Titanquest Fan Forum

Titan Quest - Anniversary Edition/RagnarŲk => New Projects => Topic started by: nargil66 on 04 November 2017, 05:51:39

Title: Deities Mod - Development Thread
Post by: nargil66 on 04 November 2017, 05:51:39
This thread is now only for development notes, update info and discussions. For overview of the mod see here:
https://titanquestfans.net/index.php?topic=38.0
Title: Re: Deities Mod - Early Development
Post by: Typhon on 04 November 2017, 13:01:43
I totally want to be a drunk god :P with all my satyr buddies  O0
Title: Re: Deities Mod - Early Development
Post by: sauruz on 05 November 2017, 20:51:31
Im glad to see your mod, going on!

Good luck on your work !
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 06 November 2017, 03:42:46
actually i would like it more if Hades was one of the gods/masteries.. like necromancer from diablo.. Summon minions from the realm of the dead  .. yeah that's badass i think.. I'm not very active playing anymore but this could get me back

but it would be confusing because you'll also have to face Hades at the end
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 06 November 2017, 10:36:27
Yes, in the mod you draw power from the domains of the gods, and including Hades is like being a servant to your own enemy... but don't worry, there will be necromancy. It's one of the specialities of Hecate, among other things. I'll update the first post with a picture to show the main skill catergories and comparitions of the gods.

I'm working on Artemis mastery last few days. It's going slow, but there is some progress. Some skills are already different from the ones in the draft. this time i'll do the visual part for last. ArtManager 1.6 gives me error on start, so i can't convert any textures yet... i guess the gods want me to do the more important things first :)
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 06 November 2017, 10:59:07
Yes, in the mod you draw power from the domains of the gods, and including Hades is like being a servant to your own enemy... but don't worry, there will be necromancy. It's one of the specialities of Hecate, among other things. I'll update the first post with a picture to show the main skill catergories and comparitions of the gods.

I'm working on Artemis mastery last few days. It's going slow, but there is some progress. Some skills are already different from the ones in the draft. this time i'll do the visual part for last. ArtManager 1.6 gives me error on start, so i can't convert any textures yet... i guess the gods want me to do the more important things first :)

that's cool.. if I'm not mistaken Hecate is also a resident of the underworld so it makes sense.. about Artemis, if you decide to include scatter shot please don't implement that 80% ∂ĘÄπ bleed.. I'm about to post something about that in this forum.. titled archers without hunting.. pls look at it.. and whoever gods might be talking to you, just don't listen to Pan
Title: Re: Deities Mod - Early Development
Post by: Typhon on 06 November 2017, 12:25:55
Forgot to ask, is this for TQIT or AE?
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 06 November 2017, 12:50:44
and whoever gods might be talking to you, just don't listen to Pan
That hairy horned rascal >:D? Dont worry, i wont.

About scattershot, i'm not a big fan of it in the vanilla game. Bursting arrowheads, wtf? Doesn't make sense, without some magic explanation. And it's way too powerful imo.

Forgot to ask, is this for TQIT or AE?

AE, no point to go back with all the improvements.
Title: Re: Deities Mod - Early Development
Post by: efko on 06 November 2017, 19:38:00
We need it for immortal throne as well :(
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 06 November 2017, 20:46:15
just switch to AE Typhon.. buy it when it's at 80% sale  :)
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 06 November 2017, 21:44:11
also, TQ did a good job at ensuring that every skill, even tier 1 skills, have a certain use even late game legendary.. so what I'm saying is, pls look at the new skills you're going to make carefully and make sure that no skill gets forgotten as you progress more into the game.. easier said than done but i think this is one aspect TQ beats other RPG games at

edit: as great as diablo 2 was, i think it did a poor attempt at justifying that every skill has a use when they made all those updates (lower tiered skills make the higher tiered skills stronger bu∂∂£π!t)
Title: Re: Deities Mod - Early Development
Post by: Typhon on 07 November 2017, 00:03:32
just switch to AE Typhon.. buy it when it's at 80% sale  :)
I've been planning on it since I really don't see a downside to switching. But yeah, I'll wait for the next sale so I can save a couple of dollars  O0
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 11 November 2017, 08:49:21
damn this makes me wanna download it right this very instant lol.. i just have some questions:

1)  do hirelings benefit from pet bonuses? hmm my vote is no but they should benefit from auras

2)  in AE, pets receive half the effects from your storm nimbus.. do your pets also get that from the storm nimbus of your hireling?

3)  any chance we could give our hirelings some of our unused farmed items? like in diablo 2

4)  10. Many new monster types, heroes and bosses. If possible, more monster races.
- random hero monster encounters like in soulvizier? i like that

5)  any chance of transmogrification? i mean i like hesiones veil but i would never wear it on a male toon

6)  Merchant sells common monster armors with small chance for rare MIs.. I'm not sure I'll like that.. i mean there's a reason why they're called monster infrequents.. but well, I'm not knocking it till I've tried it
Title: Re: Deities Mod - Early Development
Post by: sauruz on 11 November 2017, 10:41:20
i like your ideias Nargil, looking forward for new monsters, looks and mercenaries.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 11 November 2017, 12:16:07
1) Yes, they will be same as pets. I bet their damage will be low without it, because they will probably have fixed stats for the entire difficulty.

2) I think not, it will be self only like other hirelings auras.

3) Not sure its even possible in TQ. If it was i would do it.

4) Soulvizier is really great mod, too bad the soul feature and hero stars collecting feature are alredy taken... In Deities i'll try to stick more to mythology when making new heroes. I'll have to read half of theoi.com i guess, but thats fine.

5) Man, you cant imagine how much i want to do transmogrify in Titan Quest... i need to figure out how tho, if its even possible. Or maybe cosmetic slots on switch, idk. I never played Grim Dawn much, but this is an awesome feature. For starting, male Hesione's Veil is definitely getting a rework.

6) Only Monster merchants will sell it... betrayers to their kind :P
Title: Re: Deities Mod - Early Development
Post by: Typhon on 11 November 2017, 13:09:53
Whoa... Hirelings for the win!
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 11 November 2017, 13:16:22
1) i see.. and we can't increase their damage further because of (3), that's fine then

4) no i meant will there be random hero encounters? actually I've changed my stance on souls.. because nobody wants to wear rings anymore

6) oh that makes sense then i guess.. but it has to be very low chance or else it would look like shopMI
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 12 November 2017, 13:33:41
Yesterday, after losing hours trying to fix some skills in Artemis tree, i was totally burned out. So i switched to reworking the mastery panels. There are two new variants:

Picture variant:

(https://s8.postimg.org/oeg1rfvgl/screenshot166.jpg) (https://postimg.org/image/x9gw1yk8x/)

Only not sure about new Ares icon on this one.

Pottery-like variant:

(https://s8.postimg.org/8wx51igyd/screenshot167.jpg) (https://postimg.org/image/t4akttefl/)

Which one you like more?

Title: Re: Deities Mod - Early Development
Post by: sauruz on 12 November 2017, 13:36:02
I like more the 1st one, in my opinion

(picture variant)
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 12 November 2017, 13:51:35
my vote also goes to the first one
Title: Re: Deities Mod - Early Development
Post by: Typhon on 12 November 2017, 16:02:28
Yeah, the first one does look better in my opinion.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 12 November 2017, 17:00:32
Thanks for the feedback :) First post is updated with the latest version of panels. I returned the old Ares panel - looks more badass imo.
Title: Re: Deities Mod - Early Development
Post by: Cygi on 12 November 2017, 19:08:17
Fingers crossed for this project, it looks promising.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 14 November 2017, 18:10:36
Thanks Cigy :). To be honest, this is my first attempt in real modding. There are so many things i dont know yet... But i'm not planning to give up easy ;)

Made my first custom effect today for Ares mastery. Nothing too fancy, just recolored Onslaught:

(https://s20.postimg.org/eystkq559/screenshot22.jpg) (https://postimg.org/image/51hsrnxjd/)

Right now the effect looks like a paint, i guess i'll play with it more. At least i learned something new.
Title: Re: Deities Mod - Early Development
Post by: sauruz on 14 November 2017, 21:46:26
looks good to me :)

Great work so far
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 14 November 2017, 21:53:54
It can always be better ;)

Here is more like i've imagined it - flame and blood:

(https://s20.postimg.org/czpzyq9vx/screenshot69.jpg) (https://postimg.org/image/ib4wjfvyh/)

I post way too many spoilers, lol.

Title: Re: Deities Mod - Early Development
Post by: Typhon on 14 November 2017, 22:59:29
Can't wait for Satyr buddies :P
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 14 November 2017, 23:11:51
It can always be better ;)

Here is more like i've imagined it - flame and blood:

(https://s20.postimg.org/czpzyq9vx/screenshot69.jpg) (https://postimg.org/image/ib4wjfvyh/)

I post way too many spoilers, lol.

i like the flame and blood better too.. it looks like it has a slight touch of yellow
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 15 November 2017, 19:04:35
Can't wait for Satyr buddies :P

Hehe, me too. Dionysus will be a fun mastery to make. For now, here is a tease - Dionysian priestess and zealot :):

(https://s20.postimg.org/4gh6ee07h/dionysian_summons.jpg) (https://postimg.org/image/3qye20znt/)

Both are still in a working stage.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 16 November 2017, 18:47:38
While testing the new Onslaught effect, i noticed the charges in vanilla doesnt increase right (4th ring is too big, 6th too small, etc.). Its fixed.
I made new looks for the spartoi (Ares summons) using machae mesh. Here is how it look for now, with old ancestral warriors to compare:

(https://s20.postimg.org/594k8xzz1/spartoi.jpg) (https://postimages.org/)

Normal ancestral warriors will be moved to Athena.
Title: Re: Deities Mod - Early Development
Post by: Typhon on 16 November 2017, 23:24:54
How do you get the skins for the characters? Through the mastery selection, tunic dyes? Looks nice :) Like how the guy in the picture above is red.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 16 November 2017, 23:56:14
I replace mesh, texture and animation of main character with the ones of the creature i want it to look like.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 20 November 2017, 19:21:50
Today i transferred the mod to new expansion. A new god is added on my to-do list - Poseidon. Recompiled all resources for UI and Effects as .arc files and relinked them in database (finally). Next i'll do the same with all textures for creatures and items I've made from old forum untill now. When this is all finished, the old mess from replacing files in database folders will be cleared. I'm satisfied. Also integrated new caravan to the mod.
Preview picture for mastery selection screen is updated (check the first post).
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 20 November 2017, 20:25:05
goodie i want to try this after ragnarok

just one question, what are those stats in the first post? are they the recommended stats? because i mean nothing prevents me from going int on a warfare char.. like my physical ternion guide for example.. in TQIT years ago, i had a defense char focusing on int.. or if i make an elementalist, i would seriously consider making it an archer.. so are those fixed stats or are they just your recommended stats?

edit: and the weapons too

https://s1.postimg.org/84wop0ze67/deities_overview.jpg

Title: Re: Deities Mod - Early Development
Post by: nargil66 on 21 November 2017, 00:13:40
They show horizontaly bonuses to which weapons are given fron the mastery, what damage types it makes or what resists it has... etc.

For example with Apollo:
Bonus Damages/Resists - Apollo skills add to Fire/Burn and Vitality/Vitality Decay (in Deities desease will be represented by vitality/vitality Decay instead of poison). There is also a skill that gives elemental resist. Hence the Fire/Vit/Elem.
Stats - the mastery gives +Dex/Int when u increase it.
Class - What is the basic class of follower of Apollo.
Effect - Many skills in Apollo can use Mind Control, here called Charm. Its most specific for that mastery, same way as Artemis can Entrap/Immobilize.
Weapons - Each mastery will have specific bonuses for 3 types of weapons, same way Hunting is good with bow/spear and Spirit with staves.
Good vs - What Racial bonus the mastery gives. Every mastery will have bonus vs specific type of monsters.
Pets - each mastery will have his own pets, connected to the given god somehow in mythology.
Summon - Like the pets, but is temporary like Outsider.
Skill trees - Represent the 6 main columns of skills in each mastery, each is connected to a specific aspect of that god.

Btw, this table is outdated now, i have to rework it with adding Poseidon :/


Title: Re: Deities Mod - Early Development
Post by: nargil66 on 22 November 2017, 08:40:05
Finally bought the game on Steam :D
Not sure yet how to upload mods though. Anyway, it can always be done later.
Worked some more on Artemis mastery. Here are the spirit wolf summons:

(https://s20.postimg.org/tly3owzod/screenshot171.jpg) (https://postimages.org/)

Title: Re: Deities Mod - Early Development
Post by: Typhon on 23 November 2017, 00:10:56
They look pretty cool, can't wait... but can wait :P
Title: Re: Deities Mod - Early Development
Post by: Prosoro on 24 November 2017, 04:29:35
Impressed with those Spectral wolves nargil  :) you'll have to tell me how you did that one time - I have tried to by changing the transparency in the Actor Variables record in the AM but didn't change anything..

Also with the Mastery Panel, I know majority vote is for the latest variation but man, loving the ancient pottery/mosaic styled one! Since you are wanting the mastery themes as close as possible to Greek Mythos I rekon the first variation fits great ^^,
Title: Re: Deities Mod - Early Development
Post by: Autentist on 24 November 2017, 10:42:33
Looks pretty good. I will definitely check this out.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 24 November 2017, 11:20:09
The spectral wolves were already included in Ragnarok expansion, credit doesn't go to me... i just recolored them ;)
Ragnarok is a real gold mine for textures and meshes btw.
About the mastery panels, i can make them separate .arc files and include both variants :)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 24 November 2017, 21:33:17
Worked more today on the spartoi warriors for Ares. They use now Machae animation and sounds, instead of old Ancestral warriors one. Havent yet made them to change appearance an items as they gain levels, i'll do it next.

(https://s20.postimg.org/rf26d4y0t/screenshot175.jpg) (https://postimg.org/image/shccvogu1/)

I can't make them use their pet modifirer skills however, both in Ares and Artemis i have the same problem with all pets. I miss the tutorials from old forum...
The texture for the spartoi is still a placeholder, ill play more with it untill it looks better.
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 24 November 2017, 23:03:08
How to create pet modifier skills:


After that is the debugging....lots of debugging. :-D

Some issues I have had were: Pet does not have enough energy. No animation to use the skill. Wrong range set in the configuration setting. So many more...
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 25 November 2017, 02:24:23
Thank you for your help. I haven't added the skill config before... but the modifier still doesn't work. There is another problem with it:

(https://s20.postimg.org/osvunkiz1/screenshot178.jpg) (https://postimg.org/image/4y9t1g3rd/)

And another completely unrelated skill in the battle rage tree requires the same pet modifier:

(https://s20.postimg.org/vxi9aapvx/screenshot179.jpg) (https://postimg.org/image/b0m15mrux/)

The skill dependancy field is empty in all. I keep checking the three skill files, but can't find what causes it.
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 25 November 2017, 16:40:34
I think the problem is where the pet modifier is located in the player skill tree file.

The player skills are ranked top to bottom in the skill tree invisibly.

A pet summon skill must come first, then the pet modifier must be directly below it in the player skill tree. Anywhere else and it won't work.

This isn't apparent in the template, but if you look at the vanilla player skill trees you will see that this is so. e.g. Coredweller, then the next skill down is Inner Fire, then Wildfire etc.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 26 November 2017, 01:51:42
With your help, the skill finally appeared :)

(https://s20.postimg.org/95eem26ml/screenshot181.jpg) (https://postimg.org/image/fvuvvhts9/)

There is only one problem - once the skill is triggered, spartoi basic attack starts doing 0 dmg. When boiling blood is inactive, it hits normally. Man, wtf...
Sorry to bother you with this, you're probably busy enough with v2 and new expansion.

 


Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 26 November 2017, 18:25:35
I'm taking a break from v2. Gonna have to start over since the new expansion just to extract and add the new game map.

You have stumbled on a problem I have faced myself.

Onslaught needs to be the basic attack skill in the Skill Configuration/ attakcSkillName slot to function right so you can't have the basic attack skill AND Onslaught in the Skill Configuration/ attackSkillName slot. Hmm.

Here's a couple ways around that problem.

Create and equip a levelled series of weapons that do the damage for the pet and equip them. This is how I did the shield for Armored Spirit.

Another way I've used is simply add the damage to the Character/handHitDamageMin and Max like Nature's Wolves or Coredweller have in vanilla. This is the style I use for my Magma Sprites that have an Onslaught type skill.

Having the Onslaught skill without any player skill points in it is fine, the damage will default to to the base so no worries. It won't stop the pet from attacking, it will just fallback automatically to default attack.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 26 November 2017, 21:52:23
The leveled weapons idea is tempting. But you said before there is a problem with invisible meshes in multiplayer. I'll have to attach them to the creature mesh an make 20 different meshes. And i dont know how to do it yet...
I'll do the handhit for now. The current spartoi weapons are just for looks and do 0 dmg anyway.

Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 27 November 2017, 01:30:56
Yeah, that's the method I use.

But just as an idea, attach the cool weapon mesh to the creature mesh with MeshView as an attachment to a renamed CLONE of R Hand, then equip the pet with invisible weapons. :-)

EDIT: Quick question, would it be possible to make a wraith mesh an armor and equip a skeleton with it? Like a skeleton with transparent skin over it?
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 27 November 2017, 23:37:36
Probably, if they are the same size. The "armor" will copy the skeleton animation. Cant say for sure untill i try it tho.
Btw, I haven't forgotten i promised you to make rakshasas.. but lately this modding thing is sucking the life out of me, lol. All I was able to do today was to finish the draft for Hephaestus skill tree. I updated the post on first page. I totally stole your sling trap from Demigods, its an awesome idea.
Edit: I tried making skeleton in both a wraith an a shade, but the animation didnt overlap perfectly and it doesnt look good :/
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 28 November 2017, 17:21:13
Yeah, it really can suck the life out of you. Haven't opened ArtManager in weeks now.

Plus just had a client decide they want to redesign their website and I know they'll come back with "just flip a switch to do it" right? It's just so easy!  Man, it's crazy how people think it's like swiping on a mobile phone. I mean, it would be fair if it wasn't entirely custom and one of the newer plug and play type CMS's but man...

Thanks for trying with that skelly thing, I really liked the idea of the gelatinous skeleton lol, but by now I am pretty used to disappointment with TQ modding :-D

And I don't remember the sling traps, that was a long time ago. I never would have noticed it lol
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 28 November 2017, 19:45:17
Your idea was good. If I had the knowledge of Tamchi, probably would succeed.
(https://s20.postimg.org/covsllbv1/halloween1.jpg) (https://postimages.org/)
This is the problem:
(https://s20.postimg.org/nbplr8hi5/halloween2.jpg) (https://postimages.org/)
Best i can do is delete the skull and the textures which go outside, from ribcage and down everything fits good.
And just a funny picture:
(https://s20.postimg.org/4xf2mxkjh/halloween3.jpg) (https://postimages.org/)
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 29 November 2017, 01:19:24
Aughh <sobs> SO CLOOOOSE!! lol

But isn't that first image CREEPY?! I LOVE IT!

I suppose since the outer mesh is armor you could play with the scale there in the Actor Variables. Maybe make the outer mesh like 1.15 or something?

And I just want to thank you for trying, you do good work! :D

EDIT: Yeah, you could make a HELMET for the head and armor fot eh body MWA HA HA!

EDIT2: Also: maybe make the skeleton animation the NPC Ghost animation?
Title: Re: Deities Mod - Early Development
Post by: Typhon on 29 November 2017, 03:21:25
What's going on in the last image LOL
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 29 November 2017, 04:11:34
Well, i tried both things - change animation and mess around with the scale... also tied to make the skeleton the armor and fit it inside the body. Maybe if there is a way to add a separate animation for armors...
I can send you the files or meshdata, whichever you prefer. You might think of something i havent.

What's going on in the last image LOL

The satyr shaman had a surprise from behind ;)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 29 November 2017, 13:27:35
Finally finished the mesh adjustments for vanilla maenads. They can wear most helmests now, greaves still cause sone clipping, but fit the leg better than before:

(https://s20.postimg.org/4bv5o6o5p/bast1.jpg) (https://postimages.org/)

Even satyr hood doesnt look too bad :):

(https://s20.postimg.org/yhtk2zai5/bast2.jpg) (https://postimages.org/)

Here is Mesh data:

AttachPoint
{
    name   = "Lower Body"
    origin = (0.007000, -0.033000, -0.066000)
    xAxis  = (1.050000, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.000000, 0.110000)
    zAxis  = (0.000000, 0.000000, 1.060000)
}
AttachPoint
{
    name   = "Upper Body"
    origin = (0.000500, 0.000000, 0.011500)
    xAxis  = (1.011500, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.000000, 0.000000)
    zAxis  = (0.000000, 0.000000, 1.011500)
}
AttachPoint
{
    name   = "Head"
    origin = (0.002200, 0.022000, 0.002200)
    xAxis  = (1.04400, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.004000, 0.000000)
    zAxis  = (0.000000, 0.000000, 1.033000)
}

I'm having trouble making a proxy in Egypt to spawn my variant of Bastet Minions. Tried yesterday to just copy all the Bast proxy data from LoC, but they just dont want to appear. Clearly the gods of modding doesnt allow cheating. Also tried to edit Character.tpl and changed DefaultHeadpiece variable to array, hopin there can be some way the char can randomize starting hair. Not working either, character just equip the first hair in the list :(
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 29 November 2017, 18:14:23
Are you including the game map in your mod? Then you just create a proxy file, add pools to it and add it to the map.

