Does it support the lastest version of torchlight v1.15?
I assume it does since I don't believe there were any changes that may screw this up, but I can't say with 100% certainty as I don't have 1.15. It does inherently solve the "being slaughtered by Zealot Lightning" issue, though >_>
(more on that next question)Does it conflict with other mods?
I already mentioned that it will inevitably conflict with anything that touches the dungeon files for the main dungeon, infinite dungeon, random dungeons, and Hatch's portals, and as Jupiah mentioned it does indeed conflict with Shadow Vault + and Unearthed Evil, which both do just that.
Also, it sort of conflicts with zebramatt's Zealot Rebalance, although not in a bad way. Basically, mine changed Zealot Lightning to do damage since when I put it on the Dark Priestess I noticed that it didn't do any damage.
Later, when the 1.15 patch made it do somewhat insane damage rather than no damage, one of the changes in zebramatt's Zealot Rebalance is to change the damage on it.
In the end, although both change the same file, they both end up doing roughly the same thing. Make it do some damage. It's just that my point was to make it do some damage rather than none, and zebramatt's point was to make it do some damage rather than a ton.
Honestly in the end if you use both it doesn't matter which Zealot Lightning gets used, since both are much more reasonable than Runic's 1.15 interpretation.Are you planning on adding any more affixes, or is the mod essentially complete?
I'm certainly still going to do something with it, though I wasn't planning on adding more affixes. If I happen to get a good idea for one, however, odds are good that I'll add it
It's an annoying process, however. See, what happens is not that a champion appears and it randomly gets an affix assigned to it. Because I don't think I can make the game work that way, heh. What actually happens is that I've made multiple versions of each champion, each with a different affix (or sometimes multiple). Now, when the game generates a champion, I've first made it randomly select from a number of different creature types, and then it randomly chooses one from the say ten different ones I've made for that creature type.
So if I wanted to add an affix, I'd basically have to create an additional champion with that affix for every single enemy type that has applicable champions, and than add all those new champions to the relevant spawnclasses. Sadly, it's not as easy as creating a new trait and having the game randomly assign it to a base champion, because that's simply not how it works.
That also makes the difficulty suggestion a problem. If I could just make the game assign them, I would totally have made it do, say, two random affixes per champ on Hard and three on Very Hard or something to that effect. However, it's on the monsters, rather than some game system, and there's no way to change what difficulties certain monsters spawn on.