Torchlight II

Torchlight II

DarkLight (v.56)
Knifelheim  [dezvoltator] 7 dec. 2015 la 20:03
Suggestions
If you have any suggestions for features or better/alternative way to implement current features, let me know here.
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Knifelheim  [dezvoltator] 9 dec. 2015 la 22:43 
I had that on my to do list and completely forgot about it. Thanks for the reminder, I'll get that done in the next day or two.
RnR 12 dec. 2015 la 17:10 
Please remove the chaos mod. Makes the game kinda easy. My pet managed to get uber reflection stat on a tag. He walks up to stuff and stuff just melts. And thats not taking my uber sword into account - one hit kills all day long. Absolutely love your main idea on the gold drops, but the chaos loot ruins it imho.
Editat ultima dată de RnR; 12 dec. 2015 la 17:11
Knifelheim  [dezvoltator] 13 dec. 2015 la 15:18 
RnRaus: I understand the concern with lucky LAO drops decreasing difficulty, but I'm fairly certain that if you keep playing you'll find that the gear becomes under powered and you'll be forced to look else-where (which, because of how the mod works, can become difficult).

I've actually been trying to think of ways to make pets less of a crutch for people, because it does make it tempting to let your pet do all the work for you. I was trying to find a way to make pets cost you pots to keep them healthy if you choose to let them take the lead, but so far all I've found is makign them killable, but I think that would actually cause you to lose your pet entirely if it's killed (which is not something I want to happen). There has to be some way to stop your pet from regenerating once it reaches the "run away" state, but I haven't been able to find it yet. If you have any ideas, let me know.

PrimeSonic: I'm glad you like the change. I don't have the ability to add new art assets at this time. Photoshop is really expensive and I hate using GIMP. I'm really more focused on changing mechanics with this mod anyways, though I would love to be able to add my own shine to it at some point in the future.

Knifelheim  [dezvoltator] 15 dec. 2015 la 11:06 
Yeah, I'll see what I can do.
Knifelheim  [dezvoltator] 17 dec. 2015 la 14:44 
I would not want HP/MP regen as I feel it makes players just want to wait around and heal up, and makes potions less valuable.

I want characters to have to rely on potions to stay in the field. My hope was that the relentless amount of mobs would burn through players' potion reserves from all of the pokes and prods they receive. Bosses should be "oh ♥♥♥♥" moments where you hope you can avoid 1-hit kills and you don't run out of potions before you kill it.

Pets are over powered at the moment. I'm having a really hard time figuring out how to properly nerf them. This is my first mod, and was really meant as an excercise to learn how to mod Torchlight. Because of this, I'm still trying to figure out a lot of things and pets are a definite hurdle for me. It appears as if their stats are tied to monster stats, so if I nerf their stats, I also nerf monsters. If I can figure out how to limit what spells pets can use, that would definitely go a long way. Ideally, I would also like to take away pets' passive health regen, requiring you to use potions to keep them healthy.

If you have any suggestions on how to address these issues, or how any other suggestions for that matter, let me know.
In my opinion the biggest issue in TL2 is that bosses do not regenerate their health once player dies.

I had try to implement this on my mod (Potty's Synergies addon), and i succeeded to do it for the first boss battles. You basically have to add a sphere trigger surrounding each boss area. Whenever the player leaves the sphere, you bind it to "Monster health 100%". This way, the boss will regenerate his health whenever the player leaves the sphere (which happens when he dies).

But it's quite some work. You need to do this for each boss area. Also, you need to make sure that the boss somehow never gets out of that sphere.. (for this I had enclosed the boss battles - you can access it only via a teleporter. But then it's even more work)

Just leaving this here, just in case you feel extremely motivated.. :P

I am just curious - did you do a complete playthrough with your mod yet ?

Postat inițial de Tomato-_-Salad:
If I can figure out how to limit what spells pets can use, that would definitely go a long way.
This would be very hard to mod. I believe you would have to change the effects of all these active skills, so that they have no effect if the pet casts them.
(is there even an attribute defining that ? I doubt it :/ But if there is one, then it would be the only way to do this. So yeah, you would have to modify a bunch of skills.)
Editat ultima dată de potterman28wxcv; 27 febr. 2016 la 17:30
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