If not, then I can walk you through the proxy thing.

In the game map are the proxies and you can see them if you extract and decompile the game map, add it as a custom mod (no need to build) and open it in the editor.exe. Select a proxy and you can read the file path to the proxy in question on the editor window bar at the bottom left of the window.

In ArtManager go to the proxy that you selected.

In the Proxy Config tab of the proxy file make sure the chanceToRun is 100 or blank as it defaults to 100 if left blank.
placemnetExtents is the distance in meters the monsters spawn from the proxy location in the map.

Expand the Proxy Tables tab. THe Normal/Epic/Legendary tabs are for proxy pool entries. If you leave EPic and Legendary tabs empty, EPic and Legendary difficulty will use the Normal listed proxy pools for spawns. Also, having a pool in Normal and Epic, legendary will default to Epic if there is no Legendary proxy pool

Select the Normal tab in Proxy Tables. The pool1 is a slot for a file path to a proxy pool file. THe weight is the weight, you know. You can only add 6 proxy pools for any one proxy per difficulty sadly.

The proxy pool file is where the actual monster files are listed. In the pool file Pool Config is the spawn amounts and chance for Champions. If there is a chance for a Champion, make sure you have a monster file path in one of the slots in the Champion Pool tab. Otherwise, place your trash mob monster file paths in the Pool tab slots and add a weight to each one.


So the chain of paths is Monster File -> Proxy Pool File -> Proxy File.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 29 November 2017, 18:53:33
Quote
Are you including the game map in your mod? Then you just create a proxy file, add pools to it and add it to the map.
Which one is better? I have 0 experience with maps and im not sure. After trying Ragnarok, im seriously considering to not include the new areas. I know most people will not be happy, but tbh Ragnarok breaks the old TQ feeling for me. And the mod will be about Greek gods, not Norse. The new meshes and materials from Ragnarok however will definetly be in. If i ever learn how to make maps, i would include more areas closer to Greece, like Phrygia, Thrace, Scythia and expand ancient Babylon. But these are just my dreams, lol.
If i include the old map, will it break many paths in the database? Or maybe i should turn back and start building over plain Anniversary?

Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 29 November 2017, 20:21:46
IMO you should skip adding the map for now. If you think database and assets suck the life out of you...hoo, boy! Consider how long to add just the town of Helos. I mean, every chicken is carefully placed.

Besides, you can add it to the mod later if you want to and no harm done.

I was only suggesting that knowing which proxy is which in the ArtManager is so much easier when you can see the proxy avatar in the Editor. I used the editor to look around in the game map extensively when making LoC, it just saves time when trying to add monsters.

But if you don't have the map decompiler, I could create a MEGA link.

Also, if you just add all game proxy pools to your mod's database, you could guess where you add the new monsters by adding them where certain monsters spawn in game...say for example Hyenabeasts. Just track down the hyenabeast proxies and add the Bast proxy monster pool files to that proxy. Either replace the hyenabeast file paths or add the new ones under them.

You still have to make Bast proxy pool files and fill it with the monster paths, but it's not really hard. Just time consuming. Like most modding is :D


EDIT: To answer about the new areas/map: skip it for now. Your masteries are the hardest part IMO, getting those right is pretty powerful. And I don't think the new map or areas would break anything, I mean, the devs would have had to go back  to the original map and mess around with the file paths/proxies and honestly, I don't think anyone would want to pay for that when it doesn't add any value to the gameplay :D
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 29 November 2017, 20:37:14
Thanks, i'll stay to the current map then. I easy switch my focus on other stuff, which doesnt help.

I made some new effects and textures for spartoi and warbanner, to be more in the fiery/bloody theme of Ares:

(https://s20.postimg.org/5hv0sdjd9/warbanner.jpg) (https://postimages.org/)

I'll try making the proxies tomorrow, now im doing new effects. Already did the battle rage + all battlerages from the inside folder, which apperaed to do nothing :/
I' add them to some of the modifiers maybe, now sure which yet.
Title: Re: Deities Mod - Early Development
Post by: Typhon on 29 November 2017, 23:06:46
I like the blood-like effects you have for the Ares class.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 29 November 2017, 23:48:32
Ok, I got pizzed enoguh from my minions not doing any dmg. The attackhit method didnt work for some reason, so i just made 20 swords and 20 shields and boom - they became killing machines  :D Nessus fell in seconds. Here is my crappy looking hero saluting his badass troop for first victory:

(https://s20.postimg.org/fskeons99/victory.jpg) (https://postimg.org/image/do01nkqmh/)

Man, this moding thing is super fun when things work right :)

If anyone is still wondering what exactly is a Spartoi, here is some info from theoi.com:

Quote
THE SPARTOI (Sparti) were a tribe of warlike, earth-born men which sprang fully grown and armed for battle from the sown teeth of a Drakon (Dragon) sacred to the war-god Ares.

The first of the Spartoi were sown by the hero Kadmos (Cadmus) from the teeth of the Drakon of the Ismenian Spring of Thebes. As they were sprouting from the earth, he cast a stone amongst them and they fell to fighting. The five survivors afterwards assisted Kadmos in founding the city of Thebes.

A second batch of Spartoi was sown by Iason (Jason) in the fields of Kolkhis (Colchis) on the Black Sea--a task demanded of him by King Aeetes in his quest for the Golden Fleece. Like Kadmos Iason threw a stone amongst the sprouting warriors and they slew one another in battle.

Edit: Here comes the big daddy of the spartoi :):

(https://s20.postimg.org/r952baz8d/wardragon.jpg) (https://postimages.org/)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 30 November 2017, 17:53:04
Finished all Ares effects from warfare folder, i think the only effect not tweaked is the charge trail for war wind. Added some missing descriptions in the skill tree, changed some of the god symbols on mastery selection screen with better ones. The only thing remaining on Ares UI is the mastery button, i cant find where its located yet. I'll try the proxy thing now, maybe build on a different mod folder just in case...   
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 02 December 2017, 00:01:30
For two days everything i try fails... Couldn't even extract the map files, MapDecompiler crashes every time. Found two cool apps for 3d painting, but texture doesnt appear on the mesh... Tried to make reshade settings for Titan Quest, only to not save them in time and ruin them later. I think ima make a small break. I'll work on the translation project for a while - at least its simple enough to not turn to a disaster  >:(.
Title: Re: Deities Mod - Early Development
Post by: Prosoro on 02 December 2017, 05:20:43
Heh it does get like this, just have to make it til the next break through/success haha Spartoi lookn badass btw man
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 02 December 2017, 07:21:52
Mhm, just have to calm down... btw, check this out:

https://www.youtube.com/watch?v=Eh51m6glEHo

Imagine the spartoi swiping their swords on 2:43...  There are lots of cool ancient-like tracks on Youtube, might make a music pack too.  :)
Title: Re: Deities Mod - Early Development
Post by: sauruz on 02 December 2017, 11:26:13
when i heard that music , i remenber right away the batle on monsters war camps ah !!
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 02 December 2017, 12:46:05
Yeah, awesome, right? Found some for Egypt and Babylon too.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 04 December 2017, 23:53:34
Alright, back to the mod :). I worked more on the Artemis skills tree today. All skills are aleady in place, the descriptions and many of the icons are not set yet. Now remains to make the skills work like listed in the draft. I'll try to leave the looks for last this time, but it wont be easy - my hands are itching to work on the icons first, lol.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 06 December 2017, 02:34:44
Ok, 50% of the skills in Artemis are changed and working as intended now. Two masteries on the way, still 8 to go.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 06 December 2017, 13:17:36
Hmmm, i'm in a dilema here for the Artemis ultimate summon. There are two options for it:

1. Giant Boar - In greek myths Artemis often sends monstrous boars against those who anger her. Examples are the Kalydonian Boar and the giant boar that killed Adonis.

2. Giant Bear - The bear is one of the symbols of Artemis, along with the deer. In some places of Greece there were "bear rituals" related to the goddess. Artemis also transforms the arcadian princess Callisto into a bear as a punishment.

Since both animals are related to Artemis, the main question is - which one will look cooler? What do you guys think?
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 06 December 2017, 13:37:42
wow.. you really did your homework.. i knew about the boar but not about the bear.. if you started on the images already, posting pics would help.. if not, i vote bear
Title: Re: Deities Mod - Early Development
Post by: efko on 06 December 2017, 13:48:34
Boar definitely. In many games bear is common beast to play with, but boar is very rare. If you want to make it more special, pick boar.
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 06 December 2017, 14:09:08
wait is there a calydonian boar hero monster in TQ? because the boar that killed adonis was the calydonian boar sent by artemis.. and if we stay true to the myth, isn't it weird summoning an enemy hero monster? i know there's an erymanthian boar hero monster in TQ but it's not associated with artemis.. can't remember if there's a calydonian boar hero monster

edit: oh crap.. after some googling, the calydonian boar was the boar sent by Artemis to destroy the region of calydon.. the one that killed adonis was just mentioned as a giant boar.. or in some accounts, ares in a disguise

ok i change my vote to giant boar

dang my memory really is getting bad.. I'm getting old
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 06 December 2017, 14:32:20
(https://s20.postimg.org/jlo6gh1ul/Boars.jpg) (https://postimages.org/)
(https://s20.postimg.org/4e86vtrwt/bear.jpg) (https://postimages.org/)

Hmm, now that i look a it.... i think I will stay with the boar (the biggest one). Imo it looks way scarier than the bear.
Yes, Calydonyian boar is a hero in Titan Quest, but it can easily be changed with just renaming it. Thanks guys!

Edit:
(https://s20.postimg.org/74i0zo2j1/screenshot11.jpg) (https://postimg.org/image/itm0nmthl/)
:)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 06 December 2017, 17:33:55
(https://s20.postimg.org/mp36vnm0d/pets.jpg) (https://postimages.org/)

Here it is, but... i don't like much how both the wolves and boar look for now. Wolves are too transparent, and maybe will make them silver instead of green, they are moon spirits after all. I would use normal wolves with silver skin, only i dont know how to make the mesh semi-transparent yet.
Boar... Yeh, its scary, but i imagine an animal send by Artemis to look more... divine, you know.
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 06 December 2017, 19:34:19
yeah that's nasty.. and that's just right.. it's an animal sent to kill
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 06 December 2017, 20:57:49
How to make mesh semi-transparent 101. Sit down...is that gum?!

If you have Tamschi's MeshView, it's easier than you think.

Which monster in-game has the look you want? Wraith? Lost Soul (yuk)?

Pick one and open it in MeshView.

Now, open another instance of MeshView with the mesh you want to alter. Have the file paths to the textures in-mod handy.

Go to the Wraith (whatever) mesh and look for "Shaders".

Select the shader and there will be a text-box to the bottom right with the shader file path in it. Select and copy that shader file path.

Go to the mesh you are altering. Select "shader". Paste the shader file path from the other one in that same text-box.

Open the shader "+". Select "base texture". Over to the right a text-box with the file path will have the default. input the -in-mod file path to the new base texture there.

In the Wraith mesh, open the shader "+" and look at the settings. If there is a "GlowTexture" and the boar or bear don't have one, go over to the boar/bear mesh again.

click on "shader" over to the right will be "Add New String Parameter". click it.

Under the display window, change the text "new parameter" to "GlowTexture". Add teh file path to your in-mod glow texture asset. What? You don't HAVE a glow texture asset? Well, make one by copying the base boar texture and fiddling with it to match the glow texture for the Wraith's glow texture. Don't worry about the texture file dimensions, it can be the same size as the base texture no problem.

If the Wraith has  number values under the shader, go to the boar mesh and select the shader and click "add new float value"

Copy the name of the value in the text box to replace "new parameter" with the same name as in the Wraith file.

Once all the values in the boar mesh match the one's in the Wraith mesh, save the mesh, import into mod, create asstet, build.


Annnnd...pencils down. :D
Title: Re: Deities Mod - Early Development
Post by: Typhon on 06 December 2017, 23:06:13
Is the bear part of Ragnarok?
Title: Re: Deities Mod - Early Development
Post by: sauruz on 07 December 2017, 00:15:16
Is the bear part of Ragnarok?

yes its a new enemy you will find around xpac
Title: Re: Deities Mod - Early Development
Post by: efko on 07 December 2017, 00:25:38
Boar is too big. Player won't be able to see his character in fights because of boar.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 07 December 2017, 01:14:58
Thank for the quick lesson :) Worked from the first try:

(https://s20.postimg.org/77y2b8eb1/screenshot19.jpg) (https://postimg.org/image/lr57cn7ft/)

I'll play more with glow and transparency, they are like ghosts right now. But its already looking closer to how I imagined them.
I was thinking... is it possible when the wolves activate the spiritmeld skill, to become more transparent like in the picture above? Is there any way to do this?

Spirit Meld (replaces old Survival Instinct):
In the face of danger, your spirit wolves can diminish their presence in the material world, greatly increasing their recovery and resistance to damage.

EDIT: Now more like it. More spirit wolves and less ghost wolves:

(https://s20.postimg.org/5itkguitp/screenshot24.jpg) (https://postimg.org/image/xvp27b4jt/)

(https://s20.postimg.org/92fi6hlhl/175221.jpg) (https://postimg.org/image/92fi6hlhl/)

Quote
Boar is too big. Player won't be able to see his character in fights because of boar.

I made the boar big enough to compare with the dragon. Don't worry, most ot the time it's on a killing spree and not even near the char.

(https://s20.postimg.org/4rw8x119p/screenshot21.jpg) (https://postimg.org/image/vpq5yrlwp/)

This boar mesh is just for testing.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 07 December 2017, 08:30:32
Nymphy nymph:

(https://s20.postimg.org/ae1i3thot/screenshot39.jpg) (https://postimg.org/image/t6dd7ee2x/)

Testing a new bow, but maybe will revert to the vanilla one.

Little info about the nymphs of Artemis from theoi.com:

Quote
THE NYMPHAI ARTEMISIAI were a band of sixty young Okeanid-nymphs in the train of the goddess Artemis. Their names suggest they were Nephelai (cloud-nymphs).

Other nymph attendants of Artemis included the Naiades Amnisiades and the Nymphai Hyperboreiai.

Now i'm going to sleep, lol.

Title: Re: Deities Mod - Early Development
Post by: Typhon on 07 December 2017, 12:34:43
Imagine summoning all 60 nymphs. Wooh.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 07 December 2017, 14:37:57
The 60 Nymph(o)s attack on Delphi ;D:

(https://s20.postimg.org/jj0o5xbe5/clonewars.jpg) (https://postimg.org/image/duudf171l/)

Btw, i noticed yesterday that the nymph is having some weird animation (like dancing on 1 place). Spent like 2 hours trying to find if something is missing, but couldnt find it  :-\. I think ima attach an aura to the nymph, which will do nothing, just for the looks.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 07 December 2017, 20:13:10
Added most skills descriptions and tags today to the mastery. Nymph can use her skills now (Herbal Remedy and Blessing of the Glade). Still can't find what causes the glitched animation, she uses maenad run and female bow idle, but im pretty sure it is not the cause. Made new skin fo the nymph (less saturated and more normal green on hair), adjusted scale on nymph, wolves and nymph bow. More skills are working as intended. I think i'll be able to finish skills untill tomorow and start working on icons and effects. 
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 08 December 2017, 00:37:36
The Nymph dancing is because they have a bow equipped, this is why no one has made an archer summons. And this is why I think the devs fused the Nymph bow to the mesh. You seem to stumble upon the same ancient problems that no one has ever figured out before, nargil66. :)

You could try the Nymph skin with the invisible bow you made for me and attach the new bow in MeshView on the "L Hand" attach point. Another crappy workaround is to make a new controller and in the "roam" config select "never roam" so they won't wander and dance. YMMV.

I don't know of any way to increase transparency once the mesh is loaded in game, sorry.

Take a look at the Spirit Boar summons mesh. It uses an additivescroll shader. It uses two textures and scrolls one underneath, but it's how you get that weird double vision look with the Spirit Boars and Dream's Outsider. Might be something to consider.


EDIT: Here's a tip: For the Spartoi using weapons for damage, you can still show their damage in teh tool tip.

Make an attack wepon skill and populate the Physical Damage with the damage for each weapon by level to match.
Add it to their skill tree with a level 1-20 or however many levels they have. Make sure to add a tag for the skill name and tick the UI Information/isPetDisplable box. DON'T put it in their skill config...now you have a "dummy" skill to show damage by level. :)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 08 December 2017, 00:48:40
Thank you, I'm not exactly sure how tho, haven't attached anything to mesh before. I make a clone of L Hand, rename it then add entry with same name to attach entity? Last time I tried to understand MB's tutorial, everything was like chinese to me...

Edit: There is another problem with nymph mesh - down from "Joint Description" everything is question marks. Cant see any values.
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 08 December 2017, 19:10:47
All those ? ? ? ? are a pain.

Try re-extracting the mesh. Sorry, I hate when that happens.

Anyway, once you get a good mesh and open it in MeshView,  just click on TextData and scroll to the very bottom. Paste in:

Code: [Select]
CreateEntity
{
    attach = "L Hand"
    entity = "Records\skills\nature\pet\equipment\nymph_sword02.dbr"
}

and replace the sword file path with the new bow file path from your databse. Save and exit. It's that easy. No need to create a new attach point in this case.

Just remember that the mesh thinks it's unarmed so the animations for that toon go in the Unarmed tab not the bow/one-handed tab.

EDIT: BTW, with this CreateEntity technique, you can attach armor to Upper_Body, effect files to the mesh etc. as part of the mesh , the possibilities are endless. :)


EDIT2: Don't forget to flip the "Cannot Pick UP" bit in the bow database file, the game sometimes forgets to delete the attached items when the pet dies. :(
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 08 December 2017, 23:19:42
I'm on it!
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 09 December 2017, 22:08:07
Bow is finally attached. No more dancing :). After some testing of other animations, i returned vanilla ones to the nymph. Here is my party of old and new nymphs and wolves:

(https://s20.postimg.org/jyx2pxf9p/oldnew.jpg) (https://postimages.org/)
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 10 December 2017, 17:17:13
Wow. It took me 5 or 6 years to get where you are today in skill and knowledge. Good job!
(https://i.imgur.com/hzaJ4Hn.png)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 10 December 2017, 19:04:28
Thank you, Master Jedi  ;). But i wouldn't do it without your help, and you got there all by yourself.
Title: Re: Deities Mod - Early Development
Post by: Typhon on 10 December 2017, 19:17:18
So, will their appearance change as you put points into them or will they stay the same?
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 10 December 2017, 20:06:27
Quote
So, will their appearance change as you put points into them or will they stay the same?

They probably will. There is an option that you summon a common nymph/wolves and the looks you see now is only on higher levels. I enjoy making skins, so why not?
Btw, here is the latest look of nymph, i think the bow is better now:

(https://s20.postimg.org/mklhg5pil/newbow.jpg) (https://postimages.org/)

You know what, i'll actually make the other tiers of skins today. Right now im kinda burned out from working with dbr's, i'll do this instead.

Some info about different types of nymphs from theoi.com:

FRESH-WATER NYMPHS

1. OKEANIDES (Oceanids) were the eldest of the nymphs, daughters of the great, earth-encircling River Okeanos (Oceanus). They presided over the sources of fresh-water and were responsible for the nurture of the natural world. As such they are often described as nurses not only of nature but of the gods themselves. Their numbers included Naiades (nymphs of springs and fountains), Nephelai (of rain-clouds), Aurai (of cool breezes), Dryades (of trees), Epimelides (of pastures), and Leimonides (of flowery meadows). In modern compilations Okeanides are often mistakenly described as "ocean" nymphs. In Greek mythology, however, their father Okeanos "Ocean" was an earth-encircling, fresh-water stream and not a salt-sea ocean.

2. NAIADES (Naiads) were nymphs of the earthly sources of fresh-water, including springs, rivers, streams, wells and fountains. Some were daughters of the earth-encircling river Okeanos (i.e. the Okeanides), while others were born of local River Gods. They were sometimes also associated with rain-clouds (the Naiad-Nephelai), trees (the Naiad-Dryades), and flowery meadows (the Naiad-Leimonides).

3. HYDRIADES (Hydriads) were fresh-water nymphs whose name comes from the Greek word hydros "water". They were essentially the same as the Naiades (above).

TREE & FOREST NYMPHS

4. DRYADES (Dryads) were the nymphs of the trees, forests and groves. Some Dryades were Naiades (Water-Nymphs) who happened to preside over the trees growing beside their spring or stream. Others were Oreiades (Mountain-Nymphs) connected with highland-growing firs and manna ash trees.

