[MONSTERS] Champions Mod v1.06

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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Sat Mar 19, 2011 5:54 am

eahmet, in terms of champions it only affects variety. It allows more monster types to appear as champions, but the amount of champions you'd run into on any one floor is the same as compared to playing Torchlight without any mods.

And Charon, thank you for your kind words :) It's always nice to hear when someone enjoys any of the mods. And yeah, the champion elementals are unkind towards careless adventurers, I imagine running into them with a hardcore character will be, well ... let's just say that it might be a good idea to avoid getting into a fight with one :P

For anyone keeping track, I was actually working on an update to release exactly one year after the original version. I was actually done pretty much on schedule, with a couple of days for testing and whatnot left. Sadly, some of the changes apparently caused various crashes, because during my test (and recording :P ) runs, the game crashed a couple of times, and I don't want to release a new version if it's so prone to crashing >_>
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Re: [MONSTERS] Champions Mod v1.05

Postby eahmet » Sat Mar 19, 2011 9:49 am

Thanks. No downside to this mod then. I'll install it :D
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Re: [MONSTERS] Champions Mod v1.05

Postby Phanjam » Sat Mar 19, 2011 10:09 am

Velari wrote:I was actually done pretty much on schedule, with a couple of days for testing and whatnot left.

Really looking forward to the update velari! I need to be afraid to go back into those dungeons again :D !
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Re: [MONSTERS] Champions Mod v1.05

Postby eahmet » Sun Mar 27, 2011 4:44 am

Although Torchleech doesn't detect anything incompatible I believe this mod doesn't work well with other mods which add side quests and champions to the dungeons. Namely, Starch the Monster Hunter and The Mysterious Man who give you quests like Trillbot would give. The game sometimes crashes if you play with these. Other than that, this is a great mod. Thanks for making it.
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Sun Mar 27, 2011 5:43 am

Well, that it doesn't play nice with Starch doesn't surprise me. I would assume that the Starch mod changes the dungeon ile for the Shadow Vault, which the Champions Mod does as well. I don't see why it would cause a crash, but in the end the mods will certainly not work as intended.
EDIT: This assumption on my part has turned out to be wrong :P

As for the Mysterious Man, well, I don't know since that mod's description isn't really in-depth enough for me to make a good guess :P

I assume the crashes are in the dungeon, and not in town? All three mods modify the town in some way (as all three add NPCs), but the way Revail is implemented should not conflict with the two other mods except for maybe having placed the NPCs in the same position or something ;)
Last edited by Velari on Tue Sep 06, 2011 7:09 am, edited 1 time in total.
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Re: [MONSTERS] Champions Mod v1.05

Postby eahmet » Sun Mar 27, 2011 6:52 am

No crashes in town. They only occur loading the dungeon or in the middle of a dungeon. If the crash happens while loading the dungeon, I restart the game, it loads to the dungeon with no problem. Of course, no compatibility issues with the main dungeon since The Mysterious Man and Starch only affects Shadow Vault. The Mysterious Man is also a mod which adds champions to the Shadow Vault. It's like a series of go&kill these. After they're over he gives you an exotic map. And after that he stops modifying Shadow Vault since he doesn't give any more quests.
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Re: [MONSTERS] Champions Mod v1.05

Postby Saros » Wed Jun 29, 2011 1:04 am

Love this mod, especially the Jelly champion. At times I would avoid attacking it just because it is so tedious, but that's part of its charm.
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Thu Jun 30, 2011 6:06 am

Yeah, I made it drop its "main" loot on the initial kill for a reason, heh ;)
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Re: [MONSTERS] Champions Mod v1.05

Postby Jupiah » Mon Jul 18, 2011 4:59 pm

Velari, thank you for this wonderful mod. I have installed all of your major mods and they have really made the game far more fun. I'd gotten bored of the game after beating it twice, but you've given me at least one more run through just to see all the new weapons, pets and monsters.

