Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 217551 times)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #165 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)

Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Bumbleguppy

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #166 on: 26 June 2019, 01:33:17 »
I think that the Bonescourge spawn animation works on Orthrus mesh if you want to spawn those.

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #167 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
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #168 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 :/
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #169 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.




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 :)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Online nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #170 on: 28 June 2019, 11:51:52 »
That spider boss looks awesome! Keep it up my friend 8)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #171 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.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #172 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.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #173 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

Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Online nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #174 on: 02 July 2019, 20:25:10 »
Your speed is amazing dude! You stomp DBR's like a road roller  :o

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #175 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
« Last Edit: 03 July 2019, 03:05:30 by sauruz »
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Torstein159

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #176 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

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #177 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
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #178 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
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #179 on: 05 July 2019, 12:53:01 »
New monsters textures i did last night


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 :)
« Last Edit: 05 July 2019, 12:55:05 by sauruz »
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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