Starch the Monster Hunter 2: Leviathan!

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Starch the Monster Hunter 2: Leviathan!

Postby prestige » Tue Nov 17, 2009 2:40 pm

Updated on Nov. 29 with version 2.11

This mod adds Starch, a monster hunter who stands near the bridge just outside the Shadow Vault. He gives monster kill quests, meaning that he asks you to kill 3 to 7 of a type of monster on each floor of the infinite dungeon.
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Rewards from his quests include map fragments. Transmute 4 fragments and you get a new map to The Briny Reef and a unique boss fight: Leviathan! This giant tentacle monster is a boss found in the game files that was not implemented in the final game.
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Monsters
Just to keep things interesting, the targets of Starch's bounty quests are eight new monsters. The new monsters are not new models, but I've done my best to make them look different and given them some interesting abilities. They only appear as part of these quests and do not spawn anywhere else. Also they have a cool purple aura.
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Introducing the Zombified Alchemist. He comes with a miniature robot minion and (sort of) glowing focus glove. And he spams beams at you.

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This Tu'Tara Musketman has a gun and throws poison gas grenades.

...and of course there's the dreaded Quylthulg. Roguelike players will know what I'm talking about.

New in version 2
Version 2 introduces The Briny Reef, a new map with a salty ocean theme and a few new-ish monsters. Including of course Leviathan at the end. You access this new map by either 1) Collecting map fragments from Starch's quests, or 2) The map is a one-time drop from Medea, so you can access it while playing through story mode as well.
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Installation
Simply drop the Starch2 folder into your mods folder.

If you have the old version of Starch installed, remove it. You should make sure you've dropped any active Starch quests before replacing the mod. I don't know if failing to do so will cause any problems, but it's better to play it safe.

Compatibility:
This mod should be highly compatible and should not interfere with or alter any other part of the game. The NPC is added via a merged layout, and everything else (the monsters and the new skills and particle systems they use) are new files with new names that should not overlap anything else.

The one exception is that I've modified Spawnclasses/MEDEA_TREASURE.dat. If you don't want Medea to drop the map, simply remove that file.

I can't guarantee compatibility with other mods that make sweeping, overriding changes to items or game systems!

Game balance:
This mod is fairly conservative in terms of player rewards. The quest rewards are similar to the other random questgivers and monsters themselves don't drop too much treasure. Leviathan does drop boss-quality treasue, but I made it fairly hard to get large numbers of the new map, so you can't just farm the boss infinitely. Well, actually you can, but you'd have to do Starch's quests in the SV in between.

As for how difficult the bounty monsters are, they're supposed to be stronger than an average monster, but not too tough. I tried to make the Leviathan similar in difficulty to a main story boss. I'd appreciate feedback as to whether he's too easy or hard.

Download it here:
http://www.runicgamesfansite.com/downloads.php?do=file&id=440

Thanks, and please report any bugs or problems!
Last edited by prestige on Wed Aug 11, 2010 3:33 am, edited 5 times in total.
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby Syscabo » Tue Nov 17, 2009 2:51 pm

thx im go check this one i love quest no quest is bored for me
and about npc boss hunter? hehe
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby Vagrant » Tue Nov 17, 2009 3:04 pm

This looks incredible, and I'll be adding this to my collection post haste! Also, having the Quylthulg present awards you some pretty major nerd points. >.> And is also one of the reasons I'm so pleased by this mod.
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby krissgjeng » Tue Nov 17, 2009 3:07 pm

great mod, more diverse quests are always good to have.
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby prestige » Tue Nov 17, 2009 3:23 pm

Thanks for the comments. By the way, if you just want to see the monsters in-game instead of actually playing through the quest, you can bring them up via console.

Their internal names (type these into the console) are:
Spoiler: show
skeletal sage
skeletal vanq
zombiealchemist
lizardmangun
disciplecaster
badderrobot
quy
giant pygmy
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby TomaLexi » Tue Nov 17, 2009 3:35 pm

Hey. Added this mod to the Ultimate Modlist Thread. Let me know if you want the description to be changed.

[QUEST]Starch the Monster Hunter
This mod adds Starch, a monster hunter to the group of questgivers outside the Shadow Vault.
http://forums.runicgames.com/viewtopic.php?f=20&t=7367

(One can certainly never have enough quests!)
Looking for mods? Complete mod-list: http://sites.google.com/site/ultimatemodlistwiki/
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby BigRichard » Tue Nov 17, 2009 4:55 pm

very nice work, was looking for something to make SV unique, thanks alot!
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby Gale » Tue Nov 17, 2009 5:47 pm

I'm loving it. :)

Skeletal Destroyer would be better as boss mob imo, it's look like boss and feels like boss, but seeing 5 skeletan destroyers at once isn't that epic than meeting one big bad ass skeletan destroyer. So i would love to see him as boss (with buffed attributes).

Great job, hopefully you continue adding more monsters. :)
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby Jupiah » Tue Nov 17, 2009 6:03 pm

Heh, funny story here. So I installed your mod, talked to the guy and got the quest, and then spent a good while trying to find this Shadow Vault. Eventually googled it and learned that you gotta beat the game first to access it. :)

I'll give you some proper feedback once I get there, but there are a few things I can suggest already. If possible, could you change it so he won't hand out the quest until you can actually accomplish it? Also, Starch stands right in front of the Spell Dealer vendor, maybe you could move him a bit so it don't look so weird?
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby prestige » Tue Nov 17, 2009 6:20 pm

Jupiah wrote:Heh, funny story here. So I installed your mod, talked to the guy and got the quest, and then spent a good while trying to find this Shadow Vault. Eventually googled it and learned that you gotta beat the game first to access it. :)

I'll give you some proper feedback once I get there, but there are a few things I can suggest already. If possible, could you change it so he won't hand out the quest until you can actually accomplish it? Also, Starch stands right in front of the Spell Dealer vendor, maybe you could move him a bit so it don't look so weird?


