Titan Quest Fans Forum

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

Title: Pantheon Mod - Development
Post by: nargil66 on 04 November 2017, 05:51:39
(https://i.imgur.com/xoDdDUp.jpg)

Forgotten shadows of the past are rising again. They engulf the lands in a black wave of destruction... In these times of great sorrow, when hordes of monsters lay waste to the world of men, mortals think the gods have abandoned humankind. But they haven't. They bestow their blessings upon a hero - you! Devote yourself to two of nine powerful gods from the Greek Pantheon. Master the divine powers of your patron deities and summon mighty companions to aid you in the battle against evil. Whom will you choose?


About Deities Mastery Mod

My core idea is to make a mod based on the Greek Pantheon, as close to the lore of greek mythology as it can be. There will be 9 new Masteries, each related to a major Olympian god. The only exception is Hecate, who replaces Hades and is not an Olympian.  The nine god choises are:


APOLLO 
God of the sun, music, prophecy, healing, archery and disease. Similar to old Dream mastery, but uses burn damage instead of electrical burn. His followers use healing skills, trances, songs, have burning auras and can spread sickness upon the enemy. Also has pet animals, related to Apollo.

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

Related Weapons:

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

Animals and Companions:

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).

Mastery Draft:
(https://i.imgur.com/kgGZANu.jpg)


ARES (DONE)
God of war, rage, fear, bloodshed, and father of dragons (his sacred animals). The mastery is very similar to old Warfare mastery, but uses alot of bleed dmg and small amount of burn, also many skills have chance to cause fear. Old skills are reworked or upgraded.

(https://i.imgur.com/tWnH6lp.png)

Related Weapons:

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. 
 
(https://i.imgur.com/HgNWx5n.jpg)
 
Animals and companions:

1. Demonic Horses - Four fire-breathing horses that drive his chariot. Names are - Aithon (Red-Fire), Phlogios (Flame), Konabos (Tumult) and Phobos (Fear).
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. 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 his sons Phobos and Deimos (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).
5. Animals related to Ares are the vulture, dog, boar, serpent, some types of owls, and Ornithes Areioi (Birds of Ares) - fabulous feather-throwing birds in Amazonian lands. Amazons themselves are offspring of Ares and the nymph Harmonia and have temples dedicated to him.

Skill tree:
(https://i.imgur.com/2Ph1j0X.jpg)


ARTEMIS (DONE)
Goddess of the hunt, wilderness and animals, mistress of the moon. Similar to old Hunting mastery, but has more magical skills and does small portions of frostburn damage. New thing is the Moon tree. Bow and spear will use the same skills with slightly different bonuses, depending on the weapon you choose.

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

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

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

Animals and companions:
1. Nymphs - Many types, but most notable are the sixty Oceanides (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).
2. Hunting 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 women), some of them she made half-gods. I would love to make a golden deer as an ultimate summon, but for now i can't so i'll stick with the boar (she send giant boars after those who anger her).

Skill Tree:
(https://i.imgur.com/n6iMTqQ.jpg)


ATHENA
Goddess of the strategic aspect of war, courage, wisdom, crafts and protection. Closest to vanilla Defense mastery. Does small amounts of electrical burn.

(https://i.imgur.com/LGeJRn5.png)

Related Weapons:
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.

Animals and companions:
1. Owl - Main symbol as a goddess of wisdom. Will be made silver and ultimate summon pet.
2. Other related creatures are the snake (as a symbol of wisdom); spider (she turn Arachne to this after weaving contest) and gorgon (she is the one who turn Medusa into a monster).
3. Not many other companions, except the goddess Nike (Victory). Will be related to a skill somehow.

Mastery Draft:
(https://i.imgur.com/B6EUE9n.jpg)


DIONYSUS (STARTED)
God of the woods, celebrations, madness, ecstasy and wine. Closer to old Nature Mastery, but more offensive. Has satyrs and maenads for pets, causes drunkenness, madness, frenzy, regenereates fast, commands plants.

(https://i.imgur.com/IyzJn6s.png)

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

Animals and companions:
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.
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 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 probably send the monstrous Teumessian Fox/Cadmean Vixen in his anger; other animals are the bull and the snake.

Mastery Draft:
(https://i.imgur.com/v2xggvU.jpg)


HECATE (DONE)
Goddess of the dead, sorcery and witchcraft, ruler of the dark aspect of the moon. She is not evil however, she brings light in the dark and unlock the hidden mysteries to her devotees, also wards them from the living dead. She is given power over earth, sea and sky, which makes her a master of the elements.

(https://i.imgur.com/hOtQ3Ku.png)

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

(https://i.imgur.com/9QDjq6W.jpg)

Animals and companions:
1. Lampades (meaning Torch-Bearers, in Roman Nymphae Avernales, Infernal Nymphs) - 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. Greeks doesn't say much of their parentage - probably the daughters of various Underworld gods, daimones, river gods, or Nyx. In Deities I 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 Wailing). and their skills are related.
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. 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.
4. Polecat - transformed mortal sorceress, similar to the dogs.

Skill Tree:
(https://i.imgur.com/4COVfjz.png)


HEPHAESTUS (STARTED)
God of fire, blacksmithing, masonry, inventions, mechanics, volcanoes. Similar to old Earth Mastery, but uses many mechanical devices and can craft automatons.

(https://i.imgur.com/LO3FynQ.png)

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

Animals and companions:
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.
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. 

Mastery Draft:
(https://i.imgur.com/lqwYOrw.jpg)


HERMES
God of trickery, travel, adventures, messenger of the gods; he is a patron of heralds, thieves, herdsmen and acts as a psychopompos (guide of the souls to Hades). This mastery will be similar to old Rogue mastery, but probably won't use poisons, which will be moved to Hecate/Dionysus.

(https://i.imgur.com/qLf6dx3.png)

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

Animals and companions:
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 Persuasion). 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.

Mastery Draft:
(https://i.imgur.com/Lfesy8U.jpg)


ZEUS
The king of the Olympian gods. Ruler of the storms, thunder and lightning, bringer of divine protection and judgement. The mastery will be similar to old Storm Mastery, but with new pets and reworked skills.

(https://i.imgur.com/3luUilI.png)

Related Weapons:
1. Javelins - Zeus' thunderbolts in mythology are basicly magical javelins.
2. Staff - His symbol as a king of the gods.
3. Armor (Aegis 3) - In some legends Athena borrowed the Aegis from Zeus.

Animals and companions:
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). 
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).

---

Downloads

Link to the Mega folder with alpha versions (latest version is 13.02.2019 - Artemis update 2):
https://mega.nz/#F!lPpGQCgT!5z_owoOD3sen4X5SEkSyvQ
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% ¶¢€π 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:

[missing]

Only not sure about new Ares icon on this one.

Pottery-like variant:

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

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:

[missing]

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:

[missing]

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://i.imgur.com/sY79hqt.jpg)

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://i.imgur.com/WV0RNyP.jpg)

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://i.imgur.com/cXSHZlW.jpg)
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://i.imgur.com/bqMmJQW.jpg)

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:

[missing]

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

[missing]

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 :)

[missing]

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://i.imgur.com/VyJ9uLe.jpg)
This is the problem:
(https://i.imgur.com/FiLUCSD.jpg)
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://i.imgur.com/G4T9HIr.jpg)
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:

[missing]

Even satyr hood doesnt look too bad :):

[missing]

Here is Mesh data for the Maenads:

Quote
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:

[missing]

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://i.imgur.com/wvrfOe6.jpg)

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: And here comes the big boss :):

(https://i.imgur.com/i7opZKb.jpg)
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://i.imgur.com/Orl5KRB.jpg)
(https://i.imgur.com/k3sZbFx.jpg)

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!
Title: Re: Deities Mod - Early Development
Post by: nargil66 on 06 December 2017, 17:33:55
(https://i.imgur.com/gtAmQTg.jpg)

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://i.imgur.com/SzwXCRz.jpg?1)

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:

[missing]

(https://i.imgur.com/11MUbEy.jpg)

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:

[missing]

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://i.imgur.com/0K7eCsa.jpg)

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://i.imgur.com/KCObiTl.jpg)
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://i.imgur.com/amcrz6q.jpg)

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://i.imgur.com/TnrhkbC.jpg)

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://i.imgur.com/xyaCgYS.jpg)

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

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

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

(https://i.imgur.com/CK4Z61N.jpg)

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://i.imgur.com/dPVkpPu.jpg)

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://i.imgur.com/FEGx312.jpg)

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:

[missing]

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:

[missing]

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://i.imgur.com/MBiK9Rd.jpg)

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://i.imgur.com/XZuAK80.jpg)

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:

[missing]

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://i.imgur.com/w62heIf.jpg)

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

(https://i.imgur.com/28Ht7PT.jpg)
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: Medea Fleecestealer 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:
Apollo’s Lyre
Ares’ Blade
Artemis’ Bowstring
Athena’s Aegis
Dionysus’ Thyrsus
Hecate’s Torch
Hephaestus’ Hammer
Hermes’ Sandal
Poseidon’s Trident
Zeus’ 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 - Demon’s 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:
[missing]
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:

[missing]

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://i.imgur.com/q7gqYeO.jpg)

- 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.
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 it’s 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%". Isn’t 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 there’s the cooldown of the skill which is another factor. The cooldown is not displayed on the draft so I can’t comment much further, still I find this Familiar intriguing,

Note: also that’s resurrection (not ressurection)

Poseidon Mastery

I know you haven’t outlined this Mastery yet, but I must confess I’m eager to learn how you’re going to set up this class. I mean Poseidon was the god of seas, and there isn’t much water in a hack’s’slash. :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%". Isn’t 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 there’s the cooldown of the skill which is another factor. The cooldown is not displayed on the draft so I can’t comment much further, still I find this Familiar intriguing,

Note: also that’s 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 haven’t outlined this Mastery yet, but I must confess I’m eager to learn how you’re going to set up this class. I mean Poseidon was the god of seas, and there isn’t much water in a hack’s’slash. :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):

[missing]

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 0.1j:

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)

Vs his brothers in Olympus (+traps)

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

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.
 (https://imgbb.com/)
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 Nature’s 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 you’ve 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: it’s 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 you’ve 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: it’s 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 you’ve 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: Medea Fleecestealer 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://i.imgur.com/NYSnDCw.jpg)

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://i.imgur.com/vCBHr5O.jpg)

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://i.imgur.com/8xkaeRO.jpg)

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://i.imgur.com/35u2juc.jpg)

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://i.imgur.com/CXFSlzl.jpg)(https://i.imgur.com/e41z6cI.jpg)

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 thyrsos–bearing 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://i.imgur.com/3mTK02N.jpg)
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://i.imgur.com/XpFGRRg.jpg)

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 final look for the tiered lampades:

(https://i.imgur.com/6NI5QUD.jpg)

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 friggin’ 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, I’m 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 wouldn’t 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 it’s 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,

Voilà. 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://i.imgur.com/qSfkfol.jpg)

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:

[missing]

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 it’s 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,

Voilà. 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 shouldn’t 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 – 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. He’ 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 I’ll 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 shouldn’t 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 – 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 I’ll 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 shouldn’t 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 shouldn’t 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
Title: Re: Deities Mod - Development Thread
Post by: CrocMagnum on 11 June 2018, 12:05:05
Hi! nargil66! I wish I’ve seen your posts earlier.

Indeed when dedicated modders don’t get any feedback it’s 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 don’t 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 don’t 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 it’s a good idea. Now if "the skills wont display in the pet UI" like you said maybe you’ll need to document it somwhere like in…a 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 don’t get any feedback it’s 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 don’t 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: Medea Fleecestealer 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: Medea Fleecestealer 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: Medea Fleecestealer 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
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 22 July 2018, 21:21:29
Sorry about not making any progress on this or caravan mod. I'm feeling down the last weeks and can't work on anything. I'm close to canceling my projects, but it will only make things worse. So I'll just try to get through this.
My main comp is still not fixed and they haven't called yet.
Title: Re: Deities Mod - Development Thread
Post by: Medea Fleecestealer on 22 July 2018, 21:32:35
Be patient.  Have you checked with them at all?  Sometimes things get forgotten or filed and nobody acts on them as they should. 
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 22 July 2018, 22:56:26
I checked with them last week and they told me they have to send it to someone else, because they can't locate the problem. Haven't called since.
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 23 July 2018, 02:48:02
no worries nargil, maybe its time to take a litle break, gather some ideias/plans , and when your pc came you can work on it.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 27 July 2018, 03:04:47
I'm putting all other projects on hold, and returning back to Deities. CaravanXL is a good thing, but not my main project for Titan Quest. Now when its remade to a hard mod, it doesn't need to be merged anymore. Time to focus on what is really important. 8)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 27 July 2018, 16:58:45
I started reworking the drafts.  Here is first one that is done - Athena:

(https://i.imgur.com/B6EUE9n.jpg)

This will be a very tanky mastery. Maybe it's OP, but I can't say untill making it and testing. But I'll try to draft every Mastery, before even touch the database again.
Btw, there is a chance to get back at least the harddisk of my old comp to recover the missing things.
Edit: Updated
Title: Re: Deities Mod - Development Thread
Post by: WNG on 27 July 2018, 17:22:52
(https://i.imgur.com/S3eBJw3.jpg)

Looking good.

