[PET]KelinTor's Mercenary Company V1.2

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Re: [PET]KelinTor's Mercenary Company V1.2

Postby KelinTor » Sun Jan 10, 2010 2:49 am

Mod updated to V1.2 (directly from 1.14).

Now the mercenaries are spawn in 3 maps, you still access the 1rst area like usual then there you'll have access to the other 2 areas via portals. This way the map loads faster thus solving freezing issues on old computers.The 3 areas are categorized like this :

-General area : regroup the mercs in the first release.
-Heroes area : regroup the in-game classes.
-Monsters area : regroup the monsters added in V1.14.

This way it's faster to hire the same type of mercenaries (like 20 skellies) by going back and forth within the 2 other areas, since they are smaller it loads faster than return to town/dungeon and re-entering the initial map.

The mercenaries' speed have been tone down since there are new rings now.
Added 5 speed rings for those finding the mercs are too slow :
+75% movement speed
+100% movement speed
+125% movement speed
+150% movement speed
+175% movement speed

For those using the 1.5x faster mod you'll have to de-activate the mod to use the rings since it affects the player speed too. Unfortunately I wasn't able to implement the temporary speed boost like I intended to but un-equipping those rings will turn your speed back to normal.

@Goro3d the golems were already added in 1.14, see monsters area now.

That's all for now.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby Tychonoff » Fri Jan 15, 2010 11:59 pm

K great-great mod!! Would it be possible to add Brink and Syl in 1.2.1? Many thanks :geek:
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby gooblaster » Sat Jan 16, 2010 4:07 am

Hey, i keep crashing when i enter the "Monsters" area. Why is that so? Is it only me or are others having the same problem? lol
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby KelinTor » Sun Jan 17, 2010 6:51 am

gooblaster wrote:Hey, i keep crashing when i enter the "Monsters" area. Why is that so? Is it only me or are others having the same problem? lol


I don't see why you're crashing, I tested everything from everywhere and there wasn't any problem with me. Can you tell me from where you try to enter the monster area (the general area or from the hero area) ? Did you try from both entries and still get the same result?

Normally there should not have any mod incompatibility but can you tell me what mods do you have?
You should try with my mod only (clear the cache too) to see if it's still crashing, just in case back up your save too.
Please give me as much details as possible else I can't help you.

@Tychonoff Syl doesn't have a death animation, neither does Brink. Also she has only her special animation no normal attack (you know when she hits the ground with her staff). Concerning Brink there is already a mod that add him so I didn't want to do the same thing see there [PET] Brink The Merc by AdAstra.
The way AdAstra deals with it gives better results since as a summon Brink doesn't need a death animation.

If you still want him i'll see what I can do but I can't guarantee it will be like the other mercs, if I can add him only via summoning AdAstra's mod is what you need I won't copy his work, on the other hand I can add Brink the Corrupted if you want since he does die.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby AdAstra » Sat Jan 23, 2010 4:13 am

If you want ot add him, just do it!
You can copy his files from my mod or do it from scratch, it does not really matter to me. :D
Since there are not so many people that create content for the game, some mods are bound to use the same resources.

Dont worry , be happy!
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby ElvenAvenger » Sat Jan 23, 2010 4:47 am

hm, what about adding certain NPC/Bosses that have death animations? maybe you could add Ordrak and make him smaller, because in one of other mods i saw "Corrupted Soldiers" who were basically small corrupted Brinks without his spells. Alric has a death animation too, (tested by the mod that adds a campaign boss once 1-3 floors in the SV, also ironically beating him in Shadow Vault gave me the achievement "Only a Master of Evil" :P ) adding Medea would be fun too i think, but its up to you as it is your mod , im just giving some suggestions.
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby KelinTor » Mon Jan 25, 2010 9:38 am

ElvenAvenger wrote:hm, what about adding certain NPC/Bosses that have death animations? maybe you could add Ordrak and make him smaller, because in one of other mods i saw "Corrupted Soldiers" who were basically small corrupted Brinks without his spells ... im just giving some suggestions.


Suggestions are always welcome.
Next update will definitely includes the campaign bosses, Ordrak will of course be smaller. I'll try to reskin them (don't expect too much here as I'm a noob in this area). Unfortunately the update will have to wait because I'm working on another mod now and I would like to make it as interesting as possible, also I'm working on a difficulty mod too, I don't think it will be popular but I'll release it soon to see if those who like it hard can make it to Ordrak.

The update would be out in 2 or 3 weeks depending on how fast and neat I advance in the current WIP mod.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby civi » Fri May 14, 2010 8:15 pm

Great mod, I really love it! Do you have any recommendations for using them? e.g. is it better to use a huge group of cheap ones or only one expensive one? What should I avoid when using them (except then moving wall traps, lol). I ask because I seem to use them wrong, they die like flies on a windscreen...

Also: Is it better to recruit them early on? (leveling)
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby KelinTor » Fri Jul 16, 2010 9:29 am

civi wrote:Great mod, I really love it! Do you have any recommendations for using them? e.g. is it better to use a huge group of cheap ones or only one expensive one? What should I avoid when using them (except then moving wall traps, lol). I ask because I seem to use them wrong, they die like flies on a windscreen...

Also: Is it better to recruit them early on? (leveling)


Hi, sorry for the late reply guys.

