EnchantMod(never wipe)

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Re: EnchantMod(never wipe)

Postby Silvercircle » Fri Nov 06, 2009 12:11 pm

Lenor wrote:sorry for asking this but,what lvl are you?
Are you aware that after lvl 55 items don't scale with lvl and the mobs in infinite dungeon get stronger?Also,when you hit lvl 100 you don't grow in power anymore,and the mobs keep growing in power...your only chance to keep up with them is by enchanting...
The reason I made this is because I enchanted a pretty powerful weapon with gold hard earned and then BOOM it wiped,and now I hit a mob in infinite dungeon and i only take them 15% of their life...

Enchanting is not OP,period

It's not overpowered, but too dominant and it doesn't scale well enough (imho, it is too powerful at lower levels and pretty well balanced at higher levels where you depend on the enchanter to get good gear).

I agree with your comments on high level characters (I guess, playing at 80+ using only non-enchanted gear on VH could be next to impossible) and that nerfing the enchanter WITHOUT re-balancing high level items would be a bad idea.

I also dislike the de-enchant feature as it wiped my uber weapon last night (and no, I'm not going to use any workaround, I simply accept it as a part of the game mechanics - it still hurts to lose a 2.1k dps pistol at lvl 84 with the only alternative being a 725 dps unique pistol that costs a fortune to enchant :P).

What I would _really_ love to see would be a mod that:

a) balances high-level items for a more D2-like feel (finding that single uber rare ring with godly stats)
b) makes enchantment less important (limit # and strength of effects that can be gained by enchantments, scale the enchanter to the item level, so you cannot make a lvl 5 weapon 5times more powerful than a lvl 80+ drop).

Of course, b) can only work in connection with a). Right now, high level item drops suck and there is absolutely NO point in keeping them or hunting for a special item when the enchanter can give you something so many magnitudes better.
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Re: EnchantMod(never wipe)

Postby Lenor » Fri Nov 06, 2009 1:38 pm

Enchanting a unique items cost a lot,but did any of you try to enchant a unique?Does it give better enchants?
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Re: EnchantMod(never wipe)

Postby MustangMatt » Fri Nov 06, 2009 1:49 pm

Lenor wrote:Enchanting a unique items cost a lot,but did any of you try to enchant a unique?Does it give better enchants?


From my experience last night, I was receiving basic enchants. I haven't receive any +skill % or anything like that yet. Mostly it has been +x armor degrade on hit or +x health.
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Re: EnchantMod(never wipe)

Postby Silvercircle » Fri Nov 06, 2009 2:46 pm

Lenor wrote:Enchanting a unique items cost a lot,but did any of you try to enchant a unique?Does it give better enchants?

Only at shrines. I have barter at 10 but enchanting uniques can still cost up to 40k per try. I don't think a unique will receive better stats than a green or blue item. Seems to be all random.
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Re: EnchantMod(never wipe)

Postby MustangMatt » Fri Nov 06, 2009 4:55 pm

Silvercircle wrote:
Lenor wrote:Enchanting a unique items cost a lot,but did any of you try to enchant a unique?Does it give better enchants?

Only at shrines. I have barter at 10 but enchanting uniques can still cost up to 40k per try. I don't think a unique will receive better stats than a green or blue item. Seems to be all random.


I have this problem too. :(
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Re: EnchantMod(never wipe)

Postby comatose » Fri Nov 06, 2009 5:51 pm

I updated this mod with the new patch.

http://www.mediafire.com/file/xvmkojmho ... antMod.zip

Works fine for me, I don't do any modding or anything but editing a few floats didn't seem like much work.
Disenchant starts at 0% and stays there. Didn't change anything else, shrines still can disenchant, kept that way since they can do more enchants overall (10000 as opposed to 1000).

edit:
should mention that i used the version where not enchanting is still an option.
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Re: EnchantMod(never wipe)

Postby Lenor » Sun Nov 08, 2009 2:42 am

Updated for 1.11/1.12,100% chance to enchant and 20% chance to add socket.Price raising with the numbers of enchants to keep it balanced,Maximum number of enchants is 99999.

Have fun!
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Re: EnchantMod(never wipe)

Postby bmn » Sun Nov 08, 2009 7:36 pm

Now generally this mod works for me
But in the last 10 minutes I've had TWO wipes
And this was on something I've been enchanting for about 400k worth and another at least 300k
I don't know if it only works for the latest patch or what, but this has caused an unnecessary amount of rage for me
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Re: EnchantMod(never wipe)

Postby Shardz » Sun Nov 08, 2009 7:49 pm

bmn wrote:Now generally this mod works for me
But in the last 10 minutes I've had TWO wipes
And this was on something I've been enchanting for about 400k worth and another at least 300k
I don't know if it only works for the latest patch or what, but this has caused an unnecessary amount of rage for me


I just downloaded this to check out the code and I can see that as it is now, it should not wipe at all. What probably happened is you had the old .ADM file floating in your mod folder from the last version which didn't contain some arguments that the new version has. The new Torchlight v1.12 doesn't compile the .dat files automatically anymore and the old version probably missed some new parameters that the patch included.
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Re: EnchantMod(never wipe)

Postby Lenor » Mon Nov 09, 2009 4:32 am

bmn wrote:Now generally this mod works for me
But in the last 10 minutes I've had TWO wipes
And this was on something I've been enchanting for about 400k worth and another at least 300k
I don't know if it only works for the latest patch or what, but this has caused an unnecessary amount of rage for me