Also good luck on that recovering-missing-data thing. Never had to face that sort of issue, must suck when you have a huge ongoing project like that. :/
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 27 July 2018, 17:50:22
curious to see how taunt will works :o
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 27 July 2018, 21:24:30
Spirit of the Gorgon looks like it will be cool! Is it going to be like a spectral gorgon, where it's the same model but it's a ghost?
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 27 July 2018, 23:48:01
Spirit of the Gorgon looks like it will be cool! Is it going to be like a spectral gorgon, where it's the same model but it's a ghost?
Yeah, she will be like a ghost, semi transparent, im not sure for her armor yet, can be normal or spectral armor.
curious to see how taunt will works :o
Me too, I'm not sure if i can increase recharge times for monsters, for now is just an idea.

Finished Dionysus Draft (sorry about the small text):
(https://i.imgur.com/v2xggvU.jpg)
Definetly this one will be the most pet heavy mastery.
There are changes in Athena from first draft, i made entire Battle Awareness column an Exclusive skill, to compare with Dionysus' Bacchanalia trance. You can use only one of them at a time.
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 28 July 2018, 00:29:35
I feel like Dionysus will always be my second (or first) mastery of choice :D
I want to be the incarnate of the wine god with my drunk satyr friends! And the priestess sounds pretty neat. Does Frenzy and Bacchanalia affect pets as well or are they caster only? Also, Bacchanalia says "Exclusive Aura". Sorry if this was explained earlier but what does that mean?
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 28 July 2018, 02:22:59
Exclusive aura is the same as the Dream trances, you can only use one trance at a time. The only difference is that here it has modifiers. Each mastery will have an exclusive aura, but you will have to choose the one that fits your build more. And yes, Bacchanalia affecs pets.

Edit: Btw, Hermes Mastery is started. I named one of the skills "Bird of Hermes", after the Hellsing anime :)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 28 July 2018, 05:24:45
Some ideas for moved or changed affixes:

Quote
Moved - Appearing in more types of items (maybe some of them do already):
All Pet affixes - appear on Shields
of the Winds - appear on Armbands
All Health Regen affixes - appear on Rings/Amulets
of Trickery - appear on Armbands
of Guile - appear on Armbands
Warrior's - appear on Bows/Spears/Thrown
Defender's - appear on Axes/Clubs
Rogue's - appear on Thrown/Axes/Bows 
Hunter's - appear on Thrown
Mage Class affixes - appear on Shields
of Necromancy/Demonology - appear on Staffs/Rings/Amulets
Reduced Requirement affixes - appear on Rings/Amulets
Cyclopean - appear on Armbands

Changed:
- of Energy, Spirit, etc. affixes will no more give +X Energy, instead they will give small X regen per second aside from the % (same as Health Regen Affixes)
- Pupil's, Scholar's, etc. affixes will give very small +% Energy aside from the flat bonus (1% for Pupils +1% per tier)
- Exalted affix will give flat regens per second aside from the %

Need to think new affixes for Greaves, they are too few.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 28 July 2018, 15:05:14
Hmm, I have this idea and I need your oppinion.
Working on Hermes right now, and he has dual wield, so... I was thinking to move Dual Wield tree from Ares to Hermes. My reasoning: I've never seen a Hoplite depicted to dual wield weapons, and Ares is the idealization of a Spartan hoplite. He needs his spear and shield... Hermes, on the other hand is a rogue - they often use offhand weapons to block, more a fencer type.
If I do it this way, I can include some unused spear animations in the records for Ares - there is a spear triple hit, 360 degree hit, (like in Underlord), I can make them work with sword/axe too. Also the Batter skill can be put in Ares, he always wear a shield in pictures and can have some small use of shields.
What do you think of this idea?

Edit: I settled up with the above idea. The more I think about it, the more I like it. Finally there will be a decent passive spear tree :) Tough luck if you prefer vanilla.


 
Title: Re: Deities Mod - Development Thread
Post by: CrocMagnum on 28 July 2018, 16:24:56
Man! That's a tough one. The Dual Wield tree in Ares Mastery was worth 4 Skills. So if you remove the whole tree, you'll need to compensate with 4 new skills, right? My thoughts:

- just one shield skill (Batter?) seems pretty underwhelming to me, and since Hoplites were -historically- all about Lances and Shields, you shouldn't be shy to add more shield skills. But the Athena Mastery too is all about shields. Like I said that's a tough one ^^,

- as much as would love to dual wield spears this is still a no-no. Mainly because this is historically inaccurate,

- the Hoplite Shield weighted around 13 pounds (6 kilos!) so having a skill reducing Strength Requirements for Shields makes senses. So a Skill like "Runeword: Feather" (reducing Strength Requirements for Weapons and Shields) is a possibility,

Edit: I see your version of "Weapon Training" in Ares Mastery includes a new feature: reduced Requirements for Melee Weapons. Could you make it work for Shields too?

- maybe some people will hate this part but here's the idea: the Shield and Spear were the Hoplite's equipment par excellence, so for a Hoplite the loss of his shield was almost considered a crime in Greek cities. So what about giving double bonus (or wathever bonus^^) for holding both a Lance and Shield in your two weapon slots? That would be an incentive (or not),

- when you say "Hermes, on the other hand is a rogue - they often use offhand weapons to block" does that mean you found a way to make this character block with a weapon?  :o

Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 28 July 2018, 17:56:17
On your points:

Quote
The Dual Wield tree in Ares Mastery was worth 4 Skills. So if you remove the whole tree, you'll need to compensate with 4 new skills, right?
- as much as would love to dual wield spears this is still a no-no. Mainly because this is historically inaccurate
It is quite possible to make 4 spear passive skills, replacing the dual wield tree... there are enough animations in the main game, only need to make them do different things. Brainstorming:
- 1 passive spear skill, adding flat pierce dmg and %pierce ratio
- 1 passive, hitting 2 targets and bleeds (the menad "spear whirl" animation, used by the player in AE was designed for double hit)
- 1 passive hitting 3 Targets, no other effect (there is also such animation, unused atm)
- 1 ultimate passive, 360 arc, +%Phys dmg, hits up to 6 targets and reduces flat OA or Fumbles for a duration. If you played Soulvizier/Underlord, there is a Tempest skill that use cool "roundhouse kick" with spears :)
So Ares will still have AoE. It will activate less often because of the lower speed, the damage however will be tremendous.
On dual wielding spears, I dont plan to ever do it.

Quote
- just one shield skill (Batter?) seems pretty underwhelming to me, and since Hoplites were -historically- all about Lances and Shields, you shouldn't be shy to add more shield skills. But the Athena Mastery too is all about shields. Like I said that's a tough one ^^,

- the Hoplite Shield weighted around 13 pounds (6 kilos!) so having a skill reducing Strength Requirements for Shields makes senses. So a Skill like "Runeword: Feather" (reducing Strength Requirements for Weapons and Shields) is a possibility,

Edit: I see your version of "Weapon Training" in Ares Mastery includes a new feature: reduced Requirements for Melee Weapons. Could you make it work for Shields too?

- maybe some people will hate this part but here's the idea: the Shield and Spear were the Hoplite's equipment par excellence, so for a Hoplite the loss of his shield was almost considered a crime in Greek cities. So what about giving double bonus (or wathever bonus^^) for holding both a Lance and Shield in your two weapon slots? That would be an incentive (or not),

Yeah, shields are tricky. If i add too many shield skills to Ares, it will become close to Athena... I think ima move Shield Charge to Ares, replacing War Wind, and reaname it to Shield Ram. The way i imagine it, Athena is the calm strategist, and Ares is the rushing type...
Btw, when I said Ares is embodiment of the true Hoplite, i forgot about Athena, she is one too. So Ares + Athena would make the perfect Hoplite. I think to change the class name from Conqueror. Or name it just Warlord, it sounds cool.

Quote
- when you say "Hermes, on the other hand is a rogue - they often use offhand weapons to block" does that mean you found a way to make this character block with a weapon?  :o
I meant most dual wielders use offhand both to parry and attack. But you just gave me an idea, it can be made indirectly: Parry - a dual wield passive that gives a chance of % Physical resistance or Dodge, or a chance of +X Armor if possible.

Thanks for the response Croc, i'll think more on your suggestions.

Edit: Thinking more of that parry thing... I got another idea, to make a shield that is using a sword mesh and require both less Str and more Dex to equip. Maybe a Rogue related unique item. Idk if there is any point tho...

Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 29 July 2018, 15:30:10
Early Hermes Draft:

(https://i.imgur.com/Lfesy8U.jpg)

Some of the skills are not ready yet. If you have an idea for the missing skills, I'm open for suggestions.
I moved bolt traps back to Hermes from Hephaistos. Hermes can invent devices too, so they fit him.
The fire traps in Hephaistos will be removed and replaced with 2 ranged mini siege striders, that will be permanent pets as the Automaton.
Title: Re: Deities Mod - Development Thread
Post by: Flix on 29 July 2018, 21:46:00
Just wanted to stop by and say this looks really cool.  I really miss having a ton of mastery mods to choose from in AE.  I have the vaguest recollections of someone planning something similar for TQIT on the old forums.  Who knows, maybe it was you?   ^-^
Title: Re: Deities Mod - Development Thread
Post by: WNG on 29 July 2018, 22:51:36
Thievery looks very clever!  :o
Title: Re: Deities Mod - Development Thread
Post by: Prosoro on 30 July 2018, 03:07:48
Just throwing this out there man but for Hecate's mastery could we have some kind of spirit version of ice shard, maybe using the projectile that the bone scourge quest boss uses? ^^,

This would be so kool for necro themed builds (am playing one atm in AE as a Diviner)
Also just assuming Hecate would be the most appropriate for such a skill.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 30 July 2018, 03:19:19
Just throwing this out there man but for Hecate's mastery could we have some kind of spirit version of ice shard, maybe using the projectile that the bone scourge quest boss uses? ^^,

This would be so kool for necro themed builds (am playing one atm in AE as a Diviner)
Also just assuming Hecate would be the most appropriate for such a skill.
Bone scourge is in Hades, right?
Title: Re: Deities Mod - Development Thread
Post by: Prosoro on 30 July 2018, 05:42:29
Yeah, the one in the Necromanteion. Iirc it shoots a spirit bolt that looks super ghostly ;)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 31 July 2018, 18:15:14
There is a chance I can get my comp back (fixed) tomorrow. I hope everything goes well.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 01 August 2018, 21:13:15
Nope, it's not fixed, but they game me the harddisk. Finally I can recover my data!
Title: Re: Deities Mod - Development Thread
Post by: WNG on 01 August 2018, 23:51:31
That's a small victory at least ^^
Title: Re: Deities Mod - Development Thread
Post by: Hector on 02 August 2018, 21:22:02
"Ares and Athena were never seen eye-to-eye with each other."

      - Rise of the Argonauts (2008)

(https://image.ibb.co/mCZjoz/rise_of_the_argonauts_001.jpg) (https://imgbb.com/)

Hi, nargil.. although I never got to write this down; I've been following your mod for quite a while.. your ideas, visualization, everything about this project looks totally awesome and I appreciate your efforts for this..

BTW, did you play this game by any chance? Its about the adventure of Jason and his Argonauts (Hercules, Atalanta, Achilles and Pan) trying to acquire the legendary Golden Fleece in order to resurrect his dead wife.. its an astonishing story with god-related dialogue choices, moral decisions and beautiful side quests accompanied with a solid fighting system..

The skill system in this game actually reflects some of your ideas and are very similar.. Dedicating the player's deeds to 4 patron gods.. serious attention to different kinds of weapons and how each of them are related to their own gods.. Ares with mace skills, Athena with spears, Apollo with shields and Hermes with swords.. there are both active and passive skills just like in TQ with weapon procs, activation after being hit, on low health any many other things..

If you didn't play it, I'd definitely suggest it.. It could give you some nice ideas for you to use them in your own mod just by looking its skill trees..
Some of its voice actors also worked on TQ and its a nice touch to hear them as well.. 
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 02 August 2018, 21:57:21
No, I havent played it, is it for PC or consoles? I only watched some videos and listened to the soundtrack. Looks like a neat game.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 02 August 2018, 22:01:14
Btw, last night I uploaded like 80% of the important files from the hard disk to Mega. I can breathe more freely now...
Title: Re: Deities Mod - Development Thread
Post by: Hector on 02 August 2018, 22:06:20
Glad that you have recovered your files..

