Titan Quest Fans Forum

Titan Quest - Anniversary Edition => New Projects => Topic started by: sauruz on 11 March 2019, 02:11:35

Title: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 March 2019, 02:11:35
“..Your Mortal world, is not yet safe, but the responsability now is yours..”

Long ago the titans have attempted to destroying humanity but they failed, now it has been rumors saying the evil that corrupted the land had returned, more powerful than before..

What you waiting for..Titan bane ? Gather your sword and spells ,and stop the evil once for all.

Im happy to present you titan quest Titanomachy!

(https://i.imgur.com/pfRHBbA.png)


F.A.Q

Why Titanomachy ?

In the myth, means "..the final batle between the Titans versus the olympians, for decide which generation of gods would have dominion over the universe..”

Couldnt find any better word, dont you think ? :)


What about the mod ?

Its a good question, take a look!

-Travel into a brutal world with unforgiving landscapes;

-Face more than 800 new monsters across all acts, each act contain unique and stronger monsters different than the previous act.

- Current monsters are revamped, from common to champions;

-Bosses will be revamped, in terms of skills, fight and toughness

-New places to explore and dungeons to conquer

-New proxies, every single pool is adjusted manually;

-Revamped areas in every act , for exemple greek warcamps have more monster diversity;

-new music for towns, areas, caves, bosses.. you named it;

-and much more...


Thas it ? no new mastery ?

Yes, there are already mods that gives you fantastic masterys, such legion of champions, deities and shadow champions, why its needed more ? i want to do something unique and new, to give  you a never stop action feeling.


When  the mod will be complete ?

Hard to say, when i design a new monster, 3x diferente ones shows in my mind. Since im working on this mod solo, it will take some time to finish all content i want to do, probably it might be finish next year, its hard to say a exact date, but kept a eye on this thread if you are interested!

Will this will have new heroes and bosses ?

Yes, in fact theres already 75 bosses/heroes already made, some have unique skills !

-Trailer-

https://youtu.be/YR94mBpKlqY


Credits

@Bumbleguppy , there is  no single word to describe it, this project wouldnt be possible without you, your mod inspire me , made me love  titan quest.
Thank you for answering every single question i had, a big thanks for everything!


@WNG  , for the excelent detail guides, you gave me encouragement to start, a big thanks to you :D

@Nargil66 , for the awesome human look like textures, and msh and animation tips

Thanks to everyone who continue to support me, its been a ride :)

enought chit-chat, some previous, i hope you enjoy as much i did

Face the vicious wildlife
(https://i.imgur.com/ocg8Jfg.jpg)

..the arising Chaos clan..
(https://i.imgur.com/90HsaMr.jpg)

Not a good sign, time to turn back
(https://i.imgur.com/JqCwnGA.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 11 March 2019, 03:11:26
Ohhh a new mod added to the list!  :D good stuff Sauruz, I'll have a good read later on when I'm not at work
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 11 March 2019, 03:21:44
nice name.. although titanomachy is often overshadowed by gigantomachy.. which myths say the gods wouldn't even have won if they hadn't employed the help of a certain demi-god

March to April, you'll finish Greece right? I'm taking a short break from TQ right now so by the time you release this i think i might be able to try

actually I'll play again right now if Prosoro releases his mod right now.. but no pressure.. no hurries  C:-)

when nargil finishes more masteries, i think I'll also try

sauruz, will you be adding random uber heroes? like SV?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 11 March 2019, 03:29:02
This looks awesome! If you need any more help, let me know! In the meantime, I'll be waiting for updates. ;D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 March 2019, 15:54:32
Thanks for the good welcome folks :,)


sauruz, will you be adding random uber heroes? like SV?

Yes, im planing to do something like that.


Made few more zombies types and added into the pools,  the most notable is the zombie~bllodluster, a fast  zombie type that will devour any foolish hero. ( he got a creppy runing animation  as well ah :p)

(https://i.imgur.com/EWyM1vw.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 March 2019, 21:59:35
daily update:

I spent my afternoon tracking why my game was crashing, for some reason. the good news is i found the problem, my eurynomus had a summon skill of himself   O:-), i didnt knew that could crash the game.

Anyway, i made 6x new Eurynomus for greece.

You can spot some of then in pic below
(https://i.imgur.com/kPTqvtA.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 13 March 2019, 11:21:00
A new mod in the making? That's great Sauruz!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 March 2019, 12:41:04
A new mod in the making? That's great Sauruz!

couldnt believe as well, but its on going :D


Early Daily update,

Improved some undeads and bats, their arsenal is vastly improved, from mana burn, to skill disrupt, less moviment speed debuff, and lots of ensares!

This gonna be fun!

(https://i.imgur.com/5emOqMP.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 March 2019, 13:55:12
daily update.

Redoned the Orthrus complety, now you will face 7x different types , from juveniles to elemental´s elders. Cant decide if i will add extra orthrus spawns along side with undead groups,


My next focus will be Limos or the spiders
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 March 2019, 17:26:36
Started working around Limos, added 6x new ones, added a % to appear with the skellies in later stage of greece

One of the concepts
(https://i.imgur.com/xyVh6yW.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 March 2019, 13:56:41
improved demon fiends to rip you appart (   O:-) )

(https://i.imgur.com/LBoKthk.jpg)


Daily update

Trying to figure out the  greek arachnos pools, only if the iron lore devs explained a litle more who is who, but i think i figure it out. Also the current ingame arachnos pools are a big mess,
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 March 2019, 20:36:20
Daily update:

Finished the arachnos, time for the spiders
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 March 2019, 14:29:26
Face more 10 new types of spiders, from all different sizes and shapes. Also increased every spider moviment speed, be carefull now.

(https://i.imgur.com/7darZA1.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 March 2019, 00:25:57
1st made human enemy, sadly the animation dont work on her´s mesh, so i had to replace with current player mesh.
(https://i.imgur.com/56jUutN.jpg)
When you kill her, it spawns a group of spiders :)


My view about human enemys, i will not explore much in that area, because i dont seen then as the main enemy, the world is in chaos, there no place for wanna be bandits , and the current types of human enemys are kinda bad and comical.

I will probably replace then in somekind of fanatic groups, twisted humans and so on.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 18 March 2019, 03:29:06
@sauruz man Im impressed with your work and how quickly you are producing new monsters  :D love the new spiders and Limos.

Regarding human enemies yeah I do sort of agree with this since vanilla Titan Quest doesnt really have human enemies.  For me I think its more a case of missed opportunity due to restrictions placed on Iron Lore.  The game had to be more 'casual friendly' and not garner a high age rating in order to reach larger audiences etc. So who knows what they might have done - I guess we can look at Grim Dawn to answer that question tho  8) 

But then again perhaps their absence is what adds that extra uniqueness to TQ.  For my mod though Ive enjoyed adding human enemy factions such as Outlander bandits and fanatical cultists.. I feel they fit within Hamunaptra.

actually I'll play again right now if Prosoro releases his mod right now.. but no pressure.. no hurries  C:-)

Lol ofc ofc  :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 March 2019, 12:40:28
@sauruz man Im impressed with your work and how quickly you are producing new monsters  :D love the new spiders and Limos.

Very Thanks Prosoro! this means alot to me, im happy how unique my creations are, how fast they are been created, well i had then on my mind from long time, i didnt think i could ever try to mod, happly its going well


Regarding human enemies yeah I do sort of agree with this since vanilla Titan Quest doesnt really have human enemies.  For me I think its more a case of missed opportunity due to restrictions placed on Iron Lore.  The game had to be more 'casual friendly' and not garner a high age rating in order to reach larger audiences etc. So who knows what they might have done - I guess we can look at Grim Dawn to answer that question tho  8) 

But then again perhaps their absence is what adds that extra uniqueness to TQ.  For my mod though Ive enjoyed adding human enemy factions such as Outlander bandits and fanatical cultists.. I feel they fit within Hamunaptra.

It's a possibility, human faction its still recent ingame, i mean i dont mind seing then, but the current model ( act 5) they use and the voice line cast in game are kinda bad and annoying, huge missed opurtunity.

As again thanks for the post :)


Daily update: Started to work on coastal areas,

-Rechange the itchians colours, now they seens like real fishy :)
-will add few more types, since their pools are empty, i mean, 2 giant pools for melles and one different pool for casters ?! non sence i say.
-new itchian race only for the caves
-new sea creatures

(https://i.imgur.com/OxpxCJR.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 March 2019, 16:04:37
Daily update:

Didnt have much time on last hours, duo of work, but i will try to finish today the coastal itchian army ranks.

The good thing is i dont need to duplicate the same monsters all over again, like the satyrs and crows ,  act 1 will be the longest duo of that.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 19 March 2019, 16:40:46
Dude, your speed is amazing!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 March 2019, 17:30:45
Very thanks Nargil :P! For years i had those design inside of my mind, half part is done.

So, right now, i added about 89 new monsters, and im still at megara.

now im suprised  :o

i can see already greece will get 200+ new monsters easly
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 March 2019, 01:05:46
always take a print on right time i see  O0

(https://i.imgur.com/7uQJdWp.jpg)

try dont look to much at her, or you will be dead fast  >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 March 2019, 13:49:10
Aside of being my Birthday, the evil never rest.

I present to you : Monster number 100! The king of the Reef

(https://i.imgur.com/4C2iNRm.jpg)

Stay away from the big one, i tell you, it have a good chance to disrupt skills, stun on hit and when you kill him, it spawns 10 smaller ones,  ^-^

Coastal itchians ranks are done, they are armed with nets, the casters have big chances to cast all types of  tidal waves and summons all kinds of sea monsters.

Made and added karkinos proxies to megara, (why not? i like them), later/tomorrow i will work on turtles/sirens. I need find a right number to 4x pools so doesnt spawn only one of then.

This is one of big danger zone i made so far.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 20 March 2019, 16:55:22
Hey, happy Birthday! I wish you all the best and good luck with your project. I see you enjoy making skins - keep doing it, and soon you'll level up in skill, just like ingame!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 20 March 2019, 19:16:22
Really nice work you have here. I'm really impressed, and looking forward to what you will include in the future acts.

Also, happy birthday and don't each to much cake :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 March 2019, 23:56:36
Hey, happy Birthday! I wish you all the best and good luck with your project. I see you enjoy making skins - keep doing it, and soon you'll level up in skill, just like ingame!

Really nice work you have here. I'm really impressed, and looking forward to what you will include in the future acts.

Very thanks both of you, couldnt wish for better present :,)!

So Hyped to see everything i made working as planed, even my dummy test char lv 47 is having troubles in greece lul.

I will enjoy working around Crete ,  it will be design as true final act area,  you will face a primitive tribes and stop the Minoan Forces. One steap at time, 1st i will finish the coastal area, and so on.

Thts one thing i dont really enjoy in 1st act, everything have 2-3 sub types, skelletons have  3x types, like satyrs, like crows etc, thankfully the next acts will be more easy to work on.


Also i wanted to try to extend a litle bit the coasts around megara, toshort and small for my opinion

Also, happy birthday and don't each to much cake :D

ah ah, bit to late now :p
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 21 March 2019, 06:01:18
...looking forward to what you will include in the future acts.

Yes particularly act 2  ;) heha

Edit: and Happy birthday btw!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 March 2019, 17:10:09
Edit: and Happy birthday btw!

Thank you ! :)

I want to show what i been done so far, in this case Megara, i probably  add more things in some polls, the general gameplay will be similar like this, of course i will playtest before open the gates for the 1st act, to avoid OP stuff.

https://youtu.be/eOpNIJT8Kpo

I hope you enjoy as much as i am working on the mod.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 21 March 2019, 18:46:55
This is inspiring... now you are on the trolley, as BG would say :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 21 March 2019, 23:37:49
seems like you multiplied the monsters? looking nice
i generally don't like monstrous enemies.. the size of nidhoggr is enough.. the size of that giant turtle is just right too
do you like us to test self-found? actually I'm too lazy to farm so maybe I'll just limit my twinking to about 2 items.. and no purples on normal.. no OP items until legendary
at least with me testing, you can be sure you get feedback from a caster's point of view.. and one who spreads his stats between str, int and dex  O0
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 March 2019, 00:04:40
This is inspiring... now you are on the trolley, as BG would say :)

Ehe he hope so! BG still ddint post anything here, i fell kinda sad :(



seems like you multiplied the monsters? looking nice
i generally don't like monstrous enemies.. the size of nidhoggr is enough.. the size of that giant turtle is just right too
do you like us to test self-found? actually I'm too lazy to farm so maybe I'll just limit my twinking to about 2 items.. and no purples on normal.. no OP items until legendary
at least with me testing, you can be sure you get feedback from a caster's point of view.. and one who spreads his stats between str, int and dex  O0

I will not make stupidly big monsters, maybe except few bosses/heroes, the turtle had a colosus form and i was suprised for turning into that size, well honestly it fits well. same as the reef king karkinos, he is big but not that big.

The groups of monsters are increased, especially the champions , right now i only changed manualy the coastal itchians because you will only find then near the beaches, and since i added 5-6 new types of then i want their groups have big chance of diversity.

Honestly i will go self found, i want to see if the challange fells right, Helos is not safe place anymore since you can meet few fire mage in the way of the shaman. I even think the monsters will give some troubles to twinked chars, because of the  big chances of nets/mana drain, skill disruption/ slow moviment speed and so on.

btw did you guys knew the drowned sailors had -30% fire resistance ? and their skills werent linked to their skill tree, well not anymore :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 March 2019, 01:36:02
Adjusted some monster skills.

Started working on Maenads groups
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 March 2019, 01:20:37
ohh its Sticky, very thanks :)

Today i hadnt much time working on the mod but started to put ingame the new maenads ranks.

How they will work,

the trash ones, are still humans , fanatic group know as The Bacchaes,

-The Maenads will be turned into champions , there will be 6-7 new to slay , the existing ones will be revamped in terms of skills. Did you know the Maenad rouge and shadowblade are the same in terms of skills etc ? well not anymore

-rabid wolfs ( fast in terms of speed and deals alot of bleeding dmg)


I checked the Dionysus myth, but ofc i changed the base concept in my point of view.

Also big thanks to Nargil to let me use some the skins found here (https://titanquestfans.net/index.php?topic=32.0), making the work more faster.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 March 2019, 01:42:02
Maenads are done, made few more types into the groups. They look great.

Tomorrow i will look into dark satyrs, still thinking if i will make a different pool for the new types or mixing all toghter into big pool.


So far..so good, no crash atm, i learn how to put various textures/meshes/bmps of a single creature  in one dbr file, this make the  monsters more unique in colour diversity.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 March 2019, 12:34:12
Man!!, i cannot wait to show what i have done  on past days!

Satyrs shamans actually heal and attck,
Trash dark satyrs soldiers vastly improved, they are real soldiers now ( from wearing armor and having passive skills)
12+ new satyrs champions.
Satyrs brutes are bigger and buffs their allies.
Many more..

Cannot describe how happy i am, Tomorrow will make 1 month since i started play around with textures, to this day still cant belive im actually "modding"..

Thanks you all for the support.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 March 2019, 17:18:05
Enought of chat, heres another play video,

https://youtu.be/wb9yCYQVXn8

I already nerfed a litle of ensare % rate, at some point was turning non stop trapped :) and some skill bugs.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 March 2019, 17:30:44
cleaned some spawn pools along the way, i mean why they put the awekening dead post megara ? filling the litle space of exhuman dead, that only spawns in that place.

Finished the hight lv dusky/crows

I will see if i can start today the ratmans our fen itchians
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 28 March 2019, 18:47:52
Nice video :) What animations are the Cyclops using? Its different.
Quote
Cannot describe how happy i am, Tomorrow will make 1 month since i started play around with textures, to this day still cant belive im actually "modding"..
What you do IS modding, no need for the "" :D Btw, did you managed to make the hair helmets appear?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 March 2019, 20:32:47
Nice video :) What animations are the Cyclops using? Its different.

Thanks :D! I found those unused animation ingame on the viewer.exe there are named as:

- Creatures\monster\cyclops\anm\cyclops_brute_unarmed_attalpha.anm
-Creatures\monster\cyclops\anm\cyclops_brute_unarmed_attbeta.anm
-Creatures\monster\cyclops\anm\cyclops_brute_unarmed_attgamma.anm

Pretty cool for giants type monsters :p


What you do IS modding, no need for the "" :D Btw, did you managed to make the hair helmets appear?

Sorry, i complety forget to replay the pm.
I think i got it, it worked on a dummy text i created, but i will leave this for a later stage since the girls are using few differents types of meshes and im lazy to fix that lol. its on my to do list.


Sometimes i dont understand the game, i copy a skelleton warrior i created to exhuman skellies pools , now he is having issues on doing basic attacks.

I just changed the mesh  nothing else, egh
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 28 March 2019, 21:03:43
1st time watching the video.. i thought you weren't gonna touch the masteries but what was that rock like thingy your character threw at the beginning of the video? it looked cool though.. seems like a lot of archers/projectile based monsters.. looks like it's gonna be fun  ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 March 2019, 22:20:04
1st time watching the video..

Thanks :D!

i thought you weren't gonna touch the masteries but what was that rock like thingy your character threw at the beginning of the video?

i think you are speaking the dvger bomb skill from reaver helm im using , its a good SOS abilitie lul

it looked cool though.. seems like a lot of archers/projectile based monsters.. looks like it's gonna be fun  ^-^

I hope it bring alot of fun! It seens the game is enjoying spawning more  archers and hoplites types :p
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 28 March 2019, 23:14:12
i think you are speaking the dvger bomb skill from reaver helm im using , its a good SOS abilitie lul
ahh right.. i don't have one yet so i didn't know.. i had to check tq-db.. i want one.. cooldown is 2 secs, does it proc very often?

edit: or is it an active skill?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 March 2019, 23:23:36
i think you are speaking the dvger bomb skill from reaver helm im using , its a good SOS abilitie lul
ahh right.. i don't have one yet so i didn't know.. i had to check tq-db.. i want one.. cooldown is 2 secs, does it proc very often?

edit: or is it an active skill?

its a point and click skill, pretty strong imo
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 29 March 2019, 18:23:02
Now you're on the trolley!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 March 2019, 23:34:42
Now you're on the trolley!

Now my life is complete !  your post made my day :D


Updated the rock harpys groups , no ideia why old dev team  created a type of harpys and skelletons just for 1 zone ( pos-megara), well gonna try fix that.

Do you know why sometimes you walk into a zone and no monster appear ? well, its because most of proxies have 95% of spawn change, thats mean 5% chance whole proxy dont appear during your game play. oh and % rate in this game is complety different , 5% can mean 50% our vice versa. I will try  import every single proxie and put then all 100% chance.

Fixed the issue on  my skellie asassins, i removed the skills he had in skill tree, i have no ideia why the skills were causing issues on him, i just changed his mesh ( from white to yellow), nothing else, weird man

Had a very good time re visiting my old zones to see the new monsters acting, i can say i died a few times , im not sure how this will go on low lv characters, but is not gonna be a easy ,hehe, but its good dam fun, seeing the great monster diversity, abilities and so on.

btw the mod right now have 160 NEW monsters already working ingame and i still arrived at parnassus, plus i have several on waiting list.

I still ddint touch the bosses ( except the helos shaman and the big brute blocking the road) , i will leave then as last thing to do, since they are the easiest part, i will focus on finish the whole trash+champions groups 1st.

I will start working on ratman groups later tonight.


side note: anyone know the current skill names on rune mastery skills in artmanager ? because most of then have different names and i cant figure out who is who :(
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 30 March 2019, 01:14:20
Thunderstrike = records\xpack2\skills\runemaster\arcattack.dbr
Unleash = records\xpack2\skills\runemaster\arcattack_unleash.dbr
runeweapon = records\xpack2\skills\runemaster\runeweapon.dbr
MAgical Charge = records\xpack2\skills\runemaster\runeweapon_bonus.dbr
Energy Drain = records\xpack2\skills\runemaster\runeweapon_sustain.dbr
Transmutation = records\xpack2\skills\runemaster\runeweapon_conversion.dbr
Runeword: Explode = records\xpack2\skills\runemaster\explodingstrikes.dbr
Runeword: Burn = records\xpack2\skills\runemaster\explodingstrikes_embers.dbr
Reckless Offense = records\xpack2\skills\runemaster\hailofaxes.dbr
Energy Armor = records\xpack2\skills\runemaster\forceshield.dbr
Runeword: Absorb = records\xpack2\skills\runemaster\ManaAbsorb.dbr
Sacred Rage = records\xpack2\skills\runemaster\shamanrage.dbr
Frightening Power = records\xpack2\skills\runemaster\shamanrage_frighten.dbr
Menhir Wall = records\xpack2\skills\runemaster\menhirwall.dbr
Guardian Stones = records\xpack2\skills\runemaster\menhiraltar.dbr
Rune of Life = records\xpack2\skills\runemaster\liferune.dbr
Runeword: Feather = records\xpack2\skills\runemaster\lightweight.dbr
Runic Mines = records\xpack2\skills\runemaster\mines.dbr
Freezing Mines = records\xpack2\skills\runemaster\mines_damage.dbr
Seal of Fate = records\xpack2\skills\runemaster\runecircle.dbr
Aftershock = records\xpack2\skills\runemaster\runecircle_aftershock.dbr






Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 30 March 2019, 10:36:10
Looking good. Are you only adding Champion units or are you also adding Hero monsters?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 March 2019, 14:21:54
rune mastery files

THANK YOU! you are life saver :D

Looking good. Are you only adding Champion units or are you also adding Hero monsters?

Very thanks W.N.G, i have plans adding heroes monsters along side of new groups, but i will leave then as last thing to do same as bosses, since they are the easy part of the concept. First im working and design the whole groups/proxies in 1st act, then i will focus on then.

 ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 31 March 2019, 00:53:17
Started adding the ratmans.

Do you know ratman have -15% of POISON resistance and bonus 15% fire resistance ? for what i know, rats have protection around poison elements and not vice versa.

No worries,  i erased that non sence, plus the ratman groups are the biggest you will face in 1st act, well they are rats, they live in huge packs :)

Just need finish the ratmans clan leaders and they are ready to ambush you , but only tomorrow because today im litle tired. :-[
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 31 March 2019, 04:50:36
Do you know ratman have -15% of POISON resistance
maybe the devs were thinking of racumin  ;D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 31 March 2019, 06:28:23
Can you add some poison an petrify resistance to gorgons? They are snake women and use petrify, should have protection against it.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 April 2019, 01:38:20
Can you add some poison an petrify resistance to gorgons? They are snake women and use petrify, should have protection against it.

Sure thing! i will do it when i reach to the gorgons.

well today i didnt move much as i wanted, i was wondering why my textures for the new ratman were looking clunky and messing than the vanilla ones. well the reason was simple i imported wrongly  new textures, affecting the cleaning option when i turned their files into targa. Doing that for 13 new textures taked some time. oh well glady its fixed and i can tell its done.

Time to focus on phoencian swamp monsters, thinking for itchians/turtles, maybe corrupted naiads ? since this area is kinda small it doesnt need much variation in groups, and since im good doing some human textures, i will give it a try.

If anyone have any idea for the swamps just post it here.

I have the concept for athens marsh already built.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 April 2019, 23:53:43
Didnt like how small is phoencian marsh, so i played a litle with editor tools and extended few meters the area

(https://i.imgur.com/Bwb6N5s.jpg)

I might extend a few areas here and there
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 02 April 2019, 00:59:58

If anyone have any idea for the swamps just post it here.

if you're looking to add a mini boss, i can think of one: scamander.. river god in Greek myth.. almost killed achilles

https://www.greeklegendsandmyths.com/scamander.html

i don't think the name was used in-game? only problem i can think of is it sounds like..... fantastic beasts?  ::)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 April 2019, 13:10:37

If anyone have any idea for the swamps just post it here.

if you're looking to add a mini boss, i can think of one: scamander.. river god in Greek myth.. almost killed achilles

https://www.greeklegendsandmyths.com/scamander.html


Very cool ideia! i already noted his name on my to do list

And a made 2x new monsters only found around the area

Scamander Maiden and Scamander Beast
(https://i.imgur.com/gDc2j18.png)

i don't think the name was used in-game? only problem i can think of is it sounds like..... fantastic beasts?  ::)

I dont think it was ever used ingame, and yes  when i google his name, only found posts about fantastic beasts ahah
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 April 2019, 16:56:40
New look of phoencian Marsh

(https://i.imgur.com/yU6QiQD.jpg)

After my sucefull atempt on expanding the marsh, i went back on my progress and re-worked on few areas

What can I say...Ambrossos farmland is in Big chaos ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 April 2019, 01:36:49
I think i finish post Parnassus area. Tomorrow will focus on Mountain satyrs.


Sometimes i really dont understand the game maths, imagine this, a maenads poll have 5 types of trash monsters and 12 types of champion types ( from melles, archers, casters, beasts), every single monster have same value of weight.

BUT STILL, the game enjoys of spamming same  types ARCHERS in every single group. I mean cmon! give me a break >>

So i re design the post parnassus maenads pools to fix this non sence, it helped a bit, but the archer population is still big.

Shrugs,

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 April 2019, 16:40:32
Made several new mountain satyrs textures, using the mountain texture.

OH my...they looked so dam ugly ingame, tht texture dont work as i tought.

Then i tried with normal satyr texture and the results are much better, so re made all previous ones.



Time to focus on boarmen, but only later today.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 05 April 2019, 19:16:04
As far as Boarman, I think I had great success in playing with their atctor variables -> scal to make multiple different sizes to make them look really like different kinds of boarmaen,

Keep it up sauruz!  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 April 2019, 22:24:59
As far as Boarman, I think I had great success in playing with their atctor variables -> scal to make multiple different sizes to make them look really like different kinds of boarmaen,

Yep, i been playing around with the scale factor, im guessing theres no way i can put various scale in one monster file, right ?

Keep it up sauruz!  :))

Very thanks :D! That means alot :)

I need your help/advice.

Satyr shamans...why they are so passive ? i even take the heal skill but he behaves the same, rarely attck, prefer going on melle range.

I even copy a satyr fire mage file , and replaced with the healer, didnt work .

If i put the heal abilitie in special skill name parameter he starts to heal me lol
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 05 April 2019, 23:17:59
Could be controller, some controllers have the random emote so they do an emote animation instead of acting. Try substituting a new controller like the xpack hero mage or hero ranged controller.

Also check the Monster and Character tabs in their files for alert or rampage and other things that they may be set to do instead of act.

There is a way to have different scaled monster in the same monster file but it requires using the MeshViewer.

Open the mesh for boarman02 in MeshView.

Under the Mesh tab, click the Mesh(v11) tab. So Mesh -> Mesh.

Right under the view window you will see the button "resize".

Click it. It opens with a "1" in the text box. THis means 100%. If you change that to 0.5, and click "ok" it resizes the mesh to 50% of the vanilla size.

You could do like 0.95/ok/save, the 0.95 again (which is 95% OF the resized 95%) and save each resized as a separate file like boarman02_95, boaman02_90 etc.

Now get them in your assets in game however you do it.

Now open the monster file for the boarman and click on the Monster Parameter tab.

Look for the "monsterMesh" entry and click in teh empty entry.

A box pops up. Click the "New" button a couple times to add a few entries.

In the top box of the window click the "...". Navigate to the new mesh assets one at a time and add them one by one to the new entries to create a list.

