Titan Quest Fans Forum

Titan Quest - Anniversary Edition/RagnarŲk => New Projects => Topic started by: Prosoro on 05 February 2018, 13:15:28

Title: Hamunaptra Mod - Development
Post by: Prosoro on 05 February 2018, 13:15:28
(https://i.imgur.com/3HMGVZX.png)

Teaser Trailer:
https://www.youtube.com/watch?v=gp80zUZVQ-g

Hey, so thought it's time to get going with a development thread for the mod  :)


Overview


Hamunaptra is a new mod being made for Titan Quest:AE, though I did start making it way back before AE was a thing so it may work fine in IT (will test at some point) but of course there would be various features missing.. more on that later haha.
The mod introduces players to a new world (map) set in ancient Egypt along with a campaign to play through.  Characters start from level one and are thrown into an adventure that is considerably more challenging than the base game, requiring a survivalist approach to stay alive.  Exploration and careful attention to the environment is key here; things like blood stains or footprints in the sand can lead to much needed potions and gear from other, unfortunate adventurer's  ...or on the other hand you might be led into the midst of a Cultic gathering.  In any case, while loot is plentiful, potions are all the more precious.  The world itself is designed to be more open with minimal markers for things like dungeon/tomb entrances, further encouraging you to search out the map and discover stuff! That said, the way forward is always clear enough and areas aren't excessively large so that you end up traversing some vast, boring desert.

Aside from the world itself, other core features are secret areas, again paying attention to the environments/walls etc is a good idea  ;), new items and sets to collect, huge cities that are both hub areas and places to explore and delve into themselves, many new types of hero monsters to encounter, memorable Npc characters and a unique storyline.

> For more information, screenshots and other details check out the website. <
Background

The idea for this project was in part from wanting to re-create The City of the Dead from The Mummy film in Titan Quest and have fun exploring more dangerous tombs/areas than in the base game.  Things escalated and the project grew as I gained more experience with the modding tools.  This is where tq.net was so helpful, but you can only read so much and I had to learn a lot from just trying out things, failing, then re-trying.  This of course = modding though right  ::)  The other part of what drove this project into existence was that I had played and farmed Titan Quest, particularly act 2 which is my favourite act, way too many times and wanted to have a go at creating a new world to, well, farm and loot stuff in.  I guess the third reason for working on Hamunaptra is that there are so many Mastery mods out there for TQ and very few new world/map mods. Hopefully if all goes well though, I can add another map to your guys' Custom Maps list in the game menu  ;D


Current Development: (updated as the project progresses)

-Overworld and underworld areas complete (98%- some to be polished)
-Npc's added (need to link with quests)
-World is populated (70%)
-New Hero Enemies added (30%)
-New Items created and in-game (45%)
-Lore features (25%)

Major Features Still To Do:

-Quests and Music

Other Features/Ideas:

-Factions
-Easter Eggs ^^
-Dread "challenge" Dungeons
-Moar art


Regarding time-frame, I'm working as much and as hard as I can on it and at this stage am aiming to have the first build ready for testing sometime early this year.  So full release of the first chapter will likely be not long after that ...buuut it all takes time.  At the end of the day I want to give you guys something that's complete and, most importantly - fun to play!   











Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 05 February 2018, 14:15:42
Nice going, Prosoro! The Mod seems promising. O0

Sincere good luck on your future endeavours.
Title: Re: Hamunaptra Mod - Development
Post by: Malgardian on 05 February 2018, 22:32:30
Nice! Cool idea to give an overview about your progress so far, good luck and much success!
Title: Re: Hamunaptra Mod - Development
Post by: Typhon on 05 February 2018, 23:15:16
Factions? Now I'm really interested!
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 06 February 2018, 04:51:44

Thanks guys! Appreciate the support  8)

Onto the first dev update, had one of those elusive but immensely satisfying modding victories last night; finally managed to get containers (ie: Sarcophagi and Chests) to summon monsters! New traps yes! Very happy and the possibilities haha this is gonna be fun making all kinds of surprises for you guys to raise your shield at  ;D

I know this has been done before in Legion of Champions, but I figured it out and think Bumbleguppy would be proud heha.

See below for results! "...the occupants of the campsite wondered with alarm why a random sarcophagus just appeared out of thin air! So they opened it of course"

(https://i.imgur.com/E4zSIAX.gif)
Title: Re: Hamunaptra Mod - Development
Post by: Bumbleguppy on 07 February 2018, 21:03:19
Bless you my son, I got a little misty. :')

Good job with the spawn effect, that's tricky if it isn't already baked in.

EDIT: Okay, here's an idea. The chest skill spawns an invisible monster/hidden from combat,. It has SIX summon skills (cloned duplicates) that spawn increasing amounts of scarabs...like 3 then the cloned skill is set to four etc. In the skill config the first is set to the initial skill, then the rest have a 0.5 second delay (or will it have to increment? like 0.5, 0.8 etc.). I will have to fool around with this idea, but having summons POUR out instead of burst out might be feasible...and fun :D

You'd have to set the invisible monster to die after like 30 seconds or when it's done summoning...otherwise it would do the skill again if the player reloads the area.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 08 February 2018, 08:13:48
Good job with the spawn effect, that's tricky if it isn't already baked in.

Hey thanks BG!  :D I also reduced the scale of them so they're a bit smaller than the standard Bone Scarabs.

Okay, here's an idea... ...having summons POUR out instead of burst out might be feasible...and fun

Such a kool sounding idea indeed! I like your thinking  ;) aaand if I can pull it off it will be very in-keeping with 'The Mummy' theme - and also just really awesome to have ingame ^^,

Regarding the skill spawns, I'd guess yeah it would need to increase each 'round'? otherwise the invisible monster might decide to summon 3>5>4 instead of 3>4>5>6 etc.  As you say though, will have to play round with it to see what works

Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 13 February 2018, 16:35:05
Loved the teaser :) Looks really promising... Keep up the good work!
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 18 February 2018, 12:30:57
...Keep up the good work!

