Author Topic: Pantheon Mod - Development  (Read 269426 times)

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #255 on: 13 June 2018, 21:42:17 »
Shadow wolves of course.  ;D

Yep, lol.

Here is improved wolf texture - more visible in bright light, and still glowing in the dark:



Here is the old one to compare:



I still think the wolves can look better tho. Maybe I'll add some glowing totemic markings on them and nymph, I think it will be kool  8)

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Offline WNG

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Re: Deities Mod - Development Thread
« Reply #256 on: 13 June 2018, 22:51:38 »
If you could add some glowing particles to their meshes it would be perfect.

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #257 on: 14 June 2018, 04:16:00 »
Yep, I will add something like the ancestral warrior glow. But for now i just worked more on the texture, adding the markings. After many variants, here is the result:



Now i can finally continue on the tree. These skins took me almost half day to make  ::)

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Offline sauruz

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Re: Deities Mod - Development Thread
« Reply #258 on: 14 June 2018, 09:35:40 »
those wolfs looks amanzing!

quality stuff
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: Deities Mod - Development Thread
« Reply #259 on: 14 June 2018, 12:55:22 »
quality stuff

^This! They are next level kool man, the totemic markings are awesome and match their aesthetic really well
~  Anything new for TQ? Experience what Unearthed Studios NZ has been up to with the release of Eternal Embers! - Website: https://www.unearthedstudiosnz.com/ ~


Lurking no more..

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #260 on: 14 June 2018, 13:14:25 »
Thanks guys! But now as I wake up and see them fresh, you know what i remembered? The markings on the cave rebirth fountain! They will fit perfectly. I think I'll give it 1 more try, haha.

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #261 on: 14 June 2018, 19:39:46 »
Well, it was a wasted time, but I tried. It doesnt look better. Back to importing skills.

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #262 on: 14 June 2018, 23:24:56 »
Imported more skills and worked more on the wolves. Added glow effect on them as WNG suggested and made them howl soon after the horn sound. I think their appearance is finished. A little video:



I know I post too many spoilers, but just can't help it. Sorry if I ruin the surpise.

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Offline Typhon

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Re: Deities Mod - Development Thread
« Reply #263 on: 15 June 2018, 14:26:57 »
Ooh, I like the fact you gave the wolves phantom strike. Pretty awesome stuff.
Your inventory is full *Plays intense game of tetris*
Spoiler for Hiden:

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Offline nithrise

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Re: Deities Mod - Development Thread
« Reply #264 on: 16 June 2018, 00:12:23 »
I'm waiting for this mod to come out more than for my own one.
Outstanding work nargil66, the day Deities comes out is the day my social life ends lol

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #265 on: 16 June 2018, 01:20:41 »
Thank you for your kind words. I'll do my best to not dissapoint.
Just have in mind that many of the skills will work differently and won't be op like in the previews.

Today's progress - I started reworking some of the Artemis other skills. There will be 3 passive skills that activate on attack (im a lazy player and i love passives :P). Also 1 activated on hit buff skill (Moon Blessing) - the Artemis version of Battle Rage. For now Gouge is removed, volley is lower tier and I'm working on Moon Blessing.

So far my ideas of passive skills (will work both with ranged and spear) :

Pin - 7-25% max chance to be used. Adds bleed, slows movement and immobilizes the target.

Puncture - 7-25% max chance to be used. Adds flat piercing damage, % health reduction and has 100% chance to pass through.

Volley - 7-25% chance to be used, same as vanilla.

Scatter - Volley modifier, adds fragments to volley's projectiles.

What this means is Maksmanship will be reworked too. Ranged hunters will not be overpowered as before, activating fragments on every hit. Everything will be more luck based, and hopefully a little more interesting. I think to return to my old idea of making Marksmanship a charge skill like Onslaught, with gradually increasing projectile speed, chance to pass, piercing and bleed damage.

To compensate, there will be Moon Blessing - a temporary buff that gives attack speed, projectile speed, chance to pass, and +% Dexterity. Also it will increase the maximum range on level - after some browsing on the projectile templtes, I think i know how to achieve this.


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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #266 on: 16 June 2018, 23:51:51 »
Ok, I was a little tired today, so I took a break from the database. Instead i made new effects for some of the Artemis skills and tweaked all mastery panels icons. Inspiration was nithrise's mastery. New icons are more colorful and I think a litle more balanced.

Old:

Spoiler for Hiden:

New:

Spoiler for Hiden:

It remains to make the smaller icons for the buttons and inside mastery. Wil do it next.

 
« Last Edit: 16 June 2018, 23:55:53 by nargil66 »

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Offline sauruz

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Re: Deities Mod - Development Thread
« Reply #267 on: 17 June 2018, 00:04:19 »
the new ones looks neat!
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Typhon

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Re: Deities Mod - Development Thread
« Reply #268 on: 17 June 2018, 00:58:10 »
the new ones looks neat!
I concur!
Your inventory is full *Plays intense game of tetris*
Spoiler for Hiden:

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #269 on: 17 June 2018, 22:29:04 »
A new concept of the mastery selection screen (not implemented yet):



Btw, you know how mastery making tutorials say that buttons should be 80x80 in size? If you dont want to see black gaps between the button and the background, the size could be changed to 84x84.

Edit: It's done now.
« Last Edit: 18 June 2018, 02:14:49 by nargil66 »

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