Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 95857 times)

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Offline Ninakoru

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #465 on: 08 April 2021, 10:03:24 »
About the development in general, its going very well, Iím 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.

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #466 on: 24 April 2021, 00:53:59 »
Thanks !


"Arghh...Burnt Meat.."



Nemean Boar and Bone Breaker new looks
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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #467 on: 24 April 2021, 01:54:36 »


Nemean Boar looks amazing :D
Deities Mastery Mod (WIP): https://titanquestfans.net/index.php?topic=462.0
Enhanced Gameplay Mod: https://titanquestfans.net/index.php?topic=30.0
My Models & Textures Thread: https://titanquestfans.net/index.php?topic=32.0
If you like my mods, you can support me on Patreon: https://www.patreon.com/nargil66

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #468 on: 29 April 2021, 02:01:09 »
Updating Harpies champions looks to be bit more unique.

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Offline Bumbleguppy

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #469 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. :)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #470 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



But of course, only a few of then have this ability ;)
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #471 on: 19 May 2021, 00:14:59 »
Created a unique mounted unit for the greek ratmen, a ideia i had for a long time.




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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #472 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.



-Minotaur Lord got a new visual look, a more fearsome monster.


-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.




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.
« Last Edit: 06 June 2021, 00:14:07 by sauruz »
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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #473 on: 06 June 2021, 19:22:29 »
Imported or not, they still look amazing... Minotaur Lord finally has the look he deserved >:D
Deities Mastery Mod (WIP): https://titanquestfans.net/index.php?topic=462.0
Enhanced Gameplay Mod: https://titanquestfans.net/index.php?topic=30.0
My Models & Textures Thread: https://titanquestfans.net/index.php?topic=32.0
If you like my mods, you can support me on Patreon: https://www.patreon.com/nargil66

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #474 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!
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Offline 郝玉龙

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #475 on: 08 June 2021, 05:05:58 »
very good,Hope to play this mod next year。

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #476 on: 19 June 2021, 20:29:18 »
What i been working recently, still in the production  :)


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Offline Bumbleguppy

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #477 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

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Offline rakshir

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #478 on: 20 June 2021, 13:25:11 »
Yep that boss Cyclops is pretty awesome.

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #479 on: Today at 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







"Welcome to new home, be nice and strong ! "

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