Will do Nargil  ;D Thanks!

Here's a few screenshots showcasing some tombs and dungeon areas you'll be exploring!
You might notice that some have darker lighting, this is because as you descend further into lower levels the dungeons get progressively darker and more gloomy  ;)

Tomb of Bones01

(https://i.imgur.com/ww6Pl2d.jpg?1)
Sewers
(https://i.imgur.com/rBKOuVN.jpg)
Tomb of Bones02
(https://i.imgur.com/F5GopYz.jpg?1)
Reliquary
(https://i.imgur.com/tBq2UBw.jpg?1)
Pyramid Chamber
(https://i.imgur.com/8IV8Orb.jpg?1)

Also, a request from me to you guys on the forums; I'm working on creating different encounters for dungeons and wanted to ask > do you have any ideas or suggestions?? E.g: "After exploring the tunnels of a tomb you enter a large chamber, perhaps with some kind of set piece in the center such a pool of blood or a lone sarcophagus.  What happens next..."




 
Title: Re: Hamunaptra Mod - Development
Post by: sauruz on 18 February 2018, 13:58:28
looking good so far !

it must be really fun exploring a dungeon with almost no light radius :D
Title: Re: Hamunaptra Mod - Development
Post by: Typhon on 18 February 2018, 18:28:49
This and Deities mod, woo! Can't wait
Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 20 February 2018, 15:07:13
...do you have any ideas or suggestions?? E.g: "After exploring the tunnels of a tomb you enter a large chamber, perhaps with some kind of set piece in the center such a pool of blood or a lone sarcophagus.  What happens next..."

I might. ^^:

You open the lone Sarcophagus and inside, much to your amazement, you find a rusty Genie Lamp! ^^

You're absolutely mesmerized by the trinket and, before you realize, you hold it in your hands. Dismayed by the dirt clogging it, you start rubbing the Lamp to make it shine brighter, then a Genie rises before you!

"Free me from this Dungeon and I shall grant you 1 out of 3 wishes" , the Genie said,

...You agree, then a hidden door materializes behind the Genie. So you clear the nasty Dungeon, kill the Boss, then come back to the Genie who offers you 1 out of 3 choices:

1- a super duper (overpowered) weapon,
2- an exclusive access to a very secret area, like Secret/Primrose Passage (good to farm items),
3- a unique Summon (tied to an item maybe),

They're already Djinni in Titan Quest. But they're female. Redesigning them to make them male could take some work. (if you have the will and the time, if not they're luckily already in-game). On a sidenote I also liked the design of the Genie in Torchlight 2:

(https://vignette.wikia.nocookie.net/torchlight/images/3/3f/Fazeer_Shah.jpg/revision/latest?cb=20121012072140)
(Err! Maybe I got carried away a tiny bit. ^^)

Note: Glad to see your mod featured on Kotaku (https://www.kotaku.com.au/2018/02/heres-titan-quest-with-a-side-of-the-1999-mummy-film/). No pressure. ;D
Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 21 February 2018, 14:10:16
Now that I think of it: I'm not even sure if the "Quest Editor" in the Anniversary Edition allows "text-based" choices.

If not, 1 wish granted automatically -instead of a choice between 3- should work, I guess. ;D
Title: Re: Hamunaptra Mod - Development
Post by: Bumbleguppy on 21 February 2018, 17:34:46
Yeah, the game was not made to have choices at the basic foundation. Shame, because it's fun.

I wonder if you could use the Quest Editor to spawn three objects, for example like the gem pedestals outside Hades Treasury.

As soon as the player interacts with one, simply remove the other two with the Quest.

Does that make sense?

When talking to genie->
   Spawn three choice objects (make sure they have some tool tip or other identifying text)
When interacting with Object 1 ->
  Grant Wish 1
  Remove Object 2
  Remove Object 3
When interacting with Object 2->
  Grant Wish 2
  Remove Object 1
  Remove Object 3

Etc.
Title: Re: Hamunaptra Mod - Development
Post by: Tauceti on 21 February 2018, 21:12:04
A new adventure in egyptian map ? Great  ;) Good luck for your project Prosoro.

There is also another trigger like pedestals: when you cross the gates to fight Hades or Surtr, the gate is closing. I know nothing in modding, maybe the trigger value can be read  ?

Quote
Also, a request from me to you guys on the forums; I'm working on creating different encounters for dungeons and wanted to ask > do you have any ideas or suggestions?? E.g: "After exploring the tunnels of a tomb you enter a large chamber, perhaps with some kind of set piece in the center such a pool of blood or a lone sarcophagus.  What happens next..."

In addition to CrocMagnum and Bumbleguppy: one can imagine another chamber surrounded by open gates and a drawing on the pediment like in king's valley, e.g. 3 gates with either a sword, a staff or a bow. Or drawings less obvious, only clues. The chamber is accessible by the 3 gates, and all the gates are closing when you go in the chamber through one gate. In the example, a fight encounter with melee, magical or ranged boss, and finally a corresponding drop item.



Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 23 February 2018, 15:22:24
Yeah, the game was not made to have choices at the basic foundation. Shame, because it's fun.

I wonder if you could use the Quest Editor to spawn three objects, for example like the gem pedestals outside Hades Treasury.

As soon as the player interacts with one, simply remove the other two with the Quest.

Does that make sense?

When talking to genie->
   Spawn three choice objects (make sure they have some tool tip or other identifying text)
When interacting with Object 1 ->
  Grant Wish 1
  Remove Object 2
  Remove Object 3
When interacting with Object 2->
  Grant Wish 2
  Remove Object 1
  Remove Object 3

Etc.

A new adventure in egyptian map ? Great  ;) Good luck for your project Prosoro.