You have 2 separated links for the both versions of the game,so you probably dl-ed the wrong one.The mod works for me...
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Re: EnchantMod(never wipe)

Postby everythingzen99 » Mon Nov 09, 2009 7:24 pm

The download link is not working for me for...let me know whats up
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Re: EnchantMod(never wipe)

Postby Lenor » Tue Nov 10, 2009 6:28 am

links solved,sorry for that...enjoy
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Re: EnchantMod(never wipe)

Postby thaddeus » Fri Nov 13, 2009 11:36 pm

links broken again
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Re: EnchantMod(never wipe)

Postby Lenor » Sat Nov 14, 2009 2:18 am

link solved,again :lol:
sorry for that
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Re: EnchantMod(never wipe)

Postby Nephyte » Sat Dec 19, 2009 5:04 am

Have a couple questions about this mod.

If I modify the global.dat file using notepad, will the file still work afterwards? That is after Window's associates the file to notepad, does it still read it properly?

If I change the max enchants to 10 for Enchant Merchant and leave the Enchant Shrine max @ 99,999 what will happen when I try and enchant an item past 10 times at the enchant merchant? Will it just fail or will it simply not even give the option to enchant the item anymore?
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Re: EnchantMod(never wipe)

Postby morbidity » Thu Dec 24, 2009 9:12 am

Lenor wrote:sorry for asking this but,what lvl are you?
Are you aware that after lvl 55 items don't scale with lvl and the mobs in infinite dungeon get stronger?Also,when you hit lvl 100 you don't grow in power anymore,and the mobs keep growing in power...your only chance to keep up with them is by enchanting...
The reason I made this is because I enchanted a pretty powerful weapon with gold hard earned and then BOOM it wiped,and now I hit a mob in infinite dungeon and i only take them 15% of their life...

Enchanting is not OP,period

With infinite enchants you might as well just make a weapon and place it in your bag...

I am all for mods, but it can go too far from the scope of the game i think.
But to each his own I guess.
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Re: EnchantMod(never wipe)

Postby drjacobs » Tue Jan 19, 2010 5:43 am

I'm at level 40 and started using this mod. I have over $200,000 gold and only paying $2,500 to enchant my items is nothing. There needs to be more balance. Maybe increase chance of getting nothing (still no wipes) or increase the cost to enchant the higher the item level or if it is rare or unique. That way you still have something to lose, but just money. Right now I feel I can just enchant all my items with no penalty with how much money I have.
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Re: EnchantMod(never wipe)

Postby SHABBADABBA » Sun Feb 07, 2010 4:52 am

I used to think this was cheating, until I realized the developers didn't address game balance at higher levels. Try running an Alchemist past level 50 in the Shadow Vault. Go ahead, try....
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Re: EnchantMod(never wipe)

Postby Folken » Sun Feb 07, 2010 10:31 am

I am really torn on this issue. In any other game, I would let this slide and just write it off as an "Oh well" sort of affair. Because Torchlight is so mod friendly, though, this is a different case.

Let me preface the rest of this by saying that I do, absolutely love this game. There are so many things that Runic did perfectly that any complaints seem like nitpicking at this point

That said, the more I think about enchanting, the more I think that it doesn't make ANY sense in the context of the game as it is set up right now for two reasons - lack of balance and lack of a certain other in game option.

As for balance, I look at it like a gamble. You pay money, put your weapon on the line, and hope for the best. If you get lucky and win, form what i have seen so far, you will get either,

A) a new socket
or
B) a one or two new, random enchantments

The flip side to this (if you are a glass half empty person) is that, even if you win, you will never get

A) MORE than one socket with a single enchant
B) a socket and an enchantment
C) more than three enchantments

All of the above are winning scenarios. If you lose, you get either

A) nothing - and still lose the gold you paid
or
B) you lose all enchantments - and still lose the gold you paid

Now, all of that being said, really would not mind the loss of all enchantments so much if there was an equal chance of getting four or five new enchantments to balance it out OR one or two really, tremendously useful enchantments that were helpful in the late game (ex: +10% all magic damage). As it stands, these possibilities may exist, but I have yet to see them.

The other option that I would accept is, rather than wiping all enchantments, wiping two or three of them. Like I said, enchanting is a gamble, yes, but when I step up to the blackjack table, make a pass line bet, and lose, the dealer doesn't take all of my chips on the table and all of the chips in my hand.

The other reason that I am against enchanting, as it works now, is because there is no other way, within the existing game mechanic, to actually craft a weapon of your own design. So far I have only played as an alchemist. The alchemist in question, can hold up his arm and fire off magic lasers. Alternatively, he can summon from the ether a small army of steam powered robots. Apparently, though, what he cannot do, is take a pile of basic materials (common wands, gems, whatever) and actually construct a weapon that has the buffs and enchants that would be specifically useful to his skill set. That, I am sorry to say, makes no sense to my mind.

So far, I still have not downloaded an enchant mod, but I am very close to doing so right now. I don't want something that removes ALL possibility of wiping an item clean, but if there exists a mod that severely reduces that chance - or adds the possibility of super enchants - I would love to see it.
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Re: EnchantMod(never wipe)

Postby creekchub » Mon Feb 08, 2010 7:51 pm

Hi,

When I try to visit torchlit.net the site is blocked by my security software and I get this warning:

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Any idea what's up?

Thanks
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