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Kind of surprised no one has posted this yet, but here goes. Torchlight 2 (PC) has been announced by Runic Games. It's the follow up to their first game, released last year. It will be released at some point next Spring (2011). Unlike the first game, Torchlight 2 will have full on co-op for at least 4 players.
Multi-player – Play with your friends over a local area network, or over the Internet. A free matchmaking peer-to-peer service lets you make new friends for exciting co-op play.
Customizable Characters – Players create and customize a character from one of four classes available and choose an animal companion. Through cosmetic, class, and gender choices, skill path decisions, and the treasures they acquire, each character can be custom-tailored to each player’s needs.
Moddability – Torchlight II will release with an updated version of TorchEd, the Torchlight editor. Players have the option to create their own mods, adding even more content to the world. You and your friends can download the same mod and play together!
New User Interface – Torchlight II boasts an entirely new, improved user interface, designed to be easier than ever for new players to pick up and play. Thanks to this intuitive interface, players have immediate access to a rich and varied world, with little experience necessary.
Overworld Areas – Torchlight II has large randomized overworld areas to explore with weather, time of day cycles, and random events that provide players with even more content to experience.
Random Dungeons – Delve into randomly generated dungeons within the game at any time for extra experience and rare loot. Dungeons in Torchlight II have even more branching paths to explore with friends filled with random events, rewards and dangers.
Retirement System – Once characters are sufficiently leveled up, they can “retire” and bestow specific benefits and perks onto new characters.
Pets – Players choose a pet to accompany them. Pets level up along with the player, and help in battle, learn spells, carry items, and perform a variety of support services.
Fishing – Fishing returns in the sequel! Players can take a break from the high-energy pace of adventuring to relax by one of the many fishing holes and see what they can catch. Fish have unique benefits for the player and pet, while a number of other rewards can also be discovered.
Expanded Details (from Audio Interview)
Max was likely a bit tipsy when he slipped about Torchlight II at GDC earlier this year. (2:20)
Runic is still "relatively" Independent, and Perfect World is the "Investor." (2:49)
Currently at 32 people on staff and no plans to get much bigger. (3:25)
Roughly 4 Digital Downloads for every 1 boxed copy of Torchlight sold. (4:25, beginning of Runic Team Growth Talk)
They want console releases, but haven't managed it so far. (6:00)
Never really considered Torchlight II as an expansion pack. (7:00)
MMO pushed to the back-burner for now. (8:04, beginning of MMO talk)
More classes, non-linear advancement and outside worlds. (8:45)
Mac version sooner after the PC release than the last game. (9:39)
Likely to have Steam availability on day 1. (9:12)
No modding tools for Mac again, because they are programmed in C#. (10:04)
A writer has been hired and there will be actual narrative. (11:05)
You will not be starting in the town of Torchlight.
Lots of regions and cultures in Torchlight II.
In a lot of ways the changes from Diablo 1 to Diablo 2 are comparable to Torchlight 1 and Torchlight 2. (12:20)
No plans on any kind of import from the old game to the new one. Much of the game has been revamped or improved, which makes it difficult to try to import anything. (13:00)
Itemization system is being changed and will match the new classes. (Starts at 12:47)
The Railman class is "an engineer turned into a melee tank." They are charged with developing transportation and pushing it into the wilderness. (15:40)
The Outlander is a hybrid of ranged with "superstitious magic." Survivalist vibe. (16:25)
Torchlight has its own style of steampunk that they have been working with for the art style. (17:22)
The UI has been totally overhauled. (18:30)
Identification system will be changed, if not completely removed. "Less onerous." (18:47)
Chatting in multiplayer. (19:09)
Trying out a bag-based system for the inventory. (19:16)
New pets, but Dogs and Cats of some sort will be included. (19:55)
More monsters scaling this time, not as much as oblivion but better than the main dungeon in the original game. (20:20)
A lot more balance between classes this time, especially for skills. (21:15)
Endless dungeons and retirement will return "in some way, shape or form." (22:09)
PvP might appear in the game, but it won't be possible to do it cheat-free. (23:30)
They want to make it possible for people to play with mods with other people. (25:20)
There will be a friends list. (26:20)
Inline character saves so that people can play on the go from anywhere. (26:40)
Monster scaled via proximity. "If you are in Act 3 and I'm in act 1..." then the Act 1 monsters won't get harder. (27:50)
The loot you see drop will belong only to you, and item trading will be available. Trading interface included, but you can throw things on the ground for anyone to pick up if you want. (28:15)
Co-op is at least max of four players, and a possible maximum of eight. Summons are a major factor in these numbers. Not finalized. (28:52)
Video at Gamescom! (29:50)
The game will be playable in Pre-Alpha form at Gamescom later this month. (30:4
Alpha (or Beta?) testing MAY be early next year, and they want to involve the community but don't know how they want to do that yet. (31:10)
You can see what mods someone has if they join your game, and they will need to be the same to join.