Click okay.


Now when the monster spawns in game it will have one of resized but otherwise identical (animations, texture, bump texture etc) meshes.

Take a look at any of Warfare's Ancestral Warriors in their Monster Parameters -> Monster Mesh to see the finished product.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 April 2019, 01:36:50

Under the Mesh tab, click the Mesh(v11) tab. So Mesh -> Mesh.

Right under the view window you will see the button "resize".

Click it. It opens with a "1" in the text box. THis means 100%. If you change that to 0.5, and click "ok" it resizes the mesh to 50% of the vanilla size.

You could do like 0.95/ok/save, the 0.95 again (which is 95% OF the resized 95%) and save each resized as a separate file like boarman02_95, boaman02_90 etc.


Just want to tell you, i could get it worked :)

One of the attempts, ( the boarman) 
(https://i.imgur.com/JwAZyFM.jpg)

Looks to cute to harm :( :p


The satyr war camp before gorgons, its so much fun!  O:-) >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 April 2019, 01:52:17
Want to share what ive been working on past weekend, i must say its looks like a true war camp, no ? :)

Sometimes... the hero dies in the end... ;)

https://youtu.be/82oHjZFAZ3U
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 08 April 2019, 02:25:29
Woah, nice work... that is normal difficulty? It seems quite challenging, even for lvl 47 :o
Also, you have added new custom music to the map?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 08 April 2019, 07:41:37
lvl 47 with 2755 HP (that's high for act 1 normal)
and it doesn't take crit damage except when it was ensnared
and it's still taking too much damage
sauruz must love seeing character graveyards  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 April 2019, 10:45:06
Woah, nice work... that is normal difficulty? It seems quite challenging, even for lvl 47 :o
Also, you have added new custom music to the map?

First thank you! yes it is normal difficulty  ^-^, I still didnt put new music into the game yet, its just youtube background audio .

No worries about balance, everything will be look at before  release.


lvl 47 with 2755 HP (that's high for act 1 normal)
and it doesn't take crit damage except when it was ensnared
and it's still taking too much damage
sauruz must love seeing character graveyards  :))

Dont look at my test driver to serious, she have crappy itens no resistances/status. Im using it because its my hight lv char in vanilla in this pc.

I admit i might went to crazy on some monsters, specially the blood mages, but as i said,  i have the nerf hammer ready to use when i playtest the mod.

Aside of that what your toughts ? I think i had sucess in terms on diversity
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 08 April 2019, 12:02:05
I'm not complaining  ;)

my thoughts? just make sure act 2 is not easier than act 1.. and make sure bosses are not easier than ordinary mobs
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 April 2019, 18:11:02
I'm not complaining  ;)

my thoughts? just make sure act 2 is not easier than act 1.. and make sure bosses are not easier than ordinary mobs

 ^-^

Thats the plan



Somtimes i dont understand the game math, i went back and redone every dark satyr proxies, because i didnt like the big amount of mounted archers in every pool, for unkown reason the game enjoyed spawming then.

With the Mountain Satyrs i didnt have any issue, as you can see in the video, theres BIT of every enemy type, but in the dark satyr is not happening.

Anyway, after  several attempts i think i fix it.

Added few more dark satyrs proxies in some areas, because it looked kinda empty  O0

The mod is starting  to look cool and fun, imo.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 April 2019, 23:12:26
Ready to face the true horrors from beyond ?


(https://i.imgur.com/N7gxgzg.jpg)


Desecrated dead groups ( the last type of skellies in greece) are done. You will not find then in Knossos


Tomorrow i will start check the gorgons.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 10 April 2019, 00:20:47
Having worked with that particular patch of the map, don't you wish there was a "cliff" tool in the map editor? Like, actually fall and take damage and can't get back up?

That would be perfect for that spot, you could drink a pot while you jump off the cliff COWABUNGA!!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 April 2019, 01:29:49
Having worked with that particular patch of the map, don't you wish there was a "cliff" tool in the map editor? Like, actually fall and take damage and can't get back up?

That would be perfect for that spot, you could drink a pot while you jump off the cliff COWABUNGA!!

Oh yes, that would be pretty fun  :)

Also  would be hilarious to have the option, when the a player is on the cliff/ high spot, he could jump right to the batle. Taking bit from self dmg from the jump ofc. Ahah


Talking about cliffs..made a trash cyclops type, that just  throws rocks  against player  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 10 April 2019, 22:31:39
hey just something you can include on your notes for act 2.. I'm not that familiar with Egyptian mythology, i only know a few things

Set - god of chaos.. i honestly don't know why Set is not in the game.. Set is probably one of the most (if not the most) evil in Egyptian myth.. he is said to look like human with an animal head.. what the animal is, nobody knows for sure.. like a mix of whatever

https://wikipedia.org/wiki/Set_(deity)

although if you include Set, i think he deserves to be a major boss in act 2

Apep - this is the arch-nemesis of the god Ra or goddess Bast.. he is said to look like a giant snake.. when there is an eclipse, ancient Egyptians believed Apep to be swallowing the sun

https://wikipedia.org/wiki/Apep

Anubis - equivalent to Thanatos of Greek myth, or more popularly equivalent to Death.. when a person dies, Anubis is said to weigh the person's heart with the feather of truth.. said to look like a human with the head of a jackal

https://wikipedia.org/wiki/Anubis
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 April 2019, 02:12:02
Thank you botebote for the inputs, i will look at this carefull when the act 2 comes.

Since im speaking in act 2 im planing add some monsters from diablo 2, like sabre cats , Unraveler ( those dudes that resummon undeads over and over) and the famous eletric beetles  >:D O0, but this is for another time.


What i did today.

-Thanks to bumble i made a very cool monster spawns for some undeads, for exemple when you kill a zombie captain it release a group of corpse maggots, or swarm of flies. In some kind of realistic way

-Gorgons, added few new champions and 2x trash ones. Champion gorgons have a chance to petrify you, also they are immunes to petrify skills and have a huge resistance against poison and the element they are based.

-Replaced a few monster names with some of names found here (https://titanquestfans.net/index.php?topic=931.msg10714#new)


Tomorrow i will adjust some gorgons values, built the crone/ crag (?) harpys, and if im fast enought focus on athens marsh theme pools.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 April 2019, 18:46:39
So far..

-Gorgons are complete, created a new champion ( summoner that summon...snakes !)

-Started Redone the monsters after gorgons cave to Athens

-Created 1 trash variation of boars
-Created a new type of centaurs only for this area, improved all centaurs champions, i didnt liked why you faced lv 10 centaurs there..carefull they are faster than their cousins

Added few extra proxies , here and there.

Oh also i closed that shortcut to kepsio valley, so  the player must cross the bridge  ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 April 2019, 01:02:29
Extended Athens Marsh and create a new arena for Hydra boss. No more pull the darn boss for mistake :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 April 2019, 14:10:31
When i was looking into the monster batleground , before Athens, i was wondering.. what else its needed for that area.

You know what it needs ? Reality, a feeling of a true monster invasion, a constant batle against time. Hope and Misery.


So i added along Batlefield a few human soldiers squads, trying to fight off the invasion :)



Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 April 2019, 00:02:26
Hurray! :D :D ;D ;D :D

Made my 1st cave into the game :), isnt big but its full of  dark creatures :)


Adjusted some monster skills and minor things.

Athens is actually under siege, in every side! Can you save the city ? A Frontier between humanity and Extincion..

Completed the monsters groups  in athens, there some changes i need to do on some caves but i will leave as last, because it takes some time and testing, i prefer doing the fastest work 1st.

Tomorrow or Monday i will start working on Knossos,  >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 April 2019, 12:54:15
i will leave this here

(https://i.imgur.com/bZ2DyRY.jpg)

(https://i.imgur.com/xLcosUG.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 April 2019, 00:08:45
"You are not welcome here...human.."

(https://i.imgur.com/cs460bq.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 April 2019, 00:44:04
I think i finished Crete wilderness, i might add one our two new champs but i will leave that later.


Oh btw..I had sucess importing  custom music into the game! Right now, i added  new tracks in Crete, just to test around.


Edited: I have a question, about ambient music

 i imported one and replaced the drone theme and added 1x new melody theme...the problem is it just plays the drone theme all over again, or there is another place to add various musics into a area ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 April 2019, 10:07:58
update:

Been doing some textures for the monsters around Minoan Palace. And looking for the various dbr files, from animation, skill and so on.

I will be offline for next 4 days, a small Easter holiday weekend.

But no worries, i will still working on few things.


Im trying complete the 1st act in next 2 weeks, i been working on this non stop, i really hope everything goes well.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 April 2019, 00:39:51
Well, Back from small Easter holiday, Sadly i ddint move as much i wanted, saying the truth i needed to rest a while :/

But we are back!

As the evil Forces, Can you stand against then ?

(https://i.imgur.com/UTiikJX.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 23 April 2019, 01:09:02
the rider is undead so shouldn't the horse be undead too?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 April 2019, 01:13:05
the rider is undead so shouldn't the horse be undead too?

Is there any undead horse around  ?  ???

What i can do is play with the texture and remove some things from this mesh.

Anyway, i used this horse as a test for custom mounted monsters.. and it works :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 23 April 2019, 01:19:41
i was thinking skeletoonish.. like so

https://www.pinterest.ph/pin/293648838195952880/

don't even know if it's possible
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 23 April 2019, 02:37:28
@botebote77   the closest to your idea is a skeleton riding a bone fiend... both things will be skeletish. Or a mummy/zombie riding a mummy/zombie horse maybe. It should be possible with some skin editing.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 23 April 2019, 10:32:30
What ever the case that skelly horse rider looks sik! Nice work Sauruz
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 23 April 2019, 11:07:48
hey something came to mind.. this might just be more work for you but I'll throw it out here anyway.. discard it if you think it's ridiculous.. i don't even know why i remembered this

since that pic looks like the master automatoi area(?), that place is full of constructs.. and somehow i remembered an episode of flame of recca.. so how about you put statues there that doesn't move.. but when they see you, they turn their heads and shoot lasers at you

https://www.youtube.com/watch?v=EmANIUwZZZI

please jump to 1:54
oh man this was part of my childhood  ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 April 2019, 13:27:31
What ever the case that skelly horse rider looks sik! Nice work Sauruz

Very thanks man  ^-^


since that pic looks like the master automatoi area(?), that place is full of constructs.. and somehow i remembered an episode of flame of recca.. so how about you put statues there that doesn't move.. but when they see you, they turn their heads and shoot lasers at you

oh man this was part of my childhood  ^-^

Well i did something similar, filled the palace with automaton that look like statues, but when you walk close to then , they come to life and chase you.

I think i can give some of then a ranged attck..wait  dont the new secret area have raptors that shot lazers ? it might be  possible... i will check that on next days.


About the horse..i removed the spikes from the mesh and i will ty give a zombiesh texture, i wish i could replace some parts with skelletal bones. the game have for scenary itens, some horse/cow bones if i remenber
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 April 2019, 18:49:47
Another gameplay video

https://youtu.be/zOz1-NLehtk

You can hear some new Ingame Music :)

 :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 24 April 2019, 03:43:18
Nice work on these new boarmen, minotaurs and maenads. Keep it up sauruz!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 April 2019, 16:55:07
Very Thanks Nargil :)

Did a small break from looking at dbr and decided to play with the editor, and try to make a 2nd lv floor for a cave

Oh my, I... REALLY.... HATE... the.... STUPID... DAM STAIRS... placements , lol, it took me literally hours....to make it work, egh..still isnt perfect but you can walk no problems, thats what matter.


You know the healer staff in Crete ? Well lets say i moved the staff..into a other lv :)

The cave have 2x lvs now.. and its a bigg one

(https://i.imgur.com/6YHFDTP.png)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 24 April 2019, 17:51:14

Oh my, I... REALLY.... HATE... the.... STUPID... DAM STAIRS... placements , lol, it took me literally hours....to make it work, egh..still isnt perfect but you can walk no problems, thats what matter.


Ha ha, my brother! It's like meeting you in the trenches in WW2, you get it NOW don't you? It may be worth it, but man it's a constant fight to get there.

I hate the doors to caves as well, there are usually 3 or 4 versions and they are one-way so they have to be rotated the correct way, and make sure its on the same XYZ axis, which you have to go between levels and try to remember while you are fooling around with the placement and then the link doesn't work so you delete the door and try another one....AAAUUUGGH!  :o

Heh, yeah...some people think war is all glory, but boys...it's all hell.  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 25 April 2019, 00:00:03

Oh my, I... REALLY.... HATE... the.... STUPID... DAM STAIRS... placements , lol, it took me literally hours....to make it work, egh..still isnt perfect but you can walk no problems, thats what matter.


Ha ha, my brother! It's like meeting you in the trenches in WW2, you get it NOW don't you? It may be worth it, but man it's a constant fight to get there.

I hate the doors to caves as well, there are usually 3 or 4 versions and they are one-way so they have to be rotated the correct way, and make sure its on the same XYZ axis, which you have to go between levels and try to remember while you are fooling around with the placement and then the link doesn't work so you delete the door and try another one....AAAUUUGGH!  :o


^ Literally just went through all of this crap too ..sigh.  Thankfully it's working now.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 April 2019, 00:26:55
Ha ha, my brother! It's like meeting you in the trenches in WW2, you get it NOW don't you? It may be worth it, but man it's a constant fight to get there.

I hate the doors to caves as well, there are usually 3 or 4 versions and they are one-way so they have to be rotated the correct way, and make sure its on the same XYZ axis, which you have to go between levels and try to remember while you are fooling around with the placement and then the link doesn't work so you delete the door and try another one....AAAUUUGGH!  :o

Heh, yeah...some people think war is all glory, but boys...it's all hell.  :))

Now i understand your pain about the darn cyclops boss door in LOC.

Its easier to extend and make a new cave then make a new lv.. duo of the entrance/stairs tango....egh ..Atlast its working, but it takes alot of time. Dont forget for some reason when i made the new door the main entrance of the cave auto closed lol.

I jumped of joy when i made the stairs working   :))


Well time to focus to another story.

What i did on last hours

-Made new textures of the cretean arachnos ( the purple ones), still need do the dbrs
-Made 2x types of black windows spiders
- New monster type....Rock and Soul Golens
- Found a good ambient music for the labyrinth.
-Remade the tyrant of Crete Tomb, well i mean, changed the monster proxies and added more objects to have more "royal tomb" look.

Also made a ghost that appear when you defeat the statues/ champ Automaton..
If you wonder how a ghost looks without the glow in the mesh

(https://i.imgur.com/Pv4B5w1.jpg)

Looks pretty scary to me
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 April 2019, 12:48:24
I should stop publish videos..but i cant O:-)

https://youtu.be/Vr3GDR8BCJ8

Trying to figure out the issue on souls golem mesh  ???, on my other pc is working fine tho

edited : fixed the wrong ambient sound in the cave
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 April 2019, 00:30:47
Didnt move much in this weekend, duo of some party events :p O:-)

Anyway, i could fix the stupid Golem texture error, it toke me a whole day and the answer was so obvious lol. I can say this is what modding is about i am right :)

Tomorrow i will focus on statues automatons , gorgons and minotaurs under the labyrinth. Also the undead horse as well.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 April 2019, 02:16:07
What i did so far.

Gorgons in crete are done, they are about the same as in Athens but , they have more tricks to use.

-Implemented the 1st statues  around Tyrant tomb, careful where you stand now :)

-Clean some pools, i mean, look at this proxie
 
UG_unified_gorgonundead.dbr, it have twice the same skellie pool, (?),idk whats the real reason behind it, so i copy one pool and created a new one, it have chance to appear  gorgons + skellies in same pool,  >:D

-Looked the  Tyrant of Crete, i didnt change much in skill tree, made him bigger, replaced the skellies that appear during the batle, oh he deals poison dmg now..like you heard in the story... he was poisoned ..now he will try poison you!  :))...i will try to change his base equipement, just for looks.

-while i was working on his tomb, added "Leoric" music from diablo 2, it just fits so great :)


Tomorrow i will start to look at Labyrinth.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 May 2019, 18:38:29
A new sneak peak against the Minoan Forces

https://youtu.be/_GvJR5qMTSE

Changing the undead horse and laby pools as we speak.


About the progress, i say in the 1st post the release was about between March and April, but as you see its not ready yet, i couldnt think it would take to long, but each day i have  more ideas to put. I hope in this month (May) will be ready to play around :)

On Last days i did:

All Crete zones got their own custom music,
Minoan Labyrinth its a end area, i mean it will be difficult, intense and fun!
Fixed few monsters animation/textures here and there.
Replaced the magma/frost automaton textures.
Couple of more things but i forgot :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 01 May 2019, 19:54:45
Great job so far sauruz! Your enthusiasm, fresh ideas and productivity are to be admired. I don't play much anymore, but will definetly try this after first release. Keep up the good work my friend  O0
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 May 2019, 01:23:39
Great job so far sauruz! Your enthusiasm, fresh ideas and productivity are to be admired. I don't play much anymore, but will definetly try this after first release. Keep up the good work my friend  O0

Very Thanks Nargil, this means alot to me.



Trying to figure out why my new glows for my gorgons arent showing up, minotaurs/automatons are working normally.


To everyone, i know by the videos, are showing a brutal/difficult batles,but no worries, everything will be balanced :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 May 2019, 11:23:54
still trying to figure out the gorgons glows issues  >:( >:( :(

Anyway, you know the unique undead_revenants proxies in labyrinth ? yeah i redone their pools and made a new ones, that contains the strongest and deadliest monsters in crete :)

I shouldnt spoil this , but in last stage of labyrinth you will hear this song

https://youtu.be/dltJT9ZQ2bc

why this song ? 1st its finest  in terms of TQ music, 2nd the name fits great in Mod theme :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 May 2019, 11:54:46
Last Night was a nightmare, trying to make breath attcks to some of my monster, with no sucess, if you can help me check this thread.
https://titanquestfans.net/index.php?topic=945.msg10873#new


Now about mod progress.

Labyrinth is done.


Im deciding if i will change the Knossos landing map area or will be remains the same, any tought ?

Next week i think i will start change some main bosses in act1.


Anyway, i will be off this weekend duo of work.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 May 2019, 14:04:10
(https://i.imgur.com/miRxLHK.jpg)

(https://i.imgur.com/L1O2OHp.jpg)

(https://i.imgur.com/CsHX5Kj.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 May 2019, 00:10:20
Found the reason why my monsters were dealing hight ammount of dmg..lets say i put a extra "0" in wrong places :)

Re-change the Minotaur boss batle room

Improved telkine skill tree and summons :)

Added a new  Telkine Friend
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 May 2019, 13:52:06
Lights Out!

(https://i.imgur.com/dGGOKe8.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 May 2019, 19:17:36
Had a break on edit files and had a pleasant adventure in the editor.

-Expanded the cyclops dungeon, this time i didnt had much problems lol, yes it have stairs :), idk why, maybe the dungeon is small and more easy to edit ? i dunno, lets hope i have this luck on the future

-Added a side area in one of Megara´s beach, i fell the beach zone is way to small and short. Plus is nice thme zone that can be more explored
(https://i.imgur.com/8Wdsq4n.jpg)


Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 May 2019, 17:18:37
I think i found my Nemesis, i hate dungeon links, all night to try connect the extra floor i made with no stairs... just door to door, had to give up before i went to crazy lol.

I remove the system i had and put stairs....well, it worked on 1st try,  :o ^-^.

Started to merge into the game all those un-used dungeons, there are about 5-6 new dungeons in greece plus the extra floors i add here and there. Greece isnt same as before.

Oh right, while i was doing my cave tests, i was looking at 1st arachnos /satyrs/boars i added into the game, lets say in early March, yhea i need to redone some parts. :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 May 2019, 00:55:17
Well with the new expac out , the progress will be litle slower, 1st i need to adpat the new dlc areas stuff into main map, testing if all monster are there and so on.

Wish me luck, tomorrow i will get the dlc and try it out.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 10 May 2019, 16:11:38
Well with the new expac out , the progress will be litle slower, 1st i need to adpat the new dlc areas stuff into main map, testing if all monster are there and so on.

Wish me luck, tomorrow i will get the dlc and try it out.
Why not to finish it completely for Ragnarok first (if you created it for Ragnarok) and then to make it compatible with Atlantis? Just my point of view.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 May 2019, 02:04:21
Ok..im almsot having a depression..

Opened the Art manger today, worked on few changes, so far no issues.

Then i open the mod ingame, There are issues in every conner.

1) My character cant move walk anywhere of the map. I deleted my test driver and created new one same problem.
2) My custom meshes dont work anymore. Even with the backup i made, nothing seens to work
3) All my made dungeons dissappear /music / changes are gonne

I may hit the wall, i dont know how to fix any of those problems i hadnt before, oh yes i updated the editor with xpac3 map. Im super hopless all my hard work is broken-

If anyone can help me i will be super gratefull

I was super excited to see this new update into the game..but now im mixed :(
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 13 May 2019, 03:00:00
Yeah, so after reading your post I fired up my Steam version of TQ and loaded my mod. Mouse doesn't work to make the character move. I could lay down a teleport and use it....but I can't move my character at all.

Also, the item skill that spawned custom mesh archers for warfare didn't cast at all.

Started a fresh test character to see if it was maybe save data...same thing.

Looks like I may have to start all over as well. Oh well.  :-\
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 May 2019, 08:57:02
Yeah, so after reading your post I fired up my Steam version of TQ and loaded my mod. Mouse doesn't work to make the character move. I could lay down a teleport and use it....but I can't move my character at all.

Also, the item skill that spawned custom mesh archers for warfare didn't cast at all.

Started a fresh test character to see if it was maybe save data...same thing.

Looks like I may have to start all over as well. Oh well.  :-\

I found way to make your character walk again, i went to editor and rebuild the pathing until laconia , after helos, and my character could walked , just until laconia.

Looks like we need to start from 0, i guess we could import back some files, but still... im feelling horrible, all my work, i did on maps, i was almost done, now i need to back all over, i dont know how to feel right now.

edited: is not over yet
 

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 13 May 2019, 14:12:17
Doesn't look like all hope is lost. I put my work on hold since devs are apparently working on fixing a few things for us.

In the case that it screws all of our work though... it might be the death of TQ for me.

But let's not be grim just yet, shall we?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 May 2019, 14:49:31
Doesn't look like all hope is lost. I put my work on hold since devs are apparently working on fixing a few things for us.

In the case that it screws all of our work though... it might be the death of TQ for me.

But let's not be grim just yet, shall we?


I'm more confident now, now seeing this isnt a issue on my end. I will be on hold around map and i will continue working on more textures and so on

Well, you see...This is a grim mod after all ah ah :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 May 2019, 01:35:33
"After the storm..the sun always rise"

I could fix the Non walk problem , by rebuild all pathing in the editor, but im still facing by 2x main issues.

1) The game dont read my mesh.arc, resulting any monster having a custom mesh dont appear ingame or are invisible
2) My custom caves dont appear in the editor/game

The side areas in game world are showing up.

I think the game is ignoring custom arc files as underground or mesh and so on. If some1 know to fix this i will be forever gratefull, Maybe the problem its from Artmanger/modding tool anyway patience isn't my virtue.


Aside those problems, what i did

Gave satyrs a unique personality, did you know the satyrs have 3x different meshes ingame ? well the only difference between then is the size of the horns. Right now the Satyrs ~Scout are using all three meshes, yep a v 1 monster. So what i did was the highter lv is the satyr..bigger are the horns.

For exemple lv 2 satyrs have small horns , lv 4 satyrs medium horns , lv 6 satyrs normal horns

This rule dont apply with the champions Satyrs.


Added Wendigos from diablo 2 , around greece :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 15 May 2019, 01:46:54
Hey sauruz, you know how Nightmare and Liche King attacks aren't affected by pet gear (mostly, +% still works)?

Remember Nightterrors from LoC 1.1? I was fooling around in the ArtManager on a test mod and remembered that Nightmare can go melee if you set it up right.
Just go into his "nightmare_psionicblast.dbr" in the xpack/skills/dream/pet directory and change the template form "skill_attackspellchaos.tpl" to "attack_weapon.tpl". Then give him your favorite melee controllers, I just used the wol controllers and bingo! Melee Nightmare. Now all his attacks use the damage from pet gear.

You could make the liche king's attack skill an attack projectile and just use the projectile from Arcane Blast or something and give him the Mummy Priest staff animations for his unarmed attack animations and there ya go, attack now uses pet gear.

Just fyi while I was fooling around.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 May 2019, 14:32:56
Hey sauruz, you know how Nightmare and Liche King attacks aren't affected by pet gear (mostly, +% still works)?

Remember Nightterrors from LoC 1.1? I was fooling around in the ArtManager on a test mod and remembered that Nightmare can go melee if you set it up right.
Just go into his "nightmare_psionicblast.dbr" in the xpack/skills/dream/pet directory and change the template form "skill_attackspellchaos.tpl" to "attack_weapon.tpl". Then give him your favorite melee controllers, I just used the wol controllers and bingo! Melee Nightmare. Now all his attacks use the damage from pet gear.

You could make the liche king's attack skill an attack projectile and just use the projectile from Arcane Blast or something and give him the Mummy Priest staff animations for his unarmed attack animations and there ya go, attack now uses pet gear.

Just fyi while I was fooling around.

Woahh! I do remenber the litle fellas from 1.1, interesting !

Thanks for the tips ! I will try this on next few days ! Its the thing my zombie casters needs, since their uses Mummys animation :D

Also with that info opens a possibility for a monster based on nightmare summon, like a evil eye / telkine eye / bringer of corruptions! :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 May 2019, 23:40:28
Good news everybody!

I followed some post by:

from a comment on Steam about mods:

"In the comments of the Paths mod it was mentioned that they couldn't used the compressed .arc files anymore, they apparently aren't loading anymore. So they had to put the whole uncompressed folder in for the mod. Is that something you have tried?"

in the particular mod discussion this came from (Masteries mod), the author did this suggestion and it works.

And its FIXED ALL my monsters meshes issues! woohhooo!

I think this method will work with any .arc file such as underground lvs etc.

Tomorrow will be back working on this project :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 17 May 2019, 02:19:42
sauruz, i know you said you don't intend to change mastery skills but would you consider changing some of those uninspired lvl 40 skills?

edit: and @Prosoro too
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Il_Dottore on 17 May 2019, 07:46:28
Wrong post
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 May 2019, 17:46:51
sauruz, i know you said you don't intend to change mastery skills but would you consider changing some of those uninspired lvl 40 skills?

edit: and @Prosoro too

Maybe, im planing to change some elements and concepts on some skills.  For exemple you can use any weapon with onslaught skill from warfare, so nothing can stop you trying using a fist build :D


What i did so far, re design all basic satyrs pools, added a few ones here and there. Also cleaned some low lv skellies pools, for some reason 1x single skelleton enjoyed showing up 3x times than the others, not fair man :p

Im getting litle trouble with helos boars, for a reason the 1st monster on the list is the only one that shows up, even with same % of spawn, need to think what i should do about this.


Still need find a way to put my custom caves into the game, since i want add more, and customize more the outside world.


Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 May 2019, 01:52:50
Redone couple centaurs textures.

