Emberfiend 2.3

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Emberfiend 2.3

Postby Ehb » Sat May 08, 2010 1:24 pm

Emberfiend 2.3

http://www.runicgamesfansite.com/downloads.php?do=file&id=864

Special thanks to Phanjam for setting up this page for the Emberfiend Manual:

https://workflowy.com/shared/d159b958-8694-648a-7f88-fe95e5a541d5

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Welcome to the next installment of Emberfiend! Emberfiend adds expanded areas around the town of Torchlight, companions, and a versatile crafting system. Expanded areas include 2 new town areas, 3 randomly generated mini-dungeons, an outside area (Upper Wilds), 2 tavern areas, and a small Library area for another method of travel between Torchlight and Lower Torchlight. There are currently 14 companions, recruitable from the taverns, who are randomly generated upon entering the tavern. The crafting system is extensive, and includes several additions such as: interactive resource nodes for gathering, NPC merchants for recipes, interactive crafting stations, icons, enchanting and disenchanting items. There are also some additional quests.

Features:
  • Crafting system: Emberfiend adds a diverse crafting system to Torchlight. Players can create Magical Weapons using Recipes and gathered resources (creating normal weapons is meaningless, lol). Rare Weapons,Armor, and Trinkets are created through enchanting, so a player could make a Magic weapon and enchant it to make it Rare.
    • Interactive Resource Nodes: There are resource nodes that allow you to click on them, and the game camera focuses in to watch your character hit the node a couple times before dropping a valuable resource!
    • Interactive Crafting Stations: You can click on a Forge, Alchemist's Table, or Cauldron to have one item crafted out of another!
    • Enchantment and Disenchantment of items with resources gathered. You can either transmute a Magic Weapon, Armor, or Trinket with a Cosmic Dust to make a Rare Weapon,Armor, or Trinket , or use the Enchantment Shrine in town with a Refined Ember to Enhance gear! You can transmute a Magic or Rare Weapon, Armor, or Trinket with an Astral Dust (combine 4 Cosmic Dust) to get a Unique!
  • Expanded Area around Torchlight: There are 3 main zones connected with the town of Torchlight: Lower Torchlight, the Upper Wilds, and the Library. Lower Torchlight is the crafting outskirts of Torchlight, where you can find an Alchemy Table and Forge for specific crafting needs. Also directly connected to Torchlight's graveyard is a small area with a reusable Enchantment Shrine...with the right resource. The Library is an alternate means of travel from Torchlight to Lower Torchlight. Deepholm has been added as well, an underground city of goblins and ratkin!
    • Tavern: The Torchlight Tavern has been opened for business again! This adds an entrance to the Tavern in the middle of town, where adventurers can find random companions!
    • The Deep Mines: The Deep Mines is a bottomless dungeon in which the creatures drop healthy amounts of resources for crafting. 'Deep' enemies don't give xp, but here and there other creatures who haven't been corrupted by the deep still do.
  • 2 new Mini-Dungeons: 2 small random dungeons for doing repeatable quests for bloodstone.
  • Healing Shrines: There is an added Healing Shrine in town right under where you Town Portal into Torchlight, and another inside the Tavern.
  • Companions: There are 14 companions with this installment of Emberfiend.  4 unlockable ones, and 10 that you can recruit in taverns or in Deephaven. Companions in Emberfiend you meet in your travels, and do not summon by use of a scroll.
  • Quests: Quests lead adventurers to new companions, so that once completed the companion related to that questline is unlocked for recruitment. There is a repeatable in Deephaven that rewards players with bloodstone for creating socketables.
  • Useables:Tomes and Glyphs are able to be placed on your hotkey bar, so that you may use the spells on them while not using up your character's 'learned spell' slots!
    • Tomes(25 charges) can be created by combining a 20 stack of Identify or Town Portal scrolls, or 4 of the spell (currently only Identify and Town Portal Tomes).
    • Glyphs(50 charges) can be crafted with resources.
    • Cooked Fish are edible versions of the original fish, which are a little bit weaker than healing potions. (There are only currently a few of these in the mod for low leveled characters. The entire cooking system may change in a future release.)
  • Icons: 37 new icons, most of which were HAND DRAWN by yours truly! Bag of Coal icon courtesy of Phanjam!
  • Compatibility:Emberfiend doesn't alter or tamper with any of the normal (vanilla) classes, abilities, layouts, or assets in general in any way. Emberfiend is carefully crafted such that it merges properly with other mods. As of the time of this posting, I haven't found a mod that doesn't work with it yet!


Future Plans:
  • Transfer Emberfiend's assets to Torchlight II!
  • Rework/additions to cooked fish and the cooking system.
  • A Tome/Glyph for every spell (currently just Identify, Town Portal, and first 3 tiers of Elemental Resistance and Elemental Overload on glyphs)
  • Extensions on the Tavern, including more companions.
  • A dungeon leading down from the Crypt area in Lower Torchlight and the Temple area of the Upper Wilds.
  • More quests and questlines.
  • Some additional icons.

