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Messages - Morgul

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1
Other Modifications / [MOD] Triumph
« on: 19 July 2022, 14:03:43 »
From the ashes of https://titanquestfans.net/index.php?topic=1380.0 raises Triumph

Disclaimer: Triumph requires Anniversary.
Ragnarok, Atlantis and Eternal Embers are fully supported, but not required.

What the Hades is Triumph ?
Well, it's a mod that brings pain, reward and satisfaction to Titan Quest, featuring quality of life, rebalance of enemies and general loot.

Most importantly, this is NOT a mod for beginners, and I would say even intermediates should be prepared, the difficulty it's not unfair or frustrating, but also not a walk in the garden.

The whole concept behind the mod is to have a Titan Quest experience that challenges most players, removing the grind of leveling up and the general redundancy of having a low level character with 2 or 3 skills to spam over and over again, let me explain what I mean; In Triumph the player levels at more than 2x than vanilla, because first of all the level cap it's increased to level 105, and secondly the whole game it's harder and it adapts to the player level (for example, in Act 1, you can be level 30 and monsters can be 32/34 or more)

The loot: The loot system has been revamped, now you get more and better loot chances from creatures and good tier chests, the grind it's still there but much less than vanilla.

Quality of life: Relics and materials fragments can now be bought from general store merchants, and if you're lucky you could even find a nice formulae for artifacts, of course their price it's considerable. Ranged weapons have more range (thrown, bows, magic, staves), pets scales better with difficulty so they don't die often even in Legendary.

Diffuculty: Every enemy and boss has been revamped by stats and skills, they're much more competent and they are better represented from what they can do, for example skeletons have an higher dodge chance, as they have many gaps in their bodies, but they are weak to strike damage due to their brittle bones, satyrs hates fire but their tough skin is resistant to cold and strike damage, and so on. The spawn rate of enemies and champions it's been increased quite a bit, and also the spot you from further distance.

Full list of features:
Spoiler for Hiden:
XP gain increased by 2x
Player starts with a weapon for each class
Increased penalty of death
Decreased maximum defence and dodge cap from 80 to 75
Increased max and min camera distances
Raised level cap to 105
Each assigned attribute point raises the stats by 5 instead of 4
Player created with the mod starts with 2 attribute points to assign and 3000 gold
Female starts with more dex and mana (she is also smaller), Male with more str and hp
Added a very slight global chance that every attack player, the enemy can counter it dealing retaliation damage
Player base attack speed raised by 25%
Mana and life regen raised from 2 to 4 points per second
Bosses deals more damage for each difficulty
Bosses hp and attack speed increased a bit based on player level
The more players, the more xp and drop rate, but also global difficulty
Buffed all pets based on difficulty, now it's 100% possible to have a good pet build
Increased spawn rates for regular and champion enemies
Increased projectile speed slightly for all enemies based on difficulty
Enemies level gap has been increased for each difficulty
Enemies regenerates life slightly even in normal difficulty
Increased vision range for enemies and they stalk for longer time
Increase ranges of all ranged weapons and all skills
New spinning effects to various projectiles
Doubled loot size in chests
General store Merchants now have a decent chance to sell materials and relic fragments and even formulas (all of those are expansive)
Increased prices for potions
Potions have a longer cooldown, but they heal over more time

To do:

Enabled common vitality and poison staves (unsure)
Shrines time has been slightly increased (unsure)
Increased drop rates for relic fragments and materials
Increased drop rates for magic, epic and legendaries items and decreased amount of broken (tier 0) items
Revamped loot pools for chests
New skills for various enemies and bosses

Merchants have a wider selection of items and their quality is increased
Better rewards for quests
Show affixes to monster infrequents

Each creature stats have been revisioned so that they represent more what they are/do and their strength and weakness
A potential rework of some skills that could need a buff
Potential bugfixes (don't know about that as the game now it's been frequently updated)

Download: Still a work in progress, as I don't like alpha, beta, demo, early access and so on. It's difficult to say when I will release it as I just begun working on it, could be a few months, it needs test.

I have other features in my mind and I still don't know if I want the mod to be a bounce mod or not, as I'm not too found on making two separate branches (one bounce and the other not)

I'll keep you updated.
 

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Other Modifications / Re: [MOD] Glorious
« on: 12 July 2022, 17:30:56 »
I just updated the game, and so started working on the next update of the mod
Checking what needs to be fixed first, then the improvements, and last but not least; Glorium (basically Glorious plus Multi-class and a few new game mechanics)

UPDATE: Because of the latest TQ updates + Eternal Embers, both Glorious and Glorium are obsolete, too many things have been changed to be worth changing again, so I'm thinking to make a new version of the mod from the ground up, or a reincarnation based on the current state of the game
I completed Ragnarok and Atlantis on Normal...