Its both on PC and the consoles, I believe.. I played it on PC and is still installed on my system.. an underrated gem IMO.. I can actually advice this game to all members of the forum, since its Greek Mythology and we all are familiar with it..
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 02 August 2018, 22:11:05
I'll try it then, it might give me some ideas  :)
Title: Re: Deities Mod - Development Thread
Post by: Medea Fleecestealer on 02 August 2018, 22:46:01
Not heard of it either. Wiki for it.

https://en.wikipedia.org/wiki/Rise_of_the_Argonauts

Not sure, maybe.  :-\
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 03 August 2018, 02:24:55
I've always heard bad things about that game but never really paid attention to it.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 03 August 2018, 14:57:26
Ok, back to Deities :)
Worked on new mounted animations today. I'm not sure if the Maenad Priestess pet will be a leopard rider, but for sure there will be mounted maenads as enemies. Rider mages doesn't exist in vanilla, but in Deities they will :P. Preview of the progress so far:

https://www.youtube.com/watch?v=b9hNTsina9E
There are alot of wonky things to fix, but I think I can do it.
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 03 August 2018, 15:25:55
 :o
Awesome stuff!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 03 August 2018, 17:59:46
New idle animations are finished, they look better than the one in the video. Now I'm starting the running ones.
The ponytail bones give the most trouble, I have to find another animation that has the exact frame speed and clip them from it.
Btw, I may release this as a small addon mod soon, just to ease your wait :).
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 04 August 2018, 11:50:04
Almost done  :)
(https://i.imgur.com/giNAFsS.jpg)
Many wonky things are fixed. I'll upload in Battle Nymphs thread then I finish it.
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 04 August 2018, 15:02:03
that is some pretty nice rider, well done.
Title: Re: Deities Mod - Development Thread
Post by: WNG on 04 August 2018, 15:57:30
Indeed, it is very nice-looking ^^
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 04 August 2018, 21:09:22
The mod is up: https://titanquestfans.net/index.php?topic=574.0
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 04 August 2018, 21:59:29
Ok, I think the priestess can be mounted... have to test it first. Cheers Typhon, I'm starting to make the Dionysus tree. And your Satyr buddies :P
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 04 August 2018, 22:06:09
Hurrah!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 05 August 2018, 17:55:03
First skills - Touch of the Drunk tree and Bacchanalia tree are done. There are some changes on them. It's strange how a skill seems good in draft but not in the game tree... before even testing. I'll leave pets for last, they are the most fun to make and take alot of time.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 12 August 2018, 00:34:57
Dammit! I thought I knew how to increase the bow range per level... and now when i tried it, it appears Projectile Name entry is set to Variable, instead of Array... again. Variable, Variable, Variable... whenever i try to do something original with the skills, i hit the wall of variables. Volley to increase number of projectiles per level? Sounds good right? But he game says "Nope". It's set to Variable, so you can place only a single number. I can place 3 or 5 or 7 but not 3;4;5;6;7. I don't get it... why these limits? I'm still increasing the range tho... New Marksmanship projectiles will hit on 30 meters instead of 20.
Anyway, im working on the 3rd revision of Artemis skill tree, to prepare the early alpha release. I think I need 3 masteries finished before the first testing begins. Three masteries, thats 3 classes if I'm not mistaken.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 12 August 2018, 14:11:20
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.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 13 August 2018, 13:59:01
Drafted some ideas for new weapon types:

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

Base Dmg - Physical / Elemental means % of base physical damage is converted, similar to piercing weapons.

New offhands (all use Shield Template):
Melee Offhands – Serve as shields with lower block and absorbtion, instead have a chance for additional damage. Dex/Str Requirements. Dual wield is not needed to use.
Quiver Offhands – Cannot block, add % attack speed and other bonuses to bow and thrown users. Dex requirements.
Magic Offhands – Cannot block, add % cast speed, energy regen and other bonuses to mage users. Int requirements. Work with staffs.

I bet the templates will send this idea also to the scrap, but I'll try to do it first.
Title: Re: Deities Mod - Development Thread
Post by: Prosoro 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)
Title: Re: Deities Mod - Development Thread
Post by: Corpsdweller45 on 18 September 2018, 10:59:38
How is mod doing,it's all quiet on the Eastern front :D? O0
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 18 September 2018, 17:23:39
I'm working on it the last few days, but won't show progress untill new things are done.

Edit: Nvm, here is a small update for Hecate - reworked all Lampad skills to be related with the five rivers of Hades, as I intended:

LAMPAD SKILLS

I. Innate Skills

Lvl 1: Base Summon

Lvl 5: Bane of Styx
The lampad calls upon the River of Hatred to poison and sicken an enemy.
% Chance to be Used
1 Target max
+X Poison Damage over 3s
+X Vitality Decay over 3s

Lvl 9: 2 Summon Limit

Lvl 13: Call of Cocytus
The lamenting cry of the lampad brings sorrow and despair in those ho hear it.
% Chance to Activate upon taking Damage
3 Meter Radius
% Reduced Total Speed for 6 Seconds
% Reduced Offensive Ability for 6 Seconds
 
Lvl 17: Mists of Lethe
The mere presence of the underlowld nymph can send enemies into forgetfulness.
Self Aura Buff
1.5-2.0-2.5-3.0 Meter Radius
% Chance of 3-5 Seconds of Sleep
% Chance of 3-5 Seconds of Confusion

Lvl 20: 3 Summon Limit (Witches MUST be total of three!)

II. Modifier Skills

Scourge of Phlegethon (Replaces Life Drain)
The lampad can punish enemies with infernal whip of flame, taking portion of their life to replenish her own.
Active skill
12 Seconds recharge
1 Target, Any Range
20-200 Fire Dmg
5-20% Reduction to Enemy's Health
50-200% Dmg to Health

Curse of Acheron
Channeling the power of the fifth Hades river, the lampad curses a group of enemies with agonizing pain.
(Debuff Skill, purple Study Prey Effect)
% Reduced Total Damage for 6 Seconds
% Reduced Resistances for 6 Seconds
Title: Re: Deities Mod - Development Thread
Post by: Corpsdweller45 on 19 September 2018, 14:15:47
Okie,can't wait for it,by the looks of it should be the best of all mods for Tq!I have a question,which god mastery will have the most summons in the game?
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 20 September 2018, 09:53:52
Okie,can't wait for it,by the looks of it should be the best of all mods for Tq!I have a question,which god mastery will have the most summons in the game?
As they are in the drafts right now, Dionysus - has satyrs, maenad, silen, briar ward, and the maenad can summon a fox and 3 wine sprites.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 20 September 2018, 16:16:55
Update on the class names (many names are changed, added explanations on some of the words):

Apollo = Seer
Ares = Warrior
Artemis = Hunter
Athena = Defender 
Dionysus = Bacchant (the common name of a priest of follower of Dionysus)
Hecate = Sorcerer (since Hecate use many types of magical skills, I chose this instead of Theurgist or Necromancer)
Hephaestus = Artificer (the follower of Hephaistos is much more than a simple blacksmith)
Hermes = Rogue
Zeus = Priest (I moved Stormcaller to Poseidon + Zeus)

Seer + Warrior = Harbinger
Seer + Hunter = Haruspex (in Ancient Rome - a priest, who practices divination by looking the entrails of animals)
Seer + Defender = Templar
Seer + Bacchant = Ritualist
Seer + Sorcerer = Hierophant (a priest who interprets the sacred mysteries. He was the leader of Eleusinian Mysteries, connected to the underwold, Persephone and Hecate)
Seer + Artificer = Pyromancer (literally "fire-diviner". I put it here, as both classes are fire-based)
Seer + Rogue = Minstrel (the original greek words are "aoidos" or "rhapsode" used for a wandering poem singer in Classical Greece)
Seer + Priest = Oracle (a seer-priest who connects with a deity to receive advice or prophetic visions)

Warrior + Hunter = Slayer
Warrior + Defender = Warlord (both Athena and Ares are related to war, and combined they should make the perfect commander)
Warrior + Bacchant = Zealot (frenzied and ecstatic fighter, no better name I think)
Warrior + Sorcerer = Warlock (I imagine this one similar to Geralt from the Witcher series)
Warrior + Artificer = Battlesmith (Both skilled warrior and craftsman)
Warrior + Rogue = Wardancer (a swift and agile fighter, mostly dual wield. The word "Assassin" is arabic and doesn't fit much in Ancient Greece imo)
Warrior + Priest = Warpriest (self-explanatory)

Hunter + Defender = Sentinel (I used Warden elsewhere)
Hunter + Bacchant = Wanderer ("Ranger" always made me think of Lord of the Rings)
Hunter + Sorcerer = Demonhunter (A hunter of evil spirits, I never liked "Bone Charmer" tbh)
Hunter + Artificer = Trapsmith (a hunter-mechanist)
Hunter + Rogue = Brigand
Hunter + Priest = Augur (a roman or greek priest, who practices ornithomancy - seeking omens in the flight of birds; "bird-diviner")

Defender + Bacchant = Warden (a forest protector, i think Warden sounds more forest-based than Guardian)
Defender + Sorcerer = Soulkeeper
Defender + Artificer = Armourer (both masteries will buff armor, another name for a tanker :P)
Defender + Rogue =  Vindicator (means defender of justice or liberator)
Defender + Priest = Palatine (an older word for paladin, from the time of the Roman Empire)

Bacchant + Sorcerer = Shaman (nature + spirits + using drugs and alcohol :P - it fits imo)
Bacchant + Artificer = Conjurer (word is closer to crafting than Summoner)
Bacchant + Rogue = Enchanter (more relater with charming than Illusionist)
Bacchant + Priest = Thaumaturgist (means "wonder-worker")

Sorcerer + Artificer = Alchemist (I think if fits well both masteries)
Sorcerer + Rogue = Dreamwalker (both Hermes and Hecate can travel between the physical and the spirit world)
Sorcerer + Priest = Theurgist (means "divine-worker", a sorcerer who connects with greater spirits and deities for power) 

Artificer + Rogue = Saboteur (trapper/bomber, a more fantasy Odysseus with his Trojan Horse)
Artificer + Priest = Thundersmith (The Elder Cyclopes are all Thundersmiths, forging Zeus' thunderbolts)

Rogue + Priest = Apostle (I imagine it something like wandering sage and preacher)

----

Changes:
Seer + Rogue = Minstrel (changed from Chanter, the latter sings only psalms)
Hunter + Sorcerer = Demonhunter (changed from Shaman)
Hunter + Artificer = Trapsmith (changed from Flameslinger)
Defender + Sorcerer = Soulkeeper (changed from Soulbinder)
Defender + Artificer = Armourer (changed from Fortifier)
Bacchant + Sorcerer = Shaman (changed from Sacrificer)
Bacchant + Rogue = Enchanter (changed from Trickster)
Sorcerer + Rogue = Dreamwalker (changed from Planewalker)

Also changes in Poseidon classes (I put them last because I'm not sure if this mastery will be included):
Poseidon = Seаwalker
Seawalker + Warrior = Corsair
Seawalker + Hunter = Krakenhunter
Seawalker + Artificer = Earth-shaker (an epithet of Poseidon as bringer of earthquakes)
Seawalker + Defender = Sea Warden
Seawalker + Rogue = Argonaut (alt is Swashbuckler)
Seawalker + Bacchant = Wavespeaker (like a sea druid)
Seawalker + Sorcerer = Sea Sorcerer
Seawalker + Priest = Stormcaller
Seawalker + Seer = Forecaster (foretells sea storms and the future as general)

If you don't like any of the class names or have a suggestion for better ones, let me know.
Title: Re: Deities Mod - Development Thread
Post by: Corpsdweller45 on 20 September 2018, 16:52:57
No,they are up to the money,my friend!Can't wait for it to combo Dionysus or Hecate plus Ares;)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 September 2018, 01:01:03
Update #2 of the class names, see my previous post. I think this is final.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 September 2018, 17:25:40
New stuff:
1. Mastery description for Dionysus is done.
(https://i.imgur.com/jqSIzMv.jpg)
2. Ares' Dual Wied tree is replaced with one-hand spear/sword tree. Animations are done, skills need some tweaking.
3. Dragon has returned  >:D His breath attack now hits multiple targets (before it hit only one, which was useless). It does fire, burn, venom (instant poison) and slow poison damage. Remains to buff his bite and hand swipe attacks to be more useful too.
4. The whole Ares Mastery is back to 24 skills total (i'm still importing the old skills).
5. Battle Rage tree will also be reworked to a permanent excusive aura (Battle Trance, Trance of Wrath or something like that). As I said before, in Deities all the masteries will have their own exclusive aura.
A little video to show the changes:
https://www.youtube.com/watch?v=H2BJIJPnV2Y
Title: Re: Deities Mod - Development Thread
Post by: Corpsdweller45 on 21 September 2018, 21:07:43
Come little dragon,come to mama :D
Title: Re: Deities Mod - Development Thread
Post by: Corpsdweller45 on 21 September 2018, 21:10:01
Any pets for Poseidon mastery?That was the most powerful mastery EVER,Poseidon mastery in Paths,that final tiers were  out of this world...Polyphemus,Tsunami and other stuff......
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 September 2018, 22:59:26
I'll leave Poseidon for last. If it's included at all, his pets hill be 2 melee Ichthians and 1 caster Triton Priest. But for now Poseidon gives me most trouble when I try to balance weapon bonuses, damage types and other things in the drafts. Will see how it goes.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 22 September 2018, 20:47:06
Today's progress - I'm trying to finalize Ares mastery, to have first of the three masteries complete for the alpha release. New stuff:
- Dragon's basic attack is buffed to hit multiple targets (up to 3) and does % Health Reduction
- Improved texture for War Banner
- Sown Warriors have less epic looking equipment at lower levels and spawn with different shields for more variety.
- All Spear/Sword proc skills work as intended now.
- Battle Rage is renamed to Trance of Wrath - a toggled party aura. The icon and the effect are done, remains to tweak the skills bonuses.
- Battle Prowess skill bonus is changed. Before it gave +OA and bonuses vs Beastmen; now the +OA is removed and it has bonus vs Beastmen and Giants.
- Vanilla War Wind is reworked to Shield Ram, a skill similar to Shield charge.
- Updated some of the icons in the mastery screen.

