Torchlight II

Torchlight II

Extra Endgame Content (v.172)
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Update: 25 Oct, 2018 @ 4:10am

Published v.172

Fix:
- Two "Wand Of The Fallen" attack sounds no longer appear quieter than the rest. This issue is possibly due to how the game handles audio with only one channel.

Update: 22 Oct, 2018 @ 4:01pm

Published v.169

Hopefully fixed missing adrenaline/charge booster icons.

Update: 19 Oct, 2018 @ 1:18pm

Published v.167

New item:
- Rifle Of The Fallen; L100 unique shotgonne, above average DPS, 6 baked-in affixes, including the chance to summon Shadowling Brute on kill

Item fixes:
- Claw Of The Fallen no longer procs every time, nor does it create a cascade of strike particles/effects to the point where the game may freeze
- proc damage increased from 195 to 225% of weapon DPS
- base proc chance remains unchanged at 8%
- item data was not edited so the claw will not be removed, but changes to the proc/skill data will take effect immediately

Misc changes:
- removed some old and/or unused item/skill/layout files from testing phases and moved all custom skill data procs to a single location; this is done for the sake of convenience and will not impact the mod in any way


Notes regarding the new Rifle and its features:
- with varying DPS and high damage over time, it's good for further playthroughs and higher difficulties
- baked-in effects are as follows: 5% chance to summon Brute, +10% critical chance, +15% dodge chance, +20% poison damage bonus, 25% chance to poison for 6 seconds, 3200 physical damage over 8 seconds; the game will assign additional affixes until all slots are occupied, hence varying DPS
- Brute himself has same resistances as champions, deals 70% more damage [same damage bonus as level 15 of Outlander's Shadowling Brute skill]
- base HP and armour were increased by 20% and individual elemental armours by 5%
- Brute will last for 300 seconds, or until he's killed; doesn't stick around with level transitions and disappears on player death
- up to 9 Brutes may be present at the same time, so if your praised RNGsus, you will have a small army to wipe out the enemies
- since it is a new unit based on existing data, it will not be boosted by Outlander's passives, but bonuses from socketables that boost pet/minion damage will be applied as normal

Update: 14 Oct, 2018 @ 5:43pm

Published v.160

New weapon:
- Wand Of The Fallen
- L96 unique wand with high electric damage, excellent stats and procs, with additional bonuses when wielding two of them
- has 6 wand chaos procs as baked-in affixes, allowing the game to assign additional ones
- fires fast piercing missiles which rebound off surfaces once, then detonate on impact, dealing damage to all targets in a 3 metre radius
- due to high DPS, explosion on each impact and AOE radius, it's particularly lethal in tight spaces with lots of enemies like Lost Hold or any catacomb
- destructive force when wielded by any character investing in focus
- easily rivals near-unobtainable legendaries and puts other unique wands to shame


Rail Driver has been rebuilt from ground up, featuring:
- fixed some and rebalanced other affixes [can no longer stunlock basic mobs and bosses alike; has one filler affix so the game doesn't assign additional ones]
- changed static damage output to a min/max range
- charge gain rate reduced to 10% due to the weapon being able pierce a whole conga line of mobs
- works both at point blank range and any range beyond its effective one [24 metres]; still not recommended as a crowd control weapon
- existing version of this weapon will no longer spawn, but will not be deleted from player inventories

Update: 6 Oct, 2018 @ 8:25am

Published v.158

Fixes:
- Rail Driver missile has been updated with a unique GUID string; this is an old error from around the time when the item was first released but it didn't cause any noticeable issues and is being fixed purely for maximum compatibility reasons

Item changes/updates:
- Ember Of Might [Unique Socketable in 3 varieties] has been deprecated and replaced with Cracked/Impure/Flawless Ember Of Might [Rare Socketable]; spawn weight/rarity adjusted to match new unittype; all other aspects remain unchanged
- Conversion Ember [Unique Socketable] has been deprecated and replaced with a Transmutation Gem [Rare Socketable]; spawn weight/rarity, value, min/max spawn levels adjusted to match new unittype; all other aspects remain unchanged

Recipe changes:
- armour crafting recipes have been updated to account for above changes; crafting of EEC Stage 1/2/3 Armour now requires a Transmutation Gem instead of a Conversion Ember; if players have any Conversion Embers, they can transmute them with any Rare item to obtain the new Transmutation Gem, which can also be obtained by combining Flawless Sapphire, Flawless Heliodor and Flawless Rhodonite together
- Sapphire/Heliodor/Rhodonite upgrade recipes now require 2 gems of lower quality instead of 3, ie. to obtain a Flawless Sapphire, you need 2 Impure ones, not 3