Skill system has changed.
The world will be divided into zones with sub-areas, and random outdoors. (35:44)
Three major distinct outdoor types - Grassy mountain Steppes, Desert and Dark, Spooky Battlefield Forest (Swamp?) (36:19)
Random events like caravans being attacked. (38:14)
In talking to them, it seems like they've thoughtfully expanded upon a ton of stuff and adding co-op pretty much answers the call everyone was making. Full disclosure, we did the podcast interview I posted, but from what I can tell, we're the first one out there with a lot of the information. If it's bad form, please let me know and I'll remove it.
I am mildly interested in this game after playing the demo of TL on Steam.
adytum on
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reVerseAttack and Dethrone GodRegistered Userregular
edited August 2010
Have they said anything about getting rid of identification scrolls? Because if there are shitty, archaic gameplay mechanics that needs to be purged from our memories, that would be pretty damn high on the list.
edit: Also so that my contribution here isn't entirely negative, steampunk melee fighter engineers woop woop.
It serves no purpose whatsoever except to have another consumable to take up your inventory space. What you get is random anyway, why make the player have to go through an additional step just to see the stats? I'm aware there's some cases in D2 where an item is more valuable in trade if it's unidentified (charms), but that's not really a justification to keep that dumb shit in. They have taken them out of MMO's that have the same drop mechanics of these games, so why keep them in?
"But, heck, that guy’s killing stuff and it’s dropping loot for me."
Uh oh, I hope I'm not looking too deeply into this but I think that means the loot is shared and not seperated like Diablo 3 will be. I hope they fix that before the game comes out otherwise multiplayer will be hurt since it will simply come down to who click the phat ass epic first and not a fair round the robin style loot:(.
Despite my complaining I loved Torchlight so I'm very excited for this.
It serves no purpose whatsoever except to have another consumable to take up your inventory space. What you get is random anyway, why make the player have to go through an additional step just to see the stats? I'm aware there's some cases in D2 where an item is more valuable in trade if it's unidentified (charms), but that's not really a justification to keep that dumb shit in. They have taken them out of MMO's that have the same drop mechanics of these games, so why keep them in?
Please please please, take them out.
This used to be coupled to a DnD mechanic where you could equip an unidentified item, which would identify it. There were also cursed items that, once put on, couldn't be taken off unless special conditions were met. That at least made identifying things an interesting choice. It's not so bad now since you can get the Identify spell and not waste storage space, but being down a spell slot kind of sucks too.
Dropping Loads on
Sceptre: Penny Arcade, where you get starcraft AND marriage advice.
3clipse: The key to any successful marriage is a good mid-game transition.
Have they said anything about getting rid of identification scrolls? Because if there are shitty, archaic gameplay mechanics that needs to be purged from our memories, that would be pretty damn high on the list.
edit: Also so that my contribution here isn't entirely negative, steampunk melee fighter engineers woop woop.
