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Had je niet de laatste patch zeker?wjuc schreef op dinsdag 05 januari 2010 @ 07:54:
Leuk spel! Explosive shot is niet echt leuk (veel te sterk) maar wel makkelijk om zo de storyline door te komen. Toen ik eenmaal ontdekt had dat enchants bijna eindeloos kunnen worden uitgevoerd was de lol eraf. God dank, dat scheelt me weer een verslaving.
Want daar kan het allang niet meer + veel goede bug fixes.
Dat denk ik inderdaad ook niet, eerst 8 toen 4 toen 2 euro.. die zal voorlopig nog wel weer even 16eu blijven denk ik zo.mindcrash schreef op dinsdag 05 januari 2010 @ 08:16:
[...]
Ze zijn dan ook héél erg Torchlight fan bij ValveEn aangezien de games met de meeste korting het beste verkopen tijdens de sale heeft Runic er ook heel wat profijt van gehad volgens mij
Ik heb echter zo'n vermoeden dat Torchlight voorlopig niet meer met korting te krijgen zal zijn na die twee waves tussen kerst en oud & nieuw...
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Dat ze kleine(re) games en indie steunen verdient dan weer wel een dikke pluim. Met de savegames op de centrale server en de automatische updates voor games hebben ze een goeie service waar ik bereid ben om voor te betalen.
Hoe diep gaan ze? Hoeveel verdiepingen onder de grond? Zit al tegen -20.
Zit je in de verhaallijn of in de Shadow Vault? De Shadow Vault wordt ook wel de Endless Dungeon genoemd, omdat hij oneindig door gaat. De monsters groeien gewoon met je mee...Hurtebise schreef op woensdag 20 januari 2010 @ 13:42:
Nog bezig.
Hoe diep gaan ze? Hoeveel verdiepingen onder de grond? Zit al tegen -20.
Gestopt bij de eindbaas. Niet eens de moeite genomen om hem af te maken.maartend schreef op woensdag 20 januari 2010 @ 13:32:
Het stil momenteel. Iedereen klaar met spelen?
Was al een flinke poos geleden klaar met de storyline en al ergens in de lvl30-40 van de endless dungeon.maartend schreef op woensdag 20 januari 2010 @ 13:32:
Het stil momenteel. Iedereen klaar met spelen?
Ik ben toen ook nog begonnen aan mijn summoner projectje die, zoals voorspeld, wat opstart probleempjes heeft gehad maar daarna als een tierelier ging. Heb hem alleen toen niet verder gespeeld omdat ik druk was.
Wil hem nog wel eens afmaken maar dat komt nog wel
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Heb er eerlijk gezegd niet echt iets meer over gehoord en veel nieuws stamt uit November zoals:
Bebop - Runic Games Forum en Joystiq - Torchlight begins retail excursion on Jan. 5, 2010.
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Ik las dat dat 'ergens in 2010' gepland is, zal nog wel even duren dus
So, here's what's up right now with Torchlight -
* We are in testing for a new patch for Torchlight, for all vendors. This will include several bugfixes and tweaks, and a few small goodies.
* We are endeavoring to get our Mac port toward completion - we ran into some schedule snags and are currently getting them sorted out, and think we are getting this on the right track to finish up.
* We are beginning translations to various languages for international release.
Misschien was het omdat ik als Alchemist op 'normal' door het spel heen ging, die is nogal een lange-afstandsvechter, of zelfs een 'laat anderen maar vechten', en daarom heb ik veelal toe staan kijken. Ik had een kat, een half dozijn van die minions en een een golem, en die sloegen alles kort en klein voor me. Helemaal stom was dat ik sommige eindbazen niet eens gezien heb, omdat ze al dood waren voordat ik er was! De grote eindbaas heb ik gedood door een paar minuten hard weg te rennen voor de draken, waarna de big boss dood neerviel zonder dat ik 'm goed had bekeken of überhaupt had aangevallen. So far the challenge..

Dan ga je toch zelf aanvallen? Nou, dat heb ik geprobeerd, maar de keren dat ik me zelf in de strijd gooide, was ik binnen een paar tellen dood. Dit komt omdat ik een lage health heb als Alchemist, maar ook omdat ik geen flauw idee heb wie of wat of in welke richting ik sta te meppen. Helemaal als je van die grote beesten hebt, ben ik niet meer te zien en ik zie niet wat ik aan het doen ben. Ook 5 kleine monsters en ik ben de weg kwijt, en als ik niet retesnel de goeie neer mep ben ik er geweest. Misschien dat dat beter is met de Destroyer, maar ik vond het maar slecht werken.
Verder was het wel erg voorspelbaar, je wist van tevoren gewoon wat er ging gebeuren, nagenoeg nooit dat ik verbaasd werd. Ik heb ze misschien gemist, maar er waren maar weinig geheimen te vinden, ook al hou ik er van om ze op te speuren.
De werelden waren wel mooi (als je ze voor het eerst tegenkomt), evenals de muziek. Grafische stijl spreekt me erg aan. Ook de grootte van de monsters was mooi, al worden ze iets te snel té groot wat mij betreft. Het had wel iets langer mogen duren voordat ze 10x groter dan mij waren, maar goed, daarna worden ze nog stukken groter, dus dat is nog wel mooi.
Al met al zou ik het een 7 of 7,3 geven. Leuke poging, zitten geen vervelende fouten in (ook een hoop waard), maar niet meer dan een tussendoortje.
Het enige waar ik het mee kan vergelijken is Nox, gemaakt door good ol' Westwood, en dat was toch een stuk leuker, degelijker, spannender, afwisselender en intrigerender. Als je die nog nooit gespeeld hebt, je hoeft niet perse fancy graphics en je bent klaar met Torchlight, probeer deze dan nog ergens vandaan te halen, gegarandeerd een hele hoop lol.
Iedereen kan gelijk hebben, allemaal tegelijk. Dat heb je met quantum.
Verder werelds spel!
Torchlight 1.15
* Five new challenge room maps obtainable as rewards for completing various quests from Vasman in Torchlight.
* New challenges await in the Tomb of the Awakened, Estherian Ruins, Dwarven Fortress, Molten Prison, and Black Palace.
* Challenge rooms offer players more of an interactive experience, and require some thought to successfully navigate - complete them and reap the rewards!