5. HAMADRYADES or HADRYADES (Hamadryads) were Dryad nymphs whose life force was bound to that of a specific tree. They were often paired with the loftiest trees of a sacred grove. Some were also the Naiades of springs--in paticular those which seemed to sprout from beneath the roots of a tree.

6. MELIAI (Meliae) were nymphs of the mountain ash (manna ash-tree) and honey bees. They were Hamadryades (Tree-Nymphs), Oreiades (Mountain-Nymphs), and Melissai (Bee-Nymphs). Many of the Meliai presided over local springs and so might also be classed as Naiades.

7. MELISSAI (Melissae) were the nymphs of honey bees. They were usually Meliai or Oreiades, nymphs of ash-trees and mountain forests.

8. OREIADES (Oreads) were mountain-dwelling nymphs. Some were Hamadryad nymphs of highland fir and ash-trees, others were the spirits of rocky grottos, Naiades of mountain springs, and Epimelides of the mountain pastures.

MEADOW & MARSH NYMPHS

9. EPIMELIDES (Epimelids) were nymphs of the pastures who nourished the herds of cattle, goats and sheep which grazed their lands. They were also the nymphs of orchards. N.B. The ancient Greek word melos means both "fruit-tree" and "sheep", hence the dual role of the nymph.

10. LEIMONIDES (Limonids) were the nymphs of flowery water-meadows. They were usually described as a type of Okeanid or Naiad nymph. The Leimonid companions of spring-time Persephone were Okeanides (Oceanids).

11. ANTHOUSAI (Anthusae) were the nymphs of flowers. They were a mixture of Okeanides, Naiades, Epimelides and Leimonides.

SKY & STAR NYMPHS

12. NEPHELAI (Nephelae) were the nymphs of rain-clouds. They were numbered amongst the Okeanides (Oceanids).

13. AURAI (Aurae) were nymphs of cool breezes. They were described as daughters of either Okeanos (Oceanus, the World-Stream) or Boreas (the North Wind).

14. HESPERIDES (Hesperids) were the nymphs of sunsets. They were daughters of Hesperos, the evening star.

15. ASTERIAI (Asteriae) were nymphs of the stars. Most were daughters of the Titan Atlas including the Pleiades and Hyades, both of which were also classed as Oreiades (Mountain-Nymphs).

SEA NYMPHS

16. HALIAI (Haliae) were the nymphs of sea and shore. They were spirits of the deep, the waves, fish, coastal caverns, sandy beaches, rocks and pebbly shores. Most were daughters of the sea-gods including the fifty Nereides. A few were also Naiad nymphs who guided fresh-water streams through the sea.

17. NEREIDES (Nereids) were nymphs of the sea. They were numbered amongst the Haliai or marine nymphs.

UNDERWORLD NYMPHS

18. LAMPADES (Lampads) were the torch-bearing nymphs of the underworld. They formed the train of the goddesses Persephone and Hekate. Many underworld nymphs were described as daughters of the infernal Rivers.

OTHER NYMPHS

19. MAINADES (Maenads) (also known as Bakkhantes, Bakkhai, Bassarides, Thyiai, and Mimallones) were orgiastic nymphs in the train of the god Dionysos. These thyrsos-bearing women consorted with Satyroi (Satyrs) and Silenoi (Silens). They were a mixture of Dryades, Naiades, and Oreiades.

20. NYMPHAI (Nymphs) of no specific class were daughters of various gods, e.g. Kalypso daughter of Atlas, Lampetia and Phaethousa daughters of Helios, Britomartis daughter of Zeus, etc.

Edit: I merged the latest caravan for 1.49 with deities, but sort button isn't working. WTF, really...
Title: Re: Deities Mod - Early Development
Post by: Typhon on 10 December 2017, 20:18:38
Cool beans :D
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 11 December 2017, 07:16:59
Final tier of nymph and wolves:

(https://s20.postimg.org/fel05hfzx/oceanid.jpg) (https://postimages.org/)

Nymph tiers - Dryad > Oread > Naiad > Oceanid
Wolf tiers - Forest Wolf > Mountain Wolf > Spirit Wolf > Moon Wolf
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 11 December 2017, 17:05:43
Ok, i wasnt very satisfied with the top tier nymph skin, so i reworked it. This is how i imagine a nymph of the moon goddess to look like:

(https://s20.postimg.org/zb9ilk5ct/oceanid2.jpg) (https://postimages.org/)

I experimented with a semi-transparent glow layer for the body, to get her silvery look. I think its looking epic enough now :).

(https://s20.postimg.org/6560gm0j1/oceanid3.jpg) (https://postimages.org/)

this can make a cool banner :) Too bad the mod isnt complete enought to use it.

(https://s20.postimg.org/o6yc5ojjh/deitiesbanner3small.jpg) (https://postimages.org/)

Title: Re: Deities Mod - Early Development
Post by: sauruz on 11 December 2017, 21:04:02
She is very pretty !

Fantastic work nargil!
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 11 December 2017, 21:13:17
Thanks, Sauruz!  :D
Title: Re: Deities Mod - Early Development
Post by: Typhon on 11 December 2017, 23:00:11
That looks pretty fitting for the Ragnarok release :P
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 12 December 2017, 03:42:36
All four tiers of nymphs done.

(https://s20.postimg.org/bays8q3rx/screenshot92.jpg) (https://postimg.org/image/9j5tdtkex/)

Left to right:

Rain Nymph (Nephele) - tier 3
Breeze Nymph (Aura) - tier 4
Lake Nymph (Naiad) - tier 2
Wood Nymph (Dryad) - Tier 1

Correctly tiered from left to right (small changes on skins of forest and rain nymph):

(https://s20.postimg.org/vft9ggq71/nymph_tiers.jpg) (https://postimages.org/)

My source folder is totally cluttered with nymps now :D
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 12 December 2017, 15:51:33
My source folder is totally cluttered with nymps now :D
My brother. I feel your pain lol. It gets out of control pretty quickly :D

This is beautiful work, very creative within the limits of this game engine.

But that just stimulates creativity, doesn't it? If you can do everything, why would you do anything...nah, give me a challenge with limits and tell me it can't be done, THAT'S when I really catch fire. :D

Good work, nargil66!
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 12 December 2017, 22:00:22
But that just stimulates creativity, doesn't it? If you can do everything, why would you do anything...nah, give me a challenge with limits and tell me it can't be done, THAT'S when I really catch fire. :D
Yep. Limits arent a big problem, if you have something to work with. I put myself limits even when i play, lol. It's not interesting otherwise.

I have a trouble making new animations using the Animation Composer you sent me before. I try to make the nymph run like maenad (her jumping run is kinda too slow) and her hair to use pc animation. But when i try combining the two, the nymph freezes. Do you know what causes it?
Also you sent me 3 tools, what Animation Combiner and Cropper are used for?
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 12 December 2017, 23:36:22
Hmm, testing now with my invinsible army of 3 wolves, 3 spartoi and nymph, i was thinking... its now even fun anymore. My pets kill the monsters before i even get to them :/
I enjoy the army of pets in Legion of Champions, but LoC is a dedicated mod for petmancers... and i dont want Deities to be a pet focused mod. Besides, you will have hirelings too and some pets from items
I think ima reduce the pet count.  It will be something like this:

Quote
Apollo
Permanent pets: Plague Ravens - 2 (3 max level)
Temporary pets: Phoenix - 1

Ares
Permanent pets: Spartoi 1 (2 max level)
Temporary pets: Battle Standard - 1, Dragon - 1

Artemis
Permanent pets: Spirit Wolf - 1 (2 max level),  Nymph - 1
Temporary pets: Giant Boar - 1

Athena
Permanent pets: Ancestral Guardian 1 (2 max level), Gorgon Spirit - 1
Temporary pets: Magic Owl - 1

Dionysus
Permanent pets: Satyr Zealot 1 (2 max level) , Dionysian Priestess - 1
Temporary pets: Silen or Korybant - 1

Hecate
Permanent pets: Lampad (torch-bearing nymph of Hecate) -  1 (2 max level), Empusa - 1
Temporary pets: Stygian Hound - 1

Hephaestus
Permanent pets: Automatoi - 1
Temporary pets: Sling Trap 1-2 (3 max level), Cyclops - 1

Hermes
Permanent pets: Hawk - 1 (2 max level), ? - (not sure yet)
Temporary pets: Giant Turtle - 1

Poseidon
Permanent pets: Ichtian - 1 (2 max level), Triton Priestess - 1
Temporary pets: Sea Horse - 1

Zeus
Permanent pets: Storm wisp - 1 (2 on max level), Golden Eagle - 1
Temporary pets: Giant Bull - 1

I can use some oppinion on this. If you think the pets are too many/too few of have any suggestions on the list, please share it.



Title: Re: Deities Mod - Early Development
Post by: Prosoro on 13 December 2017, 07:55:28
Awesome effort with those nymphs Nargil! You're progress is ramping up constantly :D

That's a good observation regarding the pets. As you say, LoC is where dedicated petmancers are found, for yours i'd even say to reduce the pets further and replace with other things - personally I'm keen for more interesting auras and in higher tiers some ultimate skills ...Greek themed if possible of course haha

Another thought is that Hoplites (spear and shield warriors) could have more attention. Afaik they were one of the core infantry soldiers of the Greek empire, so would love to see more  ideas focusing on this play style
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 13 December 2017, 11:23:26
Ok, what you say makes sense. So I made another list and reduced the pets even more.
All ultimate pets (Dragon, Boar, etc.) will be made to lategame item/artifact/scroll skills (not sure which yet). Here is the new list:

Apollo
Permanent pets: Plague Raven - 3 (Melee pets, do little dmg, but cast Plague and distract enemies)
Temporary pets: None

Ares
Permanent pets: Spartoi - 2 (Tanky melee pets, i couldnt take them off my heart lol)
Temporary pets: Blood Banner - 1

Artemis
Permanent pets: Nymph - 1
Temporary pets: Spirit Wolf - 2 (They replace old Call of the Hunt)

Athena
Permanent pets: Gorgon Spirit - 1 (Tanky melee pet, has a short range defensive aura)
Temporary pets: None

Dionysus
Permanent pets: Satyr Zealot - 2
Temporary pets: Dionysian Priestess - 1 (Ranged caster pet, she will act as a temporary buff, casting Bacchanalia)

Hecate
Permanent pets: Lampad -  2 (Melee elemental pets)
Temporary pets: Empusa - 1 (Ranged caster pet, have resistance debuff)

Hephaestus
Permanent pets: Automaton - 1 (Tanky melee pet)
Temporary pets: Sling Trap - 3 (Replaces old Lay Trap)

Hermes
Permanent pets: Hawk - 1 (Melee pet, very agile, like old Storm Wisp)
Temporary pets: None

Poseidon
Permanent pets: Triton Priest - 1 (Ranged caster pet)
Temporary pets: None

Zeus
Permanent pets: Golden Eagle - 1 (Melee/Caster pet)
Temporary pets: None
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 13 December 2017, 16:04:49
Sorry nargil66, I've never used those animation tools. I don't know how.

Another way to make the game more interesting with pets is increase monster spawn.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 14 December 2017, 22:21:56
I'll definetly increase spawn. I'm not sure how to balance monster difficulty tho... but i guess its too early for both.

Im kinda stuck lately tbh. Reason is... i dont like how many of the skills in Artemis tree work. I thought that bow/spear using the same skills will be good idea, but i start to reconsider. It's very hard to explain how it is even possible... Bow techniques have nothing to do with spear ones, and the best makrsman may not even know how to hold a spear. Maybe I should return closer to the vanilla Hunting skills, similar to the Ares tree, which is very close to vanilla Warfare. But there are going to be major changes in the tree.
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 14 December 2017, 22:52:34
Well, maybe a list of the things that bows and spears have in common and another for things they don't might help.

Both need:
Attack Speed
Pierce Damage
Bleed damage

Bows need:
Projectile speed
Chance to pass through enemies
Multiple projectiles

Spears need:
Multiple targets
Charge at enemies (?)

So you can have a line that benefits both and then others that benefit only bows or spears.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 15 December 2017, 15:52:40
Last night i reworked many things in my Artemis tree idea. I think it's looking better now.
Changes:
- Bow and spear use separate skills again. Both have new/revorked passives, the only passive they use together is Volley.
- Ensnare and Barbed Netting are combined and made a Nymph modifier. Reason - i've never seen anyone to use Ensnare after normal difficulty or a viable build made around it.
- Wolves will stay as a permanent summon for now. Max limit reduced to 2.
- Moon tree is removed and replaced with Survival type skills. Moon skills still exist, bur are scattered across the mastery.
If you want to see the new tree, check the Artemis post in first page.
Now remains to implement the changes ingame and test it.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 16 December 2017, 16:06:59
Updated skill tree:

(https://s17.postimg.org/yligyarzz/screenshot101.jpg) (https://postimg.org/image/qg0f053qz/)

Icons and descriptions are not done yet, but most skills work as intended. Nymph casts nets now :)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 17 December 2017, 02:32:39
All new skill descriptions done. Now remains to do icons and effects.
I think 4 tiers of nymphs and wolves is too much... ill reduce them to 2 tiers each and leave the best looking ones. In vanilla game most people doesnt up nymph much, only her skills, and i want her to look cool from the start :)
There are some problems with nymph herbal remedy skill that i can't find the cause for. This is what the skill does:

(https://s13.postimg.org/4r51wxyc7/screenshot102.jpg) (https://postimg.org/image/n6piuccgj/)

First problem is that she is supposed to cast it on the player (and wolves if they are close), but it seems she cast it more on herself.
Second and bigger problem is if anything hits me or a wolf who has it, the aura dissapears immediately.
Aura is set as Buffother skill, i tried making it a heal skill but then it doesnt show at all...
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 17 December 2017, 07:55:45
New tiered spartoi concept (now wielding spears to look more like hoplites):

(https://s13.postimg.org/rxtzprf5j/spear_spartoi.jpg) (https://postimages.org/)

Right to left:
Spartoi - Sown Warrior
Spartoi - Sown Veteran
Spartoi - Sown Champion

The only thing left are bracers and greaves and some color tweaks for the items. Then i can finally attach them to the mesh.

Edit: All meshes attached. Second shield (spartan one) made more bronze looking, tweaked color of torso harness. Added greaves. This is almost final. Also made status icons for spartoi and dragon, finally they show in the ui and can be controlled.

(https://s20.postimg.org/t11fk0wv1/screenshot109.jpg) (https://postimg.org/image/j3qeqyp95/)

Edit2: Made leveled invisible spears and shields and fake spartoi attack to show their damage in the ui.
Title: Re: Deities Mod - Early Development
Post by: Prosoro on 18 December 2017, 07:32:45
Edit: All meshes attached. Second shield (spartan one) made more bronze looking, tweaked color of torso harness. Added greaves. This is almost final. Also made status icons for spartoi and dragon, finally they show in the ui and can be controlled.

Success! Nice work on those warriors Nargil66  ;) Bet you're feeling that 'breakthrough' goodness right now eh?  :D I managed to finally get Portals working in my map last night so am also stoked atm as well- the joys of modding!

I was curious about the final tier of Spartoi, the one with the Shield of the Korybantes.  It seems from the pics that they are all wearing (re-textured) Harness of Command, but this guy is somehow wearing a 'double' Harness?? Looks so awesome, but how did you do this?

Title: Re: Deities Mod - Early Development
Post by: Typhon on 18 December 2017, 12:37:12
Edit: All meshes attached. Second shield (spartan one) made more bronze looking, tweaked color of torso harness. Added greaves. This is almost final. Also made status icons for spartoi and dragon, finally they show in the ui and can be controlled.

Success! Nice work on those warriors Nargil66  ;) Bet you're feeling that 'breakthrough' goodness right now eh?  :D I managed to finally get Portals working in my map last night so am also stoked atm as well- the joys of modding!

I was curious about the final tier of Spartoi, the one with the Shield of the Korybantes.  It seems from the pics that they are all wearing (re-textured) Harness of Command, but this guy is somehow wearing a 'double' Harness?? Looks so awesome, but how did you do this?
I was never able to get portals to work in the map editor :\ or Fountains for that matter. Good job!
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 18 December 2017, 13:13:32

Success! Nice work on those warriors Nargil66  ;) Bet you're feeling that 'breakthrough' goodness right now eh?  :D I managed to finally get Portals working in my map last night so am also stoked atm as well- the joys of modding!

I was curious about the final tier of Spartoi, the one with the Shield of the Korybantes.  It seems from the pics that they are all wearing (re-textured) Harness of Command, but this guy is somehow wearing a 'double' Harness?? Looks so awesome, but how did you do this?
You should tell me how you did it some time. Or we can join forces lol... together we shall rule the Galaxy >:D
About the armors - I used Hunter's armor mesh with partially deleted texture for second tier, and when i use it with Harness of Command mesh, half of it dissapears :).

Edit: Testing new aspis sheld for tier 3:

(https://s20.postimg.org/kwl1q8165/screenshot111.jpg) (https://postimg.org/image/amimqzbah/)

Edit2: Nvm, ill remove  the bronze buckler and use all 3, but maybe make new look for Korybantes or Deimos and use it as 3rd tier.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 18 December 2017, 21:32:19
Here is a mix of Deimos and Korybantes, the bump texture i made is giving me problems tho. It became too flat and more glossy than i wanted it to be. I have very little experience with making bump maps, another skill i have yet to learn.

(https://s20.postimg.org/myupvubb1/screenshot114.jpg) (https://postimages.org/)

Edit: Went back to origin Deimos bump and changed the texture instead. Here is new concept of the tiered spartoi:

(https://s20.postimg.org/416daucgd/spartoi_tiers_variant.jpg) (https://postimages.org/)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 20 December 2017, 15:40:14
Back on Artemis tree. The Nymph's Herbal Remedy is fixed, thanks to BG. Added icons and mastery description. This is how it looks for now:

(https://s20.postimg.org/9cvdpmqjx/screenshot132.jpg) (https://postimg.org/image/9pmrvt8tl/)

I'm not completely satisfied with the icons tho. Some are too light, others oversaturated. I'll fix them in future, as well as tweak some of the Ares icons. But right now im kinda lazy to do it :) I want to make some of the other mastery trees. Since many of the masteies are incomplete in drafts, there are 3 choises for now:

1.Apollo
2.Athena
3.Hephaestus

Which of these masteries you want to see next? This time it's your choise :).
Title: Re: Deities Mod - Early Development
Post by: Typhon on 20 December 2017, 16:10:27
Hephaestus sounds like a cool one :P
Title: Re: Deities Mod - Early Development
Post by: sauruz on 20 December 2017, 16:12:57
i would like to see Apollo, that mastery sound like very support type, which is great :)
Title: Re: Deities Mod - Early Development
Post by: Typhon on 31 December 2017, 14:51:00
I'm going to assume this will require Ragnarok expansion as well?
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 11 January 2018, 18:04:53
Well, for now its playable on both AE and Ragnarok, but i guess when its more developed it will include the expansion.

Ok, after taking a small break, i'm ready to continue. Since there were only two votes, i'll make the final call. Next mastery will be Hephaestus, because it's more interesting for me to make, especially the traps and the Automaton. I'll do Apollo right after it.
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 11 January 2018, 20:21:04
I cast a late vote for Hephaestus. :D
Title: Re: Deities Mod - Early Development
Post by: Typhon on 15 January 2018, 01:41:22
Glad I bought the Ragnarok expansion, this mod would be more worth it for the price than the actual new act.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 17 February 2018, 07:40:53
Video preview. It's in Bulgarian, because i wanted to show the translation progress to people of my country:

https://www.youtube.com/watch?v=Z8GTmSEDXO0

Work on the mod will be delayed a little until i finish the BG localization patch. Having two projects at once is really distracting. The Hephaistos Mastery is already started tho.
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 17 February 2018, 17:23:43
Good Lord those Spartoi are magnificent! Truly inspired work.

This is shaping up to be a great mod!
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 17 February 2018, 17:56:50
Well! I'm pumped up for this! :) I can see you've put a lot of care for this project. nargil66!

And I'm all for the Maenad Summons, since I'm a sucker for The Nymph anyway. ^^

I second what Bumbleguppy said about the Spartoi , the Ares Summons, they are beautiful, maybe Main Character quality.

I wish you well, nargil66! Don't make us wait too long hey. ; )
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 22 February 2018, 14:57:10
Alright, after a week working on the localization patch, I needed refreshment, so i switched back to Deities.
There are some changes and fixes:
-Battle Standard didn't increase its initial aura on lvl 15-16. Fixed now.
-One of the spartoi basic attacks did no damage. Strangely, the cause was the attack animation. Fixed. Now they are twice more powerfull :).
-Removed +%Projectile speed bonus from Onslaught. Ranged combat doesn't fit Ares theme much. Instead Onslaught now work with all types of weapons, including staffs, and give a small flat physical damage bonus.
-Buffed Spartoi charge attack skill Boiling Blood. It now has increased physical and speed bonus and gives damage converted to health.
-Nerfed Spartoi Dragon Skin skill. I gave them far too many resistances. Now it protects only from Physical, Pierce, Bleed and Fire.
-Nymph's Net is now called Barbed Net and it bleeds the enemy.
-Other minor skill tweaks in Ares and Artemis trees and descriptions.