Started looking at Nessus boss, ddint want to turn him into a push over, since its 1st major boss fight, so i improved a tiny bit his hp, his mana (only had 150 mana lol), and moviment speed. He also have heart of oak skill in normal dif as well, oh he had a skill charge in skill tree but it was never implemented, well he uses it now :)

Changed Nessus centaurs minions.

Improved some speciall proxies around sparta....there are rumours  saying Sparta is falling into the monsters, can this be true ?  :-X >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 May 2019, 16:11:32
Could get my caves into game again  :)
The trick is in the Editor-Region- and then click "Add Existing region"
Select the name of your missing zone and there he is
you need is rebuild the pathing into new zone
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 May 2019, 19:12:06
Redone Helos Woods area, and made a special arena for the evil shaman

(https://i.imgur.com/6a0Oi1v.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 May 2019, 16:52:50
Gave the Mycenean area a well deserved dungeon, ( it have 3x lvs)

Beware of what lurks below  O:-)

(https://i.imgur.com/xsBodVH.png)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 May 2019, 01:17:10
Im very suprised for the big amount of monsters the original devs (Iron lore) cut off, for exemple there are Wraiths that should appear inside of ruins/tombs across Greece. Their have their dbrs all set and everything.

If you check the monster modstings more half of their names are not used,  they are pretty good names.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 May 2019, 01:05:51
On last days i benn playing with game map in act1 ( on the editor), made few lvs for some underground lvs, changed some music in here and there. Also customizing  the outside world, making it more into twisted  world :)

And im fixing some pools along the way.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 May 2019, 17:50:21
Music redone all the way to Arcadia.

(Note Knossos zones already have its own music)

If you have any request music for act 1, let me know
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 May 2019, 00:55:32
The mod just achive 340 new Textures ( only in greece)

And its not only paint in new colour.... alot of new things were added to monsters ( from symbols, changes in meshes, and so on)

More will come , since im re visiting the whole act :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 29 May 2019, 01:29:58
The mod just achive 340 new Textures ( only in greece)

And its not only paint in new colour.... alot of new things were added to monsters ( from symbols, changes in meshes, and so on)

More will come , since im re visiting the whole act :)

Impressive, that tells you have made a lot of additions. My only worry is the size of your mod, how big is it so far? I feel like a mod with 1k texture files will be quite heavy.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 29 May 2019, 02:46:59
My latest mod is 1gb :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 May 2019, 10:16:53
The mod just achive 340 new Textures ( only in greece)

And its not only paint in new colour.... alot of new things were added to monsters ( from symbols, changes in meshes, and so on)

More will come , since im re visiting the whole act :)

Impressive, that tells you have made a lot of additions. My only worry is the size of your mod, how big is it so far? I feel like a mod with 1k texture files will be quite heavy.

I think this might answer your question
(https://i.imgur.com/L4cwOth.png)

I think the mod size will be simillar as Lith mod, with all new texture/music / and map lvs.

Imagine this as TQ 2.0 :p
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 29 May 2019, 11:32:35
great.. but a new update will come that will again mess up the mods

lol just kidding  ;D
i will perform harakiri now
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 May 2019, 12:28:06
Ah ! From what i saw in discord, the devs are trying to fix the mod issues with Atlantis for the next update.

I could fix 90% of mod issues, pathing is still not perfect

Thankfully i already have a backup  ::)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 31 May 2019, 01:01:46
Some of various foes you will face in your journey

(https://i.imgur.com/mXjrWcX.jpg)
(https://i.imgur.com/qXk2ICo.jpg)

(https://i.imgur.com/gfPp0JP.jpg)

(https://i.imgur.com/IGzXjAT.png)

Improving Sea Monsters as we speak
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 31 May 2019, 01:37:55
Kool man, Iove that archer wraith!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 June 2019, 23:20:11
Kool man, Iove that archer wraith!

Then you gonna love the ones hidden around a cave nearby   O:-)


What i did on last two days.

-Redone a couple Coast monsters groups
-New cave lv
-New Music ( beach/cave/megara)
-Three new monsters groups found only inside the cave
-Changed a tiny bit the visuals of Megara Coast Zone.


Now im thinking, abut the monster races, im planing change a couple of then. For exemple..

1) I dont understand why the word  "Magical" race, i got it... its monster from another dimension, but the name isn't very appealing. Magical for me means  " caster " or " fantastic" and so on.

2) Theres a animal race only used for the wolfs pets, yeah..not for long.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 June 2019, 01:10:10
Didnt played much today, anyway.

Changed music  up to Old Eleusis,
Skellies Brothers from Megara quest have special arena
Added few extras alongside Megara Fields.

Started to looking at some quest monster files..Did you know the Skelleton brother wih the bow ( from Skelleton Raiders) , have takedown skill ? I mean.. what ?  plus it have the takedown modifier as well..

Still trying to think why the reason of that ideia. ???
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 June 2019, 01:35:06
-Improved Undead Brothers

- The Cyclops  closed the way into Halcyon Coast...you need find another way in


Who knew, doing caves is kinda fun, oh and when you match the doors/stairs toghter...is just pure feeling of joy!

So far the progress is going well, sometimes i found some troubles with some pools ( A monster kept spawning in great number , you know), specially the arachnos. It just about kept trying over and over until their number match, wich consumes half of my Modding time.

Now..sometimes i wonder if people are interested in this project... because there are no new itens or skils, wich everyone loves, however i can say its a solid / super fun adventure with more 400+ new monsters already done and Various changes in the main map ( new visuals/ caves to explore and moar treasures)! Oh not forgetting new music ( more 20 tracks already set! )
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 05 June 2019, 01:49:03
I have a feeling that this mod will be a hit on Steam. I think this will excite a lot of players that don't frequent these forums.

People here are talking about builds and items and mods, people on Steam are just looking i the mod subscriptions for fun and excitement and this mod will have lots of that!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 05 June 2019, 02:18:10
I have a feeling that this mod will be a hit on Steam. I think this will excite a lot of players that don't frequent these forums.

People here are talking about builds and items and mods, people on Steam are just looking i the mod subscriptions for fun and excitement and this mod will have lots of that!
i do too.. but sauruz, you gotta change/tweak some of these uninteresting tier 40 skills

meteor rain is too random and using it with quick cast disabled, requiring you to click again with a mouse as if you will hit the target if you click there

lightning dash at the very least still needs some tweaking.. for me, it still can be replaced

slam from warfare is also really uninteresting except for the impaired aim.. but if you want to debuff archers, you'd want to debuff them from a very long range before they can even hit you.. for me, it can be replaced

the new skill of nymph is borderline useless

there might be more but really when i tested them before, i couldn't even try with all masteries because i got disappointed from the first few minutes i just exited the game

i like to play your mod but i hope you look at these new skills
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 05 June 2019, 03:40:38
just off the top of my head, if you will hear it.. and just for the 4 skills I've mentioned.. what you make of these is up to you

meteor rain - how about a single meteor that is sure to hit instead of multiple random meteors.. would also be cool if it leaves some fire animation like wildfire from core dweller.. the wildfire like thing deals burn damage

lightning dash - like what i suggested before, take out the damage and instead, the weapon damage automatically converts to elemental

but honestly, I'd rather see some CC skill or passive energy regen.. I'm also thinking of passive CDR.. would it be too OP?

slam - I'm having a hard time thinking of how this can be better with just a few tweaks

but I've long thought about this even before Atlantis.. this is influenced by all the mangas/animes i have read/watched.. lolz.. a common theme there is a character have this secret/desperation skill that he/she would rather not use, if possible.. that skill makes the character really strong, like really really strong, for a short period of time.. but after that, it weakens him/her to the point that if he/she did not win while the skill is still active, it's a sure loss

so i thought, how about i see that in games i play where i could myself use it? really strong like colossus form + call of the hunt in one skill.. but after like 30 seconds(?), really weak like takes twice as much damage and deal less damage.. cool eh :)

nymph upgrade skill - whatever it's called.. how about making it like the granted skill of poseidon's net artifact.. with some cooldown and less damage
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 June 2019, 21:24:52
Thnaks for the input botebote, i will kept that in my, i will try look at skills on later stage, im trying to complete 1st act as fastter as i can.


Update: Today is a great day!

SO i had this problem, i had a poll with 10 monsters but for some reason the game only kept spawning the 1st one on pool list, while some pools were working fine . I decided to investigate what the"hell was going on" and i think i found the reason!

I open a pool that is working the way a wanted ( for exemple the skellies) and open one pool that isnt working ( for exemple arachnos)..they are the same  nothing different, okay, then i moved to the proxie.


I open the skellie proxie and open a arachnos proxie, mhm, i copy "difficulty equation" of skelies proxie and voila! The arachnos pools are diverse as i want to be!

The problem is , well isnt the problem, but a aspect i ddint study well, you see there are three types of proxies ( green = easy / yellow = moderate and red = complex and hard) the game when see green proxies will adjust into more and super easy groups to deal, forcing only 1 type of champion/trash ( reducing the number of archers as well)..now if you switch to red..yhea..the game will throw everything the pools has offer!

So no more weird maths numbers to put on monster weights ! ahah :D

Super happy right now

ps : red proxies is type of proxies you find around monster war camps ( like parnassus) while green proxies is somelike the helos groups
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 June 2019, 00:53:22
Looks like someone is playing with tainted magic :)

(https://i.imgur.com/Q5ujg6t.jpg)


Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 09 June 2019, 02:48:50
Nice one! Who will summon it?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 June 2019, 19:10:59
A familiar face , more i cannot say :)

So far

Added fitting name to Cyclops cave(s) ( ?) :)
Added Music as well
Added some details around Halycon Coast
Redone Itchian Lair dungeon
Adjusted sea monster groups elements
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 June 2019, 01:36:10
With Permisson of W.N.G , The mod got new addition:  poison/vitality staffs across the game!

W.N.G mod link: (https://steamcommunity.com/sharedfiles/filedetails/?id=1766614320)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 June 2019, 10:09:10
(https://i.imgur.com/vmPg59h.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Medea Fleecestealer on 12 June 2019, 19:18:41
Hellhound.  ;D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 12 June 2019, 22:50:57
So cool and real  :o
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 June 2019, 01:50:44
Thank you  both!

Today i had a break from Modding, gor sake of sanity :), Tomorrow will back on it..anyway i will share what ive done this week.

Finished Halycon coast zone, its pretty dense, made a different proxies for beasts and beastmans(?) around beachs, so you can find it more diverse.

Added Oceaninds and Dryads in early zones, i never thought i would added those types of monsters, but you see Nargil made pretty bad ass nymphs textures , it would be bad if i ddint use then, ugh :0

While i was adding dryads i made couple corrupted centaurs that spawns along then , they got a brutal texture :)

Oh also Music complety done to Boetia.

Im tempting to show in a video some of gameplay so far, but i dont wanna spoil to much :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 June 2019, 12:18:04
So far, You can hear music ingame/new aspects/new hordes.

https://youtu.be/sEJltXv0Tws

Some texture will be updated later today.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 June 2019, 01:58:21
Ok, a litle brainstorm about racial races tags in the mod.

So far three races are gone for good.
-Animals ( only used by wolfs summons)
-Olympian ( does anyone use this ?, They changed Hades to deity with ragnarok xpac)
-Magical ( as i wrote few posts ago)

-Demons will have different name
-constructs/titans/telkines/giant/deitys/undead will remian the same
-Beasts and beastman likely will have different names , i think i can give better fitting title
-Insects, might be changed duo of spiders/karkinos etc..
-Plants , the name is to bland, for racial race.

-Devices are used by traps and rogue traps summons i think, i might change, or merge into Construct

-Ghosts , not sure what to do with this one, i see no difference between ghosts and undeads \o/
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 16 June 2019, 04:11:26
If you want to free more race slots... there is a total of 1 Titan in the game, and if you want to be true to Greek myths Typhon is NOT a Titan at all... maybe its race can merge with something else? Deity perhaps?
Phaedrus said: "The titans were an ancient race of gods, much older than Zeus and his brethren".
Just an idea.

Edit: It was a bad idea, i forgot that is the name of your mod lol. Unless you somehow include more Titans in it.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 16 June 2019, 06:47:49
and if you want to be true to Greek myths Typhon is NOT a Titan at all...
ikr.. the name of the game is titan quest but the only titan in the game is not even a titan

the only titans i can think of are name references from relics
Prometheus (Prometheus flame)
and Atlantis only atlas (atlas endurance)

they are... what 2nd generation titans?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 June 2019, 12:01:17
If you want to free more race slots... there is a total of 1 Titan in the game, and if you want to be true to Greek myths Typhon is NOT a Titan at all... maybe its race can merge with something else? Deity perhaps?
Phaedrus said: "The titans were an ancient race of gods, much older than Zeus and his brethren".
Just an idea.

Edit: It was a bad idea, i forgot that is the name of your mod lol. Unless you somehow include more Titans in it.

Good point, But there is one new Titan added in Atlantis , Tartarus ( wich only appear as boss in Tartarus endless dungeon )
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 16 June 2019, 15:56:16
They made Tartarus a Titan?!? WTF? Atlas is a Titan... but Tartarus has nothing to do with Titans... He is a primordial deity, like Gaia or Chaos. Man, noone even try to follow mythology...
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 June 2019, 02:04:18
I guess not, its a bummer.

Didnt do much today, Sunday made me kinda lazy lol

Still did a few things.

-ReDone Ino dungeons.
-Started to look at ino dbrs ( uped her HP/added few skills) and she got a new visual! She is princess after all!

(https://i.imgur.com/9CRm2DE.jpg)

Now the animation is hard thing to find balance, it have duneraider.anm for now, its works but its litle clumsy on bow animation, if she used a spear would be so much easier!

Need to remove those white texture on leopard, easly fixed.

Thanks to Nargil for the leopard texture!

One thing Titan quest is missing in terms of creature is lack of Mounted Monsters, Its waste of opurtunity. Thankfully im already working on that matter , since i added few mounted throught greece, more will come :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 June 2019, 11:46:01
So far

-Fixed Ino mounted animations
-Added a unique Maenad only found in Ino Dungeon
-Added 8 new types of dark satyrs
-Added a forgotten dungeon in Helicos pass

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 June 2019, 01:46:13
So, with the latest update, it seens they fixed the modding problems in terms of .arc files, in other words the game is back to read custom made arc files! for now.

Also the devs also fixed the Xpac3 ( atlantis ) terrain/meshes everything on the editor and in viewer! Wich is great

No about the mod,

Improved a lithe the dark satyrs pools ( gather your powerfull spells because you will need it :) )

Added new boarmens and 2x new monstrous boars ( still deciding if i should make their own pools)

Started to look at Arachne mechanics , made egg shrines in Arachne batle arena,  that spawns alot of spiders ! :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 June 2019, 18:55:48
So far

-Redone Shadow Maw dungeon
-Updated the  Master Blacksmith npc area
-Extended Spider cave in  Crisaeos Falls
-Updated  Crisaeos Falls area
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 June 2019, 17:51:26
Working on Arachne boss

Will change her texture and size, here a small sample of wht the batle will look like
(https://i.imgur.com/DzKKgmr.jpg)

She is poison based, made a special skill ( and effect) only for her, also her eggs will spawn spiderlings at faster rate, so its better to smash the eggs 1st :)

Added new Music to Phoencian swamps / shadow maw lair / Crisaeos Falls / Crisaeos  Spider cave
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 21 June 2019, 19:27:20
Man, I didn't know that your mod will have map and battle changes.
But with so many edits, I'm guessing that this mod won't be released soon.

Anyway - hype, hype, hype. :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 June 2019, 20:21:50
Ah, yes, ive done alot of changes in map, for exemple extended Beach area ,phoencian swamps zones, and caves (  bigger/ have extra lvs), to balance the indoors/outdoors adventures.  I always dislike how small the caves are in this game

Im planing realease only act 1  soon ( if im not that lazy) , later this month or early July. To hear feedback/ things to change and improve, the normal stuff.

Thankfully, im not having technical issue wth the mod right now , lets kept the things this way :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 June 2019, 19:13:19
-Tweaked some monsters dbrs.
-Changed a litle the undead area before phoencian swamps.
-Created 2x more pools for undeads.
-Replaced a music track in some tomb


Now a matter of aspect , i believe you all know who am talking about.

-SHADOWMAW- know that fella :p?

Im checking his dbr, Do you know he have more hp than Arachne and Cyclops boss ? he got 3600 hp on his lv 16 version, have 100-200 base attack and 78 physical defense. This on his lv 16 version , its insane ah ah

So i will adjust his values, since he will appear at 100% spawn rate, will change the dummys shadow stalkers pets. Oh also i made a secret treasure room full of goddies if you defeat ShadowMaw :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 22 June 2019, 20:00:25
perhaps it is my choice of playing mages, particularly storm, but my answer to that is: "hey I'm a mage player.. melee players should find their own way "

1 shadowmaw isn't really difficult to beat.. it's difficult when there are 3, but only 1, not really

but do what you want :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 June 2019, 01:24:48
Well i didnt change much shadowmaw, for now i only remove the shadowstalker from skil tree, gonna replace for another summon, and added a custom hero stats file, we shall see how will turn out.

Sorry for not updating on last days, trying to focus and doing the things fasts. Plus Job irl kept me busy, anyway what i did .

-Added New boss near Delphi
-Remade Delphi city, i had alot of fun playing with some option in the editor , you will see city under siege,  monsters already pushed alot furter into the city, humans soldiers attempts to defend every single gate.
-Changed Maenads pools into Delphi zone
-Redone Parnassus Foothills, scenary and groups
-Added a un-used cave ( its small. no worries) before Parnassus Caves.
-Added music ( Delphi highlands/parnassus foothills)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 26 June 2019, 01:33:17
I think that the Bonescourge spawn animation works on Orthrus mesh if you want to spawn those.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 June 2019, 10:06:04
I think that the Bonescourge spawn animation works on Orthrus mesh if you want to spawn those.

That exacly what i will do! :) TY!


Fun thing that happen early ago- I was putting a cave entrance, and it didnt work, was saying to myself " what is going on ? why you hate mee editorrr!?'"

Then i notice at my cave entrance details " caveentrace_exit" - lol, ah ah
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 June 2019, 02:04:30
The good and bad news

The good news: I complety change Parnassus caves concept, it worked at 1st try!  ive had alot of fun design the new cave. The new version is not linear as you know, there are few side paths connecting the main floor areas, its super fun :)


Now the bad thing : ive been trying on last two hours, why my glow ive made for a orthrus hero isnt appearing, instead is showing a white blur skin. I complety run out of ideas to try to fix it.

The path is correct, since the others are using the same.
Put the New orthrus texture in actor variable
Put the Orthrus texture in the mesh

Any help is welcome, Will be a bummer if i couldnt fix the root of the problem, He would be alot of cooler with the glow :/
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 June 2019, 02:32:17
Designed couple of monster bosses around Parnassus area, so far you will face 4x of then, each single one have their own back story.

(https://i.imgur.com/Q3mc2VX.jpg)


1)Phelran The Emissary - Hes one of those responsible for spreading chaos upon the world, leading numberous of monsters hordes against human cities, must be the mastermind behind of Delphi invasion.

2)Yiasieh- A living Battering ram, serving as tank/distraction while the foot soldiers charges thrue the gates.

3)Zulnam- hes existinceis simple, dont let anyone pass thrue Parnassus Caves. Closing any possibilities of an escape route if Delphi falls.

4)Cepharus- A Rutless Tactical Warchief ,  you can heard the story in delphi, his  forces currently are assaulting Delphi South gate.


Parnassus groups are done, i like how the  caves are placed. Maybe i will ad few more heroes in later stages. For now i will focus more on map/groups/main bosses.

Its getting close , very close :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 28 June 2019, 11:51:52
That spider boss looks awesome! Keep it up my friend 8)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 June 2019, 02:11:18
Very Thanks!! :) ;D

Good News.

The hard messy job is done, the darn pools until parnassus war camps are all set.

Now i will try find best theme music from parnassaus war camp to Athens. Since Crete is already done , maybe i will add a extra cave in Knossos but time will tell.

If everything is working as i want i will call it as complete act, I will leave extra heroes for later patch, no worries i will added few heroes/bosses in some places:)

Next 1-2 weeks i will attempt to do the demo version of ACT 1 ( greece only) to see what you folks thinks. IF Nordic dont release any more patch that breaks the mods, from last dev notice there will be a uncoming changes in modding factor.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 July 2019, 15:21:52
Raised a litle the difficulty in Monsters war camps before gorgons / Athens , as you reach the end of act , the difficulty should be highter , not in overpower numbers ofc,  the monster groups got  alot of combinations.

Extended and redone the monster cave concept found in lower war camp.

Replaced Music tracks until gorgons bosses

Extended a litle the undead area in lower war camp

Added Cyclops boss around parnassus monster camps.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 July 2019, 18:41:08
-Added extra visuals from Gorgons Caves to Athens

-Redone Gorgons Caves

-Redone Gorgons Queen bosses ( they are tougher and have minions), fun fact if you look at Medusa or any Gorgons Queens they had summon minion skill, but it was never implemented ingame, not anymore ^^

-Extended the tomb in Athens Passage and the one in Athens Graveyard

-Added a un-used dungeon before Athens.

-Implemented a small cave near the Swamp ( it wwas my 1st cave i ever did long ago) :)

- Changed music tracks in Gorgons cave and Athens Passage

-Upped the Gorgons proxies difficultie

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 02 July 2019, 20:25:10
Your speed is amazing dude! You stomp DBR's like a road roller  :o
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 July 2019, 02:05:32
ah ah! I wish!

Im kinda more faster playing with the editor, since its just "select and its done", and you can see the results right away.

Now the dbrs are like puzzles, if you break any pieces it dont fit, also i stare to much at then trying to think what i will put in there, specially the skills configuration lol.

Anyway created a ratman boss for upper war camp

edited : Found the reason why my glows werent working...so ive been copy the wrong text files from assets folders wich only had 1kb, no wonder they didnt work , lol
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 on 03 July 2019, 20:01:42
hey ho :>
I'm tracking your progress and wanted to ask if you will change some of the annoying creature noises, aka act 5 enemies. Also the broken sound volume on rune mastery skills, and possibly other rag stuff
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 July 2019, 22:49:50
hey ho :>
I'm tracking your progress and wanted to ask if you will change some of the annoying creature noises, aka act 5 enemies. Also the broken sound volume on rune mastery skills, and possibly other rag stuff

Hello!

Absolutely! Modify monster volumes is on my top list when i arrive to act 5, specially with the increase spawns would be a true nightmare listen to "arrg" " ahhh" "uahh" in every sec lol. Trolls/bandits i believe are the most crucial

About Rune skills, sure i can take a look on their volumes, i know thunderstrike do a noisy sound.

Im open to any suggestion that  improves 100x the gameplay, since its the theme of the mod, fun and action!


Today progress:

Added few music tracks from Athens passage to Athens ( still need find for Athens war zone)

-Some dbrs/map adjustements

Right now im looking and testing the monsters pools around Athens.


Also, if everything keept going well i might finish the actual main content in this week, Then i will play the mod ( from a lv 1 toon) to see hows the balance , if needs to change  pools/ music etc. Of course its only act 1.

Right now im enjoying so far! Specially the war camps! :D >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 July 2019, 17:38:16
I think i finish changing the map visuals  in Greece.

Im still deciding if i will make a beach cave in knossos or changing knossos landing spot zone.

Greek Music is  done, it have about 80 new tracks
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 July 2019, 12:53:01
New monsters textures i did last night
(https://i.imgur.com/6Rpyv4q.png)

Thanks to Nargil for his permission to use his nymphs/oceanid skins  ^-^

Check his work here: (https://titanquestfans.net/index.php?topic=32.0)


p.s : dont mind the image quality, it was taken from the editor :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 05 July 2019, 16:14:55
Good job man :)
About the new sea nymph, download the PC mod, hair was too green and colorful, it's fixed there.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 July 2019, 16:23:30
Very Thanks ! :D

A question/opinion

Im thinking removing the "POI" in caves, in other words, the cave icons no longer shows in mini map ( except if takes part of main quests, like gorgon caves/parnassus/Labyrinth).

Why im thinking about this ? It will give the feeling of exploring, finding a mysterious cave by accident. Adventure!

Toughts ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 06 July 2019, 20:01:04
Well, from my experience, because I don't have super PC, when I'm near the cave/crypt entrance, I'm having slight FPS drops, so I have "hardware" warning about dungeons. :D

Unless... your new dungeon entrances will be hidden behind something (like in Lilith, some of them are behind bushes), then why not?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 July 2019, 02:19:30
I will leave that for last adjustment to do, some are hidden, but mostly are new lvs for existing dungeons, with some entrance here and there


So far

-Increase potion stacks from 25 to 40 ( less shopping time and more action)
-Increase scrolls stacks from 10 to 15 ( time to collects those scrools now)

-Small adjustments on some monsters/map quality

-Created new monster group, you might know then, Corrupted Rogue tribes! I also imported their sounds from D2, its super great!

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 07 July 2019, 06:09:19
Very Thanks ! :D

A question/opinion

Im thinking removing the "POI" in caves, in other words, the cave icons no longer shows in mini map ( except if takes part of main quests, like gorgon caves/parnassus/Labyrinth).

Why im thinking about this ? It will give the feeling of exploring, finding a mysterious cave by accident. Adventure!

Toughts ?

I'm all of secret caves if they serve a purpose : challenge, loot, shortcut(?). Exploring and stumbling on secret places is always a pleasure.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: icefreeze on 07 July 2019, 06:24:21
I will leave that for last adjustment to do, some are hidden, but mostly are new lvs for existing dungeons, with some entrance here and there


So far

-Increase potion stacks from 25 to 40 ( less shopping time and more action)
-Increase scrolls stacks from 10 to 15 ( time to collects those scrools now)

-Small adjustments on some monsters/map quality

-Created new monster group, you might know then, Corrupted Rogue tribes! I also imported their sounds from D2, its super great!
I think potion stack to 100 or even 500 is best  >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 07 July 2019, 13:20:24
Just be cautious : if you go at 500 and attempt to drop them, the game could very well crash.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: icefreeze on 07 July 2019, 15:01:27
Just be cautious : if you go at 500 and attempt to drop them, the game could very well crash.
Alarm everyone don't keeping in inventory over 1000.
With slowest pc today, need about >1000 potions throw on the ground to crash  >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 07 July 2019, 19:23:20
That's why you change the potion cap to 1 milion so you don't have to throw them on the ground.

And I'm doing this for years.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 07 July 2019, 19:47:10
not saying I'm against this.. but i used to play multiplayer and there were plenty of times we didn't like portaling to towns.. the early games you might not have enough health pots so you might have to buy some.. but like i said, too lazy to portal to town.. so we just ask each other for health pots, which requires dropping a stack of health pots.. iirc, there was a trade option but it takes too long.. just dropping a stack of health pots was faster

later game you might have more than enough health pots but i play casters and I'm shameless ;D  .. casters are mana hungry and i would ask my playmates, even those i just met through online gaming, to drop me some mana because i was too lazy to portal to town.. (i even ask them to buy me mana pots whenever they portal to town)

now the question is: will this mod be popular enough to generate online multiplayer buzz?

edit: is the online multiplayer community still even alive? i mean are there still plenty of people there?

edit 2: iirc, even around epic difficulty we still had to buy/ask for health pots.. hmm maybe those were the untwinked times
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 July 2019, 20:30:30
now the question is: will this mod be popular enough to generate online multiplayer buzz?

edit: is the online multiplayer community still even alive? i mean are there still plenty of people there?