The first three Masteries for alpha release will be Ares, Artemis and Hecate. I'll focus on finishing them, and add more Masteries one by one after that.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 24 September 2018, 19:04:18
Hey people, I have some news. Like I written in the overview, Deities Mod will be a 3-in-1 mod - Deities Masteries, Expanded World and Enhanced Gameplay. I got stuck again in balancing the skill trees, and I think to start the second main part - Expanded World.

I made a list of all vanilla creatures by Monster Race today, to have a clearer view of what im working on. Here it is:
Quote
Titan Quest

Beast - Bat, Boar, Crow, Desert Hag*, Giant Turtle, Harpy*, Hyena, Peng*, Raptor, Saberlion, Vulture, Wolf, Yeti
Beastman - Boarman, Centaur, Draconian*, Maenad*, Ichthian*, Jackalman, Minotaur, Neanderthal, Ratman, Reptilian, Satyr, Tigerman, Yerren
Undead - Abyssal Liche, Ancestral Warrior, Dracolich, Ghost, Mummy, Skeleton, Tombguardian, Wraith, Zombie
Insectoid - Antlion, Arachnos, Beetle, Cryptworm, Mantid, Scarabeus, Scorpion, Scorpos, Spider, Tropical Arachnos,
Construct - Automaton, Guardian Statue, Minoan Statue, Talos, Teracotta,
Plant - Bogdweller, Junglecreep, Quillvine
Giant - Cyclops
Demon - Duneraider, Djinn, Limos, Eurinomus, Orthus, Sand Wraith, Sepulchalwyrm,  Shadowstalker
Magical - Gorgon, Bandari, Chimera, Hydra, Manticore, Sprite, Tombrot,
Telkine - Telkine
Titan - Typhon

Immortal Throne

Beast - Cerberus* Fury*, Hydradon, Odontotyrranus
Beastman - Aunoran, Anteok, Lamia, Troglodyte
Undead - Abyssal Liche, Charon*, Undead Typhon, Lost Soul, Skeleton , Zombie
Insectoid - Formicid, Karkinos
Construct - Siege Strider
Plant - Ascacophus, Nightblossom, Timberhulk
Giant - Cyclops, Gigantes
Demon - Archlimos, Bonescourge, Empusa, Epiales, Keres, Machae, Melinoe, Nightstalker,
Magical - Graeae
Deity - Hades

Ragnarok

Beast - Bat, Bear, Boar, Crow, Dvergr Beast, Eagle, Giant Rat, Giant Turtle, Harpy*, Hildsvini, Salamander, Snake, Yeti
Beastman - Anteok, Boarman, Ancients, Centaur, Ichthian, Merfolk, Ratman
Undead - Draug, Dvergr Skeleton, Ghost, Skeleton, Yerren, Zombie
Insectoid - Beetle, Centipede, Cryptworm, Hornets, Karkinos, Mantid, Spider
Construct - Asgard Statue, Golem, Mimer Drone,
Plant - Fungoid, Junglecreep, Quilvine, Timberhulk, Wood Colossus
Giant - Mimer, Surtr, Eldjotun, Jarnvidja, Jotun, Troll, Ulvjotun
Demon - Bilwis, Bonescourge, Fafnir, Dvergr, Fire Imp, Shadowstalker
Magical - Eihenjar, Vakyrie, Alfr, Niddhogr, Porcus, Drgonspawn, Nixie, Phantasm, Tomb Rot
Deity - All Nordic Gods 
Human - Bandit, Mercenary

* means I plan to move the creature to another race. For example, I think harpies are beastmen and not beasts, that Cerberus is a demon, etc.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 08 October 2018, 06:28:29
Another draft with reduced pets:

Quote
Apollo
Permanent Pets: Ravens (x3)
Temporary Pets: None
Artifact Pets: Solar Phoenix

Ares
Permanent Pets: Androktasia (x1)
Temporary Pets: War Banner (x1), Sown Warriors (x3, returned back to Ancestral horn)
Artifact Pets: Colchian Dragon (mesh changed to Fafnir's to be more serpent-like)

Artemis
Permanent Pets: Nymph (x1)
Temporary Pets: Spirit Hounds (x3)
Artifact Pets: Calydonian Boar (removed from the game as a hero)

Athena
Permanent Pets: Gorgon Spirit (x1)
Temporary Pets: None
Artifact Pets: Sacred Owl

Dionysus
Permanent Pets: Maenad - Leopard Rider, Arkadian Satyrs (x3)
Temporary Pets: Briar Ward (if count as a pet)
Artifact Pets: Silen

Hecate
Permanent Pets: Lampads (x3)
Temporary Pets: Empusa (x1), Hecaterion (x1)
Artifact Pets: Stygian Hound

Hephaestus
Permament Pets: Automaton (x1), Golden Tripods (x2)
Temporary Pets: None
Artifact Pets: Elder Cyclops

Hermes
Permanent Pets: Hawk (x2)
Temporary Pets: Bolt Traps (x3)
Artifact Pets: Giant Turtle (Khelone)

Zeus
Permanent Pets: Storm Wisps (x2)
Temporary Pets: None
Artifact Pets: Golden Eagle

---

Poseidon
Permanent Pets: Ichthians (x2), Triton (x1)
Temporary Pets: None
Artifact Pets: Sea-Horse or Cetus

Still working on Ares. He has an exclusive aura - Battle Trance + modifiers, replacing old Battle Rage. Also there is a new shield skill in the place of War Wind. Starting the Androktasia pet.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 08 October 2018, 16:21:22
Second version of the Androktasia, replacing Spartoi as a permanent Ares pet:

(https://i.imgur.com/fby8mRP.jpg)
Here is old one to compare:
(https://i.imgur.com/XN5sv5B.jpg)

I still can't figure out how to attach a second pair of swords to her other two hands... if I find the right attach points, it will be totally epic  >:D
Title: Re: Deities Mod - Development Thread
Post by: efko on 08 October 2018, 17:23:50
Hm more slots for more weapons. Sounds cool.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 08 October 2018, 18:45:56
I couldn't mirror the weapon attach points, so i just had to improvise:

(https://i.imgur.com/b7tQhFf.jpg)

At least she "wields" 4 swords now, more magically that directly tho.
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 08 October 2018, 18:46:43
it could be magical thow swords :p,
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 09 October 2018, 17:36:28
Ok, yesterday I got this idea that can possibly allow me to include all the pets I want in any mastery, and still have enough space for non-pet skills. The idea is - make ALL pet skills a 40 level skill with NO modifiers. All the skills and former modifiers can be added to the base summon skill. You want to have pets? You have to spend ALOT of points. You want to have an ARMY of pets? You can, but you will have very few points for yourself!
Also, with pets being 40 levels each, the first +1 summon limit can be at lvl 20, and the second one at 40. Pets will be made weak at the begining, so even if you want to spread your points betwwen different pet skills, you still have to spend alot of points to make them usable.
This will allow me is to not reduce ultimate summon limit and still have 4 different pets for each mastery (2 permanent types and 2 timed summons).

Btw, Androktasia is made to a pet now. Video:
https://www.youtube.com/watch?v=rzfX0j3LN98
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 10 October 2018, 03:53:23
Just got an idea - what if i turn War Banner to a Banner-bearer pet that follows you? That's not the cool thing tho - what if the banner bearer is a Spartoi Captain, riding a fire-breathing Hades horse and holding a Battle Standard!  ;D I was planning to make a mounted spartoi for a long time. He won't fight, just follow you and buff allies. 
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 10 October 2018, 05:22:29
Just got an idea - what if i turn War Banner to a Banner-bearer pet that follows you? That's not the cool thing tho - what if the banner bearer is a Spartoi Captain, riding a fire-breathing Hades horse and holding a Battle Standard!  ;D I was planning to make a mounted spartoi for a long time. He won't fight, just follow you and buff allies.
Kinda like the banner carriers in Shadow of War... minus the horse :P
I like the idea!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 11 October 2018, 18:49:52
Early preview of the Standard-Bearer:
(https://i.imgur.com/77YLzTx.jpg)
Current Ares Mastery look:
(https://i.imgur.com/5NxdEjE.jpg)
Title: Re: Deities Mod - Development Thread
Post by: WNG on 11 October 2018, 19:33:12
Looking good. Though, I wander what that circle with no UI bitmap and a X means.
Title: Re: Deities Mod - Development Thread
Post by: efko on 12 October 2018, 00:10:15
Looking good. Though, I wander what that circle with no UI bitmap and a X means.
There could be something related with energy, like energy drain or energy regeneration or energy leech resistance, if that is not already there or reduction for weapons or bonus str.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 12 October 2018, 06:16:35
It's just a skill button with broken link ;)

Ok, thats it. When this mastery is finished, I'll release it as a demo. You can see this is taking ages for me to complete, and I don't want you to wait anymore. The masteries will be released one by one upon completion. The mod is on it's baby stage anyway. I hope some day Deities to become a full balanced and immersive mod, but it will probably take years... And what matters for me right now is the present :)

Here are all Ares pets, alot closer to what i imagined them. I'm finally satisfied with how the mastery looks and works. Now remains only tweaking and polishing before the demo release.

https://www.youtube.com/watch?v=jdktDuqOOUM
Title: Re: Deities Mod - Development Thread
Post by: Prosoro 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.
Title: Re: Deities Mod - Development Thread
Post by: WNG on 12 October 2018, 11:30:48
I really am looking forward to try this out 8)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 12 October 2018, 11:47:30
Man I like the first version of the dual wielding dervish girl. Very kool!
You mean you prefer the red-skinned one? Tell me if you do, I can always make her a second tier look :)

And thanks for the kind words from a talented fellow modder. It means alot to me :D

I really am looking forward to try this out 8)
I wont set a release date, but will do my best to be sooner.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 13 October 2018, 07:11:10
Hmm, while testing today, standard bearer dying after 26 seconds every time started to really annoy me. I think i'll make him permament, and he'll just cast the battle standard buff from time to time. Maybe even fight, why not?

Edit: Androktasia now changes appearance after lvl 20. Also she uses Andariel's voice and sounds from D2.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 14 October 2018, 16:05:36
Improved some of the summon looks:

(https://i.imgur.com/OcEk0z8.jpg)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 15 October 2018, 21:08:45
I did alot of tweaking last two days, and still there is much left to do. The missing button in Ares skill tree is "filled", there is a new passive skill for shields there.
Many other changes, but most are minor fixes, so i cant even remember what they were lol.
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 15 October 2018, 21:26:31
sumons looks awesome!

nice work so far! you will get there :D
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 17 October 2018, 08:56:26
Fixing and tweaking continues:
- Call of Phobos has new sound and visual effects. The vanilla war horn sound is used by the Standard Bearer pet.
- Major change on pet levels - after testing, 40 pet levels are just too much. I reduced them to 24 levels.
- Androktasia gains more skills as she increases in levels.
- Standard Bearer can now fight along you, aside from buffing you.

Edit - Here is new Horn of Phobos:
https://www.youtube.com/watch?v=EDO9cP4SvaY
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 17 October 2018, 22:57:10
Yeah, I was thinking about the 40 levels. Glad you reduced it.
The new sounds are nice :D
Title: Re: Deities Mod - Development Thread
Post by: Corpsdweller45 on 18 October 2018, 09:47:00
Guess i'm going full Ares;)...wonder what it would be good mix with that?
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 18 October 2018, 21:39:39
Guess i'm going full Ares;)...wonder what it would be good mix with that?