There is also another trigger like pedestals: when you cross the gates to fight Hades or Surtr, the gate is closing. I know nothing in modding, maybe the trigger value can be read  ?
...
In addition to CrocMagnum and Bumbleguppy: one can imagine another chamber surrounded by open gates and a drawing on the pediment like in king's valley, e.g. 3 gates with either a sword, a staff or a bow. Or drawings less obvious, only clues. The chamber is accessible by the 3 gates, and all the gates are closing when you go in the chamber through one gate. In the example, a fight encounter with melee, magical or ranged boss, and finally a corresponding drop item.

Haha! What a devious way to achieve things! ^^

I'm happy to see modders and gamers still have it! ;D
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 01 March 2018, 05:55:46
A new adventure in egyptian map ? Great  ;) Good luck for your project Prosoro.

Hey Tauceti  ;) Thanks for the encouragement!

@CrocMagnum @Bumbleguppy

Apologies for my lack of activity on here lately, just the usual work/real life stuff getting in the way of things >.> BUT! great suggestions  :D gotta get onto these and see what I can achieve
Title: Re: Hamunaptra Mod - Development
Post by: mvlad954 on 02 March 2018, 11:10:48
Regarding that thing with choices,Bumbleguppy may be right.However,in the Steam Workshop there is a mod called:[PvP Map]Swamp Realm.The mod uses assets from Grim Dawn.So I was thinking that maybe its possible to extract scripted choices.I dont know.Im just saying......
Title: Re: Hamunaptra Mod - Development
Post by: mvlad954 on 02 March 2018, 18:59:22
Nevermind actually!I dont even think thats possible. :-\
Title: Re: Hamunaptra Mod - Development
Post by: MedeaFleecestealer on 03 March 2018, 09:57:44
Not up on modding, but I suspect not mvlad954.  Although Grim Dawn was made using the old TQ engine so much work has been done on it by the GD devs over the years t's pretty much a new engine.  Not sure it would be possible to match anything from it up to TQAE.  Guess it depends how much, if any, work Nordic did with the engine themselves, but if they did again it's going to be different to what the GD devs have done.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 06 March 2018, 11:50:24

So have added yet another dungeon to the list  ..even though I shouldn't be world building but focusing on other stuff!  ;D

This time though I've been using the Terrain region to make it instead of the Dungeon Grid tool.  This is how all of Grim Dawn's dungeons are made I believe.  Man, already there seems to be much more flexibility this way but waaay more work involved. 

Anyway, what caused me to try this out is after recently playing D2 and reaching the Canyon of the Magi (for the first time), I wanted to create a dungeon that looked like the tombs in D2 actII.  It's what I've started referring to as the 'Lut Gholein Style'.

This is a taste of where I'm at so far..
(https://i.imgur.com/za6ns6s.jpg)

But I'm just not sure about the lighting at the moment, what's your thoughts? I'm trying to find a balance between having good darkness and shadow while maintaining the lighter palette of the D2 tombs..if that makes sense?? It's difficult.  Check out this comparison;
(https://i.imgur.com/BxGdU3l.jpg)

Obviously I've also tried to match the stonework etc as best I can too  8)

And finally, here's a shot of the first iteration of lighting I did lol very dark but man it was actually really kool and creepy going through the halls; before I knew it I'd run along straight into a group of undead as my player light-source was what I mainly had to rely on to see ahead.  Keeps you on your toes.
(https://i.imgur.com/V8YHuMw.jpg)









Title: Re: Hamunaptra Mod - Development
Post by: Cygi on 06 March 2018, 13:35:27
Especially the last one screen is amazing.

The more dark, the better.
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 06 March 2018, 13:41:44
Quote
But I'm just not sure about the lighting at the moment, what's your thoughts? I'm trying to find a balance between having good darkness and shadow while maintaining the lighter palette of the D2 tombs..if that makes sense?? It's difficult.  Check out this comparison;
(https://i.imgur.com/BxGdU3l.jpg)

It's perfect imo, not too dark and really gives the spooky feeling. One of the things that will make your mod unique.
I think first picture looks more natural than second.
Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 06 March 2018, 14:42:40
...Anyway, what caused me to try this out is after recently playing D2 and reaching the Canyon of the Magi (for the first time), I wanted to create a dungeon that looked like the tombs in D2 actII.  It's what I've started referring to as the 'Lut Gholein Style'...But I'm just not sure about the lighting at the moment, what's your thoughts?

So Lut Gholein is growing on you hey! ;D

I feel Act II of Diablo II is really the cream of the crop as far as atmosphere goes. Now that youíve reached the Canyon you know what was really going on under the Palace: The Arcane Sanctuary is incredible. For its time the level design of that dungeon was a true achievement.

Act II is far from perfect though, I still have Nightmares (pun intended) of the Maggot Lair and the Act Boss.

Anyways about your screenshots you canít please everybody. Some folks like dark dungeons and other prefer more lighting. Personally I feel screenshots 2 and 3 are super diablo-ish. ^^
Title: Re: Hamunaptra Mod - Development
Post by: botebote77 on 06 March 2018, 14:57:24
Egyptian tombs are supposed to be dark so i think it's just right.. also shoutout to diablo 2.. the classic that made aRPGs popular.. if not for that game there may never have been TQ.. my fingers were quick back then.. they're really slow now and I'm also sometimes pressing the wrong buttons.. sigh I'm getting old

also, this should be compatible with xmax right?
Title: Re: Hamunaptra Mod - Development
Post by: Tauceti on 06 March 2018, 15:12:37
Remember that some items in inventory were able to increase the light radius, the kind of items especially wanted by all D2 ranged classes.
Title: Re: Hamunaptra Mod - Development
Post by: Bumbleguppy on 06 March 2018, 17:52:36
Weapons and armor can have particle effects attached to the mesh itself. You know the ones with sparks or a torch with a flame effect.

Particle effects can have a light source, the color/intensity and radius  can be set to anything. 