Now this i cannot say, for what i see and played from other mods, this will bring something different ( wich is :  toons monsters varietys and new areas in main game), I do hope people enjoy it, im doing this not for myself but for everyone else who wants to try something new in old good game wich we all love.

The downside im thinking is "no new itens , no new skills" wich almost everyone wants to see in a mod, BUT im not worrie about it:). In another hand , you can build once again your favourite builds combos, just in different World.

I can see some multiplayer about this mod, a duo will fit perfectly, 6x player will be a nightmare duo of increase of increase monster spawns  O:-)

I will leave the final answer when i realese the 1st act, wich is coming very soon, and listen to what you all think of it.

About the pots, for now 40 pots is enought, i might rise up when i move for the next acts.

Thank you all for this discussion , it means alot for me :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 07 July 2019, 21:18:56
One thing about this mod is that it wouldn't be any trouble to merge it with Masteries mod, Paths mod, Dieties mod etc. and put thos up to play as well.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 on 07 July 2019, 21:33:16
I think the hidden entrances is a neat idea, I support it.
Dont go too high on the potion limit, what bote said is true, in mp you sometimes need to ask your companions for potions, when you run out mid-combat for example.
And that brings me to the third thing, which is that I would definitely play this mod with friends. Keep up the good work :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 08 July 2019, 00:49:04
now the question is: will this mod be popular enough to generate online multiplayer buzz?

edit: is the online multiplayer community still even alive? i mean are there still plenty of people there?
With all the new monsters and areas added, it should be popular.
I think people on steam still play multiplayer. Donno about GoG.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 08 July 2019, 07:01:37
just an idea.. might sound stupid.. don't take too seriously

what if there is an optional area (maybe a secret area).. where ordinary monsters are way stronger than mobs you see in the game.. they do not go in bunches because every monster there is like one man army.. but the thing is, they also fight each other.. they fight whoever they see whether you or other monsters.. if you engage 1 and you see it very difficult, you could lure it to another monster and it will be a 3 way fight.. free for all lolz
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 08 July 2019, 16:04:34
I wonder if it is even possible. sauruz would have to master the monster ->character ->defaultTeamMajor and defaultTeamMinor settings somehow.

There are default dropdown lists under defaultTeamMinor like TeamMinorMonster_Red and TeamMinorMonster_Indigo so it's like the original devs had something in mind for various factions in the monster AI, whether or not is was ever implemented in the game engine.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 July 2019, 16:58:29
Might be cool ideia, , but for now i will leave that for latter spot.


Im really enjoying seeing what the mod is turning at, with the various monster hordes charging at you, plus with epic music in the background..its  so beautiful. ^-^


What i did:

-Added new lv in the dungeon around Athens, I think you have seen it from another place  8)

- Redone jacinto ( zombie hero found in Mortuary camp), she (?) is more toughter and poison based, i made for her a  kamikaze zombies summons ( very fast zombies with low hp that cast poison pool on death) its very funny to see ah ah

-Redone Giant limos boss batle, gave him a boss chest. Hes no longer faster ,  also i change limos leech skill to drain mana as well :)

-Didnt changed much Alastor in terms of stats, changed his base summons .

-Added Monster incubators in Athens Catacombs , a devious gate, that spawns random monsters into the world.


Plans to do later today.

-Improvements on some monster files

-Add a new side lv for Catacombs

-Re update some old monster textures

-Add 1 type of crow / cyclops.

-Add Ratman boss
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 July 2019, 14:42:55
What i did

-Added 3 bosses around Athens
(https://i.imgur.com/OfBhol3.jpg)
( one of then :) )

-Made 2x new dungeons to explore

-Various dbrs improvments


Already started revisting Crete while ago, need to re implement the music tracks, since they were deleted with lastest xpac, no big deal, but need to paint the whole areas again, thankfull the island is not so big.

Plans:

Adjust monsters pools

Adding more monster types ( golens/nemean lions/bats)


Litle Backstory in new Knossos

-The path leading to Crete wilderness is closed. Need find another way(s)(?)

There are rummors  speaking about a Huge monster invasion approching, more disciplined and organized than anything you faced so far.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 July 2019, 02:51:23
-Updated gorgons textures

-Fixed some dungeon broken doors

-Added 6 new types of itchians

-Added 3 new types of Karkinos

-Added 3 new types of Sirens

-Re implemented crete music

-Changed few names areas in Crete

-Updated eurynomus crete pools

-Added 2 new types of Orthrus

-Added 4 new types of Ratman

-Updated Crete wilderness visuals

-Various dbrs adjustements

Finish Act 1 map changes

Finish Act 1 music changes

uff

I expected to finish the main content tomorrow ( cant believe it either), after that i will do some minor things i leaved behind , like broken animation ( looking at you stupid boar rider), textures for summons for exemple

Then i will finally play! PLAY!! i havent played anything since i started this long journey, im kinda hyped, hope everything goes well!

 O0 ???
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 13 July 2019, 03:20:53
Awesome dude! Does it mean the demo is coming? I almost dont play anymore, but your mod - i'm eager to try it!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 July 2019, 00:11:44
Awesome dude! Does it mean the demo is coming? I almost dont play anymore, but your mod - i'm eager to try it!

Yes! its is coming!

Sadly i dint have time to move much in this weekend, duo work,  But i did some things , and working on it right now !

What i did today so far.

-6x new bats
-4x new spiders
-Golens


And the big thing

As you notice in Viewer.exe in the Harpy section, you might found a interesting mesh of a harpy ( from old pre alpha stage) heres the pic
(https://i.imgur.com/TvqL1wz.jpg)

I open the harpy msh in msh viewer and why it doesnt work is because it have no bones or hitbox, wich means no animation.

After a couple youtube tutorials in 3ds max i imported the normal harpy bones into the new one.

ITs ALIVEE! worked greatly!

Now i wonder if theres more old alpha msh hidden somehere, i know theres boarmen, but he have his proper animations

edit: 1002 posts o.o
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 15 July 2019, 00:46:08
After a couple youtube tutorials in 3ds max i imported the normal harpy bones into the new one.

ITs ALIVEE! worked greatly!

And now you are on the 3d trolley, friend  ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 15 July 2019, 00:47:19
Nice finding, looks very nice ^^

Also congrats on with your first thousand of posts!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 July 2019, 18:42:11
Thank you Nargil and W.N.G!  ;D


Sorry for not posting anyhting on last days, no worries still improving the lefting pieces.

Returned to early zones, as i have a feeling they could be litle better, looked back at some pools and proxies, buffed some, adjusted and nerfed some monster skill changes.

-Extended some early caves , they have their own theme and name.

-Replaced laconia(s) areas musics.


-Started to buff vanilla heroes, adjusted their stat vallues , more mana, and returning some une used skills, ( did you know blast fag ( bat hero) have special fire attack but isnt placed at skill configuration, same as wing leater)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 July 2019, 20:52:07
My batle versus lower proxies as reach a end, i just replaced the troubles one the limit area by area 07/area 08 and they lookks so much better.

The area difficulty limit is the thing that prevent stronnger monsters/ large monster to showing up , for exemple  to avoid metting centaurs chiefman in sparta   or satyrs brutes in laconia and so on. By changing the difficultie by 07/08 the game thing the proxeis belongs to knossos/Athens, ( wich are the late areas for 1st act) skipping any "protecting newbies" rules.

Didnt want to go this way, but its only way as i know, i can make the pools have more diversity in spawns.


While i was in one of my dungeons i tried to go back via  teleporter, so far so good, but i couldnt go back, for months i didnt tested this, glady i did now. The problem was easy to fix all thanks to @Bumbleguppy , i had to add my zones in region in the editor. The good thing i remnber the spots of every new cave lol

Changed the satyrs guarding Telious ( from 1st side quest outside of helos)

Changed some texture and pools along the way.

I should finish the 1st act this week, after testing ( both single player and multiplayer) i will leave as demo for anyone who enjoy having few deaths in character logo ( ups, forget about that :) )
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 July 2019, 20:36:27
No..i didnt stop working on this project.

Ive been busy on last days, updating game map, replace musics here and there, giving names to dungeons, adjusting pools, to much things for a single person, but no worries i can handle this! 

I love this game, every model, skill, itens, design, everything, i dont mind having to much things to do, when you work with passion it doesnt matter.

had some problems with custom sounds i imported to mp3, had some crashs because of then, i converted again with another program and they are working as intended.

Just finish updating Modstings with every monster i created...... There are 530 new monsters ready to kill ( every single monster is design manually.. they are not just colour swaps), this only for 1st act, still didnt added bosses and heroes because i still need desging a few more.

The monster list will be increase... i have few more to create

 :)

Stay tuned
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: undefind on 28 July 2019, 21:01:02
omg. stop tickling us!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 29 July 2019, 04:39:41
That is very impressive numbers. Incredible work  ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 31 July 2019, 12:23:53
Thank you :,)

Im happly to say im started to actually play the mod!

Started lv1 ( picked defense class)- Its Tuff but not impossible, if you clear the Helos area you should leave at lv 4 ( same lv as Soulvizer/UL mods)

Im thinking to give litle more gold to new characters so you can buy some equip and pots

The world is a crazy place  O:-)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 31 July 2019, 17:23:30
Reach Sparta Hills at lv 11.

Oh man, i lke this gameplay, i dont have the felling being overlevel, monsters around sparta are between 7-10 lv.

Champions are truly champions, they no longer are trash monsters with yellow name as in vanilla. They are tougher,  dangerous and smart.

Bosses, i faced Nessus and beat him, it was a good fight, his attack skill actually hurts you, had to consume some pots, oh i couldnt stay away much longer because hes have charge skill type , ( he had on his dbr skill configuration but he wasnt using). Oh right i changed the diversity of centaurs that help him during the fight , theres a possibility a wild Elder(s)  appear :)

While im playing , im writing the stuff that needs balance and changed

One more thing, picked nature class as 2nd mastery to se how pets are doing.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 31 July 2019, 22:54:59
Champions are truly champions, they no longer are trash monsters with yellow name as in vanilla. They are tougher,  dangerous and smart.
Sounds cool and challenging, similar to what i had as plan for a world mod... only mine is still on paper, while yours is real. I sincerely admire your hard work. You rock dude  8)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 August 2019, 00:10:03
Thank you for the kind words Nargil!

A Preview what Nessus Batle look like, all bosses in the mod will be similar as this , in terms of hp/dmg/skill

https://youtu.be/_GbSqexosfw
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 August 2019, 19:49:33
-All new characters ( lv1) gains extra 800 gold ( see this as helping hand, now you can buy some pots or gear )

-Added a Caravan and Mystic in Sparta ( Since you can get some nice stuff along the way and instead going back to Helos, you can continue on  forward )

( As the Mystic since the 1st one you find then is in Delphi, and it will be a long way, i added one to early game, so you can play around your skills early)

-Some minor adjustments here and there.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 August 2019, 14:04:57
 Giant Turtles Have a new made mesh

(https://i.imgur.com/GccVghx.jpg)

Do you know quest monsters like satyr brute  / pandarus / flaming boarman etc dont have ANY ARMOR  at all ? No wonder they all squishy , because they are using armor file that doesnt exist ( atlast i didnt find it ). So i replace their armor file as same as the other monsters.

You can see this exemple, the Giant Limos have 15 armor and look to Zombie captain ( champion) have 36 armor.

Nothing to say
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 on 04 August 2019, 15:32:56
Do you know quest monsters like satyr brute  / pandarus / flaming boarman etc dont have ANY ARMOR  at all ? No wonder they all squishy , because they are using armor file that doesnt exist ( atlast i didnt find it ). So i replace their armor file as same as the other monsters.

You can see this exemple, the Giant Limos have 15 armor and look to Zombie captain ( champion) have 36 armor.
Interesting find! Kind of a big overlook, hopefully the boarman wont be a one-shot anymore in Titanomachy :>
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 04 August 2019, 15:51:06
Nice find on those missing armor values. You really went in-depth to fix neglected things by the devs.
That giant turtle mesh looks great!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 August 2019, 00:27:22
<3 you all! Thanks everyone for being so suportive, couldnt arrive this day without all of you.

Adjusting exp char formulae since i was lving to fast with vanilla xp, right now im using SV exp formulae but i need to reduce litle i think.

My Test dummy arrives at Boetia at lv 20.

(https://i.imgur.com/UfnC7kg.jpg)

Blames on me, i stand to much time looking at my models and i forget this is not safe place anymore  O:-)

Last 4 deaths was vs Ino, the armor file helped alot on quest monsters ( the purple ones)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 August 2019, 17:06:17
Arrived to Parnassus Hinterlands, lv 21 ( i still didnt changed xp formulae, YET, i want to see what lv i reach to the end of act 1 ), Things are smooth, in terms of balance, so far i didnt needed to nerf any monster/boss so far ( except few animations/controls/textures), wich is good.

Few deaths along the way :) , nothing to be upset about.

Created New Mesh for Arachne and Satyr brute bosses.

Now the good news/bad news.

The Good News is (with Nargil permission) i merged his extra caravan into my mod, every character you create in Titanomachy will have bigger inventory space to collect every single goodie you found in your journey(s)

The Bad thing : Sadly i couldnt get work the transfer caravan extra space, i was getting errors on my side ( in terms of locked space and relic vault being locked for good) on last 2 days i went trying to fix this but no sucess, for now i gave up about this matter, maybe later who knows.

For now extra Inventory works and is fine for me, caravan space is same as the vanilla, sorry.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 August 2019, 12:36:58

Gameplay Video :  Way to Athens

https://youtu.be/teJxKGpjHC0
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 09 August 2019, 13:36:25
Neat. I like those wild horses and the daemon girls. I only wonder what they are, the Bandicam watermark covers their names.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 August 2019, 14:53:08
Neat. I like those wild horses and the daemon girls. I only wonder what they are, the Bandicam watermark covers their names.

I know it sux, the pc in working it is kinda old, the nvidea record program only work with gtx driver if i remenber correctly, for now i use bandicam

Daemon Girls are Corrupted Rogues (Based from diablo 2 ) - https://diablo.fandom.com/wiki/Corrupt_Rogue
Wild Horses are Diomedes Mares ( Man eater Horses) - https://www.greekmythology.com/Myths/Monsters/Mares_of_Diomedes/mares_of_diomedes.html
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 August 2019, 03:35:22
Been creating new Cool ( atleast for me ) meshes for some creatures ( satyrs / skelletons / and plenty others) the results are very positives ( working fine ingame)


Ive got my 1sts crashes while playing with my test driver, can you guess the spot ?

You guess it right, the Monster camp Before Athens, yhea..Stupid area, its very instable. I  Went to the editor and removed some extra proxies i added... and so far that did the trick.

Things like this makes me a lilte upset, but since its resolves the problem i dont mind. ( After a while lol)


To modders out there be carefull when you increase the density in that area. ( Whole AThens Batlefield)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 August 2019, 20:28:58
Finish The actual content ( act 1 ) just now, few deaths along the way, most of my deaths was cause as layzness to buy pots.

Didnt find any major bugs, wich is perfect.

About balance, i only had to touch a bit the spellbreaker type monsters , they were casten that skill way often.

Died 3 times against Telkine , had to increase the CD of some skills.

Btw its just me or the telkine ( greek one) is having troubles casting the mind control blast skill ( the aoe skill that convert your pets ) ? He just used that skill once during the batle, i also notice that behaviour in vanilla. Can anyone confirm this ?


Things to do

-Change exp formulae ( i finish with lv 29 and i was using SV exp formulae)

-Put bosses / heroes monsters in some places

-Redone few old texture, since i know i can make then a litle better.

-Fix some kinky animations


Well, back to work.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 August 2019, 17:14:44
-Changed Starting Intro Music ( Road to Helos)

-Added Goat Raiders and Pigs in Helos
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 August 2019, 00:24:29
Added 11 new zombies across Greece ( 3 of then are heroes/bosses)

Rework a couple karkinos textures
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 August 2019, 19:23:18
Added 2 new swamp turtles

Revamped corrupted Turtle texture

Added 5 turtles heroes

Added 2 new wendigos types

Added Wendigo hero ( you might know him :) )

Reverted Greek telkine controller ( he should not attemp to runing away from you......why he should ? hes boss !
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: mvlad954 on 18 August 2019, 08:57:37

Added 2 new wendigos types

Added Wendigo hero ( you might know him :) )

Reverted Greek telkine controller ( he should not attemp to runing away from you......why he should ? hes boss !
Wendigos,eh?Will they be similar to those in Grim Dawn?Im assuming they will deal life leech damage.
I would really enjoy the new telkine controller.It was annoying that he would just run to a corner and you had to beat him there.
Btw,do you plan on adding new MIs or relics in the future for some of those new monsters?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 August 2019, 09:29:06

Added 2 new wendigos types

Added Wendigo hero ( you might know him :) )

Reverted Greek telkine controller ( he should not attemp to runing away from you......why he should ? hes boss !
Wendigos,eh?Will they be similar to those in Grim Dawn?Im assuming they will deal life leech damage.
I would really enjoy the new telkine controller.It was annoying that he would just run to a corner and you had to beat him there.
Btw,do you plan on adding new MIs or relics in the future for some of those new monsters?

Not from grim dawn, they are more like from diablo 2

https://diablo.fandom.com/wiki/Gargantuan_Beast

Some variant have a chance to stun on hit , physical or fire bonus dmg ( they also cast their original sounds :) )

I had to change the 1st telkine controller, because in the AE the devs changed his behaviour, when you stand close to him, he would just run away, messing with his skill files , standing immobile, if you check the IT Telkine vs AE Telkine in youtube you can spot the differences pretty fast. If isnt broke why change it , right ?

About itens, i dont know, right know i dont have much knowladge in terms of  creating itens, as for charms i would like to create more and revamp the existing ones, but i will leave that when i close to complete the whole mod ( all acts)..it also depends on the mod future, if it becomes.. well, lets say semi popular ( in my terms, means atlast 1-2 people enjoy playing it) i will think on doing charms more earlier
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 August 2019, 01:50:40
Nerfed a litle the spider boss ( was bit depressing facing as melle) i think its okay now

Adjustments on some monster dbrs.

Changed the monster  spawm formulae

Linked my custom new respawn fountain to the game map (havent reach yet, hope it is working :) )

Created new msh for karkinos and Crete Spider boss

Created New mesh centaur race, lets say its pretty original :) ( still missing textures)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 August 2019, 10:54:56
570 monsters so far and still more to come

I just found another thing...you know the spiders in act 1 ? yes..They dont have any armor in epic or legendary...what a mess, really, they have 30 armor in normal and thats it, and its from orbed champions lv 15

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 August 2019, 23:55:06
-More monsters added

-New itchians meshes

-New bosses/heroes added

-Adjustment on some monsters dbrs


Guess who Return to TQ !
(https://i.imgur.com/rSQtZsr.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 August 2019, 10:25:36
Completed yesterday with my sage (spear focus) the act 1, telkine fells just right, he doesnt run like a fool anymore , wich is what i wanted.  ended with lv 26, not sure if i should change more exp equation or not.

I fell the game difficulty is in good position, there were a few annoying combos ( spellbreaker in 4-5 secs non stop) had to change it before i went crazy :)

Yesterday i played a bit with pse editor and made 3x skills for my bosses ( 2x aqua type based and other bloodish looking cloud)

Made shrine buffs immune ( thanks to W.N.G) to any spellbreaker abilitie, was getting annoying , taking the shrine and 1 sec after boom its gone :D lol

Restored 3x uneused shrines buffs ( 1x  boost moviment speed , 1x that gives mana and the final one boost your physical defenses for short duration of time).

Right now what i need to do i just redone/made couple textures and thats it.

Sorry if its taking to long, i wish i was more faster but i can tell you its worth the wait :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 August 2019, 15:39:23
4x Boarmen Heroes added

1x Boarmen Boss added

New Boarmen clan added

1x Harpy champion added

Updated Texture on couple Harpy (s)

2x Itchian Heroes added

1x Minotaur Boss added

Updated Minotaur Lord texture

Couple Monster file skill adjustments

Added new monster heroes and bosses names to Tex Strings
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 31 August 2019, 10:21:14
Added 2x new bosses

Added 1x limos hero

Added 1x spider hero

Added 1x boar hero

Changed Telkine Minoan Statues textures/mesh to fit to the theme

More adjustments in here and there.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 September 2019, 22:33:55
Added couple more rooms to Labyrinth,( if you open the Labyrinth map in the editor you can see there is half empty space to fil in the map, so why not, right ? )

Updated Helos Shaman Texture

Updated few Satyrs Textures

Added 3x more Mountain Satyr champions

Addded more ranks to a special Satyr clan

Added special Eurynomus boss

More Adjustments here and there
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 September 2019, 23:37:26
Whos ready to face Armored Cyclops :-)

(https://i.imgur.com/ZfNczJO.jpg)

Lets see if i can add a helmet  ::)

Edited : Made it



Another news is the Mod will come to your hands this month ( ifs is still going well..cross fingers  ). Just tested in another pc is so far everything is working as intended

September couldnt be better , hum :p ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 04 September 2019, 18:02:48
Well done on that Cyclops. And gl with upcoming release :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 September 2019, 13:53:08
Thanks Nargil! Hope that as well!


-Updated few textures on couple Satyrs

-Changed Harpys race to beastmen ( it was beast before, i dont know wht they are tagged that way, since harpys are a mix between animal and human)

-More adjustments

-Buffed couple bosses resistances and xp


Doing more playtesting, The prince of blade smash my face 3x time as i trying to ran away ... as i want to be >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 06 September 2019, 14:01:46
Keep it up, keep it up.

Even if I am more of a 'I'm waiting for full release' kind of guy.

Patiently waiting.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 September 2019, 19:13:23
I had sucess adding boss layer in the map. Boss layers is the boss music that only shows up when you face the boss. Its Pretty coll!

All Custom Bosses you will face will have their batle music theme . You know what that means. If you hear a music swap while playing , just run :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 September 2019, 12:16:43
Sorry for not posting on last days, ive been sick, hardly could get off the bed. Im felling better now, still recovering.

You know what they say ".. Evil never rest, so as we " :)


What i did lately:

-Added boss tracks to all my bosses encounters

-Added a special guess boss around Kerata Forest

-Few Monster skill adjustments

-Centaur Hero added

-Updated few Centaurs textures

-Added Satyr Hero

-More couple thing i forgot.

Im playing this time as petmancer (nature + spirit)  and the things are going nicely

Im planing to add the remain content  ( is not much left, more like 3-4 bosses and couple monsters textures ) this week. Maybe realese the act 1 next week. Lets see
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 September 2019, 17:14:17
The last video before release

https://youtu.be/1J3w_6tylJo

As you can see, the mechanic are the same as in vanilla, I only improve 100x more the fun factor in terms of gameplay!

So far,

650+ new monsters across greece from common to might champions ( not counting the improved vanilla monsters)

Customized Meshes and textures.

50+ new heroes and bosses

50+ new sound tracks to  fit the area around you.

Bigger iventory (Thanks to Nargil)

vitality and poison staffs (Thanks to W.N.G)

-New areas and hidden chests to find

-New boss musics

And much more

Next week Probably  O0 >:D 8)


p.s : The Ai of the pets is so awful, specially the lich king, im sure he enjoys watch me getting killed :-(
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 13 September 2019, 10:39:10
Looks intense! Great work Sauruz, and I like the diverse amount of enemies in the mix.  Music is a nice touch too  :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 September 2019, 10:56:56
Looks intense! Great work Sauruz, and I like the diverse amount of enemies in the mix.  Music is a nice touch too  :D

Thank Prosoro! It taken some   "wierd math" to make diversity work with ( almost all) monster pools, i do remenber looking at some pools specially the arachnos, because they refuse to spawm more than 1 different type. Lucky i did find a trick that resolve all that problem, i belive i explained couple posts ago.

Yes the Music is , for me a important key when playing any game, its not i dislike  TQ music, in fact there are super B soundtracks, but sadly for me , in greece act the music tracks are often quiet, so i did replace most of then, there are few vanila soundtracks, for exemple the i didnt touch city ambient music or upper war camp music.

One thing why i change the music is because the Mod spirit concept, its different than vanilla, in terms of world design and what you will face during your journey, The music need to give a sence of never ending batle to save humanity. With the new music i belive it can tell you what really happend in that particular zone. As i hope :)


Finish the act with my summoner , ended with lv 25, wich is perfect. I adjusted some monster files / animation along the way, added treasures box around new bosses.

The content is almost ready, 95% done ... need to think what skills i will give to remain  bosses left , mhm...that is hard part , if anyone have skill ideias let me know.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 September 2019, 16:51:25
Another titanomachy unique creation

Beware of Barbarian Centaurs , the most vicious of all centaurs tribes, not only they can attack faster but they can use DUAL weapons!

(https://i.imgur.com/KHiaBpo.jpg)

I Made a unique attacks and special attacks animations and it looks beautifull!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 19 September 2019, 21:00:03
Nice! Repeating BG, I think your mod will be a hit on Steam :D.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 September 2019, 20:45:01
Eh! Thanks for the kind comment! I just hope someone will enjoy this as much i do

Today i created unique batle standart ( warfare flag) models for the monsters that have the skill ( ex: centaurs, boarmans, minotaurs, pirates), making then unique and different, plus evey single monster flag give diferent bonus like more hp/speed/defense/hp recovery. destroying the flag our avoid it its the best thing to do.

Oh and i changed the  Batle standart from warfare mastery, it have new look :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 September 2019, 01:30:44
Created more Bosses here and there, most of then are placed in side areas.

I was thinking for a last boss creating a bat, now this is tricky, on what i should give to his skills ?

Do you remenber the Bat uber hero in SV ? maybe i could do something similar, idk.

If you have any ideia let me know :)


Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 September 2019, 20:15:37
The End is almost here... Can you smell it ? the armies of evil are marching...

-Gave all bosses bases resistances, prepare to fight hero!
-Added some proxies in some unexpected places
-Adjusted some dbr files


I just need to fix some animations from monsters ( for exemple the walking from nymph alike creatures and something else) and thats it i guess

So excited to show you, whats Titanomachy is all about!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 September 2019, 01:29:27
I want to share with you folks what i did

(https://i.imgur.com/uAERqNP.png)

Took me 2 hours , but it works !!!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 September 2019, 23:21:25
 I started to make the final adjustments, mostly are game modifications

-Changed/Replaced  3x monster races ( Thanks BG to help me out :) )

-Fixed Nymphs alike walk animation

-Fixed special Satyr raider animations

-I learned how to make npcs ! So i added 2x new npcs , considere then as Storytellers :) 1x have audio :D

-Added several new sounds to some creatures / bosses

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 September 2019, 13:28:26
the content is done, ready to go, but from time to time im crashing between parnassus war camp to Athens , im trying track what is the reason of the errors.

Felling sad right now, because its only set in that area you see, everything rest is good.... but hope never dies.

By checking "\" command i saw some invalid animation reference , maybe its because of that idk. I will start by replacing some animations from previous satyrs to mountain ones.... mhm

I will find you whatever you are
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 01 October 2019, 00:54:55
Well done man! It's an achievement for sure  :D

I also had an issue with my mod crashing last night, was stressing a bit but thought about it, then re copied it again from My Documents into game directory and hit build in AM.. no crashes after that

You'll get it sorted I'm sure, don't worry ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 October 2019, 01:14:18
its so wierd i tell you. Ive deleting thing and re imported again, testing monster 1 by 1 ugh

I tried to investigate whats is happening by pressing the debug command, it showed couple red line about some invalide animations and invalid skills, not a valid reason to crash the whole thing.