Dragon and Boar will be removed from the trees and changed to something else. I havent think of anything yet, if you have suggestions for non-pet ultimate skills, i'll be glad to hear them.
Also Spartoi, Nymph and Wolves need some special attacks as they gain levels. I'm open for suggestions on this one too.

Today i'll work on reconnecting item invalid skills for both masteries. Got realy pizzed, when Aegis of Laconia dropped and it didnt buff my Ares tree.
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 22 February 2018, 15:05:13
Please, save your sanity and use a text search and replace utility to do that.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 22 February 2018, 18:23:52
Done. TextCrawler worked like a charm. All MIs show prefixes now too. I'll leave the items which augment separate skills for later.

I have a question for English speakers here. What word would you choose to replace the word "Mastery"? There are several variants i tried, but English is not my native language and im not sure which sounds best. Here are the variants:

Quote
1. Domain of Ares
2. Disciple of Ares
3. Sphere of Ares
4. Devotion to Ares
5. Way of Ares
6. just Ares (?)

Or if you have another idea, let me know.
 
Title: Re: Deities Mod - Early Development
Post by: efko on 22 February 2018, 20:23:06
Sins of Ares  ;)
Divinity
Immoralities
Title: Re: Deities Mod - Early Development
Post by: MedeaFleecestealer on 23 February 2018, 08:58:28
Lore of Ares
Wisdom of Ares
Ares Expertise
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 23 February 2018, 14:40:19
Arcane: hidden knowledge, only known by a few people,

Divination: in the original sense it means "the act of achieving something godly", it fits the bill I guess,

Moira: is the will of the gods. It also means Destiny. (Plural: Moirai) Edit: "Moira" is a Greek word.
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 23 February 2018, 22:49:55
AresAres77
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 23 February 2018, 23:03:26
Avatar of

Champion of  ( ;) )

Soldier of

I think just plain "Ares" is fine, just like vanilla "Nature" or "Spirit". No need for further explanation to the player.

Does the God of War need further explanation?!! You'll get a good explanation from the tip of my sword tickling your heart...STAB STAB
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 25 February 2018, 00:44:39
I need them for when you enter the mastery, for the upper tabs and the text under the button... and +to Skills. I'll leave just the names in mastery selection.
Bumbleguppy, i like your suggestions... both Avatar and Champion... Legion of Ares' Champions :P
So it would go like:
+1 to All Skills in Avatar or Champion of Ares/Artemis
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 28 February 2018, 05:36:01
Act I Charm and Relic ideas (Just a draft for now):

Act I Relics - Every type of relic will be tied to a mastery, not only in Greece but in all acts. Not exactly like Champion hearts in LoC, but similar. Very small chance for the relic to give +1 to all skills in the Mastery its related to. Greece relics:
Apolloís Lyre
Aresí Blade
Artemisí Bowstring
Athenaís Aegis
Dionysusí Thyrsus
Hecateís Torch
Hephaestusí Hammer
Hermesí Sandal
Poseidonís Trident
Zeusí Thunderbolt

Act I Charms - Each type of charm will have Heroic version, dropped only from heroes and bosses. Chance to drop a heroic charm will be like the chance for a soul in SV. The other type of soul-like things in Deities will be special unique items, dropped only from a certain hero/boss (non-animal). Remember how Ino dropped Ino's Claw bow in Soulvizier? Many types of heroes will have items like this, like MI's, but bound to them. For example Nessus can drop Nessus' Helm + Heroic Centaur Hoof. Greece charms:
Satyr - Satyr Horn
Boar, Boarman - Boar Hide
Crow - Diseased Plume
Harpy - Harpy Feather
Bat - Bat Wing
Eurinomos, Limos, Orthus - Demonís Blood (maybe different type of demons will drop different charms)
Skeleton, Zombie - Cursed Bone
Centaur - Centaur Hoof
Spider - Spider venom (Each Act can have more powerful types of poison charms)
Arachnos - Spider Silk
Ratman, Rat - Rat Tail (Giant rats maybe will be added to Greece)
Maenad - Cat Ear (if they are made to nymphs, see next)
Corrupted Nymphs (many types)  - Nymph Hair
Ichtian, Triton (if they are added to Act I) - Fish Scale
Karkinos - Spiny Shell
Turtle - Turtle Shell
Wraith - Spectral Matter
Wolf - Canine Fang
Aunoran (if added to swamp areas) - Frog Skin
Treant (basicly Ascacophys, sometimes surrounded by dryads, Heroes 5 anyone?) - Living Root
Bear (if added to Greece) - Bear Claw
Gorgon - Snake Tongue
Cyclops - Cyclops Eye
Munotaur - Bull Horn
Automatons, Mechanisms - Mechanical Parts
Telkine - Corrupted Essence
(Sorry BG, i borrowed some of your charm names, they just sound too natural).
Tell me if i missed some monsters.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 28 February 2018, 13:34:13
Another idea about relics:
Maybe they wont be Essenses anymore, but Sigils. Each Sigil will have the symbol of the deity. So it can go like Lesser/Greater/Divine Sigil of X. Example of some sigil icons:
(https://s20.postimg.org/n1rxgoawt/God_Symbols.jpg) (https://postimages.org/)
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 28 February 2018, 16:40:23
Quote
(Sorry BG, i borrowed some of your charm names, they just sound too natural).
Talent borrows, genius steals ~ Oscar Wilde
Title: Re: Deities Mod - Early Development
Post by: sauruz on 28 February 2018, 21:32:25
in my opinion,  would change spider silk for normal spiders and aracnhos have spider vemon,

As for ratman i would sugest instead of "rat tail" for "rat fur"

As for telkine , something like "evil essence" / "titans bond" / "Chains of destrucion"
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 28 February 2018, 21:51:14
"Corrupted essense" for telkine?
I put spider silk to arachnos becuz they are not poisonous. I'll think more on that and Ratmen.
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 28 February 2018, 21:56:06
I liked "Rat Tail" because I was a big Final Fantasy 1 fan :D
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 28 February 2018, 21:59:30
Btw found two cool DW unused animations tha will be great for Hermes - wardance an bladeblaze.
Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 01 March 2018, 17:50:37
When this mod will come out?Im very hyped!!! :))
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 03 March 2018, 03:56:12
When it is ready  ;)
Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 03 March 2018, 06:28:04
When it is ready  ;)
Cool!I will follow your progress then!
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 04 March 2018, 18:36:13
Fot full 3 days now im making a huge cleanup of my old files, textures, databases, etc. They were really trying to consume me lol. Its not over yet, but i can see the light at the end of the tunnel. Thousands of folders inside folders, duplicates and junk. When i continue on the mod, my hands will be free for the first time. This is totally how im feeling right now:

https://www.youtube.com/watch?v=F5ujm2wIjds

The Purge continues...  >:D
Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 05 March 2018, 09:45:11
How did this happened?Did they bugged out or you got seriously overwhelmed by all the files and folders?
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 05 March 2018, 13:23:48
I used 3 different comps and slowly lost track of the changes with each copy of my Titan Quest folders, versions... just kept combining them into one big folder. LOL. Its over now.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 05 March 2018, 16:22:00
Made a new gallery with all my works, from old titanquest.net untill now:

https://postimg.org/gallery/d1mg3ynu/

I'll put it in my signature too. Hope you enjoy!
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 05 March 2018, 17:19:59
Well done, nargil66. This huge gallery is a joy to watch especially those shots about the Nymph, amazing work really.

But I noticed a Dexter's Laboratory (the cartoon) image there, what the hell?  :P

If you put Dexter maybe you should add his arch-enemy too, Mandark ^^:

(https://tof.cx/images/2018/03/05/eea562c61b845c62a563d672c73e9091.jpg) (https://tof.cx/image/TFD2V)

Note: just kidding I know why you posted that image, "my_greatest_creation is_completed"...:D
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 05 March 2018, 17:59:21
If you put Dexter maybe you should add his arch-enemy too, Mandark ^^:

(https://tof.cx/images/2018/03/05/eea562c61b845c62a563d672c73e9091.jpg) (https://tof.cx/image/TFD2V)
Done. :P
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 06 March 2018, 14:33:13
...Done. :P

Mwahaha ! Thank you kindly. :)

You did well sorting out these files, cos in the long run this clutter can cause issues, like taking forever to find a mere file. I bet the same goes for modding: letting disorganized files lie around is like kicking yourself in the nut. ^^

Anyways cheers for keeping these progress updates going.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 09 March 2018, 06:51:39
Last night i checked my old notes and found alot of ideas there. First and second post are updated. All the lone and empty posts about the different mastery trees are now removed and added to opening post.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 12 March 2018, 19:02:12
The big "stuckness" that was holding me from working on the masteries is finally over. Early preview of Hephaistos skill tree:

(https://s20.postimg.org/473644wu5/screenshot07.jpg) (https://postimg.org/image/or802mcl5/)

All skills and some of the descriptions are in place. None of the skills do what it should yet, but that's the fun part.
From now on i'll put some changelogs when posting progress. Most people do it after release, but whatever. Log for the latest changes:

Deities 0.1i Alpha
- Added some missing effects on War Banner (changed name back from Blood Banner)
- Changed spartoi default attack animation to melinoe one (looks way cooler)
- Reworked Triumph to be a buff skill modifier, giving +% Total Dmg, reducing energy cost and adding disrupt and fear resistance. There is enough resistance debuff already in the mastery when using Call of Deimos (old Doom Horn)
- Made some charm backgrounds for normal and Hero charms, so i can easier mke chams later. Here is how they will look in each difficulty:

(https://s20.postimg.org/j8a1ytk9p/charms.jpg) (https://postimages.org/)

- Added latest CaravanXL to the package.

Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 12 March 2018, 19:09:48
Good,nargil,good!Hahahaha!I can sense that the Force is strong with you!Hahahaha.....
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 13 March 2018, 20:25:33
50% of the skills in Hephaestus are working as intended. Pets aren't ready yet. Aside from this there are some changes in Artemis tree. Spirit wolves use Phantom Strike starting from lvl 5. They "blink" in the battlefield from time to time, which looks cooler i think :) Also they are summoned by a horn sound as said in the description. There are problems with the new skills tho. Phantom strike works, but doesn't show in the pet ui. Horn... for now it just the sound really... character doesnt use animation, and i imagined the wolf to use howl on spawn, immediately after horn. Can't find where both links are located.
(https://s20.postimg.org/e3x8nrcgt/screenshot23.jpg) (https://postimg.org/image/xyja9vro9/)
Title: Re: Deities Mod - Early Development
Post by: Bumbleguppy on 13 March 2018, 20:35:49
If you want the wolves to use their Howl skill on spawn, place it in their Skill Tree with a set level > 0 and then place it in the "InitialSkill" in the skill config tab of the wolf file.

Why wouldn't the Phantom Skill show up? The only reason I know that would prevent that would be if the All Groups/UI Information/isPetDisplayable bit in the pet skill file was set to 0 instead of 1.

Place CallOfTheHunt in the summon skill's All Groups/Skill Config/skillSpecialAnimation slot. That correlates to the player animation in the PC animation file and will override the attackSpell default animation.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 13 March 2018, 21:02:02
Yes! All works now, except the howl, which is not added yet. Thanks alot!
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 14 March 2018, 06:50:52
Last night i was kinda burned out from working with database, and i tried to find as much as i can on Hecate. I really want to draft a cool mastery about her. Here are the results of my "research":

HECATE

Symbols

Torches - they bring light in the darkness, literally and symbolicaly; she also use them as weapons to burn the giant Clytius in the war between gods and giants
Key - unlocks mysteries and/or serves as a key to the Underworld/Cosmic Worlds
Rope/Whip/Snake - instrument to banish evil spirits, symbol of the link between the body and the spirit
Dagger/Sword - cuts through illusions, used in sacrifices and herbalism, used in witchcraft to command spirits, cuts the spirit from the body (see above)

Powers

Power over the Dead/Necromancy
Knowledge of Herbs/Poisons - aconite, beladonna (aka nightshade), mandrake, asphodel and other plants are connected to her
Power over the Elements - she is said to rule part of earth, sea and sky

Companions

Lampades - torch-bearing underworld nymphs who serve as her retunue.
Empusa - a monstrous demonic being, which was sent by Hecate to frighten travelers
Black dog(s) - Hecates familiar(s), some legends say the dog is the transformed Trojan queen Hecuba. In other myths there are many Stygian dogs, syrrounding Hecate.
Polecat - Another transformed mortal woman, this time itís the witch Gale
Ghosts - surround Hecate in the underworld

Other symbols

Crossroads
Dark moon/Moonless night
Crescent
Eleusinian Mysteries - (a ritual which represents the returning of Persephone to the living world). She helps Demeter to find Persephone after being abducted from Hades.
Brass sandals
Man, this will not be easy. All these different aspects, and i have to make a single mastery from it.

For now i only decided some of the sub-trees:

1. A tree column for Poison skills/Herbalism
2. A tree column for Necromancy
3. Another column for Summoning (i think lampades and Empusa will look coolest as pets)
4. Another column for Elemental mastery (i cant decide if the skills to be split to fire, cold and lightning or to do Elemental damage).
On the last 2 columns im lost. Maybe one of them can be Symbols (the torch, key, whip and dagger), but what will they do  :-\? And i have not any idea what the 6th column will be about. Any idea or suggestion for skills is wellcome. They just have to be connected to the things listed in the spoiler.
 
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 14 March 2018, 16:36:43
Hi, nargil66. I took the time to browse your Mastery drafts on page 1 and I have a few questions:

Phoenix (Summon) (Apollo Mastery)

I read "Resurrection activates on 1%". Isnít a 1% chance a bit low? If I recollect in Titan Quest chances to trigger needed to amount to at least 5% to be noticeable.

Then thereís the cooldown of the skill which is another factor. The cooldown is not displayed on the draft so I canít comment much further, still I find this Familiar intriguing,

Note: also thatís resurrection (not ressurection)

Poseidon Mastery

I know you havenít outlined this Mastery yet, but I must confess Iím eager to learn how youíre going to set up this class. I mean Poseidon was the god of seas, and there isnít much water in a hackísíslash. :P Still Poseidon was also the god of earthquakes and horses, so maybe you can work out something.

Quite frankly I was almost going to tell you about the Kraken -Release the Kraken! Mwahaha- Then I realized the Kraken has nothing to do with Greek mythology! So I just realized the quote from the Clash of the Titans movie was actually erroneous, this is disturbing ^^! However as far as Greek sea monster goes I remember a creature named Scylla: Scylla The Sea Monster (http://www.gods-and-monsters.com/greek-mythology-scylla.html)

These were just some food for thoughts hey. And yes you're right: devising these new Masteries is totally not easy, I commend your great effort. :)

Edit: about Hecate Mastery nothing comes out of my mind right now, but if I devise anything I'll let you know.

Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 14 March 2018, 19:13:11
So Hecate posses necromantic powers,right?How about introducing some ethereal looking skeletons or something like that.Do you remeber those badass skeletons from Spirit mastery in Soulvizier mod?Thats what Im talking about!Since she is the "goddess" of cosmic/ethereal energy,I think it will make a lot of sense for her to be able to summon ethereal skeletons or reapers,how I like to call them.I know you are already planing on adding ghosts or something like that,but I think this will look very badass.They dont have to be permanent summons,if you think it will be inbalanced or it will make the mastery pet-focused.Now, a mastery/class that uses necromancy is usually a summoner class,but I leave that up to you to decide.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 14 March 2018, 22:50:14
Hi, nargil66. I took the time to browse your Mastery drafts on page 1 and I have a few questions:

Phoenix (Summon) (Apollo Mastery)

I read "Resurrection activates on 1%". Isnít a 1% chance a bit low? If I recollect in Titan Quest chances to trigger needed to amount to at least 5% to be noticeable.

Then thereís the cooldown of the skill which is another factor. The cooldown is not displayed on the draft so I canít comment much further, still I find this Familiar intriguing,

Note: also thatís resurrection (not ressurection)

Yeah, now when i look at it, on 1% its impossible to activate. l'll think more about it... He can just spawn another phoenix on death (with 50% chance?), but i'm not sure if the second one counts as a pet. If he does, Bumbleguppy said before he won't give you XP...
I'll fix the spelling for next update of the draft. Thanks for the correction :).

Poseidon Mastery

I know you havenít outlined this Mastery yet, but I must confess Iím eager to learn how youíre going to set up this class. I mean Poseidon was the god of seas, and there isnít much water in a hackísíslash. :P Still Poseidon was also the god of earthquakes and horses, so maybe you can work out something.

Quite frankly I was almost going to tell you about the Kraken -Release the Kraken! Mwahaha- Then I realized the Kraken has nothing to do with Greek mythology! So I just realized the quote from the Clash of the Titans movie was actually erroneous, this is disturbing ^^! However as far as Greek sea monster goes I remember a creature named Scylla: Scylla The Sea Monster (http://www.gods-and-monsters.com/greek-mythology-scylla.html)

Yeah, Poseidon mastery can be troublesome. But i already have some skill ideas:

Earthshaker - hight tier skill. Large radius, physical dmg and physical DoT, immobilization, chance of stun.
Poseidon's Trident - Left button skill, activates on every 3rd hit, uses spear or staff, hits 3 enemies or cast 3 projectiles.
Geyser - similar to Charon's Spell. Cold dmg, frostburn... maybe freeze. Even when Poseidon's disciple is far from the sea, he can still control underground water.
Blood Dilution - A skill that influence the waters (blood) in enemy's body. 0% bleeding dmg + high % bleeding duration.
Summon Sea Horse - A horse is possible to be made to a pet, it has already been done in Masteries mod i think.
Summon triton/Sea witch - your main pet. It's already in Ragnarok.
Summon Cetus/Ketos - Ultimate timed summon. According to theoi.com:

"In Greek mythology the Trojan Cetus was a giant sea-monster sent by Poseidon to plague the land of Troy as punishment for King Laomedon's refusal to pay him for the building of the city's walls".

Kraken is from nordic mythology, but Cetus is greek and a good counterpart.
About Scylla, check the notes about bosses in second post. She will be in the mod as a boss monster. The problem with making her summon is that she is a daughter of Phorkys (another sea god) but not directly connected to Poseidon.

So Hecate posses necromantic powers,right?How about introducing some ethereal looking skeletons or something like that.Do you remeber those badass skeletons from Spirit mastery in Soulvizier mod?Thats what Im talking about!Since she is the "goddess" of cosmic/ethereal energy,I think it will make a lot of sense for her to be able to summon ethereal skeletons or reapers,how I like to call them.I know you are already planing on adding ghosts or something like that,but I think this will look very badass.They dont have to be permanent summons,if you think it will be inbalanced or it will make the mastery pet-focused.Now, a mastery/class that uses necromancy is usually a summoner class,but I leave that up to you to decide.

TBH, im not a big fan of how Spirit Mastery was made in Titan Quest (one of the reasons i rarely choose it). The original greek word "nekromanteia" means literally "divinaton with the help of the dead", and its more like being a medium. Summoning undead is a modern thing, coming after medieval times and has nothing to do with old necromancy. In the greek legends i know only of Asclepios to bring back the dead, and he is refered as divine healer, not as necromancer. "Undead" cant exist in ancient Greece, because Hades won't allow it.
Btw, talking of Soulvizier/Underlord, i imagine Hecate to be more like the Occult mastery (im a huge fan of it). So she will summon underworld demons instead of undead or ghosts. Don't worry, when i make her pets finally, you won't regret there aren't any skeletons ;)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 15 March 2018, 03:12:20
Early draft of Hecate Mastery (some skills are missing):

(https://s20.postimg.org/xal04o4kt/draft_hecate1.jpg) (https://postimages.org/)

I think it's shaping as a fun mastery to play :).
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 15 March 2018, 12:17:00
Progress update for Alpha 1.0j:

Fixes
- Fixed peek through lines in mastery screen being different color
- Fixed Dragon's Fire Breath not showng in the pet UI

Changes
- Started Hephaestus mastery - its on about 20% now
- Spatoi gain a new skill at lvl 5 - Shield Ram (same as Shield Charge for now)
- Wolves gain Phantom Strike at lvl 5 (+%Total Damage, +%Dmg converted to Heath, +% Movement speed)
- Wolves are summoned with a horn animation and sound.
Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 15 March 2018, 15:05:28
Great!Oh,and if your really out of ideas for the Poseidon mastery,you should check out Paths mod.There is a mastery(or path)in the mod called Poseidon,based on mythology and lore.So you should give it a check if you need a little inspiration. ;)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 15 March 2018, 16:10:55
Ok, i will download the mod and check it out.
Made bolt traps to spit fire today (using flame surge projectile). Also the Cyclops summon. There are still problems with both, so i won't post a picture yet.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 15 March 2018, 19:09:37
Concept of Ember Cyclops - ultimate summon for Hephaistos:

(https://image.ibb.co/hBjizc/ember_cyclops.jpg) (https://imgbb.com/)

In greek myths there are two different breeds of Cyclopes. The lesser and younger Cyclopes like Polyphemus are shepherds and live in caves; The Elder Cyclopes live in volcanoes (like Ethna) and help Hephaistos to forge Zeus' thunderbolts.
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 15 March 2018, 19:27:36
Yeah, now when i look at it, on 1% its impossible to activate. l'll think more about it... He can just spawn another phoenix on death (with 50% chance?), but i'm not sure if the second one counts as a pet. If he does, Bumbleguppy said before he won't give you XP...I'll fix the spelling for next update of the draft. Thanks for the correction :)

Phoenix (Apollo)

Good catch! Like you I think you should stay true to the Phoenix gimmick: a 50% chance to respwawn at LV1 makes sense. Resurrection for a Phoenix should be the norm not the exception. So:

LV1 chance of Phoenix to respawn set to 50%,

LV MAX: chance of Phoenix to respawn set to 99%,

Is it possible from a modding standpoint?

