Torchlight II

Torchlight II

TL2-ACE
Corley  [developer] 19 Apr, 2018 @ 2:07pm
The Temple Valley Updates Information Thread and Ideas!
Hey everyone,
So I wanted to publish as much detail as possible at this stage of the upcoming content I have been working through. For the purpose of this discussion I am going to call this overall update "The Temple Valley" as it will feature several unique temples. I also wanted to start this thread to get feedback and ideas on several unique embers/gems that will feature as rewards.
When I started building this idea based on community feedback and ideas it started to evolve and is now a lot bigger than I planned :) because of this I will end up doing this overall "Temple Valleys Update" over 3 - 4 smaller updates over the coming weeks.


Anyway heres what to expect:

Story/Lore
You encounter a travelling NPC who is a professor continuing to study ember blight. This professor has developed a method for purging and refining ember blight as is able to create a new "corrupted type of ember" Work with the professor to find more samples of ember for him to experiment with and explore new distant lands!

Maps/new zones
MileShire Mines - side quest, area found in Mileshire which introduces you to the professor
The Temple Valley - previous side quest continues after act5 is complete and you take a boat to this desert based area that is effectively the hub for all of the temples
Ember Temples - will feature "corrupted" enemies that are stronger or have modified skills and also a raid style boss(if I can pull off the coding!)
Magma Temple(Fire)
Water Temple(Ice)
Light Temple(Lightning)
Swamp Temple(Poison)
Void Temple(Mana)
Bloodied Temple(Blood)

If you manage to defeat all of the temples and complete the side quest line a final Tier 1 raid temple will open called "Tarrochs Ember Temple" this will probably feature a mixture of all of the above temples and enemies but is still TBC.


New Embers/Gems/rewards - this is where i need some help! i will try to associate a temple element to a play style EG Blood will be for life and tanks, Fire ember will be glass cannon and damage based

Magma Temple(Fire) - damage and glass cannon also +fire damage
Water Temple(Ice) +ice damage skills and defence/crowd control
Light Temple(Lightning) +Lightning damage and high speed/mobility/stun
Swamp Temple(Poison) + Poison damage skills,maybe slows? For summonses?
Void Temple(Mana) - caster, + mana + cast speed
Bloodied Temple(Blood) - tank/defence or damage? or use blood for summonses?

I am aiming to release: MileShire Mines,The Temple Valley + Magma Temple very soon
Feedback defiantly appreciated.

Some examples of upcoming "corrupted" gems
Fire
+6% fire damage and chance to cast Magma Spear
+6% attack and cast speed

Void/Mana
+25 mana and +6% cast speed
+25 mana and +10 Focus

Ice
+6% Ice damage and chance to cast a freezing or slow Nova around the character


Lightning
+6% lightning damage and chance to cast charged bolt
+6% lightning damage and increased move speed

Blood
+1000HP and +3% dodge/shield block
+1000HP and +10 Strength
+1000HP and +Potion effectiveness
+1000HP and +35 life regen
Last edited by Corley; 20 Apr, 2018 @ 8:25am
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Showing 1-15 of 49 comments
Xercules 19 Apr, 2018 @ 3:25pm 
Poison

+6% poison damage and chance to cast a poison cloud in a large area around player.
Xercules 19 Apr, 2018 @ 3:28pm 
Chaos

50% chance to refect missle damage and chance to cast that skill from wand chaos? With the possible diffrect effects? Maybe?
Xercules 19 Apr, 2018 @ 3:31pm 
My problem is its hard for me to think “epic” but not OP. Hmm.
Xercules 19 Apr, 2018 @ 3:37pm 
Fire

Instead of magma spear, meteor?

Lightning

Instead of charged bolt, lightning bolt from sky?
Xercules 19 Apr, 2018 @ 4:50pm 
Plus i would love to see your version of an aura ember. Dot aura, or elemental damage. Dont know if you would take the time to make them tierd and transmutable for upgrading? Could be a cool temple valley ember blight aspect.
steffire3  [developer] 19 Apr, 2018 @ 9:05pm 
@ (mod author) Corley: Excellent work! ^_^

(Lore building the Story)
I love where this is going! Great expansion on the Ember issue that seems to grip the entire plot of Vilderan (Torch Light's greater land region).

