By yahtzee's usual metric this was a glowing review. He even says it was worth the sale price... with a back handed compliment but still.
And his complaints are legit. This is a click fest, but that is the genre (not a perfect convention, though). The loot seems to be there to extend the play time a bunch. The path finding is utter shit (the fix being to teleport my minions every 3 minutes to my location). The basic difficulty is very easy and probably not what most people want (fuck 'em, I like it, but the early areas are too easy).
All in all, it is flawed, but fucking fun as hell and dirt cheap. I think Yahtzee said that in his own, demeaning way.
i agreed with the part that identify scrolls are a pain. it's 2010 and stocking up on identify scrolls each time i vendor up to sell stuff is a timesink.
would it change the game not to need to identify anything? i mean, all it does is make me spend a small amount of gold and time revealing each item, but it doesnt add much to the gameplay
That's why someone made a mod that removes ID scrolls. Everything is already identified.
Crawl Stone Soup did the identify mechanic very well. You could equip magic items whether or not they were identified, but:
A) Unless the effect was a constant passive, you still wouldn't know the item was until it activated; for example, you wouldn't know it was a Ring of Frost Resistance until you got hit with a frost spell.
There was a chance for items to be cursed and unremovable . This could kill you if you had equiped a cursed crappy weapon and had to fight before you found a decurse scroll.
C) Identify Scrolls were rare and a valuble commodity.
It represented a risk/reward system, risk equiping a cursed/useless item for the reward of it being a good item or such. In games like Torchlight with no risk, it's a bit useless and is only a menial timesink.
Crawl Stone Soup did the identify mechanic very well. You could equip magic items whether or not they were identified, but:
A) Unless the effect was a constant passive, you still wouldn't know the item was until it activated; for example, you wouldn't know it was a Ring of Frost Resistance until you got hit with a frost spell.
There was a chance for items to be cursed and unremovable . This could kill you if you had equiped a cursed crappy weapon and had to fight before you found a decurse scroll.
C) Identify Scrolls were rare and a valuble commodity.
It represented a risk/reward system, risk equiping a cursed/useless item for the reward of it being a good item or such. In games like Torchlight with no risk, it's a bit useless and is only a menial timesink.
I don't know if I'd want to play with those mechanics, but, yeah, they make sense. They add a reason to have item identification.
And they're exactly like AD&D 2nd Ed rules for that stuff.
I think I'm gonna get the no-identify mod, because now that I have the ID spell, all this does is eating up time. it's really useless.
Crawl Stone Soup did the identify mechanic very well. You could equip magic items whether or not they were identified, but:
A) Unless the effect was a constant passive, you still wouldn't know the item was until it activated; for example, you wouldn't know it was a Ring of Frost Resistance until you got hit with a frost spell.
There was a chance for items to be cursed and unremovable . This could kill you if you had equiped a cursed crappy weapon and had to fight before you found a decurse scroll.
C) Identify Scrolls were rare and a valuble commodity.
It represented a risk/reward system, risk equiping a cursed/useless item for the reward of it being a good item or such. In games like Torchlight with no risk, it's a bit useless and is only a menial timesink.
I don't know if I'd want to play with those mechanics, but, yeah, they make sense. They add a reason to have item identification.
And they're exactly like AD&D 2nd Ed rules for that stuff.
I think I'm gonna get the no-identify mod, because now that I have the ID spell, all this does is eating up time. it's really useless.
Pretty sure all rogue-likes handle it like that; Part of me wishes that there were cursed items in not only Torchlight, but D2/D3.
Crawl Stone Soup did the identify mechanic very well. You could equip magic items whether or not they were identified, but:
A) Unless the effect was a constant passive, you still wouldn't know the item was until it activated; for example, you wouldn't know it was a Ring of Frost Resistance until you got hit with a frost spell.
There was a chance for items to be cursed and unremovable . This could kill you if you had equiped a cursed crappy weapon and had to fight before you found a decurse scroll.
C) Identify Scrolls were rare and a valuble commodity.
It represented a risk/reward system, risk equiping a cursed/useless item for the reward of it being a good item or such. In games like Torchlight with no risk, it's a bit useless and is only a menial timesink.
I don't know if I'd want to play with those mechanics, but, yeah, they make sense. They add a reason to have item identification.
And they're exactly like AD&D 2nd Ed rules for that stuff.
I think I'm gonna get the no-identify mod, because now that I have the ID spell, all this does is eating up time. it's really useless.
Pretty sure all rogue-likes handle it like that; Part of me wishes that there were cursed items in not only Torchlight, but D2/D3.