Back to Poseidon Summons I thought about:

Ichthians

# Melee Ichthians: you know those Ichthians Heroes who can make your life miserable^^,

# Mage Ichthians: those who have the habit to cast a Buff on their allies. If they could cast it on the main character (like the "Overgrowth" Skill Nymph does) that would be great.

If we could summon both kind of Ichthians that would be even better.^^

Anyways I let you the judge, nargil66.  :)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 15 March 2018, 19:43:32

LV1 chance of Phoenix to respawn set to 50%,

LV MAX: chance of Phoenix to respawn set to 99%,

Is it possible from a modding standpoint?


I don't know tbh. Have to test it to find out.

About Ichtians - nice idea, but how about melee ichtians + mage triton/ess? I'll just scrap the horse.
Man, this is becoming a really pet heavy mod :P Good news for BG.
Title: Re: Deities Mod - Early Development
Post by: Typhon on 15 March 2018, 21:57:56
That's one cool looking cyclops. I like it more than the Undead Polyphemus in the Paths mod.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 16 March 2018, 01:04:50
Ember Cyclops in action:

After owning Polyphemus

(https://image.ibb.co/iSXHQH/pwned.jpg) (https://imgbb.com/)

Vs his brothers in Olympus (+traps)

(https://preview.ibb.co/iQO7QH/screenshot101.jpg) (https://ibb.co/mszQCx)

Traps will be retextured to change appearance with levels. There is a problem with their multishot skill. They concentrate all their fire into a single target, when they should cast firebolts in all directions. Its totally OP. Still havent found what causes it. Another problem is that they miss any creature that is not tall. Turtles, crabs and other "flat" creatures are immune to their bolts.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 17 March 2018, 09:01:54
Last two days the only thing im thinking about is Hecate mastery. I'll leave Hephaestus alone for a while. The Cyclops uses skills now, one of them is not working right, but ill fix it later. I changed mastery description for Artemis (i think its better now) and already added Hecate's description. There are other changes and fixes on skill names and descriptions; also translated the text to my languange (not that any of my people will care).
I'll work on Hecate today. I'm hyped about her skills and pets (especially the lampades). When the mod is finished, there will be 3 types of pet nymphs - in Hecate, Artemis and Dionysus (maenads). I guess im a nymph-lover, haha.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 18 March 2018, 03:01:45
All skills for Hecate are drafted, except maybe some pet skills, but I'll think about them after I make the tree. Hecate's section in first post is updated.
The other thing I did is adding all new class names to the modstrings. Many classes will be different now.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 18 March 2018, 04:38:30
Good news. ArtManager 1.6 is ready and running. No more compiling meshes separately. And PS Editor, which wasn't able to locate my source files works now too. God bless you, Elfe :).
Man, I've always sucked with technology...
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 18 March 2018, 13:13:39
I just had an idea: All Shrines can be mastery related. For example the red healing shrine can buff Ares skills and damage types, yellow shrine of mastery can give Apollo bonuses and so on. List:

Shrine of Mastery > Apollo (Shrine of Prophecy)
Shrine of Healing > Ares (Shrine of War)
Shrine of Thorns > Artemis (Shrine of Hunting)
Shrine of Protection > Athena (Same name)
Shrine of Experience > Dionysus (Shrine of Ecstasy)
Shrine of Regeneration > Hecate (Shrine of Sorcery)
Battle Marker > Hephaestus (Shrine of Fire)
Shrine of Speed > Hermes (Shrine of Trickery)
Shrine of Energy > Poseidon (Shrine of Earthquakes)
Frostbite Stone > Zeus (Shrine of Thunder)

There is a shrine exactly for each god. Some of them just have to be recolored. The idea is each shrine to give +1 to all Skills to the Mastery it relates to. If its impossible for shrine template, then i'll try do it manually, augmenting each mastery skill one by one. Damn, i can't wait the masteries to be finished so i can start adding content.
Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 18 March 2018, 14:35:23
This mod is advancing faster than I expected.Maybe modding isnt that hard once you get the hang of it.I might give it a try someday. ::)
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 18 March 2018, 16:07:32
Last two days the only thing im thinking about is Hecate mastery. I'll leave Hephaestus alone for a while. The Cyclops uses skills now, one of them is not working right, but ill fix it later. I changed mastery description for Artemis (i think its better now) and already added Hecate's description. There are other changes and fixes on skill names and descriptions; also translated the text to my languange (not that any of my people will care).
I'll work on Hecate today. I'm hyped about her skills and pets (especially the lampades). When the mod is finished, there will be 3 types of pet nymphs - in Hecate, Artemis and Dionysus (maenads). I guess im a nymph-lover, haha.

I love the Nymph too. The way she hops around you with her mischievous laugh while she litterally decimates mobs with Natureís Wrath has always been a joy to me. But now you say 3 different Nymphs in 3 different Masteries?!? Man for people like me this is pretty much an incentive to dual Masteries to get two Nymphs, you know. :P

I also noticed that youíve cleverly tried to differenciate between those 3 Nymphs:

- Nymph Archer= Artemis Mastery
- Nymph Caster = Dionysus Mastery
- Nymph Melee = Hecate Mastery

Woah! This is driving me nuts, nargil66. ;D

But you know other Masteries are very tempting too:

Athena Mastery

When I took a look at the draft dedicated to Athena, I told myself : "Finally a Defense-like Mastery with great Summons". I particularly like the idea of the Owl pet granting you a +1 to All Skills, this is pretty neat.

Finally a note about Dionysus Mastery: itís not "Drunkiness" but "Drunkenness" or "Inebriation".
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 18 March 2018, 16:26:08
I also noticed that youíve cleverly tried to differenciate between those 3 Nymph:
- Nymph Archer= Artemis Mastery
- Nymph Caster = Dionysus Mastery
- Nymph Melee = Hecate Mastery

Nope, i didn't. It just happened by luck while drafting.

Finally a note about Dionysus Mastery: itís not "Drunkiness" but "Drunkenness" or "Inebriation".

Hmm, i've never heard the last word, but it sounds good. "Inebriating Touch" maybe?

This mod is advancing faster than I expected.Maybe modding isnt that hard once you get the hang of it.I might give it a try someday. ::)

Not nearly as fast as i want it to... and yeah, modding is not too hard. And its really fun. I haven't played in weeks now, aside from testing, but the joy is equal :)
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 18 March 2018, 16:45:01
I also noticed that youíve cleverly tried to differenciate between those 3 Nymph:
- Nymph Archer= Artemis Mastery
- Nymph Caster = Dionysus Mastery
- Nymph Melee = Hecate Mastery

Nope, i didn't. It just happened by luck while drafting.

Nah! Don't sell yourself short, the fact is there, totally stunning! ;D

Hmm, i've never heard the last word, but it sounds good. "Inebriating Touch" maybe?

Sounds really good to me too. ^^
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 20 March 2018, 07:26:50
Lost a half day yesterday making a pack horse and dye merchant summons for the caravan mod. It was working fine, untill i did something wrong and ruined it :-\ . Here is a video just for the lulz:

https://www.youtube.com/watch?v=N2_rhWyX_l0

The idea about the horse was to make it a merchant who will store items for you. I remember there was some mod for original TQ that made satyr in Parnassus somehow to use his shop to sell you back your own items... but forgot the name of the mod.

Btw, Hecate is already started and all skills are in place. I wont show pictures yet, becuz the tree is still looking messy.
Title: Re: Deities Mod - Early Development
Post by: efko on 20 March 2018, 18:14:15
I was using some time ago for Lilith map code like 123, or 12345 or it was one more, forgot which is the last one. Code is giving all skins which means on low levels it can be used for selling items, male and female skins used as artifact. Maybe this can give you some idea.
Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 20 March 2018, 19:04:16
Intriguing,but why?Dont we already have the caravan?I know it can be expanded.Same goes for transfer area.
Title: Re: Deities Mod - Early Development
Post by: MedeaFleecestealer on 20 March 2018, 19:13:27
Save a bit on constant back and forth to sell stuff.  Now that I can't use TQDefiler to open all the inventory bags when I start a new toon early game drives me crazy since I pick up everything until I get to the Spartan War Camp.  Just clearing the ruins before the camp took me about 4-5 trips the other day with a single inventory bag in use.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 21 March 2018, 02:01:44
Worked more on Hecate. Lich King is no more, he is now transformed to an empusa witch:

(https://s20.postimg.org/koth3edwd/empusa_summon.jpg) (https://postimages.org/)

Also added this new effect for Elemental Torch aura (on character hands).
Title: Re: Deities Mod - Early Development
Post by: Typhon on 21 March 2018, 04:33:24
Whoa.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 21 March 2018, 11:17:05
Hecate's Nymphs are started, but i wont show them yet, untill they look more to how i imagined them. Tried making them wear a single torch, but it just doesnt look good, so im back to the sword + dagger idea.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 21 March 2018, 13:28:50
Lampades:

(https://s20.postimg.org/yv53425z1/lampades1.jpg) (https://postimages.org/)

This is not final. If i can make them wear armor (and maybe some type of coronet), it will be awesome. Still need to attach meches for lampads and empusa.
Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 21 March 2018, 19:38:20
You were right!I wont be dissapointed that Hecate class has no skeletons.One more question:Will the Lampades change forms on higher levels?And how are the other masteries doing? :D
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 21 March 2018, 21:13:35
You were right!I wont be dissapointed that Hecate class has no skeletons.One more question:Will the Lampades change forms on higher levels?And how are the other masteries doing? :D

The other masteries are waiting me to finish this one :P

Muahahahah! Skeletons can't compare to this awesomeness - Infernal Lampades (second tier):

(https://s20.postimg.org/xnif3wpsd/lampades2.jpg) (https://postimages.org/)

And since they really sucked the life out of me untill i made them, ima give them Drain Life after lvl 5  >:D
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 22 March 2018, 13:51:44
Fixed many issues with the pets, but more remain. Here they are in action:

https://www.youtube.com/watch?v=9hHOb3wddBM

Sorry for the bad video quality. This is the last time i use BandiCutter  >:(. I may upload the original video after, but right now i'm too tired.

On your question mvlad945 - there will be 3 tieres of pets in every mastery (temporary summons like dragon and cyclops will have only 1 tier). I think Lampad tiers will go like this:
Tier 1: Lampad - Hecate's Follower - wears crude torch and a crappy dagger.
Tier 2: Lampad - Hecate's Initiate - wears crafted torch, witches' sash (from previous post) and cooler looking dagger.
Tier 3: Lampad - Hecate's Priestess - wears epic torch and dagger (from previous post), same sash as tier 2, but also have greaves and armbands.

Empusa tiers:
1. Empusa - Witch - wears only crappy staff.
2. Empusa - Shadow Witch - better staff and empusa MI armors.
3. Empusa - Chaos Witch - epic looking staff (probably the Hekate's Rod she is using on the picture), retextured Lich King crown (if possible) and some other epic armors that fit the crown.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 22 March 2018, 21:47:21
Final skin for lampades:

(https://s20.postimg.org/tp957zmot/lampades3.jpg) (https://postimages.org/)

Changed hair to be semi-transparent (like the shades in Hades), made glow for eyes and they hold the daggers backwards now (looks cooler i think). Remains only to choose armbands and greaves and to make the 3 tiers.

Title: Re: Deities Mod - Early Development
Post by: nargil66 on 23 March 2018, 13:32:32
A little break from Hecate. The black witch skirts for lampades gave me an idea how to remake leopard sash to be usable from nymphs. Hete is early concept of Nymph-looking maenad:

(https://s20.postimg.org/ew9newikd/nymph_maenad1.jpg) (https://postimages.org/) (https://s20.postimg.org/6qrlgr219/nymph_maenad2.jpg) (https://postimages.org/)

Right now she is using same greaves and armbands like maenads in LoC, but this will probably change, becuz i don't want to steal from BG.

The human maenad from old forum was not a bad idea, but i always though she is not looking wild enough. These are the mad, frenzied women that killed Orpheus, they must be wild!
If someone is still wondering why i'm changing catwomen maenads to nymphs, here is some info:

19. MAINADES (Maenads) (also known as Bakkhantes, Bakkhai, Bassarides, Thyiai, and Mimallones) were orgiastic nymphs in the train of the god Dionysos. These thyrsosĖbearing women consorted with Satyroi (Satyrs) and Silenoi (Silens). They were a mixture of Dryades, Naiades, and Oreiades.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 23 March 2018, 16:27:28
Updated skin. Last one was too red. I wanted her skin to resemble grapes and wine, and this one does it better i think:

(https://s20.postimg.org/91u8yfwz1/nymph_maenad3.jpg) (https://postimages.org/)
Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 23 March 2018, 18:23:15
So,will those maenads be available as pets for Dionysus class?Im not sure how those new models will look as priests,but Im sure there will be no problem.Btw,those wild-like maenads not only look more cool,but more intimidating as well.Also,do you have plans to add new areas to the main map?That of course,after you finished the masteries.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 23 March 2018, 18:28:44
I'll leave maps for last. It will be very time consuming, and there must be content first. As for maenads, in Dionysus there will be one staff-wielding maenad and two melee satyrs.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 24 March 2018, 15:16:01
Hecate skills started to shape. Like 25% of them work like in the draft. Cleaned some skin defects on textures of maenads and lampads. Btw, today or tomorrow might be an update in the textures thread. Not saying what it is ;)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 25 March 2018, 15:27:39
Yesterday in a spark of inspiration i figured out how to make almost any human-like character to ride a mount using invisible textures. This is really a dream come true!

Early concept of Maenad ~ Leopard Rider:

(https://s20.postimg.org/h7rgo0whp/leopard_rider.jpg) (https://postimages.org/)

There are still many problems with animations and textures, but the main point is it's possible to make.
Title: Re: Deities Mod - Early Development
Post by: Tauceti on 25 March 2018, 15:33:15
Waooooh, that's great !  :)
Title: Re: Deities Mod - Early Development
Post by: Typhon on 25 March 2018, 17:12:32
Looks like she's about to murder her kitty :P
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 27 March 2018, 12:09:51
Update on the leopard rider maenad. I'm not sure if a mounted archer animation existed before, but now it does for sure :P. Animation Composer is an awesome tool - thank you Tamchi, whenever you are :D. The new animation is a hybrid between dunerider bow attack and mounted neanderthal idle animation. I think it looks decent for a first one.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 28 March 2018, 01:20:55
Final look for the tiered lampades:

(https://s20.postimg.org/b1jmlnm8d/lampades4.jpg) (https://postimages.org/)

Removed Set Chaos Blade and replaced it with unused dagger from the database for the second tier. Set blade was cool, but this one fits more the witch theme.
Nvm what i said earlier, there will be 2 tiers of each pet, 3 is too much and it force me to make crappy looking 1st tier. With 2 tiers the pets can look good from the start.
Btw, the crafted torches are now saved only for lampades. Satyrs in Helos now carry crude torches (just a piece of burning wood).
Title: Re: Deities Mod - Early Development
Post by: Typhon on 28 March 2018, 01:23:22
Those are some sexy looking knives :D
Looking good so far!
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 28 March 2018, 16:50:59
Found a new way to modding - started playing for real while testing. Its much more fun than making a character with 1000000000 health just for the test. Now i fix and edit things on the run. Right now im in Megara with new Ares/Hecate char.

I started making the poison tree for Hecate. Lots of skills are changed from how they look in the draft. Wolfsbane Venom skill (old Envenom Weapon) is suppose to give 33% of its bonuses to pets. However, it works only for the spartoi and not for lampades. I guess I wont use AttackHit method anymore, it doesnt work. Back to making invisible weapons and fake attack skills... :P
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 28 March 2018, 20:51:39
Hey, i can use some suggestions on witch-related skills for lampades and empusa. The more i look on the Soulblight skill, the less i want to include it - 90% reduced resists on max level, and its FREE?!? It's OP even if i make it a pet modifier and force the player to invest points in it. Not a chance. Same goes for Wraith Shell. I imagine Hecate's pets to be fragile and relying on life drain and weakening effects.

Ideas of skills i have for now:

Hex (Lampades) - uses purple effect of Study Prey, but it has very small radius or single target only. Not sure what it will do yet :/.
? (Lampades) - dual wield skill, they definitely need some AoE, maybe will give +% elemental and X vitality, not sure about the status effect.

Ternion? (Empusa) - or some triple attack skill. Fits Hecate as a triple goddess.
Weaken (Empusa) - mass curse skill. Maybe this will replace Soulblight. 6 Meter radius -% total dmg, -% total speed for 6 seconds.

I'm open for suggestions on the skills above, or if you have idea for another skill.
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 30 March 2018, 16:08:57
What? Putting a Nymph on a frigginí Saberlion? Man, this is genius. \o/

If you can implement all these features into your mod, then you deserve a preemptive High Five. ^^

You want moar ideas? Ok but more ideas translate into more work for you, Iím afraid. ; D So:

About the Lampades

- Hecate being a the godess of necromancy and witchcraft, I tought about giving lampades a Deathchill Aura. It would allow them to draw the attention of monsters and give the player more breathing space. The range of Deathchill Aura being limited it wouldnít be as strong as, say, a taunt from a Core Dweller^^. The aura could increase with level however,

About Empusas

- giving the Empusa "Soul Strike", the spell the boss Kallixenia casts. Not only itís ranged but it also replenished the HP of Kallixenia. Could it work on the Empusa?

- what about giving her some "Mind Control", like Enslave Spirit from Spirit mastery? Every now and then the Empusa could cast this spell to temporarily convert a monster to your side. The problem I see is how to treat the auras of the converted enemies? You know some monsters cast auras that benefit other monsters. Could this short-lived aura benefit the player or its familiars? Could it dissipate easily when the skill runs out? From a modder perspective this could be a headeache,

Voilŗ. Again whatever you choose I trust your judgement, nargil66.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 30 March 2018, 18:45:33
Thanks, Croc. I had similar ideas about Death Chill and Mind Control. When i return to making their skills, i'll test all your ideas. But today im working on something else:

(https://s20.postimg.org/wc65sqr7h/screenshot286.jpg) (https://postimg.org/image/hg7ml5fsp/)

This is a concept for the Hecterion - a summonable idol of Hecate in her triple form that will work similar to Battle Standard, only it will buff vitality, elemental and life leech. Took me all day to figure out how to make it, but i'm satisfied. It's just a test for now, not yet implemented in the mod.

 
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 30 March 2018, 23:24:38
Second variant:

(https://s20.postimg.org/h09dvrb25/screenshot288.jpg) (https://postimg.org/image/4lmlvfjjt/)

Not sure which one will stay yet. This one is closer to the lore, but i like the first one too.
Title: Re: Deities Mod - Early Development
Post by: sauruz on 30 March 2018, 23:53:11
looks creppy, i like it, (1st one)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 31 March 2018, 18:01:26
looks creppy, i like it, (1st one)

Yep, I settled up with it. The second may be lore frendly, but first one is cooler.

About Empusas

- giving the Empusa "Soul Strike", the spell the boss Kallixenia casts. Not only itís ranged but it also replenished the HP of Kallixenia. Could it work on the Empusa?

- what about giving her some "Mind Control", like Enslave Spirit from Spirit mastery? Every now and then the Empusa could cast this spell to temporarily convert a monster to your side. The problem I see is how to treat the auras of the converted enemies? You know some monsters cast auras that benefit other monsters. Could this short-lived aura benefit the player or its familiars? Could it dissipate easily when the skill runs out? From a modder perspective this could be a headeache,

Voilŗ. Again whatever you choose I trust your judgement, nargil66.

I did some reserarch for Empusa, and you are right with your ideas. In legends about empusas three themes are repeating:
- They seduce mortal men (ingame a single target mind control)
- They drink blood (Life Leech - slow and %)
- They are shapeshifters - i dont know how to represent this ingame yet.

The main theme is of a seducing demon, so i'll change the tier names Shadow Witch/Chaos Witch to Dark Temptress/Dark Seductress.

About Lampades - there is very little info about them, have to improvise. Deathchill its a good idea, but too many undead use it already. Maybe some aura that is similar but more dark-nymphish? Haven't think of anything yet.