Content Fixes
* Root Golem Fire Breath now deals damage
* Ember Bolt had a bad value in higher levels
* Zealot lightning bolt now does damage
* Gem effects accumulating when recovering from socketed items
* Sushi Helm Recipe fix
* Added Blind Effect for modders
* New Unittype of Bossmap for modders
* Multiple spelling fixes
* Fixed a few spots where floor tiles where missing or had the wrong collision set
* Fixed various locations where monsters were getting stuck in some levels
* Limited Multi-language support added for modders ( tool coming )
* PERCENT_BLEND effect no longer sets the target - for modders
* Scale effect can now be permanent - for modders Code Fixes
* Option in Settings file to turn off steam cloud added
* Settings broke into 2 files. LocalSettings and settings
* Fixed rare teleport crash
* Fix for input latency on low FPS for skills; hotbar skills and items
* Alric Achievement now works on steam
* Fixed XP not being removed correct after death
* Passive skills now adhere to equipment requirements
* Fixed rare case when triggers wouldn't fire correctly
* Texture overrides fixed in paper doll view
* Fixed issue with some looping skills
Lijkt me namelijk best wel de moeite waard om het daarvoor weer even op te pakken!
Vraag me alleen af of het ook te doen is met een char waarmee je de storyline al gedaan hebt.
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[ Voor 51% gewijzigd door Znorkus op 26-03-2010 12:31 ]
Het spel is inderdaad wel een beetje makkelijk, maar zeker vermakelijk voor het geld.
Last.fm |
If bullshit could fly, i'd be an astronaut.
Heb hetzelfde gevoel (en heb er ook maar 4 euro voor neergeteld).TKing schreef op dinsdag 30 maart 2010 @ 00:07:
Wat een spelBrings back some memories. Hetzelfde gevoel als in die game van 12 jaar geleden
Hetzelfde muziekje ook en ik hoor die opa nog zeggen:"Hello my friend. Stay a while and listen." Ge-wel-dig. Heb er trouwens €4,- voor neergelegd overgemaakt ge-paypald vanmiddag.
Zoals hierboven gezegd, het is een leuk tussendoortje, spijtig genoeg zitten er wel nog enkele onduidelijkheden in het spel (bijvoorbeeld items samenvoegen, fishing,... vind ik niet zo duidelijk). Ik ben nu alchemist level 32, nog een lange weg te gaan
Als je het speelt upgrade kun je je savegames dan wel bewaren ?
oh ja mijn pet die een skeleton summoned -> lol
Heb de Mac-versie, werkt als een trein, erg vermakelijk spel!
Bij Demo versie naar gekochte versie bleven mijn characters bewaard.
Sowieso is het nieuws rondom Torchlight niet bepaald veel
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Ben begonnen met een Vanquisher op hard, is nog wel te doen. Klik wel nog ns af en toe mis in gevechten met veel kleine vijanden, vrij irritant. Maar dat zal wel aan mij liggen
Hmm mijn glazenbol is wat wazig vandaag.. probeer het later nog eensMorDrakka schreef op zondag 30 mei 2010 @ 12:36:
Weet iemand wanneer hij weer voor 4€ op steam te koop zou zijn ?
Nogal loos om dat te vragen, dat kan niemand je voorspellen natuurlijk

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17 februari 2017 om 12.31 uur precies.MorDrakka schreef op zondag 30 mei 2010 @ 12:36:
Weet iemand wanneer hij weer voor 4€ op steam te koop zou zijn ?
dacht ik.
[ Voor 3% gewijzigd door maartend op 30-05-2010 13:19 ]
The devil is in the details.
Mage Archetype gestart, bevalt uitstekend so far.
Geloof dat het een Alchemyst is ofzo.
Specs - Q9550 Cooled with CM V8 @ 3.6 Ghz, Kingston HyperX 8gb, MSI GTX660 Ti Power Edition, Samsung 128GB SSD 830 series.
Hmm...MorDrakka schreef op donderdag 03 juni 2010 @ 11:21:
Loos om te vragen de laatste 2 keren dat het gebeurd was het hier ook bekend.
Ik mag hopen dat je begrijpt dat ik weet wanneer Steam meestal met zijn aanbiedingen komt (midweek & weekend madness) en ga dan direct even kijken op de website wat ze nu weer aanbieden...
Runic Games has updated the official Torchlight website with a cryptic message ("Things have been so busy lately, we have not been able to figure out what this is… any ideas?") that links us to a piece of concept art that looks very much like a piece to a bigger puzzle. Is this the first sign of an impending Torchlight MMO reveal? Or is it a complex marketing scheme with some kind of sinister motive? You decide.
[ Voor 44% gewijzigd door psychoclown op 01-08-2010 20:33 ]
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Voor wie geinteresseerd is het topic op het Torchlight forum: Can we figure out what it is?.
[ Voor 25% gewijzigd door psychoclown op 03-08-2010 18:13 ]
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Daar komen we in enkele dagen achter..twiFight schreef op dinsdag 03 augustus 2010 @ 18:52:
Is het niet gewoon een update met een nieuwe dungeon?
Bovenstaand plaatje is de 5e splash update.. lijkt me niet dat ze zoveel moeite doen voor een grote update.
Een expansion zou kunnen maar zie ik eerlijk gezegd niet zo makkelijk in het verhaal geweven, Torchlight 2 lijkt me dan logischer. Meer nieuws omtrent de MMO kun je ook niet uitsluiten.. dus je kunt in principe alle kanten op. Ik ben in ieder geval heel benieuwd, doet me ook heel erg aan de splash announcement van Diablo 3 van 2 jaar geleden.
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Torchlight II Announced
[quote]Torchlight II ignites the franchise created and developed by Runic Games in this exciting sequel to the award-winning Action RPG Torchlight. Runic Games, located in Seattle, is a veteran team composed of the designers and leads of projects like Diablo, Diablo II, Mythos, Fate, and Torchlight, which won the Game Developer’s Choice Award for Best Debut of 2009.Torchlight II is richly textured with our unique art style, drawing from traditional animation influences and expanding on the whimsical and quirky world captured in the original Torchlight. We aim for that broad appeal that’s appropriate for older kids, but is really intended for the kid in every adult.
Co-op action
The most exciting new feature of Torchlight II is the multiplayer element. Play with your friends, and use the free peer-to-peer matchmaking service to meet new players of a similar level and interest. Together players will discover expansive randomized outdoor areas and deep ominous caverns; random instanced and persistent dungeons, a huge variety of all new monsters and villains, endless variations of loot to find, and quests to complete. Players journey through the perilous Overworld, enjoying all new weather features, time of day events, and a rich and cunning story to drive gameplay.
