Torchlight II

Much prefer TL1 to this.

TL1 had a better structure for single player enjoyment, TL2 feels too biased towards the multiplayer experience for my liking.

I'm playing TL2 solo but it doesn't feel as good to play as TL1, maybe if I actually knew some people with this game then I could play coop and maybe I'd prefer TL2 then.

As it stands, I couldn't reccomend TL2 to solo players.
 
http://forums.guru3d.com/showthread.php?t=368880&page=6
SWEETFX

@ TFL Replica


DUUUUUUUUUUUUUUDE!!!!!!!!!!!!
I just tested your Torchlight 2 Settings for SweetFX, and let me the F.. tell you...
This is freaking awesome dude...I LOVE IT..
I never tried technicolor and the other stuff, but i guess i have to , since i see what u can do with it..

The game looks totaly different..darker, bader, better..haha..

Man, i just wanna say, GREAT work dude..I really need to read more into this technicolor stuff and teh other one..Also i saw u took my HDR values hehe..nice..I just added some littel sharpen here and turned off vibrance or lowered it...

Man, besides your config, mines looks childish haha..But i wanted to retain the originla game art style..anyway.. im using urs now..and keeping it..

I LOVE IT.....

-BetA-

Edit: i have to post some.....In motion it looks awesome..dark and angry hehe..not like the overcolored original..really nice..

Original:
torchlight22012100118pushr.png


TFL Replica Settings:
torchlight22012100118jlsvf.png



Original:
torchlight22012100118i7scl.png



TFL Replica Settings:
torchlight220121001188gs3g.png


U have to see this in motion, its great...

:)


http://www.overclock.net/t/1296721/how-to-anti-aliasing-injection-methods/150#post_18235528

You'll probably need Preview SweetFX 1.2 http://dropcanvas.com/l46x9

and these settings for 1.2
http://forums.guru3d.com/showpost.php?p=4421814&postcount=141
 
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Much prefer TL1 to this.

TL1 had a better structure for single player enjoyment, TL2 feels too biased towards the multiplayer experience for my liking.

I'm playing TL2 solo but it doesn't feel as good to play as TL1, maybe if I actually knew some people with this game then I could play coop and maybe I'd prefer TL2 then.

As it stands, I couldn't reccomend TL2 to solo players.

I'd agree with this, I've put in about 16 hours and am around level 45 but have had my fill already so a bit disappointed. I found that later on I just came to rely on spamming one skill as it was so much more powerful than anything else I had.

I've probably just about had my money's worth out of it but wouldn't rush to recommend it and I much prefer the skill system in D3 which isn't something I expected to be saying.

Maybe if I hadn't put in 100+ hours into D3 I'd be a bit more up for playing this longer but I don't expect to return to it.
 
Still loving this personally. Got equipment and Execute up to 77% chance now so I basically execute every attack and critical hit every other attack. Big damage! :p Never get anything good off the gambler though. :(
 
:p Never get anything good off the gambler though. :(

I got a decent Shield off of him, considering my level. Never get any decent weapons from him though. I have got quite a few good items for my pet through fishing.

I am taking it slowly, just playing when I feel like it. I have played a little bit practically every day since release and I am only level 29 atm(got sidetracked by Borderlands that I am playing co-op with a mate). As a beserker, I recently switched from sword/Shield(which I started as) to dual-wielding, but I was getting murdered occasionally and burning through potions, so since getting that decent shield I have gone back to it.
 
Still loving this personally. Got equipment and Execute up to 77% chance now so I basically execute every attack and critical hit every other attack. Big damage! :p Never get anything good off the gambler though. :(

There's a trick with that. If its got a cross on it and its for your class then its very likely something good.
 
Have done this today and respecced my mage, if you do use this be sure to backup your torchlight 2 file from my doc's in case anything go's bad. Also remove any stuff you want to keep from the shared stash in game and store it on a character before you overwrite the file.
I know not being able to respec add's replay value, but in all honesty I don't think I would play 4 different characters to 100 and then play the same classes again to 100 only with a slightly different build.

http://technabob.com/blog/2012/10/02/torchlight-ii-hack-reset-skills/

I got this off of the steam news page for the game.
 
