Author Topic: Hamunaptra Mod - Development  (Read 93491 times)

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #120 on: 06 February 2019, 14:08:24 »
« Last Rated on: 06 February 2019, 16:01:47 »
Work on the interior of the Nile temple is coming along nicely  ;D







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Online sauruz

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Re: Hamunaptra Mod - Development
« Reply #121 on: 06 February 2019, 22:47:01 »
its well design! i like those snake statues :)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Hamunaptra Mod - Development
« Reply #122 on: 26 March 2019, 14:34:34 »
its well design! i like those snake statues :)

Thanks Sauruz! (replies roughly 2 months later... lol sorry)

So despite a lack of updates over here, I've been working basically non-stop on Hamunaptra and have made a lot of progress  ;) (hmm I should update main page to reflex this)

Check out this MI crown I've recently made, stats and granted skill etc are still WIP of course.




Also, by pure chance my character happened to be wearing the Charioteer's Quiver armor and as you can see it matches really well with the crown - so am rethinking it now and will likely make this into an epic tier set.  If you have been following the 'Textures' thread on the forum you'll have seen my discovery of this previously unknown texture, which, we now know is for the Red Crown.  So, I think ill use that for the MI instead. 










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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #123 on: 11 April 2019, 14:04:03 »

Update: working on adding in new varieties of mummy.  Here's my current list which hopefully shows both ranged and melee based monsters and will add to overall gameplay.  In general they'll be tougher than vanilla mummies.


~ NEW MUMMIFIED DEAD ~

Restless Mummy - Strangler
- Common embalmed dead with melee slowing attack and chance to inflict vitality damage.

Necropolis Guardian - Herald
- Champion shield bearing mummy, slow moving but very tanky with Shield Batter attack.  Has aura of resistance (pierce/phys?) which also buff surrounding monsters. 

Rotting Priest - Afflicted
- Spellcasting mummified priest with poisonous aura.  Envenom Weapon enchantment? Can cast Venom Nova and throw skull gas bomb.

Priest of Anubis - Summoner
- Summons slow moving mummified minions (spawns x4 at a time up to max of x8) High health pool.  Activates Dark Covenant with Unearthly Power as initial skill (or convert to aura).  Casts healing surge on minions.

Exhumed Medjai - Profaned
- Elite mummified warriors weilding spear and shield.  Uses automaton marching animation.  Fast with bleeding damage buff.  Can use Hunting Eviscerate strike.

Mummified Horror
- Champion mummies with very strong physical melee attack, faster moving and can cast poison barbs skill.  At close range will cast insect swarm breath attack (from swamp frog shamans).  On death spawns group of small but deadly bone scarabs.


~ RARE ELITE GROUPS ~

Mummified Infantry - Crocodile Legion (ambush group spawn, very strong melee attacks including bleed/pierce/phys/vitality)

Mummified Charioteers - Hawk Legion (ambush group spawn, deadly ranged attacks with slowing/crippling effects and resistance reduction)


~ HERO MUMMIES ~ (current wip)

1. Suthoth, Master of Embalming
2. Ankhtephos, Vizier of the Sacred Council
3. Ra'narsus, the Twice Embalmed
4. Seneteph, the Blood Priest
5. Amnesh, the Scorpionmancer
6. Nimut, the Advisor
7. Akre'nemhet, Wielder of the Great Sands
8. Ptahsethos, Scourge of Sakkara
9. Dustcorpse

Here's one of the above hero mummies, any idea which one?  ;)



Also, here's a shot of some 'new' Sobek statues  :D

Spoiler for Hiden:























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Online sauruz

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Re: Hamunaptra Mod - Development
« Reply #124 on: 11 April 2019, 15:30:23 »
Nice monster you got here, as the Sobek statues ! Kudos  8)

Im gonna guess, Akre'nemhet, Wielder of the Great Sands ?
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Hamunaptra Mod - Development
« Reply #125 on: 12 April 2019, 00:12:12 »
Thanks Sauruz, I may revisit the Sobek statue at some point its okay but feel it can be improved.

Heha nice try but nope, he'll have a lot more of a sand aura and much stronger attacks, plus will spawn out in the desert somewhere. This one is Dustcorpse
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Re: Hamunaptra Mod - Development
« Reply #126 on: 12 April 2019, 00:57:43 »
Darn!

Dustcorpse was my 1st guess , but i thinked to myself " nah..cant be that obvious" :P
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Hamunaptra Mod - Development
« Reply #127 on: 19 April 2019, 02:01:06 »

Tombs of Sakkara  ...watch your step  >:D

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Re: Hamunaptra Mod - Development
« Reply #128 on: 20 April 2019, 03:17:15 »
Is this what i think it is? A mine?

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Re: Hamunaptra Mod - Development
« Reply #129 on: 22 April 2019, 01:59:07 »
@nargil66 more like pressure plate traps  ;)
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Re: Hamunaptra Mod - Development
« Reply #130 on: 22 April 2019, 06:58:20 »
@nargil66 more like pressure plate traps  ;)

Wow, I didn't knew it's even possible. Indiana Jones style, eh? What about a huge rolling ball... or darts spitting from the wall... just daydreaming here :D

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Re: Hamunaptra Mod - Development
« Reply #131 on: 22 April 2019, 08:34:31 »
@nargil66 more like pressure plate traps  ;)

Wow, I didn't knew it's even possible. Indiana Jones style, eh? What about a huge rolling ball... or darts spitting from the wall... just daydreaming here :D

Duh, what?  GD's Thermite Mines.  ;D

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Re: Hamunaptra Mod - Development
« Reply #132 on: 26 April 2019, 15:05:38 »
Wow, I didn't knew it's even possible. Indiana Jones style, eh? What about a huge rolling ball... or darts spitting from the wall... just daydreaming here :D

Heha well that'd be classic!

Here's another shot of that corridor ingame - Phew! she made it through ....but what lies beyond?

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Re: Hamunaptra Mod - Development
« Reply #133 on: 28 April 2019, 00:52:13 »
i really enjoy the darkness around the dungeon !
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Hamunaptra Mod - Development
« Reply #134 on: 28 April 2019, 03:56:56 »
i really enjoy the darkness around the dungeon !

Hey thanks Sauruz  8) I was actually thinking after playing Grim Dawn that my dungeons are too dark and I lighten them up to increase field of view etc.  But idk. You rekon I should just keep it as is?

Grim Dawn's dungeons are quite light but then that allows you to see more detail.  Diablo 2 dungeons are dark which I also like for the scary aspect... so perhaps somewhere inbetween?
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