Backstory
Beyond the town of Torchlight lies a world shrouded in adventure and mystery. Guardian-warrior Syl appears in a prophetic dream, summoning the player to the Estherian Steppes. There, you meet with the Destroyer and soon venture across the continent of Vilderan, an exotic frontier besieged by forces of evil. A discovery unfolds, that the Alchemist, following his conquest of dark ember, disappeared on his quest to defeat the unknown corrupted force responsible for destroying the mystical race of Estherians. Aided by Syl, the remaining Estherian Guardians, and clues left behind by the missing Alchemist, you will find yourself battling a powerful enemy that threatens to unravel the elements of the entire world.
Runic Games will release Torchlight II initially as a digital download in Spring of 2011.
Key features
• Multi-player – Play with your friends over a local area network, or over the Internet. A free matchmaking peer-to-peer service lets you make new friends for exciting co-op play.
• Customizable Characters – Players create and customize a character from one of four classes available and choose an animal companion. Through cosmetic, class, and gender choices, skill path decisions, and the treasures they acquire, each character can be custom-tailored to each player’s needs.
• Moddability – Torchlight II will release with an updated version of TorchEd, the Torchlight editor. Players have the option to create their own mods, adding even more content to the world. You and your friends can download the same mod and play together!
• New User Interface – Torchlight II boasts an entirely new, improved user interface, designed to be easier than ever for new players to pick up and play. Thanks to this intuitive interface, players have immediate access to a rich and varied world, with little experience necessary.
• Overworld Areas – Torchlight II has large randomized overworld areas to explore with weather, time of day cycles, and random events that provide players with even more content to experience.
• Random Dungeons – Delve into randomly generated dungeons within the game at any time for extra experience and rare loot. Dungeons in Torchlight II have even more branching paths to explore with friends filled with random events, rewards and dangers.
• Retirement System – Once characters are sufficiently leveled up, they can “retire” and bestow specific benefits and perks onto new characters.
• Pets – Players choose a pet to accompany them. Pets level up along with the player, and help in battle, learn spells, carry items, and perform a variety of support services.
• Fishing – Fishing returns in the sequel! Players can take a break from the high-energy pace of adventuring to relax by one of the many fishing holes and see what they can catch. Fish have unique benefits for the player and pet, while a number of other rewards can also be discovered.
Official Press Release
SEATTLE - (Business Wire) Runic Games, Inc. ("Runic Games"), a specialized developer of PC-based entertainment software in the United States, surprised the game world today by announcing their next project, Torchlight II.
Torchlight II answers the overwhelming call of our community with an expansive co-op multiplayer experience. With all new character classes, an expansive overworld, new quests, monsters, and lots of new dungeons, Torchlight II finally lets you play with your friends in the world of Torchlight. Consistent with our pledge to provide unmatched value, Torchlight II will be sold at a low price point, and include a free matchmaking service for peer-to-peer multiplayer experience. Expect Torchlight II to ship in the spring of 2011.
Runic Games’ CEO Max Schaefer commented, “We’re so proud of everything Torchlight accomplished, and we feel that Torchlight II will not only give the fans everything they’ve asked for, but far surpass its predecessor in terms of fun, balance, customization, story, and just being a great game to play with your friends.
“We still are going to make the MMO, but it became apparent that Torchlight II was the logical next step for us given the phenomenal enthusiasm of gamers petitioning us for multiplayer.”
Torchlight II debuts at gamescom 2010 in Cologne, Germany August 18-22 2010, and at PAX Prime in Seattle, WA, September 3-5 2010. Gaming enthusiasts will have the opportunity to explore the new features hands-on, and chat directly with the developers.
Torchlight II will launch in Spring 2011, initially as a digital download.
For more information on Torchlight II, gamers can visit the official website at http://www.torchlight2game.com/ to view additional game play details, trailers and screenshots.
[ Voor 17% gewijzigd door psychoclown op 05-08-2010 10:36 ]
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PCgamer - Torchlight 2 Interview
Runic Games have just announced Torchlight 2. Frabjous day! Quick on our feet as always, we went back in time to schedule an interview with Max Schaefer and Travis Baldree, the company’s founders and designers. They spoke to us about Torchlight 2’s new co-operative multiplayer, classes, character customisation, setting, mods and undead bears.
PC Gamer: It’s been only a short time since Torchlight 1, and you’ve already talked about the eventual Torchlight MMO. What is Torchlight 2 going to deliver?
Travis Baldree: Basically, Torchlight 2 is going to be the multiplayer people keep asking us for, ever since Torchlight.
Max Schaefer: It’s peer-to-peer co-op play with just your friends. It’s a halfway step to the MMO.
Travis Baldree: It’ll be free online play. It’s not a multiplayer extension for Torchlight, it’s a full sequel, with lots of new stuff that wasn’t in the original game, but it’ll have full multiplayer support. You can play through the singleplayer story in multiplayer co-op. We’re playing multiplayer in the office right now. We’re trying to basically look at all the things people wanted out of Torchlight, that we didn’t ship in the initial game, and we’re trying to incorporate as many of those as possible.
Max Schaefer: It’s safe to say that every review said “where’s the co-op multiplayer?” (laughs) It was the obvious thing. Why are we going to launch into the long term MMO right away when we’ve got everyone that’s bought Torchlight wanting co-op multiplayer? It makes sense for us strategically, too, to get a good practice session, if you will, for multiplayer with Torchlight. To make an MMO is a huge endeavour. It takes years, it’s a big risk. This way we can really feel out how multiplayer works with Torchlight, and we can give players who have been complaining there’s no multiplayer in Torchlight what they want, too.
Travis Baldree: So we have, for the sequel, randomised outdoor regions with time of day that passes and weather. We do character customisation now, as opposed to the three iconic characters we did in Torchlight. You can choose your gender, and when you’re choosing your class you can choose different faces and hairstyles and features, and so on. All that stuff features in the MMO, but it just seems like a great time to go ahead and do it.
PC Gamer: What can you tell me about the new setting of the game?
Travis Baldree: You’ll go through very distinct outdoor areas. You start in kind of a lush, mountainous region and you spend a pretty significant amount of time in the game in outdoor areas. So the idea is that over the course of the game you’re going to transition between some very distinct regions that will hopefully be really interesting to progress through. You’ll be going through different cultural areas, and it’ll be a much more broadly ranging game than Torchlight was, and significantly larger. We don’t want to throw out what we tried to build with Torchlight, there’s still that kind of, sort of steam-punky aspect.
PC Gamer: We like the undead bears. What can you tell us about the region in which you encounter undead bears? Talk about undead bears.
Travis Baldree: I think you’ll be encountering bears pretty early on in the game. It’s almost got a semi-Tibetan feel to it, in a way, kind of like those tumbled rock walls and those grassy cliffs.
PC Gamer: Do you have new pets? Maybe the undead bears could be pets?