I'll leave the rest masteries from vanilla, so you don't have to go single mastery. Only if you want yo :)

Today I worked more on the standard bearer's skills, effects and animations. The horse is more fiery now, as I intended originally:

https://www.youtube.com/watch?v=z1wrMVBU5O4
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 20 October 2018, 11:55:07
Tweaked the androktasiae tiers more, and made a blade throwing skill for them:

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

Today I had an idea how to make them REALLY wield 4 swords in 4 hands, but have to try it first to see if it will work.
If i succeed, I'll remove the floating swords, look wonky sometimes.
Title: Re: Deities Mod - Development Thread
Post by: Corpsdweller45 on 20 October 2018, 13:38:34
Guess i'm going full Ares;)...wonder what it would be good mix with that?

I'll leave the rest masteries from vanilla, so you don't have to go single mastery. Only if you want yo :)

Today I worked more on the standard bearer's skills, effects and animations. The horse is more fiery now, as I intended originally:

https://www.youtube.com/watch?v=z1wrMVBU5O4

Yo didn't catch my thought,i was wondering what would be the best defensive mastery to go with Ares one...i need some defense too,...aldo myfirst TQ
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 23 October 2018, 04:06:39
There are more things done in the mastery last few days, but its mostly balancing the skills. I think to stop showing more spoilers for Ares before the demo release.
Instead, here is a video of a test skill for Artemis - Slow Missiles. You remember the Amazon skill from Diablo 2? Well, this one is similar:

https://www.youtube.com/watch?v=mlAKpFznEJ8

I used Earth Enchantment as base so you can better see the arrows. The projectile base speed in the video is reduced from 20 to 1, but the real skill will not be so OP. There are several myths where Artemis send winds as punishment. Archery is her speciality, if she can bless arrows to fly longer and faster, why not also curse?
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 23 October 2018, 05:28:15
What is the capture video software that you use?
Your video is too laggy to watch  :'(
Or you decrease video quality to upload to youtube easily?
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 23 October 2018, 10:40:46
No software used, just the default game recorder from Windows. Which is the best software?
Longer videos take hours to upload to Youtube  :-\
Title: Re: Deities Mod - Development Thread
Post by: Prosoro on 23 October 2018, 11:25:55
You should consider using Shadowplay Nargil, it's part of Nvidia's Geforce Experience software and is really good.  Though you may need an Nvidia gpu to use it..I'm not too sure.
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 23 October 2018, 11:28:35
No software used, just the default game recorder from Windows. Which is the best software?
Longer videos take hours to upload to Youtube  :-\
What is GPU of your pc system?
If it's AMD => you should using AMD Relive to livestream, recorded, capture screenshot.
If it's Nvidia => Shadow Play.
Both of them can install when install driver.
If just Intel HD or something, you can use OBS to stream, recorded video.
You can optimize video quality on software setting, and can using convert video software to compress size( like Format Factory) if you record video.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 23 October 2018, 12:07:08
Its Nvidia, downloading Shadowplay atm. Will get Format Factory too, thanks :)
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 23 October 2018, 12:46:06
lol! Go, arrow, go!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 25 October 2018, 01:04:12
Latest changes in Ares:
The 4-handed demoness is out. She was way too powerful and too many pets with her. I'll use her somewhere else.
Spartoi max summon limit is reduced to 2.
Added back Onslaught as a spartoi modifier.
Made a new spartoi modifier - berserk, similar to wolves' survival instinct. It activates on low health and gives damage absorbtion, %total damage and %damage to health.

Only  not sure about Standard Bearer - I can use your vote on one of two options:
1. It can be a timed pet, with buffs around the same power to old battle standard and longer cooldown.
2. It can be a permanent pet, with buffs less powerful than vanilla and lower duration, but also lower cooldown.
In both options he will fight beside you - this is an aggressive mastery after all.
Also have in mind that vanilla warfare skills are mostly stronger or with increased survivability - there is a permanent aura, party % damage to Health, resistance debuff, etc.
Which option do you prefer?
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 25 October 2018, 01:08:28
in my opinion, would be cool if is a timed buff, summon a powerfull allies on long hard times to boost your morales :)
Title: Re: Deities Mod - Development Thread
Post by: WNG on 25 October 2018, 01:12:16
I like the longer cooldown. I always wanted a mobile battle standard!
Title: Re: Deities Mod - Development Thread
Post by: Prosoro on 25 October 2018, 02:00:18
Yeah agreed, go with the limited timed summon for the Standard Bearer. It'll help to keep more strategic and awesome encounters plus getting him to a near permanent summon via CDR (like I've always wanted to do with the Outsider) is another goal for the player to work towards.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 25 October 2018, 11:38:56
3 votes is enough, thank ya'll  O0
I made him 22-60 seconds life time and 90 seconds cooldown. Will see how it goes, maybe should increase the cooldown to 120 seconds. Because there is also the dragon as an ultimate pet. Still need to balance that too.
The bearer's summon limit is set to 1 - you cannot spam multiple battle standards as before.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 26 October 2018, 20:56:05
The demo is approaching. Skills are more balanced i think - still strong, but not as OP as before.
I got carried away testing today with a new character, right now in Knossos.
Remains to fix few issues and to link all vanilla items with Warfare bonuses to the new mastery.
Title: Re: Deities Mod - Development Thread
Post by: Prosoro on 29 October 2018, 10:50:30

Behold! the Avatar of Ares approaches  :D

Let me be the first to say so far the Ares mastery is a robust, well-thought out addition to Titan Quest's roster of masteries! Very impressed Nargil man, nice work  8) It feels very polished even for an alpha demo.

(https://i.imgur.com/I5ouDA6.gif)

Some notable things:
-Text change for UI/items is fresh
-Individual mastery images all match really well and make for a coherent Greek theme
-Awesome rune like symbols when mousing over masteries!
-Call of Phobos horn is great, love the new sound and the cooldown feels appropriate
-Spartoi are super impressive, it was the first pet I wanted to unlock and they don't disappoint.  Great design and detail

Looking forward to more Deities! ^^
 
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 29 October 2018, 11:18:04
Okay, now you all know there has been some closed alpha testing :P
And thanks for the first feedback Prosoro  :D
I'll try to release the demo more officially today for everyone to test.
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 29 October 2018, 11:26:36
Today?!?! Can't wait!
Title: Re: Deities Mod - Development Thread
Post by: Corpsdweller45 on 29 October 2018, 12:45:53
Super cool man!!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 29 October 2018, 20:51:04
The alpha is live! Only Ares mastery is ready for now, more to come. Test it and tell me what you think.
If you encounter bugs, have balance suggestions or anything else, please let me know. I'm hungry for feedback :D

Download link is in this thread:
https://titanquestfans.net/index.php?topic=38
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 29 October 2018, 21:08:25
The alpha is live! Only Ares mastery is ready for now, more to come. Test it and tell me what you think.
If you encounter bugs, have balance suggestions or anything else, please let me know. I'm hungry for feedback :D

Download link is in this thread:
https://titanquestfans.net/index.php?topic=38

Congrats on the alpha demo release
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 30 October 2018, 03:23:20
Thanks, Sauruz! :)
Title: Re: Deities Mod - Development Thread
Post by: efko on 30 October 2018, 04:17:12
Great day for TQ game :)
Title: Re: Deities Mod - Development Thread
Post by: nhokgate211 on 01 November 2018, 12:19:22
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
how to install ? for TQAE
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 01 November 2018, 14:38:46
how to install ? for TQAE
Unpack the achive and place folder "alphadeities2" in "My Documents/My Games/Titan Quest Immortal Throne/Custom Maps" and play the mod from Custom Game menu.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 03 November 2018, 18:08:46
Many of the old missing pictures from the old image site are restored, just if someone wants to see the progress untill today.
.
Title: Re: Deities Mod - Development Thread
Post by: Mausi on 04 November 2018, 14:28:27
Huhu nargil!

i play your alpha version and it looks great! But i miss a masterie who is similar to spirit...

is it right that shield ram don`t work with throwing weapons?

Greetz
Mausi

Title: Re: Deities Mod - Development Thread
Post by: Mausi on 04 November 2018, 19:54:31
ok, found no edit-button, so sorry for this post ...

I've played to Arachne now (selffound) and the char feels good, it's going well, but not overpowered. Against undead it is a bit tricky, but its no problem with a relic of Zeus` thunderbolt in the sword also. There is no skill so far that I have something to complain about, everything ok so far.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 04 November 2018, 20:35:51
Thanks for the first feedback, Mausi, much appreciated!
On your questions - Shield Ram is around the same as vanilla Shield Charge, i think none of the charge skills works with thrown.
About the Spirit mastery - Hecate will be similar to vanilla Spirit, probably one of the next masteries to make.
Title: Re: Deities Mod - Development Thread
Post by: Medea Fleecestealer on 05 November 2018, 07:36:40
Huhu nargil!

i play your alpha version and it looks great! But i miss a masterie who is similar to spirit...

is it right that shield ram don`t work with throwing weapons?

Greetz
Mausi

Hey Mausi, welcome.  Glad you found us at last.  :)
Title: Re: Deities Mod - Development Thread
Post by: Mausi on 05 November 2018, 16:49:22
Hello Medea!

I have been registered here for a while, but have always only read so far... :D

And sorry for my bad english...

(https://titanquestfans.net/proxy.php?request=http%3A%2F%2Ffs5.directupload.net%2Fimages%2F181107%2Fkrocm3sn.jpg&hash=6b996dabfe17e37c53ac4973ffa58d8ba0f90f85) (http://www.directupload.net)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 06 November 2018, 20:38:44
Imported the old Hecate skills in the new database. Have to change and fill alot, before its ready.
I'll try to focus only on Hecate untill the mastery is finished.
Title: Re: Deities Mod - Development Thread
Post by: Mausi on 07 November 2018, 10:48:55
Interim conclusion:

So far I have no problems with my Miss Deiti, but some comments on various skills:

Endurance: "Wow!" - Skill, but in my opinion overpowered. The recharge time is much too low for this great skill. I would make that much higher, as I see this skill more as support for (end) bosses and big chunks, more like colossal form. The recharge time could be more longer, as the skill is just too good to keep it active. For that one i would make higher resistances and would reduce the duration...

Call of Phobos: I scooped away because of the fear. The other effects fizzle when I have to run after the monsters. Fear is already on "Intimidate". Instead, I would remove the paralysis from Call of Deimos and make it on Call of Phobos. Call of Deimos could get some extra damage instead.


(https://titanquestfans.net/proxy.php?request=http%3A%2F%2Ffs1.directupload.net%2Fimages%2F181107%2Fqj3al7ln.jpg&hash=dbc153337b22da66fadd30a14a919b0e78c0ce62) (http://www.directupload.net)



Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 07 November 2018, 14:32:05
Ok, what if Endurance targets 1 creature only, and with increased cooldown? I really dont want to move it higher, because it will force me to move other skills... my idea was every mastery to have 4 skills at every unlocked tier. About lower duration and increased resists, it sounds as a good idea.

Call of Phobos - i knew that players will complain about fear effect  ;) But Phobos is the god of fear and son of Ares. He just has to be in the mastery.
Now that i think about it - different people (or animals) react differently to fear, not always run, some even can attack you... Hmm. How about adding a chance for different effect - 33% to Fear, 33% Taunt and 33% Immobilize? Or something similar?



Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 07 November 2018, 17:16:58
Most of the pets in Hecate are relinked and using their animations. Ima do some tweaks on lampades and maybe attach their semi transparent hairs separately. Reason is when i use StandardBlendedGlowSkinned shader on the entire lampad mesh, some undesired parts of the mesh also become transparent.
There is a tutorial from Vio on how to make pets of the same skill level to spawn with different skill sets. The trick is onequip skills in the weapons they use. Might try it with lampades... so you can really summon a random daughter of the Five Rivers :)

They use new animation on spawn, also die a little more gracefully...

https://www.youtube.com/watch?v=cDn2qVPlWvI

Edit: Since i installed GeForce Experience, normal recordings are muted, and Shadowplay doesn't run  :( I dont think i meet the requirements.
Title: Re: Deities Mod - Development Thread
Post by: Mausi on 07 November 2018, 19:08:57
Quote
Ok, what if Endurance targets 1 creature only, and with increased cooldown? I really dont want to move it higher, because it will force me to move other skills... my idea was every mastery to have 4 skills at every unlocked tier. About lower duration and increased resists, it sounds as a good idea.

Call of Phobos - i knew that players will complain about fear effect  ;) But Phobos is the god of fear and son of Ares. He just has to be in the mastery.
Now that i think about it - different people (or animals) react differently to fear, not always run, some even can attack you... Hmm. How about adding a chance for different effect - 33% to Fear, 33% Taunt and 33% Immobilize? Or something similar?

