Downloads: A new file has been added by LazyPilots:
Lazy's Leveled Legendaries (LLL) BETA
NOTE: This is my first upload here, so please be patient with me if I upload this file incorrectly.
Lazy's Leveled Legendaries
(Beta Release Candidate)
Table of Contents:
Section I: Installation
Section II: What to expect
Section III: Starting out
Section IV: Known Limitations, FAQ
Section V: Known Issues
Section VI: Disclaimers, about the author, blah blah blah
Section VII: Notes to other modders
****Section I: Installion****
Locate your Torchlight mods folder, usually found at:
Extract this mod to this folder, so that the folder structure look like:
C:\Users\**USERNAME**\AppData\Roaming\runic games\torchlight\mods\Lazy's Leveled Legendaries\media
To uninstall, simply delete the folder "Lazy's Leveled Legendaries" and all subfolders.
****Section II: What to Expect****
This mod started as a simple thought in my head, which went something like this. "What if I could level my weapons, and add the modifiers as I saw fit, instead of either enchanting until my weapon got stripped of all usefulness, or discarded after a couple of levels." The result is this mod, which uses in game spells and basic weapons to approximate a leveled weapon system. This system is not perfect, and there are several workarounds for problems that crop up.
****Section III: Starting out****
First off, it is recommended that you start a new character for this mod. Characters accumulate attributes on their weapons over the course of playing the game and leveling, so if you use an existing character, it might take a while to get your weapon up to the power that it would have been at the same point.
**As a work around, it IS possible to use any existing weapon and level it instead of one of the legendary weapons provided. However this work around will have an untested effect on gameplay balance, so do so at your own risk.**
After buying your level 1 weapon from the new blacksmith in the southwest corner of town, you might notice that it probably has some type of modifier already on it. To clear this modifier, buy the "Legendary Primer" spell from the same merchant, and use it on the weapon. This should clear all bonus modifiers from the weapon so you truly have a clean slate on your legendary weapon.
A spell has also been provided to level your weapon with you as you gain experience. This spell is titled, "Legendary Base Damage" and then after will have a modifier based on what type of weapon you are using, melee, ranged, or magical. This spell will add a flat damage to your weapon which will help bring up the amount of damage you are doing to level ideal for your character's experience level. This spell also adds a counter on to your weapon, to make it easier to tell if you forgot to add damage on at any specific level. To calculate if you forgot to add damage to your weapon, just add the counter on your weapon to the weapon level requirement. If this number is not equal to your character level, you either need more base damage and need to use the spell again, or have to much and accidentally used it too much.
As you play your character, you will also accumulate gold, which you can now use to buy improvements for your legendary weapon. These improvements fall into two different categories, flat and tiered.
Flat weapon modifiers act as permanent bonuses for your weapon, which you can mix and match as much as you want, adding as many as you want as log as you have the gold. In general, these upgrades tend to be more expensive than the tiered bonuses, but are permanent features on your weapon. To use a flat legendary upgrade, buy the corresponding spell from the flat upgrade merchant in town, learn the spell, then cast it on your weapon. Once you are done, ctrl+click on your spell icon to unlearn the spell, and you can immediately learn another to add to your weapon.
Tiered upgrades, on the other hand, are level gated upgrades of which only one in each group can be on a weapon at a time. These modifiers break down into a few different groups.
Group: Damage %
Group: Special Effects
These groups are then broken down into a different modifier base on the appropriate player level.
Tier 1: Level 1+
Tier 2: Level 10+
Tier 3: Level 20+
Tier 4: Level 30+
Tier 5: Level 40+
Tier 6: Level 50+
So on any given weapon, only one effect from each group can be active at one time, across all tiers. For example, a weapon can have a tier 4 life leech effect and a tier 2 +% critical chance at the same time, but it cannot have a tier 2 +% critical chance and a tier 4 +%attack speed at the same time.
**NOTE: While many tiered effects are also available as flat bonuses, the effects are kept seperate, so changing the tiered bonus a weapon has will never remove flat bonuses already added.**
While the tiered modifications are limited in the number that can be used, they are generally larger bonuses and cheaper to add to your weapon than their flat versions.
****Section IV Known Limitations, FAQ****
Unfortunately, the system I have made is not perfect, so I will address some of the more outstanding limitations and the workarounds I implemented for them.
Limitation 1: weapon base damage does not actually increase.
I was unable to find a way to actually change the base damage of a weapon. So, I approximated this by adding a flat +6 damage to the weapon for each character level. While this may sound simplistic, this is actually the method that the game itself uses when scaling drops. There is a simple table titled "BASE_WEAPON_DAMAGE" in TorchED that shows this relation.