Awesome run !
The current version of the mod doesn't covers anything from Eternal Embers, so...
Thanks again for your feedback, it's essential to improve the mod

3
Other Modifications / Re: [MOD] Glorious
« on: 10 June 2022, 19:05:51 »
Thank you for the response. Yes, the difficulty right after Act 3 - Olympus is just 2 times worse. My class is Warfare/Rogue, and I kill the mobs rather fast (due to enormous attack speed), but the damage they deal to me is much more than in Act 3. At the beginning of Act 4 even one of the first quests The Torch-Lighter's Gauntlet, is impossible. I simply cannot protect the NPC repairing the Phare, and this is not right. In my experience the second half of Immortal throne gets harder, and I simply cannot imagine what a gameplay awaits me. My potions dried out in a matter of minutes and the overall feeling was of imbalance. Not to mention that I am level 62 and this is normal difficulty. The other difficulties will be worse for sure. I do not think things will get better and somehow I suggest the reason is the too much damage output - my resists and offensive abilities are fine. I would appreciate if you do something about it.
I will for sure !
I'm only waiting for the new patch to be release and I'll work on the mod again, so expect a wiser balance for the next version also

4
Other Modifications / Re: [MOD] Glorious
« on: 09 June 2022, 11:36:16 »
Your mod is rather fun and has many advantages - fast pace gameplay, challenges and good rewards. The idea with the hirelings is just great, if only they could survive more than 2 min up to Immortal throne, and more than 20 sec after that. I have played with completely new character since the beginning and up to Immortal throne all was ok. However, right after that there is a difficulty spike. My character barely stays alive and it seems that neither skills nor epic armor makes any difference. And this is on Normal. I can imagine how it will be on Epic. Can you adjust the difficulty somehow? I mean - I cannot even sustain the far rebuilding NPC in the fists area, what is left later.

Thank you for the feedback and the good words
So, you're saying that difficulty gets insane after beating Hades ?
I will investigate this issue for sure, also, what is your class

5
Other Modifications / Re: [MOD] Glorious
« on: 05 June 2022, 18:34:57 »
When update #4 will be out of it's beta phase, I'll start working on a new update for Glorious

The plans are: making it compatible with Eternal Embers (still optional as every other expansions) check if everything works as intended, fixing the bugs that have been reported in the past two years, and finally a new feature that I will talk about in some weeks, it's a big one

Take it easy.

6
Other Modifications / Re: [MOD] Glorious
« on: 25 July 2021, 14:36:15 »
Starting Game
I started a new game at Lv.1 and the monsters are at Lv.29. Is this intentional? Or is the mod suitable for players with higher levels?

Middle Game
I also tried it with a Lv.30 character and the monsters are at Lv.40. It looks great!

Attributes
But installing on Lv.30 I lose the additional attribute points. (+5 instead of 4, -1 per level). I will try to find some mod to reset the attributes and continue this save game. Or I can just cheat to add 29 missing points to the respective attributes.  ;)

Loot (Taking LootPlus implementation into consideration)
I liked the idea of reducing the white loot "junk", however I still notice a lot of yellow loot which is also quite weak "junk". There is the possibility to reduce this yellow loot a little bit, sometimes I can barely walk because of so much loot.

Currently this is the most amazing mod I've ever tried. Congratulations on the excellent work!  ;D

Thank you for the good words !

Yes, it is totally intentional to have an hard time if you start the character with Glorious, but you will be stronger because of the greater attribute and skill points gain, compared to vanilla

As you said, you can play it with a vanilla character, but it will be even harder for the above reason

My suggestion is to start a new character with Glorious, find a way (there are multiple) to get around the starting area (you can be out of the starting area at level 8 if you know how to play well) and you will have no issue at all continuing the run

Of course the whole game it's still much harder compared to vanilla, as I always say, keep in mind to have a good tactic and to know the weaknesses of your enemies

About the yellow loot, I kept it as vanilla because I didn't wanted the enemies and chests to drop too much good loot and high tier items, of course the grinding is severely reduced compared to vanilla, but you still have to grind a bit if you want to find really good items