I didn't played Torchlight for quite some time now. How can I say it, I kind of got bored of the game lately. The main reason behind that (for me) would be modding, it IS time-consuming and the many (and I mean MANY) bugs in TorchEd has gotten on my nerves, sudden crashes and all are quite frequent and I can't spend my time redoing what was already done so I decided to stop everything (modding and playing). Of course it's a great game but I'm no more in the mood to play it nor doing mods. If any of you guys want to modify my mods you're welcome, just send me a mail to keep me informed.

Maybe later I'll come back when I'll be in the mood but it's quite uncertain.

Well about your post civi I think it's best to use one expensive mercenary since it's quite stronger and will survive longer, since they have about the same level as you when you enter the cave they should last a few levels, unfortunately they don't level-up so eventually they will fall the deeper you go. Don't forget they are only mercenaries, YOU're the Hero ;)
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby Webbstre » Wed Aug 24, 2011 2:15 pm

While you're here, I should just say I loved this mod :P
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby Zidders » Wed Aug 24, 2011 3:02 pm

I loved this and the city expansion. Hope they decide to get back into modding with TL II and the new, improved TorchED
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby DarkTails » Wed Aug 24, 2011 6:33 pm

Trying it out just now, very fun, I like the little goblin archer with the Rambo-sploding Grenade Arrows lol. Is there a chart with their stats? I mean, he's cool and all but he got squished by a mob of Lizard men in a second! I'm assuming they don't regenerate :cry:

8-)

Anyway, love this mod, very simple to hire the mercs.
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby Phanjam » Thu Aug 25, 2011 2:48 am

Hi KelinTor, hope you get to see this. Wanted to let you know this merc mod was the main inspiration and guide for how the "Padawan" skill of the Jedi class was made for :) You have a really great mod here! Thanks so much for making it and I too hope you can share your talents with us again when TL2 is out :D
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby DarkTails » Thu Aug 25, 2011 3:07 pm

Man, these mercs are suicidal! They don't care if there's a mob of 20 warriors nearby, they seek the mob out and make every battle look like a last stand :P It gets really expensive hiring them since they die so fast if you're not constantly supervising them. I have to keep Chain Vortexing to stun enemies since these mercs love plowing into vicious mobs :lol:

I do like it when they help me massacre those annoying little green children though (from a separate monster mod)
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby KelinTor » Thu Aug 25, 2011 3:11 pm

Phanjam wrote:Hi KelinTor, hope you get to see this. Wanted to let you know this merc mod was the main inspiration and guide for how the "Padawan" skill of the Jedi class was made for :) You have a really great mod here! Thanks so much for making it and I too hope you can share your talents with us again when TL2 is out :D


Hi, I feel very honored that my mod helped you in the elaboration of the "Padawan" skill.
Concerning TL2 I do plan to allocate some of my free time to this game and if inspiration possess me maybe some mods will follow ;). However as I said my skills in modding are limited to minor changes since I can't make textures/ 3D models nor any programmation (well I was still able to make 6 mods :mrgreen: ). By the way when the game is out and you have some ideas don't hesitate to contact me, one of the reasons I stopped modding was my lack of new ideas for creating mods.

@DarkTails I had fun making (and testing) my little goblin, moreso when there is a pack of them :twisted: . About the charts nope there aren't any, the mercs are at the same level as the hero when you enter the map.

Edit
DarkTails wrote:Man, these mercs are suicidal! They don't care if there's a mob of 20 warriors nearby, they seek the mob out and make every battle look like a last stand :P It gets really expensive hiring them since they die so fast if you're not constantly supervising them. I have to keep Chain Vortexing to stun enemies since these mercs love plowing into vicious mobs :lol:

:twisted: HeHe they were made to give you some time, you're the chief after all. It's true they are quite zealous in doing their job, maybe they want to get promoted ...(they won't live that long :twisted: )
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 337
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby DarkTails » Fri Aug 26, 2011 2:11 am

Here's an annoying question, does juicing up your pet's stats affect these mercenaries too since they're also your pets? I'm so traumatized by losing all my little goblin babies :cry:

:P
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby KelinTor » Fri Aug 26, 2011 10:29 am

HoHo that's a good question and the answer is... I don't remember :mrgreen:

Well if you have a spell/ item that affect your allies then they should be affected (see my speed rings for the mercs) but truly I don't know since I wasn't thinking of powering up the "cannon fodder". If you want the goblin archer to survive you should hire a balanced party (some melee mercs should do the trick) that is of course if you have the money :P .
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 337
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby DarkTails » Fri Aug 26, 2011 1:57 pm

I do get a balanced party, but those buffoons keep running into the middle of the fighting and getting squished xD

The Lizardmen seem to last longer since I increased the Pet skill but I may just be imagining that or I'm protecting them too much lol. At least the Heal All spell works on them.
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Re: [PET]KelinTor's Mercenary Company V1.2

Postby DarkTails » Sat Aug 27, 2011 6:41 pm

This crazy bastard lasted for 10 levels while every other merc I partnered him with died almost instantly. He wrecked a bunch of troll faces and kicked a bunch of armored crotch but finally was killed by some lame zombie dwarf with a poison sword (installed a mod that gave monsters random weapons). After Lizbor slaughtered a mob by himself, he walked away proudly and collapsed on the stones nearby, never to rise again. :cry:

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Re: [PET]KelinTor's Mercenary Company V1.2

Postby Webbstre » Sat Aug 27, 2011 7:38 pm

That is an awesome picture.
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