To restore their honour, the various beasts vowed to find the strongest within their ranks. When more adventurers arrive in Torchlight, they will surely face the strongest warriors these creatures have to offer ...
Yeah, whatever.
As is the case with pretty much every Torchlight mod, take the mod directory called "Champions Mod" found within the zip file and place it in your mods directory.
This mod adds the following:
- a couple of enemy types
- champions for pretty much every enemy type
- bonuses to champions, mostly following the Diablo II schematic, with things like elementally enchanted stuff, stone skin, extra fast, etcetera
- added skills to some champions
- champions should now be immune to conversion/charm. Why this wasn't the case already eludes me to this day
- changed the map scrolls to a level 1-1000 range, so you don't always end up in the same tileset, such as the fortress when you previously took the level 15-30 map scroll
Note that I did not say "new enemy types." Considering they are basically just alterations of stuff already in the game, I don't feel I can call them "new" >_>
Download: http://www.runicgamesfansite.com/downlo ... ile&id=473
A video preview can be found here: http://www.youtube.com/watch?v=EFoMTkvRSQw
Video preview of new stuff in version 1.01: http://www.youtube.com/watch?v=R2w7H84oc_M
Video preview of new stuff in version 1.05: http://www.youtube.com/watch?v=efP7RSASuh8
Video preview of new stuff in version 1.06: http://www.youtube.com/watch?v=jCLgn-XSNz8
Hardcore characters are advised to be careful, I've found that some of this stuff can be kind of dangerous. Then again, I had 0 poison resistance at the end of the game on my test run
The monsters will appear pretty much everywhere in the game, specifically the main dungeon, Hatch's portals, the standard map scroll dungeons, and the infinite dungeon. Version 1.02 of the Champions Mod will also affect the "challenge rooms" Runic Games added to Torchlight in the 1.15 patch for the game. Version 1.05 of the Champions Mod will also affect the little areas that Phase Beast portals lead to. If for whatever reason you don't want a certain dungeon to be affected, instructions are included to accomplish that.
While on this subject, this mod will inevitably conflict with anything that alters the normal dungeon files.
I guess I'll inevitably have to come back to this mod for balancing at some point or another - I certainly expect some of the random dungeon monster groups to not work out perfectly, for one, but I'll keep tweaking if necessary.