Good luck

7
Other Modifications / Re: [MOD] Glorious
« on: 29 May 2021, 14:03:31 »
Thank you !
Yes, it is normal, because you level quicker and obtain better loot, but you must deserve it
Try to be tactical with the first monsters you encounter, gain your first skills and use them wisely, once you get some levels, things will be much easier, but the first hour of game could be tedious if you go straightforward on monsters
Good luck

8
Other Modifications / Re: [MOD] Glorious
« on: 12 January 2021, 17:46:09 »
Last update (for the following months)

I want to focus modding on previous projects I had on other games, so I won't continue (for now) Glorious and Glorium
Updated version of Glorious has been posted on the main post

All the previously mentioned features, fixes and stuff have been added as promised, have fun (But I still don't feel confident enough to release Glorium at this point, it's not worth it, the only thing it has more than Glorious are new monsters/mini bosses, map changes and multi-masteries integrated, I must think about it)

Of course opinions, suggestions and bug reports are always apreciated

Update 1.2 released

Changelog:

Mostly bugfixes and polishing to every aspects of the mod, and also a lot of balance
Main features: New or upgraded skills and stats for many monsters, champions and bosses
Difficulty has been balanced to make it less tedious when starting a new hero from scratch (but still difficult, so beware)
Difficulty scales more dynamically, some classes are stronger than others, so it will be easier to progress, from Hades to Ragnarok the difficulty will ramp even more, there are some unforgiving monsters with atrocious skills if you don't have the right defenses

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Other Modifications / Re: [MOD] Glorious
« on: 08 December 2020, 21:47:56 »
Spoiler for Hiden:
I have been playing with this mod from Helos (although with an accomplished hero, so the very beginning was easy :) ) and I have to say I am quite surprised how well it plays compared to other mods. At first, I was skeptical about the not-so-much-bigger monster density compared to the vanilla but the increased monster level nicely compensated for it. It might be a tad bit difficult for a level 1 character in the beginning but I am still satisfied with the experience.
When the multi-masteries mod will be integrated, it might need a little bit higher mob density since you can really build an op character when you have access to all the masteries. Not having played legendary yet, this is just my guess so I might be completely wrong here.

The age-old problem of not having any magic find (like in diablo 2) is still present and although this "loot" mod helps a lot, it counts basically only for boss orbs and majestic chests. It is really not worth farming regular monsters as they rarely wield or equip anything valuable. The idea to counter-balance this gave rise to mods like xmax and such. Your solution is better I think for general gameplay, however the addition of magestic chests guarded by stronger packs of monsters or bosses in side areas which are otherwise rarely or rather never visited, would enhance the gaming experience imo. I, as a player, would gladely go to different dungeons and caves even in Act1 but there is really no incentive to do so. I think this would be a possible solution to the "Magic find" problem without the need to uncessarily increase the number of monsters. I am not sure if it is the best place to suggest this idea, I just wanted to share my thoughts as a veteran tq player. I wish that all the active mod developers read this and might find it useful.

Also, is it possible to play your mod as it is, but without the "Skill rework" mod? As much as I love many of the changes and fixes they introduced, some of them I neither understand nor like too much (like the Hamstring and Crushing blow skills in Warfare), so I'd like to play with the original skills.
Do I need ModMerge to make it happen or how can I go about it?

Overall, good job with this mod, I was pleasantly surprised. Keep up the good work!
 

Thank you very much for the feedback, it's essential, at least for me
And I'm glad you're having a good experience, let me write down some updates i've working on on the latest weeks

I've changed loot pools in the major chests, so exploration is rewarded indeed (but you still need some fine luck to spawn high tier chests)
Mostly I reworked A LOT of enemies, bosses, stats and pretty much everything else related to gameplay difficulty, loot and balance, the main purpose for Glorious is to be hard but rewarding, and of course satisfying to play
About the removal of Skill Reworks, you just need to remove all the player related skills from the database, and you're good

The second branch of Glorious (called Glorium) it's almost completed, and it's basically Glorious on steroid
The features of Glorium are mainly even more difficulty (I mean, REALLY difficult, as Multi-Masteries mod will be integrated) the difficulty range will be steep, but the more you go, the more will be easier (easier don't mean easy) and of course the main balance is on Legendary difficulty
Another feature is that the player gets 4 points at every level, so build diversity will be empathized and even the first hours of gameplay won't be a boring grind
New quests, new monsters, new items, relics, charms, formulaes, artifacts, and of course a completely new skill tree balanced for the Multi-Masteries feature

It will take another month more or less for the first release of Glorium

About Glorious, the new update will come up in a few days

10
Other Modifications / Re: [MOD] Glorious
« on: 12 November 2020, 19:07:24 »
You just need to extract the .zip into TQ's CustomMaps folder, that's all
Be sure to not rename anything

For some reason my windows didn't see it as a zip file so I downloaded 7zip and I could extract it. Thanks for the help anyways.