It`s your mod and you can do what ever you want... ;D
The adding of a chance for the different effects sounds good and yes, i know that not all monsters run away - i will give this skill another chance when i`m in the tower of justice - it could be useful against the machae...
I´m sure you do the right thing and you do a great job, go on!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 09 November 2018, 14:07:41
Thanks, Mausi :)

Reworked the lampads base skin today. Here is the new concept:
(https://i.imgur.com/AlQIvfA.png)

I hope it isn't looking too dark or evil, they just come from Hades...
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 09 November 2018, 15:38:48
Looks awesome! The dark looks nice, kinda looks like Dark Elves from the Forgotten Realms.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 09 November 2018, 15:41:35
Thanks! Here they are ingame - more pale and ghostly:
(https://i.imgur.com/ZrXQiDW.jpg)
Now remains to rework their skills.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 10 November 2018, 11:13:15
A couple of reworked skills:

Scourge of Phlegethon - skill that replaces the old Life Drain used by lampades. Deals flat fire and vitality, %health reduction and massive % Damage converted to Health. Phlegethon is the River of Flame in Hades.
(https://i.imgur.com/IaUXsjK.jpg)

Found a nice projectile for Chaos Bolt - Hecate's version of ice shards or throwing knives, dealing elemental and vitality damage. This is actually Liche King's Soulblight projectile. I think it fits good with Hecate's color theme.
(https://i.imgur.com/XicSONj.jpg)
Title: Re: Deities Mod - Development Thread
Post by: Mausi on 10 November 2018, 16:37:01
Miss Deiti arrived in Thebes. She unskilled her toy boy because he was too weak and she can do without him ... But now she has the dragon, who supports her with the bosses. What I've noticed is that I do not have a single recipe for an artifact yet ... that's very unusual ... Or a bug?

(https://titanquestfans.net/proxy.php?request=http%3A%2F%2Ffs1.directupload.net%2Fimages%2F181110%2Fnk4vkrun.jpg&hash=45421e4c03ca42b6eab12a15c657913282f94793) (http://www.directupload.net)


Scourge of Phlegethon and Chaos Bolt looks very nice... :)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 10 November 2018, 18:42:09
Hey Mausi, about artifact recipes, maybe just unlucky i guess... i never had a problem finding them with the mod.
Do you think the spartoi are weak in general? And how do you rate the dragon's performance?
Title: Re: Deities Mod - Development Thread
Post by: Mausi on 10 November 2018, 18:53:40
Really unlucky with the recipes... :-[

I don`t think the spartoi is too weak in general, but i must spend too much points in it, and must wear pet gear like a real petmaster and i don`t play Miss Deiti as a petmaster...She can handle the game without the spartoi atm...I will skill him when i have points for it (because we may have to wait longer for the other materies...?), then i can see if it`s good...
But i like the dragon, he is really strong against the bosses like Masika and other questbosses, very helpful. The duration is good, it shouldn`t be longer otherwise the pet is too good...I have it on level 1 and its good atm...
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 11 November 2018, 15:51:26
Thanks Mausi. If you notice any unbalance in more late game, let me know.

Latest tweaks on Hecate:
The Hecaterion (summonable triple idol of Hecate) is out of the tree. Empusa is taking its place as a temporary summon, to carry some of the bonuses from vanilla Spirit Totem and Dark Covenant. I like buff pets that are mobile :P The statue itself i think will fit well in the Agora of Hecate near Plains of Judgement, just for immersive purposes.
Lampads will stay at 2 summon limit max. In legends, a magic circle requires at least 3 sorcerers, but the player can be considered being the third.
Most of the lampad skills are done. They get Mists of Cocytus aura at lvl 9 (Slow, Frostburn, Energy Leech) and Song of Lethe at Max lvl (Radius debuff that can cause sleep, confusion or skill deisruption) Remains to make their second modifier skill, Curse of Acheron, but im still not sure how to represent pain as a debuff. I can use some ideas on that.

Edit: Muahahah! Found a way for the lampades to drain life from undead (indirectly). Reworked their Mists of Cocytus aura again. Instead of energy leech and frosburn it now does flat negative health and energy regen (-25 Health/Energy per second on max level). The good thing is nothing can counter it, except positive regen, and i think undead doesn't have any health regen.

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

Edit2: Continuing on lampades - my favorite pets at the moment.
I extracted corrupted rogue's sounds from Diablo 2, i hope they fit well for dark nymphs. Still compiling them.

Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 12 November 2018, 13:04:24
All new lampad sounds added. I tweaked their Bane of Styx attack to Charged Finale like Calculated strike and addeed the jump AoE animation from Underlord to it, just for cooler looks.

Here is a spoiler :P:
https://www.youtube.com/watch?v=ZD0i3Ve2Qds
Quality is still bad, sorry for that.
Title: Re: Deities Mod - Development Thread
Post by: mvlad954 on 12 November 2018, 15:45:00
All new lampad sounds added. I tweaked their Bane of Styx attack to Charged Finale like Calculated strike and addeed the jump AoE animation from Underlord to it, just for cooler looks.

Here is a spoiler :P:
https://www.youtube.com/watch?v=ZD0i3Ve2Qds
Quality is still bad, sorry for that.
Hello Nargil!
I havent interacted with the community in 2 months(or more,I dont know).I did followed the progress though.I also played the pre-alpha/demo version a little bit.Ares mastery is indeed promising and I havent encountered any bugs yet.I am going for a dual-wield spartoi squad build.About your question on Youtube,I think you should change the color(of the torches)to something gohstly.I belive this will fit with the class,since Hecate is supposed to be calm and clever,an ether like color will give a feeling of tranquility(you can also use it for auras).Just my opinion.Regardless,you can not leave it on default.It doesnt fit with the skins.And,after all,Lampads dont use earthly weapons,right?
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 12 November 2018, 18:15:32
Yes! Thank you for this idea, it really looks better:

(https://i.imgur.com/E28511m.jpg)

I settled with a compromise variant, ghostly-elemental. There is a rule when making a color painting, to leave a little bit of the opposite color as an accent - otherwise everything will look the same. That's why i left some orange on the top. Their basic attack deals physical, elemental and vitality decay, so i thing this fits :)
Edit: Now that im looking again, i have to fix second torch fire position, i keep delaying it.
Edit2: Fixed.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 13 November 2018, 16:57:07
Continuing the work on perfecting my favorite summons ^^
Hecate is a very complex goddess, as are most of the triple goddesses in different pagan religions. She is the darkness, which creates light, the cycle of birth, death and rebirth... keeper of the three realms - underworld, mortal world and heavens... no surprise she was respected so much.
I digged some more on the Youtube, and came across a gorgeous hymn of praise to Hecate, performed by a woman named Sorita D'Este (i wont post it here, but you can search for it). I loved it so much, that i directly turned fragments to voices for the lampades:
https://www.youtube.com/watch?v=xUGoNqv_mgA
Finally their voices are not evil, nor too sweet like the vanilla nymph.
Sorry again for the awful sound. Murphy's Law i guess.



Title: Re: Deities Mod - Development Thread
Post by: mvlad954 on 13 November 2018, 17:45:09
Nice! This voice will be perfect for Act 4.


Edit:Are you planing on updating the alpha demo with another mastery?You dont need to do that in order to spot game-breaking bugs though.I am just asking.
Title: Re: Deities Mod - Development Thread
Post by: mvlad954 on 13 November 2018, 19:44:34
By the way,I think I have found a bug...or maybe two.

Bug1:Hoplite training is the skill for dual wielding,right?I have maxed out the skill and can not dual wield.Im currently level 8.Im not sure if this is a bug.Am I doing something wrong?

Bug2:When I try to command my spartoi to attack an enemy he wont move or he would go,but after 3 steps he comes back.

Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 13 November 2018, 20:01:38
Edit:Are you planing on updating the alpha demo with another mastery?You dont need to do that in order to spot game-breaking bugs though.I am just asking.
-
Bug1:Hoplite training is the skill for dual wielding,right?I have maxed out the skill and can not dual wield.Im currently level 8.Im not sure if this is a bug.Am I doing something wrong?
-
Bug2:When I try to command my spartoi to attack an enemy he wont move or he would go,but after 3 steps he comes back.

> About updating the demo, i probably will. I think it's better to share on the moment than delay.
> Ares tree was changed, there is no dual wield skill in it. Dual Wield passives will be moved to Hermes (and maybe Hecate will have a single dual wield skill like Reckless Offence). For Ares, try using sword/spear + shield, you will still have skills that hit miltiple enemies.
> Spartoi bug - i'm not sure what is causing it in your case, but maybe its teh controller. Try switching them to aggressive mode and tell me if it fixes it.
Thanks for trying the mod btw :)
Title: Re: Deities Mod - Development Thread
Post by: mvlad954 on 13 November 2018, 21:20:27

 I tried and it dosent work.Eh,not really a problem.I will keep on playing and let you know if it gets fixed(somehow).I will also report other bugs I encounter.Oh,and I really like the sound from the Call of Phobos skill.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 14 November 2018, 00:25:16
Hmm, i tested it too and you are right. I'm pretty sure i missed adding something in the controller. Will try to find the bug.

Lampades are almost finished, but the rest of the skill tree is still messy. I'll make one more (i hope final) draft for the mastery before i continue.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 14 November 2018, 12:57:19
Latest draft for Hecate:

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

Still can't decide between Ternion and Chaos Bolt, I'll appreciate your votes on that.
Do you prefer Ice Shards type of skill of Ternion type of skill?
Title: Re: Deities Mod - Development Thread
Post by: botebote77 on 14 November 2018, 13:02:45
can i vote? do i even have to say it?  :)

most people will probably vote ternion.. but the difference is ice shard can be used with shield.. ternion cannot

edit: even possible with thrown weapon + shield.. more options
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 14 November 2018, 13:11:33
Thanks for your vote. And i think you have a good point. It will allow using it with any weapon and with dual wield.
Ok, even your vote was enough :) Im returning chaos bolt (looks cooler anyway).
Title: Re: Deities Mod - Development Thread
Post by: botebote77 on 14 November 2018, 14:35:45
although it would be cool too if you implement 1 handed staves lolz.. like wands maybe? does the sphere like sparkly weapon from SV work with ternion? can't remember.. it's more work for you though
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 14 November 2018, 14:47:43
Yes, wands are a must, i planed to include those from the start - one hand ranged weapons that requires intelligence. Bumbleguppy's mod already has them btw.
I'm not sure about Soulvizier, but i see no problem for wand ternion to be possible. Only it will be OP when dual wielding...

Edit: All skills are rearanged according to the new draft. Remains to fix some broken links, make the skills work as they should and start adding new icons. At least got rid of the old mess.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 15 November 2018, 12:49:41
Finished the last two skills for the lampades:

Song of Lethe (% Chance of Sleep, Confuse or Disrupt)
(https://i.imgur.com/MU4gFww.jpg)

Curse of Acheron (-% Enemy total Life, -% Poison and Vitality Resists, % Chance of Petrify)
(https://i.imgur.com/2IGCvZQ.jpg)

Renamed and organized all skills in the Hecate records and relinked them again. Around 50% of the skills work as intended now.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 15 November 2018, 23:39:09
Added alot of icons today. Most of the skills work close to the draft, with some changes as usual. Added the related skills for the 4 sacred symbols of Hecate - torch, dagger, rope and key.
Made the single dual wield skill in the tree - Sorcerer's Fury. It works when dual wielding swords (because of the dagger symbol) or dual ranged weapons. I added an unused weapon animation for it - SpellFury, hitting or throwing 3 times in fast succession. The cool thing is even tho the dual ranged speed cap is 141%, when SpellFury is activated, you break the cap :)
I dont like setting time limits, but maybe the mastery will be ready for testing in a week or so.
Title: Re: Deities Mod - Development Thread
Post by: efko on 15 November 2018, 23:45:03
About icons, can you and other guys make them available somewhere so we can use them later as forum awards? They should be at least 35x35px in size.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 15 November 2018, 23:48:24
You mean the vanilla icons, right? I dont think people will recognize custom icons from mods.
Edit: You want square icons or round btw?
Title: Re: Deities Mod - Development Thread
Post by: efko on 15 November 2018, 23:53:51
You mean the vanilla icons, right? I dont think people will recognize custom icons from mods.
Edit: You want square icons or round btw?
All, from all existing mods which are available, uploaded somewhere like package or created something like that from private message - see pm.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 16 November 2018, 12:16:39
Damn, I thought there is a way to make %chance of damage absorbtion... but even if it exist, I cant find it... AARGH! These templates are so limited!  >:(

Most of the skill descriptions are added btw.
Title: Re: Deities Mod - Development Thread
Post by: WNG on 16 November 2018, 12:51:09
Damn, I thought there is a way to make %chance of damage absorbtion... but even if it exist, I cant find it... AARGH! These templates are so limited!  >:(

Most of the skill descriptions are added btw.

