The Q & A Thread...

Forum for discussing Torchlight II.

Re: The Q & A Thread...

Postby Reat » Fri Jun 08, 2012 10:25 pm

JBeck wrote:
binarian wrote:2- Ah, feature creep! There's always a bit of that, but I think during our polishing phase we're finding a nice balance of making a number of improvements without needless delay. I mean, the nice thing is some team members are effectively in "bonus time"...they don't have anything critical left to do...they aren't delaying anything, aren't bottlenecking anything, and they can simply add more cool stuff in this window of time that doesn't add work for our critical paths. In the last couple weeks alone it's been incredibly noticeable in the a few areas.


Nothing wrong with adding more fun stuff! I have a question though, how cool are some of the affixes you guys are cooking up for items? I've always wanted to mod in TL1 an on-hit affix that casts a spell from your spell bar. It would be really cool with fireball or bees, for example, but never figured out how. Have you guys come up with anything interesting like that, or do you think it'd at least be possible with the new TorchED?
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Re: The Q & A Thread...

Postby charley222 » Fri Jun 08, 2012 10:43 pm

what happent it pvp ?
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Re: The Q & A Thread...

Postby gazm » Fri Jun 08, 2012 11:25 pm

Q) ever consider allowing the player the ability to micro their pet(s)?
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Re: The Q & A Thread...

Postby Omnifas » Fri Jun 08, 2012 11:45 pm

While the art of Transmuting is lost in this age, will it still exist in code and can be modded back in? Not that I want to transmute gems, it was a great base for modding a crafting system.

Can you force Hardcore through UI modding?
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Re: The Q & A Thread...

Postby Ape » Fri Jun 08, 2012 11:56 pm

1. Is there any chance for having a Linux version of the game?

2. How about OpenGL renderer on the Windows version?

3. There are various ways to buy the game (Runic, Perfect World, Steam). Are all of those fully compatible for multiplayer? Do they receive patches always exactly the same time? Are there any other differences between the publishers? I asked this because there were significant differences in the TL1 versions (Steam and Gamersgate were fine, but Runic or Perfect World didn't work for everybody).

4. Is there any changes to the instance loading and selection in multiplayer? I think there should be a clear way to select which instance of a dungeon to play. Ie. saved one (and who's save) versus a new one.

5. Could we a have a larger shared stash somehow?

6. When is the game released? Yeah, yeah, but I just can't wait. :D
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Re: The Q & A Thread...

Postby Middlemoor » Sat Jun 09, 2012 3:24 am

I think I will miss transmuting. :cry: But it's not a big deal.
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Re: The Q & A Thread...

Postby bran » Sat Jun 09, 2012 7:13 am

(first, pardon for my bad english ;) )

1 - will there be much more character customization choices when creating a character? for example a color palette for skin tones and hair? and long haircuts (even if that means to attach another bone to the character rigs)? i'll truly adore that!

2 - any plans to break the vertical angle-curve when zooming in with the camera?

3 - i especially love the estherian armor design, absolutely cool! are there more to come?

4 - since you guys at runic seem to work with 3ds max, will there be rendered uv-templates available for modding new armor designs? since i am a 3ds max user as well, i additionally would like to have a better import and export feature than in tl & torchED (because of that, my barbarian vindicator mod got temporary abandoned :( ).

besides that, can't wait for tl2 to be released. the beta was really awesome.
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Re: The Q & A Thread...

Postby Zidders » Sat Jun 09, 2012 7:31 am

charley222 wrote:what happent it pvp ?


They've already stated plenty of times that they're not focused on pvp beyond giving us the ability to duel in game and the ability to make pvp areas with the editor.
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Re: The Q & A Thread...

Postby Middlemoor » Sat Jun 09, 2012 7:33 am

The ability to duel in-game is awesome. I didn't know that! Cool. That's all I really want. Mods can take care of the rest.
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Re: The Q & A Thread...

Postby Arkham » Sat Jun 09, 2012 1:50 pm

bran wrote:4 - since you guys at runic seem to work with 3ds max, will there be rendered uv-templates available for modding new armor designs?

Even if they don't release one themselves, the modding community will definitely be able to take care of this one. I wouldn't worry about it. UV template images are pretty easy to get from a mesh file.
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Re: The Q & A Thread...

Postby Aeydon » Sun Jun 10, 2012 2:49 am

Sometime down the line, would Runic Games consider or make an online store for merchandise?
For example, posters, stickers, shirts, the TL2 soundtrack and so on and so forth.

Also as Max mentioned in an interview with Game Focus, I'd personally love an expansion a lot
after the developers take a well deserved break. :)
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Re: The Q & A Thread...

Postby havox » Sun Jun 10, 2012 12:11 pm

Will Torchlight 2 have Logitech G19 support? I double-checked, First Torchlight didn't have it.
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Re: The Q & A Thread...

Postby CrashFu » Sun Jun 10, 2012 5:14 pm

How would player-crafted alternate campaigns work?

Would the mod for one have to completely replace the original campaign, so we'd have to install/activate the mod and then do a New Game to start in on it, and uninstall/disable the mod to access the original campaign again? Would characters only be valid for the campaign they were originally created in, and have separate shared stashes, or could you play in your custom campaign for a while and then take that same character back to the regular campaign? If so, what would happen if the player-crafted campaign involved new, modded-in spells or unique items or anything like that?

Would you / could you set up an entire alternate campaign as just an alternate path from somewhere in the regular game, and start it just by visiting a particular door or NPC? Could you set it up kind of Borderlands expansion style, so that installing the mod adds new Waypoints to the list and you just teleport to the appropriate one to start your custom campaign? Done this way, would the custom campaign have to 'dead end' so the player has to resume the normal campaign no farther than they previously were, or would it be possible to set up actual alternate questlines that 'skip over' certain points of the main questline without making progress impossible?
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Re: The Q & A Thread...

Postby wbox » Sun Jun 10, 2012 6:14 pm

Possible to zoom out more? Default camera is too close.
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Re: The Q & A Thread...

Postby pancake » Sun Jun 10, 2012 6:23 pm

Middlemoor wrote:Will there be any "gambling" in TL2? I heard a rumour the NPC was removed...


As of right now, the gambler is in the game.
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Re: The Q & A Thread...

Postby public3nemy » Sun Jun 10, 2012 6:26 pm

Any plans for future class additions or anything like that?
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Re: The Q & A Thread...

Postby SPACEJAM333 » Sun Jun 10, 2012 7:14 pm

steam guest passes on release?
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Re: The Q & A Thread...

Postby Lodo » Sun Jun 10, 2012 7:35 pm

pancake wrote:As of right now, the gambler is in the game.

Kenny Rogers is in the game?! Nice!
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Re: The Q & A Thread...

Postby Spaz » Sun Jun 10, 2012 8:12 pm

JBeck wrote:
sgrrsh26 wrote:Any possibility AT ALL for a controller scheme?
What's the preorder count?

1- Unfortunately, I'm not the one to ask for that one. I'll see if we can get you an answer.

2- Preorders. Can't really share that info, but so far, so good :)


Yeah I mean I kinda expected the game was doing fairly well at this point myself. The game has been on Steam's top ten list for like 2 weeks to a month I think. That itself is just on pre-orders, sales will probably jump on release day.
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Re: The Q & A Thread...

Postby Aeydon » Wed Jun 13, 2012 3:55 pm

I know this might seem like a silly question, but I'm not sure.

When the mac port of Torchlight II is released, will it be cross-platform?
Like can people play in the same party even if they're
on Windows or Mac?
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