Travis Baldree: The plan is that we’re doing some new pets, though we haven’t finalised what those will be at this point. There will certainly be a dog and a cat, because everybody likes dogs and cats, and we’re aiming to add some new pets as well. We’d also like to further the role of the pet and provide it with some more distinct abilities from creature to creature so that there’s an interesting choice to be made in what you select.
Max Schaefer: We’re not going to just separate the dog and the cat people! (laughs).
PC Gamer: Are they differentiated in any way other than appearance?
Travis Baldree: In the original game, the first two pets were more or less identical, it was purely a cosmetic change. The real differences came when you changed your pet into something else. But we’ve talked a lot, though there’s no final decisions yet, about giving those pets some sort of distinct, innate abilities that make one more interesting than the other for one reason or another.
Classes & Characters
PC Gamer: Shall we move on to the new classes you’ve got and talk about the customisation?
Travis Baldree: We’re only announcing two classes at this point and, man, I hesitate to say what their names are, because they were arguing over them!
Max Schaefer: These are working names. These are not the actual final names.
Travis Baldree: I’m going to check my email, because I’m pretty sure someone had some names down! We’re going to get in trouble with our art teams if we say the wrong names. So the two classes we’re going to be revealing are the Wanderer, who’s almost kind of a… hell, we’ve got a class description here somewhere!
Max Schaefer: There was some push to call him the Nomad, or the Wanderer…
Travis Baldree: I guess they’re called the Outlander, now. Who has, what’s a good way of describing this so that somebody also doesn’t kill me? It’s kind of a Dune Fremen sort of character, someone who’s on the fringe and has survivalist tendencies, various facility with ranged weapons and low magic. The other classic is the Railman, who’se like an engineer melee warrior class that basically, on the frontier, trying to push forward into unpopulated areas, and they’re responsible for constructing the means of getting there and also the advanced fortifications and they also have to be able to protect themselves. They have some of that steam-punky mechanical bent from Torchlight.
PC Gamer: Are you bringing over the original classes from Torchlight into Torchlight 2?
Travis Baldree: The original classes from Torchlight will actually not be playable in Torchlight 2. We didn’t want people to feel like they were retreading the same ground with a class, we wanted to introduce new stuff. We’ll probably represent those classes in the game so that it feels coherent, but we’re not going to ask you to play them all over again.
PC Gamer: Did you want to introduce new classes simply for the sake of newness? Or were there things about the previous classes that you wanted to mix up?
Travis Baldree: We certainly wanted to explore different dynamics for the characters, it’s always interesting to try new stuff and it really frees you up not to have to stick to whatever fiction you’ve come up with to justify these abilities with the previous classes, you can just try totally different things. There’s also the excitement of trying something different visually, and trying to expand on the world by showing a little bit more about the characters that live there.
Max Schaefer: As Travis also mentioned earlier we have increased the customisation of your character so you can pick genders and hairstyles and stuff. Since we didn’t have that the first go round we would have had to completely reconstruct those characters anyway to add the facility to do that. So it’s a good opportunity to do some new stuff.
Multiplayer, narrative and co-operation
PC Gamer: Is Torchlight 2 a continuation of the original, or are there more fundamental changes to the structure of the game and the mechanics?
Travis Baldree: Given the structure of the world, there’s a difference in how you can progress, because there’s more potential for lateral movement. In Torchlight it’s very much: you go down. There’s not much opportunity for branching, apart from a few side quests you can access in the town. In Torchlight 2, once you head out into the outdoors and the wilderness, there’s more opportunities to take side paths and to go and explore areas that are not required. We actually hired a writer this time out, so we’re endeavouring to have a coherent narrative, and to work that more into the quests that you’re undertaking.
PC Gamer: Can you tell us a bit about how the multiplayer works? I’m assuming you’re going to have had to change some of the mechanics in the game to make it workable for more than one person to play
Travis Baldree: We’re trying to keep it as close as humanly possible, honestly. Obviously there’s no pausing, but the aim is for it to feel as fast paced and enjoyable as we can possibly make it. We haven’t decided on a final player count for a session. It might be anywhere from four, to six, to seven. It’s really going to depend on how fast people are at mowing down monsters. We will probably, to a certain degree, limit the number of summons you can have, to prevent it being a crowd of five guys with twelve zombies apiece wandering the screen, for the sake of your sanity.
PC Gamer: Presumably, there’s a degree of balancing between the multiplayer and the singleplayer in terms of pace.
Travis Baldree: The difficulty of the monsters tunes dynamically to the number of party members who are nearby. And we’re using loot rules that are pretty similar to Mythos where drops are basically your drops. You pick up what you found and you don’t have to fight over loot. In the singleplayer we’ll allow you to pause and you will start exactly where you left off and it’ll retain the full state of the region that you’re in. In multiplayer, because you’re going to be dipping in and out of other people’s games and everyone’s got their own random world, you won’t have that. It might not be your game that you’re joining, so the world’s a little bit less concrete in the multiplayer, just given the nature of play. We want you to be able to go into the lobby and drop in and out of games and just join up with people and play for a little bit, hop back out, go join a different game.
PC Gamer: Are the levels linear in the same way, or is there more exploration?
Travis Baldree: There’s definitely more exploration this time out, especially with the outdoor regions and the multiple exits to a level. You can be hunting around and stumble across a cave. We’re also putting a focus this time on having random events that occur in the levels that give more structure to the world. You might come across a caravan being attacked and you can choose to stop and save them or go on by. We want little pockets of life that happen, with varying degrees of complexity, that give the world a little bit more flavour and life and reward you for maybe heading off the beaten path and finding something interesting.
PC Gamer: It sounds like in multiplayer it rewards people for not necessarily staying together.
Travis Baldree: There’s certainly an advantage to staying together. When you’re working in concert, we want skills that are excellent in party situations that give you a reason to be around each other. But, heck, that guy’s killing stuff and it’s dropping loot for me.
PC Gamer: Do you have any examples of how people might co-operate, cool class interactions, that kind of thing?
Travis Baldree: We’ve talked a lot about special placeable auras that you can use in the game that provide benefits to party members that are nearby, so that you can nail them down near a boss. We’re in the early stages of putting these classes together, but a lot of them really do have to cater to the kind of action the game has. We’re not going to have a lot of fiddly, “You need to target a specific character to apply this buff” kind of skills, because it’s just not really conducive to the fast, ‘run all over the place and beat the crap out of a ton of monsters’ play that we have. But we still want to have abilities that provide benefits to your party and provide interesting ways to play.
The MMO, the system requirements, mods, and the release.
PC Gamer: Since you’re building this whole world now, are you going to re-use a lot of these same settings for the MMO?