It wouldn't be too much trouble to have skills or equipment to create a light source for the player.
Title: Re: Hamunaptra Mod - Development
Post by: mvlad954 on 06 March 2018, 18:14:25
Looks awesome!I always loved how Diablo 2 dungeons had that mysterious dark atmosphere.It made adventuring more exciting.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 07 March 2018, 08:17:29

Awesome feedback guys, thanks!

Seems like there's votes for both sides in terms of "balance is the sweet spot!" and "the darkness needs to be more dark!".  As you say though CrocMagnum, there's always different preferences and can't please everyone.  Of course we know this all too well, but yeah I think ill stick with the lighter-ish, more natural looking lighting for the moment.  Best of both worlds is that as you go deeper it gets darker...   ;)

And yeah! loving Act II in Diablo atm - the Arcane Sanctuary was truly unique.  Not sure if any of you are following the Reign of Terror mod by Ram over on the GD forums but his work is exceptional and am really looking forward to seeing his version of Lut Gholein.

@Bumbleguppy and Tauceti
Kool ideas with the light radius  8) Man I need to pick your brain BG about some of this stuff aye




Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 05 May 2018, 15:28:31

Alright alright, back in action xD

Almost finished off the overworld and tombs for the 'D2' inspired area.  Pretty satisfied with how it's all turned out - my new favourite area! Man I'm always surprised by how flexible and user friendly the TQ world editor is, it's awesome   ..only wish this extended to the Quest Editor. 

Here's an editor shot of the Ancient City:

(https://i.imgur.com/XbT4qGs.jpg)

Ancient City Screenshots:
01
(https://i.imgur.com/hRHwNUK.jpg)

02
(https://i.imgur.com/R1AMsp8.jpg)

03
(https://i.imgur.com/dODgsF4.png)


aaaand a familiar tomb entrance....

(https://i.imgur.com/6sVg7CX.gif)


Title: Re: Hamunaptra Mod - Development
Post by: Cygi on 05 May 2018, 19:25:43
Hype, hype, hype.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 07 May 2018, 10:58:17
Posted an update about the new area over on the website too  8) www.hamunaptramod.com

Definitely have the Forsaken Wastes in mind for a solid farming area, especially for gearing up before entering the 2nd chapter.  It'll be one of two places I'm working on that will be of a higher level than the rest of the initial content in the 1st chapter.  Of course, bosses will be throughout the other regions and worth running for certain MI's etc, but it's always good to have high level areas.  This leads to my next train of thought; Legendary items. 

By the time you unlock the western gate in Memphis leading out to the Wastes, you should be nearing late 20s to early level 30s, so am thinking that after having cleared this area as a kind of chapter one 'end game' you'll be gaining more levels and wanting to see some purple shinyness haha.  This also ties into my intention of being able to obtain all tiers of loot due to the mod not having the traditional difficulty progression.  So the difficulty in these areas will be high and rewards high too, particularly in places like the Tombs of the Lost.

Let me know your thoughts  ;D



Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 07 May 2018, 15:37:41
...This also ties into my intention of being able to obtain all tiers of loot due to the mod not having the traditional difficulty progression.  So the difficulty in these areas will be high and rewards high too, particularly in places like the Tombs of the Lost.

Let me know your thoughts  ;D

Well! Your decision to confine the campaign to one difficulty could work. It would make Hamunaptra a shorter but tighter experience.

I can imagine the later parts of the game being totally frantic and heart-pounding. I like the idea. ^^

Also judging from you latest trailer I see that you've succesfully mimicked the tombs of Act 2 Diablo II. Ha! This is no small feat. This totally reminds me the desert "Dry Hills" in Diablo II.

Keep it up, Prosoro. 8)
Title: Re: Hamunaptra Mod - Development
Post by: Tauceti on 07 May 2018, 23:37:15
Quote
aaaand a familiar tomb entrance....
You got it   ;)

About gear, maybe a set or two dedicated to a fallen heroe in this area (like the Tal Rasha set in D2).
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 14 May 2018, 21:45:40

Here's an editor shot of the Ancient City:

(https://i.imgur.com/XbT4qGs.jpg)

I dont know if you based it on some real map or made it by imagination, but it looks authentic... Nice work, Prosoro!

(https://i.imgur.com/bgYwnH5.png)
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 14 May 2018, 23:51:12

I dont know if you based it on some real map or made it by imagination, but it looks authentic... Nice work, Prosoro!

(https://i.imgur.com/bgYwnH5.png)

Hahah that Imhotep pic gave me a good laugh Nargil!

Thanks heaps for the positive feedback :J While I did reference screenshots and videos of Diablo's Act II, this was for inspiration and what you see is indeed my own creation :D I've actually since added more to the Ancient City last night to make it feel more 'complete'.  I'll upload another editor screenshot of it tonight.

@CrocMagnum You summed up my thoughts on difficulty progression exactly Croc, hopefully with a lot of playtesting and tweaking I'll be able to achieve this.  Appreciate your confidence for sir! And yeah, I worked hard on the tombs to try achieve the closest look while also keeping it unique :D

@Tauceti Nice idea! Perhaps have the set within a secret coffin somewhere...
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 15 May 2018, 13:53:39
Updated city shot as promised  :P ..still more to add to it though

(https://i.imgur.com/dYmfZCL.png)
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 06 June 2018, 13:58:43

Lately burnt out trying to make a boss work..  not much luck so far siiigh

Here's some kind of an altar I made though

(https://i.imgur.com/1Rr2Kli.jpg)
Title: Re: Hamunaptra Mod - Development
Post by: WNG on 06 June 2018, 17:22:34
Updated city shot as promised  :P ..still more to add to it though

(https://i.imgur.com/dYmfZCL.png)

Looks better than the actual Egypt act... 0,0
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 11 June 2018, 13:29:21
Looks better than the actual Egypt act... 0,0

Thanks WNG  ;)

Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 11 June 2018, 14:01:37
New undead enemy - the Necro Priest! (first iteration, name/skillls still need final tweaking)

This guy is the first of a list of summoner type monsters I want to add to the mod.  The Necro Priest is the classic necromancer, raising skeletal legions to aid him in his diabolical, eternal quest to add the living to his ranks of undead minions.  One or two of these fellows aren't too much trouble to deal with, but beware! You can easily be ambushed by scores of them, and each Priest can raise four warriors at a time up to a max of eight at any one time.  Add to this all the other fiends of undeath that'll likely accompany them, along with their buffs, and you will be overwhelmed quickly!  :D 

(https://i.imgur.com/emxSuGb.jpg)

(https://i.imgur.com/PGGMpz5.gif?1)

Title: Re: Hamunaptra Mod - Development
Post by: WNG on 11 June 2018, 14:10:04
New undead enemy - the Necro Priest! (first iteration, name/skillls still need final tweaking)

This guy is the first of a list of summoner type monsters I want to add to the mod.  The Necro Priest is the classic necromancer, raising skeletal legions to aid him in his diabolical, eternal quest to add the living to his ranks of undead minions.  One or two of these fellows aren't too much trouble to deal with, but beware! You can easily be ambushed by scores of them, and each Priest can raise four warriors at a time up to a max of eight at any one time.  Add to this all the other fiends of undeath that'll likely accompany them, along with their buffs, and you will be overwhelmed quickly!  :D 

(https://i.imgur.com/emxSuGb.jpg)

(https://i.imgur.com/PGGMpz5.gif?1)

I definetly like this unit. Just wondering if its minions vanish when it dies?
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 11 June 2018, 23:27:42
Nice one, what is Egypt without it's necromancers? What is tht blue orb btw, or it's a secret :P?
P.S. Just an idea - have you ever tried to tick the summoned minions "Survive after Master Death"to 1 and see what happens? It might fix the freezing in the air bug if summoner is killed. Haven't the time to test it out, so I'm not sure.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 12 June 2018, 13:10:39
...Just wondering if its minions vanish when it dies?

Yeah as it is at the moment if you kill the Priest his summons will die.

Nice one, what is Egypt without it's necromancers? What is tht blue orb btw, or it's a secret :P?

Heha the mod just wouldn't be legitimate without them  ;D  and yeah that orb on the altar.. you'll have to find out when you play ^^

P.S. Just an idea - have you ever tried to tick the summoned minions "Survive after Master Death"to 1 and see what happens? It might fix the freezing in the air bug if summoner is killed. Haven't the time to test it out, so I'm not sure.

I had a look at the variables for the Summon Monsters skill but couldn't see this option..? Then thought maybe you're meaning the death parameters for the Priest himself, but again nothing there.  Back to the skill, I did try adding a large number to the "spawnObjectsTimeToLive" parameter under Spawn Config in the hopes that the minions spawned will live for x amount of time regardless of his master dying or not.  Tested and didn't seem to effect them  :-\ killing the Priest's still causes his summons to die too.

Thoughts?



edit: Also added Deathward (level 11) to the Priests haha kind of a 'soft' workaround to keep him alive longer which keeps his summoned minions alive longer which = more challenge and more fun lol
Title: Re: Hamunaptra Mod - Development
Post by: WNG on 12 June 2018, 14:15:12
killing the Priest's still causes his summons to die too.

It's changeable in the dbr of your spawn skill, under Spawn Config. Set the bool surviveAfterMasterDeath to 1 (true).
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 12 June 2018, 14:21:26

Ahh thank you WNG, will try this out  8)
Title: Re: Hamunaptra Mod - Development
Post by: mvlad954 on 13 June 2018, 07:36:12
The landscape reminds me a lot of the 2nd act of Diablo 2.That was a great game!
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 14 June 2018, 13:03:19

heha that's what I was aiming for in this region mvlad954  ;D so thanks very much!
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro 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?

(https://i.imgur.com/FNY4sE5.jpg)

Title: Re: Hamunaptra Mod - Development
Post by: WNG on 14 June 2018, 16:07:44
Open your summon skill file, then click on View and Show Template File. What does it returns?
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 14 June 2018, 19:37:03
Try setting the template to Skill_SpawnPet.tpl if it's something else.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro 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 ^^
Title: Re: Hamunaptra Mod - Development
Post by: WNG on 04 July 2018, 03:52:02
I know this feel. Feels good. 8)
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 07 July 2018, 19:56:18
Gratz on the breakthrough, bro  8)
My quest modding knowledge goes as far as changing rewards, hehe.
Title: Re: Hamunaptra Mod - Development
Post by: Tasim on 07 July 2018, 22:10:15
First of all, congrats' on the mod and the work you've done so far - looks really impressive. I always thought they could've done much more with the Egypt act, especially with all the cave/tomb areas, glad to see someone trying to fix some wrongs :) Looking at your posts and the work you shared, there is a lot I like, some nice ideas and areas there. One thing I always wanted to see in TQ is a bit more change in gameplay via day/night cycle(since it doesn't have any effect I always used CEngine to freeze day time because of the visibility); I'm not familiar with the moding tools, or how far they go in terms of trigger effects, but maybe you could consider a special area(probably a tomb, duh) that can be entered only by night. I saw you have cult members, maybe consider a little side quest or something like that tied in with the cult - maybe they like meeting at night and culting away under fire light in front of their magical night-hideout ;D Either way, great work, keep it up, I'm looking forward to playing this.

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 ;)
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro 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!
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro 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!

(https://i.imgur.com/lVgYgBk.jpg)

(https://i.imgur.com/0NT0XEy.jpg)

(https://i.imgur.com/JymyEpa.jpg)

(https://i.imgur.com/9SYAaaE.jpg)




Title: Re: Hamunaptra Mod - Development
Post by: efko on 09 July 2018, 18:04:59
I don't like idea with human pets. Makes game harder to find character in battles.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro 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?
Title: Re: Hamunaptra Mod - Development
Post by: Tasim on 10 July 2018, 08:55:50
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.

