Author Topic: Hamunaptra Mod - Development  (Read 93460 times)

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #150 on: 27 June 2019, 03:15:59 »
Hahah well the workload feels the same sometimes Id wager  :D

Apart from being fast moving undead, what skills would fit with these guys? And if they had a potential monster infrequent drop what would it be?
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Offline sauruz

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Re: Hamunaptra Mod - Development
« Reply #151 on: 27 June 2019, 12:28:02 »
If TQ had some kind of leap skill would be a perfect match.

Well, maybe some kind of shield skills/ with warfare theme
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Tauceti

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Re: Hamunaptra Mod - Development
« Reply #152 on: 27 June 2019, 22:17:00 »
This !
Oh man keep on your work.

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Online nargil66

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Re: Hamunaptra Mod - Development
« Reply #153 on: 27 June 2019, 22:20:03 »
With these big shields, maybe some thing like Slam skill? Haha, if the only could run on the walls like in the movie... :D

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Offline WNG

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Re: Hamunaptra Mod - Development
« Reply #154 on: 27 June 2019, 22:30:06 »
Looks amazing! I always loved those enemies in the movie.

Any news on a possible demo/playtesting?

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #155 on: 11 August 2019, 02:45:53 »
Hey guys, here's some of the results from my late night efforts over that last while  :D

I'm sure there's more that I've missed and didn't write down too hah.  @WNG uhh sorry no news regarding playtesting at the moment.  Quest work is my main focus for now

Build 1.2 Notes

Gameplay
•   Fixed pathing issues across map areas where terrain stitches
•   Fixed and reworked some problematic tomb entrance/exits
•   Added more shrine proxies to maps and dungeon locations
•   Portal for Memphis city is functioning
•   Added various maps to correct zones for remote teleportation to town
•   Added more rebirth fountains
•   Added new loot-clickable – Webbed Remains
•   

Quests
•   Implemented first side quests for the Kedesh Encampment beginning area
•   Drafting new quests for wilderness/towns

Maps:
•   Added new terrain based dungeon to Sakkara region – Buried Tombs (working name)
•   Completed final level to Buried Tombs including boss chamber
•   Reworked and updated Necropolis of Sakkara region
•   Reworked Western Wilds road leading from flooded temple location to Darktread Caves
•   Expanded lower levels of the Forsaken Tower dungeon
•   Updated and polished Forsaken Tower levels and transitions
•   Updated Collapsed Catacombs layout and entrance transition
•   Changed entrance to secret within Collapsed Catacombs
•   Added new terrain based, lower ‘Lost Crypts’ challenge dungeon beneath Collapsed Catacombs
•   Added secret entrance to Lost Crypts in a certain cave
•   Fixed Secluded Cave entrance layout
•   Further tweaks to the Kedesh Encampment beginning area
•   Added various new expac 3 effects
•   Updated Cavern of Nephthys cave
•   Revised spider lair within Darktread Caves
•   Finished last sections and revised transitions to lower cavern for the Flooded Temple of Sobek dungeon (working name)
•   Reworked the eastern tombs and Secret Supply Chambers of the Necropolis of Sakkara to fit better with gameplay flow
•   Added exit ladder to Secret Supply Chambers

Monsters:
•   Added new undead mummy hero – Ptahsethos, Scourge of Sakkara
•   Fixed and gave new aura to undead mummy hero – Dustcorpse
•   Added new mummy caster – Rotting Priest – Afflicted
•   Added new mummy melee – Grasping Mummy – Withered (Ambush)
•   Added new mummy melee/caster – Priest of Ra - Burning
•   Added new elite mummy group – Exhumed Medjai
(variants: Vanguard (melee spear),  Executioner (melee sword)   
•   Updated Shambling Undead skeleton groups with appropriate skills/attacks/health
•   Added new ‘Spawn of Anubis’ monsters – Anubite
•   Added new spider types – Sand Trapper and Sand Hunter
•   Updated mesh and added new summon skill to Spider boss – Lhiddris, Terror of Darktread
•   Sorosyn, Profane Priestess and her serpent cultists have relocated to the Flooded Temple of Sobek

Itemization:
•   Added and tweaked new monster infrequent – Crown of the Osirian Priests
•   Added new monster infrequents – Lhiddris’ Barbed Carapace, Lhiddris’ Bracers, Lhiddris’ Visage



Lastly, here's a new cover I made using the Lost Crypts as the background. Enjoy!   





« Last Edit: 11 August 2019, 02:48:07 by Prosoro »
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Offline sauruz

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Re: Hamunaptra Mod - Development
« Reply #156 on: 11 August 2019, 20:10:44 »
Huge Improvements :O!