They're either going to revisit how identification works, or remove it completely. It won't remain the same that it was in the first game for sure.
"But, heck, that guy’s killing stuff and it’s dropping loot for me."
Uh oh, I hope I'm not looking too deeply into this but I think that means the loot is shared and not seperated like Diablo 3 will be. I hope they fix that before the game comes out otherwise multiplayer will be hurt since it will simply come down to who click the phat ass epic first and not a fair round the robin style loot:(.
Despite my complaining I loved Torchlight so I'm very excited for this.
Basically, the loot YOU see, will be yours and no one else's. Once you pick it up you can drop it, then it becomes public. There'll also be a trading mechanic as well.
It serves no purpose whatsoever except to have another consumable to take up your inventory space. What you get is random anyway, why make the player have to go through an additional step just to see the stats? I'm aware there's some cases in D2 where an item is more valuable in trade if it's unidentified (charms), but that's not really a justification to keep that dumb shit in. They have taken them out of MMO's that have the same drop mechanics of these games, so why keep them in?
Please please please, take them out.
This used to be coupled to a DnD mechanic where you could equip an unidentified item, which would identify it. There were also cursed items that, once put on, couldn't be taken off unless special conditions were met. That at least made identifying things an interesting choice. It's not so bad now since you can get the Identify spell and not waste storage space, but being down a spell slot kind of sucks too.
You can mod the identifying out I believe, though honestly, players shouldn't have to resort to that kind of thing to remove a rather archaic and worthless game mechanic.
"But, heck, that guy’s killing stuff and it’s dropping loot for me."
Uh oh, I hope I'm not looking too deeply into this but I think that means the loot is shared and not seperated like Diablo 3 will be. I hope they fix that before the game comes out otherwise multiplayer will be hurt since it will simply come down to who click the phat ass epic first and not a fair round the robin style loot:(.
Despite my complaining I loved Torchlight so I'm very excited for this.
Basically, the loot YOU see, will be yours and no one else's. Once you pick it up you can drop it, then it becomes public. There'll also be a trading mechanic as well.
Oh good good, I'm glad it works that way, awsome.
sumwar on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited August 2010
As soon as I read the overworld bit, I groaned.
We really don't have many games that use the one dungeon that goes on for quite a while method. :?
It serves no purpose whatsoever except to have another consumable to take up your inventory space. What you get is random anyway, why make the player have to go through an additional step just to see the stats? I'm aware there's some cases in D2 where an item is more valuable in trade if it's unidentified (charms), but that's not really a justification to keep that dumb shit in. They have taken them out of MMO's that have the same drop mechanics of these games, so why keep them in?
Please please please, take them out.
This used to be coupled to a DnD mechanic where you could equip an unidentified item, which would identify it. There were also cursed items that, once put on, couldn't be taken off unless special conditions were met. That at least made identifying things an interesting choice. It's not so bad now since you can get the Identify spell and not waste storage space, but being down a spell slot kind of sucks too.
AFAIK all Japanese rogue-likes still have cursed items (the Mysterious Dungeon series, Shiren, etc.). Also potions and scrolls and wands also tend to require identifying or experimenting (and you can rename items too once you discover what it is without identifying). So yeah, identification matters for THOSE games.
Meanwhile, this game is so far off that I'm probably not going to care until next year.
We really don't have many games that use the one dungeon that goes on for quite a while method. :?
The overworld is really just another part of the dungeon though, the dungeon being the entire game.
Jephery on
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
I'm curious how they will handle mods and multiplayer. The first torchlight was very easy to try out mods and stuff, so requiring people to have the exact same mods (and same versions of them) would make multiplayer a nuisance. On the other hand, the convenient modding system is one of the strongest points of torchlight, and I'd hate to see it removed.