I'm very interested in this new variant of "Corrupted" Ember... perhaps it was a misunderstood resource and will finally be wielded properly unlike the former users of Master Alric and Dark Alchemist who had no previous reliable research or training which led to their demise.

What I find most fascinating is that the Ember Professor has figured out a way to use the Corruption (Ember Blight being the most common form) to cancel it's own effects when near other sources of itself. Essentially using the same phenomenon that occured when Ordrak's Heart absorbed the Elemental Guardians which made it stable enough to replace the Clockwork Core and shut the front door to the Nether World.

It is the first step for Vilderan to turn these chaotic forces into safety devices.

(Maps establishing new Zones)
For me these listed features are wonderful and it leads me to ask:
  • (MileShire Lore)
    Will the MileShire Mines eventually have some secret Lore Hunt (revealing clues of it's past leading to new questions) in the form of finding (Journals) or locating some secret (Historians) hiding between some hidden rocky roads? Might be a fun Lore reward for anyone who explores the map (these areas are not revealed on the map) and perhaps a chance for some Item rewards.

  • (Repeatable Valley Bounties)
    Will there be a shady counter part to the Professor (someone who wants to use the Valley's resources to sell weapons?) that offers Bounty mission awards for killing a specific kind of foe?

  • (Corrupted Enemy Skills)
    I'm looking forward to what these will be! Hopefully something more challenging and interesting than the first 4 Acts! ^_^

  • (Temple Themes)
    I'm enjoying the selection chosen! It will be refreshing to finally face armies of specific concentrated Ember themes!

  • (Tarroch the Adversary finally revealed and it's not the last encounter)
    It will be a great addition to the mod if Tarroch was finally revealed to be an envious Watcher of the times and events regarding Torch Light.

    Yet Tarroch never risks fighting us in it's body directly. It's role is that of a "Rival Anti Hero" and "Theatrical History Writer" and is basically a twisted character mix between Fazeer Shah (the Act 2 Genie), Murderer Grom (the Act 3 Arena) and Commander Vale (the Act 1 Protector).

  • Tarroch's Logic:
    "They defeated the Dark Alchemist and they get the glory? What about my role in stopping him? What about my grand plans for an epic climatic battle with the Nether Armies? Yet they had to ruin my script."

    And now they think they can loot my Servants and industrialize my Valley? If my 'Trial of 100' wasn't enough for them then it's time for my Spectre to gift them with... a little surprise. ^_^"
(Temple Awards and Enemy Traits)
  • Magma

    Agreed completely with this one.

    Increase heavy amounts of "Burning" since Time Damage cannot be reduced it means players will have to fight carefully. Likewise it means Players can use "Burning" to slowly guarantee destruction on foes.

  • Water

    Slow the Attack and Cast Speeds heavily but not the Move Speed (Move Slows will be for the Swamp).

    Yes, Ice is a hard substance so increasing defense like Armor and maybe Damage Reduction on Foes is good.

    Water is also a natural source of waves causing Knockback so that is a good choice.

  • Light

    Scalding Geyser ability is bugged in vanilla to increase Move Speed so that is a good option if it activates against foes. I like the ideas.

  • Swamp

    I enjoy the idea of this being like those horror movies where the victim can't seem to get enough move speed and has to fight monsters that would slowly appear out of the swamp underneath and slowly approach. Poison reduces Armor and Attack Power so that's an interesting strategy to play with.

    = = =

  • Void

    Very good.

    Need some small Less Mana Cost, Mana Regens, and short 2s Silence along with some Mana Draining abilities which will also force players to fight differently by separating foes and destroying them in parts.

    Skill Attacks are a precious limited resource in this Temple yet very abundant if unharmed.

    = = =

  • Blood

    It needs to be low Health amounts yet high heals for the enemy with some being the opposite with high health but low heals.

    Some foes need to have the ability to resurrect fallen comades and a chance to heal all health on hit for the little mobs but not the Champions as they should only get a small health regen.

    Definitely need some Health Steals nothing too strong yet it will force the player to fight foes by separating them.

    Increase good amounts of "Bleed" Damage.

    = = =

  • Tarroch's Lab: Revenge!