Btw, I'm removing Confusion as a status effect from Hecate, even from her poisons. Mandrake now gives % Reduced Resists and % Reduced Dmg for 6 seconds. If you want poison (weaker tho) + Confuse/Fumble, there will be the drunken god Dionysos :P.
Title: Re: Deities Mod - Early Development
Post by: Tauceti on 31 March 2018, 19:23:08
Quote
They are shapeshifters - i dont know how to represent this ingame yet.
There is a new Hero monster coming with Ragnarok: the Doppleganger. Maybe a shapeshifter can be related to him ? The fight is fun because if i remember well he has your appearance: same weapon and armor. I didn't take the time though to check if he has the same skills.

Quote
About Lampades - there is very little info about them, have to improvise. Deathchill its a good idea, but too many undead use it already. Maybe some aura that is similar but more dark-nymphish? Haven't think of anything yet

Some ideas: Manaburn aura, or the skill from ghosts in Mimer's maze: they are able to remove all your buffs. Or worse, the debuff skill that black elves have in Land's End, this lethal debuff would suit more in the hands of dark-nymphs that in archers  ;)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 31 March 2018, 19:36:51
Quote
They are shapeshifters - i dont know how to represent this ingame yet.
There is a new Hero monster coming with Ragnarok: the Doppleganger. Maybe a shapeshifter can be related to him ? The fight is fun because if i remember well he has your appearance: same weapon and armor. I didn't take the time though to check if he has the same skills.

Quote
About Lampades - there is very little info about them, have to improvise. Deathchill its a good idea, but too many undead use it already. Maybe some aura that is similar but more dark-nymphish? Haven't think of anything yet

Some ideas: Manaburn aura, or the skill from ghosts in Mimer's maze: they are able to remove all your buffs. Or worse, the debuff skill that black elves have in Land's End, this lethal debuff would suit more in the hands of dark-nymphs that in archers  ;)

Nice ideas, i'll check the black elf debuff. Manaburn aura sounds interesting too, if its possible to make % manaburn per second. If not, it will add it to some of their attacks. About the dispell skill, there will be a player skill in Hecate that does it, called Dark Moon Ritual - Massive Manaburn (Cause Dmg), Dispell, Health Reduction and Dmg to Health. Something like Distort Reality, only it heals you.

Here is a draft for Lampad and Spartoi skills as they gain levels:

Lampad Skills
Basic Attack - X Phys. Dmg; X Elem. Dmg; % of X Life Leech over 3 s
Lvl 5: Soul Drain - X Vit. Dmg; % Dmg to Health; X Flat Dmg to Undead
Lvl 10: Hex - 3 Meter radius (Max Lvl); % Reduced Vit. Resist 6s; % Reduced Dmg 6s; % Slowed 6s
Lvl 15: Shadow Dance - Dual wield attack - 6-11% Chance to use; 360 Arc of Attack; 3 Target Max; +% Phys. Dmg; +% Elem. Dmg; +X Vit. Dmg
Lvl 20: 2 Summon Limit
Lampad Modifiers
??? (Aura) - Not sure yet

Spartoi Skills
Basic Attack - X Phys. Dmg; % of X Bleed Dmg over 3 s
Lvl 5: Shield Ram - X Phys. Dmg; X Seconds of Stun; -%Reduced DA dmg 3s; +300% Movement
Lvl 10: Spear Throw - 100% Chace to pass; X Phys Dmg (30% Penetration); X Bleed Dmg 3 s
Lvl 15: War Cry - 3 Meter Radius; % Chance of Fear; Reduced OA 6s; X Reduced Phys Dmg 6s
Lvl 20: 2 Summon Limit
Spartoi Modifiers
Boiling Blood - Onslaugh-like skill; +% Phys; +% Bleed; +%Dmg to Health; +% Att. Speed
Dragon Skin - +% Phys Resist; +% Pierce Resist%; +%Bleed Resist; +% Fire Resist
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 01 April 2018, 17:15:32
Made the Spear Throw skill for the Spartoi yesterday. You remember Achilles throwing his spear on 100 meters in Troy movie? I think it fits good with the Hoplite theme. I'm still not sure about their third skill - can't decide between War Cry, Spear Tempest and some kind of Battle Rage skill.

Today i started making a list of all the templates for the vanilla skills. I had enough of not knowing what template to use, now i'll try to memorize them.
Other thing, maybe there will be some changes in the skill trees. Reason - I checked Grim Dawn calculator and there is an Exclusive skill for almost every class. I can't force myself to play this dark gloomy game over Titan Quest, but it doesn't hurt if i borrow some ideas.
So, here is a crude explanation what the mastery changes will be about:
1. All the masteries will have 24 skills and will need equal number of points to invest. No more point sinks like old Nature mastery or easy to max Masteries like Warfare. As you probably have noticed, every mastery have 24 skills - 6 columns with 4 skills each, 4 skills on each mastery tier row.
2 Each mastery will have a Trance-like skill. This means you must choose one of the two trances available for your class.
3. Every mastery will have a left button attack skill. Another opportunity to make choices.
4. I'll try to make the types of skills each Mastery uses a little more balanced. For example vanilla Storm has 5 different active attack skills, no weapon % to use skill, no temporary summon skill, no trance type of skill.  The idea is in Deities most of the skill types to be present in every mastery and the player to choose depending on the build. Expect more tables soon like those in the first page, but reworked and more in-depth this time.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 02 April 2018, 10:29:00
Ideas for some fun Hermes skills:

Quote
Invisibility - I dont know if possible to make, but it will be really cool if it is. If somehow i can turn Phantom Strike skill template to a temporary buff skill... or maybe an attack with 0 movement speed? Idk yet.
Thievery - Activated on hit skill, that spawn invisible pets which die instantly and drop gold. Much like Davy Jones amulet in LoC, but its tiered. I may add it to some of the Hermes pets, cuz its useless, lol. Or it can have additional bonuses, idk yet.
Burst of Speed - Activated on low health or taking damage - % Attack & Movement speed, chance to dodge and avoid.
Athletism - Passive of temp. radius buff, +% to Str; +% to Dexterity

I think Hermes will be the only mastery that has equal points on Str, Dex and Int. I imagine it to be something like vanilla Dreamkiller, without the poisons. If you have any ideas of skills or pets (the only pet im sure about is the hawk, which is his symbol), let me know :).
Title: Re: Deities Mod - Early Development
Post by: Cygi on 02 April 2018, 13:26:05
Invisibility - I dont know if possible to make

Well, trainer from cheathappens for IT version have the invisibility option, but one detail - when this is active, monsters don't see both player and NPC's.

Anyway, I think it's possible.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 03 April 2018, 00:11:49
Well, trainer from cheathappens for IT version have the invisibility option, but one detail - when this is active, monsters don't see both player and NPC's.

Anyway, I think it's possible.

Is it used as a skill or it's permanent? It might be messing with the game code to do it. I'll try find it anyway, thanks.

Made the elemental aura for Hecate's idol today. Here is how it look:

(https://s20.postimg.org/pl0gl4fr1/hecterion2.jpg) (https://postimages.org/)
Still needs some tweaks, but it's close to how I imagine it.
Title: Re: Deities Mod - Early Development
Post by: Typhon on 03 April 2018, 02:35:50
Invisibility - I dont know if possible to make

Well, trainer from cheathappens for IT version have the invisibility option, but one detail - when this is active, monsters don't see both player and NPC's.

Anyway, I think it's possible.
I think TQ Defiler had the same mod but as we all know, it no longer works with AE
Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 03 April 2018, 13:29:28
Sorry for staying idle so much time.I've had some problems.Anyway,what did I missed?(quite a lot apparently).
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 03 April 2018, 13:49:35
I have some news people, I decided to stop making new skills untill I have a very clear idea of how all the masteries will be like. I think to draft them all first, before I continue. Working on them piece by piece can cause troubles and inbalance in the future.
So, i'll start with some research. As I said before, the plan is to make the masteries as close to the lore of Greek mythology as they can be. Here we go with the first part - Weapons of the Gods. I'll update this post int the future when there is more progress.

GREEK GOD SYMBOLS AND POWERS

PART I - WEAPONS & ITEMS


APOLLO

1. Bow - Personal weapon, a gift from Hephaistos, can spread disease and cause sudden death. More magical than physical. Bow skills and bonuses.
2. Staff / Rod - Not directly related to Apollo, but a symbol to his son Asclepius. Staff skills and bonuses.
3. Lyre - Given to him by Hermes, a symbol of music and arts. Ingame will be represented by magic offhand/shield. Magic offhand skills and bonuses.

ARES

1. Spear - Ares' main weapon and symbol is the long war spear (doru) used by hoplites. Spear skills and bonuses.
2. Shield - Not a main symbol, but he is always depicted with a shield. Some of the more offensive shield skills will go to him.
3. Sword - He is also depicted with unsheathed sword as a secondary weapon. Sword skills and bonuses.     

ARTEMIS

1. Bow - One of her epithets is Toxotide, meaning "Archeress". Main weapon. Bow skills and bonuses.
2. Javelins (Hunting Spears) - She sometimes carry shorter spears for hunting and fishing. Thrown skills and bonuses.
3. Thrown weapons - The other thrown weapons from Ragnarok will be included here. Thrown skills and bonuses.

ATHENA

1. Armor (Aegis) - Main symbol, a breastplate or cloak made from chymera/gorgon/goat skin. In Deities Athena will reduce Dex reqiurements for armors.
2. Shield (Aegis 2) - Sometimes the Aegis is her shield. Often has a gorgon head (gorgoneion) on it, or it's mirror-like.
3. Spear - Not a main symbol, but she always carry a spear. Spear skills and bonuses.

DIONYSOS

1. Wand (Thyrsos) - Symbol of fertility. It's a short staff covered with ivy vines and a pine cone at its tip. Wand skills and bonuses.
2. Wine cup (Kantharos) / Drinking Horn (Rhyton) - his symbols as a god of wine. Ingame will be represented by magic offhand/shield. Magic offhand skills and bonuses.
3. Axe - One of his epithets in some parts of Greece was Dionysos Pelekys (Dionysos the Double-Axe). Axe skills and bonuses.

HECATE

1. Club (Torch) - Main symbol, used both to as a weapon and to bring hidden secrets into the light. Club skills and bonuses.
2. Sword (Dagger) - Symbol of Hecate's power to cut through illusions, used in magic rituals and herbalism. Sword skills and bonuses.
3. Wand (One hand) - Also because of the torch (it's aspect as an elemental weapon). Wand skills and bonuses.

HEPHAISTOS

1. Club (Hammer) - His main symbol as a smith god. Club skills and bonuses.
2. Axe - Less common symbol, similar to the hammer. Axe skills and bonuses.
3. Armor - Hephaistos is not depicted wearing armor, but he crafted many legendary armors for gods and heroes. He will reduce Str requirements for armors.

HERMES

1. Wand (Caduceus) - Main symbol as a god of travel, heralds and diplomacy. Wand skills and bonuses.
2. Sword - Sometimes carries it instead of the wand, maybe as a god of rogues :P. Sword skills and bonuses.
3. Winged boots (Talaria) - symbol as a god of speed. Many skills will have speed bonuses, Hermes also will reduce total requirements (Lightweight skill).

POSEIDON

1. Spear (Trident) - Main symbol as a god of the seas and earthquakes. Spear skills and bonuses.
2. Staff (Trident 2) - When he bends the oceans, the trident is more used as a staff. Staff skills and bonuses. 
3. No idea here :/

ZEUS

1. Javelins - Zeus' thunderbolts in mythology are basicly magical javelins. Thrown skills and bonuses.
2. Staff - His symbol as a king of the gods. Staff skills and bonuses.
3. Armor (Aegis 3) - In some legends Athena borrowed the Aegis from Zeus. Zeus will reduce Int requirements for armors.
PART II - ANIMALS AND COMPANIONS

APOLLO

1. Raven - Messenger of Apollo. Was white once, but turned black after bringing ill news to Apollo of his lover princess Coronis being unfaithful. Main pets.
2. Phoenix - An Egyptian or Persian resurrecting fire-bird that lay its eggs in the temples of Apollo/Helios. Symbol of the sun. Timed summon pet.
3. Other animals are the wolf, lion, dolphin, hawk and swan. His companions are the nine muses. (None of these will be included, except the muses, which may be related to a skill.)

ARES
 
1. Demonic Horses - Four fire-breathing horses that drive his chariot. Names are - Aithon (Red-Fire), Phlogios (Flame), Konabos (Tumult) and Phobos (Fear). (Will be cool if I can make ingame a horse from Hades to attack and breathe fire)
2. Dragons (Drakones) - Serpent-like monsters, offspring of Ares that guard groves and springs sacred to him. They are depicted like wingless giant snakes and breathe poison instead of fire - not much like modern fantasy dragons. In greek myths Ares has at least two dragon sons - the Colchian and Ismenian Dragon.
3. Spartoi - war-like men born from the teeth of Ares' dragons. That makes them his grandsons, lel. They are fearsome warriors, but not very clever - if you throw a stone between them, they usually kill each other.
4. Ares' companions are many minor gods and daemons of war. Some of the gods are Phobos and Deimos (Ares' sons Fear and Terror), Enyo/Eris (goddess of Strife/Discord, sister or lover of Ares); daemons include: Makhai/Machae (Battles), Alala (War-Cry), Achlys (Death-Mist), Homados (Battle Din), Hysminai (Combats), Kydoimos (Confusion), Keres (Death-Fates), Androktasiai (Slaughters), Proioxis and Palioxis (Onrush and Backrush), Polemos (War). Many of the names in TQ are used for weapons and armors, but it will be cool to make them actual monsters in Act 4 when the time comes.
5. Animals related to Ares are the vulture, dog, boar, serpent (because of the dragons maybe), some types of owls, and Ornithes Areioi (Birds of Ares) - fabulous feather-throwing birds in Amazonian lands in Scythia/Sarmatia. Amazons themselves are offspring of Ares and the nymph Harmonia and have temples dedicated to him.

ARTEMIS

1. Nymphs - Many types, but most notable are the sixty Oceanides (ocenids were many types, but these ones were probably Nephelai - rain-cloud nymphs), the twenty Amnisiades (Cretan Naiads of river Amnisos) and the three Hyperborean Nymphs (breeze nymphs, daughters of the north wind Boreas). The latter three were her closest attendants, and the name of each was related to an archery skill - Opis (Aim), Loxo (Trajectory) and Hecaerge (Distancing). That made me thinking... Maybe an temporary buff for the Nymph at higher levels... +% attack speed, weapon piercing and projectile speed?
2. Hounds - Artemis has 13 or 14 hunting hounds, gifted to her by Pan. Half are males and half females. They are described so strong, that could tear a lion apart.
3. Animals related to Atremis are the stag, deer, boar, bear. She had many mortal hunter companions (mostly girls), some of them she made half-gods. I would love to make a golden deer as an ultimate summon, but for now i cant so i'll stick with the boar (she send giant boars after those who anger her).

ATHENA

1. Owl - Main symbol as a goddess of wisdom. Will be made silver and ultimate summon pet.
2. Other related creatures are the snakes (also as symbol of wisdom probably); spider (she turn Arachne to this after weaving contest) and gorgon (she is the one who turn Medusa into a monster. This is why Athena will have Gorgon Spirit for summon as a pet).
3. Not many other companions, except the goddess Nike (Victory). Will be related to a skill somehow. 

DIONYSOS

1. Maenads - Female companions in his ecstatic festivals (called Dionysia or Bacchanalia). The name "maenad" is used for nymphs as well as for human followers, so maybe in the mod there will be both types. According to theoi.com, the nymph ones were mix from wood nymphs (dryades), mountain nymphs (oreiades) and water nymphs (naiades). Other names for maenads: Thyades, Thyiai (early name around Delphi); Bacchantes, Bacchai, Bassarides (Roman counterparts); Mimallones, Klodones (Macedonian counterparts). More info on maenads: they are said to performed miracles with the thyrsos, making wine, milk or honey spring out from nowhere; they fought as warriors in the Indian wars of Dionysos; the bacchic frenzy gave them enough strength to tear apart the enemy with their bare hands. It is also said that while in frenzy, they cannot be hurt by enemy weapons and fire cannot burn them. (Physical and fire resistances).
2. Satyrs - Goat-men companions. Most notable are: The three Arkadian Satyrs who were sons of Hermes and heralds of Dionysos; Silenus and his three sons, the Silens, who were fat elder satyrs and personal attendants of Dionysus; fourteen elite warrior satyrs who lead Dionysos troops in his war in India; Tityroi (flute-playing satyrs). Young satyrs (lvl 1 scouts) were called satyriskos.
3. Elder Centaurs - There are twelve elite centaurs (called Lamian Pheres) that drive Dionysos chariot and serve as his elite guards. Sometimes they are depicted as satyr-shaped, other times as horse-men.
4. Corybantes/Curetes/Dactyls - three, five, seven or nine demigod giants from Crete or Mount Ida in Phrygia that were sent by Zeus to guard infant Dionysus. Fathers of many nymphs and satyrs. Might be his ultimate summon. They are said to have war dances, in which they bash their shields like thunder.
5. Sacred animals to Dionysos are all types of great cats - most often the panther, but also lynx, lion and tiger; foxes - roman Bassarides wear bassaris - fox pelt, also Dionysos most probably send the monstrous Teumessian Fox/Cadmean Vixen in fis anger; other animals are the bull and the snake.

HECATE

1. Lampades (meaning Torch-Bearers, in Roman Nymphae Avernales, Infernal Nymphs) - finally found more info on them. They are underworld nymphs, companions of Hecate. They were a gift from Zeus for Hecate's loyalty in the Titanomachy (Hecate is a titaness, but she fought on the gods' side). They bear torches and accompany Hecate on her night-time travels and hauntings. Some accounts tell of how the light of the Lampads' torches has the power to bring prophetic visions or drive one to madness, depending on their desire (maybe Dream skills?). Greeks doesn't say much of their parentage - probably the daughters of various Underworld gods, daimones, river gods, or Nyx. In Deities i'll stick to the Roman version, according to which think they are Naiads, daughters of the five Hades river gods: Styx (River of Hatred), Acheron (River of Pain), Phlegethon (River of Flame), Lethe (River of Oblivion) and Cocythus (River of Sorrow) and i'll rework their skills to be related. The daughters of Phlegethon will be fiery lampads with burning hair - that should look awesome :D.
2. Empusas - In greek legends sometimes they are interchangeable with the Lamias and Mormos/Mormolykeai. Described as shapeshipting female demons or spectres that take the form of beautiful women and seduce men to eat their flesh and drink their blood. Have one donkey leg and one brass/copper leg (now i know why they made the MI like this in TQ). Empusas are servants of Hecate and she sends them to haunt those who anger her.
3. Black Dogs - serve as familiars of Hecate. Sometimes they are only two and are tranformed mortals, in other legends there are packs of Stygian Hounds that follow her. I prefer the stygian hounds, becuse they look more epic.
4. Polecat - transformed mortal sorceress, similar to the dogs.
 
HEPHAISTOS

1. Elder Cyclopes - A tribe of ancient fire Cyclopes that live in volcanoes. Long before Hephaistos was born, they forged Zeus thunderbolts and Poseidon's trident in the war against the Titans. After they started working in Hephaistos' forges. Compared to them, lesser Cyclopes like Polyphemus (a tribe of shepherds) are just noobs.
2. Automatons - animate, metal statues in the shape of animals, men and monsters crafted by Hephaistos or Daedalus. The best of them could think and feel like men. They are many kinds of automatons, made from Hephaistos: Caibeirian Horses - a pair of bronze fire-breathing horses he crafted for his two sons; Caucasian Eagle - a giant bronze eagle who tortured Prometheus; Celedones (Golden Maidens) - a pair of automaton women, housekeepers of Hephaistos; Gold and Silver Dogs - metal watchdogs gifted to some king; Talos - a giant automaton that guarded Crete from pirates; a pair of Bronze Bulls in Colchis that breathed fire and were one of Jason's tests; Golden Tripods - wheeled animated tripods that served on the feasts of the gods in Olympus. Man, this guy was really productive. Many ideas of more enemies here.
3. Animal symbols are the donkey (he is often riding one in vases) and the crane bird. Other companions are Aphrodite and Kharis (Goddess of Grace); and Cabeiri, his sons. Sometimes also satyrs. 

HERMES

1. Not much info on him about followers, this is what i found: As a father of Pan, he's accompanied by mountain satyrs and nymphs (oreiades). His wife is sometimes Peitho (goddess of Persuation). Has half-god sons from human lovers - Autolikos (thief that can change shapes of objects with touch) and Aethalides (Argonaut with unfailing memory). Also have 3 satyr sons (see Dionysos).
2. Sacred animals are the hawk, turtle, hare and ram. Ram and hare are out, i guess the pets will be 1 satyr rogue, 2 hawks and 1 giant superfast turtle. Will be fun to see.

POSEIDON

1. Triton - In myths Triton is just one and son of Poseidon and Amphitrite. But in Titan Quest there are already many of them. One of the pets.
2. Nereids - Sea nymphs, daugthers of sea god Nereus. They are attendants of Poseidon. But i think 3 types of nymphs is enough, so i'll go with the Ichthians for pets.
3. Divine offspring - Aiolos (god of wind); many minor sea and river gods. Some sources say even Telkhines are his sons, but more likely they are much older.
4. Other creatures - Animals are the horse, bull, dolphin and the creature Hyppocampus (a horse with a fish tail). Also many sea monsters, most of them children ot Ceto and Phorkys, like the two Cetus monsters (Trojan and Etiopian), and three serpent-like women (drakainae) - Scylla, Thoosa and Echidna.

