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Messages - Prosoro

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181
New Projects / Re: Deities Mod - Development Thread
« on: 30 July 2018, 03:07:48 »
Just throwing this out there man but for Hecate's mastery could we have some kind of spirit version of ice shard, maybe using the projectile that the bone scourge quest boss uses? ^^,

This would be so kool for necro themed builds (am playing one atm in AE as a Diviner)
Also just assuming Hecate would be the most appropriate for such a skill.

182
General Discussion / Re: Poorly Thought Out Items
« on: 20 July 2018, 13:25:16 »

Never seen this 'Giants Tooth' op item but meh I never really go for the most powerful and popular best-in-slot items personally.  For me, sure damage is nice and of course necessary, but I really enjoy finding items that aesthetically are awesome (..which is why you'll never find me using the ugly Folg mace even though everyone raves about them) and also make for weird and interesting play styles.  Added to this is the challenge of making such items work to their full potential combined with my particular builds. 

As for Ragnarok items I'm only playing through it for the 2nd time recently (still in normal) and from what I've found I've been pretty happy with my finds.  Especially liking all the Proc-type skills on many of the blues > something that was distinctly lacking in Titan Quest's items prior to this expansion, we had a few but Nordic have amped this up! If anything, I feel like the MI's are a hit and miss - seems like compared to vanilla TQ MI's they are mostly mediocre.. this is funny though because it's like the flip side here where instead of the MI's being the most sought after items now, at least imo, the unique blues are much better and indeed worthy of that 'epic' status. 

Also, going back to aesthetics imo the item art for the original Titan Quest was next level with just the overall look and detail - I'm talking about both equipped on your character and the bitmap art in your inventory.  Ragnarok item art is not bad.. idk, I like nordic/viking gear but it just looks flat to me.  I know they did improve the art a bit with patches since the initial release but yeah, that's my thoughts on that.

...this game can really rise from the shadow of Grim Dawn and stand for its own again. It's an 11 years old game, so what? Who cares about the age of a masterpiece?


Definitely agree with this.  Grim Dawn is so good, but people love adventuring in lands of historical mythology and finding sweet myth-flavoured items! It's a key part of what makes TQ so awesome and the Nordic team could take the Titan Quest IP further for sure.  Also, I'm still legitimately amazed at the graphics when I load it up, and this game came out in 2006! 






183
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 20 July 2018, 12:35:56 »
Hey BG welcome back man  :)

184
New Projects / Re: Hamunaptra Mod - Development
« on: 18 July 2018, 14:24:09 »

Items!

Just another unique blue  ...or is it?  ??? O:-)



Spoiler for Hiden:

185
New Projects / Re: Hamunaptra Mod - Development
« on: 18 July 2018, 11:25:21 »
Consider yourselves added to the list yo! ^^

186
New Projects / Re: Hamunaptra Mod - Development
« on: 15 July 2018, 11:43:29 »
Hey botebote77

Am aiming to release later this year after beta testing.  On that note, I'll likely invite some of you guys from the TQ community to take part in the beta  8)

187
New Members Introduction / Re: Titan Quest Lives On
« on: 12 July 2018, 10:06:41 »
Hey Flix  :D

Nice to see you over here, I remember you from TQ.net when I lurked around on the old forums.  Hopefully this new home will feel the same for you

188
New Projects / Re: Hamunaptra Mod - Development
« on: 12 July 2018, 09:59:46 »
On Asylums or Destinies 1 mastery offers human melee and archer as pets, I think name of that mastery is Prophecy, but can't confirm atm.

You must be meaning mercenary hirelings right?  Imo they are a kool addition to gameplay but at the moment I don't have plans to add these  :P  As Sauruz mentioned, perhaps you mistook other players in the mod as summoned pets.

189
New Projects / Re: Hamunaptra Mod - Development
« on: 12 July 2018, 09:55:13 »
How many hours of playtime do you intend to have at the end(ie. how much will it take us to finish the storyline)?
I don't have a set goal of playtime hours really, I'm just making content according to my own vision of the game which, among many things, includes being immersed in an ancient world for hours.  I know it's a bit of a vague answer but at this point it is difficult to say since the first release will be the 'First Chapter'.  Beyond this I'm intending the Second Chapter to basically take you to the final boss and the completion of the mod.  So there's a lot to cover haha. 