0blique on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
I'm curious how they will handle mods and multiplayer. The first torchlight was very easy to try out mods and stuff, so requiring people to have the exact same mods (and same versions of them) would make multiplayer a nuisance. On the other hand, the convenient modding system is one of the strongest points of torchlight, and I'd hate to see it removed.
It'll make multiplayer a nuisance if mod up heavily and most other people you know don't.
All they need is a button for "enable mods" that you put a check mark on.
Henroid on
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Forever Zefirocloaked in the midnight glory of an event horizonRegistered Userregular
edited August 2010
I am buying this, and so is my roommate, and it will be glorious.
Forever Zefiro on
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
That's never the answer to that complaint and I don't understand why people use it.
Not quite sure I understand then. They took a great formula and expanded upon it, similar to how Diablo 2 expanded on Diablo 1. They're including an infinite dungeon to sate the desire to go deeper and deeper, but it's not the core.
I liked Torchlight a LOT at first but got tired of it REALLY really fast. I'm hoping MP gives this some longevity. All this has to do is hold me over till Diablo 3.
I liked Torchlight a LOT at first but got tired of it REALLY really fast. I'm hoping MP gives this some longevity. All this has to do is hold me over till Diablo 3.
Yeah, there's stiff competition coming out for sure. Along with Diablo III, there's Grim Dawn as well (Titan Quest ex-devs)
I'm curious how they will handle mods and multiplayer. The first torchlight was very easy to try out mods and stuff, so requiring people to have the exact same mods (and same versions of them) would make multiplayer a nuisance. On the other hand, the convenient modding system is one of the strongest points of torchlight, and I'd hate to see it removed.
It'll make multiplayer a nuisance if mod up heavily and most other people you know don't.
All they need is a button for "enable mods" that you put a check mark on.
Yeah, just allow mod checkboxes/etc. and separating graphical and content mods. That should work for multiplayer.
I hope they introduce more item effects. Possible item mods in TL1 were few and bland compared to Diablo II's mass of weird effects. Limited customizability kinda sucked too.
Any news on what matchmaking system they will use for MP?
ronya on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited August 2010
They need to handle dual-wielding better too. Having a fast swing, then a slow swing, then a fast swing, was really pathetic when you can have constant fast, strong swings instead or a shield.
I confesss I don't feel inclined to buy it until well some months after it's out, though, given how often we were spammed with TL1 sales soon after release + Diablo III on the horizon.
Confession time: I've played Torchlight for over 150 hours, beat it with each class. If that sounds insane, well, new mods do add a lot of longevity. Psyched for TL2, glad they're doing it instead of the MMO right now.
(Speaking of which, got Torchlight? Check out this dude's absolutely beautiful Retexture Mod. Gives a more gritty, detailed, Diablo-like vibe to the art.)
Confession time: I've played Torchlight for over 150 hours, beat it with each class. If that sounds insane, well, new mods do add a lot of longevity. Psyched for TL2, glad they're doing it instead of the MMO right now.
(Speaking of which, got Torchlight? Check out this dude's absolutely beautiful Retexture Mod. Gives a more gritty, detailed, Diablo-like vibe to the art.)
Wow that's impressive dude
That mod looks great, I'll give it a shot - thanks!
Little factoid for the OP, Torchlight's now sold well over 600,000 units, mainly digital downloads (in a roughly 4-1 ratio), although that may be due to the fact that the store release came out later. Pretty impressive for an indie game and a 30 person team.
I'm surprised how dark and gloomy Grim Dawn looks.
The game is called GRIM DAWN. You must be joking.
Surprising maybe because of Titan Quest, which is a mellow Mediterranean romp where your enemies are trippy pink and purple giant insects, rat men, and weird naked blue ladies. :P
Hopefully they work out the difficulty curve a little bit. I went from having bags full of unused health pots to getting one-shot in just a couple levels of the dungeon.
I beat it once on Hard, but the last boss didn't really inspire me to do another run through.
Posts
Classes so far:
Rail-man (or women): Prospector / Engineer type who seems to be clad in bronze armor and monocles.