I losse to much time checking dbrs one by one, then i remenber i could import all dbrs with  Notepad+++ , lol,  clean some errors and ghost files along the way tho, so much easier.

So far its going well.

Im starting to beleive the problem is with the game  and not me
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 October 2019, 19:20:00
I might know what are the reason of the Crashes.

 Its the game itself sadly, the areas around Athens are super sensitives... you see, its like they dont accept any kind changes. My crashes are mostly when i reload in those areas, for exemple when i die or when i back from shopping via teleport.

I can restore the vanila area(s) with the original proxies it would fix it, honestly i dont want to remove the proxies around Athens becuase i like how they are placed. And it doesnt happend 100% of the time.

Right know i reach to Athens without any sight of crash, while 3 hours ago i had twice.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 October 2019, 12:09:10
I restored Athens batlegrounds/monster war camp and Athens Graveyard camp from the vanilla. So far i didnt face any crash  by teleport over and over ad dieing about 30 times in those areas. Because my crashes only happend during the loading screens

It sux, i added so much in those areas, they looked really good...Sadly Athens areas are impossible to work with, not even try move any proxie even by 1mm, the game will crash.

I wonder if the devs could look and investigate the reason of the huge instability in Athens.

Im disappointed yes, but its alright, i adjusted the missing proxies and created couple pools into old ones.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 October 2019, 13:45:52
Created a new mod and copy all files from the previous one. The reason was the one i was working was called teste.mod lol.... not the name i wanted to have ah-ah

There were some duplicate files after the transiction , i already fix it

Improved a bit Helos farmlands satyrs pools.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 October 2019, 00:51:33
Updated the 1st post ( ugh havent updated since forever lul)

You will be able to explore Titanomachy - Greece Act  - next week ( between 07/ 10 to 11/10)

I will write somekind of patch notes during the meantime.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: mvlad954 on 08 October 2019, 09:05:55
Updated the 1st post ( ugh havent updated since forever lul)

You will be able to explore Titanomachy - Greece Act  - next week ( between 07/ 10 to 11/10)

I will write somekind of patch notes during the meantime.
Good work on the progress!Have you already started modding act 2 or are you waiting for feedback on the 1st act?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 October 2019, 10:50:08
Updated the 1st post ( ugh havent updated since forever lul)

You will be able to explore Titanomachy - Greece Act  - next week ( between 07/ 10 to 11/10)

I will write somekind of patch notes during the meantime.
Good work on the progress!Have you already started modding act 2 or are you waiting for feedback on the 1st act?

I started to write some monster ideias/groups for act 2 yesterday, but before i do something ingame i want to hear the feedback, to see if im doing the right thing and if everyone is enjoying it, or do i need to change the main concept.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 08 October 2019, 13:58:42
before i do something ingame i want to hear the feedback, to see if im doing the right thing and if everyone is enjoying it, or do i need to change the main concept

Frankly, this mod is your baby, so do what you want to do with it.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 08 October 2019, 14:35:35

Looking forward to it for sure man! And curious to hear/see some of your ideas for Act II  ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 October 2019, 15:15:10

Looking forward to it for sure man! And curious to hear/see some of your ideas for Act II  ;)

Eh yes, Act 2 will be a joy to work it. A litle spoiler for meantime

(https://i.imgur.com/PsC5AXy.jpg)

The quality in viewer sux
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 October 2019, 10:30:02
I will release the 1st act today. Since there is a problem with Index page of the foruns you can check the  update in TQ main page.

I will also say something in discord as well.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 13 October 2019, 14:33:04
Good luck on the act 1 release :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 October 2019, 00:36:05
Yhea , i think i own you a explaination.

Sorry for not posting or saying anything in last weeks.

I had to polish some concepts i had in my mod so far, it wasnt good in terms of lving progression and gameplay wich are the key words of Titanomachy.

I will decide if i will do super closed test or not. I will see.

Anyway ive started to work o few creatures found in act 2 , like anubites , bone golens and do you remenber the 4 armed skelleton demon from Diablo 2 ? yes he will return >:D ( Now if the game had spin attack ..)

Another thing i started is monster charms, I didnt planned to do anything else than monsters, but since the monster data is growing in each day i think that will help make the hunting more fun and world more rich , in terms of diversity.

So yhea, This is not dead, and never will be! Its only bit slower:)

(https://i.imgur.com/47EW8TL.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 October 2019, 10:09:00
Started to digg in act 2, on last days.

-Played around Rhakotis slumbs map, removed some dead ends and added few extra proxies in the area.

-Added a secret vault around Library area

-Added a boss area in the cliff around Rhakotis

-Added a side dungeon in Rhakotis area - "Rhakothis Bazar", once the biggest trade area in the region now its deserted , infested with  Horrors from Nightmares.

-Added 16 new types of scorpions and 3x Heroes

-Added a scorpion charm that boost yours bleeding and poison resist

-Added new music in Rhakothis Slumbs/Library and Cave
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 23 October 2019, 14:08:57
yeah.. i might not be able to play for a few days so I'm making this shout out now.. i don't even have permission from sauruz  ::). i don't even know what his plans are but...

to anyone who thinks vanilla is too easy now, and to anyone who was a big fan of diablo 2, this mod is great.. i had some minor issues but sauruz is open to ideas/suggestions.. I'm still lvl low lvl but from the few hours i played, i had a great time.. i would even say i had as much satisfaction as i had when i played UL and SV years ago.. and that's saying big.. this mod has great potential guys  8)

(sauruz, I'll erase this post if you want)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 October 2019, 15:39:55
No no, its okay :)

Thank you ALOT for words man. Its a great joy to see you are having a good time with the mod so far!

As for the plans , its kept working , design more creatures, changing the landscape and extended a lilte bit some small dungeons. I always like TQ even in current days and i can see the big possibility to expand even to the limits! As for myself i will kept working on Titanomachy as long i can, the only thing i wished is going faster but i think is what make this special.

Having such fantastic support from other modders and few players  is what is kept me motivated and trying my best, even in hardest times :,)

A big thank you

*clean tears*

Heres one of new Heroes you will face in Egypt
(https://i.imgur.com/d4SrrPO.jpg)
-Antares the Celestial ( dream+lighting based)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 October 2019, 16:59:55
Started to replace most of the music tracks in Egypt act.

Re implemented 6 uneused dungeons across the act.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 October 2019, 23:01:37
I think i got all the musics from act 2

Spoiler : Fayum Oasis music is beautifull :,)


Guess who came back to hunt you  8)

(https://i.imgur.com/tueCQob.jpg)

I have so many things planned , cant wait to show you!!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 October 2019, 18:12:09
Vampire lords have return in Titanomachy !

(https://i.imgur.com/0YbdCx7.jpg)

I based then from diablo 2 , tried to make as identical as possible. Fun fact the skelleton mesh i used its from beta version of TQ. I think it is pretty neat

how they look in diablo2-https://diablo.gamepedia.com/File:Ghoul_Lord_(Diablo_II).gif


A question, do you want that i continue to make daily/semi daily posts about development our shall i make then weekly ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 26 October 2019, 19:21:18
A question, do you want that i continue to make daily/semi daily posts about development our shall i make then weekly ?

Go for weekly, so you will have more time for modding.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 28 October 2019, 11:10:27
alright.. first, I'm not asking to change anything just because of this post.. i realize i may even make haters for posting this.. but even Daryl Morey is allowed to say something he might have regretted saying afterwards.. the difference is there are a lot of money at stake there.. I'm not risking any money here

just want to say that when playing this mod, i found monsters named after people here like..... no i won't go there.. and for some reason, I'm just really bothered by it.. I'm aware that something like this isn't new.. hey even the original devs did it with the secret passage.. this is just to give credit to those who have helped in some way

but hey, I'm a player and as a player, for some reason I'm just bothered by it.. this is why i would NEVER want to see a monster named botebote77.. no seriously i don't like that, no matter how flashy it's spells may be

I'm sorry to those affected.. just airing some sentiments.. i still like your mod though, sauruz
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 October 2019, 11:33:03
I understand your argument. Its complety valid.

I did 5x, if im not wrong, bosses named after few people, who helped me alot, making this project possible. By making guides ,explain me how to do some unique mechanics step by step, even having the huge patience to help me with great deatil how TQ mod works, and the support. It was all my ideia to make then be a part of my mod, i think they dont know about this, i wanted show my gratitude and appreciation . Maybe there was a better way to do it, but i enjoy how it turned out.

The Guests Bosses, will only show in 1st act, just a small numbers of vast list of bosses that appear during the play session.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 28 October 2019, 15:45:06
Some magical efko to find there?  I guess I'm not on the list, but had to ask 8)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 October 2019, 16:56:57
Some magical efko to find there?  I guess I'm not on the list, but had to ask 8)

Who knows  8)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 28 October 2019, 18:01:09
Great work on these lioness women! I have a guess what they are, but will keep for myself...
Also the vampire lord, nice job!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 October 2019, 20:48:09
Great work on these lioness women! I have a guess what they are, but will keep for myself...
Also the vampire lord, nice job!

Glad you like it :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 October 2019, 22:51:12
Man.. i want to kept posting daily, i enjoy telling you folks what i did today/lately. Its my personality i guess.

So today i started to work on jakalmens, i think i added 10 new types and 6 new heroes in the mix. Their Textures looks neat as well.

I made also a new monster model....snakes..not any kind of snakes... Naja snakes!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 October 2019, 00:00:23

(https://i.imgur.com/lj53jRA.jpg)

(https://i.imgur.com/mwFq9km.jpg)

:)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 30 October 2019, 01:49:39
Great work on these lioness women! I have a guess what they are, but will keep for myself...
Also the vampire lord, nice job!

Glad you like it :D
I'm ok with killing some botebote hero in game :P , but killing myself ?!? that could be awesome  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 30 October 2019, 07:13:19
I'm ok with killing some botebote hero in game :P ,
man I'm hated by the admin  >:( C:-)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 October 2019, 13:37:12
Vultures and Corrupted Vultures

(https://i.imgur.com/JhsmtMh.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 November 2019, 16:12:57
As im working on various monster dbrs i find some curious facts.

-Desecreted dead  ( 1st type of skelletons you find in egypt) have random values on chance to equip armor , for exemple a lv 15 have more % chance to have equipement than a lv 24 skelleton

-Desecreted dead soldiers/archers/mages dont have any single stats ( on str/dex/int) ? while the rest of monster have

-a jakalman berseker lv 22 have MORE dmg than a lv 28

-a lv 12 vulture have less hp than  skelletons found in Athens (lv8).

Im not saying anyhting, just find it weird.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 November 2019, 23:00:30
we got snakes, serpentoids, gorgons.......how about claw vipers!?

(https://i.imgur.com/nfHg5cJ.jpg)


also for those who didnt saw

(https://i.imgur.com/teQtwMK.png)

Yup, still working
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 November 2019, 19:00:15
Hyiosouchos will come back...somewhat different!!

(https://i.imgur.com/74Kmxt8.jpg)

Fear the Power of the Sun!!!!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 06 November 2019, 10:09:59
The last 3 models are outstanding! Great work :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 November 2019, 12:52:00
Thanks :-)

One of my favourite things while modding is creating caves/playing with the outside world, there is so much possibilities, you can show your creativity,  be yourself

(https://i.imgur.com/KQc9S8f.jpg)

^ The second lvl of Scorpos cave, from "Beast of Legend" quest.

Did i say Scorpos ? well nevermind :-)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 November 2019, 09:57:28
Been Testing the content that i already added in Egypt so far. It looks fun :)

Added new monster type, Tarantulas. I design as well a new charm for then "Tarantula Fang" look at it as stronger version of "Venom Sac" charm.



 
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: mvlad954 on 12 November 2019, 13:35:23
Been Testing the content that i already added in Egypt so far. It looks fun :)

Added new monster type, Tarantulas. I design as well a new charm for then "Tarantula Fang" look at it as stronger version of "Venom Sac" charm.
Tarantulas?Ahh, but I see your a man of culture as well.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 November 2019, 01:49:12
(https://i.imgur.com/o6XsAxr.gif)

Did it  ;D

Now im trying to understand why it takes between 40 to 60 secs to start to summon the 1st Mummy, after that is working as intended. Its like it sleeping and it waked up after 1 minute

Any ideias ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 13 November 2019, 08:42:46

Woah, some nice modding work there Sauruz  :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 November 2019, 16:53:14
Lets see some action, shall we :-)

https://youtu.be/CrtNTzGnHqE



Woah, some nice modding work there Sauruz  :D

Thanks! :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sunnysideup886089 on 15 November 2019, 05:46:20
seen the vids... great work
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 16 November 2019, 02:16:42
Alright, i just finished act 1 normal and i wanna share my experience with it, how it looks like in the eyes of just another player. A little late but sadly i couldn't devote too many hours to playing. I hid everything in spoilers because i think some people want surprises. This mod is still very early in development.

The very first thing you might notice is this is not a bounce mod. You click play custom game, select your character, select titanomachy, and it takes you straight to the game, no bounces.

Upon entering the game, you will see you have no items on transfer stash or relic vault (which is typical of mods i think). They are not lost, they just don't show on the mod. Perhaps tqvault and some configuration of settings will let you share items, but you get the feeling you should start it from scratch, untwinked, which is what i did and what i planned to do anyway in the first place.

There are noticeably more enemies and also lots of new enemies created by sauruz. There are lots of new areas not appearing on the map it felt like the game is littered with secret areas. But boy, those areas are filled with hero monsters and bosses. And yes there are lots of magical chests too, so perhaps the combination of more enemies and more magical chests make items drop more frequently. Heck i haven't even reached megara yet and i already got a blue amulet. Halfway through act 1 (gorgon sisters), all my items were already either green or blue. I already also managed to craft touch of the fool artifact. When i played self-farmed vanilla before, it took me the end of act 1, with some farming, before i could craft this artifact. But in this mod, no farming at all, just going through the game, and not even in athens yet. By the time i finished act 1, i already have lots of blue and green items, including, you guessed it, SB cuffs. Also a stately sthenos wisdom. It's important for me because i play caster, as always. I finished act 1 at level 25 with just earth mastery. I would say it's perfectly playable self-found.

The Gorgon sisters fight for me was just right. Not very hard but also not easy, while being a fun fight at the same time. Alastor i think was masterfully done. Just look at this guys :)
(https://i.imgur.com/Mdl5QR9.jpg)

The labyrinth was.... either you will love it or hate it. There is also a secret boss that... well... just see it for yourself.

I think this mod teaches you the importance of secondary resistances. And it's just fine for me because it adds some analytical approach on how you play your characters, not just mindless hacking and slashing.

At this point, i think the game is directed towards intermediate to veteran players who already have some knowledge about the game. Beginners might get eaten alive I'm afraid. The game is noticeably longer, harder and bigger than vanilla, so players who just like to blitz through the game as fast as possible might not enjoy this mod. But intermediate to veteran players who by now are just looking for something new and something more challenging, this is a great mod. The bosses are not multiplied by 3, but if you think you can just stomp on them with not much effort just like vanilla, you are gravely mistaken. But it's not overly difficult near unplayable either. For those who already know what to do with their characters, it feels just right.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 November 2019, 23:23:48
Thanks once again for the feedback!

Im happy to hear you enjoyed facing those bosses :)

Since i upped the difficulty for dungeons and after some talk(s) i decided to put more majestic chests for making then worthy!  I want to turn all caves atlast the opcional ones more dangerous and at same time with goodys to get. So there is more options for farming instead of "Farming Hydra or Telkines" who knows there might be"Shadow cave" runs or "Phytian cave runs" :-)


Anyway today i created 8 new Hyenas plus 1 hero, also i started to look and doing somekind of "brainstorm" on what i will do with Scarab boss in Rhakotis, for sure i can tell you he will have better minions.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 17 November 2019, 08:56:05
"I would say it's perfectly playable self-found."

Thank you, Jesus!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 November 2019, 23:43:17
Thats the Plan.

New Hyena I created today

(https://i.imgur.com/LBAyxSE.jpg)

"No one knows where the obsidian Stones came from..but one thing is sure...The wild life is not the same as used to be.... the corruption transform docile creatures in mindless pawns..their nature changed...now it hungers for human flesh"


I ( maybe) will  post less often,  i will not stop working on the mod , is just i think i already spoil to much. If you have any question or anything, feel free to post it here , i will still be active in the foruns.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 19 November 2019, 00:48:15
Awesome. Make some screaming sound for this dude so player can feel more uncomfortable in his presence.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 November 2019, 01:00:37
The mod is almost having 1000 new monsters and about 100 heroes and bosses.


Awesome. Make some screaming sound for this dude so player can feel more uncomfortable in his presence.

Sure, i will try find some fitting voice sounds for then.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 November 2019, 22:19:49
The World of Titanomachy is hard place to life, Proud and mighty civilizations are falling in ruin and misery duo of Monster scourge, there aren't enough of soldiers to protect every city. Villagers are forcing to leave their homes. What fate of those poor souls have?

"You must understand, Titansbane....you cant save everyone..."

(https://i.imgur.com/5tp4wYs.jpg)

There are rumours..whispering.. the Imperial city of Memphis is under siege...i think its just rumours...
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 November 2019, 13:52:53
Some monsters you will find in Egypt.

(https://i.imgur.com/nLq3BJH.jpg)

Chaos Tarantula on the left and a regular tarantula on the right , you can see this type of spider is different than the ones you find in greece, they are more faster and have bigger fangs.

Plus i made a visual effect when you kill a corrupted type creature , its looks like you free the creature from its torment.. its looks preatty neat. If you stand too close its deals vitality dmg.

(https://i.imgur.com/8qGBgtB.png)

The Undying

The one of few things i enjoyed from Atlantis are the monsters models, it can fill the gaps on monster diversity and fits well in Forgotten tombs ^^.

They are fast than the regular undead, and like to ambush you when you least expected, dont get swarmed.

(https://i.imgur.com/7ILhplR.jpg)

Greater Mummys ( you probably know who they are :) )

Still  working on his models, but you can expect same abilitys in diablo , no doubt the 1st target to slain.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: mvlad954 on 22 November 2019, 14:59:20
Some monsters you will find in Egypt.

(https://i.imgur.com/nLq3BJH.jpg)

Chaos Tarantula on the left and a regular tarantula on the right , you can see this type of spider is different than the ones you find in greece, they are more faster and have bigger fangs.

Plus i made a visual effect when you kill a corrupted type creature , its looks like you free the creature from its torment.. its looks preatty neat. If you stand too close its deals vitality dmg.

(https://i.imgur.com/8qGBgtB.png)

The Undying

The one of few things i enjoyed from Atlantis are the monsters models, it can fill the gaps on monster diversity and fits well in Forgotten tombs ^^.

They are fast than the regular undead, and like to ambush you when you least expected, dont get swarmed.

(https://i.imgur.com/7ILhplR.jpg)

Greater Mummys ( you probably know who they are :) )

Still  working on his models, but you can expect same abilitys in diablo , no doubt the 1st target to slain.
Your mod will have a lot of influences from Diablo,rigt?Burning cities,corrupted creatures etc.I like that.Would have been cool if we could've modified the graphics a little,to give a darker tone to the game.
Oh,a question:do you think it will be balanced?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 November 2019, 15:57:46
Your mod will have a lot of influences from Diablo,rigt?Burning cities,corrupted creatures etc.I like that.Would have been cool if we could've modified the graphics a little,to give a darker tone to the game.
Oh,a question:do you think it will be balanced?

I took some ideias from diablo yes, i think they fit well on my mod because i want to show a grim chaotic world.

About the graphics.. yhea i cannot do that, what i did is all dungeons/caves/tombs/underground areas are dark with almost no signal from natural light.

Yes absoluty, this mod will be acessible from Helos to Ashlands, as i dont like impossible things and 1-shot from monsters. So far every boss can provide a fair fight, theres a few hard bosses but they are well hidden. The game can be hard but it will provide a good challenge and fun game play.

Same for champions monsters as they have a diverse list of abilities but none of then can 1 shot the player. Big monster have a chance to stun and healers monsters types have hight chance to heal their allies.

I play this mod as well since  day 1, i already changed various things , balanced some monsters and bosses, removed annoying skills and perma stuns.

Im super flexible and open to suggestions and critics,  if some1 say the thing X or Z is impossible to deal i will certain to take a look and improve it.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 on 23 November 2019, 13:41:20
Guess what, I'm here to complain about Spellbreaker again :D

This time from player's side though. I loaded Titanomachy on epic with a fully twinked char from vanilla (she's in act 2 epic) just to see the rest of the areas in act 1 and I noticed something rather unsettling as an Oracle. Some of the new enemies seem to have so much mana that one cast of Spellbreaker can instantly kill them, especially if they're undead (or any race you have +%damage to), it's crazy. I could get rid of a group of champion skeletons, satyr magi, some cyclops, with 1 "non-damaging" spell. Spellbreaker has +50% damage to magical (ethereals) on it too.

The thing is even if it did no mana drain, it still would seem like (one of) the strongest spell(s). My reasoning being that a lot of the difficulty in Titanomachy comes from enemies with auras or annoying skills, instead of their base stats. Seems like playing storm defeats that purpose, no? Spellbreaker has only a 6.0 s CD, you can get that down to 1.2 s at the cap. I don't like to suggest getting rid of a skill, but perhaps change it in someway? I could suggest 2 possibilities so far:

1] Keep enemy mana at sane levels and get rid of spellbreaker's "dispelling" feature, making it a damaging spell instead of a utility one [requires adjusting values of mana drain ratio, EBD, phys] [perhaps put disruption on base and phys damage on synergy]

2] Adjust enemy mana, make some of the auras un-dispellable, increase skill CD


Some other small things:
- Mutated Boars look very awkward and buggy, I suggest you take a looksie at their visuals
- Athens Marsh:
-just thematically, I dislike the Juvenile Hydras, the idea of smaller versions of uber bosses throws me off
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 23 November 2019, 14:10:10
or just give them resistance to that? (what resistance is that again?)

in TQIT, people were abusing that spell but the devs fixed that in AE.. maybe sauruz just forgot

no need to remove dispel feature
also no need to increase CD
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 23 November 2019, 16:51:54
or just give them resistance to that? (what resistance is that again?)

in TQIT, people were abusing that spell but the devs fixed that in AE.. maybe sauruz just forgot

no need to remove dispel feature
also no need to increase CD

You can't resist to Dispell. Maybe you confuse it with Disruption.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 23 November 2019, 17:09:19
no.. i promise people used to abuse this on TQIT and devs fixed that on AE.. looking at changelog

Special resistances against % Life Reduction and Mana Burn Damage can no longer be reduced

maybe that's it.. and if you try, you probably can't do it against vanilla bosses, only the new bosses.. i haven't tried it because i played earth

edit: no disrespect to Torstein but removing dispel feature is stupid.. that's one of the selling points of the skill.. it's like "plague is too good, let's remove its debuff feature"

edit 2: apologies Torstein.. I'm not insulting you.. i just don't think it's the right solution
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 November 2019, 23:27:20
Just to let you know im kept my eyes on your(s) discussions/concerns.

As this is getting more complex for me to handle as myself, i will need help, i dont want to stop working on this project, i dont mind giving 10 steps back , if something is not right it needs to improve.. absoluty.

I was thinking, if anyone want to help/discuss , i can create a discord page ( well i dont know how to create one lol) for a general more open chat or even in here.


Some few things about mana

-i do admit every champion got between 500 to 800 mana, because i dont want then to run off mana, i can reduce it , i probably went to far

-I can give champions a high resistance to mana drain , i think my bosses got high resistance or even immune to mana drain spells like spellbreaker


I do hate spellbreaker because is literally killing me   from the start (ah ah its my fault :p)


edit: i can be bad at some things but i can be good at other things, gave my greater mummys a breath attack and a deserved animation
(https://i.imgur.com/kD2z0iy.gif)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 24 November 2019, 01:38:59
right.. so it's sunday here today.. i did a few quicks tests.. i don't know anything about modding or looking at monster files so this is the only way i can help sauruz.. you can't tell people what to like and what not to like, and this is what i happened to like.. spoiler alert: this will contain spoilers so for those who haven't tried the mod yet and doesn't want to see any spoilers, look away now.....

i made a backup copy of my earth char just to test, then i made my earth char an elementalist.. i put 1pt each on spellbreaker and spell shock, became lvl 2 because of SB cuffs.. i tried to find some of the new champions and bosses (i tried to find WNG and Torstein but i couldn't remember where they are.. then i thought of going to bumbleguppy but realized the 2 new bosses before and after telkine were a shorter walk.. the other one was the fallen.. i also found saurius, was it new and was it named after you sauruz?) also the boss on the same area as nessus.. on all of those, i have not seen spellbreaker doing any noticeable damage.. so really i don't see any problem there.. if it's only trash mobs, then that's easy, just reduce their mana.. many monsters don't even have mana.. if it's against bosses, then just give some skill disruption protection.. but not immune that's unfair.. even Dactyl and Typhon are not immune
edit: just to be clear, the damage against bosses was almost non-existent for me

it does prevent some bosses from casting some spells but that's what spellbreaker does.. even in vanilla that's how it is.. like sauruz said it's very annoying when bosses cast it on you.. so it must also be annoying for bosses.. that's what spellbreaker does.. and like i said, storm is probably the squishiest mastery and squall and spellbreaker are the skills that make up for that.. removing 1 of them for me feels like taking 1 of your limbs.. now if it's removing something inconsequential like lightning dash, then i'd gladly trade it for a skill that gives 1 mana per second, in a heartbeat lol.. but not a key part of a mastery
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 on 24 November 2019, 10:03:06
I don't think I did a good job at explaining my point there. Let me try again. I haven't mentioned bosses - I've noticed mana drain doesn't do damage to them, although the problem could apply to them in some cases. What I was trying to underline is many groups of mobs have a guy with a party aura, self-buff, etc; it's a wide range of skills everywhere you go, that's where the difficulty lies. Most mobs won't re-cast their auras either (I think). It would be a big punch to the storm mastery to change that, but somehow it feels like omitting all those auras and skills defies the purpose.

It's problematic because if you want to change one thing in the game, it will require 10 other things to be reconsidered. Titanomachy is not a total overhaul mod, so I can imagine it's very undesirable to play around with anything other than what was presupposed.

@botebote77  you're not fine with changing Spellbreaker, but I assume you wouldn't mind a change to Lightning Dash or Arc Discharge, provided it's a buff. I'm aware Spellbreaker is not the only broken skill, and it's up to the creator to decide if things like Phalanx, Finesse, and many many other should see a nerf or not.

