Torchlight II

Torchlight II

LAO III - The "Endless Game" Mod
RnF  [developer] 10 Feb, 2017 @ 10:38am
Difficulty Feedback Wanted
Looking for any mod difficulty feedback from two areas

1. Dungeon Levels before 100

2. Dungeon Levels past 100

Too hard, too easy, about right?

Please state what difficulty level you are playing in (casual, normal, veteran or elite), other mods, class etc if they apply.


I fear the game may become to easy post level 100 with some of the changes I have made recently on getting +5/+10 stats and enchanters being able to be summoned. BUT it has also allowed the advancement of the character more efficiently, so I think the changes are generally good.

Basically looking for feedback on monster health/damage/armor and if it is too hard or too easy.

Any other feedback is welcomed as well.

Thanks for playing!

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Showing 1-15 of 25 comments
steffire3 17 Feb, 2017 @ 3:09pm 
When I have the time, I will post my feedback on the stat leveling balance...

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I was wondering in the distant future if a weapons pack such as Sniper Rifles, Miniguns, Spell Books, Glaives and Flamethrowers would be in the works since so far modders have only produced overpowered versions of extending the weapons available to all classes of TL2.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=521956081&searchtext=sniper+rifles

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=167126868&searchtext=minigun
Last edited by steffire3; 17 Feb, 2017 @ 3:13pm
RnF  [developer] 18 Feb, 2017 @ 9:28am 
@steffire3 I agree, the stat leveling balance is out of wack ;) So feedback/suggestions are welcome in that regard.

As far as a weapon pack, not sure what you are asking. Are wondering if I would be willing to create a new weapons and add them into a weapons pack? Or add existing weapons from other mods, including my own into a separate weapons pack?

The answer is probably yes on both accounts. It has crossed my mind.

I do have plans to add more weapons into LAO III such as Ember Bows, Ember Swords and Ember Maces with them being Focus Based weapons since the casters don't get much variety. I also want to redo TL1 Rifles and add those as well.

So LAO III alone will eventually have

Re-worked Staffs
Throwing 1H Axe
Throwing 2H Axe
Ember Bows
Ember 1H Swords
Ember 1H Maces
TL1 Rifles
steffire3 18 Feb, 2017 @ 6:32pm 
Wonderful! -^_^-

I realize the amount of work this involves yet it is balanced by the fact that Casters don't have much Magic Damage weapons to choose from as you stated and the amount of unique attack weapons in the original game is basically limited to:

Swinging weapons. [Blades]
Bullet weapons. [Pistols]
Floating orbs. [Wands]
Blast weapons. [Cannons]

The Throwing Axes, Ember weapons, New Staff and New TL1 Rifle behavior are huge welcome extensions and it reminds me of previous modded attempts to diversify the behavior of weapons or their traits that have been limited in the past:

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Bow with unique arrow behavior [height accuracy issues]

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=518311085&searchtext=arrows

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Flamethrower [unreleased]

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/521956081/517142253880479079/

http://i.imgur.com/vcUuN2H.gif

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Swords that benefit Health, Mana or Charge styles [theory]

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/718416457/358417461599573111/

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Elemental exclusive weapons [not my prefered solution but interesting]

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=827559792&searchtext=sword

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Any weapon extension you decide to create will be heavily welcomed by the players of the TL2 mod Workshop as our options have been few in the past.

At this point, even a small amount of reworked weapons is highly appreciated.

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Last edited by steffire3; 18 Feb, 2017 @ 6:45pm
RnF  [developer] 21 Feb, 2017 @ 10:50pm 
@steffire3

Cool. I will get to this eventually. Once LAO III is in a stable place, this will most likely be my next project.

Question regarding Stat Tonics. Are they even needed? With enchanters being able to be summoned now, Borris is more readily available for stat enchants. They scale with dungeon levels, so the deeper you get in the mod, the better stat enchants Borris can do.

I am contemplating on removing Stat Tonics entirely and relying on enchantments/socketables to boost stats. I do not think it will be much of a problem to get access to higher leveled loot this way.
steffire3 22 Feb, 2017 @ 3:03pm 
Originally posted by RnF:
@steffire3

Cool. I will get to this eventually. Once LAO III is in a stable place, this will most likely be my next project.

