Emberfiend 2.1 (updated June 2nd, 2012)

Discuss mod design for Torchlight.

Re: [WIP]Emberfiend Crafting Mod (updated May 1st, 2010)

Postby Ehb » Sat May 12, 2012 7:20 am

metalx wrote:any idea about an update of the mod?


Unfortunately, I have no current plans for further development of the Emberfiend BETA mod. Ultimately, I found the mod generally not-so-well recieved from the general community. While deep down, under the hood, there are lots of new and interesting developments and logic groups making the mod tick I didn't really see a huge interest in the mod from the community. Admittedly, I did not really promote the mod much besides through a thread or so on the boards and a huge chunk of my free time ran out.

but...

With Torchlight 2 just on the horizon, if you enjoyed the Emberfiend mod at all, you may want to keep a watchful eye out for the next generation of the crafting mod :D
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Re: Emberfiend Crafting Mod (updated May 1st, 2010)

Postby Ehb » Sun May 13, 2012 6:38 pm

On second thought, after reviewing several feedback comments and PM's, I have begun cracking open the original build of Emberfiend once again to correct some glaring issues. Just want to finish the first chapter before moving on to the next! Cheers!

*Update!*5/22/12

The mod is looking real good and functional at this time, nodes working, portals porting, npc's behaving, creature spawns more under control. Travel across the expanded area is pretty nice at this point, with convenient warper triggers across all the areas. I've added some goodies, including the Tavern finally actually being something more than just a link for disbanding. More polishing, but that's just it, we're looking at the next iteration of Emberfiend soon!

  • Spawnclasses done!
  • Reworking of node logic groups complete!
  • Finishing the polish :)


*Update!*5/21/12

  • 30+ custom icons, most of which were HAND DRAWN, completed and functional in game!
  • Overhaul of all assets (within editor and in mod folder) complete, much easier to browse the content in TorchED now.
  • Currently fine-tuning spawnclasses and still reworking some node logic groups.

*Update!*5/19/12
New and improved crafting stations, logic groups for them, npc and sign text completed! Reworking logic groups for mineable nodes currently, and creating custom icons! Doing an overall wave of polish over the mod, and will be playtesting and altering the additional quests as needed. Implementing an additional functionality around the Tavern as well!

*Update!*5/18/12

Reworking logic groups for the crafting stations, to streamline the crafting process. The alchemy table, forge, and enchantment shrine will now be much more user friendly. Overall functionality of these stations has been overhauled, so that the alchemy table creates Refined Ember from a Bright Ember Ore, and the Refined Ember can then be used to activate the Enchantment Shrine. The Forge is now used solely to produce Tempered Steel, and the Anvil is always a transmuter.

Moved around more terrain, relocated fishing hole near crypt area, changed some spawn points.

Working on signs, npc's, item templates, tidying up text information to reflect changes in functionality!


*Update!* 5/16/12

HUGE progress has been made around making the mod more functional! I have divided the originally expanded content into two large zones. There are a very few merged components in the original town now, so this means LOAD TIMES ARE BACK TO NORMAL FOR TOWN.

Players can now zone over to Lower Torchlight and the Upper Mines seperately, making each subzone faster to load. While the expanded area was interesting and huge, it simply wasn't feasible for repeated loading.


*Update!* 5/14/12

With a solid day's work on the entire layout of Emberfiend, I've managed to make some much needed changes already:
  • Much of the overall functionality of the mod is now immediately accessible to players upon loading up the mod. I am still making this even more accessible, but gone are the days of having to unlock crafting features to use them. The old quests and storyline will be left intact, but players will now be able to obtain the tools and resources they need right away!
  • While not guaranteed until further testing is completed, Emberfiend should be much more compatible with other mods now.
  • Some signposts have been spread throughout the expanded areas of Torchlight (and one near the original fishing hole) explaining in greater detail how cooking/smithing works in the Emberfiend mod.
  • Working on the difficulty of the Deepmines presently, so that it is less difficult.
  • Moved some things a tad, improving travel across the expanded area, and closely looking at the terrain nodes with plans to change the tileset.


...and probably one of the most important: I am now compiling text information in order to provide a manual around the functionality of Emberfiend!
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Re: Emberfiend Crafting Mod (updated May 22nd, 2012)

Postby Ehb » Thu May 31, 2012 6:26 am

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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Re: Emberfiend Crafting Mod (updated May 22nd, 2012)

Postby Ehb » Sat Jun 02, 2012 3:55 pm

Quick update to those Emberfiend lovers out there! Here's what's being developed for the next Emberfiend update:

-Tavern smaller, changed the look and feel.
-Summoner's Chamber being completed, an area where the Summoner Syris resides! Syris will summon companions you have unlocked!
-Additional NPCs!
-Some other goodies!

BUG FIXES:
-fixed a bug where Ember Nodes in Lower Torchlight could end up only dropping gems.
-fixed Ember Ore drops in Deep Mines not dropping.
-fixed a bug that could cause Emberfiend not to appear upon return of his first quest.
-fixed an issue that could cause Wheeze to appear even if he was already following a player.
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