Travis Baldree: I think we’d certainly want to revisit them, although they will probably be more concrete in the MMO. Outdoor regions in the MMO are not going to be randomised, as a rule, we want that sense of persistence where you’ve got a ton of people in a given region. One of the things we get to do, with this not being an MMO, is have these be highly randomised, but the settings and so on, and the cultures we set up we want to take forward.
PC Gamer: Visually, the first game hit the mark with system requirements by having a particular art style. Are there going to be any changes there? Any graphical improvements?
Travis Baldree: The lighting is a little bit more interesting this time out. As I mentioned earlier, we’ve got time of day and weather which makes the whole world feel more dynamic. We have a larger art team at this point so we’re certainly working to refine the look of the game and to push up against the limitations that we’ve chosen for hardware. But we still want this to run on really low end machines. We want you to be able to play it in a coffee shop and not have to worry about it.
PC Gamer: Do you have an idea of when it’s likely to be released?
Max Schaefer: Let’s say the first half of 2011. We can say we’re aiming for that. Of course, it’s early in development and it hasn’t been publicly shown, and we’re a game developer giving you a release date so…
PC Gamer: Is there anything else you want to add about Torchlight 2?
Max Schaefer: You’ll be able to buy the box and play for free, so there will be no item sales or subscriptions or any nonsense.
Travis Baldree: We’re going to continue supporting mods. We’ve been talking a lot about how we’re going to handle that in multiplayer, so it’s not finalised yet. Maybe some horrible difficulties will arise that I’m not anticipating, but it’s something that we’d like to do. Ideally, what I’d like to see happen is one of the cool things we had with Torchlight was the class mods that people did. We had lots of different class mods that people put together interesting abilities or really weird alternate takes on an existing class, and I think it’d be really fun to go and play with your friends and play really strange classes that somebody cooked up and do that together.
Max Schaefer: I think it’s probably important to mention here that we’re not aiming with our multiplayer to provide the perfectly secure, cheat free MMO multiplayer experience. The idea here is that you can play Torchlight with your friends, and you can modify that if you want to make the game with your friends all the better. It probably means that it will be somewhat cheatable, but the point of this is not to have a world wide competitive community, the point of this is to have a fun Torchlight experience that you can play with your friends.
Travis Baldree: The aim is basically to provide you with some tools when you’re in the lobby environment to play games only with the people you actually want to play with. You can have an established set of friends and set up a game that’s only available to them. We’ve talked a bit about almost a limited TiVo style rating system for players, too, so that you can thumb down people who are absolute hacks.
PC Gamer: But you can play with random people as well?
Travis Baldree: Oh yes, you can absolutely play with random people. We want to give people the ability, if you’ve got a bunch of morons hopping into your game, to exclude them if you like.
PCgamer - Torchlight 2 Artwork
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Morgen weer verder
Had ik eerder moeten kopen deze!
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Ik dacht dat dat bij D2 wel kon, maar heb het hier nog niet kunnen ontdekken.
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Maar in de overlay scrollen lukt dus niet? In de manual staat ook niks... damn.. net ook weer een pokke-end gelopen zie ik "stairs down" staan. En dat terwijl ik wist dat ik ergens nog een keer naar links kon
Hmm zelf heb ik dat probleem nooit zo want ik onthoud altijd waar ik nog niet geweest ben en waar wel en probeer het zo systematisch mogelijk te clearen. Al heb ik wel vaak het 'geluk' dat ik in een rechte lijn naar de uitgang loop
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Voordeel is wel dat het zich meestal loont om ff terug te lopen, soms aardig wat goud en anders stash om te verkopen. Wat frikking handig is met die pet moet ik zeggen! Slim idee van ze.

Die pet is inderdaad heel erg handig, lekker vol stoppen en alle onzin die sowieso weg kan verkopen
Overigens heb ik hem een snow wolf skin gegeven zodat de hond er veel beter uit ziet (vind ik).
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Net mijn kat ook maar spells geleerd die ervoor zorgen dat er extra mannetjes mij helpen
Edit: zijn er nog "must have" mods?
[ Voor 6% gewijzigd door Magic666 op 13-08-2010 12:53 ]
Staat ook in de TS maar die is al lange tijd niet meer onderhouden en de links staan een beetje apart.
Ik heb in dit of het vorig topic wel mijn lijstje mods neergezet maar dat zal heel erg outdated zijn.
Al kun je natuurlijk even kijken of het wat is of niet
Torchlight ModManager is ook erg handig alleen ligt al geruime tijd stil, misschien dat er dus betere varianten zijn dan de laatste 'officiële' in mijn link.
[ Voor 26% gewijzigd door psychoclown op 13-08-2010 12:59 ]
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Er is wel een mod zodat de monsters vis droppen, scheelt weer hengelen
Zowiezo zijn er een paar verdomd handige mods bij!
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Hoeveel lvls kun je worden eigenlijk? Op Steam zie ik iets van 100 (als achievement) staan??
Al doe je er al lang genoeg over om in die buurt van 100 te komen
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Of zit daar een limiet aan en moet je de rest met die dungeonscrolls doen? (hmmm die hatch questen helpen natuurlijk ook wel mee... en in die achievements staat nog een naam Gar? die ben ik nog niet tegen gekomen geloof ik)
damn ik moet nog een hoop dan hahahaha, lekker hack&slashen, zeer vermakelijk spel voor prima prijs!
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Met sommige mods erbij is het spel net ff leuker heb ik gemerkt: de mod sneller lopen en meer bloed, twee leuke mods
Is dat niet raar? Bug in het spel of mis ik wat..?
Is me nooit echt opgevallen (of wel en weer vergeten) maar kan ook opzettelijk zijn natuurlijk, immers ben je een stuk kwetsbaarder met 2 wapens.. wel apart dat dex en def dan niet afneemt.
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Ik zal vandaag of morgen eens een paar screens maken.
Ik denk laat ik ff een paar screens maken, en nu klopt het wel!
Strength wordt iets minder als ik 1 wapen weg haal ipv dubbel zoveel
met 2 wapens:http://www.mrikkert.tweakdsl.nl/2%20wapens.jpg
en dan met 1 wapen: http://www.mrikkert.tweakdsl.nl/1%20wapen.jpg
Dat is toch raar? Of mis ik echt gewoon iets...
Wat heb je trouwens voor een raar font, zelf erin gebakken neem ik aan?