ZEUS

1. Divine followers - Apart from the main ones like Hera or Hermes there are the three Moirae (Fates), Nike (Victory), Horae (Seasons), Kratos (Power), Themis (Judgement), Bia (Force) and Zelus (Rivalry). I dont think i'll include any of them, but may give ideas for skill themes.
2. Sacred animals - Bull (he takes its form to abduct Europe) and the giant Golden Eagle (two legends about it - either its the mortal Periphas, transformed from Apollo to serve Zeus, or he came to zeus in the war against the Titans as a good omen). I' pretty sure to use a giant golden eagle as a pet is too OP, except as a timed ultimate summon. No idea what other Zeus' pets will be.
PART III - RACIAL BONUSES

There will be a change from old drafts. Every mastery will give a bonus vs two different monster types. List:

Apollo - Demons, Magical
Ares - Giants, Beastmen
Artemis - Beastmen, Beasts
Athena - Insectoids, Constructs
Dionysos - Beasts, Plants
Hecate - Undead, Demons
Hephaistos - Constructs, Devices
Hermes - Devices, Undead
Poseidon - Plants, Insectoids
Zeus - Magical, Giants
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 03 April 2018, 16:32:05
Ideas for some fun Hermes skills:

Quote
Invisibility - I dont know if possible to make, but it will be really cool if it is. If somehow i can turn Phantom Strike skill template to a temporary buff skill... or maybe an attack with 0 movement speed? Idk yet.
Thievery - Activated on hit skill, that spawn invisible pets which die instantly and drop gold. Much like Davy Jones amulet in LoC, but its tiered. I may add it to some of the Hermes pets, cuz its useless, lol. Or it can have additional bonuses, idk yet.
Burst of Speed - Activated on low health or taking damage - % Attack & Movement speed, chance to dodge and avoid.
Athletism - Passive of temp. radius buff, +% to Str; +% to Dexterity

I think Hermes will be the only mastery that has equal points on Str, Dex and Int. I imagine it to be something like vanilla Dreamkiller, without the poisons. If you have any ideas of skills or pets (the only pet im sure about is the hawk, which is his symbol), let me know :).

Hermes Sounds like a fun Mastery. In Mythology Hermes has so many traits that make him attractive:

Speed

Hermes is the Patron of Athletes and Travelers. He's all about Endurance and Speed. So you proposal about Burst of Speed (conditional bonus which activates on low damage) makes sense. I do think whe should give Hermes Mastery more Speed Skills:

- Hermes Blessing: would be a permanent bonus to Total Speed, like Temporal Flux in the Lucid Dream tree,

Furthermore they're various types of speeds in Titan Quest, Attack Speed, Movement Speed, Total Speed. So they're a few options open as far as Skill design goes,

Lyre Symbol

Victory Song: a temporary buff to Health and...Speed maybe,   

The Caduceus

This staff wakes the sleeping. So some passive resist to Sleep, Stun (and Petrification maybe?) would be fitting.

If you take this skill just don't give it a "Heal" effect! Indeed upon checking, Hermes Caduceus has nothing to do with the Rod of Asclepius. Only the latter has a healing effect,

Source: Rod of Asclepius (Wikipedia) (https://en.wikipedia.org/wiki/Rod_of_Asclepius)

Edit: I bet you already came up with the same conclusion, but I had to point it out,

Tortoise Symbol

Yep. This is one the symbols of Hermes. But right know I cannot see how to make a Tortoise pet attractive or even badass, unless we give him some nasty Skills and some serious...Speed, of course. Pfft! Forget it. :P,

The Winged Helmet (Talaria)

Hahem. No idea right now,

Hawk(s)

The only thing I've found is that one day Hermes decided to turn 2 Men into Hawks, apart from that I haven't found much about the Hawks.

Their names were Hierax and Daidalon. So I humbly think there should be 2 hawks with different attributes (yeah more work for you, sorry ^^):

# Hierax: He saved a lot of Men from famine, so lets' make him Defensive Pet,

# Daidalon: found absolutely zilch about him :o. Lets' make him an Offensive Pet,

I understand why you left Hermes Mastery for last, they're so many options I don't know where to start.
Title: Re: Deities Mod - Early Development
Post by: botebote77 on 03 April 2018, 20:55:20
daidalon, also known as daedalion: (father of Chione)

https://en.m.wikipedia.org/wiki/Daedalion

other sources say Apollo, not Hermes turned him into a hawk

take what you need from it but maybe this last part you'll have an idea

Apollo though took pity on the grieving father, transforming him into a hawk before he could hit the ground. It is said that the hawk's great strength, as well as its propensity for hunting other birds, is a result of Daedalion's former courage and the rage caused by the death of his daughter.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 03 April 2018, 22:29:08
Nice ideas about Hermes! And thanks for helping with the research. All this myths can really hook you up, doesn't they? :P

Quote
Hermes Sounds like a fun Mastery. In Mythology Hermes has so many traits that make him attractive:

Speed

Hermes is the Patron of Athletes and Travelers. He's all about Endurance and Speed. So you proposal about Burst of Speed (conditional bonus which activates on low damage) makes sense. I do think whe should give Hermes Mastery more Speed Skills:

- Hermes Blessing: would be a permanent bonus to Total Speed, like Temporal Flux in the Lucid Dream tree,

Furthermore they're various types of speeds in Titan Quest, Attack Speed, Movement Speed, Total Speed. So they're a few options open as far as Skill design goes,

Yep. There will be a permanent speed buff aura. Just one life saving skill isn't enough. And Hermes' Blessing sounds like a good name.

Quote
Lyre Symbol

Victory Song: a temporary buff to Health and...Speed maybe,

How about moving the Sleep song from Apollo here? One of Hermes' notable deeds is putting the hundred-eyed giant Argus (Hera's guardian) to sleep with his lyre. After slaying him, Hera turn the giant into a peacock (her symbol). It will be something like Sands of Sleep, only with radius effect. And maybe i should add a magic offhand to his related weapons?

Quote
The Caduceus

This staff wakes the sleeping. So some passive resist to Sleep, Stun (and Petrification maybe?) would be fitting.

If you take this skill just don't give it a "Heal" effect! Indeed upon checking, Hermes Caduceus has nothing to do with the Rod of Asclepius. Only the latter has a healing effect,

Source: Rod of Asclepius (Wikipedia) (https://en.wikipedia.org/wiki/Rod_of_Asclepius)

Edit: I bet you already came up with the same conclusion, but I had to point it out,

Yeah, nothing to do with healing. And nice suggestion about sleep resist. I read somewhere it can turn things into gold, but i think it was a superhero fanfiction.

Quote
Tortoise Symbol
Yep. This is one the symbols of Hermes. But right know I cannot see how to make a Tortoise pet attractive or even badass, unless we give him some nasty Skills and some serious...Speed, of course. Pfft! Forget it. :P,

Supersonic turtle, ahaha! Why not? Will make it his ultimate summon, just for the lulz. About permanent pets - he is the father of Pan and has some other satyr offspring - maybe satyr thief/rogue? Apart from the hawks, ofcourse. I know there are already planned satyrs for Dionysos, but they can easily can the turned to Silenoi (satyr brutes/centaurs).

Quote
The Winged Helmet (Talaria)

Hahem. No idea right now,

Well, some say he borrowed his Cap of Aidoneus (The Unseen) from Hades in his archetype of a guide for the dead. Hence the invisibility skill idea. Source: http://www.theoi.com/Olympios/HermesTreasures.html
I just saw his sword is special too :o, wtf, this guy if full of artefacts. If only there was a way to increase magic find in TQ like in Diablo... Treasure Hunter skill will fit him well, also a trade related skill, but what will they do... hmm, summon a separate vendor which buys on higher price... will it be OP?

Quote
Hawk(s)

The only thing I've found is that one day Hermes decided to turn 2 Men into Hawks, apart from that I haven't found much about the Hawks.

Their names were Hierax and Daidalon. So I humbly think there should be 2 hawks with different attributes (yeah more work for you, sorry ^^):

# Hierax: He saved a lot of Men from famine, so lets' make him Defensive Pet,

# Daidalon: found absolutely zilch about him :o. Lets' make him an Offensive Pet,

I understand why you left Hermes Mastery for last, they're so many options I don't know where to start.

I didn't knew the hawks were two. About different skills, i prefer to have similar pets unified. But i can add both offensive and defensive skills as they gain levels.

Btw, i'm working on the second part now - God Animals and Companions. Will post it when it's ready.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 04 April 2018, 04:54:07
The second part is done. Post #219 is updated.
Title: Re: Deities Mod - Early Development
Post by: mvlad954 on 04 April 2018, 11:42:03
Looks good.Im guessing there will also be item sets for every path,right?
Title: Re: Deities Mod - Early Development
Post by: efko on 04 April 2018, 13:55:46
The second part is done. Post #219 is updated.
You mean post #219 on your profile? That's little extreme. Better post a link of what is updated :P
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 04 April 2018, 16:01:15
...Supersonic turtle, ahaha! Why not? Will make it his ultimate summon, just for the lulz. About permanent pets - he is the father of Pan and has some other satyr offspring - maybe satyr thief/rogue? Apart from the hawks, ofcourse. I know there are already planned satyrs for Dionysos, but they can easily can the turned to Silenoi (satyr brutes/centaurs).

Actually the more I think about the tortoise, the more I think it shouldnít be a familiar. It's shell being a symbol of protection, how about using it as a defensive skill just like Stone Form? This could be a panic button, when you trigger it, the character would turn into a turtle with a ghostly shade texture Ė if possible- and benefit from a +100% damage protection (temporary invincibility).

On the Skill Screen, the ability could be shaped as the Overlord, you know the Turtle-like item that opens Secret Passage, the Skill could be named: "Turtle Shell".

I just saw his sword is special too  , wtf, this guy if full of artefacts.

True that, the mythology around Hermes seems all-inclusive. Heí got a bit of everything, which makes him very interesting but also hard to design as a Mastery.

Second I agree with what botebote77 said: depending on the source you can find a different explanation for the same story.

Then I was wrong the Talaria, they are indeed "Winged Sandals" like you said, not a helmet.

Finally thank you kindly for being so patient with my ramblings, nargil66. I think Iíll let you work now. :)

Title: Re: Deities Mod - Early Development
Post by: nargil66 on 05 April 2018, 19:21:21
Looks good.Im guessing there will also be item sets for every path,right?

Probably, after the masteries are done. Can't wait for them to be finished, so i can do what i really like to do - adding new monsters and items.

Quote
You mean post #219 on your profile? That's little extreme. Better post a link of what is updated :P

I meant post 219 on this thread. https://titanquestfans.net/index.php?topic=38.msg3765#msg3765

Actually the more I think about the tortoise, the more I think it shouldnít be a familiar. It's shell being a symbol of protection, how about using it as a defensive skill just like Stone Form? This could be a panic button, when you trigger it, the character would turn into a turtle with a ghostly shade texture Ė if possible- and benefit from a +100% damage protection (temporary invincibility).

On the Skill Screen, the ability could be shaped as the Overlord, you know the Turtle-like item that opens Secret Passage, the Skill could be named: "Turtle Shell".

The turtle is a symbol of the first lyre, which he made by her shell. Hmm, can be a temporary buff like Distortion field that activates on hit... not making you invulnerable, but giving decent total damage absobtion. Or there can be a spirit turtle summon, that cast it as an aura. "Song of the Turtle" or something similar?

Finally thank you kindly for being so patient with my ramblings, nargil66. I think Iíll let you work now. :)

Nah, i enjoy when there is a discussion. No worries.

There are some news. Poseidon will be removed from the list of masteries. Every attempt to balance gods weapons and damage types with 10 masteries in the new drafts failed. Other reasons are that I can't explain how you can summon Ichthians or geysers in the middle of the desert for example; i can't think of any good class name combiantions with Poseidon. So it is out. I hope you don't mind playing with nine masteries.

Title: Re: Deities Mod - Early Development
Post by: botebote77 on 06 April 2018, 00:22:07
people will not look at the balance between masteries but rather the balance between each class.. but sadly enough, no matter how hard you try, some people will feel an imbalance in your mod.. it's always like that.. it's something even game developers of big companies face.. if people think your mod is imbalanced, you can always release v1.1, then v1.2, and so on.. which means more work for you  :o

edit:
Every attempt to balance gods weapons and damage types with 10 masteries in the new drafts failed. Other reasons are that I can't explain how you can summon Ichthians or geysers in the middle of the desert for example; i can't think of any good class name combiantions with Poseidon. So it is out. I hope you don't mind playing with nine masteries.
instead of another weapon proficiency, how about some innate skill like warmth from sorceress diablo 2
summon ichthians or geysers.. hmm.. does it always have to be summons? can't it be like suiton water something technique?
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 07 April 2018, 00:10:48
people will not look at the balance between masteries but rather the balance between each class.. but sadly enough, no matter how hard you try, some people will feel an imbalance in your mod.. it's always like that.. it's something even game developers of big companies face.. if people think your mod is imbalanced, you can always release v1.1, then v1.2, and so on.. which means more work for you  :o

instead of another weapon proficiency, how about some innate skill like warmth from sorceress diablo 2
summon ichthians or geysers.. hmm.. does it always have to be summons? can't it be like suiton water something technique?

Yeah, maybe it's an impossible task but I'll still try as best as i can. The problem with Poseidon is that i added it last, when i made the old drafts i had only 9 gods in mind. I'll leave it out for now, if I can find a way i can always include it later.
I like the idea of every mastery having pets connected to the god. I know many people prefer to play solo, but in Deities there are 24 skills for each mastery and there is enough space to include more pets. It won't be a pet focused mod, but will add more options for petmancers.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 07 April 2018, 00:37:29
Last two days things are going very slow. I mostly work on tweaking drafts, but none of them is ready yet.

I made 3 different passive Volley-like skills in Apollo, Hecate and Zeus with 25% chance to activate on last level (1 of them is reworked Ternion). Apollo's one (Sun Arrows) works with staff and bow, Hecate and Zeus' ones for staff and thrown. Tested them ingame and it looks decent and not too OP i think.

Another thing is some ot the skill columns in Hecate will be reworked. I made her look almost evil in her skills, and it is far from how the Greeks imagined her. Maybe after Christianity she is demonized and becomes symbol of black magic, but not before. If there is an "evil" god in the Pantheon, it is Ares, not Hecate.

So, here is a preview of the reworked Occult column for Hecate:

OCCULT (Passive Tree)

Lvl 1: Hecate's Key
Hecate's key unlocks the mystical door to the unknown that each seeker must pass on their path to knowledge.
-% Strength Requirements for Melee Weapons (Sword, Thrown)
-% Intelligence Requirements for Staffs
+% Casting Speed

Lvl 10: Hecate's Rope
Hecate's rope connects the Occultist to their inner wisdom, springing from the depths of the spirit.
+% Energy Regeneration
% Chance of -% Energy Cost
% Chance of -% Recharge

Lvl 16: Hecate's Knife
Hecate's knife does not cut flesh, but the veil of illusions and external influences that clouds the mind.
+% Sleep Resistance
+% Trap Resistance
+% Reduced Confusion Duration (for Pets/Traps)
+% Reduced Mind Control Duration (for Pets/Traps)

Lvl 32: Hecate's Torch
Hecate's torch is the ultimate revelation of truth, in which the Occultist realizes their full power and potential.
+% Elemental Damages
+% Intelligence
+% Energy
Title: Re: Deities Mod - Early Development
Post by: CrocMagnum on 07 April 2018, 15:32:17
The turtle is a symbol of the first lyre, which he made by her shell. Hmm, can be a temporary buff like Distortion field that activates on hit... not making you invulnerable, but giving decent total damage absobtion. Or there can be a spirit turtle summon, that cast it as an aura. "Song of the Turtle" or something similar?

Why not? these two ideas sound great, now to choose one of them. ^^

There are some news. Poseidon will be removed from the list of masteries. Every attempt to balance gods weapons and damage types with 10 masteries in the new drafts failed. Other reasons are that I can't explain how you can summon Ichthians or geysers in the middle of the desert for example; i can't think of any good class name combiantions with Poseidon. So it is out. I hope you don't mind playing with nine masteries.

Your decision is perfectly understandable, no sweat. Just don't be too harsh on your goals, friend. I mean trying to justify the presence of an Ichtian on a desert landscape is not something vital in a videogame, you know. No honest gamer will ever blame you for this. :)

So, here is a preview of the reworked Occult column for Hecate...

About that. I feel the skill names should be easy to grasp for new players, I mean they shouldnít be too cryptic. When I read "Hecate's Key" or "Hecate's Hecate's Rope" for instance, I have absolutely no idea what the skill is about. This is nothing serious really, just my two cents about it. Edit: I see the tooltips you devised clarifies the skills a bit. ;D




Title: Re: Deities Mod - Early Development
Post by: nargil66 on 07 April 2018, 16:55:18
Quote
About that. I feel the skill names should be easy to grasp for new players, I mean they shouldnít be too cryptic. When I read "Hecate's Key" or "Hecate's Hecate's Rope" for instance, I have absolutely no idea what the skill is about. This is nothing serious really, just my two cents about it. Edit: I see the tooltips you devised clarifies the skills a bit.

Yeah, I noticed it, both the names and descriptions are very abstract, so I reworked them today.
TBH i'm starting to get burned out. Gonna just play the game or some other mod for a while. Never finished LoC with "no death challenge", maybe its time to try again :)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 17 May 2018, 16:54:32
For anyone following the progress of the mod - there are new things added, but right now i have technical problems with the computer containing the updates. In 1-2 days it should be fixed and i can continue.
 
Regarding the missing pictures from posts - the image hosting site I used is down, i'll try to recover all the pictures i can.
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 24 May 2018, 22:18:54
Sorry about the delay. My other comp should be fixed by tomorrow, then i can recover my files and pictures. My hands are already itching to continue the mod...
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 25 May 2018, 21:53:35
Comp fixed. Now back to my main project :D First I'll backup everything and reupload the pictures.
Title: Re: Deities Mod - Early Development
Post by: Typhon on 26 May 2018, 00:01:58
Yay!
Title: Re: Deities Mod - Early Development
Post by: Prosoro on 26 May 2018, 08:09:20
...First I'll backup everything

Yeah think i'll do the same  ;)
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 28 May 2018, 13:15:13
...First I'll backup everything

Yeah think i'll do the same  ;)

Smart of you ;) Dont be like me haha

All pictures are uploaded to Imgur, but they are more than 1000... I'll upload only the best ones to the opening post. This time I'll try keeping things more organized :P
Title: Re: Deities Mod - Development Thread
Post by: WNG on 30 May 2018, 21:20:47
Took a look at your project, and I like what I seen. Very ambitious, lots of stuff being added.

I wish you the best for your project. Looking forward to it :)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 02 June 2018, 13:38:58
Thanks! I'm glad you like it :)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 06 June 2018, 20:38:40
Ok, I must admit I got stuck with the masteries (again). And I think the reason are the drafts. So to get "unstuck", I'll forget the uber balancing for a while and go back to the source - vanilla skills. I'll use them as base and replace them with the new skills that are ready. I'll also reduce the current count of skills back to vanilla.
This means for example the spartoi tree will be removed and the base skill + included modifiers will be put back in the place of old Ancestral horn. I dont give up of my oiginal idea (24 skills, 4 skills on row, 200 points total), but I'll get there 1 step at a time, after all skill trees are done in the more simple way.
Today I started to rebuild the mod almost from scratch. Caravan mod and other non related things are removed, so I can work only the masteries. All deities recods are renamed and moved in a parallel record folder, only the root control files that link to them are left in the old records. This will make the mastery mod very easy to merge later with the caravan mod and the expanded world mod. This is all for ulility puposes, but I wish I knew it before - it would have made my life alot easier.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 07 June 2018, 04:18:28
Just got an idea about the pets. You remember how the Shadowstalker pet gained skills in Underlord? I might do this for all pets. I think it's more balanced than when the pet gain skills from the base skill. You want your pet to gain new skills? Then you have to up its modifier. This way all pets will take only 2 skills from the tree - one for the summon skill and one for the modifier with all its specials. The only disadvantage is the skills wont display in the pet UI.
Another vaiation of this idea is the pet gains skills from the BASE skill, but doesnt gain any stats or health. This way the skills will show in the ui. If you up only the base skill, your pet learns many skills but remains a glass cannon. So you up the modifier to get it tougher.
So before i start makin it, I can use an oppinion. Which variant do you prefer? Or if you prefer the standard way, let me know.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 09 June 2018, 20:31:53
All vanilla skills are relinked to the separate records. Everything is more clean and easy to find. Yesterday i started importing the mod skills and reworking them on the go. Old Sown Warriors (Spartoi) are now Tier 6 timed summons like normal ancestral horn. Finally they are spawed by projectiles (dragon teeth) as they are supposed to be:

https://www.youtube.com/watch?v=A5P6b-vmfRE

This is my last spoiler and last note here. You will see the mod when it's done, or never. I guess people care only about the finished product and not about development. So long.
The above statement is bullsh*t. I'll post progress till the mod is ready.
Title: Re: Deities Mod - Development Thread
Post by: CrocMagnum on 11 June 2018, 12:05:05
Hi! nargil66! I wish Iíve seen your posts earlier.

