Torchlight II

Torchlight II

Roguelight
83 Comments
*Yuki* 21 Feb, 2016 @ 3:41am 
eeh :c such a nice idea :c
Kinkku  [author] 21 Feb, 2016 @ 3:39am 
Editor crashed too often. So yes it is.
*Yuki* 21 Feb, 2016 @ 3:37am 
is it abandoned?
Bleezip 25 May, 2015 @ 3:55pm 
Loving the mod already, lots of potential and having a blast. :) Kind of reminds me of Diablo 1, with it's random needing to find books, spells and so on. Not sure if it's been addressed, but creating a character seems to just be invisible. (Not that it matters much of course.) :wrynhappy:

Keep up the amazing work!
Majestic Robo-Corn 3 Apr, 2015 @ 2:38am 
Amazing mod! Good luck! Will keep an eye on it!
Anarch16Sync 13 Aug, 2014 @ 10:48am 
Hey man, great mod, I really like the chunks and all that you made for it... But I don't know is this is a bug, or is just as far as you had made it playabe, but I have got to a point where I can't advance anymore, the dungeon doesn't have an exit, and there seems to be missing someting... Is the dungeon where the bandits apear and there is a false sun dial (I can't find the real one, checked all the map) Hope you still wanna work on this, is really a great work :outlander: :luck:
SwissDutchy 18 Jun, 2014 @ 7:42am 
I really like it, I would love to have a character creation, I can't see any character when I start a new character.
Zantigo 9 Jun, 2014 @ 3:42pm 
TL2 was a Diablo-Clone or Dungeon Crawler, a completely different subgenre of RPG from Rogue-like. The key aspects of a Rogue-like are randomized dungeons, perma-death and limited starting inventory, letting the randomized aspects decide how you build and fight as a character.

I don't know WHAT rogue-likes you were playing, but TL2 was not one on any level. Don't get two niche categories of RPG confused.
The Yeen Queen 8 Jun, 2014 @ 7:25pm 
TL2 was already roguelike, really. Roguelike iron-man style isn't the only roguelike out there. :p
evilpingvin 14 Apr, 2014 @ 10:18am 
Enchanters wont let you leave. If you enter their screen nothing can get you out. the x wont work, neither will the close tab nor space. pressing esc zooms you out as if you got control back, but you wont be able to move.
mangome 10 Apr, 2014 @ 10:51am 
Keep up the good work!
Khbikhib 2 Mar, 2014 @ 12:30pm 
game crash when try to learn fireball spell
Kinkku  [author] 1 Mar, 2014 @ 9:19am 
Haven't made anything after outside area
chilibopper 1 Mar, 2014 @ 8:34am 
got stuck in 'outside' area. nowhere to go. no exits. game ending bug.
Jarl Shortbeard 27 Feb, 2014 @ 12:16pm 
Anymods that you can recommend to use with this?
Kinkku  [author] 26 Feb, 2014 @ 10:14am 
I dont know which mods conflict so better just disable them all
Deniveir 25 Feb, 2014 @ 6:58pm 
After downloading your mod my game always crashes after I select new game, are there any particular mods that Roguelight doesn't play nicely with or should I just disable all other mods entirly?
Steven 24 Feb, 2014 @ 9:01pm 
I really love roguelike/lite games and wow this is an awesome mod with lots of potential. Keep up the good work.
Ambushbob 20 Feb, 2014 @ 11:57pm 
*presses finger tips togeather* You have my attention.
lmiol 16 Jan, 2014 @ 10:35am 
okay. u developer, your rules,
my word - just suggestion
Kinkku  [author] 16 Jan, 2014 @ 10:02am 
Well i'm here to break the mainstream.
lmiol 16 Jan, 2014 @ 9:59am 
all devs never repeats at the names
u will never see a Warcraft: OrcCraft
or
Counter-Strike:Global Strike =\
Kinkku  [author] 16 Jan, 2014 @ 9:58am 
Roguelight <--> roguelike
lmiol 16 Jan, 2014 @ 9:58am 
Fire of Roque
Kinkku  [author] 16 Jan, 2014 @ 9:55am 
The Roguelight refers to that blue fire atop the tower "that has gone rogue" on one of the main menu backgrounds. And I wanted to put the 1 just to make it look more closely related to the original Torchlight 2 title. I am sorry if the roman number 1 offended you.
lmiol 16 Jan, 2014 @ 9:33am 
sorry for bad words but maybe u need to change the name of mod?
TorchLight 2: RogueLight 1?
watta the stupid name?
maybe somekind of
Rogue Expansion
Secrets of Rogues Lands
or another =\
Kinkku  [author] 7 Jan, 2014 @ 2:40pm 
It's because I am not done. And the gate cannot be opened by entering anything to the text window. The place you get to through it is mainly used for testing at the moment. You can open the gate by clicking somewhere on your screen with your mouse. I put an invisible button on the dialog, but at this very instance I am unable to remember its correct location. My guess is that its somewhere near the chargebar area on your UI.
Damocleze 7 Jan, 2014 @ 2:27pm 
is that cuz youre not done or you forgot.