Ik vind het zelf niet echt fijn lezen moet ik zeggen maar dat is persoonlijk uiteraard
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Beastslayer 1 en gelijk 2 gehaald net
Ik dacht een soort van klaar te zijn, zie ik 2 uitroeptekentjes onderin de map...
heb ik hem net ge update naar 1.5 en nu wordt er gevraagd naar en CD key
die zit niet bij de DVD versie ..
dus hoe moet ik nu verders
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nee heb het al gevonden je kan ook op de site zelf een update weg halen die geschikt is voor alleen de DVD versie dus nu doet hij het welpsychoclown schreef op vrijdag 08 oktober 2010 @ 16:32:
Ik zou een mailtje sturen naar Runic Games met bewijs dat je de DVD hebt en dan kun je er vast wel uit komen
Dus je moet deze update downloaden voor de DVD versie Patches and Updates – Physical Retail Disc Version
http://www.torchlightgame.com/download/
Want nu doet hij het wel
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ik heb he al helemaal uitgespeeld.psychoclown schreef op vrijdag 08 oktober 2010 @ 17:38:
Ok nog beter dus, kun je er mooi van genieten
was alleen een copy.
Dus heb egwoon gewacht tot ik de dvd versie ergens kon kopen en dat heb ik dus gelijk gedaan ..
Want het blijft een leuk spel
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Verwijderd
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Geocachen?zAo schreef op zondag 24 oktober 2010 @ 15:21:
Weet iemand een goed alternatief om te tijd op te vullen totdat deeltje 2 uitkomt?
Verwijderd
deathspank is erg leuk imozAo schreef op zondag 24 oktober 2010 @ 15:21:
Weet iemand een goed alternatief om te tijd op te vullen totdat deeltje 2 uitkomt?
Torchlight Coming to XBLA
We are proud to announce that Torchlight will be coming to Xbox 360 as a part of Microsoft’s House Party promotion in Spring 2011!
“We couldn’t be happier to bring Torchlight to Xbox LIVE Arcade,” says CEO Max Schaefer. “This is what the fans have been asking for. Torchlight for the Xbox 360 is a new way to experience a great game, and we’re thrilled to work with Microsoft to bring it to fruition.”
Q: What has been changed to make the game work on the 360?
A: The UI is COMPLETELY overhauled from the ground up. Nothing works the same. All new art and navigation. The concept of item ’slots’ is done away with – you just have a number of items you can hold ( 50 – ignores stack counts ). Potions and scrolls stack up to 99. Potions ‘auto pick’ the best potion to heal you or regen mana. You don’t have to think about it or map it. We iterated on the UI a ridiculous amount.
You can have 4 active mapped skills at a time, and a secondary set that you can swap between (using the dpad) for 8 mapped skills. Most of us actually find it easier to use a variety of skills on the console vs. PC, oddly enough.
Force feedback is in for quakes, strikes, low health heartbeats, and tugs on the fishing lineFeels nice.
Q: How are controls different?
A: Control is direct – no virtual cursors ever. Combat is a little different – you move forward slightly with melee attacks and all the attack animations are redone to support this. You don’t ‘target’ enemies – you’ll get a red highlight for a ‘primary’ target that is in range, but for melee attacks you hit everything in your damage cone (secondary targets get secondary damage ). Feels natural and does what you expect.
Ranged combat is actually in many ways easier – kiting and dodging are significantly more viable with a controller and the autotargeting for ranged attacks works pretty well. ‘lobbed’ skills mapped to the triggers have a default distance, but you can finesse them for longer or shorter throws by holding the trigger at a given depth. Combat pace feels ‘faster’ and more maneuverable. If you’ve played classics like Dark Alliance or Champions of Norrath, you have the general idea ( but no jumping ). Movement speed is analog – you can move slower by easing on the stick, something you can’t do at all on PC.
Q: Has anything been removed/added for the console version?
A: No skills have been omitted. Some skills have had alterations to their functionality to make them feel better ( i.e. you don’t select corpses to summon a Nether Imp – you just cast it and if there’s a corpse around, there you go ).
Pretty much everything from the PC version is here. We didn’t remove any features, with the exception of secondary weapon sets, because there was no way we could find that didn’t feel horrible in inventory management. Socketing, enchanting, fishing, the infinite dungeon, item combination, are all represented.
We brought over some goodies from TL2 to the console version. Loading times are much reduced. Better animation blending makes combat snappier ( hard to describe, but you’ll probably feel it ). Automaps are brought over from TL2’s new automap system ( They are rendered out and much more readable, and icons cleave to the borders of the ring ). In addition, there are three new armor sets (one for each class), some new random quests for one of the miners in town, and a new pet – the Chakawary.
Q: Will Torchlight be released for the PS3 / PSN?
A: There are no PS3 plans at this time. Microsoft is acting as the publisher for the XBLA release.
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Gamasutra - Torchlight Xbox 360 Interview
It's been a period of growth for independent developer Runic Entertainment, whose action RPG Torchlight received an extremely warm reception among PC fans with over 600,000 units to date. Upcoming Torchlight 2 will add a multiplayer component to the mix, and a Torchlight universe MMO is planned for the future.
The recently-announced decision to bring Torchlight to Xbox Live Arcade came as something of a surprise -- after all, adapting a popular game in the notorious PC-centric genre is no small feat, and the work must have been time consuming.
Gamasutra thought it would be an ideal time to catch up with Runic Games' Max Schaefer, to learn about the work that went into the port, and to get an update on Torchlight 2 and the state of the Runic team as they continue to find success.
"In some respects, the Xbox version is a straight port -- and in some respects it's more of a conversion," Schaefer tells Gamasutra. "The interface had to be completely redesigned ... the most work of the whole project was redesigning and redoing the whole interface."
After all, whether or not action RPGs of the Torchlight vein can work well on consoles has been the subject of much discussion, especially among hardcore PC fans -- many of whom helped lead Torchlight to success. And Schaefer says that the task isn't reputed to be difficult for nothing.
"You don't realize how much interface is in your game until you have to go and reinvent it," he says. "It took us a little bit by surprise... once we started digging into it, we realized how completely we had to go through it."
"It's a challenge getting this kind of game... over to the consoles," Schaefer admits. The team wasn't entirely without examples -- they took inspiration from Baldur's Gate: Dark Alliance, for one -- but "[sources are] few and far-between. That was the biggest challenge for us; technically it wasn't that hard to get it to run."
But a console version of Torchlight was something the Runic team wanted to do for a long time, Schaefer says. "A lot of us have always wished we had the opportunity to put the time into making a good console version," he says. "We've wanted forever... to be able to play Torchlight or Diablo kinds of games on the couch."
"Everyone has pretty well thought-out theories of how you would do it, but until you dig in, you don't really know," says Schaefer. But it helps to look at it like any other challenge: "A lot of iteration," he explains. "Try something out; if it works, use that theory for other things, and then keep redoing it until it feels right."