I'd still at least argue the increase in CD / decrease in radius / mobs recasting auras, it seems easier than reestablishing the concept of mob strength coming from active skills. We shall see.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 24 November 2019, 11:11:12
Most mobs won't re-cast their auras either (I think).
ah so that's the problem.. so if they can recast aura after few seconds, problem solved.. still i don't think it's a big issue because ice shard probably would do a better job.. just mana costly


@botebote77  you're not fine with changing Spellbreaker, but I assume you wouldn't mind a change to Lightning Dash or Arc Discharge, provided it's a buff. I'm aware Spellbreaker is not the only broken skill, and it's up to the creator to decide if things like Phalanx, Finesse, and many many other should see a nerf or not.
this is not a problem of titanomachy.. should be addressed to the devs

if this becomes something toxic, I'll stop posting.. I've said my piece already.. it's up to sauruz
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 on 24 November 2019, 11:35:34
@botebote77
You know very well the devs won't balance or fix those things. Anyways, we can exchange our views here without it becoming toxic. You know the game very well, so if you think my suggestions are bs I'd want you to have your say, I'm sure Sauruz shares the sentiment :>
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 24 November 2019, 11:45:32
You know very well the devs won't balance or fix those things.
sad but true.. 99.9% chance they won't.. there are skills i want to consider changing too, but not spell breaker.. just adjust monster mana and make them able to recast aura after few seconds.. but skill changes, if sauruz considers it, i think comes later.. very early in development yet

now i listen to Metallica's sad but true, after i listen to Cindy Lauper's time after time.. for some reason i can't get it out of my head
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz 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)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 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
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 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.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro 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
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 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.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz 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)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 25 November 2019, 12:37:41
ideas - act 2 - the scorpion king (dwayne Johnson movie)  :))

(https://i.kym-cdn.com/photos/images/original/001/345/203/236.gif)

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
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 November 2019, 12:43:41
ideas - act 2 - the scorpion king (dwayne Johnson movie)  :))

(https://i.kym-cdn.com/photos/images/original/001/345/203/236.gif)

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
(https://i.imgur.com/xELXfO0.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 25 November 2019, 23:49:05
Oh I see, nope sorry the forge is beyond me  :P
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 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
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz 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.

(https://i.imgur.com/5dmcCLD.jpg)

Also changed all reptilians heroes in terms of textures and created a few more.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 December 2019, 00:21:39
Scorpos new models

Another variant for trash
(https://i.imgur.com/iEZSJDj.jpg)

Champions
(https://i.imgur.com/2ex6uPa.jpg)

Scorpos King
(https://i.imgur.com/QdAdLHc.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 December 2019, 22:53:45
The Worst Creatures can be only found in nightmares...but as well in Titanomachy !

(https://i.imgur.com/QLuDaVQ.png)

May the light protect you Titan´s Bane
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 December 2019, 12:40:55
Corrupted lion and lioness

(https://i.imgur.com/xx65TyI.jpg)


Also there is a special boss fight  ::)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: mvlad954 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?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 December 2019, 14:43:40
The scorpos model monster is savage!Makes me wonder:will there be a a new monster race called "coruppted" or something like this?

I wanted to make a Corrupted/Afflicted race but sadly its not possible create a new race only replace a existing one. So far i replace Animal race for Humanoids ,changed Magical race for Ethereals and Beastman for Beastkin.

All corrupted beasts are tagged as demons for now.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 11 December 2019, 18:54:50
You definitely need to make more lions, they are awesome, so experiment different things on them, colors...
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 December 2019, 19:19:51
You definitely need to make more lions, they are awesome, so experiment different things on them, colors...

There will be 6x types of lion/lioness each of then will have different type of colour.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 December 2019, 02:44:03
This should be the last post i will do in 2019 for Titanomachy

LItle overhaul.

2019 is and will be a special year for me , in terms of Titan Quest, i finally could do one thing i always dream about, Modding the game.
I couldnt do it without the help from few special people ( you know who i am talking to : ) ). I think its important to talk about that, because they deserve most of the credit.

At 1st i was doing some random textures , playing around it , as you can see in this thread -> https://titanquestfans.net/index.php?topic=897.msg10133#msg10133
But then i had a ideia, well a crazy ideia, making a mod who is only focus on creating monsters, since i always loved how the monsters models looks ingame, and from all mods i played i saw it was possible to design almost without limits ( if you know what i mean).  So i decide it at March of this year , sharing my project , Titanomachy!

I remember when i started i had about 7 new textures, now the mod have (19/12/2019).

-Over 825 new monsters ( all ready)
-More 40 customized monster models, never seen before in TQ
-New monster skills
-Over 141 new Soundtracks
-Couple bonus zones

-The 1st Act fully complete and 2nd act is half complete

I want to believe 2020 will be a good year for Titanomachy, i can tell you, i will kept working on this , no matter what.

Thank you all! ;D

(https://i.imgur.com/SEdUQwu.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 January 2020, 20:07:29
Happy New Year TitansBane!

AS for 2020 im planing if everything goes well, releasing the mod, maybe in private beta but its early to discuss this, i hope i dont have any bad mojo or something...anyway

What´s new during on past days , you asking.

Well, I redone every single monster stats/armor/dmg and hp mana because i didnt notice how those values were the same on some monsters ( in the new ones and in the vanilla), satyrs lv 1 have same dmg as mountain satyr for exemple, while their weapons change i beleive a litle change in their numbers dont hurt, well they do more dmg now, and it give each monster new personalites.

PLus most of monsters have base resistance depending their type/race, as centaurs warriors have base physical dmg and coastal itchain have cold resistance.

Same thing applies to bosses, a Nessus had same dmg/armor in all three version as most of the bosses, so i change every sinlge boss file, so a lv 9 Nessus is diferent than a lv 13 Nessus. Well Vanilla Things.


In act 2 the progress is going well, smooth. Theres alot of new fiends to face, its better to be prepared with spells and your best weapons because the things are going worse, for you :)

Few New monster you will Face in Egypt

Avians Clan
(https://i.imgur.com/cf35xDn.jpg)

SandWings
(https://i.imgur.com/rCU4mxN.jpg)

Lioncore
(https://i.imgur.com/W2nYgym.jpg)

A Wadjet Blade Dancer
(https://i.imgur.com/jSCVyLR.jpg)

(Note few textures are not the official ones)

I will kept posting updates in each week from now on.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: mvlad954 on 02 January 2020, 22:04:22
Happy New Year TitansBane!

AS for 2020 im planing if everything goes well, releasing the mod, maybe in private beta but its early to discuss this, i hope i dont have any bad mojo or something...anyway

What´s new during on past days , you asking.

Well, I redone every single monster stats/armor/dmg and hp mana because i didnt notice how those values were the same on some monsters ( in the new ones and in the vanilla), satyrs lv 1 have same dmg as mountain satyr for exemple, while their weapons change i beleive a litle change in their numbers dont hurt, well they do more dmg now, and it give each monster new personalites.

PLus most of monsters have base resistance depending their type/race, as centaurs warriors have base physical dmg and coastal itchain have cold resistance.

Same thing applies to bosses, a Nessus had same dmg/armor in all three version as most of the bosses, so i change every sinlge boss file, so a lv 9 Nessus is diferent than a lv 13 Nessus. Well Vanilla Things.


In act 2 the progress is going well, smooth. Theres alot of new fiends to face, its better to be prepared with spells and your best weapons because the things are going worse, for you :)

Few New monster you will Face in Egypt

Avians Clan
(https://i.imgur.com/cf35xDn.jpg)

SandWings
(https://i.imgur.com/rCU4mxN.jpg)

Lioncore
(https://i.imgur.com/W2nYgym.jpg)

A Wadjet Blade Dancer
(https://i.imgur.com/jSCVyLR.jpg)

(Note few textures are not the official ones)

I will kept posting updates in each week from now on.
All look good, except the lioncore.That tail is very out of place,but you did say some of these textures are not the official ones.
Good luck in the further development! 👍
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 02 January 2020, 22:24:14
except the lioncore.
just want to say that everyone agreed lol

i think i would like it more i if the avian walking birds with no wings had more colors.... so that they would show their true colors
.
.
.
.
.
.
true colors.. you know.. like the Cyndi Lauper song

edit: no seriously, more colors
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 January 2020, 22:31:34
Like i said most of textures of those are not the offical ones.

The lioncore texture is already updated, that picture was the previous version (2 months ago), but i cant spoil you guys everyhting right :)

The main point is showing the new models, their textures its just a plus.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 02 January 2020, 23:11:29
Do you have any plans to add particle effects to your new creatures? I mean if it's relevant.

I like to add an insect swarm to my vultures for example.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: soa on 02 January 2020, 23:15:12
except the lioncore.
just want to say that everyone agreed lol

What's wrong with lioncore ? It may not exist in the mythology (?), but it's just some kind of manticore with no wings. Leave it alone !
It has taste of https://store.steampowered.com/app/324680/Impossible_Creatures_Steam_Edition/
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 January 2020, 23:19:22
Do you have any plans to add particle effects to your new creatures? I mean if it's relevant.

I like to add an insect swarm to my vultures for example.

Like the flames on skellies revenants ?  Maybe in the future, right now i dont have much knowledge in terms of pse and shaping pfx(s), maybe when after the release or so.

But its a great ideia.

Right now im adding some cool glows in meantime to some creatures like zombies and statues
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 January 2020, 23:37:22
except the lioncore.
just want to say that everyone agreed lol

What's wrong with lioncore ? It may not exist in the mythology (?), but it's just some kind of manticore with no wings. Leave it alone !
It has taste of https://store.steampowered.com/app/324680/Impossible_Creatures_Steam_Edition/

I think the issue its from the texture it was using , its was not the ideal, but i do like the lion + scorpion hybrid ideia:)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 02 January 2020, 23:42:16
Just wanted to point out you don't need to know the PSE per se, you can add existing effects like campfires etc if you need to for example. :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 January 2020, 00:12:14
Just wanted to point out you don't need to know the PSE per se, you can add existing effects like campfires etc if you need to for example. :)

Do you mind show me a picture as exemple , as i understand better with pictures. :-[
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 January 2020, 11:41:18
Update time.

Still working on Titanomachy, there are alot of new changes i added.

Made Golems and Bone Golems.

In terms of Ghosts , i made a change on their base mesh, and a made a version for then just for the outside. Because if you know around giza there are few ghosts that appears outside the tombs, and duo of the brightness of sand terrain with the daytime its kinda hard to spot then. What i did is removed their semi transparent glow, now they are more easy to spot and hit.

(https://i.imgur.com/Wv7q2QM.jpg)

The ghosts found inside the tombs , remains the same.

Oh i forget to say, there are alot of new zombies to face. Carefull with the burning ones O:-)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 09 January 2020, 13:49:10
Man, how did i miss these new models? Look awesome! I love the Avian Clan!
except the lioncore.
just want to say that everyone agreed lol
I dont see a problem with lioncore, except maybe the texture... The classic manticore is often depicted wingless, just like sauruz's creature:
https://upload.wikimedia.org/wikipedia/commons/b/b6/Martigora_engraving.jpg
http://pre00.deviantart.net/b5d5/th/pre/i/2013/221/a/d/percy_jackson_manticore_by_sebastianmeyer-d6he8cc.jpg
In fantasy there are two different types - manticore and scorpicore (anyone played Heroes 3? :D)
Sauruz, I'll be eternally grateful if you write a tutorial how you make these hybrid creatures... i'll find a way to repay for it, you have my word.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 January 2020, 22:12:25
Nargil, i will try it making some kind of guide in nearby future, because i dont know yet  how to explain and finding the right words expressions easy to understand, since its a complex program, but i will think some way.

Anyway Weekly Update

The progress is going well so far, still creating few more monsters ( almost done)

Ive made alot of correction in several vanilla act 2 monsters, because they have wrong attck/stats in their lv difference, for exemple a ghost lv 15 have more dmg than lv 25 ghost, and so on.

-Added  4 new  types of Antlions
-Added new Tomb Roots
-Added a diverse types of maggots and Zombies

Not forgeting there will be new heroes for every type of creatures.

Evil Never Rest..
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 January 2020, 15:35:08
Update time.

With last update they did , 2.9, my editor is having some problems, i cant acess Rhakotis map and cant check any monster in it as well, its insta crash. By reverting the Rhakotis vanilla map  fixed the map crash but i dont want to waste my time to redone the area again, plus ingame is everyhting working perfect. The problem is not on my side , i fell that. The monsters i dont know why selecting then are causing a crash on the editor.

I dont know how to resolve it, yet,  the good thing is i have 2.8 version on a backup PC so i can still working the area map and chrck the models in there. Its litle annoying to see that kind of unespected troubles.

Putting the bad things aside, the 2nd act content is almost done.. Various places to explore, monsters, heroes, bosses, majestics chests to open, and alot of surprises.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 02 February 2020, 23:38:15
Hey man, any progress/news on these Editor problems? I'm still dead in the water with mine, can't do much at all  :-\
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 February 2020, 00:24:44
Hey man, any progress/news on these Editor problems? I'm still dead in the water with mine, can't do much at all  :-\

Sadly not, the only way i can check the editor ( to view textures , rhakotis ) is on my laptop wich have 2.8 version.

I dont know whats the reason of it , yet. It sux , i guess we are the only ones who have this issue
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 03 February 2020, 00:32:43
Okay yeah it does. I'll have another look into things tonight and see what else I can do.. of course will let you know if anything changes
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 03 February 2020, 13:17:29
Loaded up the Editor tonight and it's working fine!?? No idea why or what's changed but so far no crashes occur.  Saved and conducted a new build in the AM, but sadly clicking 'Play Custom Quest' still crashes to desktop.  (1 step forward 2 steps back?...sigh)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 February 2020, 21:43:41
Loaded up the Editor tonight and it's working fine!?? No idea why or what's changed but so far no crashes occur.  Saved and conducted a new build in the AM, but sadly clicking 'Play Custom Quest' still crashes to desktop.  (1 step forward 2 steps back?...sigh)

You didnt do anything ? It fixed by itself ?

Happy to hear you got working on your side.

About the "Play custom quest" problem, i think it can be a broken/corrupted link between the game folder to the game , im not 100% sure.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 03 February 2020, 23:52:43
You didnt do anything ? It fixed by itself ?

Nope nothing, I did what I always do and clicked Run as Administrator for the Editor, loaded it up and clicked into my maps. Placed custom objects etc with no crash. Closed and re-opened a number of times to make sure and yeah it seemed fine *shrug*

Thanks man I hope yours works asap too. Atleast u can still run custom maps ingame right.

Corrupted link between game folders.. hmm how would I check that tho? Tools in the AM? I haven't changed anything ....apart from 2.9  ::)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 February 2020, 02:30:49
Just tried "Run as Administrator" for the Editor, but still didnt worked, i dont know what is the problems , the map problem i have its only in Rhakotis Slumbs/ new dungeon i added in the area as well ( i made it in November tho). Tried to replace the backup of that area and resolved the insta crash, but it needed do redone the whole area again, wich i dont want to.

Since i can tranfer the area files to the laptop i dont mind continue working in there, its more faster than redone the whole thing.

BUT i still have issues when i select a monster in the editor. for exemple today i created 5x new monsters. While i can check 4x of then without problem, when i select the last one its insta crash. While ingame its working well. I will not think to much about this, for now. i strongly beleive its a Nordic problem.

About the custom maps, i think the custom maps folder is connecting the game, not sure, because when you select "Play Custom Maps" its open the custom maps folders you have in your PC, like Documents/My Games/Titan Quest (I think it can be it , not 100% sure)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 04 February 2020, 03:23:41
Another thing you could try is copy and paste the laptop Editor.exe version from the game directory to your other computer's game directory...
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 February 2020, 12:59:29
Another thing you could try is copy and paste the laptop Editor.exe version from the game directory to your other computer's game directory...

I just imported the laptop Editor and pasted over the current editor i have in here ( bit confusing sorry) but when i open the editor its says "missing port is not detected" not sure what exacly is that.

I only copy the editor.exe, do i need copy another dll or something ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 February 2020, 02:00:20
Update

I didnt say much in terms of progression , duo of the editor thing.

The progress is going really well,

Made and reworked several monsters in egypt

Reworked several caves/tombs , who knows whats horrors lurks in there.

http://i.imgur.com/2ObZ3DC.gifv (https://imgur.com/2ObZ3DC)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 10 February 2020, 21:20:04
Reworked several caves/tombs , who knows whats horrors lurks in there.
http://i.imgur.com/2ObZ3DC.gifv (https://imgur.com/2ObZ3DC)
Outstanding
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 10 February 2020, 21:37:57
sauruz, you've always been better than you give yourself credit for. Whenever you believe in yourself, you leap to new accomplishments by your own wits and drive and vision.

I'm truly impressed and happy to see your continued success in creating awesome things!

I knew you could do this  ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 February 2020, 20:45:13
sauruz, you've always been better than you give yourself credit for. Whenever you believe in yourself, you leap to new accomplishments by your own wits and drive and vision.

I'm truly impressed and happy to see your continued success in creating awesome things!

I knew you could do this  ^-^

Thank you very much for the kind words. Reading words like those are what keep me more motivated to expand the limits. Trying my best.


Anyway i will leave a new video

https://youtu.be/QUMmwYdW8oE

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 12 February 2020, 00:53:08
This is looking really epic! And the music fits the atmosphere. I see you got better in surviving your own mod 8)
Edit: Cheers
https://youtu.be/ULasAPV40vs
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 12 February 2020, 00:56:58
I see you got better in surviving your own mod 8)

LOL that's what I was thinking watching that :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 February 2020, 10:20:24
https://youtu.be/fvVbDWNQeU4
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: soa on 18 February 2020, 20:27:27
video
So, how did you make the Scarab Demon ? Some Atlantis model with a beetle on top. Age of Mythology sounds ?
I think I heard AoM sounds from the humanoids as well.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 February 2020, 20:51:14
video
So, how did you make the Scarab Demon ? Some Atlantis model with a beetle on top. Age of Mythology sounds ?
I think I heard AoM sounds from the humanoids as well.

Im been using some monsters sounds from Age of Mythology as well from Diablo.

About Scarab Demon, i made it myself, with 3ds max , hybrid between scorpos ( body/arms/legs) and bettle model ( carapace/head).
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 February 2020, 02:32:53
Been adding the new content in Egypt ( everyhting is done up to Old kingdoom ruins- nearby Sais) i hope tomorrow i can get to Giza.

The most trouble things im facing its connecting the dungeon floors between lvs, it seens most arent working in Egypt, (except the library padron) i can find a way to link then but they are not that perfect.

Also fixed couple animation problems , now zombies can spit venom bolts!

To finish, at this day the mod have 1032 new monsters.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 March 2020, 22:27:39
Another Week

Another video  :)

https://youtu.be/fX1E_CmGfOo
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: mvlad954 on 06 March 2020, 08:22:02
Another Week

Another video  :)

https://youtu.be/fX1E_CmGfOo
It really looks a lot like Diablo.And the dinos remind me of the korvan raptors from Grim Dawn's "Forgotten Gods" dlc.
It's a pity that we can't have new MIs and relics for all the new monsters.Still, the mob variety and design would compensate for that, in my opinion.
Good luck with further development!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 March 2020, 15:25:59
I want to deliver something diferent, something unique.

I know it wont plesea everyone , duo of no itens . But theres alot of new things to see to try... to face.... and conquer.

Thanks for the words :)


I Know why the pharoah obelisks dont summon the mummys casters anymore, The devs ( if werent they idk who did it ) changed the mummy caster summon skill template. If you check the Revenants from the obelisk you will notice a different template.

As revenants have -Summon monster skill template

While the mummy casters right now have - monster generator template ( same as the obelisks) no wonders it dont work.

By changing the mummy template with the one from the revenants it should fix the problem , plus dont forget add the skill back in Pharoah obelisks monster skill configuration.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 March 2020, 02:57:35
1 year...

1 year ago, i decided to share my litle hobby, it started to grow..and grow each day. There were some downs, but ALOT of ups as well! I learn alot of things during the past year of development.

With 1st act complete and the 2nd almost done , im feeling this is going well. More than i expected.

This can sounds like meh, but its is how i think. The support have been a essencial part of kept doing everyday. Sometimes i can feel im hitting versus a  wall , or falling into the void , but lucky you im not alone in the process.

Anyway , there will be something special during the next days

Evil Never Rest...
(https://i.imgur.com/pfRHBbA.png)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Medea Fleecestealer on 12 March 2020, 07:02:41
Congratulations on what you've achieved so far sauruz.  :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 March 2020, 14:36:51
Congratulations on what you've achieved so far sauruz.  :)

Thank you very much Medea!


So , on last days i promise something special, and after a while i proud to show the offcial Mod Trailer. More like spotlight of what have been done throughout the year.

Its not that perfect , but i did my best!

https://youtu.be/YR94mBpKlqY

This is just the start
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 13 March 2020, 15:47:49
Congratz  O0
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 13 March 2020, 17:43:54
Cool stuff. I wish you the next year to be as productive as your last one :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 March 2020, 23:59:08
I want to tell to everyone who is following the progress that  Act 2 is done.

Its Time to move into Orient  :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 21 March 2020, 07:23:13
In the name of all silently lurking here:

Yay! ^^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: rakshir on 23 March 2020, 13:39:41
As someone who's gone through acts just redoing monster stats and skills (not adding new ones), I have some idea of the amount of work it takes to complete an act. It's enormous, so congrats! I only made it through act 2 when doing so, so keep it going!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 March 2020, 02:20:23
As someone who's gone through acts just redoing monster stats and skills (not adding new ones), I have some idea of the amount of work it takes to complete an act. It's enormous, so congrats! I only made it through act 2 when doing so, so keep it going!

Thank you for the words! It help me alot.

Indeed its not easy as it look, it take some time to concept as i want , but in the end...checking the final result ingame is what make every second worthy.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 April 2020, 23:40:56
The development of act 3 is going smooth.

Added several new soundtracks into some zones, added several cosmetic features into the world, to fell more dynamic and alive, like obsidian stones, flames and other things.

About creatures, added several new ones , like yacks , tigers , salamanders and the vicious lizardmen!

The monsters in this act will be more vicious and deadly , its the final road... Titans Bane, the final fight to defeat the corruption for good.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 April 2020, 00:27:34
(https://i.imgur.com/E1SxtMO.jpg)

Devilkind Gargoyles


(https://i.imgur.com/9ASWOal.jpg)

A Voracious Drake in comparation with Sepulchral Wyrm
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: rakshir on 07 April 2020, 04:36:47
That drake looks great!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 April 2020, 02:10:18
Its been awhile since my last post.

I want to say im still working on it. Lately i been revamp some old content in both Act 1 and Act2.

In act 1 reworked few caves, turning then more interesting and adding more chests, to make then worthy to explore/visit. Also some bosses  had reworked abilities.

In act 2 , i added more content , more exacly 15x new heroes and some special fights.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 April 2020, 00:23:37
Made several  Quillvines around Orient , as well more junglecreeps types.

Re implemented a (un)used junglecreep vomit skill, something different than using the vomite bile from beetles in Egypt.

Created some Undeads for the Icy Caves.

(https://i.imgur.com/EuffxTz.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 May 2020, 01:57:55
Made New models for  Fire/Ice sprite models, i added  glows / colours on the crystal depending on different element type they have. The champions will be more toughter and a powerful breath attack(s), while the regulars have a fast AA that do dot dmg.

Don't let them swarm you  :)

(https://i.imgur.com/bYfjh66.jpg)

(https://i.imgur.com/CEGxNYk.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 May 2020, 23:46:00
Some updates

Created a new model for Djiin regular soldeirs, they used dual swords and have a passive ability depending their element, Oh they hit also faster. While the old model will be for champion, the old djiin you know, but they will be pure casters.

(https://i.imgur.com/EoEuii9.jpg)


Designed a new Dragornian model for the wusao areas, no one is safe from the corruption , even the old ones arent immune to the chaos.

(https://i.imgur.com/vdes2P0.jpg)

(edit: Those are not the official textures for the models posted)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 16 May 2020, 23:53:45
Cool stuff as always :) Keep up with the great work!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 17 May 2020, 00:36:36
Cool stuff as always :) Keep up with the great work!

So nice, sauruz you definitely deserve some nice title like TQ Engineer - like those life creators from Prometheus movie. Your creations are changing this game.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 May 2020, 23:55:39
Na, im just a regular player with a big dream :)

(https://i.imgur.com/Xc0bKpQ.jpg)
(https://i.imgur.com/DxSiNNP.jpg)

Some new Neanderthals

More you advance, the more visible are the effects of the corruption in the world...

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tauceti on 27 May 2020, 17:23:42
Since you are working now on act 3, have you considered creating a Lamassu ?

(https://i.imgur.com/JPMiM15.jpg)
(https://i.imgur.com/9pK7PWS.jpg)
(https://i.imgur.com/ong40Zp.jpg)

On the lore side, they are often represented as a pair of sentinels at entrances, or guardians of a gate. Therefore 2 Lamassu bosses would fit well with the pyramid of babylon, if placed on the upper floor.

Note that you can also find them represented as undead lamassu in the comics book Black moon chronicles.
(https://i.imgur.com/yabrMhS.jpg)
(https://i.imgur.com/zWAg3VG.jpg)
(https://i.imgur.com/ah3n92h.jpg)

Keep on your great work Sauruz  ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 May 2020, 19:53:14
Yes, i wanted to make some kind of sentinels placed in Marduk temple area. Like i been doing on previous two acts.

It can be litle difficult recreate a exacly model. As the one that exist ingame  is litle limited.
(https://i.imgur.com/3KGNPUh.jpg)

I might have some ideias to try out, i will try to design something closer or  related to Babylon.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tauceti on 27 May 2020, 20:18:30
My bad. I wasn't aware you have already did it Sauruz.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 May 2020, 20:40:38
My bad. I wasn't aware you have already did it Sauruz.

I didnt test it yet.

I only did a visual/"mind" theo-crafting on how i can do it exacly like the original model. I will do a real attempt on a nearby future.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 28 May 2020, 07:37:16
Maybe put their texture on a sabre lion model?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 May 2020, 12:38:27
I did try something, since the quadruple models animations are a litle limitied in TQ i went to a humanoid skelleton, i follow the pictures/myths and i put some personal elements.

(They are hybrid between a lion and a bull)

(https://i.imgur.com/RorPMCX.jpg)

I will probably add some cosmetic texture on the helmet.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 01 June 2020, 09:05:13
If you are able to attach the upper body parts to a Lamia, it will look like real Lamassu... but i dont know if possible.

Some more ideas of monsters/bosses in Babylon area (these are from Shumerian myths, described as the ofspring of Tiamat):
Basmu (“Venomous Snake”), Usumgallu (“Great Dragon”), Musmahhu (“Exalted Serpent”), Mushussu (“Furious Snake”), Lahmu (the “Hairy One”), Ugallu (the “Big Weather-Beast”), Uridimmu (“Mad Lion”), Girtablullu (“Scorpion-Man"), Umu dabrutu (“Violent Storms"), Kulullu (“Fish-Man") and Kusarikku (“Bull-Man”).
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tauceti on 03 June 2020, 01:18:00
What about the Manticore as initial model ? it has already full body + wings . It would require new wings texture though.
This Lamassu couldn't fight with weapons but maybe as the Manticore with its breath ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 June 2020, 00:20:00
i still think having a humanoid model gives more option to shape and can show more potencial. Because quadruple monsters , like manticore its litle limited to work, special when it dont have  a long "neck".

And wings, oh man, litle difficult to make then to fit and work with proper animation. Lets see.

