Emberfiend 2.3

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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby PresterJohn » Sat Aug 28, 2010 6:16 pm

I have been unable to locate the first boss, nor have I been able to locate the quest giver (if there is one, and, which is probably the reason I cannot locate the first boss). Tried the postman, but all he says is come back when you're ready. A little jump start would be helpful. I also think it would help if you had a portal between upper and lower torchlight. Otherwise, the mod looks great. Thanks!

PJ
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Jay » Sat Aug 28, 2010 6:33 pm

PresterJohn wrote:I have been unable to locate the first boss

As I understand it, that is referring to the base game's first boss.
That being the case, you should know where he is.
...Unless you've never played the game before, anyway.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Zidders » Sat Aug 28, 2010 7:47 pm

I'm now not only getting green circles on the floor when I kill certain mobs, I'm getting blue ones as well. Any idea just what about this mod might be causing it? Im running vista 32 bit, nvidia gt 220 gfx card.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Zidders » Tue Aug 31, 2010 7:45 pm

Ok, fixed the green circle issue.


Deleted everything in my cloud folder, all my saves, as well as everything in the folder that has the saves folder in it, and the green circle has been replaced by the normal blood splatter. My guess is that something about the Emberfiend mod borked my game, whatever it was was something that affected whatever setting controls the blood splatter, and whatever it was that was affected was something that gets saved to something in my cloud saves folder, or in the folder that has the mods and regular saves folder in it.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Faks » Wed Sep 22, 2010 9:41 am

Author of mod should make hot fix for it cause Character Gene replacing Transmute character cause of this i am going remove character and i think mod will not work fully cause of missing quest char later ....
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Ehb » Mon May 14, 2012 2:03 pm

First thing I've done is put the Transmuter back and moved Gene, thanks for the crucial input! Hotfixed and tidying up the rest!

*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!
  • Emberfiend's layout now properly merges with the original town of Torchlight. This improves load times slightly, and many obsolete groups or entries have been removed.
  • 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: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Ehb » Wed May 16, 2012 3:26 pm

*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.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Ehb » Sat May 19, 2012 7:53 am

*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.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Ehb » Mon May 21, 2012 10:14 am

*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.
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Re: The Emberfiend Crafting Mod (BETAv.1.0)

Postby Ehb » Fri May 25, 2012 12:49 pm

Emberfiend 2.0

http://www.runicgamesfansite.com/downloads.php?do=file&id=864

Welcome to the next installment of Emberfiend! Most notable are the changes to the expanded content, where the area has been subdivided to different 'chunks' for efficient loading.The crafting stations have undergone a major overhaul, so that the crafting process is more streamlined. With the addition of extra NPC's and signposts to help an adventurer learn about its features, Emberfiend is really coming along! This installment introduces the Torchlight Tavern and many subtle but important changes to the whole of the mod's design. Enchanting and Disenchanting is now fully functional! New icons make the mod more polished, and resources now use the Fish tab in the inventory screen and many items stack that didn't before. Now that (finally!) the front-end for Emberfiend is complete it will be easy to expand upon. Cheers and happy hunting!

