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Messages - Prosoro

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1
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 October 2018, 12:34:59 »
If Prosoro is an uber mummy, ill be a red skinned machae... you know what i mean :P 
Spawning/sowing others of my comrades...
Nargil, Corrupted Warpriest :)

Ahaha yeah; Nargil, Corrupted Warpriest versus Prosoro the Infested Tomb Lord  8)

2
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 15 October 2018, 10:26:25 »
Just had an idea...

...why not have a developer boss series like the devs do? A secret area?
So you all need to design your boss versions and post them so I can put a series of boss fights to get to the uber boss. :D

Alright BG I've been marinating on this for a few days now ahaha so this is what I thought of..
 
A Mummy.

lol of course, but lets get down to details.  Obviously this is all at your discretion Bumble so alter/nerf/shelve it as you please  :)

Name: Prosoro, the Infested Tomb Lord

Monster Lore/Concept: A mummified champion whose ancient wrappings are merely a ceremonial veneer, for hidden beneath this exterior are hundreds of Bone Scarabs.  Through rites lost to the ages, this bandaged foe generates endless swarms of the crawling fiends.  Adding to this horror is the aura of frenzy surrounding the host, while all attempts to penetrate the mummy itself are nigh futile due to martial weapons not connecting with dusty linen but instead armored scarab shell.

Overall Idea: Essentially a tanking mummy hero which constantly summons Bone Scarabs and buffs them with a Frenzy Aura.  Highly if not completely resistant to pierce/physical damage as well as obvious mortal damages (poison/bleed/vit).  Magic damage must be employed to harm him.  Apart from main summoning skill the hero casts either a Crippling Ward to make players more susceptible to his crawling minions or casts a ranged magic projectile?
 
Possible Gear: Scepter of the Swarm (Mi or Unique - Significantly buffs Pierce and Physical resistance, debuffs players Elemental resistance, Grants Skill 'Summon Scarab')

Additional Ideas: You don't stumble upon him but instead he spawns from an inconspicuous bone pile  - or - the player enters a chamber packed with sarcophagi, all might be empty except for one containing the Infested Tomb Lord, but which one?

Man so much effort goes into making kool hero monsters, I love it but understandably one can spend a lot of time just on creating a single hero  :D btw if I incorrectly interpreted your original post about this BG then just disregard this, or at the very least enjoy my rambling thoughts on what I might look like as a denizen of Titan Quest's world!







 




3
New Projects / Re: Deities Mod - Development Thread
« on: 12 October 2018, 09:39:49 »
Man I like the first version of the dual wielding dervish girl. Very kool!

As always am impressed by your modding and am loving that background you've added to the mastery UI ;) Regarding the Standard Bearer - have you tested this pet going into dungeons? I remember this was an issue with Colossus form where due to the size/height you can't pass through the entrances to dungeons.

Edit: actually nevermind ahaha pets just reappear next to your character if you get too far away from them right so no worries huh.

4
Texture & Skin Modding / Re: All Non-Included Database Items
« on: 06 October 2018, 03:25:24 »
Heha good work Nargil,  I've been aware of these and have dipped into these 'old treasure chests' frequently for my mod.  You're right about the lack of bitmaps, which does suck, so the ones I've used to make new MI's/unique items I have just included a place-holder bitmap.  And yeah man lol have already used the first Eye Staff as a unique blue drop from a boss  ;)
 

5
New Projects / Re: Expanded World - Info and Development
« on: 26 September 2018, 02:12:11 »
You're really up to helping? After you finish Hamunaptra ofcourse?

Yeah man, and this project will be adding new areas/tweaking to the original game maps right? If so that'll be a fresh change for me too.

6
New Projects / Re: Expanded World - Info and Development
« on: 25 September 2018, 08:42:34 »
This is so kool man! My first thought is "If you need help with map-making - sign me on to the team!" ;) Looking forward to more info

7
New Projects / Re: Hamunaptra Mod - Development
« on: 12 September 2018, 10:04:18 »
Heha thanks WNG and yeah there's a lot going on atm but believe me I'm persevering to get it ready.  Btw good work on releasing Doom Island aye!

8
New Projects / Re: Hamunaptra Mod - Development
« on: 11 September 2018, 15:46:28 »

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

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

Let me know what ye think and hope you enjoy!

9
Streaming and cool TQ videos / Twitch Streaming Fun
« on: 23 August 2018, 14:27:18 »

Hey guys,

Wanted to post my channel here for anyone keen to join me during my arpg misadventures  :P
Pretty noob at all this tbh but will do my best!

Channel: https://www.twitch.tv/prosoro

Current Stream: Grim Dawn Ultimate Farming in preparation for Forgotten Gods.





10
General Discussion / Re: [Survey] How do you play Titan Quest
« on: 22 August 2018, 23:41:59 »
All done  8)

11
New Projects / Re: Hamunaptra Mod - Development
« on: 18 August 2018, 10:18:03 »
+Vitality dmg, %Health reduction on hit and maybe % chance reduced resists for blade, vitality decay per second for the aura. I'm also for chance to fumble for aura as Croc. Or reduced physical/total damage. At least thats how imagine a wraith blade and aura  >:D

Nice! this is what I'm after Nargil, thank you sir  8) definitely got to keep it in line with the overall wraith blade theme huh

12
New Projects / Re: Hamunaptra Mod - Development
« on: 18 August 2018, 10:14:26 »

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

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

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

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

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

I did see something but can't remember.  Will have another look

13
New Projects / Re: Hamunaptra Mod - Development
« on: 18 August 2018, 10:03:01 »
Well, to answer your question, I need to know... do we start the map at level 1? And how high do we go?

See the f.a.q here WNG
https://www.hamunaptramod.com/f-a-q

14
New Projects / Re: Hamunaptra Mod - Development
« on: 16 August 2018, 11:19:03 »
Also, I want to ask for ideas here --> What would you expect Khamor'aans blade to have with regards to stats and level requirements etc?? List your chosen ones below!

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

bump
...still no thoughts??  ??? ah well, I'll brainstorm something in the mean time

15
New Projects / Re: Deities Mod - Development Thread
« on: 16 August 2018, 11:13:57 »
About the increased range on level - I found a way  ^-^
I turned Marksmanship into a self-only toggled skill aura with 16 levels, called Hawk's Eye. Each level is linked to a separate weapon enchantment file with no effect attached, instead the 16 weapon enchant files link to 16 different projectile files. Each projectile file has increased distance profile than the previous. With maxed Hawk's Eye you can hit the target on 35 meters. Neat.

Dude nice thinking there! Sounds like a mean skill and am liking the chosen name for it too  8)

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