Torchlight II

Torchlight II

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Affixes for Champions
   
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1.182 MB
7 Aug, 2024 @ 8:19am
18 Sep, 2024 @ 6:22am
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Affixes for Champions

Description
This mod provides new and reworked affixes for all champions within the game. It will change the game to provide affixes not only to some champions, but to all and monsters around those champions (its summoned minions upon spawning). Moreover, mod will take the difficulty you are playing into consideration. Playing on easy mode you will sometimes see champions with one affix, playing on normal you will also encounter champions with 2 affixes, hard will bring champions with 3 affixes and playing on very hard will make almost all champions spawn with affixes. Also, this mod slightly increases amount of minions spawned around champions.

One affix champions will be displayed the same as in vanilla, two has red displayed name, three will also make champions erupt additional red dots effect around their bodies. This mod brings all possible combinations of affixes except Rich and elemental affixes. Rich can only be spawned as it is, and elementals can only combine as Ice-Poison and Fire-Electric.

Champions can have following affixes or combination of those affixes:
- Armored (25% all armor bonus; 50% knock back resistance modifier bonus);
- Burning (explode on death; burn damage; added flat fire damage; 20% fire damage bonus; 15%-30% fire armor bonus);
- Corrupted (-15% all magical damage taken; magical barrier; chance to reflect magical projectiles with 25%-50% damage; spawn nether worms on death; chance to spawn netherlings on death; casts nether orbs; converts nether worms around itself; ressurrects cultists around; converts cultists around);
- Critical (20-40% critical chance modifier bonus; 40%-80% critical damage bonus; active distance bonus);
- Damage (50%-100% all damage bonus);
- Forceful (chance to have knock back damage; 50% slow resistance, immobilize resistance, pull resistance modifier bonuses);
- Freezing (-33% up to -53% total speed debuff for players around; added flat ice damage; 20% ice damage bonus; 15%-30% ice armor bonus);
- Hardy (-15% all physical damage taken; physical barrier; chance to reflect physical projectiles with 25%-50% damage);
- Haunted (damaging skill upon death; chance to cast ghost missiles ring upon taking damage; chance to spawn undead creatures on death; heals and ressurrects undead creatures around);
- Healing (weak hp regeneration; chance to cast healing wave upon taking damage, which heals all monsters around except the caster);
- Multiply (2 copies of killed monster with 65% hp of the original each);
- Phased (chance to teleport away for ranged champions and chance to teleport to the target's position for melee champions; 50% teleport resistance modifier bonus);
- Poisoned (damaging skill upon death; -33% damage and armor debuff for players; added flat poison damage; 20% poison damage bonus; 15%-30% poison armor bonus);
- Rich (rare affix with increased chance for higher difficulties; 200-300 additional gold drop from each affix bearer);
- Shielded (will cast reactive shield upon taking damage; -15% all damage taken; 50% interrupt resistance, silence resistance modifiers bonuses);
- Shocking (shocking damage upon being struck; added flat electric damage; 20% electric damage bonus; 15%-30% electric armor bonus);
- Sturdy (50% hp bonus; 50% physical defense, stun resistance, blind resistance modifiers bonuses);
- Swift (25% attack and cast speed increases; 35% run speed increase).

Mod changes champions unit files, so you need to launch it before any other mod (or there will be no changes) that do the same thing (most mods don't). Also it supports champions from Aegis sandpit, Aegis Cript, Adventures 2. If you use those mods, you will need to launch Affixes for Champions before those.

There is a known and tested by me issue with existing heroes (mod works fine on new characters). Should you start playing on existing character some champions may spawn without affixes even though they must have those affixes. Most of the time, the culprit for the issue is world rerolling, should be working fine otherwise. The easy example is very hard difficulty, almost all champions should spawn with affixes there, but they don't (in this situation) and spawn without anything sometimes. You may play this mod on existing characters, it doesn't break anything, but it may not work as intended either.

Also, keep in mind, that there are still vanilla affixes for mobs around bosses as this mod doesn't change bosses in any way.

Future plans: make a seperate version for bosses.