Features:
  • Crafting system: Emberfiend adds a diverse crafting system to Torchlight. Players can create Magical Weapons using Recipes and gathered resources (creating normal weapons is meaningless, lol). Rare Weapons,Armor, and Trinkets are created through enchanting, so a player could make a Magic weapon and enchant it to make it Rare.
    • Interactive Resource Nodes: There are resource nodes that allow you to click on them, and the game camera focuses in to watch your character hit the node a couple times before dropping a valuable resource!
    • Interactive Crafting Stations: You can click on a Forge, Alchemist's Table, or Cauldron to have one item crafted out of another!
    • Enchantment and Disenchantment of items with resources gathered. You can either transmute a Magic Weapon, Armor, or Trinket with a Cosmic Dust to make a Rare Weapon,Armor, or Trinket , or use the Enchantment Shrine in town with a Refined Ember to Enhance gear! You can transmute a Magic or Rare Weapon, Armor, or Trinket with an Astral Dust (combine 4 Cosmic Dust) to get a random Unique!
  • Expanded Area around Torchlight: There are 2 main zones connected with the town of Torchlight: Lower Torchlight and the Upper Wilds. Lower Torchlight is the crafting outskirts of Torchlight, where you can find an Alchemy Table and Forge for specific crafting needs. Also directly connected to Torchlight's graveyard is a small area with a reusable Enchantment Shrine...with the right resource.
    • Tavern: The Torchlight Tavern has been opened for business again! This adds an entrance to the Tavern in the middle of town, where adventurers can disband unwanted companions. The Tavern also holds a waypoint hub portal, similar to the one on Torchlight's topside. This allows porting to any unlocked waypoint from within the tavern, including waypoints added by other mods.
    • The Deep Mines: The Deep Mines is a bottomless dungeon in which the creatures drop healthy amounts of resources for crafting. 'Deep' enemies don't give xp, but here and there other creatures who haven't been corrupted by the deep still do.
  • Healing Shrines: There is an added Healing Shrine in town right under where you Town Portal into Torchlight, and another inside the Tavern.
  • Companions: There are 3 companions with this installment of Emberfiend. 1 available from the Tavern after you enter the Mines for the first time and return to town, and 2 unlockable ones. Companions in Emberfiend you meet in your travels, and do not summon by use of a scroll.
  • Quests: Quests lead adventurers to new companions, so that once completed the companion related to that questline is unlocked for recruitment.
  • Useables:Tomes and Glyphs are able to be placed on your hotkey bar, so that you may use the spells on them while not using up your character's 'learned spell' slots!
    • Tomes(25 charges) can be created by combining a 20 stack of Identify or Town Portal scrolls, or 4 of the spell (currently only Identify and Town Portal Tomes).
    • Glyphs(50 charges) can be crafted with resources.
    • Cooked Fish are edible versions of the original fish, which are a little bit weaker than healing potions. (There are only currently a few of these in the mod for low leveled characters. The entire cooking system may change in a future release.)
  • Icons: 36 new icons, most of which were HAND DRAWN by yours truly!
  • Compatibility:Emberfiend doesn't alter or tamper with any of the normal (vanilla) classes, abilities, layouts, or assets in general in any way. Emberfiend is carefully crafted such that it merges properly with other mods. As of the time of this posting, I haven't found a mod that doesn't work with it yet!


Future Plans:
  • Transfer Emberfiend's assets to Torchlight II!
  • Rework/additions to cooked fish and the cooking system.
  • A Tome/Glyph for every spell (currently just Identify, Town Portal, and first 3 tiers of Elemental Resistance and Elemental Overload on glyphs)
  • Extensions on the Tavern, including more companions.
  • A dungeon leading down from the Crypt area in Lower Torchlight and the Temple area of the Upper Wilds.
  • More quests and questlines.
  • Some additional icons.

Feedback:
I would appreciate any feedback on improving the features of the mod. PM me here, or find me around Runic Games Fansite Forums. Particularly feedback around the value of the new items would be appreciated as most are just priced really low for availability. Ideas to make things better? New NPCs? Whatever? Enjoy the mod I look forward to hearing from you!
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Re: Emberfiend 2.0

Postby Phanjam » Fri May 25, 2012 10:30 pm

downloaded and will play this now :) thanks for ALL this EFFORT Ehb!
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Re: Emberfiend 2.0

Postby Ehb » Thu May 31, 2012 4:24 am

Phanjam wrote:downloaded and will play this now :) thanks for ALL this EFFORT Ehb!


You're very welcome! v2.1 uploaded, fixes a bug with the lectern in the graveyard not working.

Emberfiend 2.1
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Re: Emberfiend 2.1

Postby Maxunit » Fri Jun 01, 2012 1:14 pm

EDIT: Cut that...I just saw, that you need to have special stuff to use the Lectern...derp..
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Re: Emberfiend 2.1

Postby Phanjam » Sat Jun 02, 2012 12:57 am

Hey Ehb, maybe we can mention in this thread too that there's an online manual for the mod as well, on workflowy :)
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Re: Emberfiend 2.2

Postby Ehb » Sun Jun 03, 2012 1:08 pm

Yep, Phanjam, it's on the first post already :) Thanks again!

Released a hotfix, Emberfiend 2.2, addressing an issue with Emberfiend possibly not appearing and Magic Dust not transmuting! Cheers!