I don't think it does, since it's a proprety reserved to spells and it's behavior is different.

Yes, those templates limitations suck.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 17 November 2018, 15:50:39
Early preview of the new icons and background:

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

round 80% of the skills work as inteded now. About icons, some of them are placehoders, untill i find better ones. Remains to make purple connectors and i'll start finalizing the skills.
Edit: Added the connectors. Picture updated.
Btw, about that background... I like it, but maybe the nudity is a little out of place. I'll either play "Raphael" and cloth it, or pick another.
Edit2: Final background, toned down. Picture updated.
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 17 November 2018, 20:08:10
The color of these skills look like are not the same mastery.
 ???
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 18 November 2018, 13:39:48
The color of these skills look like are not the same mastery.
Yep, they need more work.

I'm stopping for a while. Have to do something else, or I'll burn out.
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 18 November 2018, 14:40:32
The color of these skills look like are not the same mastery.
Yep, they need more work.

I'm stopping for a while. Have to do something else, or I'll burn out.

Can you make the mod like xmax or any other mod, like after chosing mod and launch, the next screen will let you choose character. Now when you chosing mod and stat, it stat with character from main menu.
And if you can make the mod work with create new accomplished Hero at act5 is great. Easy to test skill. The mod present can using accomplised hero that already created before and stat at the Helos, not Start of Act5( and of course lv is 40).

And increase numbers of monster group is more better ^^!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 18 November 2018, 16:04:14
You can do it yourself very easy. Download this empty Maps.arc and place it in the mod's Resources folder:
https://mega.nz/#!LnhA2YwZ!pD3Fl5Qz72fNMCVMdTH-180g4l1nHj5JeRPMB453bZE
It will redirect you to the main game.
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 19 November 2018, 10:47:30
Thank, i will try it next time with your mod update :D
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 20 November 2018, 06:56:03
Reworked many icons + new button and skill bar:
(https://i.imgur.com/8IXnSYt.jpg)

After this little break, im back on the mastery.

Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 20 November 2018, 11:39:42
Reworked many icons + new button and skill bar:
(https://i.imgur.com/8IXnSYt.jpg)

After this little break, im back on the mastery.
It's better, but still quite confuse. There are many color in one Mastery.
May be it will more better if just stay at 2 or 3 color tone.

Can you let me test Hecate Mastery first now? ^^!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 20 November 2018, 12:32:07
It's better, but still quite confuse. There are many color in one Mastery.
May be it will more better if just stay at 2 or 3 color tone.
It's maybe more colorful than Ares, but I like it this way and not changing it more.

When it is ready for testing, i'll announce it for everyone.
Title: Re: Deities Mod - Development Thread
Post by: WNG on 20 November 2018, 13:34:00
I find the green a little off, but beside that I like the harmony of colors. Though, you're the creator, so you're the boss. ^^

Can't wait to try it out :p
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 20 November 2018, 15:14:47
Thanks, WNG. I personally like the green, it kinda balance the other colors. Will think more about it.

Stygian Hound - ultimate summon for Hecate:

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

Actually a Hyena-Orthus hybrid ^^

Edit - All Hecate pets in their natural habitat:

(https://i.imgur.com/kCkk8WO.jpg)
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 21 November 2018, 00:00:02
The final screenshot looks so damn cool!
Title: Re: Deities Mod - Development Thread
Post by: efko on 21 November 2018, 00:48:02
This one is serious candidate for forum banner, next year
(https://i.imgur.com/kCkk8WO.jpg)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 November 2018, 06:18:33
Early video preview of Hecate skills:

https://www.youtube.com/watch?v=0RhM-rlySJc

Some of the skills need new effects, also empusa and hound pets are still WIP.
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 21 November 2018, 09:01:39
Early video preview of Hecate skills:

https://www.youtube.com/watch?v=0RhM-rlySJc

Some of the skills need new effects, also empusa and hound pets are still WIP.

Eh, i see you move camera direction in Hecate's skill preview video, its in can you send the the link to download it?( and how to install if needed).
Hope you increase number of enemies in Deities Mod and anything that make game better :D


P/S: The Skills are looking great :D
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 November 2018, 13:48:11
Eh, i see you move camera direction in Hecate's skill preview video, its in can you send the the link to download it?( and how to install if needed).
Hope you increase number of enemies in Deities Mod and anything that make game better :D

Link to the Camera Mod:
https://mega.nz/#!XzYzgSbI!wZbyymQ5WghBBkq3YKApaLUUiQKUinabaEP58FMXK2I
Yes, i plan to make Deities more difficult with increased monster spawn.
About your question in the texture thread - someday i'll make a texture pack, but for now there are not enough skins.
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 21 November 2018, 13:53:01
Eh, i see you move camera direction in Hecate's skill preview video, its in can you send the the link to download it?( and how to install if needed).
Hope you increase number of enemies in Deities Mod and anything that make game better :D

Link to the Camera Mod:
https://mega.nz/#!XzYzgSbI!wZbyymQ5WghBBkq3YKApaLUUiQKUinabaEP58FMXK2I
Yes, i plan to make Deities more difficult with increased monster spawn.
About your question in the texture thread - someday i'll make a texture pack, but for now there are not enough skins.

Thank, using camera mod will make hero deal easily vs boss in some scenario :D
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 26 November 2018, 00:49:10
Hecate mastery is almost done. Empusa changes appearance and has new skills on her second tier. Lampades are with updated textures and bumps. The only skill that is not finished is the Hound summon, it just refuses to cast projectiles. I'm out of ideas for a strong non-projectile skill, any suggestions are wellcome.
The other thing not done is relinking vanilla items to the new mastery, but with Text Crawler it shouldnt take long. After that the mastery will be ready for testing.
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 26 November 2018, 04:42:31
Hecate mastery is almost done. Empusa changes appearance and has new skills on her second tier. Lampades are with updated textures and bumps. The only skill that is not finished is the Hound summon, it just refuses to cast projectiles. I'm out of ideas for a strong non-projectile skill, any suggestions are wellcome.
The other thing not done is relinking vanilla items to the new mastery, but with Text Crawler it shouldnt take long. After that the mastery will be ready for testing.
Animation when summon Hound?
Hero sign a signal on the ground then that signal shining/burning and " kaboom " summon the Hound  >:D
I just think that  :))
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 26 November 2018, 12:31:43
Nice suggestion, but that is not a skill, more like special effects  ;)

All vanilla items that link to Spirit are relinked to Hecate. I only didnt change the spirit skills granted by items, for now they will remain the old ones.
Fixed the changed items having the wrong directory for XPack and Xpack2. Warfare items in Hades and North should link properly to Ares now.
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 26 November 2018, 13:33:36
The skill grant by items you can still don't care about them.
Not many people using them and even don't know about them =))
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 27 November 2018, 17:31:55
Yeah, I'll leave the item skills for later, maybe will make them more special in future, will see.

I coundn't make the hound to cast projectiles, so i had to use a wave skill instead. It's called Breath of Styx, does tremendous flat Vitality and Poison DoT.
Hecate's tree is finished i think, expect an update to the demo very soon. Probably tonight or tommorow ^^
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 27 November 2018, 21:12:52
Hecate update is live! You can download from here:
https://titanquestfans.net/index.php?topic=38.0
Link is at the end of the first post.
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 28 November 2018, 12:36:23
Hecate update is live! You can download from here:
https://titanquestfans.net/index.php?topic=38.0
Link is at the end of the first post.
Oh man, i try to play mod 2 times, and it crash after some minutes 2 times @.@!
I create a Accomplished hero then import them to start mod with Epic Difficult.
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 28 November 2018, 22:52:42
Hecate update is live! You can download from here:
https://titanquestfans.net/index.php?topic=38.0
Link is at the end of the first post.
Yippee!
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 29 November 2018, 01:27:35
Oh man, i try to play mod 2 times, and it crash after some minutes 2 times @.@!
I create a Accomplished hero then import them to start mod with Epic Difficult.
Could you send a crash log? I'll try to figure out what causes it.
Title: Re: Deities Mod - Development Thread
Post by: icefreeze on 29 November 2018, 03:11:22
Oh man, i try to play mod 2 times, and it crash after some minutes 2 times @.@!
I create a Accomplished hero then import them to start mod with Epic Difficult.
Could you send a crash log? I'll try to figure out what causes it.
Its just crash, nothing notice box show. It happens some minutes after run mod. I try again and it still happens  :'(
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 29 November 2018, 04:45:17
Check folder "My Games/My Documents/Titan Quest Immortal Throne" folder. Crash logs are normally stored there.
You can also try playing from custom game, without the Maps.arc. Try and tell me if it crashes this way.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 30 November 2018, 05:00:14
I'm preparing the Steam release. Took me around an hour to make some decent screenshots with all the pets. After alot of fails (and alot of cursing, pets never stand on one place  >:() finally two that look alright:

(https://i.imgur.com/ktoZ0NZ.jpg)

(https://i.imgur.com/ymgdI96.jpg)

Sometimes I think the purpose of all my modding is to make cool screenshots at the end  :P

Edit: It's on Steam now. Back to playing LoC 2 :)
Title: Re: Deities Mod - Development Thread
Post by: Mausi on 30 November 2018, 17:44:00
What the hell is this cool skin at your char? Did I miss something? That skin looks so beautiful...I like! ^-^
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 01 December 2018, 16:33:28
What the hell is this cool skin at your char? Did I miss something? That skin looks so beautiful...I like! ^-^
It's a modified egyptian skin. See here:
https://titanquestfans.net/index.php?topic=32.msg7730#msg7730
Or just try latest EG version. You can play Deities on top of the main game version btw :)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 10 December 2018, 21:58:43
Browsing theoi.com, i found which will be the other pets of Zeus, except the eagle. The myths are pretty straightforward about it :):

Quote
THE HARPYIAI (Harpies) were the spirits (daimones) of sudden, sharp gusts of wind. They were known as the hounds of Zeus and were despatched by the god to snatch away (harpazô) people and things from the earth. Sudden, mysterious dissappearances were often attributed to the Harpyiai.

The Harpyiai were once sent by Zeus to plague King Phineus of Thrake (Thrace) as punishment for revealing the secrets of the gods. Whenever a plate of food was set before him, the Harpyiai would swoop down and snatch it away, befouling any scraps left behind. When the Argonauts came to visit, the winged Boreades gave chase, and pursued the Harpies to the Strophades Islands, where the goddess Iris commanded them to turn back and leave the storm-spirits unharmed.

The Harpyiai were depicted as winged women, sometimes with ugly faces, or with the lower bodies of birds.

Now I know why the devs made them Storm-related.

Btw, I'm working on a new in-depth draft for all new creatures and heroes + their skills. I'm still burned out from database editing, but when I start again, i want to have everything on paper and just make the stuff.
Title: Re: Deities Mod - Development Thread
Post by: LotusBlade on 20 December 2018, 06:10:03
Some feedback regarding deities Ares mastery.

Skills which are currently good
1) Sown Warriors — one of the main powers of Ares, currently i haven't found any other ways to build this mastery, since Battle Trance and Endurance also increasing warriors power. I ended up using beastcaller rings and amulet for extra physical dmg to pets. They die often, resulting in high mana demand, so this is sort of caster-summoner build, rather than warrior-with-army. In other words, you have no mana for other skills early game (acts 1-2, i haven't reached higher areas yet).

2) Shield Ram is the only way to deal good ammount of damage. The problem is — it works against single target and has way too long cooldown (12 seconds). It also eats good chunk of mana, so you cant really use it early on. I think this skill should be putted somewhere higher in skills tree and be combined with his passive (+ammount of targets hit).

3) Evasion, Hoplite Training and Shield Bash are all good passives. The only problem is — they are NOT early-mid game passives. Having ability to dodge attacks is cool only at epic and legendary difficulty, since on normal you just kill enemies before they reach you... Well, Sown Warriors do that, not "you".

Skills which need changes
4) Jab. I havent found any single point to level up jab and its passives. A low basic chance to be activated and further low growth per skillpoint resulting in those being completly useless. Ares mastery isnt providing you with pure dmg, so you cant be melee warrior, but instead, you are forced to use summons and varietty of buffs for them. Having some 7% chance to deal 30 bleed in 3 seconds isn't good. Just some numbers: my other Deity champion (sorry i forgot her name - a purple summoner witch) has 380 average dmg in the middle of act 2 (normal), while Ares champ has 55. Yep, thats how weak he is. Lack of onhit effects is devastating for early game, so i can only run around and watch my warriors doing 98% of job.
Suggestion: increase basic % chance to 12% and give +4% chance per level. Instead of dot effect (bleed) give it some pure dmg (physical / piercing).