I wish this would happen, too. But too many babies would cry about it and would rather having a mindless gold/time sink. The good news is that we can mod Torchlight to do just that. I haven't even touched mods yet, but I know there's a no-ID mod. I'd rather see a mod like the game mentioned above.
So the fella working on the Demonologist class has uploaded a video showing off some of the class' melee skills. Look at those lovely particle effects. And look at the size of that skill tree, holy goddamn! He promises that the class will reach public beta shortly and I can't wait to get my hands on it.
Mumblyfish on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
So the fella working on the Demonologist class has uploaded a video showing off some of the class' melee skills. Look at those lovely particle effects. And look at the size of that skill tree, holy goddamn! He promises that the class will reach public beta shortly and I can't wait to get my hands on it.
I'm half-way through this video and most of these skills look like he's just importing currently existing skills to the alchemist class, or making ranged stuff melee range.
Henroid on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2010
Okay, the dragon possession thing was a pretty cool tweak of the shadow armor thing.
Henroid on
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AkimboEGMr. FancypantsWears very fine pants indeedRegistered Userregular
edited January 2010
Just finished my first run. Played as a dual-wielding destroyer on hard. Only the last batch of levels proved challenging though, so I'll probably be playing the next run on VHHC.
Im terribly afraid of Heirlooming.
Is it worth it? How big of an enchantment is it? And what about level requirements for the high-grade item?
Also, is there some way to backup a character before I obliterate it?
AkimboEG on
Give me a kiss to build a dream on; And my imagination will thrive upon that kiss; Sweetheart, I ask no more than this; A kiss to build a dream on
Just finished my first run. Played as a dual-wielding destroyer on hard. Only the last batch of levels proved challenging though, so I'll probably be playing the next run on VHHC.
Im terribly afraid of Heirlooming.
Is it worth it? How big of an enchantment is it? And what about level requirements for the high-grade item?
Also, is there some way to backup a character before I obliterate it?
Heirlooms are fine for if you want to play through the main quest as the same class again, however, notice the shadow vault is now open, which offers a ton of dungeon.
Heirlooms increase the base item stat a bit, while decreasing the required level to use it by 1. It also is supposed to increase all enchantments on it by a certain percent. Kind of nice, but consider that your character won't be able to use the piece of equipment for quite some time, and by the time he does, you'll already have some kickass gear.
Also you start with 1 extra rank of fame.
IMO modding the shadow vault made the game fresh again and not worth using the retirement system.
It only decreases the level req. by one? Thats kind of sad.
The way I've handled heirlooms is that I take a unique item, either something super relevant to low level characters or something super good for mid range, and make that the heirloom. While the new character can't use it right away, there's things to consider. First, a weapon-type expertise or armor expertise will drop the requirements on the heirloom. If your main character got the item long after they were able to use it initially after those dropped requirements, it means your new character will be reaping the benefits sooner than the first. And it'll only get easier from there per retirement.
What I want to know is what the benefit of having increased fame is supposed to be. Or is that just the same thing as "start with one more skill point," which is the only benefit of fame?
The lower requirement skills affect the items themselves? As in if it was originally a level 35 item and you have 10 points invested in the reduction skill, is the item itself lvl 25 now or just for your character? If the actual item drops in level then the mechanics of the system are ripe for abuse.
The retired fame thing: do you just start with an extra level of fame or can you actually obtain one more rank than normally possible? I'm a bit of a maxer so starting a level ahead does nothing for me.
The retired fame thing: do you just start with an extra level of fame or can you actually obtain one more rank than normally possible? I'm a bit of a maxer so starting a level ahead does nothing for me.
You just start so many levels ahead. The fame cap is the same as ever.
Crawl Stone Soup did the identify mechanic very well. You could equip magic items whether or not they were identified, but:
A) Unless the effect was a constant passive, you still wouldn't know the item was until it activated; for example, you wouldn't know it was a Ring of Frost Resistance until you got hit with a frost spell.
There was a chance for items to be cursed and unremovable . This could kill you if you had equiped a cursed crappy weapon and had to fight before you found a decurse scroll.
C) Identify Scrolls were rare and a valuble commodity.
It represented a risk/reward system, risk equiping a cursed/useless item for the reward of it being a good item or such. In games like Torchlight with no risk, it's a bit useless and is only a menial timesink.
I like these mechanics. I remember that weird windows shareware game Castle of the Winds did it this way.
I wonder how hard it would be to create a mod with curses and the ability to equip without identifying something.