Emberfiend 2.2
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Re: Emberfiend 2.2

Postby Ehb » Fri Jun 15, 2012 11:03 am

Emberfiend 2.3 has been updated!

http://www.runicgamesfansite.com/downloads.php?do=file&id=864

Here ya go, at last! There are some NPC's/quests that I plan on putting in to give more variety to the available quests for a bloodstone reward. The stash in Lower Torchlight is gone (take your stuff out of it if it's there!) to be added in a different layout when I can.

BUILD NOTES:
+Added Deephaven, Library, Moondance Temple, Caverns, and new Taverns.
+Lower Torchlight has undergone another overhaul, correcting several issues and adding a few things.
+Added waypoint portal to Lower Torchlight
+Added randomly generated companions within Taverns.
+Improved enchanting so that specific UNIQUES can now be crafted with Astral Dust.
+Added new feature to the Alchemy Table that lets a player turn Bloodstone (new resource) into a random socketable.
+Changed look and feel of the Alchemy Table
+Altered companions stats to make them more durable.
+New icon for Bags of Coal, courtesy of Phanjam!
+Red and Green Syl textures for the new Sorceress and Druid companions.
+Some unit pathing in Lower Torchlight added!
+Additional companions are now visible on different main menu screens!


BUG FIXES:
-Updated quests so passives function properly.
-Removed and consolidated quest files and merged layouts.
-Removed extra files that were no longer valid
-Changed some visible elements on the map, so that some of the new area maps don't look so odd.
-Added wand recipe that was previously missing.
-Town Portals no longer show up in Lower Torchlight by the bridge to the crypt area.
-Updated the Ancient Stone quest so the stone can be found in Upper Wilds.
-Altered the Ancient Stone and Postman Troll quest so
-Fixed the Deepmines so that it is now randomly generated on entry, as intended.


Please take these precautions if updating from a previous version of Emberfiend:

***WARNINGS***
Quite a bit has been altered with this release, and in order to be safe with your character's save file please take
the following precautionary steps:
-Take anything out of the stash in Lower Torchlight, because it's gone!
-Disband Wheeze at the Tavern, because he's just an NPC now and not a companion!
that they should be less incompatible with one another.
-Don't log out inside of the original Tavern or Lower Torchlight because those entire layouts have been replaced!
-If you have any quests in your log from Emberfiend 2.2 or before, abandon them if possible.


Enjoy the current build, there are some specific areas that I would really like feedback on:

-I was able to make Deepmines crash on entry with one of my playtest characters. I believe to have fixed the issue, but if this happens to someone please try and let me know exactly how you created the problem.

-Are companions not tough enough, too tough, or need anything?

-I did not playtest several companions with the Alchemist, please report if there are any pet issues when traveling with a large party.
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Re: Emberfiend 2.3

Postby Ehb » Fri Jun 15, 2012 12:31 pm

Some notes about the new companions:

The companions are found inside the Taverns. The Tavern in Torchlight offers human companions:
Tough Miner, Miner Guard, Sorceress, Brawler, and Spearman

The Tavern in Lower Torchlight offers monster companions:
Ratlin Miner, Mechcrawler, Goblin Bruiser, Dwarf Mercenary

The Moondance Temple dungeon in Upper Wilds has the Goblin Priest at Floor 2.

The Hidden Cave dungeon in Lower Torchlight has the Druid on Floor 2.

Alternatively, you can find the Goblin Bruiser and the Goblin Adventurer in Deephaven.

If you have not entered the right level of the Main dungeon, companions won't talk to you in the Tavern. The unlocks are as follows:

Tough Miner - Available on start
Miner Guard - Available on start
Ratlin Miner - Available on start
Druid - Available on start, at Floor 2 of the Hidden Cave
Goblin Priest - Available on start, at Floor 2 of the Moondance Temple
Brawler - Defeat the 1st boss
Spearman - Defeat the 1st boss
Sorceress - Enter Crypt
Goblin Adventurer - Enter Sunken Temple
Mech Crawler - Enter Fortress
Dwarf Mercenary - Enter Fortress
Goblin Bruiser - Enter Lava

Emberfiend - Postman questline
Oblog - Postman questline
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Re: Emberfiend 2.3

Postby Phanjam » Fri Jun 15, 2012 4:48 pm

Congratulations Ehb! Looks like a great update to an already great mod :) downloading now
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