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Titan Quest: Arris Mod
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Amaryllis
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Titan Quest: Arris Mod
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13 September 2023, 19:35:09 »
Hello, I'm the developer for the mod Titan Quest: Arris - an overhaul mod that places you in a fantasy land of my own making. You'll meet new and dangerous enemies, endure difficult combat, and face against many powerful bosses.
This mod plays very differently from the base game of Titan Quest.
To keep the difficulty consistently hard, I've removed experience gain, masteries, attribute bonuses, and potions. This means the player will not be able to outscale the enemies.
Of course though, I'm not going to make a flavorless mod. All of these have been replaced with a slew of skill granting items, allowing players free reign to customize and create a build. There are no attributes to restrict you, so you can easily be a heavily armored, duel-wielding maniac, with a bow on the side, assisted by incorporeal demonesses and poison cloud pets. A fair warning: While every item and ability can be useful, some builds simply aren't good or viable, same as base game. Synergy is important. Only difference is you won't have an IV of health potions to offset your problems. If you have a terrible build, make a new character and start over.
The mod has gone through several versions already:
1.0 released the mod into the wild, and garnered some attention, as well as help from other mod makers.
2.0 allowed me to flesh out the world, adding new models, playable species, and completing most of the current map.
2.1 beautified the map, added monster villages, made monsters more interesting, added pets, and provided a slew of changes
2.2 rebalanced combat and tamed the mod down to a playable, fun experience.
As it stands, 2.2 has been quite fun for me, and a stable enough release that I want to publicize the existence of this mod on the TQ Forums. The mod is available on both Nexus and Steam, links below.
While I do plan to develop Arris further, I plan to take some time to let the mod sit and simmer, and I *hopefully* won't be making any more major changes to the mod. The next plan is to add in more story and quests, which can easily be added on top of the mod, rather than me uprooting and changing everything.
So, if I'm not posting about development, I'll probably post neat things, builds, or tutorials.
I hope you all have fun with my creation! Until next time.
https://www.nexusmods.com/titanquestanniversaryedition/mods/52
https://steamcommunity.com/sharedfiles/filedetails/?id=2919114613&searchtext=
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Last Edit: 13 September 2023, 19:37:49 by Amaryllis
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nargil66
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Re: Titan Quest: Arris Mod
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Reply #1 on:
14 September 2023, 15:39:39 »
Good luck with your project! You are really talented, and btw:
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Amaryllis
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Re: Titan Quest: Arris Mod
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Reply #2 on:
14 September 2023, 17:17:17 »
Oh no I'm getting hit with another version of the "young padawan" thing I sent you.
Ah well, I appreciate the support, thank you much.
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Amaryllis
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Re: Titan Quest: Arris Mod
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Reply #3 on:
14 September 2023, 19:28:31 »
I'm tired so I figured I'd post some of the neater things of my mod on the forums.
I wanted to have my mod feel distinct from basegame Titan Quest. To accomplish this, there are a slew of new monsters, many of them models I've edited or made from scratch, and all of them uploaded by my friend Nargil66:
Custom Models (Koltae, Asordidae):
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Edited Models (Mostly) (Bottom Row: Enae, Oamatalae, Vae; Top Row: Lantayre, Oshapta, Amiad)
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And yes, "Amiad" is just a big nixie, but when asked if I should make her a dragon, we both agreed that pretty water lady in a metal bikini was better.
Non-edited Models that I still think look neat (Asere, Orta):
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I'll probably go over what these enemies do in a future post.
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Amaryllis
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Re: Titan Quest: Arris Mod
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Reply #4 on:
14 September 2023, 19:41:08 »
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Continuing on with unique features of this mod, the player can choose their species.
When spawning in, you'll start as a ghost. The road up will take you to a plateau with five roads, each leading to a different species choice.
(WARNING: Because of how the species are attached, they will be invisible when first equipped. This is easily solved by logging out to the main menu and restarting the mod. This also will fix problems with some armors attaching weirdly)
Potentially unfixable bugs aside, choosing a species has been one of my favorite parts of this mod. It's kind of reminiscent of choosing a mastery in base game, as each species has its perks and pitfalls.
In Order from left to right: Attae, Enae, Eumaniae/Human, Oamatalae, Vae
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Each species has its own benefits, which I might just outline individually. Padding out a forum post is great, huh?
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Antar36
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Re: Titan Quest: Arris Mod
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Reply #5 on:
16 September 2023, 10:38:44 »
A really interesting idea with these races for the characters. Another intriguing thing is the diversity of them - each has its advantages and disadvantages, which makes the game different every time.
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Amaryllis
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Re: Titan Quest: Arris Mod
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Reply #6 on:
16 September 2023, 18:27:38 »
They all allow for some different playstyles, on top of the open-ended build system. So you get a lot of options.
I might go through at some point and show off the perks and quirks of each species.
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Amaryllis
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Re: Titan Quest: Arris Mod
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Reply #7 on:
19 October 2023, 17:24:29 »
Given my last post was over a month ago I should endeavor to post more often.
Unattainable resolutions aside, I've been working on the "2.2.1" update for maybe a month now? What started as a minor update has quickly spiraled into a minor update with a bunch of stuff.
The biggest thing on this list is probably just convenience changes to species - you can now choose their color. I also fixed the bug where they are invisible at the start of the game. Thanks to Nargil66 for telling me how to.
Oh yeah, I also gave all the species different sizes. This was something I've wanted to do for a while and it took a ridiculously long time to figure out how to make it function (in short, and omitting most of the story, the reason it didn't work for so long is because the time I told it to stay active was too long for the game to handle. Apparently, 9,999,999 seconds is so long that it refuses to work on game-start, but 999,999 seconds is fine. Oh, TQ, why.)
Anywho, have a picture:
(They're all floaaaaating...)
Also I killed pet builds.
Well I'll update you all when I have another update too-da-loo for now.
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Amaryllis
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Re: Titan Quest: Arris Mod
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Reply #8 on:
22 October 2023, 18:52:46 »
Not an update but I wanted to post some cool things:
Energy bows!
I only have the picture of this one, but I think it's probably the coolest effect.
They're a magic weapon in my mod which fires slowly, but emits a devastating projectile. They do around four times as much damage as the next highest damaging weapon (the basic energy bow does like, 200ish damage, whereas the basic heavy staff does around 50ish)
I don't know how to post a video on here yet, so if I figure out, I'll show them off. They're one of my favorite creations in this mod.
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nargil66
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Re: Titan Quest: Arris Mod
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Reply #9 on:
22 October 2023, 19:10:42 »
Fantastic effect
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Amaryllis
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Re: Titan Quest: Arris Mod
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Reply #10 on:
24 October 2023, 03:31:33 »
Progress report:
C r a b p e o p l e .
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Amaryllis
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Re: Titan Quest: Arris Mod
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Reply #11 on:
29 October 2023, 21:58:42 »
Progress report:
I have defeated the crab people.
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Amaryllis
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Re: Titan Quest: Arris Mod
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Reply #12 on:
06 November 2023, 17:11:35 »
As it stood, I didn't plan on adding different genders to the other playable species because I thought it would take forever-and-a-day.
Yeah turns out it took like an hour-ish to re-sculpt the models, and not TOO long to set them up to be playable.
So here ya go, you can play as male or female for any species:
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nargil66
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Re: Titan Quest: Arris Mod
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Reply #13 on:
06 November 2023, 17:18:20 »
They all look really good, keep it up!
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Amaryllis
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Re: Titan Quest: Arris Mod
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Reply #14 on:
18 November 2023, 22:09:11 »
I did it again.
I made particle effects. They're soothing.
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