also -- at the beginning the gate cand be opened by any word/diget/letter/number
Damocleze 7 Jan, 2014 @ 2:24pm 
on prob: i covered the entire outsid area (aka level 2) and i notised that frome there there is nowhere to continue
Ribbit Ribbit 19 Nov, 2013 @ 3:16pm 
wow! you're doing a massive work. i love this mod containing a variety of contents and trying in a new vision. i'll keep my eye on this mod. i'll keep watching you. :)
Risieroo 5 Nov, 2013 @ 8:57am 
hey, just tried out this mod with a couple characters and in multi player. I really enjoyed the starting areas and the quests but after that initial quest it felt unbalanced in the open zones. You have a good thing going with the champions everywhere, but their level difference is unnecessary. The constant fumbles, no skills, on top of the 5 level difference made for a frusterating play through. It was a really fun concept, but I will wait until you decide on what you're doing with charge bars, some characters had them, some did not.
Blue 5 Nov, 2013 @ 1:44am 
This seems interesting, may keep an eye on this.
Kinkku  [author] 4 Nov, 2013 @ 12:07pm 
Well that sucks.
Zozar (Necron lord) 3 Nov, 2013 @ 3:48am 
That kind of sucks
draconis00788 3 Nov, 2013 @ 12:29am 
Looking forward to seeing this develop. I love the idea
Pitchblack 30 Oct, 2013 @ 11:44am 
Really good idea. Eagerly waiting for your mod.
Delta Pangaea 5 Sep, 2013 @ 6:36am 
Hmmm, interesting. Veeeery interesting. Gonna keep my eye on this.

As a question though, if skills are going to be found or in any case, not tied to class, what would the differences between the classes be, besides maybe starting stats or item requirements?

I am reminded, however, of DIablo 1. All the spells were open to everyone, but each class also had their special ability that they start with. Maybe something to consider?

If so, I hope they at least end up being better than 'Let's break our weapons' for 2/3rds of the classes. :P
Kinkku  [author] 23 Aug, 2013 @ 11:04am 
The monsters do scale with the highest level player in the team in levels. Should you join a player who has started over. So might be doing a jump back to start in the end.
Kinkku  [author] 23 Aug, 2013 @ 11:01am 
I have an idea for an ending. If I ever get to that.
MTaur 23 Aug, 2013 @ 9:13am 
I don't envy you for having to take this on. Could be really fun. Are you planning to have a possible endgame, or will it be mere survival?
traidor (ze/zion) 19 Aug, 2013 @ 11:23am 
Ah, well I assume you've accepted the new Subscriber Agreement? That has thrown me off a couple times, the banner appears at the top of the item. I also notice that GUTS gets corrupt memory errors often, so perhaps that is the problem? The compiler doesn't inform you the memory is corrupt until it begins packing.
At any rate, I hope Steam gets back to you on it. If you do duplicate the mod, I hope you copy+paste the media folder from your old mod into your new one, so you don't really have to recreate it all. I wish you luck, brother.
Kinkku  [author] 19 Aug, 2013 @ 1:15am 
If it ever gets finished. Steam support hasn't give out an answer to my ticket yet. I might be forced to recreate this mod to the workshop.
traidor (ze/zion) 18 Aug, 2013 @ 12:51pm 
This looks awesome, man. At 40mb, are there custom textures/meshes or have you just made an ungodly amount of content? Either way you answer, you're the man. Keep up the good work, can't wait 'til it's finished!
Pennywise 13 Aug, 2013 @ 2:11am 
Wonder if it's possible to make the item only appear to be unidentified (just doesn't show its stats/affixes until you identify it) but actually is until you get to town (Shiren the Wanderer-style) or by modified identifiy scroll/potion that just removes whatever effect is hiding the item's stats.
RaffoBaffo 12 Aug, 2013 @ 4:13am 
I don't think using unidentified items is possible, but a hunger/food system should be easy to create by adding a new "hunger" stat and affixes that trigger when hunger reaches certain thresholds. just an idea
Kinkku  [author] 12 Aug, 2013 @ 4:04am 
GUTS = Torchlight II editor.
Kinkku  [author] 12 Aug, 2013 @ 4:03am 
Well GUTS has many restrictions, so most of those things you mentioned might not be possible.
Pennywise 11 Aug, 2013 @ 9:50pm 
Do you plan on having items be usable even if unidentified? How will the mod handle things like wands and other staples of the genre (like food/hunger)?
Kinkku  [author] 6 Aug, 2013 @ 12:52pm 
When my support ticket to address the issue why this workshop item doesn't get updated gets through steam support.
RaffoBaffo 6 Aug, 2013 @ 12:36pm 
when do you think you'll release additional content?