Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 217868 times)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #315 on: 24 November 2019, 12:15:40 »
@Torstein159

After i investigate a litle on my monsters files here i can show you.

1-Evey champion have 830 mana in act 1, in act 2 the champion i made/change have normal mana numbers between 200ish

2-Every champion have their buff skill at "initial skill", that means the monster already have their buff active, and it wont re cast after player use spellbreaker for exemple.

3-My champions monsters dont have any mana burn dmg ratio resistances. As spellbreaker do mana burn ratio so its a huge blow into then.

4- My Bosses are complety immune to spellbreaker dmg skill, you can still remove their buffes but they will cast then because i put on "buff active skill". but you cant 1 shot then with spellbreaker.

About skills im complety open to do any changes to any skill, if is something i can do, for exemple i can nerf/change those lv 40 skill from ATlantis , its no problem for me, and if improves the game even better!

My 1st priority ( i think i ve spell that right yes?) is build improve the concept, and monsters. That doesnt mean everyhting else is out of the table, ive created few new monsters charms to give litle more diversity and help the players with more choices.

@botebote77 no worries you are not toxic, for me toxic is when one person starts to insult and calling mean words. You are not that case, if you are posting here , that means you are interested with this project, you can continue to post of course.

About Saurius hero you found, its from Age of empires 2, in one of campaign missions, as you have to defeat general Saurus (ah ah)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #316 on: 24 November 2019, 12:31:16 »
Atlantis - hey i know you're not anywhere near Atlantis yet but in case i forget... i keep thinking that quest where you collect 3 pieces, reward could be character stat respec.. now that makes playing Atlantis worth it

act 5 - that legendary blacksmith quest, I'd much prefer if item becomes socketable instead

sooooo long before getting there
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Offline Torstein159

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #317 on: 24 November 2019, 18:35:38 »
Atlantis - hey i know you're not anywhere near Atlantis yet but in case i forget... i keep thinking that quest where you collect 3 pieces, reward could be character stat respec.. now that makes playing Atlantis worth it

act 5 - that legendary blacksmith quest, I'd much prefer if item becomes socketable instead
Both of are those are completely impossible. As fun as that could be.

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Offline Prosoro

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #318 on: 24 November 2019, 23:51:35 »
@Torstein159 Ive found a way to do it, and I intend to have selected legendaries and epics be socketable.  Granted you guys are talking base game and I'm talking in regards to my mod. Titanomachy is kinda difficult to place since it is built on top of the vanilla game and I'm not sure how much Sauruz wants to change the established fundamental systems (tho again that doesn't necessarily mean current systems are the best)
 
Regarding skills.. haha above debates are why Im not really gonna touch them at this stage.  In any case I havent played Titanomachy yet (cant wait!) so I dunno, wish I had more time to test
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Offline Torstein159

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #319 on: 25 November 2019, 09:56:06 »
@Prosoro  to make items socketable through the forge, yes? I'd be interested in knowing how that works.

« Last Edit: 26 November 2019, 09:17:16 by Torstein159 »

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #320 on: 25 November 2019, 12:18:38 »
What i started to do on last day(s)

-Checking every monster mana value, darn i put some crazy values on most of monsters like 5008 mana , 1000 mana , ugh. Im changing to more sane and realistic numbers like in vanilla. (feeling a litle ashamed)

-Put some monster buffs in "buff self skill name" , right now the monsters monster buff were in "initial skill", with that the monster will cast the buff after you use any remove buff skill

-Added mana burn resistance in my monster champion passive file.


Kept posting yours ideias/feedback , as im trying at my best ( wich sometimes isnt enought)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #321 on: 25 November 2019, 12:37:41 »
ideas - act 2 - the scorpion king (dwayne Johnson movie)  :))



cheer up man.. nothing will ever be enough :D

edit: this is from one of the mummy movies, right? been so long already can't remember
« Last Edit: 25 November 2019, 12:40:59 by botebote77 »
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #322 on: 25 November 2019, 12:43:41 »
ideas - act 2 - the scorpion king (dwayne Johnson movie)  :))



cheer up man.. nothing will ever be enough :D

edit: this is from one of the mummy movies, right? been so long already can't remember

Ah AH

Guess what i already made it! Sadly i tried to put a human torso + a scorpion but i couldnt get it work, so i took a scorpos mesh and imported some human references :-)


edited: elite greater mummy new model
« Last Edit: 25 November 2019, 13:59:13 by sauruz »
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #323 on: 25 November 2019, 23:49:05 »
Oh I see, nope sorry the forge is beyond me  :P
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #324 on: 27 November 2019, 22:32:47 »
i thought about suggesting a Cyndi Lauper boss monster but I'm afraid i would never be able to kill her.. i would rather lay dead myself
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #325 on: 28 November 2019, 12:44:21 »
Ah Ah   :)) :)) ;D

So how its going

While ago , i posted saying i was implemented new charms , its not going to happend , because im not the best person for doing it, i also dont fell very confortable as well making those . i feel i was going way off from what i want to do which are the monsters.

Anyway i created and implemented few Hyenas Types, revamped Marrow Maw Hero.

-Reptilians will have 2x types , one found in Lower Nile and the other found in Upper Nile, to give you a feeling of progreesion while you are journey into Egypt. Im planning  to create a new Type only found in Tombs.



Also changed all reptilians heroes in terms of textures and created a few more.
« Last Edit: 28 November 2019, 12:48:00 by sauruz »
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #326 on: 03 December 2019, 00:21:39 »
Scorpos new models

Another variant for trash


Champions


Scorpos King
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #327 on: 06 December 2019, 22:53:45 »
The Worst Creatures can be only found in nightmares...but as well in Titanomachy !



May the light protect you Titanīs Bane
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #328 on: 11 December 2019, 12:40:55 »
Corrupted lion and lioness




Also there is a special boss fight  ::)
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Offline mvlad954

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #329 on: 11 December 2019, 13:45:02 »
The scorpos model monster is savage!Makes me wonder:will there be a a new monster race called "coruppted" or something like this?

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