Feedback:
I would appreciate any feedback on improving the features of the mod. PM me here, or find me around Runic Games Fansite Forums. Particularly feedback around the value of the new items would be appreciated as most are just priced really low for availability. Ideas to make things better? New NPCs? Whatever? Enjoy the mod I look forward to hearing from you!
Last edited by Ehb on Fri Jun 15, 2012 11:25 am, edited 9 times in total.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby kvdk » Sat May 08, 2010 3:04 pm

my anti-virus gives a trojan alert for the whole torchlit.net site..

mind uploading the mod somewhere else so i can download it?
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Ehb » Sat May 08, 2010 11:41 pm

kvdk wrote:my anti-virus gives a trojan alert for the whole torchlit.net site..

mind uploading the mod somewhere else so i can download it?


Sure 8-) Added an additional download link to my original post. It is now hosted at http://www.runicgamesfansite.com/torchl ... s/node/574, which appears to be a wonderful mod upload location. It shares the common goal of strengthening our community, and I believe that this particular site was created by a player as well. Thanks to Webbstre!
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby kvdk » Sun May 09, 2010 3:20 am

okay, i installed the mod, and here are my notes about it:

- It does NOT work with existing savegames, they will loose all the content in their personal stashes!
- It is compatible with most mods out there, although the "ShadowVault Elevator" puts its NPC right before one of the entrances to the extra area (you can walk past him though)
- Loading time for town will become A WHOLE LOT longer because of this, about 3x as long as normally
- no matter where i looked, i cant find a pickaxe, maybe its best if you move the "sales" NPC into the town itself

Also, the design of your expansion is kinda chaotic, everything is all over the place, maybe you should look over your design of the extra area again...

currently you have a lot of unneeded walking in the surrounding areas...


also, i would "lock" the deep mine area from being entered by low level players, to prevent them from dying in there...
(at low lvls, you die almost instantly)


overal, the mod looks pretty good, but maybe you could use the cliffside tileset to make the extra area fit in better with the rest of town?
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Ehb » Mon May 10, 2010 5:04 am

- Loading time for town will become A WHOLE LOT longer because of this, about 3x as long as normally


:D A small price to pay for interactable nodes and craftable items, imo. In addition, personally I haven't experienced anything close to 3x as long of load times into town. Perhaps the first time I loaded up the mod, but future town ports didn't seem to be that different /shrug

- no matter where i looked, i cant find a pickaxe, maybe its best if you move the "sales" NPC into the town itself


The pickaxe was supposed to be kind of 'wanted' until you find and rescue the Old Boss. There are 3 NPC's that sell them, 2 in town and the Old Boss in Dank Chamber. You'll need to unlock him, but there is a Troll that will appear in Lower Torchlight once you unlock the Troll companion.

Also, the design of your expansion is kinda chaotic, everything is all over the place, maybe you should look over your design of the extra area again...

currently you have a lot of unneeded walking in the surrounding areas...


Did you actually play the whole mod? There is A LOT of stuff that is not visible or understood on initial load. You will not see/ experience all of this mod content until a little bit after defeating the 2nd boss (crypt) Stuff unlocks as you go, and you'll find that there isn't much space at all really that doesn't have nodes or something useful there... The temple up top will have a dungeon entrance, and both the temple up top and the lower tomb are 'excavatable' for resources but only once you get an excavator's tome.

also, i would "lock" the deep mine area from being entered by low level players, to prevent them from dying in there...
(at low lvls, you die almost instantly)


It currently is locked until after the defeat of the first boss, as intended. Is it too tough? If so, I'll go ahead and weaken the mobs some.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Undeadgamer » Mon May 10, 2010 1:41 pm

It has been a couple months since I've played Torchlight; I went ahead and supported the developers even more by buying myself a boxed copy. I just installed Torchlight; and I've been looking for modifications for the game to enhance my experience. I'm not going to download this quite yet, but when I do and get a chance to play it, I will supply you with some feedback. Sound good?

Honestly, this mod looks extremely interesting.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby kvdk » Mon May 10, 2010 2:02 pm

my character beat the second boss, and he died in 5 hits from those crystals, 3 had i not used a health potion...

and yeah, i happened to "accidentally" find the pickaxe, but those were comments from simply looking around, and you know, the beginning

also, the town loading is only 3x as long when you "start" the game, but even after that when you go to town it still takes a bit longer to load....

maybe it would be possible to have 2 teleporters in "main" torchlight, sending you to the bottom & top areas respectively?

but at first your area is REALLY empty 0_0
maybe add some miners going at the rocks themselves?
or like in vanilla torchlight, have some NPC's just walking around doing nothing at all XD
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby wolfnova » Thu May 13, 2010 10:44 am

Was about to Say... 'I think you crashed my TorchED...'

Then... it finally loads, still haven't played Torchlight with the mod installed yet, but going to in about 2 minutes, will report back with feedback when i get a bit farther...
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby wolfnova » Thu May 13, 2010 11:53 am

K i had my Initial walkthrough of the (Largly) expanded town, and i must say, very impressive work, and i hope that more stuff is available as time progresses, like you said, because it is large, empty, and for the most part, desolate...