I see that someone requested a version that's compatible with ShadowVault plus before, I am also interested in that but the file you uploaded has expired. Could you please re-upload it for me?
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Thu Jul 21, 2011 4:46 am

Hey Jupiah, thank you for the kind words :)

I don't think I have the modified file for what you are requesting lying around anymore, which is sort of too bad, but it wasn't amazingly hard to make, so I'll see if I can get it done again if I ever have the time to do so. Which sounds more dramatic than it is, it will certainly be possible somewhere over the course of the week.
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Re: [MONSTERS] Champions Mod v1.05

Postby Jupiah » Thu Jul 21, 2011 10:50 am

Well if it wasn't that difficult to do, then perhaps you might be willing make a compatible file for another mod as well? Unearthed Evil by Ctuchik, it adds bonus bosses to the game on new floors accessible from Ondrak's chamber. Both mods modify the main.dat file.

Thank you for being so helpful, I really appreciate it.
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Thu Jul 21, 2011 12:05 pm

... See, kids, this is what happens when you open your big mouth :|

Nah, on a more serious note, I can take a look at it, but I can't make any promises since I'm not that familiar with that mod >_>
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Re: [MONSTERS] Champions Mod v1.05

Postby Jupiah » Thu Jul 21, 2011 2:08 pm

Heh, if you wanna tell me to go take a hike I won't have hurt feelings. I know I'm being a tad unreasonable, and frankly if it comes down to it I'd much rather use your mod than that other one. I already feel guilty for asking for so much.
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Fri Jul 22, 2011 1:57 am

Well, I did it the other way around this time. Before I consolidated everything into the SV+ version of the file, but this time since I had two mods to try and make work with this one I decided to consolidate everything in the Champions Mod files. Also, it was faster. Let's hope that works out okay :P It should, though.
https://www.yousendit.com/download/cnJo ... Ujd2Wmc9PQ
Instructions are included.
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Re: [MONSTERS] Champions Mod v1.05

Postby Phanjam » Fri Jul 22, 2011 7:19 am

Okay I think I understand how these new files will affect those mods and the shadow vault, but just to make sure - having these files in does not require that both the Champions and the Unearthed Evil mods be present? I can have just Champions in and it won't crash?
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Fri Jul 22, 2011 8:28 am

I assume that using those files without the other mods mentioned will cause problems >_> <_<
Mind you that they don't actually add anything new, they're just to resolve mod conflicts between this, and the Unearthed Evil and Shadow Vault+ mods. If you don't use either of those two other mods, these files serve no purpose to you and will probably cause issues, honestly :P

They are sort of split up, though, in the sense that Unearthed Evil only affects the main dungeon, and Shadow Vault+ only affects the Shadow Vault. So if you only use Unearthed Evil in addition to the Champions Mod, you should only replace main.dat, while if you only use Shadow Vault+ in conjunction with the Champions Mod, you should only replace randomdungeonpool.dat
However, Jupiah made the request and he uses both those other mods, hence I packed the two modified files together :P
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Re: [MONSTERS] Champions Mod v1.05

Postby Phanjam » Fri Jul 22, 2011 8:31 am

Velari wrote:...if you only use Unearthed Evil in addition to the Champions Mod, you should only replace main.dat, while if you only use Shadow Vault+ in conjunction with the Champions Mod, you should only replace randomdungeonpool.dat

Okidoke, thanks very much velari! ;)
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Re: [MONSTERS] Champions Mod v1.05

Postby Jupiah » Fri Jul 22, 2011 12:40 pm

Thanks Velari, you are the best Torchlight modder ever! (Also one of the few still active, it seems).
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Sat Jul 23, 2011 6:53 am

Well, I don't know about either of those :P Certainly not best, and if I were somewhat active 1.06 should have been released half a year ago. Instead I very rarely test it and hope it doesn't crash, haha. Though admittedly I don't think I've had any crashes that seemed related to any changes, I've only had two and they've been vanquisher_leather.skeleton related it seemed >_>
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Re: [MONSTERS] Champions Mod v1.05

Postby Jupiah » Sat Jul 23, 2011 7:42 am

Well you're one of the few still browsing the forums anyway. This place sure is slow nowadays, it was a lot more active last year. When I cam back to see what new mods were available after I had quit playing for so long your mods were almost the only major new additions or updates ... :(
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