Additionally, I did test the implementation, and damage increases from strength DO increase the bonus physical damage modifier that is added with the scaling spell.
Limitation 2: Spells are used to provide weapon scaling.
Originally, I had intended to use scrolls to provide the leveling that has been implemented. However, after much trial and error and weird, glitchy behavior, I Was unable to find a solution that worked consistently and utilized scrolls. The result is a spell system workaround that requires the player to leave a spell slot open to learn and unlearn all the spells required to level their weapons. However, I feel that this is not to much of a price to pay, as most builds do not need all four spell slots on their character as well as the two on their pet.
Limitation 3: Some effects are flat only, and some effect are tiered only.
Some of the spells are done this way for balance purposes, and some are done this way due to technical limitations. I discovered during early testing the flat damage increases are impossible to remove once they have been placed on a weapon, making a tiered system of damage increases impossible. Instead, I implemented a system of % elemental tiered increases, and I added +damage modifiers to the flat list.
Limitation 4: Weapon base damage upgrades do not increase weapon level requirements.
It took me a long time to decide what I wanted to implement as far as weapon requirements go, and this is the solution I came up with. Unfortunately, using an increase to the actual weapon requirements was not feasible, because the same modifier also increases the magic, strength, dexterity, and defense requirement of the item. This meant that at level 10, a weapon would require that the player have 9 defense, strength, dexterity, and magic, which most character would not meet. In addition, spellcaster weapon requirements also increase level and stat requirements on jewelry, which made balanced implementation impossible.
My workaround is a counter that is placed on the weapon each time it is leveled. For melee and magical upgrades, it will show +1 requirements for ranged weapons, and for ranged weapons, it will show +1 requirements for melee weapons. This modifier now functions as a level counter, as a suggestion for what level character you should have for that weapon, instead of a hard limit on what can and cannot be equipped. Unfortunately, this workaround limits characters who wish to dual wield a ranged weapon and a melee or spellcasting weapon. Ultimately, I made this mod for mostly personal use, and I have no interest doing that, so I found this sacrifice to be acceptable. However, there is no reason that this counter could not be changed to some other effect, such as a stat pentalty (-dex for melee and magic classes, -str for ranged classes).
Q: Can use the awesome weapon I have on my level XXX character I already have?
A: Yes, you can. However, this has an unplanned for effect on game balance, so do so at your own risk.
Q: I found a bug, what should I do about it?
A: Please send me an email at email@example.com describing the bug and the conditions when it happened. Before sending an email, please read the known issues list found in the next section.
Q: What is this "DO NOT USE" skill?
A: To implement my tiered modifier system, each modifier has two seperate skills. The first one removes all affixes of the group from the weapon, the second adds the desired modifier to the weapon. However, this second skill is called explicitly by the first skill, not the learned spell slot. I found during early testing that sometimes odd things would occur and generally spell started to get glitchy. Because this second skill is not supposed to be cast anyway, I went through and labeled them all "DO NOT USE".
Q: Do you plan to implement any other weapon modifiers?
A: Yes, there will be more variety
****Section V: Known Issues****
AKA Patch notes. As of version 0.4 beta release candidate, these are the known issues that are on my list of things to fix.
-Some spell icons are incorrect.
-Some % elemental tiered spells and skills have incorrect descriptions. They add +% bonuses, not flat elemental damage.
-Descriptions are not yet standardized. As a result, some descriptions may be confusing.
*****Balance issues: Research into balance is ongoing, but with version 0.4 beta, I feel that some flat weapon bonuses are too expensive.*****
-Spells can be used on any items, not just weapons. This is a balance issue that I have a good handle on and will hopefully have fixed before a final release candidate.
At the time of writing, this project contains over 400 NEW files. I'm certain there are typos that will result in links between spells, affixes, merchants etc getting broken. If you find one, PLEASE email me at firstname.lastname@example.org
****Section VI: Disclaimers, about the author, etc****
Standard disclaimer: This Torchlight mod is provided as is. The creator is not responsible for any effect it may have on persons or property which use it.
About the author: The creator of this mod is currently a student at DeVry university's Game and Simulation Programming. This project was done as a personal undertaking for the benefit of the Torchlight community.
Special Thanks go to Webbstre, Phanjam, and Reat from http://www.runicgamesfansite.com who helped me out while doing intial design and implementation. Also, great big thanks to KelinTor from http://forums.runicgames.com whose mod "Specific Enchanting Spells v1.11" helped me make this mod by following how he created it.
****Section VII: Notes to other modders****
Feel free to use the work I have put into this mod into any other mod.
For those curious as to the methods I used for this mod, please note that my naming convention are absolutely awful in this mod. I'm sorry for the confusion it will probably cause.