Question regarding Stat Tonics. Are they even needed? With enchanters being able to be summoned now, Borris is more readily available for stat enchants. They scale with dungeon levels, so the deeper you get in the mod, the better stat enchants Borris can do.

I am contemplating on removing Stat Tonics entirely and relying on enchantments/socketables to boost stats. I do not think it will be much of a problem to get access to higher leveled loot this way.

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@ RnF [developer]:

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The original game does not officially use permanent Stat Tonic boosts simply because they could be stacked endlessly compared to the more balanced and level scaled enchanter boosts.

As long as players are able to choose a specific stat to enchant then this method is reliable.

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Players defeat monsters and complete quests to gain money which is then used to buy a chance to boost a stat on gear from Boris.

Stat Tonics made sense when Boris wasn't reliably available but now they aren't a necessity.

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I have played this game for 3 years and I have always relied on Boris to get enough stats to wear gear beyond level 100 and it's been reliable minus the random chance to get a stat I didn't want but if that is fixed then it would be the more balanced method.

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So no, Stat Tonics are not really needed.

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It would be nice if someone who favored Stat Tonics commented a counter argument to my logic here... but I personally do not favor Stat Tonics.
Last edited by steffire3; 22 Feb, 2017 @ 3:06pm
Demonith 22 Feb, 2017 @ 3:18pm 
I dont know much about this moding but i know the modeling and developing. What i wish to see in this game is Dungeons can be more like scaleble as much player have lvl or power what ever then dungeon shell be same power as player its more fun like no pain no game yeah
*Yuki* 22 Feb, 2017 @ 4:34pm 
I, personally, prefer lao2, as it plays perfectly in coop, easy to turn off and such, but thats definely will be cool, if this mod will have more weapons. Not sure about custom types (they sounds awesome, but it should be hard to implement, coz of models and such), but there are lot of assets in workshop and other places already (like reiners gear, for example. Or unfinished swamp pack), so - if their authors arent against, adding such gear here with all lao's features may be cool
steffire3 22 Feb, 2017 @ 4:52pm 
Although any other feedback [like extra weapons] is welcomed in the original post... I do want to remind everyone that "RnF" specifically wants to know if Monster Health and Damage is balanced before and after level 100.

Another big question is whether permanent Stat Tonics should be removed or kept?

Should Enchanters be summoned for an easy price at the first town [like the powerful Boris]?

Is all this balanced when facing foes at level 400?
Last edited by steffire3; 22 Feb, 2017 @ 4:56pm
*Yuki* 22 Feb, 2017 @ 5:30pm 
well. I, personaly, loved one old compilation, where was potions, giving you additional stat points. In vanilla game, they could be way OP, but here its necessary, as lot of gear requires tonns of stats and such. I dont think, they should be removed, but making them extremely rare drop from bosschests or bosses, instead of what exists right now, may be cool.

In my opinion, NPCs was problem in vanilla game. When you beat it for 1st time - okay, they unlocks by the lore (like trader of random stuff). But, later, when you run game again and again, it becomes annoying. When you share your equipment with your twinks, but they cant socket/enhance it themself - wtf is that?

In my opinion, each town should have all NPCs, but their goodies should scale with acts. Just like chance to get best possible stats on enhancement, or rarity of items, random trader sells, or number of maximum possible sockets, etc etc.

No idea about foes, actually - didnt play this mod for that much
RnF  [developer] 23 Feb, 2017 @ 6:48am 
As far as new weapons are concerned, I am going to use Torchlight 1 models. They port right into TL2 with out any problems. So I already have the assets to make them. I am not a graphics artists, so making weapons from scratch is a no go for me.

Here is my experience with Stat Tonics and why I think they can be removed.

Before I made Stat Tonics, there was no reliable and consistent way to increase stats. A player would simply get stuck and burdened by trying to find good +stat bonuses on items. It just wasn't enough to progress.

