Torchlight II v1.22.x.40 Patch and GUTS Released

In addition to a significant new v1.22.x.40 patch that adds new unique items, armor sets, side dungeons, and a whole lot more, Runic Games has released their GUTS editor for those of you looking to mod Torchlight II. A wiki is available, as are Q&As with tools engineer Greg Brown, art director Jason Beck, and lead level designer Patrick Blank:
Tell us about GUTS! Does it stand for anything? How did that name come about?

GUTS is the new version of our content editor we used to create all the content for Torchlight II. We use it to make most things in the game - Levels, skills, classes, monsters, items, spawn classes, balance curves, UI, etc. Pretty much the only things we don't use it for are model, animation, 2D art/texture, and music/sound creation. We use 3D Studio Max, Photoshop, and whatever Matt uses down in California for those. We started this project with "TorchED" which was used for Torchlight, but we've made a large number of improvements and additions for GUTS.

GUTS doesn't really stand for anything. The dry and boring story is that we compile the game source as a DLL for the editor which was originally called "core.dll" but that was confusing because we had another class called "core" so I changed the name to "editorguts.dll" at some point. Although later I think I was playing Shao-Lin's Road on the cocktail cabinet in the office and was amused by the protagonist saying "GUTS!" at the end of each level while flexing. I also enjoyed the Nickelodeon show and dream of owning a piece of the Aggro Crag. I mostly wanted to differentiate the new version from the last and I like the mental image of being elbows-deep in the guts of the game when you use the editor. Also, my Mom tells me Grandma wouldn't let her say "guts" as a kid, which I've always found amusing.

What are some of the challenges you face when creating the tool set? What did you enjoy about it?

The original "TorchED" project was done in the same amount of time as Torchlight. We hit the ground running and were making the tools as we were engineering the game. We were laying track as the train was running across them, more or less. For Torchlight II, we already had a that work done, so I was able to go back and refine a lot of the rough spots and improve the tools in many ways without worrying as much about the train.

A significant challenge when making these tools has always been engineering with modding in mind. It does take quite a bit of time to design game and tool features around making them easily and flexibly moddable through editing game data, but it ends up being really fun to see what people come up with in the end and it adds a lot of longevity to the game.

As far as enjoyment, I very much enjoy working with so many different part of the team and game. I enjoy having the freedom to work on little utilities I think up in the shower or as I'm riding the bus home (some of which end up being very useful, others... not so useful). I really enjoy taking a little time to make long and difficult processes easier and automated.