Author Topic: [MOD] Enhanced Gameplay 2 (EE)  (Read 343661 times)

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Offline nargil66

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Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
« Reply #105 on: 26 July 2018, 15:57:55 »
Enhanced Gameplay v1.1M (Hotfix):
- All codes are removed (sorry, no more cheating :P)

Download:

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Offline wolpak

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Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
« Reply #106 on: 26 July 2018, 21:09:57 »
Is this for use in the main game or just custom games?

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Offline nargil66

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Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
« Reply #107 on: 26 July 2018, 23:46:42 »
Is this for use in the main game or just custom games?
Latest versions are for main game only.

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Offline nargil66

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Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
« Reply #108 on: 27 July 2018, 04:47:38 »
v 1.1N Hotfix 2:
- Fixed map being transparent
- Fixed color of Typhon's Essence and Mystical Orbs
- Added missing mod tags in Bulgarian text

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Offline nargil66

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Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
« Reply #109 on: 29 July 2018, 03:01:03 »
v1.1O (After Steam request)
- Fixed animation speed for male dual ranged run.
- Added optional Xmax versions, which can be played from the main game. Info on how to install is added inside the mod's Database folder.

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Offline nargil66

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Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
« Reply #110 on: 29 July 2018, 15:59:52 »
MI reworks for the next version:



Having a blast playing Slayer in my own mod  ^-^. While farming in Pythian Caves, i got Sentinel's Armbands with invalid skill profile. Fixed now.

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Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #111 on: 29 July 2018, 17:57:07 »
Ok, after drafting for Deities, I have to do something more fun. Sorry, but i can't hold it \o/
I'm starting the next mercenary in the mod - the Priest of Osiris. He will be a Fire/Spirit caster, good vs undead. Draft:

Spoiler for Hiden:
Priest of Osiris Abilities

1. Fire Enchantment (Self Buff)
Normal: +X Fire Dmg; +% Fire Dmg; +% Fire Resist
Epic: Adds X Burn over 3s; +% Burn Dmg with +% Duration
Legy: Adds 33% Chance of: +% Fire Dmg; +% Burn Dmg; -% OA

2. Flame Surge (Active)
Normal: Flame Surge (Same as vanilla)
Epic: Flame Surge + Barrage (Combined)
Legy: Flame Surge + Barrage + Flame Arch (Combined)

3. Spirit Ward (Passive)
Normal: +X Dmg to Undead; -% Dmg from Undead
Epic: +% Dmg to Undead; -X Dmg from Undead
Legy: % Vitality Resist; % Energy Resist

4. Ternion Attack (Passive on Attack)
Normal: % Chance to cast 3 projectiles (no dmg penalty)
Epic: Adds % Chance to pass through
Legy: Adds X Meter splash radius
« Last Edit: 29 July 2018, 19:01:32 by nargil66 »

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Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #112 on: 30 July 2018, 23:33:35 »
Some new things I've changed for next update:
I made starting weapon randomized. No more the same boring knive when starting :). You can now roll every type of weapon, including thrown.
Male and female now have slightly different stats, just for immersion. The dude starts with 55 Str and 330 Health, the chick starts with 55 Dex and 330 Energy. I think it's small enough change to not break balance.
Also started the monster vendor thing on separate records. Satyr in Parnassus now sells monster armors (common) on Normal difficulty. When more monster vendors and difficulties are done, I'll include them.

Edit: Just got another idea - about the Lore Parchments. They can be more than easter eggs, if I can make them to a some type of potion, that gives small amount of experience. You get some XP and you learn a little about ancient myths - what's not to like? Or alternatively, if the potion tree is too full, I'll make them to normal easter eggs that are used in recipes - collect 3 parchments and you can make an experience potion.
« Last Edit: 31 July 2018, 00:19:33 by nargil66 »

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #113 on: 31 July 2018, 11:53:07 »
After one sleepless night, the egyptian merc started to shape. Many things are ready, but more remain.
 
Spoiler for Hiden:

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Offline sauruz

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #114 on: 31 July 2018, 17:36:31 »
the merc looks cool, maybe he cool have a themed egyptian staff !

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

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Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #115 on: 31 July 2018, 17:45:35 »
Yeah, I was thinking the same thing. Gonna go to tq-db.net and find one that fits.

Edit: Weird, there arent many choices, I expected more staffs. There are only these 4:
https://www.tq-db.net/equipment/pharaohs-standard
https://www.tq-db.net/equipment/staff-of-the-falcon
https://www.tq-db.net/equipment/staff-of-kheprer
https://www.tq-db.net/equipment/eye-of-osiris

I think staffs 3-4 are out, they are too big.
« Last Edit: 31 July 2018, 18:01:51 by nargil66 »

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Offline sauruz

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #116 on: 31 July 2018, 23:37:57 »
maybe he can use that scepter that open to gate of act 3
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #117 on: 01 August 2018, 02:08:44 »
I settled with the first one. It looks decent and not too epic.
But now that I made his basic attack, there is a problem - he started dancing on one place again. I forgot about this. Ever wondered why Lich King have a staff, but not using it? I think thats the reason. I attached the staff to the priest's mesh, however he cannot use the normal staff projectile this way, because he is actually unarmed. I have to make a new projectile, and im not sure how to make it to be cast from his left hand where the attached staff is. I'll try to think of something...

Edit: Figured it out! I replaced the special animation for casting projectile with normal staff animation and it worked! I guess every ranged animation includes the position from where the projectile appears. Here is a little preview:

Spoiler for Hiden:
It looks like a basic staff attack, right? It's not tho, its a projectile skill like the nymph's bow attack, not related to the weapon.
He can roam normally with no more dancing. Now I know how to make the staff wielding priestess for Dionysus!
The only difference is his basic attack uses cast speed instead of attack speed. On to the other skills :D.
« Last Edit: 01 August 2018, 16:59:46 by nargil66 »

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #118 on: 01 August 2018, 16:56:40 »
All merc skills are done. They are not the same as those in above draft. Ternion is not added, instead his basic attack has a chance to pass through and  adds explosion radius on high lvls. I removed flame surge and replaced it with modified Visions of Death. Also he's highly resistant to fire and undead.

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #119 on: 01 August 2018, 19:17:08 »
Almost done. Only icons remain, and to include him to mechant tables. He performs quite well. I couldn't hold myself and made another video, that shows both the merc and my laziness as a player :P


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