@nargil66 , its a nice list of monsters you got there, i can tell you, there will be lions for sure, dragons , mhm probably Wyrms along side with lizardmen. Kulullu , probably can work with itchian around here. Bull-man, there will be , but not in Babylon :)

About scorpion man and snakes, while i love then very much i will not do it for this act, because in the previous one (Egypt) you will fight vs alot of snake types+ scorpos, for me its just for a diversity sight, i will consider adding those maybe in Atlantis act , in Africa zone.

edit : i dont understand why tiamat is in Atlantis tho :S, i can see it can be a opurtunity to add more meso monsters along side the aquatic ones.

Anyway , the act 3 is going very smooth, i been adding new foes here and there. In wusao there will be more fitting monsters, like obsidian spiders that shoots obsidian shards, volcanic turtles
 that cast volcanos for exemple. It is very exciting to kept working on this project, wich i love it.

After the third act or during it, i will also improve some old textures / models in the 1st act, as they have room to be more shapped.

One of then will be  Pelanis Satyr Trader in Parnassus, will have new look as he deserve.
(https://i.imgur.com/QD4G4FP.png)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 June 2020, 18:12:03
Minotaurs in Olympus will now have a new look as they deserve, After all its the beging of the end.

(https://i.imgur.com/A1rdVnM.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tauceti on 14 June 2020, 20:09:02
What ? A hord of Sauruz on the path to Typhon , Noooooo !  ;D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 17 June 2020, 11:49:44
Minotaurs in Olympus will now have a new look as they deserve, After all its the beging of the end.

(https://i.imgur.com/A1rdVnM.jpg)
Nice! Finally that armor gets implemented!

What ? A hord of Sauruz on the path to Typhon , Noooooo !  ;D
Indeed :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 June 2020, 22:54:39
Sorry everyone for the silence, probably it can feel boring and abandoned duo of much time without no update or similar aspects.

I can asure you on my side im still working on it, somedays a litle slower being honest..as im enjoying the progress ive made so far, sometimes i just want playing and replaying the same content over and over again, than checking the art manager (feeling lazy i know ah ah :p).

I still can see the end of the road, as i cant wait  to see your reaction with in the mod :)

 :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 June 2020, 17:29:35
Tigerman in Mongolia will be replaced by Saber lion men ( need find other name mhm)

(https://i.imgur.com/s5nxPfs.jpg)

They are more vicious more barbarian look like. As Mongolia  will have more primitive beings as i think it fits more into the area theme.

No worry, Tigerman will return after Great wall area .
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 23 June 2020, 17:36:47
How about Rakhsasha?
https://en.wikipedia.org/wiki/Rakshasa
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 June 2020, 17:54:33
How about Rakhsasha?
https://en.wikipedia.org/wiki/Rakshasa

YES!!

That will fit perfectly ! thank you <3

"Rakshasas were most often depicted as ugly, fierce-looking and enormous creatures, with two fangs protruding from the top of the mouth and having sharp, claw-like fingernails. They are shown as being mean, growling like beasts, and as insatiable man-eaters that could smell the scent of human flesh"
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 June 2020, 22:15:22
In honour to Diablo 2 Birthday , i updated a special model i had, i think i dont need to tell who it is :)

(https://i.imgur.com/4tNvxET.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 30 June 2020, 00:51:38
yyeeaaahhhh. it looks just like her too
https://www.youtube.com/watch?v=xbHuLDW759c
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tauceti on 30 June 2020, 18:12:10
Join my army of the dead!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 July 2020, 03:09:50
My army will destroy you :D

Anyway, today i improved some out door areas i made in the past in the 1st act , as i think i could do better, and when i made then i didnt knew much of the details ( i still have much to learn)

Plus while i was with the editor adrenaline , i reworked knossos landing , its no more a bland area ( i guess i was inspired on what you did as well Bumble back in  Loc mod)

(https://i.imgur.com/SShih5O.jpg)

Oh time goes really different when i was working on the editor, it feel it was 1h but in reality it was 4h+..

oh well :P
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 01 July 2020, 03:19:06
Oh time goes really different when i was working on the editor, it feel it was 1h but in reality it was 4h+..

I know, right?  Just a couple more flowers in this spot no one will notice THEN i will quit... :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 July 2020, 00:58:24
One of vast new foes you will face during your adventure around Snow Mountains in Orient

-The Yaktaurs-

(https://i.imgur.com/i2ppZIN.jpg)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tauceti on 11 July 2020, 01:18:50
Wonderful  ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 July 2020, 03:00:38
The besteary is increasing day by day, i had that ideia yesterday, i think it could  not possible but glad i was wrong.

I will kept adjusting some minor elements but the main concept is done, what a day.

https://youtu.be/7EhGfaXybz8


Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 17 July 2020, 12:31:57
Cool add bow to the rider and yeti could get claws and armor.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 July 2020, 02:37:15
I will leave it as it is, as i want to kept the feral look of the yetis, like a untamble beasts they are.

Anyway..

(https://i.imgur.com/f6ZxMlN.png)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 July 2020, 02:10:46
Made  hippo Man Hybrid for act 2, found along side the Nile river.

(https://i.imgur.com/XxmyxlZ.jpg)


Also filled some empty areas in the map with some elements, those litle addictions make the world more alive i think.
(https://i.imgur.com/rSliSuB.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 29 July 2020, 06:55:27
Nice :D Keep them coming!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 August 2020, 00:15:33
Sorry, havent been around lately.

Sadly it happend some things that slow me down on the progrees, but i can tell you its going on track.


Been looking up at some previous models i had and improved then a litle.

(WIP)
(https://i.imgur.com/opzV6gH.png)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 September 2020, 02:43:35
Hello Titan Slayers!

Some progress updates.

Pets will  evolve as you invest skill points on then , they will have 3x phases:

1st phase at lv 1 to lv 7
2nd phase at lv 8 to lv 16
3rd phase at lv 17 to lv 20

This will bring , i hope , some joy , lvling your pets, watch then grow :)! I plan to look all of the mastery class pets , except the wisp , for obvious reasons.

So Far ( left to right)

(https://i.imgur.com/inJ1rrf.jpg)

Core Dweller

(https://i.imgur.com/eSpaZzm.jpg)

Lich King


Monsters

I will show you another unique monster that will appear only in Babylon, the LinLins!

Do not let their beauty charm you slayer..
(https://i.imgur.com/LNt5yST.jpg)
(https://i.imgur.com/pSOJ1gs.jpg)

LinLins have passive abilitie to mind control your pets, so be carefull when you sent your forces against then. Do not overestimate it.



Conclusion

I save the best for the end, im proud to show the new loading logo for Titanomachy!
(https://i.imgur.com/ase9Ulw.gif)


..Evil never rest..
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: rakshir on 01 September 2020, 12:22:46
Cool stuff Sauruz! I love when pets' appearances change as they get skill points, especially when it's a surprise. Can't blame you for showing them off though. :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 05 September 2020, 12:20:26
Great work and progress Sauruz  ;D I like the loading screen custom graphic, icing on the cake there!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 06 September 2020, 21:49:41
Nice loading screen indeed... I see you "demonized" my nymphs, how could you >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 06 September 2020, 22:09:21
if i may put a critique, i say the star is more evil looking if it is inverted. do you know the sigil of baphomet? although it is more Christian than Greek, i still think that looks very evil. just googling it can give you chills
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 September 2020, 15:27:02
Thank everyone :)


if i may put a critique, i say the star is more evil looking if it is inverted. do you know the sigil of baphomet? although it is more Christian than Greek, i still think that looks very evil. just googling it can give you chills

Yes, i know that sigil, i will probably change the logo in later stage, this one was just a testing attemp, to see if the game was reading well the new custom logo.  Theres alot of new possibilities to play around, its hard to find or create the perfect/ideal one, as there can be so many candidates!

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 September 2020, 02:49:15
Hello

Last update i discuss how pets will have  a diferent visual depending their lvs , and it was show the future new logo of the mod ( 1st version)

Now  its time to see some new breed of fiends that only appear in one know area in Egypt.

While i work on the Third act, i do at same time , update some old content i made, turning it more unique and fresh. Lets beging , shall we ?

1)Storm Beetles

(https://i.imgur.com/zeNtAtc.jpg)

Infused by lighting, those insects are know to use deserve set of lighting based skills to take down their prey, Some of them are too unstable , leaving a lighting explosion on death;


2)Blood Raptors

(https://i.imgur.com/uEmZtH9.jpg)

More deadly and fasters than the ones above ground, some say they were created by chaotic magic...its just rumors..right ?


3)Duat Hyenas

(https://i.imgur.com/srqeS7L.jpg)

The scavengers from the Duat itself, extremely agressive, they roam as large packs, those fiends do not hesitate to have the 1st bite  ifs theres oppurtunity. If you see a Alpha, careful.. their war cry can make their allies attack faster than usual and heal their wounds at quick rate.


I will from now  give a small update on the devolepment on every sunday. if theres nothing unespected showing up.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 14 September 2020, 19:45:49
The hype is strong with this one.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tauceti on 14 September 2020, 21:08:43
Impressive work Sauruz.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Medea Fleecestealer on 15 September 2020, 07:14:25
Indeed it is, looking very good Sauruz.   :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 September 2020, 02:27:36
Thank you very much for the nice words! It really helps me to kept it going, as much possible.

Today  i will speak about a special monster.

Manticores

I always wanted to explore more the concept of manticores  ingame, as we know theres only one as boss in epic and legendary, but i see a there can be more room to expand the diversity on it.

So i made a few new ones , of course they appear on a very specific area.

I - Youngs and Matures
(https://i.imgur.com/qS4JRQ5.jpg)

Like the Youngs dont offer much threat in terms of dmg, the Matures are the opposite, as they can do medium physical dmg . You can notice the diference between their models , in a way of the bones in the back

II- Adults
(https://i.imgur.com/s3dG05C.jpg)

Once a Manticore reach the adult phase they can be two different roles,  A ranged ,wich have a quill throw as basic attack , dealing physical with a chance to poison dot dmg. And a brusier , focus on a melle combat a single bite can deal physical plus lighting dmg, with a chance of skill disrupt.


III - ???
(https://i.imgur.com/ZYcWyk5.jpg)

No creature is safe from the corruption, and the results are obscure and twisted. Theres no notes about this one, as only few warriors tried to face it but ..no one as returned..
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 21 September 2020, 10:56:24
don't use the names youngs, matures, and adults imo
i guess young manticore will do, but the others use something more sinister imo
like war manticores, corrupt manticores, ancient manticores, or whatever
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 September 2020, 16:04:29
don't use the names youngs, matures, and adults imo
i guess young manticore will do, but the others use something more sinister imo
like war manticores, corrupt manticores, ancient manticores, or whatever

The names will be different ingame.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 September 2020, 00:27:17
Kulilu Tribes

They will replace the common Itchians in Babylon, to be less repetitive in terms of encounters. They have a diverse type of aquatic abilities to use, cold resistance is  essencial to have before you face the various types of Kulilu.

While the brusiers are more tanky and dangerous in face to face fight, the mages are the opposite, they have low defenses, but they will try to slow you down or even support their allies with stronger enchantments.

(https://i.imgur.com/34rHPZC.jpg)

Left - Mage / Right - brusier


Triton

Might commanders, often seens leading the Kulilus into batles. They can do two roles, have a support role, by granting their allies with more attack/casting speed , or having a damage role by having bow and frost arrows.

(https://i.imgur.com/c7QJyXZ.jpg)

I also created Bash/shield attack animation for the tritons , it will work as well for the ones in Atlantis.
 ( ignore the T-pose in the Hair, as this is the previous model they used.. and i already fixed it )

(https://i.imgur.com/BQq7EXP.gif)

Generally, Babylon area will be complety different than you used to know, of course there will be familiar faces like mantids and jungle creeps, but there will be many new surprises.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 30 September 2020, 10:00:57
The Kulilu tribes look awesome! I like the color theme too, nice work!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 October 2020, 02:51:30
Babylon will no more be a generic area.

Batle versus The kulilus
(https://i.imgur.com/ZAuvB5F.jpg)

Nice view
(https://i.imgur.com/N2oKdAi.jpg)


Probably will need a bigger shoe
(https://i.imgur.com/ezBVJur.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: 郝玉龙 on 15 October 2020, 13:48:27
It's great.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 17 October 2020, 16:58:12
It's great.
Hello @郝玉龙
What do you like the most about this mod?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: 郝玉龙 on 26 October 2020, 19:05:57
 I like everything about him. .I don't have an English name!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 October 2020, 00:57:17
Oh thank you , im glad to hear that :)


During your campaign to save the world , you will see new types of debuffs, i  believe it will working in a way im planing to, if not there always the plan B :)

(https://i.imgur.com/E6fy0Yw.jpg)
A debuff that decrease your elemental and physical/pierce dmg.



Orient Ghosts will have a new look, instead of good old egyptian shade we all know about.
(https://i.imgur.com/y6KlbBA.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 29 October 2020, 07:20:45
Some kool looking Wraiths/Ghosts there man  8) I expect them to emerge after clicking on sarcophagi
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 October 2020, 14:57:17
Some kool looking Wraiths/Ghosts there man  8) I expect them to emerge after clicking on sarcophagi

Thanks.

Those ghosts will only appear inside caves or burial places in China. I do have something planned of some random undead ambushs when you open tombs on Greece/Egypt, like Bumble had it on Loc, i need to study how to trap chest work before i advance with the ideia. Probably i will mostly look at then, when i complete the main content on remaining acts.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 November 2020, 22:45:53
Champion Mantids will have a armor , to have a more armored design.

Yhea, its also Mantid set pieces, ironic isnt :)

(https://i.imgur.com/f8Ye4nc.jpg)


Yellow Emperor Royal Guards will have a more unique look, instead of the old ancestral warriors from warfare mastery. To have a more themed outfit.

(https://i.imgur.com/4z4mH81.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 November 2020, 00:00:50
(https://i.imgur.com/mBYThcd.jpg)

(https://i.imgur.com/0B3uiEB.jpg)

(https://i.imgur.com/suYpT4r.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 November 2020, 20:07:13
Neanderthal zombie
(https://i.imgur.com/dTSzHOU.jpg)


Corrupted ice raptors
(https://i.imgur.com/BzWKDY7.jpg)

(ignore the grey colours on crystals on meshview because the base colour isnt correctly linked duo of a missing conversion with local game file)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 30 November 2020, 00:37:45
I do have something planned of some random undead ambushs when you open tombs on Greece/Egypt, like Bumble had it on Loc, i need to study how to trap chest work before i advance with the ideia. Probably i will mostly look at then, when i complete the main content on remaining acts.
Yeah, it is a real pain with all the files you have to weave together. I ended up with multiple levels of nested directories under "traps" in the database just to keep myself sane. :D

Basically, all chest traps are summons. The trick is to summon a monster that drops a "treasure" proxy. Then that proxy has monster pools in it.

The way I ended up consolidating it was have only one kind of trapped chest that spawned the vanilla poison/cold/fire in a proxy pool instead of having 5 or 6 kinds of chests or sarcophagai, which means reworking every chest and sarcophagai accessory file in entire game lol. Then you can add a  monster spawn to THAT pool that spawns another proxy that spawns a monster pool.

See? It gets pretty confusing lol
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 24 December 2020, 18:28:13
Great new additions @sauruz ! You have become truly a formidable modeler :D
Can i request something? It's regarding the LinLins in Babylon... i assume their name is related to Lilith?
If you want it to be more lore-friendly, you can use Lilin/Lilim/Lilitu instead:
https://en.wikipedia.org/wiki/Lilin
https://the-demonic-paradise.fandom.com/wiki/Lilim
https://www.haaretz.com/archaeology/.premium.MAGAZINE-stalking-us-for-9-000-years-the-levantine-origins-of-the-undead-1.7184675
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 24 December 2020, 20:50:02
mmm.. also for a few days i was just thinking Atlantis would be the appropriate map to add a boss named Leviathan. since Atlantis is tied to sea and Leviathan is a sea monster. but adding Leviathan could also mean adding Behemoth. those two are pairs according to Christian lore. Leviathan is for sea and Behemoth is for land. it's written in the dead sea scrolls from which the bible came from. I'm a Christian so i know this stuff
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 December 2020, 00:58:16
Hello Everyone!

The year is almost ending, as the christmas holidays are still going. I wish you are having a good time with your loved ones, safe most of all.

Im not at home for now ,my Internet is litle bad, well very bad, wanted to post a video wich i made last week, but it takes years to be ready on youtube. It seens imurg is also down.. I will try during the next days.

About the development, this year was , litle dificult to resume, the pandemic effect us in every aspect, changing your daily routine and life.
I dont want speaking about that part, because we all know how terrible it was, so i will directly go on the good points.

In 2020 the mod

- 2nd ACT was completed
-The modeling and aspect of shapping creatures and hybrids as reached a solid lvl, there are new aspects i can do.
-Improved the editor mapping tecniques, i can connect several grind of underground map toghter, like manticore cavern for exemple, wich i could make the dungeons more "beautifull" on eye sight.
-Act 3 is half complete ( Mongolia)
-Mod has reach over 1700+ new monsters , each one have their unique personality and aspect.

Another news is , resume of the history, When i imported the mod on the new laptop, i was curious to see if the editor still had crashes,  remenber long ago i said, well i exaustly cry about "i couldnt select on any monster or several areas made my editor crash ?" Yes, i took yesterday, well today as it already close to midnight, and i went checking every file i had, test after test.

AND i FINALLY solved the editor problem!! YEYE

WELL.. big issue...it was a passive file used by champion monsters. i can't believe a skill, well a passive skill could mess up the editor itself!

So happy about it! it makes the creature creating on game more easy, as i can check directly without hopping to appear ingame!

Sadly i lost all current character i had on previous laptop but i see a opurtunity to rework several things on 1st act wich i wanted to do, more improvements on models/caves.

I hope next year will be diferent and brings good things, specially happyness! I can feel Titanomachy will grow and grow in every way during next year! Who knows!

Happy holidays if is the case and if we dont talk until January, Have a blessed new year!

Stay safe!


Great new additions @sauruz ! You have become truly a formidable modeler :D
Can i request something? It's regarding the LinLins in Babylon... i assume their name is related to Lilith?

Well, i already did Lilith! I didnt gave any skills yet. Sadly i cant post any picture as my internet is kinda slow as im not im home , im forced to use those  flashdrives that contain some internet megas. 
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 January 2021, 16:00:16
Happy New Year , first of all!

Wish 2021 would be a better year than the previous one.

The progress is going smooth, in ACT 3 , the content is ready until Mongolia, asie few heroes/bosses to be placed wich they will be placed soon

Heres a small preview of gameplay, on act 3
https://youtu.be/kBZPDiSdbW0

Note that the quality might be litle "meh" duo of pc and usuing bandicam. That will be the last one because i upgrade the old laptop i had and this one is ideial to make videos  duo of more modern ram and engine,

Doors
A new feature that mod will provide is new Boss door. While Doors arent new , i will place that system on some bosses. For Now Nessus and Tegean Zombie (Leimon i think?) have then, but more will have in future. Not all will have it, aside of main bosses. Just to make the world bit more dynamic.

Heres the picture of arena entrance
(https://i.imgur.com/YVQkiKr.jpg)

I will also design in future new doors looks for boss arenas, like door made of bones, or soulless face placed on spirit barrier, time will tell.


ACT 1

While the progress in 3rd act is going well, i decide to go back at 1st act and redone few things that i wasnt really happy, in terms of updating some monster models/texture , skill effects , monster pools and few polish on some maps ( pathing  etc)

While in looking on it i will as well add few new foes. Here is a exemple

(https://i.imgur.com/pjdW8dC.jpg)
"Foulspawn demons or Tainted as you might know"
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 January 2021, 02:27:50
Looking and updating some older content in ACT 1

-Updated Zombie soldiers ( they look like soldiers now) and created zombie villagers for Tegea Event
(https://i.imgur.com/w1ala9v.jpg)

-Updated skelleton Captains and Toxotes looks to be more different than the rest of skelletons
(https://i.imgur.com/Pbs80YB.jpg)

-Updated Skelleton Assassins to have a more "rogue" look
(https://i.imgur.com/4bh9h0F.jpg)


Mhm ;D
(https://i.imgur.com/KsP6GiM.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: rakshir on 23 January 2021, 14:13:11
Nice! The new zombie and skeleton looks are great.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 23 January 2021, 19:17:20
Beware!

Hahaha, nice touch! :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 February 2021, 00:18:03
Reworked Wraith types in Greece

Wraith mage have a more lich look
(https://i.imgur.com/XsDEybH.jpg)
They now cast skull bombs and bone prison.

Wraith revenant have a different looks to be different than the regular wraiths.
(https://i.imgur.com/Pvt9hj7.jpg)
They have a self aura that boost their physical and vitality dmg with a % of attack converted to health.



Siren Family have a new look ( no more "gorgonish" faces)
(https://i.imgur.com/XIshkT8.jpg)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: rakshir on 23 February 2021, 13:33:49
I like those wraiths! The sirens are scaring me lol.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 March 2021, 13:47:33
That the plan :D!

Made the undead creature that spawn with skelleton to have a skelletal look.

Skeletal Bats
(https://i.imgur.com/LEONHCh.jpg)

Skeletal Crows
(https://i.imgur.com/ukBiKbB.png)


Also..
Skeletal Gorgons
(https://i.imgur.com/6oYwJLb.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 March 2021, 22:50:17
Hello,

For incredible it can be, today marks 2 years since I took my very first step on modding in generally, and as well I start to development my project (Titanomachy).
 
I always wanted to try modding since I remember playing Titan Quest, its hard to explain why, it’s a energy a connection, a game I always like and love to play …to take my adventures… to explore, without having a need to rush or competition.
 
During last 2 years there were several setbacks, which is normal that happened, but as well there were and still happen marvelous things.  A simple word of curiosity and strength can give you a lot of motivation and as well helps to forget the less positive actions that happen during the past.

It is difficult, I am not going to lie, but with fantastic tutorials and the incredible support I’ve have is what gives even more motivation to improve and keep it going. I still hope to see the end of the road soon, but at same time I enjoy every minute from it and surely hope it never ends. That is for sure.

About the development in general, its going very well, I’m currently looking and redone the content I add in very beginning as well adding more content as well!

Cant wait to share more with you!

Some Updates/Preview

(https://i.imgur.com/rOSR5N5.jpg)

(https://i.imgur.com/EFUp4FX.jpg)

(https://i.imgur.com/Nw2LLAf.jpg)

(https://i.imgur.com/7EAm1bp.gif)

https://youtu.be/7cPe2TwGZic
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 13 March 2021, 23:00:57
Congratulations sauruz!  :))

I'm personally proud of you and so impressed not only by your increasing skills, but your creative vision. I'm so glad you took that leap of faith and believed in yourself to start something you wanted to do!

I can't stress enough to anyone that taking that first scary leap is the hardest part.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 March 2021, 00:32:07
Congratulations sauruz!  :))

I'm personally proud of you and so impressed not only by your increasing skills, but your creative vision. I'm so glad you took that leap of faith and believed in yourself to start something you wanted to do!

I can't stress enough to anyone that taking that first scary leap is the hardest part.

Thank you for those words , it means alot to me!

It is true, the  first step into an unkown is always difficult , more if we dont have self confiance.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: rakshir on 14 March 2021, 13:56:09
I like that water skill that the "Prophet of the Seven Seas" uses toward the end of the video!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 14 March 2021, 14:45:29
Sauruz the God of Creation.
These zombies are more original than those which we see in the movies and other games.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 14 March 2021, 15:19:50
Your transformation from a player to a master modder in just 2 years is incredible. And yet you remain humble as always... you have my sincere admirations, Sauruz!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: 郝玉龙 on 03 April 2021, 17:32:50
excellent,very good,About what time can I play?  When will the first version be released?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 April 2021, 00:53:47
excellent,very good,About what time can I play?  When will the first version be released?

First of all, i'm very appreciated by your intresse.

Saying the exact time when will be released its difficult, because i dont know and i feel i still have a long road to walk, but i can tell so far its going well!

I should kept going on the developent of Act 3 (Orient) BUT i couldnt stop thinking how the 1st content i made was not at same lv as the recent im adding, i even wasnt happy at all. So im updating most of the features. I wanted to be fast and also cant wait to share with you all, but i need to step a litle back to make sure i have made and insert the best i can offer in this current day.

When i finish to relook and implement the Orient act, I will think if i will do a quick public test, I dont know yet, and much will depend the next update of the game 2.10 ( as i heard it will affect some elements of shadding duo of the controller support)

The best way is kept following here, for sure i will kept  updated in terms of news.


Anyway

I Re-updated Centaurs abilities and visuals, to make each role class more unique ( only for champions and heroes)
(https://i.imgur.com/CypxSqe.jpg)

As well Chiron, ofc! He now have a proper look as he deserve
(https://i.imgur.com/0y4w2HH.jpg)

Undead Centaurs Elders...why not :P
(https://i.imgur.com/VOmOJaz.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 04 April 2021, 02:04:09
i couldnt stop thinking how the 1st content i made was not at same lv as the recent im adding, i even wasnt happy at all. So im updating most of the features.

Careful, it's so tempting to get stuck in a loop like an undertow at sea! It's like getting mad at a child to act adult lol

Those undead centaurs are top notch quality, good job
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 April 2021, 17:37:38
i couldnt stop thinking how the 1st content i made was not at same lv as the recent im adding, i even wasnt happy at all. So im updating most of the features.

Careful, it's so tempting to get stuck in a loop like an undertow at sea! It's like getting mad at a child to act adult lol

Those undead centaurs are top notch quality, good job

I know, its indeed easy to fall down in the never ending lopping.

Im feelling happy about the current changes i did so far, cleaning the mess i did in the early days in terms of pools and skills, it didnt  belong at all.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 05 April 2021, 19:59:46
Ah, that's the difference between "responsible editing" and "obsessive perfectionism". Good attitude, and it shows in your excellent work. Keep up the spirit!  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Ninakoru on 08 April 2021, 10:03:24
About the development in general, its going very well, I’m currently looking and redone the content I add in very beginning as well adding more content as well!

Heh, this is a tricky one. It happened to me. I'm working on a Database mod (only number, 0 artistic), as I advance and gather more knowledge while editing, the past work that was on a passable spot, goes near to mediocre.

In my situation, I decided to keep going and don't redo past work at the moment. My goal is to finish everything I planned, then I'll go for a second pass and refine the changes.

Anyways keep up the good work, it's looking amazing.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 April 2021, 00:53:59
Thanks !


"Arghh...Burnt Meat.."
(https://i.imgur.com/hgmNNDW.jpg)


Nemean Boar and Bone Breaker new looks
(https://i.imgur.com/b1kYq49.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 24 April 2021, 01:54:36
https://www.youtube.com/watch?v=ybBe5gEvZXY

Nemean Boar looks amazing :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 April 2021, 02:01:09
Updating Harpies champions looks to be bit more unique.

(https://i.imgur.com/XRjF3pa.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 29 April 2021, 02:46:47
Yes, hello...I would like to order one of those helmets on the right there for my character. :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 May 2021, 00:37:13
Have you wonder , how it looks like if Orthrus could use both heads during breath wave attack?

It would look like this

(https://i.imgur.com/zZHYurW.jpg)

But of course, only a few of then have this ability ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 May 2021, 00:14:59
Created a unique mounted unit for the greek ratmen, a ideia i had for a long time.