P.S. I do recommend to use this mod with Epic mod.
P.S.S. This mod started as a rework of "Random monster affixes" mod made by Turton. It is almost completly different now though.
18 Comments
DragonOfWar  [author] 25 Apr @ 5:49am 
@Hurt, most likely not, I don't use Synergies though. This mod changes heroes files, you can try, but the game will only use one or the other, if synergies changes any heroes too. Will depent on loadorder.
Aseity 24 Apr @ 6:01pm 
Is this compatible with synergies?
Torchlight2 Plus 30 Jan @ 1:41pm 
@DragonOfWar: I just did a play-trough (until Grell) with my latest mod combined with yours.

It's very nice! Playing on Elite Hardcore (My mod than has sort of the same diff. as epic mod (Vet. mode) than) I encountered all affixes at least once. (Also the Rich one in Act 1 big outside space warbeasts)
Torchlight2 Plus 30 Jan @ 1:41pm 
The balance is good, the monsters are tough but it's doable to kill a pack (with care). Once I need to restart since in the temple floor 2 a double 3 affix pack spawned right before the entrance. they had also frozen and shielding affix :P so running away was impossible. (Save exited, re-roll map was the key there (or die :P) )

I am making some progress also with discovering more about the affixes looking into mods like synergies and the ones Turton and you made. Implementing random immunes to all monsters is good to do. Later on I like to make a champion affix mod a pool of around 120 affixes and than creating variation of around 120^4 possibilities :D

I especially liked the Phasing, Corrupted and Rich affix that you made
From synergies I liked the shielding and damage affix (they are good recognizable)
Torchlight2 Plus 18 Oct, 2024 @ 3:45pm 
@DragonOfWar, Understandable choose for the affixes they are more powerfull than most of the vanilla ones it seems. Also Epic mod does add extra challenge to the game so that might effect the encounters even more. (Yes and adding more will cost lot of time and is boring task)

The Bright shield encounters where not a game breaker, so no problem leave it like that, it was more something I mentioned. You can also see it as an extra challenge (4th affix, blinding ;) ).
>>Thanks for review. Welcome, thanks for the reply.
DragonOfWar  [author] 18 Oct, 2024 @ 3:18pm 
@Torchlight2 Plus, Speaking about 4 affixes, some 3 affixes combinations are pretty hard to kill even without difficulty mods (like Epic one), so I decided against it, plus it will require a lot of time and I continued to work on my other projects, which may or may not be released in the future.
DragonOfWar  [author] 18 Oct, 2024 @ 3:12pm 
@Torchlight2 Plus, I guess I need to do something with those shields, will most likely change it in the future, seems like corrupted-hardy-shielded, is the most brightest one... it looks like those shields brightness is additive or something, lol. Those affixes effect's looked fine by itself, so I guess I just left it be. Thanks for review.
Torchlight2 Plus 18 Oct, 2024 @ 2:57pm 
(1/3)
Last days I was playtesting a bit with the affix mod of Turton, now figured out how it works again, also on normal monsters. So it's even possible to reach things like random immunes that increase with choosen difficulty and/or player/monster lvl.

Comming back to your mod, this are some really neat changes you made, I extracted the rich one to test it, works great and seems also balanced like the rare golden crab (you even balanced it extra with choosen difficulties).

Before i did try out the other affixes as well. Phase is a real boon to challenge those ranged hero's, there are also others that combine to a challenging mix.
Torchlight2 Plus 18 Oct, 2024 @ 2:57pm 
(2/3)
The way you made it, its pretty workable with 3 affixes (because of the exponential growth of the affix list (x^x^x affixes, so adding a fourth...) )
The big advantage of this way is that you can display all the monster affixes. What I did years ago was made the game choose 3,4,5,etc. affixes of the affixes list. This had one disadvantage, the game only displayed the first choosen affixes description. The solution, use of Unitthemes/LukerHudmod* (*to see if monster is max shielded etc.)
The advantage was, adding new affixes was less painfull/work and you can have superunique champions of terror with 6 affixes!*
(*What you can do to with selecting 2 random 3in1 affixes, it only than shows the first 3 specs and you have a chance to get crazy speedy ones or so :P)
Torchlight2 Plus 18 Oct, 2024 @ 2:56pm 
(3/3)
You made use of the Unitthemes too, also created some nice custom ones. In my experience, also with your mod unitthemes are fine/nice but some like the big white shield can make it a bit messy/hard to see, especially in a monster pack with bright shields.

It's always nice to start with an good base example, you managed to give it an unique twist on your own. It's the first mod I saw using multiple champion affixes. So yes, I for sure would recommend trying it out if you like some extra challenge in the gameplay.