Been playing this for an hour or so now, up to Level 12. Couple of questions:

1) Is there any way to get a "world" map? All I seem to be able to get is either a top-right minimap, or a translucent overlay on my screen.

2) Are "outside" areas meant to respawn? I can understand that dungeons respawn, but why the outside areas? I'm thinking of Temple Steppes which is where I've just gone through.

Enjoying it though, good hack and slash fun with plenty of cartoon gibs!
 
Patch 1.12.X.7 Notes

This patch increments the save version, and we restructured some of the boss rooms, so random levels will clear and repopulate their monsters and events

FUNCTIONAL
*Shared stash now creates a backup of itself
*You can no longer 'steal' items from your buyback tab by closing the window with Spacebar
*Cant drag merchant items onto the buyback tab
*Gambler does not show 'can't equip' X
*CTRL-M will instantly toggle map visibility
*Pet equipment cannot get sockets from enchantment
*Fixed rare crash related to Charming a monster
*Multiplayer logging is reduced, and can be disabled with the NEVERLOG commandline argument (may improve performance for some clients)
*Creating a player in a difficulty other than Normal, directly joining a game, and then exiting, won't revert your stored difficulty to Normal
*Confirmation box added for quitting without saving
*Fixed a few rare hardware related crashes
*Particle update optimizations
*Various rendering optimizations

GAMEPLAY
*Fixed an issue in multiplayer where non-killing MP players did not receive appropriate XP falloff due to level delta
*Armor Degrade properties now apply properly - degrade armor values are reduced for newly generated item properties to compensate for them working correctly - but don't worry, they will be better than before!
*Zero walkspeed monsters won't attempt to jump down
*Fixed some display issues with Fame level progress
*Wandering (non-town-based) Enchanters have a slightly better range of enchantment strengths. They also now have an approximately 20% chance to get a 'powerful enchantment', which are about 50% better than normal. This is represented by a sound and text message in game
*Swamp Flier scream debuff will show an appropriate name on debuff icon
*Creep squish blood now has a censored version
*Fixed a few areas where loot from a specific event spawned publicly
*Fixed a few spelling errors
*Act 4 banner should properly display
*Pets can be sent to town from the last 2 boss rooms
*Fixed an issue where occasionally an errant MOUSEUP event could ignore your attack in extremely fast click situations
*DOTs now correctly calculate bonuses from +DMG%
*XP and Fame %bonuses from gear are now capped at +/- 100%
*HP bonus gear will properly be reflected in final health of player to other clients post-zoning
*Game can be saved at any time from the options menu
*Onscreen notification in bottom right of screen when saving takes place
*Console-created items now have an effect that displays that they were cheat-created
*Damage reduction effects on the player are capped to 75%
*Stat expenditures when leveling up are properly synchronized in multiplayer
*When leveling up, your health is properly recalculated on other clients
*Skill cycle keys can now be bound to mouse buttons
*Transmuted items are no longer destroyed if an inventory is full with no place to accept them

SKILLS
*Berserkers are still targetable while performing Savage Rush
*Bramble walls and Ice Prison will properly die offscreen, and if the originator leaves the zone
*Battle Standard's properties are properly exclusive (they don't stack)
*Fixed charged versions of Fire Bash from levels 9-15 using the incorrect effects (weaker when charged!)
*Howl duration fixed (Extended)
*Berserker Wolf Shade master healing property was reduced from 5%+5% per rank to 5% + 2% per rank - and the first rank properly provides healing
*Vortex Hex won't target smashables
*Fixed two ranks of Seismic Slam incorrectly doing electrical damage
*Glaive Throw has had a damage nerf (25% reduction in max damage and decreased growth per rank ) with less additional bounces per tier
*Elemental attunement properly benefits from owners level
*Elemental Boon should properly speed up cast time on last rank
*Shadowbind should properly rank up duration
*Blast Cannons armor reduction effect no longer stacks and works for both fire and physical damage
*Fixed sped up hitframe for male shield skill anim so that it is never skipped when a subsequent skill is queued
*Outlander Long Range Mastery should now affect wands as well
*Prismatic Bolt gains charge at half the previous rate
*Spider Mines should show debuff icons
*Spider Mine summon duration fixed
*Shadowling procs from wand chaos or weapon affixes properly last 20 seconds instead of 3
*Elemental Attunement shouldnt attack smashables
*Tremor rank 6 should properly perform its charged effect
*Immobilization Copter damage effect shouldnt stomp on other damage effects
*Berserker Retaliation can only trigger once per second per given target and no longer procs/leeches
*Rapid Fire and Venomous Hail now use DPS instead of Damage