(https://i.imgur.com/2QED57c.jpg)


Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 June 2021, 00:12:07
Updated and Reworked couple Fights

-Add a boss in Satyr warcamp before Mycenean Graveyard, a savage Pigman called "Rowwie The Warlord", hes pure based physical brute , one of unique abilities is the ability to create small earthquakes around the area to slow down the chance of the player runing away.
(https://i.imgur.com/PPa34Ya.jpg)
(https://i.imgur.com/mkcrHyl.jpg)

-Minotaur Lord got a new visual look, a more fearsome monster.
(https://i.imgur.com/XgRmkLy.jpg)

-Bone Ash , no more is a green skelleton, updated the looks to be more unique a have a more classic "Evil Skelleton Mage", i think it fits well.
(https://i.imgur.com/jrwG1Z3.jpg)
(https://i.imgur.com/t3w4FSz.jpg)


Of course it still is WIP they can be changed if necessary.

Note : i think it's obvious ,that i did not create those models, i import then and make then compatible for TQ engine, its a hard and sometimes a long process depending on the scale and the shape. i think it bring a new look and level to the game. I do enjoy then.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 06 June 2021, 19:22:29
Imported or not, they still look amazing... Minotaur Lord finally has the look he deserved >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 June 2021, 00:42:27
Imported or not, they still look amazing... Minotaur Lord finally has the look he deserved >:D

Thank you  ;D!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: 郝玉龙 on 08 June 2021, 05:05:58
very good,Hope to play this mod next year。
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 June 2021, 20:29:18
What i been working recently, still in the production  :)


https://youtu.be/S4TQXSa4VKs
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 19 June 2021, 20:46:19
That door is awesome and the boss Cyclops is superior to anything Cyclops in the base game, well done!

I also like the Primal Rats, what a cool look, like some monkey/rat hybrid...creepy. :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: rakshir on 20 June 2021, 13:25:11
Yep that boss Cyclops is pretty awesome.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 June 2021, 00:56:23
Thank you   :))!

War camps are if not one of my favourite places ingame, i can say they are a classic duo how unique the areas are and how paced they are, beastman on the left , undead on the right and gorgons in the front lol

There will be more undead types in greece, more diverse than our friendly warriors skelletons, there will be new types of zombies ,from elemental revenants to putrid mothers, ghouls and vampyres bats and skelletal beastmen from centaurs to gorgons

(https://i.imgur.com/McjC2jU.jpg)

(https://i.imgur.com/aWwppVf.jpg)

(https://i.imgur.com/Nxa94F9.jpg)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 June 2021, 00:33:26
Reaper Limos

(https://i.imgur.com/0GTak2r.jpg)


Fun fact, was wondering on past 25 minuts, on what the reason the colour was so dark ingame, even the textures are with a bright colour. Well the reason was just a incomplete pathing on texture in the mesh, just a litle detail for exemple missing .tex or you forget a caracter  name of your texture folder is enought to mess the final work with your combination in the mesh.

Better take a 3rd look before you save the mesh  ;D

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 July 2021, 23:56:23
Still in Wip, but i think they fit well for a Cave Cyclops :)

(https://i.imgur.com/0MHbpCb.jpg)
(https://i.imgur.com/cjYz7B3.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 August 2021, 21:46:56
Hello Everyone,

Its been a while since my last post.

There were some events wich pull me away from the forum, and other online channel lately. Being honest was starting to fell depressed , well i dont want to talk such matters here because it dont belongs here. Anyway it didnt affect the progress in the development.

I updated the Phoencian Swamps zone, added a hidden area with a itchian overlord boss, and extended a tiny bit the swamps for a Naiad Heroine , she have fixed spawn point with two magical chests, just to add more meaning to that place in case you want to do some farming runs.

Updated all Phoencian swamp monsters, itchians have a more swampy abilities, mud turtles spitters have new look, added mosquitos and Naiads to mix up the diversity.

Im reworking the crows right now (inclusive heroes), hopefully i can finish the chaos satyrs around delphi before this week.

Theres no pictures/videos since im not at home until this weekend, duo of my break/holidays and the internt is kind slow wich result to not able to upload pictures and stuff,  if we can call by that name.

Have fun and be safe everyone,

I will kept (trying) giving more news more often.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 August 2021, 13:56:20
https://youtu.be/5YTFOvsjgtk
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 September 2021, 01:10:15
New Layouts For Undergrounds

During last days i been working/looking in another ways to make the world more unique and litle less bland in terms of underground dungeons, with a litle of testing and research i found how to change the textures and how to implement then ingame, it require some time to build it if you are slow as me :p, because you need to change of textures in 15 meshes , depends on the dungeon type and elements you want to change, but i can say the final results are worthy of the work spend.

You will find new looks for some dungeons here and there.

Few Pictures
(https://i.imgur.com/nFI2BA5.jpg)
-Fetid Lair

(https://i.imgur.com/l5d199O.jpg)
(https://i.imgur.com/VpSTVu3.jpg)
(https://i.imgur.com/aVXNZAe.jpg)
-Bone chambers for couple tombs

(https://i.imgur.com/cTrBjNX.jpg)
-Coastal Cave


For conclusion, i was checking the viewer and found a interesting mesh for fetid lair , i worked on the open animation , gave textdata  then i copy paste a golden chest file and changed the mesh look, i think it looks decent.
(https://i.imgur.com/hjDu0Hk.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 21 September 2021, 01:59:45
Awesome, its easy to get ideas from historical building. Also I have some useful ideas if you are going to make more layouts.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 21 September 2021, 02:00:51
Duude awesome work man, catacombs look like Parisian ones :D always kool seeing your creative work man
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Medea Fleecestealer on 21 September 2021, 06:21:02
Looking good sauruz.  Looking very good.  :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 21 September 2021, 23:54:47
That's awesome! Your work is becoming really professional :D Keep it up!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 September 2021, 12:57:25
Thank you everyone for the nice words :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 December 2021, 01:45:41
Time for a litle update.

With the new expansion released, i start right away to merge the new map into my mod. Sadly  i need to do a fresh mod with a fresh map.

After a few issues with the merge process i could find a way and i am right now on the merging process.

I have a fresh map with all xpaks maps extracted and slowly re implement back my map changes. Well since the editor dont save just with a click your paste changes , i am pasting all section of my map, then pathing again with the new music, combine all new dungeon floors with the right layout aspects(name,music,fog...etc). Atleast i can just copy the files from the previous map and paste into the new level folder and it reading the changes in terms of proxies and layout

So far its going well, but i will take some days to implement all my content done... Its alright, nothing i cant handle it.

I also started as well shapping a new model, for terracota soldier summon from Neidan mastery, to be different than regular terracota creatures.

It will have same method i did with the Corey and lich king ( three phases - initial-medium-elite- scaling during the levels from 1 to 20)

(https://i.imgur.com/gAdb00y.jpg)
the left one its the initial phase and the right is the medium phase

(https://i.imgur.com/9U6eOPu.jpg)
The left is the elite phase the right its the medium

(https://i.imgur.com/NaCV2cq.jpg)
Every phase is different than each other, in terms of armor, weapon and hair.

It still in wip, tomorrow i will change more details.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 10 December 2021, 18:30:05
Cool, I like these fire Terracotta. You could make them in different colors.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 January 2022, 23:06:56
Hello,

I hope you are having a great new year so far, i know its near end of january but , like its said its better late than never :).

Im still working on the mod, been importing the content and at same time reworking it, with creating new effects for monsters skills, cleaning some pools and adding new ones around.
So far the progress is going well. Step by step


I want to share some things i added lately


New Underground Layout

(https://i.imgur.com/cBparTB.jpg)
(https://i.imgur.com/WIEcaKu.jpg)
(https://i.imgur.com/0LfNSLs.jpg)


Monsters  Pictures

Athens Wilderness
(https://i.imgur.com/xeGY9mc.jpg)

Wraiths
(https://i.imgur.com/U8jMZKW.jpg)

Undead and Limos
(https://i.imgur.com/x6ElHDR.jpg)

Undead Turtles
(https://i.imgur.com/wJRuA9D.jpg)

Undead encounter
(https://i.imgur.com/6Mca2Cn.jpg)

Mutant Ratmen
(https://i.imgur.com/IOypIAL.jpg)


See you soon!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 April 2022, 01:15:22
A Update

Hello,

First of all I’m sorry for the lack of updates or talk about the progression lately, i had some personal problems happening on last week, it’s difficult to say …. along with a technical problems, with one of my pcs as i had to clean it up . Didn’t lose anything, I’m slowing installing the programs and tools needed to keep working on the modeling, if we can say that way.


The Progress so far.

- Greek mainland map from act 1, it’s fully imported with a few changes, I will keep doing more on the next days and after the feedback.

-Dungeons placed in Greek mainland are done, each one will have a unique encounter (boss or a hero) the layout will be different, for example a cave beach will have a different floor/texture than a dark cave found in the wilderness , as you could see in the pics I shared while ago.

For now, there are 5 new layout, but I’m planning to add more, mostly for the campaign underground areas (Parnassus-Catacombs)

-I can say most of the monsters in Greece are done in terms of look, name and description, lately to speed up the process, I’m not making their skills and pfxs, since for me it takes more time (to think how it will be and how it will show in game). The process of giving their skills will be left for later.

I can say in the new reworked Greece will have more 100+ new monsters.

-Created new heroes and bosses (45+), a new feature will be that some bosses can appear random alongside with normal monsters, just to be more unexpected.

-Some Bosses will drop after you defeat then, a Majestic Orb , similar to Telkine, but their loot will be similar to close main bosses that lives nearby, for example a boss that appear alongside of mountain satyrs share same loot as Alastor , maybe I can increase bit of drop chance of some weapon type depending of the boss, a magic caster boss can have more chance to drop staff . Without going on a hard off side road.

-If you remember in EE xpak, in some chest and tombs could spawn monsters as trap. Well I adapted that idea, maybe made simpler than the devs did in EE, and added a chance to spawn monsters when you open a sarcophagus, but only sarcophagus and not chest or bone piles. While I was playing with the sarcophagus pools I removed the chance of appear empty sarcophagus.

In conclusion when you open a sarcophagus it will give you loot OR be trapped (spawn monsters or spells)


What is the next step?

-The next step will be focus in Crete, importing the map and reworking the existing caves, update the monsters that live in there and adding new ones , I want to put a plant type in there, but I haven’t find one yet. As well the new bosses-heroes.

When it is done I will focus on the skills and effect for the recent additions.

-Add a Easter egg around Crete.



Conclusion

Thanking you for the patient, this project is growing a lot more than I expect. When I had a idea of making *Titanomachy* way back in 2019 it was only to be a recolor monsters , never dreamed of having custom made or imported models , which is still unbelieved for me. I’m happy how the result it’s turning out, and I think you will enjoy as well.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tamriel28 on 04 April 2022, 09:32:14
when can you expect the Titan Quest Titanomachy computer game mode to be downloaded?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tamriel28 on 04 April 2022, 13:14:40
I hope that the mod will be able to play without problems in the game titan quest immortal throne
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Abraham on 04 April 2022, 21:02:03
Sauruz, your mod looks just awesome! Good luck.
Did you modify only the first act? Did Egypt and the Orient stay the same?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 April 2022, 21:34:24
Sauruz, your mod looks just awesome! Good luck.
Did you modify only the first act? Did Egypt and the Orient stay the same?

I was in fact, in Half of the Orient Act, i stoped at Mongolia wilderness before EE came out.

When EE came out it force me to restart the mod from the start, becuase of the new areas(map) from the new EE xpaks and the new portals in Corinth, a big pain in the head...

Anyway since i can re import the old map i modified its bit more simples but i need to re paint the music layout and connecting the dungeon floors again.

While im there im adding more stuff that i have missing while i was there long ago.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tamriel28 on 05 April 2022, 16:03:07
Sauruz very good post :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tamriel28 on 06 April 2022, 16:08:28
what is your favorite act from the computer game titan quest and expansion?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 April 2022, 18:15:10
https://youtu.be/x2FzcZ5hOF0
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Abraham on 10 April 2022, 18:40:20
Sauruz, It looks amazing! You have breathed new life into TQ! Reminds me a little of diablo.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tamriel28 on 11 April 2022, 00:11:40
Sauruz, very nice
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 May 2022, 23:11:34
A gorgon champion skelleton, in the beta update the devs added a gorgon skelleton as debris, and since i had already regular gorgon skelletons , this addition will improve the undead ranks even more , and as well a personal desire for it :)

(https://i.imgur.com/Y2Qv4hQ.jpg)


A undeadish Medusa , once again i had this ideia with the upcoming update as in beta test, the devs added a particular new area for the electrum temple and shrines based on the intro from the original TQ.

What if the gorgon isnt trully dead ? :)

(https://i.imgur.com/sZtIr00.jpg)


A couple new attachment armor for athens itchians heroes, just to be different than the others, just for flavour.
(https://i.imgur.com/cNOGYt3.png)
(https://i.imgur.com/yxsHXd6.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 05 May 2022, 01:29:58
These things are almost scary. Give to these gorgons screaming sounds and they will be that.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Medea Fleecestealer on 05 May 2022, 06:38:40
Skeleton Gorgons, I like it.   ;D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 14 May 2022, 03:38:25
Man the variety of monsters and skill sets is impressive - love the headless skeleton throwing his own skull! Nice work :D
..looking forward to the Act 2 dungeons  ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 June 2022, 15:40:12
Some monster you may find while exploring Crete Wilderness:

Gerarai
(https://i.imgur.com/E9uReqt.jpg)
A more primitive version of Maenads, their skill set will be focus on magic and archery.


Razormane and their Corrupted version
(https://i.imgur.com/2IJ09A3.jpg)
One of main tribal tribes living in the highlands, focus on brute force, maybe thats the reason they were easly caught in the web of the corruption.

Corrupted bat
(https://i.imgur.com/SSvOUT3.jpg)
A bat tainted with the corruption


Nephilim giants
(https://i.imgur.com/vkXglNT.jpg)
Based on the Loc mod - a old version on IT cd version- it had Nephilims giants around crete, since the mod made me stay in TQ for so long i decided to re implement their presence with a more gruesome looks.


Undead siren
(https://i.imgur.com/dr8FvpL.jpg)
The fog brought a illness in Knossos, affecting man and beast alike



Man the variety of monsters and skill sets is impressive - love the headless skeleton throwing his own skull! Nice work :D
..looking forward to the Act 2 dungeons  ;)

Many Thanks!
Ive been doing alot of step backs in the terms of the progression , specially when a xpaks hits , as i see as a new oppurtunity to re look older content to rework or add even more concepts. I must say i am really proud of what i did so far.

About act2 dungeons, i can say their wont be at same level design as in the EE , BUT i do have some new concepts to put around there  ;D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 05 June 2022, 19:58:45
You really should be proud. This is shaping as a mod with potential to outclass everything done before it. Love the Gerarai, Nephilim and Undead Sirens. Keep it up, man!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 June 2022, 00:56:42
What i am working lately


(https://i.imgur.com/QnPo6ux.gif)


Merged the Minoan statue animation with the minotaur to give a "vibe" of 2nd weapon slash attack. Its not perfect but i thiink it looks decent.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tamriel28 on 14 June 2022, 16:57:11
Sauruz:  do you have plan a mod for titan quest immortal throne game as legion of champions many monsters, weapons...
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 June 2022, 17:10:23
Sauruz:  do you have plan a mod for titan quest immortal throne game as legion of champions many monsters, weapons...

If you mean CD version?

No, i will not do it.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tamriel28 on 14 June 2022, 19:14:17
Sauruz, this is not cd version, I am download game in torrent
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Tamriel28 on 14 June 2022, 19:18:52
Sauruz, will it be possible to play mod titanomachy without any problems in the game titan quest immortal throne because I have it?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 June 2022, 19:24:19
I dont understand what you mean  immortal throne version , i guess  its end with Hades boss ?

Either way, it needs to have full avaliable expansions of the game (Ragnarok - Eternal Embers) , as im not and will not to rework , redone cut content to a downgrade version, like or not, the base version of EE have templates and QOL that might not be avaliable to import to old version of the game.

note: you can buy base version AE cheap on steam or gog ( steam sale coming soon) and the remaining expansions as well. Im not suporting any crack version of the game.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 16 June 2022, 15:27:42
Sauruz, if you ever need some more Chinese-themed creatures, check this:
https://immortalmountain.wordpress.com/glossary/chinese-bestiary/
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 August 2022, 00:17:37
Still Around

Satyr Zombifieds - centaur

(https://i.imgur.com/Hpqszzg.jpg)

(https://i.imgur.com/P6SHXjW.jpg)

(https://i.imgur.com/7t5rwsv.jpg)

(https://i.imgur.com/adoTKka.jpg)

(https://i.imgur.com/NTHxAQa.jpg)

(https://i.imgur.com/Cbrk1s0.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 September 2022, 01:02:28
Automatoi

Reworked the visuals of the current automatoi i had , gave then better texture and combined couple of more heroes (more or less 20 of then)

Magma Automatoi ( left old version --- right newest version)

(https://i.imgur.com/4F3vD7R.jpg)


Frost Automatoi

(https://i.imgur.com/A9kRxAi.jpg)


Automatoi Heroes (some of then)

(https://i.imgur.com/PgvyGbX.jpg)

The beautiful Kourais

(https://i.imgur.com/YLogPUW.jpg)


Misc

More foes join the previous ranks

Corrupted Cyclops

(https://i.imgur.com/R76kymB.jpg)


Arachnos Razor Blades

(https://i.imgur.com/EMhzJTN.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 October 2022, 17:30:53
More Mechas arrived at Knossos Palace!

Kaukasios Drones
(https://i.imgur.com/Pheq4G4.jpg)


Kaukasios Watcher and Diviners
(https://i.imgur.com/SRlYW9f.jpg)


Mecha Hounds
(https://i.imgur.com/A2xgvPe.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 02 October 2022, 18:38:04
Haha, awesome! Can you make automaton horses? Like in this list:

HIPPOI KABEIRIKOI (Horses of the Cabeiri) A pair of fire-breathing horses which Hephaistos cast out of bronze for his sons, the two gods known as Kabeiroi.

KAUKASIAN EAGLE (Caucasian Eagle) A giant eagle cast out of bronze by Hephaistos to torture the chained Titan Prometheus.

KELEDONES KHRYSEAI (Golden Celedones) Singing maidens sculpted out of gold by Hephaistos for the first mythic shrine of Apollon at Delphoi.

KOURAI KHRYSEAI (Golden Maidens) A pair of beautiful golden maidens which Hephaistos sculpted out of gold to attend him in his own household.

KUONES KHRYSEOS & ARGYREOS (Gold and Silver Dogs) A pair of watchdogs one crafted out of gold and the other out of silver by Hephaistos for the palace of King Alkinous of the Phaiakians.

TALOS A giant sculpted out of bronze by Hephaistos and presented to Europa Queen of Krete as a wedding present. The giant patrolled the island of Krete protecting it against pirates.

TAUROI KHALKEOI (Bronze Bulls) Two fire-breathing bulls scupted out of bronze by Hephaistos for Aeetes King of Kolkhis. One of the hero Jason's labours was to rope these beasts to a ploughshare and sow a field with magical dragon's teeth.

TRIPODES KHRYSEOI (Golden Tripods) A set of twenty wheeled tripods crafted by Hephaistos out of gold for the feasts in the Olympian gods. They were endowed with self-animation and wheeled themselves in and out of the halls of the gods as they were required.
Source: https://www.theoi.com/Ther/Automotones.html

I'm trading a Hippocampus horse for a nice breed of Automaton horse :P
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 October 2022, 19:07:55
Haha, awesome! Can you make automaton horses? Like in this list:

HIPPOI KABEIRIKOI (Horses of the Cabeiri) A pair of fire-breathing horses which Hephaistos cast out of bronze for his sons, the two gods known as Kabeiroi.

KAUKASIAN EAGLE (Caucasian Eagle) A giant eagle cast out of bronze by Hephaistos to torture the chained Titan Prometheus.

KELEDONES KHRYSEAI (Golden Celedones) Singing maidens sculpted out of gold by Hephaistos for the first mythic shrine of Apollon at Delphoi.

KOURAI KHRYSEAI (Golden Maidens) A pair of beautiful golden maidens which Hephaistos sculpted out of gold to attend him in his own household.

KUONES KHRYSEOS & ARGYREOS (Gold and Silver Dogs) A pair of watchdogs one crafted out of gold and the other out of silver by Hephaistos for the palace of King Alkinous of the Phaiakians.

TALOS A giant sculpted out of bronze by Hephaistos and presented to Europa Queen of Krete as a wedding present. The giant patrolled the island of Krete protecting it against pirates.

TAUROI KHALKEOI (Bronze Bulls) Two fire-breathing bulls scupted out of bronze by Hephaistos for Aeetes King of Kolkhis. One of the hero Jason's labours was to rope these beasts to a ploughshare and sow a field with magical dragon's teeth.

TRIPODES KHRYSEOI (Golden Tripods) A set of twenty wheeled tripods crafted by Hephaistos out of gold for the feasts in the Olympian gods. They were endowed with self-animation and wheeled themselves in and out of the halls of the gods as they were required.
Source: https://www.theoi.com/Ther/Automotones.html

I'm trading a Hippocampus horse for a nice breed of Automaton horse :P

That was the website i took inspiration for the kaukasian eagle warriors and the Hounds  ;D!

I think i know where i can get a  cool machine horse, i will look at it during the next days
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 October 2022, 00:48:56
Some Dungeons Layout preview(s)


- Woodvern Cave
(https://i.imgur.com/waxdxKs.png)

(https://i.imgur.com/8KkdPUM.jpg)


-Parnassus Caverns
(https://i.imgur.com/5yMr8UK.jpg)

(https://i.imgur.com/ijg9ZeS.jpg)


-Voiceless Abyss
(https://i.imgur.com/EMW3Kof.jpg)

(https://i.imgur.com/QkUCcUV.jpg)


-Safe Haven
(https://i.imgur.com/LzWz87K.jpg)

(https://i.imgur.com/Dpik2e0.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Deathblossom on 11 October 2022, 12:56:26
Your work is trully amazing sauruz. You've taken TQ modding to another level.

Playing since 2006 and far more excited by your upcoming mod than DLC announcements.

Can't wait to see what you will do on other acts, especially considering egypt, orient and norse bestiaries currently need much more love.

By the way do you plan to rerelease an alpha/beta/however you wanna call it - for act I (or more) ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 October 2022, 22:06:49
Your work is trully amazing sauruz. You've taken TQ modding to another level.

Playing since 2006 and far more excited by your upcoming mod than DLC announcements.

Can't wait to see what you will do on other acts, especially considering egypt, orient and norse bestiaries currently need much more love.

By the way do you plan to rerelease an alpha/beta/however you wanna call it - for act I (or more) ?

For some reason i miss your comment ! Thank you for the words eh

Im not sure, i wil think about it, one main reason is the period between the acts, it could take 3 months to next act be done or 9 months, its depends, specially on TQ updates (map changes wich i usually update or try to be the same map) or if i have ideias i want to implement same as custom models and animations or possible effects.

It will depend, but if i see everyhting goes well, i can open a discord server or something and share what i have act by act. Of course any news i write here in the foruns first.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 06 November 2022, 18:40:25
I started playing around with a mapless mod and I came into this thread and I feel like a kid in a candy store "Ooooo...I want that, and that and that!" :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Deathblossom on 24 February 2023, 20:05:55
I just wondered today - you already created a lot of undead versions of existing monsters, but would you also plan to add opposite (binary) gender monsters where it makes sense ? Lions, Tritones and Eldjotnar have both (binary) gender and it is really cool.

Here is a list of what I think the game misses : Centaurides, female Undeads (Zombies, Lost Souls, Draugs, Phantasms), female Arachnos (Arachne could also be the only one), male Djinns, female Yetis, female Neanderthals, female Yerrens, female Trolls, male Elves, female Jotnar, female Dvergrs and Oceanids (with Potamoi).

For these ones I'm not quite sure about the results : Jackalwomen, Tigerwomen, female Nightstalkers and female Coral Guardians.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 February 2023, 22:57:21
I just wondered today - you already created a lot of undead versions of existing monsters, but would you also plan to add opposite (binary) gender monsters where it makes sense ? Lions, Tritones and Eldjotnar have both (binary) gender and it is really cool.

Here is a list of what I think the game misses : Centaurides, female Undeads (Zombies, Lost Souls, Draugs, Phantasms), female Arachnos (Arachne could also be the only one), male Djinns, female Yetis, female Neanderthals, female Yerrens, female Trolls, male Elves, female Jotnar, female Dvergrs and Oceanids (with Potamoi).

For these ones I'm not quite sure about the results : Jackalwomen, Tigerwomen, female Nightstalkers and female Coral Guardians.


There are Centaurides in greece ( appear with boars and dryads),  zombies unarmed  can be female as well  , also zombie mothers (spawns undeads like in Diablo).

In Orient i made geist (female ghosts , similar  how the ghosts in egypt looks like but have more human looks) and Baneshees will as well make their appearance ( i think theres a picture around this topic)

Female Arachnos , theres a champion version as well few Heroes and bosses that can appear with the regular Aranchos, in greece.

For tigerwoman , for the initial ideia i was thinking was a maenad  with the colours of a tiger ,a more ranger/caster role that will replace the tigerman ranged ranks.(Maybe when i reach in the Orient and EE who knows what i can find around)

Oceanids and Sea Nymphs/Sirens also make their apperance in Coastal Areas in Greece, for sure some of then will re appear in Atlantis.


I will try make the existing and new monsters having a more diverse genre , if it works ofc.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Itsjack on 30 March 2023, 23:49:28
Sorry im new to this, been in love with the game and was wondering how i download the mod or if it playable yet thanks, keep up the god work
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 July 2023, 02:26:30
Im back

Sorry all , sadly work is consuming alot of my free time during the past months, hopefully it will change during the future.

Anyway, i started to rework and make some new additions.

Boars

(https://i.imgur.com/OUjdrZx.png)

Changed the regular version looks and gave the champion version more tusks/fur and a tail.


Quivers

(https://i.imgur.com/oGN0Dos.png)

Gave a chance to centaurs and skelletons archers to have a "cosmetic" quiver on their backs (dont drop), it works similar to a prop, just for looks


Telkine Limos

(https://i.imgur.com/zNqQalj.png)

Telkine minions have a different look than a regular limos, a more  mystical being.


Spider Host´s

(https://i.imgur.com/hWODEqx.png)
(https://i.imgur.com/v3Cozq5.png)

What about a mind controlling parasite ? well a Body controlling spiders ? There will be a kind of spider that controls body of fallen villagers and guards, the bodies can use weapons (bow/unarmed and sword and shield) similar to a zombie but more fragile.

But there is a twist!

When you kill the possessed body the spider(s) jumps off and runs towards of the player *very fast*, as you wont see the spider attach of the main dead body ,  as two different biomes.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 29 July 2023, 02:57:52
Ha ha, I love it! The spider host is inspired. And the quiver for archer skeletons is so simple the original devs are doing a facepalm reading this post  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 29 July 2023, 21:43:01
Glad to see you back, sauruz! Cool stuff as usual. The spider host is very Alien-ish, haha. Also i like the specialized Limos.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Antar36 on 30 July 2023, 14:56:51
Great mod. I like these quilts best. It's a small change, but it makes a huge difference.
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