Indeed when dedicated modders donít get any feedback itís feels very cold. Even more so when a forum has reached a volume of members that allows this kind of positive feedback. Quite frankly I donít understand the apathy.

On a different matter I wanted to tell you:

- did I read Hirelings in the master thread? Holy **** your mod is becoming outrageaously tantalizing. I see these Mercenaries will be optional which is a good thing,

- Deities is including so many new features and quirks that I humbly think adding a PDF Manual could be useful. This is just a suggestion, I donít intentionally want to add a further burden to your task,

- about your question concerning Pet Skills, is your purpose to unclog (to limit) the number of Pet Icons in the Skill Trees to make more room for other Skills? If yes then I think itís a good idea. Now if "the skills wont display in the pet UI" like you said maybe youíll need to document it somwhere like inÖa manual,  ^^

Anyways keep on holding the helm firmy, Captain! I sincerely wish your boat will reach safe harbour some day. :)  Your mod already feels like a wonderful cookie. *munch munch*
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 11 June 2018, 15:32:23
I've been watching the progress of the mod and have been enjoying all the additions here but haven't suggested much due to not wanting to bring up bad suggestions :/ I like the Underlord idea though.
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 11 June 2018, 16:32:48
i kept following the mod.

you know , see the development about the mod gives wayy more hype to playing it !

keept it going :D

Another vaiation of this idea is the pet gains skills from the BASE skill, but doesnt gain any stats or health. This way the skills will show in the ui. If you up only the base skill, your pet learns many skills but remains a glass cannon. So you up the modifier to get it tougher.
So before i start makin it, I can use an oppinion. Which variant do you prefer? Or if you prefer the standard way, let me know.

i like this one, as we improve on mastery bar the pets gain few bonus as well
Title: Re: Deities Mod - Development Thread
Post by: WNG on 11 June 2018, 17:11:00
I understand your frustration of not getting any feedback. I personally fear to not be useful or to be negatively received.

I hope you will be doing more updates of that sort. Either way, I wish you the best for your mod.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 11 June 2018, 17:39:06
Well, I kinda overreacted the other day. But as Croc said:

Indeed when dedicated modders donít get any feedback itís feels very cold. Even more so when a forum has reached a volume of members that allows this kind of positive feedback. Quite frankly I donít understand the apathy.

Yes, it does feel cold. I don't get payed money for this, but every bit of feedback is like a reward. And not only the positive. Any. I'm already hooked into modding and I won't stop either way, but sharing it with others is what makes it worth.
Anyway, forget what I said. I'll have to post progress, or I'll probably explode, haha. I know it's going slow and people lose interest. But what can I do?
Thanks to everyone who commented here. I can't promise it will be done quick, what I can promise is I won't give up. 
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 12 June 2018, 11:50:21
The simplified Ares mastery is imported to the new database. Burn damage is removed, some of the skills are tweaked, others (like dragon) are not included. There are changed icons, replaced with Grim Dawn ones. Preview:

(https://i.imgur.com/Digs9Zm.jpg)
Title: Re: Deities Mod - Development Thread
Post by: Prosoro on 12 June 2018, 14:25:37

Sweet! looking nice and polished there Nargil.  Probs need some more skill points though  ;) ;D
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 12 June 2018, 15:54:48
...Probs need some more skill points though

There will be more skills ;). But this time I'll do it smarter. I'll add them when all the masteries are finished in the basic way. Trying to draft all at once got me burned for months.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 12 June 2018, 18:46:17
Brainstorming some skill ideas about Apollo and Artemis:


--- APOLLO ---

SUN SKILLS

Blazing Halo (Toggled Aura, Self Only) - Reworked Ring of Flame, does burn dmg and fire retaliation. Will try to make it increase light radius.
X Active Energy Cost per Second
Increases Radius on Lvl
X Burn Dmg per Second
X Fire Retaliation

Sun Scorch (Blazing Halo Modifier) - Like Soften Metal, but more defensive.
X Active Energy Cost per Second
% Reduced Offensive Ability for 3 Seconds
X Reduced Physical Damage for 3 Seconds
+% Fire Retaliation

Cleansing Light (Active Debuff) - Similar to Spell Breaker, but does no damage and blinds like Flash Powder.
X Energy Cost
X Meter Radius
Dispel
% Chance to Fumble Attacks for 3-6 Seconds
% Chance to Impair Aim for 3-6 Seconds

Holy Burn (Cleansing Light modifier) - Mana burn + real burn.
X Burn Damage over 3 Seconds
% Energy Drain (% of Energy Drained Cause Damage)
+50% Damage to Demons

HEALING SKILLS

Some info on healers of Apollo/Asclepius in Ancient Greece: Iatromantis is a Greek word whose literal meaning is most simply rendered "physician-seer," or "medicine-man". The iatromantis, a form of Greek shaman, is related to other semimythical figures such as Abaris, Aristeas, Epimenides, and Hermotimus. In the classical period, Aeschylus uses the word to refer to Apollo and to Asclepius, Apollo's son. A main ecstatic, meditative practice of these healer-prophets was incubation (enkoimesis). More than just a medical technique, incubation allowed a human being to experience a fourth state of consciousness different from sleeping, dreaming, or ordinary waking.

Trance of Convalescense (Exclusive Skill, Toggled Aura) - Now gives insane health regen but no energy regen and absorbs only illness related damage.
1 Active Energy Cost per Second
12 Meter Radius
% Damage Absorbtion
Protects Against:
Vitality
Bleeding
Poison
+X Health Regeneration per Second (Much more than vanilla)
+% Health Regeneration

Rod of Asclepius (Buff Pet, uses Rebirth Fountain mesh with deleted texture, only left the staff) - This is Apollo's healing skill. No more cheap spammable heals like Regrowth, sorry. It is more like a portable Regeneration Shrine.
X Energy Cost
1 Summon Limit
Rod of Asclepius Attributes:
(whatever they are)
Rod of Asclepius Abilities:
Blessing of Asclepius
12 Meter Radius
X Seconds Duration
X Health Restored
+X Health Regeneration per Second
+% Health Regeneration
+% Health

ARCHERY SKILLS

Celestial Arrow (Passive Attack on Hit) - A Volley-like skill that works with Bow, Staff or Thrown weapons and does AoE damage. Luckily, the default weapon AoE uses the fire explosion effect, which looks exactly like a little sun :).
% Chance to be used
X Meter Explosion Radius
100% Weapon Damage converted to Elemental
X Burn Damage over 3 Seconds

TRANCES

Trance of Sanctity (Exclusive Skill, Toggled Aura) - A type of "holy aura", gives elemental absorbtion and damage to demons.
1 Active Energy Cost per Second
12 Meter Radius
% Damage Absorbtion
Protects Against:
Elemental
+% Damage to Demons
-% Damage from Demons

Trance of Divination (Exclusive Skill, Toggled Aura) - Allows the party to predict enemy moves.
12 Meter Radius
X Energy per Second
+% Energy Regeneration
+X Offensive Ability
+X Defensive Ability
+% Chance to Dodge
+% Chance to Avoid
+% Sleep Resistance

--- ARTEMIS ---

Hawk Eye / Aspect of the Hawk - ranged
Penetrating Shot (passive chance to be used)- % Pierce Ratio
Set Trap - Set a symbol on the ground, enemies that step on it become Immobilized. Or - throw an invisible monster which cast it as an aura
Barbed Arrows (passive) - Your arrows apply Bleed and Slower Movement over 3 s
Swift Bow (Chance to Activate on attack) - x seconds duration, +% attack speed

Evade - % to Dodge
Living of the Land - +% Health Regeneration
Decoy - Throw a decoy to distract enemies
Leatherworking -
Beast Training - summon up to 2 wolves
Concealment -

Pathfinding (Party Aura) - +% Movement Speed, +% Slow Resistance
Alertness - +% to Avoid Projectiles, +%

Quick Draw (passive, bow, thrown) - +% Attack speed

Triple Shot (active, bow, thrown) - fires 3 arrows at once, initially lower piercing damage, but effectiveness increases with level.

Multi Shot (Triple shot Modifier) - Increases the number of arrows up to 7, chance to pass through

Ambush (active, bow, spear, thrown) - a sudden and deadly attack, which will send most enemies into their grave.
Title: Re: Deities Mod - Development Thread
Post by: MedeaFleecestealer on 12 June 2018, 19:39:05
Now those are figures I like.  Mastery and all skills maxed and still 221,811 unused skill points left to play with.  ;D
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 13 June 2018, 08:07:29
While importing Artemis i noticed this weird thing - the spirit wolves cast shadows  :o What kind of spirits they are, lol. Fixed now :)
Title: Re: Deities Mod - Development Thread
Post by: MedeaFleecestealer on 13 June 2018, 08:20:44
Shadow wolves of course.  ;D
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 13 June 2018, 21:42:17
Shadow wolves of course.  ;D

Yep, lol.

Here is improved wolf texture - more visible in bright light, and still glowing in the dark:

(https://i.imgur.com/vtcE2Qt.jpg?1)

Here is the old one to compare:

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

I still think the wolves can look better tho. Maybe I'll add some glowing totemic markings on them and nymph, I think it will be kool  8)
Title: Re: Deities Mod - Development Thread
Post by: WNG on 13 June 2018, 22:51:38
If you could add some glowing particles to their meshes it would be perfect.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 14 June 2018, 04:16:00
Yep, I will add something like the ancestral warrior glow. But for now i just worked more on the texture, adding the markings. After many variants, here is the result:

(https://i.imgur.com/27WBJW9.jpg?1)

Now i can finally continue on the tree. These skins took me almost half day to make  ::)
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 14 June 2018, 09:35:40
those wolfs looks amanzing!

quality stuff
Title: Re: Deities Mod - Development Thread
Post by: Prosoro on 14 June 2018, 12:55:22
quality stuff

^This! They are next level kool man, the totemic markings are awesome and match their aesthetic really well
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 14 June 2018, 13:14:25
Thanks guys! But now as I wake up and see them fresh, you know what i remembered? The markings on the cave rebirth fountain! They will fit perfectly. I think I'll give it 1 more try, haha.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 14 June 2018, 19:39:46
Well, it was a wasted time, but I tried. It doesnt look better. Back to importing skills.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 14 June 2018, 23:24:56
Imported more skills and worked more on the wolves. Added glow effect on them as WNG suggested and made them howl soon after the horn sound. I think their appearance is finished. A little video:

https://www.youtube.com/watch?v=Ra0fKs2S6sI

I know I post too many spoilers, but just can't help it. Sorry if I ruin the surpise.
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 15 June 2018, 14:26:57
Ooh, I like the fact you gave the wolves phantom strike. Pretty awesome stuff.
Title: Re: Deities Mod - Development Thread
Post by: nithrise on 16 June 2018, 00:12:23
I'm waiting for this mod to come out more than for my own one.
Outstanding work nargil66, the day Deities comes out is the day my social life ends lol
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 16 June 2018, 01:20:41
Thank you for your kind words. I'll do my best to not dissapoint.
Just have in mind that many of the skills will work differently and won't be op like in the previews.

Today's progress - I started reworking some of the Artemis other skills. There will be 3 passive skills that activate on attack (im a lazy player and i love passives :P). Also 1 activated on hit buff skill (Moon Blessing) - the Artemis version of Battle Rage. For now Gouge is removed, volley is lower tier and I'm working on Moon Blessing.

So far my ideas of passive skills (will work both with ranged and spear) :

Pin - 7-25% max chance to be used. Adds bleed, slows movement and immobilizes the target.

Puncture - 7-25% max chance to be used. Adds flat piercing damage, % health reduction and has 100% chance to pass through.

Volley - 7-25% chance to be used, same as vanilla.

Scatter - Volley modifier, adds fragments to volley's projectiles.

What this means is Maksmanship will be reworked too. Ranged hunters will not be overpowered as before, activating fragments on every hit. Everything will be more luck based, and hopefully a little more interesting. I think to return to my old idea of making Marksmanship a charge skill like Onslaught, with gradually increasing projectile speed, chance to pass, piercing and bleed damage.

To compensate, there will be Moon Blessing - a temporary buff that gives attack speed, projectile speed, chance to pass, and +% Dexterity. Also it will increase the maximum range on level - after some browsing on the projectile templtes, I think i know how to achieve this.

Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 16 June 2018, 23:51:51
Ok, I was a little tired today, so I took a break from the database. Instead i made new effects for some of the Artemis skills and tweaked all mastery panels icons. Inspiration was nithrise's mastery. New icons are more colorful and I think a litle more balanced.

Old:

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

New:

(https://i.imgur.com/FKvPoW0.jpg)

It remains to make the smaller icons for the buttons and inside mastery. Wil do it next.

 
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 17 June 2018, 00:04:19
the new ones looks neat!
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 17 June 2018, 00:58:10
the new ones looks neat!
I concur!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 17 June 2018, 22:29:04
A new concept of the mastery selection screen (not implemented yet):

(https://i.imgur.com/9YtGJg9.jpg)

Btw, you know how mastery making tutorials say that buttons should be 80x80 in size? If you dont want to see black gaps between the button and the background, the size could be changed to 84x84.

Edit: It's done now.
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 18 June 2018, 02:39:44
Gotta love that Ares button :D
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 19 June 2018, 01:25:32
Gotta love that Ares button :D

Hehe, it's one of my favorites. All buttons and the selection background are ingame now.

Since yesterday I was trying to make new nymph animations with Tamchi's Animaton Composer and fix the conflits with the human ones. There will be many nymphs in this mod, and I don't want them to look wonky. If some of you tried the Battle Nymphs mod, you probably noticed that on some of the animations the nymph has "broken neck", or look aside while running. Untill now I was trying to fix it the wong way, by removing the Bone_Head from the glitched animations. But today it hit me - the problem was the mesh, not the animation! The weird thing is that the nymph mesh is the only one that has Bone_Neck and not Bone_Neck01 like the others. So I just went in MeshView, added "01", saved and voila! Broken neck is fixed  :D. Now I starting all nymph animations from scratch again, but the main problem is solved.
Btw, an old dream of mine is to make a human riding a horse. I think I'm one step closer to it now...
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 19 June 2018, 02:44:51
Btw, an old dream of mine is to make a human riding a horse. I think I'm one step closer to it now...
lol, I used to put Hippias on a horse when playing around and making villages in the world editor. :P Can't wait to see how that works out with actual modding talent though  O0
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 20 June 2018, 01:27:44
The first part of nymph animations are ready. I will post them later as an update in the Battle Nymphs thread.
Title: Re: Deities Mod - Development Thread
Post by: WNG on 20 June 2018, 01:40:54
I find it really funny how you can lead so many projects at once... I couldn't!  :o
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 20 June 2018, 02:19:28
I do many projects because I get burned out easily ;).  When I'm tired of one thing, I jump to something different. Titan Quest is a huge world and there is so much to do in it - music, animations, maps... you name it. I'm not surprised old modders did it for years without getting bored.
Btw, all my projects are part of one big project, that is Deities. Everything I do will be included in the final mod in some way. It's like making a puzzle.

(https://i.imgur.com/xA1s03n.jpg)

Here is my nymph huntress with adapted maenad animation. ^-^
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 June 2018, 03:23:51
Updated my gallery on Imgur and removed all the clutter. It's easier for browsing now.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 June 2018, 06:22:21
Early preview of Asclepius' Rod skill (Apollo):

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

This will be Apollo's healing buff "pet", similar to battle standard. There won't be spammable heals in any of the masteries. I'm not a big fan of vanilla Regrowth, i think it's too much and makes potions almost useless.

Title: Re: Deities Mod - Development Thread
Post by: botebote77 on 21 June 2018, 06:48:03
i don't mean to be a smartass but that is a Caduceus.. the distinction is Asclepius rod has one snake and looks more like a wooden staff.. that one right there is a Caduceus

potions are easier to use than regrowth because no clicking of the mouse is needed.. but that one is a matter of preference
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 June 2018, 07:04:29
I checked and you're right. I assumed it's Asclepius because it was in the rebirth fountain... why the heck devs used caduceus? Well, back to the texturing table ^^

About Regrowth - its a mass heal, its instant, you can use it anywhere, and you can spam it. No thanks :P
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 June 2018, 10:03:30
Ok, second variant of the staff (this time it does look like Asclepius' Rod):

(https://i.imgur.com/V1WgMJM.jpg)

I think one of the maenad heroes in Soulvizier used a similar skill with a staff on the ground. Gotta check how amgoz1 did it.
Thanks for the fast correction, botebote.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 22 June 2018, 04:35:32
My comp is screwed up again and went down. The changes from yesterday and today might be lost. Seriously, f*ck this.
I have an important question to ask to all who follow this thread. There are two alternatives for releasing Deities:

Alternative 1 - Release when all the masteries are finished and some of the main planned features are added.

Pros:
- You will play a more or less finished version.
- The surprise will be bigger.

Cons:
- You will have to wait for a long time.
- If anything happens to me, my Mega account or my comp, all is lost.

Alternative 2 - Release early alpha and update gradually.

Pros:
- The first alpha can be released in a matter of weeks. You dont have to wait long, only to the next update.
- If anything happens to me, my Mega account or my comp, something will be preserved.
- I can get balance feedback and bug reports from those who are testing.
- I will make the mod with less pressure.
- You won't lose your social life :D

Cons:
- You will play unfinished versions, only with masteries that are done (1 for start).
- There will be less surprise.
- The mod won't look as good as a finished version and will be only half-baked.
- There will be more bugs.

What do you think on second alternative? If I release an alpha soon, will it ruin it for you?


Title: Re: Deities Mod - Development Thread
Post by: mvlad954 on 22 June 2018, 09:27:27
An early alpha will make it feel less immersive,since it will be updated gradually and not all content at once,but its the only way to ensure that Deities will be a high quality mod,or that it will be mod at all.We could report bugs or missing things to you.Like you said,if something happens to your comp,an alpha will ensure the preservation of the mod.And if alternative 2 will make you work with less pressure,then you will work on Deities more efficently.However,if your going to release the early alpha,I suggest to release it on Steam Workshop,this way the mod will update automatically.And one last thing,in order to properly test it,I need 2 masteries finished,so that I will be able to see if the hybrid builds are ok.Now if I remeber correctly,both Artemis and Ares are finished completely,right?Anyways,I choose alternative 2 for the reasons listed above.Good luck on the mod!I hope you will get your comp fixed soon!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 22 June 2018, 10:30:24
Good to see you here, mvlad954.
You have a point in releasing at least two masteries. And yes, I will upload both to Steam and here. As you said, the mod will lose initial immersion, but will be more balanced this way. And the immersion will come after - this is my main goal anyway, as I said to Bumbleguppy long ago. I want to make it so while people play, to live and breathe greek mythology. I don't know how good i am in skill balancing, that's where testers will help. But one of the most important things to me is the visual part - without it immersion is impossible. The good thing is I studied painting years ago and I have some the needed knowledge. 3D modeling is different, but the main aestetic rules apply. And if I have to take a course in 3D modeling and texturing to achieve my dreams for this mod, I will.
I'll start preparing the alpha. I think it should be ready in few weeks.
Title: Re: Deities Mod - Development Thread
Post by: MedeaFleecestealer on 22 June 2018, 10:47:37
I think an alpha is a good idea.  It's worked well for Grim Dawn. Okay that's a totally new game rather than a mod of an existing one, but having new things revealed with every new update has kept the interest high and you do get feedback on balancing, bugs, suggestions for possible changes, etc, which might make them easier to fix/add now rather than later on with a finished mod.
Title: Re: Deities Mod - Development Thread
Post by: Prosoro on 23 June 2018, 13:17:57

Hey man, sorry to hear about your PC troubles :/

Stay strong and cast aside the foul forces of discouragement! - your mod is worth it and it is looking awesome.  Also, just visited your imgur collection and man, so much kool modding you have done.  Never saw those Bast maenad skins/armor, especially liked those and the tweaked TQ menu with the ocean view in the background.  Nice!

Regarding alpha, that's a solid idea and I agree with what others have said.  I do sympathize with the 'cringe' of releasing content early/unfinished and breaking intended immersion though, but ofc do what you have to Nargil  :)  Personally, I have stored a copy of my mod on a usb flashdrive and some of my trusted friends/brothers PC's as an additional backup and peace-of-mind.  Though problem as you say is that you're always adding changes and creating new content which then has a risk of being lost..

Anyway, keep it up and need moar bast minions!

Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 23 June 2018, 14:56:09
Thanks for the support, Prosoro, really appreciate it. My comp should be fixed by the next week. I hope there won't be any complications, but even if there are, i backupped most of the files this time.

About Bast minions, i'm glad you like them :) If you want to use them in your mod, i can send you the resource files. Only they are a little too naked, didn't had the time to find them proper clothing :P