Out-lander: Ranger archetype.
edit: Also so that my contribution here isn't entirely negative, steampunk melee fighter engineers woop woop.
It serves no purpose whatsoever except to have another consumable to take up your inventory space. What you get is random anyway, why make the player have to go through an additional step just to see the stats? I'm aware there's some cases in D2 where an item is more valuable in trade if it's unidentified (charms), but that's not really a justification to keep that dumb shit in. They have taken them out of MMO's that have the same drop mechanics of these games, so why keep them in?
Please please please, take them out.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
"But, heck, that guy’s killing stuff and it’s dropping loot for me."
Uh oh, I hope I'm not looking too deeply into this but I think that means the loot is shared and not seperated like Diablo 3 will be. I hope they fix that before the game comes out otherwise multiplayer will be hurt since it will simply come down to who click the phat ass epic first and not a fair round the robin style loot:(.
Despite my complaining I loved Torchlight so I'm very excited for this.
This used to be coupled to a DnD mechanic where you could equip an unidentified item, which would identify it. There were also cursed items that, once put on, couldn't be taken off unless special conditions were met. That at least made identifying things an interesting choice. It's not so bad now since you can get the Identify spell and not waste storage space, but being down a spell slot kind of sucks too.
3clipse: The key to any successful marriage is a good mid-game transition.
They're either going to revisit how identification works, or remove it completely. It won't remain the same that it was in the first game for sure.
Basically, the loot YOU see, will be yours and no one else's. Once you pick it up you can drop it, then it becomes public. There'll also be a trading mechanic as well.
You can mod the identifying out I believe, though honestly, players shouldn't have to resort to that kind of thing to remove a rather archaic and worthless game mechanic.
Oh good good, I'm glad it works that way, awsome.
We really don't have many games that use the one dungeon that goes on for quite a while method. :?
Well, if you wan't that experience... you can always play the first Torchlight or Diablo
AFAIK all Japanese rogue-likes still have cursed items (the Mysterious Dungeon series, Shiren, etc.). Also potions and scrolls and wands also tend to require identifying or experimenting (and you can rename items too once you discover what it is without identifying). So yeah, identification matters for THOSE games.
Meanwhile, this game is so far off that I'm probably not going to care until next year.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
That's never the answer to that complaint and I don't understand why people use it.
The overworld is really just another part of the dungeon though, the dungeon being the entire game.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
You have to also think from a developer standpoint, there are people that do not want more of the same.
It'll make multiplayer a nuisance if mod up heavily and most other people you know don't.
All they need is a button for "enable mods" that you put a check mark on.
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
Yeah, there's stiff competition coming out for sure. Along with Diablo III, there's Grim Dawn as well (Titan Quest ex-devs)
Maybe they can add some rainbows to make the dawns look a little less grim.
The game is called GRIM DAWN. You must be joking.
Yeah, just allow mod checkboxes/etc. and separating graphical and content mods. That should work for multiplayer.
I hope they introduce more item effects. Possible item mods in TL1 were few and bland compared to Diablo II's mass of weird effects. Limited customizability kinda sucked too.
Any news on what matchmaking system they will use for MP?
Loved the first game, and I'm interested to see how they handle overworld areas.
(Speaking of which, got Torchlight? Check out this dude's absolutely beautiful Retexture Mod. Gives a more gritty, detailed, Diablo-like vibe to the art.)
Wow that's impressive dude
That mod looks great, I'll give it a shot - thanks!
-Louis C.K.
http://www.gamasutra.com/view/news/29788/Torchlight_Sales_Well_Over_600K_Primarily_Downloads.php
Surprising maybe because of Titan Quest, which is a mellow Mediterranean romp where your enemies are trippy pink and purple giant insects, rat men, and weird naked blue ladies. :P
I beat it once on Hard, but the last boss didn't really inspire me to do another run through.