Interesting. I thought I set the NPC's unit group to only show up after the main quest is completed once like the other SV elements, but obviously I'm missing something.

As for standing in the same place as the other guy, I was not aware of the mod. I'll consider moving him a bit, but with so many mods it's hard to keep track of where everybody has added things to town.
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby runicPwnage » Tue Nov 17, 2009 7:04 pm

thx, cool mod!
let's hope starch doesn't drop the soap :lol:
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby Redvex » Tue Nov 17, 2009 7:24 pm

thx, dling now :)
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby Illimitus » Tue Nov 17, 2009 8:37 pm

Nice mod. Thanks.
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby TormakSaber » Tue Nov 17, 2009 9:07 pm

*screams*

Bastard Q's! Get out of my game!
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby prestige » Wed Nov 18, 2009 3:55 pm

Thanks for the comments. Has anyone at high levels tried the mod, and any comments on how relatively easy or hard the fights were? I'm not sure how (or if) some of these monster skills scale up.

Gale wrote:I'm loving it. :)

Skeletal Destroyer would be better as boss mob imo, it's look like boss and feels like boss, but seeing 5 skeletan destroyers at once isn't that epic than meeting one big bad ass skeletan destroyer. So i would love to see him as boss (with buffed attributes).

Great job, hopefully you continue adding more monsters. :)


Hmm, bosses... That gives me an idea.
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby valdr » Sun Nov 22, 2009 7:09 am

Great and original concept for a mod. It gives a new twist for hi-level chars delving deeper and deeper into shadow vault. I've installed it and played with my 70+ lvl Destroyer, new monsters are a bit harder to kill than casual mobs and easier than champions, but that's ok since they usually come in groups of 2 or 3.
I'm waiting for even more new monsters to hunt for!
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby Gale » Sun Nov 22, 2009 7:58 am

prestige wrote:Thanks for the comments. Has anyone at high levels tried the mod, and any comments on how relatively easy or hard the fights were? I'm not sure how (or if) some of these monster skills scale up.

Gale wrote:I'm loving it. :)

Skeletal Destroyer would be better as boss mob imo, it's look like boss and feels like boss, but seeing 5 skeletan destroyers at once isn't that epic than meeting one big bad ass skeletan destroyer. So i would love to see him as boss (with buffed attributes).

Great job, hopefully you continue adding more monsters. :)


Hmm, bosses... That gives me an idea.


Actually now that i have played this more i would love to have them all bosses and not "regular" mobs. How about every 5 levels of infinite having one of those as bosses with much more buffed attributes?
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby valdr » Sun Nov 22, 2009 9:05 am

Gale wrote:
prestige wrote:Thanks for the comments. Has anyone at high levels tried the mod, and any comments on how relatively easy or hard the fights were? I'm not sure how (or if) some of these monster skills scale up.

Gale wrote:I'm loving it. :)

Skeletal Destroyer would be better as boss mob imo, it's look like boss and feels like boss, but seeing 5 skeletan destroyers at once isn't that epic than meeting one big bad ass skeletan destroyer. So i would love to see him as boss (with buffed attributes).

Great job, hopefully you continue adding more monsters. :)


Hmm, bosses... That gives me an idea.


Actually now that i have played this more i would love to have them all bosses and not "regular" mobs. How about every 5 levels of infinite having one of those as bosses with much more buffed attributes?


I had similar idea, a new boss after 4-5 floors and a new quest giver offering unique item as a reward.
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby Blue » Sun Nov 22, 2009 9:19 am

Gale wrote:
prestige wrote:Thanks for the comments. Has anyone at high levels tried the mod, and any comments on how relatively easy or hard the fights were? I'm not sure how (or if) some of these monster skills scale up.

Gale wrote:I'm loving it. :)

Skeletal Destroyer would be better as boss mob imo, it's look like boss and feels like boss, but seeing 5 skeletan destroyers at once isn't that epic than meeting one big bad ass skeletan destroyer. So i would love to see him as boss (with buffed attributes).

Great job, hopefully you continue adding more monsters. :)


Hmm, bosses... That gives me an idea.


Actually now that i have played this more i would love to have them all bosses and not "regular" mobs. How about every 5 levels of infinite having one of those as bosses with much more buffed attributes?

This would be a really really cool idea. If you could make the bosses scale and just simply have like 10-20 of them (over development time of course) the shadow vault could replace the main dungeon pretty easily, even at level 1.
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Re: [MOD] Starch the Monster Hunter (New quest)

Postby prestige » Sun Nov 22, 2009 2:54 pm

valdr wrote:Great and original concept for a mod. It gives a new twist for hi-level chars delving deeper and deeper into shadow vault. I've installed it and played with my 70+ lvl Destroyer, new monsters are a bit harder to kill than casual mobs and easier than champions, but that's ok since they usually come in groups of 2 or 3.
I'm waiting for even more new monsters to hunt for!

Thanks! Good to hear you're enjoying it. Any problems or oddities to report?

Actually now that i have played this more i would love to have them all bosses and not "regular" mobs. How about every 5 levels of infinite having one of those as bosses with much more buffed attributes?

I like the boss idea. In fact, I'm working on a map right now that will have an interesting boss fight. I wasn't sure whether it should part of this mod or a separate one.

How about if each time you complete a Starch quest, he gives you one fragment of a map as a reward. Transmute 4 of them, and you get a special map to a boss encounter. I would do it that way, because I don't want to actually alter the floor structure of the SV. I'm trying to make it so this mod only adds things, and doesn't override anything in the base game.
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