So I made the Stat Tonics. Which helped somewhat. But the drawback is there is no cap on these, so a player can actually have too many stats and basically the game becomes too easy and unbalanced.

When I added the summon scrolls for enchanters, it made this situation worse.

I am currently in NG+6 with an Engineer and I am just rolling through the mobs in ELITE. I have over 1000 stat points in Strength already, combined with Stat Tonics use and Enchantments. It's simply has broken the game.

There needs to be a way to cap Stat Point use, and Stat Tonics use is infinite and completely unbalanced, which is bad.

So my solution will most likely be the following

1. Re-balance Stat Requirements on items, maybe tone them down a bit, It won't need much adjustment though.

2. Get rid of Stat Tonics

3. Create Summon Scrolls for Enchanters that are specific to each Stat Bonus. They will be slightly less powerful than Boris. Boris will be more random, but allow for better stat enchants.

4. Boost Stat Bonus spawn rates on Socketable items

By doing this, I think it will allow progression without a big imbalance.

steffire3 26 Feb, 2017 @ 12:28am 
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Originally posted by RnF:

As far as new weapons are concerned, I am going to use Torchlight 1 models. They port right into TL2 with out any problems. So I already have the assets to make them. I am not a graphics artists, so making weapons from scratch is a no go for me.

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The "Reiner's Gear" mod is a great example of re-used assets and yet delivers extra weapons into the game [that can be used by any class even the modded ones].

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138732006

At this stage, new visuals are not as important as new, missing, or requested game options which are greatly desired by many players of TL2 currently.

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Originally posted by RnF:

I am currently in NG+6 with an Engineer and I am just rolling through the mobs in ELITE. I have over 1000 stat points in Strength already, combined with Stat Tonics use and Enchantments. It's simply has broken the game.

There needs to be a way to cap Stat Point use, and Stat Tonics use is infinite and completely unbalanced, which is bad.

So my solution will most likely be the following

1. Re-balance Stat Requirements on items, maybe tone them down a bit, It won't need much adjustment though.

2. Get rid of Stat Tonics

3. Create Summon Scrolls for Enchanters that are specific to each Stat Bonus. They will be slightly less powerful than Boris. Boris will be more random, but allow for better stat enchants.

4. Boost Stat Bonus spawn rates on Socketable items

By doing this, I think it will allow progression without a big imbalance.

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Sounds like a very balanced plan. I'm completely in favor of this. Stat Tonics without a cap can make the game too easy and a reasonable solution has to be enacted.

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Last edited by steffire3; 9 Mar, 2017 @ 3:35pm
steffire3 6 Apr, 2017 @ 5:03am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=165264748&searchtext=realistic

This mod changes several things however it also affects the reach of different weapons.

I'm not sure if this idea of editing weapon reach has been considered yet it may be of interest.
*Yuki* 6 Apr, 2017 @ 8:26am 
Originally posted by steffire3:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=165264748&searchtext=realistic

This mod changes several things however it also affects the reach of different weapons.

I'm not sure if this idea of editing weapon reach has been considered yet it may be of interest.
does it work with current version of tl, btw?
RnF  [developer] 6 Apr, 2017 @ 9:23am 
@steffire3 I am actually really interested in how the weapon reach was achieved (I think I know how), it actually may help solve an issue I am having with 2h throwing axes not being able to hit things up close. I like how the new reach in that mod keeps the monsters at bay a bit more. Will look into this for sure.
steffire3 10 Apr, 2017 @ 6:31pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138331402&searchtext=judge

Lazer Guns and Lazer Swords inspiration.

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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=170299996&searchtext=far+east

Could the additional "Far East" weapon animations be extracted and added to "LAO III"?

I've swung quite a few weapons with this mod and it greatly enhances the immersion with a diversity of weapon animations.

The only problem is that the weapon animations were never made into a separate mod from the "Far East" pack.

And to quote the mod description of permission from the "Far East" team:

Originally posted by Zyph (author):

"At this point I give permission for this content to be used as long as those involved in the creation of it are given credit."
Last edited by steffire3; 10 Apr, 2017 @ 7:11pm
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