New weapons:
- Tornado; level 95 unique pistol; fires high-speed bullets that ricochet off surfaces [up to 16 times] and pierce enemies; has 8 baked-in effects, allowing the game to assign additional ones [1-5 extra affixes]
- Wrench Of The Fallen; level 98 unique greathammer; above average stats, fire/electric damage bonuses, 25% chance to cast Emberquake on strike; has 7 baked-in effects, allowing the game to assign additional ones [1-5 extra affixes]

New items:
- Adrenaline Pill; instantly fills charge bar on use; created as a potion to retain maximum compatibility with other mods; one denomination/variety across the whole game; rare spawn alongside other potions; increased chance to drop from powerful casters, champions and bosses
- Charge Booster; improves Charge gain and lowers its decay rates across 30/60/90/120/150 seconds depending on grade; comes in 5 grades across the game; twice as common as adrenaline but still somewhat rare for balancing reasons


Notes regarding new socketables:
As already stated in the wall of text, this is a necessity purely down to how the game spawns certain items/unittypes based on very specific criteria.
As a precaution, Unique Socketable versions [Conversion Ember and Ember Of Might] had their spawn weights and ranges adjusted so that they can no longer spawn as random drops, but will not be deleted from player inventories.
This was done in case someone cheated the item in and wants to keep it.

Notes regarding new consumables:
Adrenaline and Charge Boosters are single-use consumables under "potion" unittype; Adrenaline has immediate effect, while Booster works across specific time depending on its variety.
Because of vanilla spawnclass settings, they can't normally be found in secret rooms [only rejuvenation potions spawn in those], unless players are using mods that change spawnclasses.
Since it is classed as a potion, the effects of Charge Booster can be improved with items/weapons that have "+x% Potion Effectiveness" affixes.

Update: 14 Sep, 2018 @ 1:51pm

Published v.117

Changes [CQC Pistols only]:
Hopefully addressed a file system issue which could potentially stop the items from spawning. This includes entries like base file paths, model/resource directories and value graph offsets.

Update: 31 Aug, 2018 @ 6:57pm

Published v.116

Changes [CQC pistols only]:
- L97 pistol now steals 4 mana on hit instead of 2
- L45/98 had their Shed Poison Spore proc changed to Poison cloud; better crowd control, scales with focus and player level

Update: 27 Aug, 2018 @ 5:34pm

Published v.115

Simple update pushed after purging most file cache just in case GUTS ignores edits due to "date modified" mismatch.
No actual item/weapon/etc changes.

Update: 27 Aug, 2018 @ 1:02pm

Published v.113

Added 10 new CQC [close quarters combat] pistols; 8 uniques and 2 legendaries.
Original idea by steffire3, implementation by yours truly.
As per steff's request, the pistols will also be released as a standalone mod.

Steff's post detailing weapon stats/info below:
http://torchmodders.com/forums/modding-questions/skills-on-weapons/msg9678/#msg9678

Features:
- weapons still function like normal pistols, but have point blank range, increased damage and speed, and will still receive ranged weapon bonuses
- range slightly higher than claws [0.5 approach range, 1.2 strike range]
- levels 15/30/45/60/75 have spawn weight of 100, making them as common as most other uniques
- level 96/97/98 weights are 60, 56 and 52 respectively
- levels 99 and 100 are legendaries with 35 spawn weight
- all CQC pistols deal either physical or elemental damages and use specific procs associated with those damage types

A standalone CQC Pack is also available here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1495400247

Other notes: to my dismay, Rail Driver fixes from previous update don't take effect.
I will look further into this and try to fix the shots not taking out shields and doing damage in one shot, eg Bandit Brigand enemies.
I also attempted to have the weapon damage enemies with missile reflection like Ezrohir Brute, but that only worked once in GUTS game mode. While their shields are up, all damage is reflected, but WITHOUT damaging the player, so that's one upside...

Update: 18 Aug, 2018 @ 2:19pm

Published v.99

Mechanics fixes for Rail Driver:
- added homing capabilities to eliminate most, if not all, instances where the weapon misses a target
- based on above, adjusted radius, velocity and targeting angle to prevent it from hitting more enemies than it should
- modified interrupt affix with effects that set enemy block chance and base block chance to 0% via transfer; hopefully addresses the weapon only destroying shields rather than doing so alongside damaging the enemies [worked in testing phases so it should work on release]

Note: despite being updated, the item should not disappear from player inventories; this is due to a modification to the affix rather than to the item itself