    Tarroch's Tomb in the vanilla game does not appear until New Game Plus which indicates Tarroch is outside of time and testing us hence it's second attempt to toy with us is going to get ghostly personal.

    1st Floor: Corrupted Ezrohir Scissor Floor Trap Battle Maze:
    The Ezrohir still need to pay their debt for Tarroch's help against you in Act 2 so the payment is that It now commands a regiment of Corrupted Troops in a twisted game of "don't get stabbed".
    = =
    = = = This is Tarroch's punishment for accessing It's Tomb so easily last time.

    2nd Floor: Infestation of Corrupted Treasure:
    Cursed Swords, Treasure Wraiths and Mimics (Monster Treasure Chests including newer bigger heavily armored Champion varieties with a big Burning bite of damage).
    = =
    = = = This is Tarroch's gratitude for stealing It's treasure so easily last time.

    3rd Floor: Emporium of Corrupted Elementals:
    That Ember Professor wasn't the first to experiment with Corrupted Embers and Tarroch has had eons of time to perfect some nasty variants only found on this large desert floor.
    = =
    = = = This is Tarroch using you to discipline It's defeated Temple Forces.

    Final Floor: Tarroch's Temple Boss Run:
    Tarroch isn't ready yet! It wants to feast on some spectral lunch first! In the mean time enjoy fighting the dream team of It's Boss Servants again only this time It fed them some Corruption upgrades!
    = =
    = = = Of course Tarroch didn't want to miss the action this time so It sends It's personal Spectre in a final gesture of spite. Did I mention It brought War Trolls? They're old friends.

= = = = = = =

Thank you so much for this status report!

I don't mind if the above requests or questions are denied. As long as the Valley Quests can be completed and is fun then that's all that matters.

Ultimately I am enjoying where you are taking these quests. Take as long as you need. ^_^
Last edited by steffire3; 22 Apr, 2018 @ 4:40pm
Corley  [developer] 21 Apr, 2018 @ 8:05am 
@Xercules - thanks for the ideas, I can look to add these all in for sure. I am also thinking of making the items upgradeable in the future as you suggested.

@steffire3 - wow that's an amazing amount of effort and information which really helps me out, I will do my best to incorporate as much of this into what I am doing and again i cannot thank you enough for your time.

I will try post another update shortly!
Last edited by Corley; 21 Apr, 2018 @ 8:06am
Seinekar 24 Apr, 2018 @ 9:59am 
Ok my suggestions, based on what is already posted.

I used values on a bases of 8% as reference, so its easier to compare bonuses by being half (4) +50% (12) or double (16) and so. All those values could be easily halved. So its just for the sake of proportional comparison. I tried to follow the supposed use for every gem:

"Magma Temple(Fire) - damage and glass cannon also +fire damage
Water Temple(Ice) +ice damage skills and defence/crowd control
Light Temple(Lightning) +Lightning damage and high speed/mobility/stun
Swamp Temple(Poison) + Poison damage skills,maybe slows? For summonses?
Void Temple(Mana) - caster, + mana + cast speed
Bloodied Temple(Blood) - tank/defence or damage? or use blood for summonses?"

On all gems, 2 uses. Usually one more straightly offensive, and other more about... utility


-ALL EFFECTS NO STACK-

Fire
+8% fire damage and 8% to cast Magma Spear
+8% attack speed

Void/Mana
+8% mana REGEN and +10% cast speed
+16% mana REGEN

Ice
+4% Ice damage and 20% of 50% slow on enemies for 2 secs
50% of 50% for 3 secs


Lightning
+4% lightning damage and 20% to cause shock on enemies for 5 seconds
+4% lightning damage and 20% increased move speed

Poison

+4% poison damage and 1000% weapon DPS over 30 secs
+4% poison damage and enemy damage debuffed by 30%. for 5 secs.

Blood
+20%HP and +4% dodge/shield block
+30%HP
+20%HP and +Potion effectiveness REMOVE POTIONS!! : D
+20%HP and +1% total HP life regen
Xercules 24 Apr, 2018 @ 2:44pm 
Why would potion removal be fun? You get a latent health regen, i guess, but have to run away and stand there till your health fills back up? This sounds boring.
Corley  [developer] 29 Apr, 2018 @ 6:52am 
Hi everyone

So I will be looking to do a release later today, the work so far is not complete and will contain a few missing elements or bugs I am working on but this is as far as I can go without feedback and play testing.