Anyone played around with TorchED and care to comment?
notmetalenough on
Samael the Radiant Faced-- Official Naming, Going Nuclear, Click on the Quest, Make She Run and Guild Measurements Officer - Clawshrimp & Co, Draenor-US
I wonder how hard it would be to create a mod with curses and the ability to equip without identifying something.
Anyone played around with TorchED and care to comment?
Curses? Kind of possible. As in, you can create enchantments with negative values.
Ability to remove these "curses"? Impossible.
Ability to equip without identifying? Impossible.
Basically, negative enchantments might be a good idea for someone making an item overhaul mod, restricting them to unique items. For example, really powerful equipment that continually saps HP, or which hurts the user each time they attack, or which removes your ability to critical hit. What you want just isn't possible, though.
Heck, I'd settle for a no-ID mod that included possible "cursed" items. The downside to that is that it would mean that you'd have a lot more junk to sell. Or maybe do like someone suggested and have the enchanter's bad luck event adding negative effects to an item instead of wiping it out.
Heck, I'd settle for a no-ID mod that included possible "cursed" items. The downside to that is that it would mean that you'd have a lot more junk to sell. Or maybe do like someone suggested and have the enchanter's bad luck event adding negative effects to an item instead of wiping it out.
Mythos did that. It was kind of obnoxious, but probably not more so than just wiping the item entirely.
Heck, I'd settle for a no-ID mod that included possible "cursed" items. The downside to that is that it would mean that you'd have a lot more junk to sell. Or maybe do like someone suggested and have the enchanter's bad luck event adding negative effects to an item instead of wiping it out.
Mythos did that. It was kind of obnoxious, but probably not more so than just wiping the item entirely.
I guess it would seem obnoxious unless you knew the alternative was losing all the stats.
So much good loot for Destroyer in the Lost Fortress. I get most of my new gear and golden booties from that place, plus it was a fun map. I really liked killing those machine gun looking things.
The game all of a sudden wont connect to the steam cloud and it has reverted to demo mode. Uninstalling and reinstalling the game has not fixed the issue.
When uninstalling it didn't give me an option to not delete games or preserve any folders, so it didn't even cross my mind at the time. The only things that weren't deleted were whatever was stored in the common and media files. All the NCF files got purged along with it. In hindsight I should have just moved them over before uninstalling, but what's done is done.
The game all of a sudden wont connect to the steam cloud and it has reverted to demo mode. Uninstalling and reinstalling the game has not fixed the issue.
This is pretty frustrating.
I've had it not connect to Steamcloud and it would still work at 100%, because your saves are also stored locally.
I don't understand what is causing the problem here
When uninstalling it didn't give me an option to not delete games or preserve any folders, so it didn't even cross my mind at the time. The only things that weren't deleted were whatever was stored in the common and media files. All the NCF files got purged along with it. In hindsight I should have just moved them over before uninstalling, but what's done is done.
The game all of a sudden wont connect to the steam cloud and it has reverted to demo mode. Uninstalling and reinstalling the game has not fixed the issue.
This is pretty frustrating.
I've had it not connect to Steamcloud and it would still work at 100%, because your saves are also stored locally.
I don't understand what is causing the problem here
It wasn't an issue with the saves. The game reverted back to the demo for some reason and refused to play as the full version again. Uninstalling it and reinstalling it after erasing clientregistry.blob didn't do the trick either. It would keep on playing as the demo version. My characters would be listed but not playable because they are beyond what the demo allows.
Uninstalling and reinstalling steam did the trick though.
Man, I wish there was an easy way to tweak summon pathfinding and aggro.
They tend to cluster, which is bad because when there are 10 enemies and 10 summons, suddenly I have to face 9 enemies, instead of none. Their pathfinding also makes it easy for them to get stuck trying to run through a wall at a certain enemy while I'm getting whupped in the room with them. Also, some way of saying "everyone move forward" would be amazing. I have the pet on Agressive and all, but I still have to peek into rooms before my summons will move, and that can be instant death on Very Hard.
The game all of a sudden wont connect to the steam cloud and it has reverted to demo mode. Uninstalling and reinstalling the game has not fixed the issue.
This is pretty frustrating.
I've had it not connect to Steamcloud and it would still work at 100%, because your saves are also stored locally.
I don't understand what is causing the problem here
It wasn't an issue with the saves. The game reverted back to the demo for some reason and refused to play as the full version again. Uninstalling it and reinstalling it after erasing clientregistry.blob didn't do the trick either. It would keep on playing as the demo version. My characters would be listed but not playable because they are beyond what the demo allows.
