068491/3712685279019385436/

And Ace-mod moved Tarroch's Tomb so players can access it "before" NG+ which allows non-NG+ (NG) characters to access it.
To balance this change - Tarroch's Tomb is now unlocked after completing all Main Quests in Ace's Act_05. The unlocked entrance is currently located in the small graveyard of the Act_05 Langhaven Town. The graveyard is between the Enchanters and the Phase Beast Island specifically.

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Last edited by steffire3; 15 Mar @ 3:09pm
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Showing 1-4 of 4 comments
potterman28wxcv 25 Aug, 2022 @ 2:19pm 
(perhaps this should be stickied)
steffire3  [developer] 25 Aug, 2022 @ 10:54pm 
Originally posted by potterman28wxcv:
(perhaps this should be stickied)

Good idea. Thanks for the consideration and the action has been taken.
Last edited by steffire3; 25 Aug, 2022 @ 10:55pm
Sol4rSky 29 Mar, 2023 @ 9:10am 
Sweet, I've used your mod list example, except like 2 mods, though I've added essentials, far east pack +, and like 2 more mods that add random variations on the map / zones, "Extra chunks" and another one, don't think those will mess with the mod.
steffire3  [developer] 29 Mar, 2023 @ 10:16am 
Originally posted by TheHospitallerKnight ⩩:
Sweet, I've used your mod list example, except like 2 mods, though I've added essentials, far east pack +, and like 2 more mods that add random variations on the map / zones, "Extra chunks" and another one, don't think those will mess with the mod.
All good!
Extra Chunky and Blank's Landmarks (map zone variation mods) function with all other mods including TL2-Ace.
Essentials already includes Extra Chunky and Blank's Landmarks hence you can save Load Order space if desired to fill them with other mods.
Last edited by steffire3; 29 Mar, 2023 @ 10:29am
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Showing 1-4 of 4 comments
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