Schaefer says he feels confident that the Runic team has got it right: "We can't wait to see what people think -- but at the same time, we're a little nervous. But it feels right when we play it. There are guys in the office that prefer to play it on Xbox now, and that's what makes me think we're onto something."
And although rarely does Torchlight come up in conversation without someone eventually mentioning the looming giant of upcoming Diablo III soon after, Schaefer says that a thriving audience for this style of game is healthful for all: "A lot of people say, 'what are you going to do when D3 comes out,' but I only see it as a good thing," he says.
"We kind of can't wait for D3 to come out. It'll delay whatever we're working on for at least a month when it does! But at the same time we've just got to be doing what we're doing," he adds.
So what is the Runic team up to now? According to Schaefer, forging ahead with upcoming Torchlight 2 on the PC planned for this summer, and then "beyond that, we'll see where we can see the Torchlight franchise down the road."
Part of the reason the studio wants to focus on one thing at a time is because despite the success and broadening audience for Torchlight, Runic stayed small at just about 30 employees. Thus the decision to work first on Torchlight for Xbox Live Arcade, then on Torchlight 2 -- thereby making the previously-announced MMO project, the team's most ambitious, third in line.
"We didn't want [the MMO] to totally take our studio down while we're trying to do Torchlight 2," says Schafer -- when they made the decision to move forward with the sequel, they hadn't yet formed a clear plan for the XBLA edition of Torchlight -- "we had a general goal to do it when we could but there was no specific schedule."
But unlike other studios who string together products to fund a bigger one, Runic doesn't have that concern. MMORPG publisher Perfect World bought a majority stake in the company and will publish the upcoming MMO set in the Torchlight universe.
"We did well enough with Torchlight 1 on the PC that I can say we're moderately thriving," says Schaefer. "We're able to do what we think is the right strategic move and not make any moves out of desperation. This is going to be the first year in a long time that we have two games released. We have high hopes for an exciting year."
Essentially, the team has the unique opportunity to iterate on its big property publicly and slowly, attentive to the needs and interests of their audience in a very granular way. For example, although the team added new classes, characters and outdoor areas "just in case", Schaefer jokes -- the biggest change in Torchlight 2 is the addition of cooperative multiplayer in a one-time purchase with no subscription fees or item sales.
"[Torchlight] did very well, and everyone said, 'we just want multiplayer'," says Schaefer. But for that to work, the team couldn't have added a multiplayer component simply tacked on to the original game; it needed to be entirely retailored to suit the new dynamics: "Multiplayer affects the design a lot, and you have to adjust accordingly," he adds.
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Torchlight XBLA Release Date and Pricing Announced
The Xbox LIVE Arcade House Party kicks off February 16th with the release of Hard Corps: Uprising and continues into March with a total of 5 releases. Here is the full schedule:
February 16 Hard Corps: Uprising, 1200 Microsoft Points
February 23 Bejeweled Blitz, 800 Microsoft Points
March 2, Beyond Good & Evil HD, 800 Microsoft Points
March 9 Torchlight, 1200 Microsoft Points
March 16 Full House Poker, 800 Microsoft Points
[ Voor 5% gewijzigd door psychoclown op 09-02-2011 16:49 ]
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1: wat doet FAME????
2: wat is nou het verschil tussen de difficulty levels? is dat snelheid van xp, health van mobs? kracht van wapens? droprate van items?
Verschil in difficulty levels is inderdaad hetgeen wat je zegt.
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Gister aangeschaft voor XBLA na de trial te hebben geprobeerd. Wat een heerlijke game! Voor 15 eurootjes krijg je toch niets beters dan dit voor XBLA
En bevindingen/ervaringen zijn altijd welkom uiteraard. Als PC-gamer ben ik toch ook wel benieuwd hoe die op de xbox speelt
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Cool!psychoclown schreef op donderdag 10 maart 2011 @ 09:55:
Zeker, zeker
En bevindingen/ervaringen zijn altijd welkom uiteraard. Als PC-gamer ben ik toch ook wel benieuwd hoe die op de xbox speelt
Op de 360 is het kwa besturing vooral vereenvoudigd en daarmee ongelooflijk goed speelbaar. Ik had zelf een soortgelijke interface verwacht als bij Sacred, maar dit is veel beter! Er is echt goed nagedacht over hoe dingen vooral "makkelijk" moesten zijn in de GUI.
Aimen is even wennen met een Vanquisher, omdat ik vaak buiten het bereik van creeps sta en niet automatisch in range loop zoals je wel zou doen op de PC, maar daar wen je wel aan; gewoon fearless heen rennen
Ik heb nu nog niet veel skills dus ik weet nog niet hoe lekker een 2de set skills is met de dpad, maar als je ze logisch zou groeperen is dat volgens mij prima te doen!
Deze ga ik nog lange tijd spelen! Geen multi helaas, maar mijn Live was toch net verlopen
Incgamers - Torchlight xbox 360 review
If you’ve played one dungeon crawler you’ve play them all, right? At least, that’s what I thought before I set out to conquer Torchlight. While it may not stray from the usual formula of exploration, combat, looting, trading and questing, Torchlight presents itself with such charm and charisma that it goes a long way to making one of the most stubbornly traditional genres feel fresh again.
The most immediately striking aspect of Torchlight is its art style; a vibrant, cartoony, whimsical aesthetic approach that should appeal to even the most vocal of the genre's detractors. It’s a far cry from the gothic fantasy approach adopted by the majority of the dungeon crawling fraternity and goes a long way to helping Torchlight stand out from the crowd.
Enemies look great, environments look great and your character (and pet) looks great. The game uses the genre-typical isometric camera angle to frame its action and allows you to zoom right in close to get a good look at yourself (particularly handy for checking out that fancy new armour you’ve acquired) and the damage you’re inflicting upon your foes.
Damage can be dealt by one of three character classes that loosely occupy the traditional warrior, mage and rouge roles. Disappointingly, like the PC version, there’s no multiplayer option, so questing is an entirely solo experience that forces you to pick your class at the start and stick with it through to the end.
TorchlightI always opt for the warrior class in these kinds of games; there’s nothing quite so satisfying as simply equipping the biggest weapon, the strongest armour and the smallest brain and diving straight into the battle hacking away randomly at any idiot that strays to close too your untamed blade.
Torchlight delivers on its combat in part because it throws an incredible number of enemies at you; dungeons rarely affording you the opportunity to rest, heal and proceed unimpeded. This intensity is great for the warrior because it provides plenty of meat and bone to slash and bash but, during a quick experiment with the other two classes, the approach seems to work across the board; the rogue’s traps and the mage’s attack spells being put to good, regular use.