This sounds great, the city itself as an explorable area... yeah, they tried a little of that in the original game, with a couple monster mobs here and there, but not so much, you'd be over in 2 minutes.

Regarding the day/night cycle thing, that was just the first thing that came to mind; it could be something simple, like demons and undead getting some buffs during night time or something like that. Either way, whether it affected the game or not, I'm still gonna play it :)

How many hours of playtime do you intend to have at the end(ie. how much will it take us to finish the storyline)?
Title: Re: Hamunaptra Mod - Development
Post by: sauruz on 10 July 2018, 22:25:03
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?

i think efko think your party menbers are somekind of summons/pets

:P
Title: Re: Hamunaptra Mod - Development
Post by: efko on 10 July 2018, 22:51:30
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.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro 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.

Title: Re: Hamunaptra Mod - Development
Post by: Prosoro 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.
Title: Re: Hamunaptra Mod - Development
Post by: Tasim on 12 July 2018, 14:48:10
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.

Well yeah, sure, I didn't expect a definite answer, ideas come and ago, things obviously change as you go along. 6-8hrs is pretty nice, much more than I expected. Keep up the good work, looking forward to playing. :)
Title: Re: Hamunaptra Mod - Development
Post by: botebote77 on 13 July 2018, 13:09:00
not meant to put any pressure but do you have a rough timeline of when this will be released? i think i will be trying this.. personally, i wouldn't mind if it takes 10hrs to complete
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro 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)
Title: Re: Hamunaptra Mod - Development
Post by: botebote77 on 15 July 2018, 11:55:02
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)
I'm in
Title: Re: Hamunaptra Mod - Development
Post by: WNG on 15 July 2018, 13:32:23
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)

I'm also up to it.
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 17 July 2018, 06:58:46
Beta testing? Count me in
Title: Re: Hamunaptra Mod - Development
Post by: mvlad954 on 17 July 2018, 09:22:59
Just saw the message.Im also in for testing.
Title: Re: Hamunaptra Mod - Development
Post by: MedeaFleecestealer on 17 July 2018, 09:48:19
Might be able to. Depends on what's going on with Crate Entertainment testing.  FG will go into testing at some point then I expect/hope Medierra will be ready to let us loose on his city builder.
Title: Re: Hamunaptra Mod - Development
Post by: sauruz on 17 July 2018, 16:32:53
happy to hear the beta is close.

good luck on it :)
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 18 July 2018, 11:25:21
Consider yourselves added to the list yo! ^^
Title: Re: Hamunaptra Mod - Development
Post by: Tasim on 18 July 2018, 11:45:04
I'm down for the beta too :)
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 18 July 2018, 14:24:09

Items!

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

(https://i.imgur.com/AA9WJI1.jpg)

(https://i.imgur.com/dFtTeTo.jpg)
Title: Re: Hamunaptra Mod - Development
Post by: WNG on 18 July 2018, 17:00:58
VERY STRONG for a level 28 item.

But I like it nonetheless.

Edit : hold up I read too fast. There is drawbacks. Nvm. ^^
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 08 August 2018, 13:48:52
Okay so just implemented something that is SO DAMN KOOL  ;D

Update pending momentarily haha must take screenshots etc brb

Clue: it has something to do with the fact I've been getting into Lord of the Rings lately...
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 08 August 2018, 15:47:21
Okay, so lately after listening to an audiobook for Lord of the Rings at work I had been really wanting to add a Nazgul 'Ringwraith' type boss to the Hamunaptra mod.  It didn't take me long to settle on the armor choices provided mostly by TQIT (thank you Machae) to gain the overall look, however looking at him below you'll likely wonder why I opted for the Nightmare crown instead of a hood.  Tried this but unfortunately for some reason the hoods, such as Shadowmeld or the Asia ninja hood, just don't want to sit right on the skeleton monster model - This is a first draft though and will try to get this on him if I can..

As for the weapon, a longsword was needed so it was between Yin, Drakaina or Sword of Eternal Darkness.  Decided the latter fitted best aesthetically ;)

After this, I knew he needed some kind of dark aura, I didn't want to use any greenish ghostly looking ones commonly associated with the Spirit mastery  > therefore my go-to effect is the Shadowstalker's smoke!  Though this was a effect, how do I apply this to my monster? Hehe well.. after some thought and three attempts/testing I managed to add this to my black armored skeletal wraith to complete his look  ;D at this point I was very happy but lets keep going here. 

My new Nazgul boss will have a chance to drop his sword of course and upon wielding the blade, the player will receive the slain wraiths shadowy aura as a granted skill! And damn it's kool haha   

Finally, I named him Khamor'aan as a nod to the LotR ringwraith known as Khamul, and he already has the beginnings of his own tomb complex known as the Obsidian Crypt.

Screenshots below! and btw, as I've said above this is early drafting so you'll notice the stats for the sword are still the same as the Sword of Eternal Darkness and the Shadow Miasma aura I just added in a few random resistances.  These I of course will be going over and changing... :J

(https://i.imgur.com/ZBvpo32.jpg)





Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 08 August 2018, 15:56:47
Woah! That Nazgul Boss has really a LOtR feel to it. For a first draft this is very well done, Prosoro.

I swear I'll never ask to have a pet like that, that would be too awesome. :P

Note: my hunch was on Nazgul too but I restrained from posting (but who will believe me? ^^)
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 08 August 2018, 16:05:24
Dude, that is freakin' awesome! You really captured the Ringwraith feeling!
Edit: You can try attaching the Yin sword effect to this sword. Just an idea.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 08 August 2018, 16:13:01
Hope you guys like this addition! I'm pretty stoked and it's just always really satisfying when the ideas you have in your head actually work out after doing the modding and having it match your initial vision. 

