Torchlight II

Torchlight II

Dungeon Challenge ReMod
55 Comments
tukkek May 29, 2021 @ 3:43am 
While this is obviously an incredibly impressive technical achievement in what's possible with GUTS, it seems to make no sense at all from a gameplay point of view - imagine playing a Hardcore character in these challenges: they are extremely risky, resource-draining and give literally zero rewards for your trouble compared to just playing the campaign or maps normally.

The oddest thing is that this seems to be so incredibly easy to fix (I may be wrong though): just have the monster drop gold or spawners drop gold every minute or so, that players can auto-pickup by just running around the arenas without interrupting the ongoing fight...

Why anyone would go to this much trouble to build this masterpiece and not go a step further to make it make sense as part of a video game is beyond me?
doudley  [author] Jul 6, 2018 @ 8:03pm 
@h

Those are hidden features, not bugs! XD

But in seriousness, those bugs cannot be avoided, all generated maps from item are automatically recognized as an access from Mapworks. I just did not prefer to share that trick officially due to negligence or simply I just had many on my hand during those days.

Thanks for the share and for playing with the mod!
SnivyTries Apr 6, 2018 @ 3:08pm 
Did the scale effect work on maps? Still looking to see enemies that end up enormous on later floors XD
da gaming Apr 6, 2018 @ 7:12am 
In the first few minutes of using this mod I have found some huge bugs:
1. After dying it is possible to select "resurrect at the dungeon entrance" option and continue the challenge without any penalty exept for the resurrection.
2. After dying and selecting the town resurrect option you are teleported to the mapworks, and the mapworks option is added to all town portals - this skips a big part of the game's progression.
Except these few bugs this mod is great.
doudley  [author] Aug 21, 2017 @ 7:05pm 
"add a few dungeons challenge" - from google translate

Is this a request? So far these 4 are the only dungeon challenges available. They may not be varied and flavorful but these 4 provide scenarios so that you'll be able level up quickly.
烟花绽放之刻 Aug 21, 2017 @ 1:43am 
添加几个地下城挑战
doudley  [author] Jun 13, 2017 @ 6:10pm 
Wow, I think your idea is possible! I'll check if the scale effect works on map/dungeon affixes. :)
SnivyTries Jun 13, 2017 @ 6:03pm 
What would really be cool is a map where the enemies get progressively larger and stronger as time goes on, or a central boss that competes for kills, getting bigger each kill it gets.
doudley  [author] Jun 12, 2017 @ 2:33am 
I imagine a dungeon where the map's design can be used against the enemies, same with "Toxic Imprisonment" idea....but I have to assure if the exp points does accumulate to the player...

A flat map with semi-transparent damaging walls sounds fun too! :)
steffire3 Jun 12, 2017 @ 2:06am 
@doudley (author): That sounds promising!

Imagine a dungeon where the Player has to decide whether to pass through damage walls to gain a better position or stay, heal and fight the foes within that "room".
doudley  [author] Jun 12, 2017 @ 1:37am 
Yes, I think so. Its the same "Damage Shape" object used on skills but without the effects/affixes
steffire3 Jun 12, 2017 @ 1:30am 
@doudley (author):

Can the "Aggressive Safe Zone" be used to create a dungeon that harms Player and Foe?

Just curious.
doudley  [author] Jun 12, 2017 @ 1:12am 
Published v.3

- Fixed Dungeon Challenge Result's limit to 100 kills and 100 minutes (stats adjusted to max 99999)

- Fixed "Dungeon Level has increased" messages

- Champion of Champions Challenge's Safe Zone is now aggressive, when activated, any enemy who enters will be obliterated!
doudley  [author] Jun 6, 2017 @ 5:56am 
Thanks steffire3!

I wanted to make the result have a bit of unique look but due to my lack of time in modding nowadays, the generic message box look will suffice.
steffire3 Jun 6, 2017 @ 4:32am 
@doudley (author): Incredible work!

Thanks for the latest update!
doudley  [author] Jun 4, 2017 @ 6:35am 
Published v.2

- Introducing Dungeon Challenge's Result!
- - The moment you enter a dungeon challenge, your time and your kills are monitored
- - Exiting the dungeon challenge, a message box will prompt you with the result

- Fixed Champion of Champions challenge, to avoid an instance where no enemy is being spawned

- Improved outer field ambiance (water/fog) in dungeons
doudley  [author] May 26, 2017 @ 5:27am 
Thanks! Please try it and If it is not fun, let me know if you have some ideas to share and maybe I can implement it for the next update. :)
Hunchin May 26, 2017 @ 5:08am 
Lokks fun
doudley  [author] May 26, 2017 @ 3:44am 
Haha yeah, not much activity in the torchmodders shoutbox so I decided to just publish it silently. ;D

The original dungeon challenge easily became my go to place for my mod testings, its hard to be not drawn by its potential and convenience. So, to the great AG, I hope you can humble my remod with your presence and thank you for your contributions, from TL1 to TL2! :steamhappy:
T☢rchM☢dders Phanjam May 26, 2017 @ 2:28am 
hey @doudley you didn't announce your new mod! This looks like a beauty - I stopped using the original AG mod because of the bugs u mentioned :( thanks mucho for this! And yes it's a greaat tribute to AG!
doudley  [author] May 25, 2017 @ 4:08am 
Update

- Band of Bandits challege will now spawn less minions and they will only get 2 levels higher than yours.

