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Messages - nargil66

Pages: [1] 2 3 ... 28
1
Other Modifications / Re: [MOD] Battle Nymphs
« on: 23 June 2018, 17:06:40 »
Yeah, some people on Steam requested a minotaur, guess it will be next.

2
"Added some new ambient animals"

thats is interesting

There are pigs, sharks and seals, maybe some of them existed already, not sure.

3
Other Modifications / Re: [MOD] Battle Nymphs
« on: 23 June 2018, 15:15:35 »
I started next part of the animations. There will be a new pack soon.
I did a fix for my previous mesh fix :D. I renamed Bone_Neck, but forgot the links to it in the TextData section. Good thing is most of the last animations still work.

4
General Discussion / Re: QualifyingWeapons - "Magical"
« on: 23 June 2018, 15:07:07 »
Most of the skill templates have it. If it is possible to be used for a new weapon class, it will be cool.

5
New Projects / Re: Deities Mod - Development Thread
« 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

6
General Discussion / Re: QualifyingWeapons - "Magical"
« on: 22 June 2018, 15:28:08 »
I'm not sure, Medea, might be something else.

7
This made my day. Monster tourism :))

8
New Projects / Re: Deities Mod - Development Thread
« 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.

9
General Discussion / Re: Photo with my favorite monster ^-^
« on: 22 June 2018, 04:48:29 »
Bwahahah, he is smiling. And what is this midget skeleton in the left?

10
New Projects / Re: Doom Island Custom Map
« on: 22 June 2018, 04:38:03 »
Yay ;) Nice symbols.

11
New Projects / Re: Deities Mod - Development Thread
« 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?



12
Nice update!

13
New Projects / Re: Deities Mod - Development Thread
« on: 21 June 2018, 10:03:30 »
Ok, second variant of the staff (this time it does look like Asclepius' Rod):



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.

14
New Projects / Re: Deities Mod - Development Thread
« 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

15
New Projects / Re: Deities Mod - Development Thread
« on: 21 June 2018, 06:22:21 »
Early preview of Asclepius' Rod skill (Apollo):



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.


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