Kept it yp  :))!!!
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #157 on: 12 August 2019, 08:21:52 »
Thanks Sausuz ;) same to you.  Looks like you'll be in the beta testing phase soon for act 1!
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Re: Hamunaptra Mod - Development
« Reply #158 on: 12 August 2019, 10:50:59 »
Monsters:
•   Added new undead mummy hero – Ptahsethos, Scourge of Sakkara
•   Fixed and gave new aura to undead mummy hero – Dustcorpse
•   Added new mummy caster – Rotting Priest – Afflicted
•   Added new mummy melee – Grasping Mummy – Withered (Ambush)
•   Added new mummy melee/caster – Priest of Ra - Burning
•   Added new elite mummy group – Exhumed Medjai
(variants: Vanguard (melee spear),  Executioner (melee sword)   
•   Updated Shambling Undead skeleton groups with appropriate skills/attacks/health
•   Added new ‘Spawn of Anubis’ monsters – Anubite
•   Added new spider types – Sand Trapper and Sand Hunter
•   Updated mesh and added new summon skill to Spider boss – Lhiddris, Terror of Darktread
•   Sorosyn, Profane Priestess and her serpent cultists have relocated to the Flooded Temple of Sobek

Man, this will be really something. About new map improvements, can't even comment...

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #159 on: 12 August 2019, 16:33:07 »
lol Nargil you crack me up man.  Yeah the added monsters definitely make gameplay more fun and frantic.

Tonight added two more:

- Tomb Keeper (Caster, Lightning and Sands of Sleep, mummy summons 3 at a time up to 9 max)
- Mummified Horror (Brawler melee type, dual wield, extra strong)

-Also new hero: Akkem, Crypt Guardian (Gatekeeper for Lost Crypts.  First encounter, so if you can get past him then you'll possibly be able to manage the rest of the dungeon)



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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #160 on: 16 August 2019, 12:52:17 »

"Many perils await within darkened crypt and tomb, for the risen skeletal dead lurk and ceaselessly guard against intruders.  It is likely that you will encounter the military ranks of former dynastic rulers, still retaining their role as archer or swordsman.  However, though still fearsome in numbers to be sure, these skeletal soldiers are but lesser foes compared to their veteran superiors"

...Yes and all that to introduce the latest elite undead: because there's skeletal archers and then there's Skeletal Charioteers!

These guys are nasty, enchanted with cold and slowing damage and making use of Hunting's Marksmanship skill, they will rain down ancient arrows upon your character with crippling precision.  Try and take them out with your own bow you say? Well, they've got high projectile dodge chance, high natural pierce resistance, and faster attack and movement with buffed dexterity. 

As for rewards, they'll drop a worthy monster infrequent quiver and perhaps that silver helm too  ;D



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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #161 on: 26 August 2019, 16:15:25 »

Fanatical cultists who serve a scorpion god - what's their agenda and why do they covet scorpions so much?

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #162 on: 08 October 2019, 15:27:59 »

A new update:

What has been happening with the mod?

- Work has been moving forward with all of the NPC / Quests / Dialog related aspects and this stuff I'm finding takes a lot of time (especially quests).  This is kool though because as I test things out it makes the world feel more alive and adds flavour.  Of course it also provides objectives for the player.  I'm trying to create quests that are a bit more involved in terms of steps and themes, rather than forgettable fetch quest's etc.

- In addition to the above further tweaks and additions have been made, including some new monster variants / hero monsters / secrets / terrain based caves dungeon / unique items.

What's the plan over the next few weeks?
- Focus will remain on NPC's and implementing quests and main storyline.  Beyond this attention will turn to finishing existing bosses and adding new ones as necessary.  Still lots to do as you can see so no dates to set atm, but things aren't going to extend out forever - I'm focused on just finishing the core features now and having a coherent world and campaign to play through. 

Being solo and only working part-time on the mod requires much perseverance indeed!

Of course as usual let me share some highlights here:

This is a new cultic lair which is linked to a side quest, good luck finding the entrance however  ;D  (..and surviving those who lurk within)



Here are some shots from the Western Wilds area:




 


 
And finally, the following hopefully illustrates how some chambers and areas are carefully hidden, and only those who notice certain details will gain entrance to whatever secrets lie in waiting (..either good or bad)

               





Cheers!
 
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Re: Hamunaptra Mod - Development
« Reply #163 on: 09 October 2019, 04:46:41 »
Good stuff Prosoro! The text boxes to enter secret areas made me smile. :)

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Offline WNG

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Re: Hamunaptra Mod - Development
« Reply #164 on: 10 October 2019, 00:54:51 »
Good stuff, as always. Keep up the good work  :)

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