- Bandit with shield will only spawn once every area activation
doudley  [author] May 24, 2017 @ 4:07am 
It is! :steamhappy:
Aherin May 24, 2017 @ 3:40am 
I guess so :D
doudley  [author] May 24, 2017 @ 3:38am 
Execution is the fun part. ;D
Aherin May 24, 2017 @ 3:32am 
No worries! I'm never short of ideas. It's the execution that's often the problem :P
doudley  [author] May 24, 2017 @ 3:28am 
Yeah, yeah...I get it now. This is awesome! Thanks man!
Aherin May 24, 2017 @ 3:24am 
Well anything that gives an indication of how well you're doing would be good I think. The bandit one could be just a timer that counts up from 0 once you start even. The other ones could add 1 to a wave counter stat every time they loop. Monster Mayhem- every boss kill could equal a new wave for example
Aherin May 24, 2017 @ 3:18am 
Ha yeah my apologies, I think I was in my own modding rabbit hole :P
doudley  [author] May 24, 2017 @ 3:18am 
I do plan to include a monster kills notification but I have not yet come around with it.
doudley  [author] May 24, 2017 @ 3:16am 
Interesting. I still have one dungeon to include, it is still probable. What are your thoughts about this timer stat? The current dungeons does not have any time constraint conditions as of now.

P.S. Where are these ideas when I'm at the workshop discussion preparing this mod?? :P
Aherin May 24, 2017 @ 3:13am 
Or even better, some kind message box that pops up after you exit or die to show stats on how well you did. Ok I'll stop now :) (This is me getting carried away again with mods :D)
Aherin May 24, 2017 @ 2:54am 
Ah ok cool, well if there's a way to lower the amount of shield weilding ones I think that'd help a lot.

Also btw I tried the other ones too. Very cool! I never actually played them way back then. Some kind of timer stat or wave counter could be a nice touch so you can compare with others? Just a thought.
doudley  [author] May 24, 2017 @ 2:50am 
Dual wielding bandit sounds good too, the more the merrier :)
doudley  [author] May 24, 2017 @ 2:49am 
The bandit spawn count is random, if you step in a spawn trigger area, 5-8 bandits with rifle, with shield, and with spear will appear. Assassins appears every boss kill and every 10 minion kills.
Aherin May 24, 2017 @ 2:44am 
Also yeah the 10 levels for bosses only is a good idea I think.
Aherin May 24, 2017 @ 2:43am 
No worries at all man :) Are there any bandits (besides assassins) that don't have shields? If not maybe you could make a custom dual weilding bandit instead? And then still have a few shielded ones?
doudley  [author] May 24, 2017 @ 2:42am 
This is great, thank you Aherin!
Aherin May 24, 2017 @ 2:41am 
Yeah i think it's also the fact that so many shielded bandits spawn. At lower levels it takes a long time to break shields. I tried with a starting character and got pretty much instantly ko'd :)
doudley  [author] May 24, 2017 @ 2:40am 
Maybe I should apply the level 10 increase on bosses only, and leave the minions on level with the player, to make it fair even if swarmed by them? And of course toned down the numbers a bit.
doudley  [author] May 24, 2017 @ 2:36am 
Cool ;D

Mob can easily be toned down, what else?
Aherin May 24, 2017 @ 2:29am 
k so just did it with my level 100 serker :) Might need to tweak the spawn rates down a bit :) It was pretty crazy haha but I found even with full ravage (a powerful aoe attack) I couldn't kill them fast enough to clear out the screen. The bosses went down fast but my screen got clogged up with so many normal bandits that my fps went to about 3. Didn't die though :)
doudley  [author] May 24, 2017 @ 2:24am 
Starting and end-game levels would suffice :)
Aherin May 24, 2017 @ 2:16am 
btw what level character would you prefer I test it on?
doudley  [author] May 23, 2017 @ 8:03pm 
Thanks man!
Aherin May 23, 2017 @ 8:00pm 
I'll load it up and test it out for you doudley. :)
doudley  [author] May 22, 2017 @ 5:42pm 
Is it just me, or dungeon4 "Band of Bandits" challenge is way too difficult?
doudley  [author] May 21, 2017 @ 9:33am 
Yup! ;D
76561198140772122 May 21, 2017 @ 9:31am 
Another "cute" mod ;)
doudley  [author] May 21, 2017 @ 6:20am 
Updated

- applied the stuff that I've forgot to change in the initial upload (i.e. map descriptions and dungeon 4's affix)

@*Yuki*
Thank you for sharing your personal view. I did considered that approach as well as having in mind those who would want to begin their leveling and training at the earliest stage of their modded game. Also, thank you for the tips in recycling existing dungeons/cities to be remade as new mapwork maps.

@steffire3
Thanks.
*Yuki* May 21, 2017 @ 3:09am 
@steffire3, ya, I know this mod either. Cant remember, why I didnt use it - left unfinished or was one-way-trip, or something like this