

zebramatt wrote:They don't need to be reverted to pre-1.15; they just need to be rebalanced now that their attacks actually work.
rking12345678 wrote:I'm not 100% certain, but I think such a mod would be popular enough. With the builds I'm currently working on I'm quite afraid of those things, so if you made that mod I'd probably use it.
Thanny wrote:I always thought it was just a beacon for the Enslaved, which always show up after that attack (and it's arguable that they do too much damage, too).
afterglowefx wrote:Alright, this is the 1.13 zealot file in a simple mod. Just install it to your mods folder and the Zealots should return to pre-1.15. If they don't, let me know and I'll just eliminate the skill from their inventory. Let me know either way, because I have no way of testing it (being that I'm running 1.13).
Download:
http://www.mediafire.com/?wmywjydygih
Folken wrote:Agreed. Apart from the Elementals and those damned floating/glowing elemental spirit things, Enslaved are the only thing I genuinely worry about facing in combat.

zebramatt wrote:http://www.runicgamesfansite.com/torchlightmods/node/449
Rather than revert to v1.13 DZ functionality, you can either:
- Download my quick-and-dirty rebalance above; or
- Download Velari's Champions Mod, which does more or less the same thing!
EDIT: Incidentally, it turns out that Runic didn't just fix the previous bug with Zealot Lightning but actually increased the weapon damage % from 90 to 150!
zebramatt wrote:http://www.runicgamesfansite.com/torchlightmods/node/449
EDIT: Incidentally, it turns out that Runic didn't just fix the previous bug with Zealot Lightning but actually increased the weapon damage % from 90 to 150!

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