I'm still writing the main storyline but I'd say it'll take between 6-8hrs or so to complete.  Obviously the first chapter will only be part of this.


190
New Projects / Re: Hamunaptra Mod - Development
« on: 10 July 2018, 01:48:54 »
I don't like idea with human pets. Makes game harder to find character in battles.

?? Human pets..  don't think I mentioned anything related to that?

191
New Projects / Re: Hamunaptra Mod - Development
« on: 09 July 2018, 09:10:00 »

More news - this past weekend I went to a friends LAN for some good times but also prepared a Pre Alpha demo for them to playtest!

This was awesome indeed, seeing your mates play something you've created and poured countless hours into is very gratifying.  Especially because they loved it and it all worked fairly well  ;D

There were some messed up monsters though lol I had given some low level snakes a really OP skill on accident.. but everyone was up to the challenge and managed to get past them! This is why we do alpha playtests though right.  Anyway, overall they really enjoyed the mod and the design of the environments etc.  Probably the main success was the level of challenge - at first I was worried it was too much but it actually worked really well with people saying it kept them on edge and had to think more about tactics rather than mindlessly hacking through mobs without much thought into their gameplay.

So, here's some screenshots with 6 player co-op in Hamunaptra!



Spoiler for Hiden:

Spoiler for Hiden:

Spoiler for Hiden:





192
New Projects / Re: Hamunaptra Mod - Development
« on: 09 July 2018, 08:54:04 »
First of all, congrats' on the mod and the work you've done so far - looks really impressive...

Welcome Tasim  :D and thank you for the compliments man!
Yeah I agree with regards to TQ's Egypt, it was well done overall but like you say, the tombs and underground areas could have had more added to them with quests/secrets etc.  I'm doing my best to address this believe me haha.  Also, the cities were kool but could have been much more than just hub areas.  For example, my version of Memphis is very large, so much so that it's divided off into Quarters such as the Temple Quarter or the Memphis Docks.  Also, there are dungeons and sewers below the city itself to explore.

One thing I always wanted to see in TQ is a bit more change in gameplay via day/night cycle
Haha this reminds me of the Viper Claw quest in D2.  It didnt prevent you from entering the tomb unless it was night/day, but damn it was kool with the eclipse and the only way to restore day was to enter their crypt and destroy the bloodied altar.  I'm not sure if doing what you've outlined is possible though.. it might be if you used a scripted event or trigger via the quest editor? But as you can see from my last post I'm still noob with the quest system atm lol.


P.S. Extra kudos on the Mummy reference, rewatch the movie again, there is a lot of potential ideas for your mod lurking in there ;)
Yes I must do this again!

193
New Projects / Re: Hamunaptra Mod - Development
« on: 04 July 2018, 03:05:02 »
Breakthrough!!

Last night o loyal TQ fans I deciphered the archaic glyphwork that is the titan quest modders guide and claimed success with the creation of my first Quest!

Specifically, I got an Npc to activate as a teleporter and take the player to a designated location (boat dialog type like from Athens docks to Knossos)

Perhaps no great feat for many masterful modders here but for me - hype!


TL;DR - I've learnt how to implement quests at basic level ^^

194
New Projects / Re: Deities Mod - Development Thread
« on: 23 June 2018, 13:17:57 »

Hey man, sorry to hear about your PC troubles :/

Stay strong and cast aside the foul forces of discouragement! - your mod is worth it and it is looking awesome.  Also, just visited your imgur collection and man, so much kool modding you have done.  Never saw those Bast maenad skins/armor, especially liked those and the tweaked TQ menu with the ocean view in the background.  Nice!

Regarding alpha, that's a solid idea and I agree with what others have said.  I do sympathize with the 'cringe' of releasing content early/unfinished and breaking intended immersion though, but ofc do what you have to Nargil  :)  Personally, I have stored a copy of my mod on a usb flashdrive and some of my trusted friends/brothers PC's as an additional backup and peace-of-mind.  Though problem as you say is that you're always adding changes and creating new content which then has a risk of being lost..

Anyway, keep it up and need moar bast minions!


195
New Projects / Re: Hamunaptra Mod - Development
« on: 14 June 2018, 13:35:58 »

Went back into the necromancer summon skill and had a look.. but under Spawn Config there's no bool option and the .dbr only points of course to the list of monsters to be summoned.  No 'surviveAfterMasterDeath' to be seen :/

What am I missing ye lords of modding?




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