Also, I want to ask for ideas here --> What would you expect Khamor'aans blade to have with regards to stats and level requirements etc?? List your chosen ones below!

Plus, the Shadow Miasma aura --> Again, what's your thoughts on what this should grant the player?? I'm currently thinking Cold and Slowing damage with maybe resistance reduction hmm..

Let me know  8)

More Screenshots:
(https://i.imgur.com/c65x05D.jpg)

(https://i.imgur.com/42DzU46.jpg)

(https://i.imgur.com/QlCd4lO.jpg)


Edit: ...struggling to add a gif from imgur atm :/ annoying it wont show up here and can't remember how I did it last time. Any tips?

Edit2: ahhh okay now I've got it

(https://i.imgur.com/2qPpytk.gif)
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 08 August 2018, 16:20:18
Woah! That Nazgul Boss has really a LOtR feel to it. For a first draft this is very well done, Prosoro.
Heha thanks Croc! great to hear he's recognizable in that regard, success!

I swear I'll never ask to have a pet like that, that would be too awesome. :P
Well about that.... ahaha I was thinking yknow  ^-^

Note: my hunch was on Nazgul too but I restrained from posting (but who will believe me? ^^)
lol it had to be the Nazgul of course
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 08 August 2018, 16:23:07
Dude, that is freakin' awesome! You really captured the Ringwraith feeling!
Edit: You can try attaching the Yin sword effect to this sword. Just an idea.

Cheers Nargil and yeah man I thought it'd be so kool to add that effect somehow too.  We'll see, you know how when you get ideas and they just start branching out in all directions - yeah that's def happening in this case
Title: Re: Hamunaptra Mod - Development
Post by: WNG on 08 August 2018, 16:39:13
Is the beta for soon? I'm growing impatient to try it  ;D
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 10 August 2018, 01:56:37
Hopefully, still plenty to do but I know a beta doesn't have to be perfect of course
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 16 August 2018, 11:19:03
Also, I want to ask for ideas here --> What would you expect Khamor'aans blade to have with regards to stats and level requirements etc?? List your chosen ones below!

Plus, the Shadow Miasma aura --> Again, what's your thoughts on what this should grant the player??

bump
...still no thoughts??  ??? ah well, I'll brainstorm something in the mean time
Title: Re: Hamunaptra Mod - Development
Post by: WNG on 16 August 2018, 13:42:55
Well, to answer your question, I need to know... do we start the map at level 1? And how high do we go?
Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 16 August 2018, 14:31:49
...Also, I want to ask for ideas here --> What would you expect Khamor'aans blade to have with regards to stats and level requirements etc?? List your chosen ones below!

Plus, the Shadow Miasma aura --> Again, what's your thoughts on what this should grant the player?? I'm currently thinking Cold and Slowing damage with maybe resistance reduction hmm...

Is this Khamor'aans Blade of yours gained from a secret quest? If yes then the player would have to go out of his way to get this item. If so I think it would be great to give those who made the effort to earn it some edge:

- granting the blade the most efficient damage type in the mod. For instance adding effects such as "+x% Damage to Beastmen, etc ". Now if you havenít finished the mod you probably donít know what kind of monsters are predominant in the campaign :),

OR   

- making the blade tailored to finish off the Last Boss more easily. Again it depends on the traits of the last boss (monster's category / monsterís damage types / Elemental weaknesses,Ö),


About the Shadow Miasma Aura originally used by Shadowstalkers. They're hard to it sometimes, right? Does it grants them a chance to Evade? If yes Evade is first on the list. On the same vein adding a chance to enemies to Fumble their attack, maybe. ^^.
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 16 August 2018, 17:14:26
Also, I want to ask for ideas here --> What would you expect Khamor'aans blade to have with regards to stats and level requirements etc?? List your chosen ones below!

Plus, the Shadow Miasma aura --> Again, what's your thoughts on what this should grant the player?? I'm currently thinking Cold and Slowing damage with maybe resistance reduction hmm..
+Vitality dmg, %Health reduction on hit and maybe % chance reduced resists for blade, vitality decay per second for the aura. I'm also for chance to fumble for aura as Croc. Or reduced physical/total damage. At least thats how imagine a wraith blade and aura  >:D
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 18 August 2018, 10:03:01
Well, to answer your question, I need to know... do we start the map at level 1? And how high do we go?

See the f.a.q here WNG
https://www.hamunaptramod.com/f-a-q
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 18 August 2018, 10:14:26

Is this Khamor'aans Blade of yours gained from a secret quest? If yes then the player would have to go out of his way to get this item. If so I think it would be great to give those who made the effort to earn it some edge:

Well assuming you're familiar with Grim Dawn, think of it like Salazar in the Depraved Sanctuary.  You find the dungeon, enter and defeat Salazar and he has a chance to drop his MI blade.  The DS is linked with a quest I think to find the key and then enter it, but killing Salazar isn't part of it it iirc.  In any case, Khamor'aan may be part of a side quest ...or he might just be a bonus hidden boss to hunt down.  His sword will be a legendary item though not an MI, I mean it is a 'Nazgul' blade right ahah

- granting the blade the most efficient damage type in the mod. For instance adding effects such as "+x% Damage to Beastmen, etc ". Now if you havenít finished the mod you probably donít know what kind of monsters are predominant in the campaign :)

hehe this made me chuckle a bit, only because to me it is fairly obvious that the Undead are the predominant monster type in Hamunaptra. But yeah Croc this is good and I think adding "dmg to Undead monster type" will be appropriate and sought after  :P

About the Shadow Miasma Aura originally used by Shadowstalkers. They're hard to it sometimes, right? Does it grants them a chance to Evade? If yes Evade is first on the list. On the same vein adding a chance to enemies to Fumble their attack, maybe. ^^.