SCRIPTING
*Fixed some issues with Grom's arena in multiplayer when another player speaks to the NPC while the main area is completed
*Several boss rooms have had structural changes to make it more difficult to cheese them with certain skills
*Various minor level scripting or layout repairs
*Fixed farmable Gel phasebeast room so that XP gain isn't overblown
*Fixed various other farmable phasebeast unitspawners which incorrectly granted XP
*Fixed a few areas where the player could get stuck

NETWORKING
*Fixed a case where backlog of messages for resend would escalate and disconnect the client
*Friends-only games are fixed to synch correctly across lobbies
*Fixes for various serverside issues
*Erroneous Connection Failed messages should be fixed
*Games can now be filtered near your level

GRAPHICAL
*Many wardrobe tweaks and fixes

BORING
*Various alterations were made to better support translated versions of the game, and to detect and deal with other language items during trading
 
Have done this today and respecced my mage, if you do use this be sure to backup your torchlight 2 file from my doc's in case anything go's bad. Also remove any stuff you want to keep from the shared stash in game and store it on a character before you overwrite the file.
I know not being able to respec add's replay value, but in all honesty I don't think I would play 4 different characters to 100 and then play the same classes again to 100 only with a slightly different build.

http://technabob.com/blog/2012/10/02/torchlight-ii-hack-reset-skills/

I got this off of the steam news page for the game.


Awesome! just respecc'd my mage too :) wasnt happy with the skills i had. I loved the mage in T1 but theyre not really as much fun in this one. Might give the Engineer a go.
 
Patch notes for version 1.13.x.12

Misc

Fixed Engineer armor set that was showing up as white geometry

Performance

Additional UI performance improvements
Additional rendering performance improvements
Precacheing of skills, missiles, and particles to reduce the appearance of stutters the first time those assets are viewed on some machines

Stability

Fixed a crash that could occur with a dying pet that proc'ed on save restoration

Skills

Fixed some issues with Stormclaw bolt chaining
Blazing Pillar will no longer give enemies the ability to burn you!
Shockbolts and Shocking Orb can now build charge
Fixed several non-working augment affixes
On-Death Procs properly cool down if required (Fixes several issues where a proc ceases functioning after a period of time)
Blade Pact and Stone Pact last for listed time

Items

Lore item set now has a tangle ability, instead of a nonfunctional acidrain proc
Several affixes that work based on unit proximity can work in parallel, when they could not before

Gameplay

Fixed several issues where procs could be precluded from activation
Set bonuses based on nearby monster count work properly
Some more multiplayer XP distribution fixes related to player/killer delta
Can't turn alignment on something that attaches to its master
When a left-click skill is bound, skills won't track a second mouse click if you click and click-away again (keeps you from pointing the wrong direction sometimes)
Player block cap set to 75 instead of 50
Elemental armor reduction can't reduce armor below zero
Champions all have 100% charm resistance
Siege Turrets have 100% charm resistance

Level Scripting

Can't prematurely activate Vyrax tower warp with teleportation
Various minor level fixes
Various visual updates to the Three Sisters' Lair
Some snow effects were not properly tagged as 'weather' so would not disable when weather was turned off
Tutaran trap fixes
Alchemist can no longer be 'started' on his third stage by rerolling, going to the next level waypoint, and back up.
 
Only ran this last night because my internet connection was down (again) so couldn't log in to GW2. I'd planned on playing this much later, but man what a fun game. Really enjoyed the engineer so far!
 
Struggling on multiplayer games - I seem to get dumped to the desktop a lot. Single player is absolutely rock solid. Any ideas?
 
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