And i am still trying to get a pickaxe, and a tome, for excavation, (i already have a stash full of lumber, with some coal mixed in lol...)

But for now, rating for the mod: 7.5/10, until i know how much of the stuff is unlockable, and where the heck the pickaxe and Excavation Tome is at.... (I dare say, after that, it should be at *least* a 9.5/10 XD)
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby kvdk » Thu May 13, 2010 4:55 pm

wolfnova wrote:K i had my Initial walkthrough of the (Largly) expanded town, and i must say, very impressive work, and i hope that more stuff is available as time progresses, like you said, because it is large, empty, and for the most part, desolate...

And i am still trying to get a pickaxe, and a tome, for excavation, (i already have a stash full of lumber, with some coal mixed in lol...)

But for now, rating for the mod: 7.5/10, until i know how much of the stuff is unlockable, and where the heck the pickaxe and Excavation Tome is at.... (I dare say, after that, it should be at *least* a 9.5/10 XD)

the "postman" in "normal" torchlight allows you to start the quests....

he used the main games bosmaps as out of town "places" where you can do all sorts of stuff....
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Undeadgamer » Thu May 13, 2010 6:44 pm

Haven't played much, but just by seeing the expanded areas, this mod needs more attention. You should open up a thread on the mod discussion forum explaining about it. It would round in more players.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Undeadgamer » Thu May 13, 2010 6:53 pm

Okay, so after fiddling around for a little while, I'll give you some pointers. I'm not a modder myself, but as the player, I'm sure you would like to read this.

First off, it is a great modification.

Secondly, it would be great if you could give us a better sense of direction. Maybe have a miner in the regular Torchlight area explain to us that Torchlight has expanded, and that miners have managed to go deeper into the ground, where more houses were built. Then he could give us a hint on who to talk to get things working. Also, I'm sure being able to fall straight off the waterfall and into the fishing hole area is just a glitch, correct. I know it is beta, so there will be some.

Lastly, are we supposed to be able to access the Upper Mines. It wouldn't let me when I clicked on it.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Undeadgamer » Thu May 13, 2010 6:57 pm

Also, I noticed that you should probably actually make a quest; i.e. information in the quest log itself.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Undeadgamer » Thu May 13, 2010 7:16 pm

I started a fresh character for all of this, so if some stuff isn't working for me; my fresh character is level 3, I understand. Sorry if I'm clogging up the thread with numerous edits. Oh, and I managed to get into the upper mines; its just the entrance was in an awkward position, so it took a while to get the click correct.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby plaguen0g » Mon May 24, 2010 3:17 am

I converted to Emberfiend with a lvl 12 character, and I can't seem to get the new quests to work. I am unable to find the vendor that sells the pickaxe, or use any additional quests, plus I got the original first quest re-added to my quest list, without the ability to abandon.

Should I start over, and if yes, what class mod do you recommend? :)

Thanks,
Plaguen0g

edit: I did start over, and I am level 12. I have not been able to unlock any of the companions because I cannot 'loot' the special shiny. Does something drop it? If so, could it be bugged if I kill the mob that drops it before I have the quest? I wanted to do some troubleshooting to see if maybe it's a mod conflict, but if I take any mods out, the game crashes. This looks like a truly amazing mod, if I could only play it. :)
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Zidders » Sat May 29, 2010 1:20 pm

Bump, i'm having the same issues as the poster above.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Zidders » Sun Jul 25, 2010 3:14 am

Ok, same issue as the post two posts back from this one, as well as getting green circular splotches whenever I kill something, tho i'm trying to make sure that this isn't some kind of conflict with another mod that Torchleech isn't able to pick up. Great mod otherwise, just needs some tweaking.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby PresterJohn » Sat Jul 31, 2010 3:03 pm

Just installed and it looks great. The expansion to the town is fantastic!

However, I can't pick up iron ore or ember. Tried with both a previously saved character and a new character. Does this ability need to be unlocked?

Also, I haven't encountered any conflicts or problems with the save character, except for the above, and also it wiped the personal stash (which doesn't bother me at all because the trade off to play the mod was more than worth it, and no effect whatsoever on the shared stash - all still there - and frankly, the mod looks so good, I wouldn't care if the shared stash got wiped also - finding items is easy, finding great mods, sadly, not so easy). Being unable to pick up the ore is a problem, however, but if the newly created character can't pick it up either, I'm thinking the ability needs to be unlocked, but it does seem an odd way of going about it.

Thanks for a great mod!

PJ
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Zidders » Sun Aug 01, 2010 1:36 am

I think it's something you unlock..after the first boss fight, I think, you either get to pick up a pickaxe, or the vendor in the mines sells it to you, something like that. Haven't played it too much due to the mod causing me to get green splotches whenever I kill certain mobs. Large green circles on the ground that take awhile to fade and are really annoying. I took out all my mods, didn't have that problem, added the crafting mod and BAM...there it was. I'll still play it, just wish I knew what was causing that error.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Ryong » Sun Aug 22, 2010 7:23 am

So, just wondering, after the first two glowing skulls you get in the graveyard, how do you get more? They don't seem to "respawn".
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