File information

Last updated

Original upload

Created by

TL2-ACE team

Uploaded by

steffire37

Virus scan

Safe to use

Tags for this mod

About this mod

TL2-ACE is a full conversion/mod that addresses some of the basic issues with TL2 core game play. TL2-ACE adds extra difficulty and enhanced boss fights, adds extra end game content with an act 5 and 6. Balancing of over powered or under powered skills has been attempted and new classes with unique skills and game play have also been included.

Permissions and credits
Mirrors
Changelogs
TL2-ACE Overview

This was also known in the past (on the Steam Workshop) as the TL2-E full conversion/mod.

TL2-ACE is a full conversion/mod that addresses some of the basic issues with TL2 core game play. TL2-ACE adds extra difficulty and enhanced boss fights, adds extra end game content with an act 5 and 6.  Balancing of over powered or under powered skills has been attempted and new classes with unique skills and game play have also been included.

  Main Features 

Act 5 fully in game
Act 6 (work in progress)
Plenty of end game content
45+ new unique maps

x6 new classes:

Assassin
Barbarian
Dark Sorcerer
The Soldier
Vampire (80% complete, work-in-progress, end-game viable)
War Bot (80% complete, work-in-progress, end-game viable)

Act 5

A new act 5 to explore and conquer - do you have what it takes to beat new bosses and cunning foes?
Act5 is fully integrated into the game - you will have to complete Act4 then Act5 to progress to new game plus mode now. Test your builds and skills against the new end game dungeons and raids.

Various changes:

Changed NG+ mob start levels from 51/81/100/100/120 to 65/85/100/100/120 (required because of the 5th act).

Monster and boss health on Veteran and Elite scaled up slightly after level 70+

Vitality stat improved:
- Now scales upwards increasing with the more points you invest into it.
At every 50 vitality points it will give +1HP per vitality stat above the normal vanilla stat increase and continues to grow upwards the more you invest.

Armour stat - buffed slightly compared to original

Critical chance graph:
Reduced by 10% making it slightly more difficult to achieve maximum critical hit cap - still possible just more gearing and optimization required

Critical hits removed from all enemies - no more random one shot deaths

Respec potions sold from all general vendors

Stat Respec potions sold from all general vendors

Health and mana potions now have a level requirement

Gem Upgrades - gems can now be combined and upgraded via the Transmuter

Dying:
Dying during a boss fight will heal the boss by approx 15 - 20% HP - dying now counts!

View Distance:
Increased camera view distance inside interior levels
Increased monster spawn distance

Stash Size: 
Stash and shared stash sized increased by x5

Removed most Narrator sounds

No pet return interface

Item Borders Shrunk

XP required after level 75+ increased slightly

Minor HUD changes to show life/mana %

Rifle / Shotgonne's - received some love and are now viable on Engineer and Outlander

Fixed act 4 introduction banner not showing / triggering

Stat Enchanter: 
Enchanter bonus reduced slightly - enchanters can be found in act 5 town

Tarroch's Tomb - moved to Act5

Item/Loot table changes:
Adjusted maximum level at which most skulls will now drop
As an example the skull of Limoany will no longer only drop from mobs or chests in level areas of 55 - 63 it would now be 55 - 100

Original class skill changes:

Berserker:

Battle Rage:
Duration increased from 60 seconds to 5 minutes

Stormclaw:
Increased duration to 5 minutes

Rampage (Passive):
Duration increased from 5 to 6 seconds

Engineer:

These 4 Skills moved around for thematic sake:
Aegis (skill tree) = Storm Burst, Ember Reach.
Blitz (skill tree) = Overload, Tremor.

Flame Hammer:

1-15% Increased Fire damage taken debuff for 5 seconds now added to Flame Hammer (this DeBuff can stack)

Sword and Board:
Rescaled and buffed from 20 - 90% to 10 - 150%, EG 10% per level

Overload:
Will now only use 1 charge at a time for greater control of its use.

Buffed overloads charged attack to do +300% weapon DPS damage when consuming 1 charge this will make the charged attack feel more powerful but more importantly scale.

Fire Bash:
Increased charge bonus range from 9 meters to 12

Physical damage is multiplied to x10 when using charge (up from x3)

Seismic Slam:
Increased cooldown from 1 to 3 seconds

Increased burn damage by approx +15%

Forcefield:
Increased cooldown from 8 seconds to 12 seconds

Aegis of Fate:
Shield increased from 200% to 300%

Onslaught:
Range increased from 10 - 15

Cool-down increased from 1 to 6 seconds

Mana cost increased by 50%

Damage increased significantly

Charge gain increased from 50% to 100%

Heavy Lifting:
Rifle / Shotgonne's can now use this skill

Ember Hammer:
Tier bonus changes from 5/10/15% to 6/12/18%

Blast Cannon:
Rifle / Shotgonne's can now use this skill

Fusilade:
Rifle / Shotgonne's can now use this skill

Outlander:

Swapped blade pact and shadow shot position on skill tab.

Chaos Burst:
Skill reworked
Has a 5 second cool-down, deals more damage and now has a damage DeBuff that increases all damage received by 20% and lasts 8 seconds.

Rapid Fire:
Attack range increased from 7-12 to 10-15.