Uninstalling and reinstalling steam did the trick though.
I guess I'm confused though since that shouldn't have anything to do with Steamcloud
Posts
That's why someone made a mod that removes ID scrolls. Everything is already identified.
A) Unless the effect was a constant passive, you still wouldn't know the item was until it activated; for example, you wouldn't know it was a Ring of Frost Resistance until you got hit with a frost spell.
C) Identify Scrolls were rare and a valuble commodity.
It represented a risk/reward system, risk equiping a cursed/useless item for the reward of it being a good item or such. In games like Torchlight with no risk, it's a bit useless and is only a menial timesink.
I don't know if I'd want to play with those mechanics, but, yeah, they make sense. They add a reason to have item identification.
And they're exactly like AD&D 2nd Ed rules for that stuff.
I think I'm gonna get the no-identify mod, because now that I have the ID spell, all this does is eating up time. it's really useless.
Pretty sure all rogue-likes handle it like that; Part of me wishes that there were cursed items in not only Torchlight, but D2/D3.
I wish this would happen, too. But too many babies would cry about it and would rather having a mindless gold/time sink. The good news is that we can mod Torchlight to do just that. I haven't even touched mods yet, but I know there's a no-ID mod. I'd rather see a mod like the game mentioned above.
I'm half-way through this video and most of these skills look like he's just importing currently existing skills to the alchemist class, or making ranged stuff melee range.
Im terribly afraid of Heirlooming.
Is it worth it? How big of an enchantment is it? And what about level requirements for the high-grade item?
Also, is there some way to backup a character before I obliterate it?
Heirlooms are fine for if you want to play through the main quest as the same class again, however, notice the shadow vault is now open, which offers a ton of dungeon.
Heirlooms increase the base item stat a bit, while decreasing the required level to use it by 1. It also is supposed to increase all enchantments on it by a certain percent. Kind of nice, but consider that your character won't be able to use the piece of equipment for quite some time, and by the time he does, you'll already have some kickass gear.
Also you start with 1 extra rank of fame.
IMO modding the shadow vault made the game fresh again and not worth using the retirement system.
Also, I'm on floor 32 and I just realized the dog can equip rings and amulets. I can't believe I never noticed.
Don't forget your pet can also equip spells too, if you haven't noticed that either.
The way I've handled heirlooms is that I take a unique item, either something super relevant to low level characters or something super good for mid range, and make that the heirloom. While the new character can't use it right away, there's things to consider. First, a weapon-type expertise or armor expertise will drop the requirements on the heirloom. If your main character got the item long after they were able to use it initially after those dropped requirements, it means your new character will be reaping the benefits sooner than the first. And it'll only get easier from there per retirement.
What I want to know is what the benefit of having increased fame is supposed to be. Or is that just the same thing as "start with one more skill point," which is the only benefit of fame?
I like these mechanics. I remember that weird windows shareware game Castle of the Winds did it this way.
I wonder how hard it would be to create a mod with curses and the ability to equip without identifying something.
Anyone played around with TorchED and care to comment?
Ability to remove these "curses"? Impossible.
Ability to equip without identifying? Impossible.
Basically, negative enchantments might be a good idea for someone making an item overhaul mod, restricting them to unique items. For example, really powerful equipment that continually saps HP, or which hurts the user each time they attack, or which removes your ability to critical hit. What you want just isn't possible, though.
Mythos did that. It was kind of obnoxious, but probably not more so than just wiping the item entirely.
I guess it would seem obnoxious unless you knew the alternative was losing all the stats.
Somewhere between level 21 and level 23, I would imagine.
Robots Will Be Our Superiors (Blog)
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This is pretty frustrating.
You can find your save files in %AppData%\runic games\torchlight\save.
I don't understand what is causing the problem here
File>Backup Games... in steam.
Raptr profile
It wasn't an issue with the saves. The game reverted back to the demo for some reason and refused to play as the full version again. Uninstalling it and reinstalling it after erasing clientregistry.blob didn't do the trick either. It would keep on playing as the demo version. My characters would be listed but not playable because they are beyond what the demo allows.
Uninstalling and reinstalling steam did the trick though.
They tend to cluster, which is bad because when there are 10 enemies and 10 summons, suddenly I have to face 9 enemies, instead of none. Their pathfinding also makes it easy for them to get stuck trying to run through a wall at a certain enemy while I'm getting whupped in the room with them. Also, some way of saying "everyone move forward" would be amazing. I have the pet on Agressive and all, but I still have to peek into rooms before my summons will move, and that can be instant death on Very Hard.