That’s not to that say each character is a one trick pony, however. While I like to focus on my strength and defence stats as a warrior, I can still call upon the art of black magic with the help of my pet. Your pet is incredibly helpful in that you can equip it with magic which it will use of its own accord. The very first spell I found, for example, was assigned to my pet and from then on we had our very own skeleton knight patrolling the depths of the earth alongside us. If dogs could summon such beasts in real life I’d… well, I better not say what I’d do for fear of government investigation.
TorchlightYour pet is equally handy when it comes to earning money and keeping your inventory tidy. He/she/it can be sent back to town to sell items – obediently returning a few minutes later with your gold. This leaves you free to continue looting, slaughtering and exploring without trekking back to town but, during these moments, it’s wise to be extra cautious in battle as it’s not until your pet is gone that you come to realise just how effective it is in battle (especially if you’ve loaded it with magic).
Technically (a few frame-rate dips aside) the game has survived the transition from the PC to the 360 without issue but, unfortunately, the usual PC-game-on-console menu issues attempt to ruin the party. The menus are incredibly wordy and layered with tab upon tab which makes navigation using the analogue stick somewhat clunky and awkward.
The number of tabs is a result of the enormous number of armour slots, weapon slots, ‘socket-able’ gems, stats and upgradable skills. It’s nice that Runic have refused to dumb this part of the game down but it does take quite a while to familiarise yourself with the menus to the extent that you memorise the ‘two flicks left for this tab’ and ‘three flicks right for that one’.
TorchlightGameplay itself works fine on a pad. Your favourite skills can be assigned to the Y, B, LT and RT buttons as well as the d-pad, giving you eight slots in total from which to chain together attacks/spells.
Still, despite its 12 hour-ish length, there’s no getting away from the fact that is a dungeon crawler-lite. There’s no multiplayer support, there’s a limited number of locations and a limited amount of visual variety – as I’ve already said, the art style is nice but a bit more variety within that style would have been welcome. It’s a shame because, other than replaying the game as a different class, there’s little to encourage you to play through again – however, depending on your level of RPG ‘hardcore-ness’, that may be all the encouragement you need.
When it’s all said and done though, Torchlight is a charming, fun and worthwhile experience that goes a long way to quashing the argument that these kinds of games do not work on consoles.
8.4/10 - Torchlight is a brilliantly crafted RPG that has survived the PC-to-360 porting process incredibly well. The usual awkward console-RPG menu systems are present and correct but the game’s charm, depth and sense of fun more than make up for any such issues.
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Ik ben nu bij de Overseer's Chamber en ik zie daar drie portals: uit m'n hoofd zijn het een oranje, paarse en blauwe portal, waarachter de floors 10, 12 en 14 liggen. Deze heb ik volgens mij meerdere malen gecleared, maar het is me niet duidelijk hoe ik nu verder kom. Heeft het te maken met de 'glyph rooms' die achter 10, 12 en 14 liggen? Die heb ik volgens mij ook gecleared.
Achter de vierde portal (terug naar het dorpje) zie ik drie bollen (in de kleuren van de portals) branden, heeft dat nog iets te betekenen? Ik heb al even naar een walkthrough gezocht, maar nog niet direct gevonden wat ik zoek. Ik hoef ook geen stap-voor-stap beschrijving, maar een tip in de goede richting zou wel handig zijn.
Kan iemand mij vertellen wat ik moet doen om de volgende floor te bereiken?
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Oudere post maar misschien dat je d'r toch nog iets aan hebt. Weet je zeker dat je de Overseers Chamber bedoelt? Dat is namelijk een grote kamer met die caster (Overseer) waar geen portals staan. Als je die neer hebt ontstaat er een brug in het zuidoosten van die kamer.RAILGUNNER schreef op woensdag 10 augustus 2011 @ 00:02:
Even een behoorlijke kick van dit topic, maar ik zit helaas vast in Torchlight. Ik heb het spel anderhalf jaar niet meer gespeeld en ik was toen helemaal niet zo ver gekomen.
Ik ben nu bij de Overseer's Chamber en ik zie daar drie portals: uit m'n hoofd zijn het een oranje, paarse en blauwe portal, waarachter de floors 10, 12 en 14 liggen. Deze heb ik volgens mij meerdere malen gecleared, maar het is me niet duidelijk hoe ik nu verder kom. Heeft het te maken met de 'glyph rooms' die achter 10, 12 en 14 liggen? Die heb ik volgens mij ook gecleared.
Achter de vierde portal (terug naar het dorpje) zie ik drie bollen (in de kleuren van de portals) branden, heeft dat nog iets te betekenen? Ik heb al even naar een walkthrough gezocht, maar nog niet direct gevonden wat ik zoek. Ik hoef ook geen stap-voor-stap beschrijving, maar een tip in de goede richting zou wel handig zijn.
Kan iemand mij vertellen wat ik moet doen om de volgende floor te bereiken?
Ergens dacht ik dat je in dat junglegebied vast zat met die 3 portals, dan moet je 3 glyphs zoeken en wordt er een 4e geopened waarmee je verder kunt met het verhaal. Maar omdat je Overseer's Chamber riep...
Hoop dat je d'r iets aan hebt
Was weer even opnieuw begonnen met TL, een barbje die nu bijna klaar is met het verhaal op normal, en een VH alchemist/VH vanq die beiden op lvl5 zitten. Wel SC, ik heb een hekel aan backuploos een avontuur in gaan (ITer he
Nog geen deaths gelukkig daar ga ik nog wel steeds voor
Bnet pindle#2913
bekende bug of ben ik fucked?
Heb op steam forums gekeken maar kom dan helaas op een dode link uit.Gister is helaas me axe verprutst, dit wil ik in de toekomst liever niet
@Luxen: afaik is er alleen een combi mod helaas.
Bnet pindle#2913
Verwijderd
Zeker een aanrader om te spelen.
Mijn Torchlight install heeft het niet overleefd (heb hem dus opnieuw moeten installeren) en dat betekent dat de mods kwijt zijn. Maar Torchlight crasht nu bij het opstarten, waarschijnlijk dus door mijn savegame die is gebruikt met de gemodde Torchlight.
Is er een manier om er achter te komen welke mods ik gebruikt heb? Of moet ik gewoon een nieuwe savegame beginnen?
Zoals gezegd is het alweer een tijdje geleden dus het kan zijn dat wat ik hier zeg niet klopt. (en de crash met iets anders te maken heeft)
[ Voor 11% gewijzigd door Compizfox op 19-07-2013 03:11 ]
Gewoon een heel grote verzameling snoertjes