I did see something but can't remember.  Will have another look
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 18 August 2018, 10:18:03
+Vitality dmg, %Health reduction on hit and maybe % chance reduced resists for blade, vitality decay per second for the aura. I'm also for chance to fumble for aura as Croc. Or reduced physical/total damage. At least thats how imagine a wraith blade and aura  >:D

Nice! this is what I'm after Nargil, thank you sir  8) definitely got to keep it in line with the overall wraith blade theme huh
Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 19 August 2018, 13:49:33
...hehe this made me chuckle a bit, only because to me it is fairly obvious that the Undead are the predominant monster type in Hamunaptra. But yeah Croc this is good and I think adding "dmg to Undead monster type" will be appropriate and sought after  :P

Argh! I should have thought about this, it's so obvious when I think about it now. ^^

(about Shadow Miasma aura)+Vitality dmg, %Health reduction on hit and maybe % chance reduced resists for blade, vitality decay per second for the aura. I'm also for chance to fumble for aura as Croc. Or reduced physical/total damage. At least thats how imagine a wraith blade and aura  >:D

I think you're so right on the money, nargil66:

Words are important here. The definition of Miasma in Greek Mythology says "a contagious power that has an independent life of its own", coming back to Titan Quest this totally sounds like the Plague tree from Nature Mastery. So yeah Health Reduction seems appropriate. Finely observed, friend. :)

By the way I forgot, seeing how Shadowstalkers sweep down so fast on you, I would add a Movement Speed bonus to Miasma. So to sum up Miasma aura:

- Evade [%Dodge Attacks + % Chance to Avoid Projectiles?],
- Movement Speed,
- Chance to Fumble,
- Health Reduction in % [could it spread to nearby enemies? Err maybe that's overkill?  :P],
...
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 11 September 2018, 15:46:28

Hey guys am back with another 'proper' update  ;)

link: https://www.hamunaptramod.com/

Let me know what ye think and hope you enjoy!
Title: Re: Hamunaptra Mod - Development
Post by: WNG on 11 September 2018, 15:59:46
So I'm just waiting for that playtest opportunity, this looks awesome... =d
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 12 September 2018, 10:04:18
Heha thanks WNG and yeah there's a lot going on atm but believe me I'm persevering to get it ready.  Btw good work on releasing Doom Island aye!
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 29 October 2018, 14:21:14
Hey guys, here a few things I've been working on lately..  Other than this though I have been tweaking the beginning areas to ensure it's all up to reasonable standard for Alpha - after all, first impressions count!

Below are some undead variations I've added.  As you can see the first screenshot shows off a new, slower breed of skeletal undead I like to call the 'Shambling Dead' family.  Typically, skeletons in Titan Quest run at the player and overwhelm them.  This is great and has its place but I also want to have more slower moving skeletons that are;
            a) Stronger and more resilient (basically can take a good beating before going down)
            b)Hit significantly harder but move slower

In-game this makes for fun and frantic encounters since you can get surrounded by these guys if your not careful and, even though they are slow, they aren't easily fought off.  Add to this the other 'members of the family' > the even more tanky Herald Revenants, the Skeletal Magi and Greater Mummified Stalkers and things get +1 fun  ;D

(https://i.imgur.com/XLg44Qj.jpg?1)

Following this here's some other variations of monsters one might find in dusty dungeons.  The dark mummy reskin or Exhumed Horror I really like at the moment  8)
(https://i.imgur.com/YjuP1Ev.jpg?1)


and he has a big brother > the Exhumed Horror - Executioner

(https://i.imgur.com/ORx5R1s.jpg?1)


And finally, check out some of the 'new' types of lootable variations that have been added to Hamunaptra  ;)

(https://i.imgur.com/dyujcUK.jpg)


Title: Re: Hamunaptra Mod - Development
Post by: sauruz on 29 October 2018, 14:31:26
what a scarry undeads you got there :)

beautifull work, kudos
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 29 October 2018, 14:47:51
Fantastic work on those undead... :D I've seen enough to suspect this will be the most immersive mod for TQ when it's released! Man, the hype...
And those new containers - really add to the atmosphere!
Title: Re: Hamunaptra Mod - Development
Post by: WNG on 29 October 2018, 14:56:36
Looks awesome, as always. Keep up the good work  :)

Now that makes me wonder, isn't Spirit Ward/Bane going to be overpowered in there? Or will there be other sort of enemies to fight?
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 30 October 2018, 10:16:19
Thanks heaps for the kind words guys  :)

Yeah Spirit Ward is going to be very valuable lol but yes there will be other monster types in the dungeons and tombs of course. Also traps.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 02 November 2018, 11:31:24

....If a hidden chamber existed somewhere within the beginning area - 'hypothetically'   ^-^  What might one find??
 
Perhaps something super helpful like:
  a) an item with reduction to requirements maybe?
  b) a piece of lore which upon reading grants some early XP?
  c) good 'ol potions?
  d) a unique formulae?
  e) possibility of one random low level unique tailored to the gameplay achetypes?  (ranged/melee/caster)
 
(https://i.imgur.com/KbZu9lW.jpg)

What do you think? Hypothetically of course  O:-)



Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 02 November 2018, 11:46:55
Perhaps all of the above, just random chance?
Title: Re: Hamunaptra Mod - Development
Post by: sauruz on 02 November 2018, 15:07:15
^

if isnt possible, i would say a bit extra exp would help the player, getting a few extra tricks.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 04 November 2018, 23:30:30
Perhaps all of the above, just random chance?

Yeah that's good thinking, would be great for replay value haha. Still deciding what to use as a 'wall lever' for access  ???
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 07 November 2018, 23:45:10
Still touching up the early areas which have been long neglected.  Also expanding some of it a bit more to help with levelling.  Titan Quest is quite drawn out with content which works well with levelling progression but with Hamunaptra the difficulty scales up a lot quicker so hopefully adding a bit more meat to the beginning areas will help with this.

As I'm doing this however - "...a new area? Probably need another ruined temple and accompanying dungeon"  ^-^