Level 15 attacks can now to Proc weapon / gems so you can totally customize your weapon and this skill.

Reduced Knock-back effect and now capped it as a fixed rate of 1.5

Glaive Sweep:
Received +50% DPS damage increase to make a viable attack skill and encourage melee builds

Tier 2 bonus buffed and also grants a 50% shield break chance

The Knock-back effect has now been removed

Rune vault:
Whenever you hit an enemy it will also cause you life leech and restore 10% HP

Damage buffed considerably, was 10% Weapon DPS starting at level 1 and now starts at 100% weapon DPS

A cool-down of 3 seconds up from 0 is now in place

Fire Dash: - removed

Power shot: - added

Bane Breath: - removed

Repulsion Hex:
Increased summon to 5 minutes

reduced cool-down to 5 seconds

Shadowmantle:
Totally reworked skill.
Now increases movement speed and reduces all incoming damage whilst active

Increased Duration to 5 minutes

Increased mana cost by +50%

Shadowling Brute: - Removed

Death Ritual: - Removed

Strafe: - final tier skill added

Critical Strikes (skill): Added 

Long Range Mastery:
Adjusted skill description to confirm that Shotgonne / Rifle do receive the damage bonus but not the range increase from the skill

Shotgonne Mastery:
Removed blindness bonus and added a mild crit damage bonus to skill

Shattering Glaive:
Tier 1 bonus buffed and also grants a 50% shield break chance

Sandstorm:
x2 sand storms now launched per cast

Mana cost reduced by 15%

Shadowling Ammo:
Bats can now last up to 60 seconds

Increased maximum Shadowling bats from 4 to 8

Glaive Throw:
damage reduced by 10%

Shadow Shot:
Added a mild damage increases to skill

Secondary shots will now travel 33% longer/further and will also turn a lot sharper

Master of Elements:
All elements gain 3% per level

Fire Glaive: 
Fully reworked skill

Ember Mage:

Shocking burst: - removed and replaced by Lightning Bolt

Elemental Boon:
Duration increased from 15 seconds to 5 minutes

Reduced buff effect stats by 50%

Increased mana cost by x2

Immolation Aura:
Increased duration to 5 minutes

Increased tier 3 damage reduction from 15 to 20%

Increased mana cost by x2

Arc Beam:
Increased damage slightly

Increased starting range slightly

Reduced Knock-back effect from 5 to 2

Sped-up cast animation

Astral Ally:
Summon duration buffed

Shock bolts:
Tier 2 bonus now grants +1 bolt
Tier 3 bonus now grants +1 bolt

General Skills:
Summon Archers - now move!

Boss Changes:
Increased boss resistance to stuns and general CC from 92% to 98%

added very minor regen to all bosses

Dying during a boss fight will heal the boss by approx 15 - 20% HP - dying now counts!

Several bosses have been enhanced with additional skills

Post your Ace Class Builds here!

= = = =
= = = =

Good Advice before adding new mods to your Torchlight II game:

Save (Copy, Paste) all your character save files from the directory listed below (in the Mod Save folder) over to an outside, unrelated folder for safety regardless of new mods being added.

In case any incompatibilities are encountered; this will protect progress lost for the back-up copied characters.

Installation Instructions:

Torchlight II mods should be unzipped after download then the Folder (containing the .mod file) should be placed into the following Folder directory:

Documents > My Games > Runic Games > Torchlight II > Mods

Start the mod launcher then place the mod from the left side over to the right side using the game-launcher's buttons.

Use the arrow-buttons on the right side to determine the mod Load-Order if using other mods (higher mods override features from lower mods).

Once satisfied with the mod Load Order - press the main red button on the right side to begin the modded game.

If modded Torchlight II is always crashing regardless of changes to the mod Load Order:

This is a commonly well-known historical issue known as a Mod-Bind or Mod-Save-file Bind.

Crashing from Binds occur when removing a Mod from the Load Order that are "Bound" to the modded save files.

This only affects Mod Saves and usually one of the few ways to remove the Bind is to delete the entire Mod Save folder while the Mod Launcher is on screen, remove mods from the Load Order, begin game - exit. The Bind should now be gone.

Hence the "Good Advice" mentioned firstly above to keep back-up copies of character save files.

It doesn't affect all Torchlight II mods yet larger or specific mods will Bind guaranteed - depending on features. 

= = = =
= = = =

If the character class can't receive side-quest rewards hence is stuck:

This mod (linked below) is required at the top of the load order to fix that issue for any class from most mods:

https://steamcommunity.com/sharedfiles/filedetails/?id=167282406 

"Generic Rewards - Multi classmod fix" authored by DarkStar. 

= = = =
= = = =

When using TL2-ACE mod with a big, many-changes, adventure mod like Synergies-mod:

Recommended to place the previous pre-existing Synergies character saves over to an unrelated folder. 
Then make new characters from the load order with Synergies and TL2-ACE together. 
That reduces the chances of encountering issues. 

= = = =
= = = =

List of Mods we know for certain, proven, tested, to be absolutely not compatible and will break your saves when loaded with TL2-ACE mod:

Bob's Mod
(with respect to the author of Bob's Mod - who gives good basic tech-support in their comments... just don't use it with TL2-ACE mod. One of our players had a very bad experience losing all their hours-long saved weapons and progress.)