Some of the missing features I am working on will include:

Journal in Mile Shire Mines not working correctly
Missing burning effects when hitting or being hit! In magma temple
Magma temple boss currently a place holder - struggling with scripting and custom boss fight - because of this i will not make the current boss drop any rewards
Custom Monster shrine events
Custom Ezrohir champions
Future updates will includes friendly ezro to talk and work with as the plot develops

Once the above is implemented and in the game + any feedback you give I will start moving onto other temples and further developing the story/quest line leading up to the Tarrochs Ultimate ember temple raid
Seinekar 29 Apr, 2018 @ 7:38am 
Originally posted by Xercules:
Why would potion removal be fun? You get a latent health regen, i guess, but have to run away and stand there till your health fills back up? This sounds boring.

Well, ill elaborate bout this, it was somehwo on another post...

Actually spamming potions doesn´t seems kinda fun. Is just about spamming a key few every seconds. There is a mod aroudn wich auto-uses potions when u reach certain HP / MP level.

I played with that mod and realized it was really cool. U could just forget of havint to spam the potions, as they launch automatically. It saves u smasing potiosn while trying to use skills.

As i realized how much better game was with auto-potion and being able to focus on fight (still keeping an eye on HP regen, ofc) i came up to the idea:

Remove stat potions and give a innate HP regen equal (or maybe slighty lower) than the regen u could get from a potion equivalent to the higest level u could use. Or even, add HP regen to VIT stat so the stat becomes more relevant.

You shouldn´t need to go away and wait bored till HP regens, u would just have a increased HP regen similar (or slighty lower) than potions. So combat would be more about focus and timing. Also you could still use any HP healing skill and HP steal procs.

But u could forget of smamming potions each 6-8 seconds.
Corley  [developer] 29 Apr, 2018 @ 3:07pm 
Sorry everyone, I am going to have to delay the "initial" release for another 24 hours due to a few bugs I have just found :(

on a more positive side of things I am very happy with the way the Temple Valley hub area is turning out now, it is really starting to come to life and will offer a lot of potential
Last edited by Corley; 29 Apr, 2018 @ 3:07pm
steffire3  [developer] 30 Apr, 2018 @ 2:24am 
Originally posted by Corley:
Journal in Mile Shire Mines not working correctly
Missing burning effects when hitting or being hit! In magma temple
Magma temple boss currently a place holder - struggling with scripting and custom boss fight - because of this i will not make the current boss drop any rewards
Custom Monster shrine events
Custom Ezrohir champions
Future updates will includes friendly ezro to talk and work with as the plot develops

This Link goes to a mod that has visual script images on it's front page. I'm not sure it will help solve these issues however it may be useful as a guide.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=929312609&searchtext=remod
Last edited by steffire3; 30 Apr, 2018 @ 2:25am
Corley  [developer] 30 Apr, 2018 @ 11:19am 
Originally posted by steffire3:
Originally posted by Corley:
Journal in Mile Shire Mines not working correctly
Missing burning effects when hitting or being hit! In magma temple
Magma temple boss currently a place holder - struggling with scripting and custom boss fight - because of this i will not make the current boss drop any rewards
Custom Monster shrine events
Custom Ezrohir champions
Future updates will includes friendly ezro to talk and work with as the plot develops

This Link goes to a mod that has visual script images on it's front page. I'm not sure it will help solve these issues however it may be useful as a guide.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=929312609&searchtext=remod

Thanks Steffire I will check it out shortly.

Again some positive news I have fixed the Journal issue earlier today :)
Corley  [developer] 30 Apr, 2018 @ 2:37pm 
OK everyone, the first update for the temple valley is now in to enable testing and feedback. I have fixed a few issues but as mentioned before had to pull or hold on a few planned features:

Quest rewards giving the new type of "corrupted ember"
Missing burning effects when hitting or being hit! In magma temple
Magma temple boss currently a place holder - struggling with scripting and custom boss fight - because of this I will not make the current boss drop any rewards
Custom Monster shrine events
Custom Ezrohir champions
Future updates will includes friendly ezro to talk and work with as the plot develops

Feedback is appreciated but please be aware of some of the place holder items.
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