Do you know approximately when can we expect the Multi-Masteries to be added to your mod?

Enjoy !
Multi-Masteries will be integrated in another branch of Glorious, as it would break the vanilla heroes, and I want it to be 100% compatible with vanilla without any kind of issue
In a month or two, after I done everything with the main branch, I will start working on the second, that will not be vanilla compatible, but a standalone mod

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Other Modifications / Re: [MOD] Glorious
« on: 11 November 2020, 22:56:46 »
Why can't I run this mod? I dowloaded the file (glorious1.1.6.7z) and placed it in the custommaps folder. It didn't show up ingame. Then I made a folder for it so that now it shows up ingame but it is not actually working, just loads vanilla TQ.


You just need to extract the .zip into TQ's CustomMaps folder, that's all
Be sure to not rename anything

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Other Modifications / Re: [MOD] Multi-Class Mastery Mod
« on: 08 November 2020, 09:03:17 »
Played it a decent amount of time.
What can I say, I love it for most of the part, you've done a wonderful work.
The system works well and it's not that much unbalanced, as you can make skill combos as deadly even in vanilla, so not really a problem if you know what you're doing.
Plus, I started another run right off at Epic difficulty (using Defiler) with a level 40 Hero, so I had much more skill points and attributes to spend, but in the end it doesn't really make a difference, because as said earlier, if you know what you're doing and what build you're looking for, you can basically break the game even in vanilla.
My opinion is that this mod it's already in a fantastic state, and doesn't needs to include edits to difficulty to buff monsters or nerfing skills at all.
Very good mod, great idea, recommended to everyone basically.
Thank you Nargil

13
Other Modifications / Re: [MOD] Glorious
« on: 08 November 2020, 00:06:59 »
Update 1.1.5 Released

Changes
Difficulty system has been reworked: enemies got increased hp, stats, resistances, defenses, attack, speeds, and the "game difficulty formula" has been adapted to be much more difficult the more you progress in-game
If you create a new hero with the mod loaded and bounced, your hero will grow and be much stronger than a vanilla one, because now every attribute spent increases the stat by 5 points instead of 4 (Vanilla) plus you start with slight (75 instead of 50 [vanilla]) increased attributes and health/mana (500 instead of 300 [vanilla])
But you will have a VERY hard time to start, so, your power must be earned
Mutliplayer it's now fully balanced and supported to have nightmares in battles but glorious rewards even if you play with other heroes, every difficulty and player number, enjoy
Now enemies adapt much more to player level, so be prepared, if you reach Normal end game with a level 60+ hero, expect to see enemies near (or more) your level, so don't think that increased XP will make the game easier, as now Normal difficulty stands for Epic, and Epic stands for Legendary, and Legendary... well, try for yourself.
Fixed bugs and other inconsistencies/typos
Battle and Mastery Shrines have 90 secs duration
Enemies have new or buffed skills, so prepare yourself

Next update (1.2)
Multi-Masteries mod (by Nargil66) integrated and merged with Skills Reworks (By EXE)
Bugfixes & Some More mod (by Endymion) integrated
Changing/adding skills to more monsters/bosses
Maybe some other quality of life feature

14
Other Modifications / Re: [MOD] Glorious
« on: 05 November 2020, 00:36:09 »
Update 1.1 released

New content:
Introduced mercenaries (by Nargil66) you can buy their contracts at Sparta, Memphis, Babylon, City of Lost Souls, Glauberg

Changes:
Increased general difficulty again (monsters hit harder, faster and they are more resistent)
Fixed some bugs/inconsistencies
Economy reworked (and buy prices of charms, formulae, relics reduced)
More bosses revamped to have improved stats, and use new/reworked skills
Now affixes and suffixes on Monsters Infrequents are visible
Chests text color changed to red, to be more recognizable

Next update:
Multi-Masteries mod (by Nargil66) integrated and merged with Skills Reworks (By EXE)
Bugfixes & Some More mod (by Endymion) integrated
Changing/adding skills to more monsters/bosses
Maybe some other quality of life feature

15
Other Modifications / Re: [MOD] Glorious
« on: 29 October 2020, 20:38:02 »
Hello Morgul, congratulations for your mod, it's very fun and with great features included.

 ;D ;D ;D

Thank you very much !
In ten days I will release an update with Mercenaries (made by Nargil) and increased difficulty

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