5) Call of phobos is incredibly useless. Upon use it fears your enemies and force them ro start running in different directions, which prolongues battles, since you have to catch them one by one far away from eachother.
Suggestion: make it buff allies instead with varietty of bonuses, for example, "temporary add +max hp".

6) Onslaught. Currently this is the weakest left-mouse-button skill in the game, among all of the different mods i played (and i played a lot of them) and vanilla included. It gives no dmg bonuses to your hero and requires lots of points to get any noticeable effect at all. The only useful part of it is hp regen at the end, but once again, you will reach it much later.
Suggestion: add some +dmg bonus, cus +%strenght isn't helping if you have 400 or less strenght stat.

Conclusion
Currently Ares feels weak compared to other Deity and its even weaker than basic Warrior mastery. I remember, when i was playing vanilla warrior i could put all skills into "onslaught" and hit monsters so hard that their bodies were flying into space. And now i am struggling alot, having no dmg as fighter and highly dependant on my pets. There are only 2 Sown Warriors, so its very hard to maintain them alive without many bonuses from skilltree. I have to give them passives, shields, i have to upgrade life steal for them and even then pets manage to die often. Sure, thanks to dodge and hp regen i can tank dmg, especially with help of regen items (+3 hp regen +50% hp regen on all items). But it feels very booring and "long". Doesn't looks like i am using almighty Ares powers. Also there are limited ways of build your hero. Leveling Ares from 1 to 20 was incredibly hard and i did not feeled like achieving something or growing in power, but rather struggling to survive.

Call of phobos, Jab and Onslaught have zero synergy between them and have no influence on pets. They might be good in combination with other masteries, but right now there are only 2, so its a big "no".
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 20 December 2018, 09:01:44
Hi, welcome to the forum thank you for trying the demo. I'll consider all of your suggestions.
To answer on some of your points:
It's good that Ares pets are not weak, but my original plan for Deities was to not be a pet focused mod. So I guess ill buff more skills that are player only.
The idea for Ares was to be good with bleed damage, he is a bloodthirsty god; you are right however that bleed cant compare with raw physical damage. For starting ill buff Onslaught and Jab trees to do more % physical. Call of Phobos is trickier - I'll have to think an alternative that fits the Fear theme, without Fear effect :)
It will take alot of testing and help from players, before the skills are even relatively balanced. I appreciate your feedback.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 January 2019, 04:59:05
Found this while digging in my old drafts:

Mastery Related Crafting Skills

Nature/Dionysus - Carpentry: make bows, staves, and other items from wood and bone
Hunting/Artemis - Leatherworking: make light armor for dex classes
Warfare/Ares - Weaponsmith: make weapons from metal
Defense/Hephaestus - Armorsmith: make heavy armors
Runemaster/Zeus - Runecraft: make scrolls and magical runes that to insert in items
Earth/Apollo - Jewelcrafting: make magical rings and amulets
Storm/Athena - Tailoring: make cloth armor for mages and special dyes
Rogue/Hermes - Lockpicking: make keys to open chests
Spirit/Hecate - Alchemy: make potions for healing, protection and buffing
Dream/Poseidon - Enchanting: make artifacts

Gathering Skills - They are Mastery related:

Skinning - gather leather from animals
Mining - gather metal ore from rocks
Forestry - gather wood from trees
Herbalism - gather herbs from shrubs
Prospecting - gather precious stones from rocks
Thievery - gather additional gold from corpses

To see how I imagine it to work, here is a video that i've made some time ago.
https://www.youtube.com/watch?v=xwsH3TnSNUI&t=208s
The idea is still in baby stage, but i think it's worth the try.

In the meanwhile, i'm working on a new Artemis draft. There are new things done in the mastery, but I want to know where i'm aiming to before i continue.
Title: Re: Deities Mod - Development Thread
Post by: mvlad954 on 21 January 2019, 15:35:59
The crafting skills idea is interesting,though I am assuming that the crafting options will change as you progress trough the game,because crafting a knife in Legendary wont be very helpful to say the least.The Artemis skill tree seems to have been improved,but does that mean you scrapped most of the original tree?Ah,anyway,I hope the development process goes well.You still have a long way to go until release,but your motivated and you love what your doing and thats what matters.
One more question:what deity will offer the most vitality and life leech damage(and also ressistance)?Im assuming that will be Hecate,right?
Title: Re: Deities Mod - Development Thread
Post by: efko on 21 January 2019, 16:05:39
Idea is nice, but could be much better if every type of monster could give chance for crafting points or something like that which could be used as 2nd boost for items, depending on item type, fighting weapons, armors or ring types. So it could be improved gaming experience if items could be equiped with relic or charm and 1 crafted bonus at the same time, even blue or purple items.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 January 2019, 16:14:28
The crafting skills idea is interesting,though I am assuming that the crafting options will change as you progress trough the game,because crafting a knife in Legendary wont be very helpful to say the least.
There is an option for the crafting skills to use the Quest tree instead of the Mastery trees. This will allow you to gain skill point for the crafting tree passively as you progress in the game. I imagine each level of a crafting skill to give access to new recipes - this means the crafting device summons will use different loot tables as they increase in level. At least that's the plan.

The Artemis skill tree seems to have been improved,but does that mean you scrapped most of the original tree?Ah,anyway,I hope the development process goes well.You still have a long way to go until release,but your motivated and you love what your doing and thats what matters.
Thank you. Yes, i am slow, but not less dedicated to finishing this. If it takes years to shape all the ideas i have, so be it :)

One more question:what deity will offer the most vitality and life leech damage(and also ressistance)?Im assuming that will be Hecate,right?
For now yes, Hecate.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 January 2019, 16:16:51
Idea is nice, but could be much better if every type of monster could give chance for crafting points or something like that which could be used as 2nd boost for items, depending on item type, fighting weapons, armors or ring types. So it could be improved gaming experience if items could be equiped with relic or charm and 1 crafted bonus at the same time, even blue or purple items.

Cany you explain your idea more? Give an example maybe?
Title: Re: Deities Mod - Development Thread
Post by: Typhon on 21 January 2019, 17:47:05
With mining, forestry, and so forth, will you make it to where we can attack rocks and trees to harvest these items or is it for enemies, like spriggans that are plant-like?
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 January 2019, 18:06:09
With mining, forestry, and so forth, will you make it to where we can attack rocks and trees to harvest these items or is it for enemies, like spriggans that are plant-like?
The first, I plan most of the game evironment to be made interactable. Monster charms will still be ingredients in some recipes.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 21 January 2019, 20:37:09
All Artemis skills are imported and arranged. Now begins the tweaking phase - skill stats, new icons, etc.

(https://i.imgur.com/xfPc89q.jpg)
Edit: The Mastery draft is complete now and the missing skill is filled. Added all tags and descriptions.
It's shaping pretty fast, but most of the skills were ready from before. I may post a new video soon :)
Title: Re: Deities Mod - Development Thread
Post by: efko on 22 January 2019, 03:50:56
Idea is nice, but could be much better if every type of monster could give chance for crafting points or something like that which could be used as 2nd boost for items, depending on item type, fighting weapons, armors or ring types. So it could be improved gaming experience if items could be equiped with relic or charm and 1 crafted bonus at the same time, even blue or purple items.

Cany you explain your idea more? Give an example maybe?
Will post in next 24h.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 22 January 2019, 11:00:53
Final Artemis draft:

(https://i.imgur.com/f8s84p1.jpg)

The skill descriptions are ingame already.

Had an idea today about the second tier of nymph. First tier is a water nymph (Naiad), but second tier is a Hyperborean nymph (daughter of the north wind Boreas). And since she is sky related, maybe i can add her wings :) It should be achievable. Also i can change her spawn animation to player one to make her come thom the sky and add silver rays of light to it.
I think it will look cool.

EDIT: Tweaked all hunting weapon skills again. New list:

tagArtemisSkill09=Marksmanship (Self Buff Aura)
tagArtemisSkill09Desc=Proficient with the bow, you can fire arrows that fly faster and at longer distance.
Hidden Bonus: Increases weapon range with 0.5 meters for each level after the first
X Piercing Damage
+% Projectile Speed

tagArtemisSkill10=Barbed Arrows (Marksmanship Modifier)
tagArtemisSkill10Desc=Applying barbed edges to your arrows will give them a chance to bleed and stagger the enemy.
% Chance of:
X Bleed Dmg over 3s
% Slower Movement for 6s
1 Second of immobilization

tagArtemisSkill11=Volley (Passive on Attack)
tagArtemisSkill11Desc=A combat technique that uses the bow or spear to rapidly strike three times.
% Chance to be Used
3 Projectiles

tagArtemisSkill12=Moon Shards (Passive on Attack)
tagArtemisSkill12Desc=Learning the secrets of the moon mistress, you can fire enchanted arrows that multiply on impact, sending out magical shards in all directions.
% Chance to be used
X-X Fragments
50% Chance to pass through
X Frostburn dmg over 3s
% Energy Drained (% as damage)

tagArtemisSkill13=Ambush (Active Attack)
tagArtemisSkill13Desc=A swift surprising attack with spear or javelin that will send most enemies to their grave.
+% Physical Dmg
X Pierce Dmg
+150% Projectile Speed
300% Movement Speed

tagArtemisSkill14=Impale (Ambush Modifier)
tagArtemisSkill14Desc=Targeting vital weak-points on your enemy causes intanse bleeding and diminishes a portion of their total life.
% Health Reduction
X Bleeding Dmg over 3s
1 Second of Stun

tagArtemisSkill15=Puncture (Passive on Attack)
tagArtemisSkill15Desc=A combat technique with spear or javelin that can pass through the enemy, causing massive blood loss.
% Chance of:
100% Chance to Pass Through
X Piercing Dmg
X Bleed dmg over 3s
+100% Offensive ability

tagArtemisSkill16=Deadly Aim (Passive on Attack)
tagArtemisSkill16Desc=Provides a chance that your attacks will ignore armor and strike on enemies’ vital spots when using any hunting weapon.
% Chance of:
+% Pierce Dmg
+% Pierce Ratio
% Health Reduction
I finally start to like how it looks. You have 5 skills available (active or passive) no matter if you are using bow, spear or thrown, only with different combiantions for each.

Bow - Marksmanship, Barbed Arrows, Volley, Moon Shards, Deadly Aim
Thrown Waepons (Javelin) - Ambush + Impale, Puncture, Deadly Aim, Moon Shards
Spear -  Ambush + Impale, Puncture, Deadly Aim, Volley
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 22 January 2019, 19:29:36
The tree is around 60% done. New video showing some of the new stuff:

https://www.youtube.com/watch?v=Pe4-95S3n-Q

Title: Re: Deities Mod - Development Thread
Post by: mvlad954 on 22 January 2019, 19:39:44
Just a curiosity:How is it possible to make lyres weapons.I have read Apollos description and it says that he also has lyres as weapons.I didnt knew this was possible.Will they work similar to staves?
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 22 January 2019, 19:58:42
Not weapons, they will be offhands. More like arcane shields that give bonuses.
Title: Re: Deities Mod - Development Thread
Post by: Prosoro on 22 January 2019, 23:33:32
Nice work man, good progress on Artemis.  Current Deities demo on Steam workshop seems very popular
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 23 January 2019, 06:16:11
Thanks man. I thought this one will be done faster, but im stuck on adding wings on the nymph. Everything i tried failed, and now im wasted :/
Title: Re: Deities Mod - Development Thread
Post by: Il_Dottore on 23 January 2019, 09:37:36
Instead of wings way don't you make her just levitating? And when she moves left behind a small rainbow trail?
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 23 January 2019, 14:00:49
Answer - i can, but i like to make my life harder :D The levitating idea is good, may use it. But I wont give up, untill i try everything :)

This is the first failed attempt:

https://www.youtube.com/watch?v=lVf35LsyEjE

I remember there was a winged uber nymph in Soulvizier. I think Amgoz1 achieved this by attaching animated decoration to a torso armor. Will try it next.

EDIT: Tried 2 more methods of attaching the wings, and I think the second one may work. I wont show anything more tho, untill im 100% sure.
Edit 2: Didn't work, animations break it just the same, no matter how it is attached. I give up. Have to know much more to do it. Valkyrie mesh didnt work either.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 24 January 2019, 10:01:36
Reworked tiers of nymphs:

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

Added several new animations, ripped "Charsi" dialogs from Diablo 2 and Warcraft 3. They say "The hunt is on!" when you send them to attack :)
Skins are updated too.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 06 February 2019, 04:01:55
New stuff - the Slow Missiles skill is remade and added to the nymph (now called Winds of Boreas). Also Mr. Calydonian Boar has new looks :):

https://www.youtube.com/watch?v=2uEHIqh7g_A

The skill will be temporary. Here it's permanent only for testing.
I changed nymph looks again. Extracted Baldr's belt+quiver from Ragnarok and added glow to it, then attached it to the nymph's mesh.

Edit: Added nymphs final skill - Hail of Arrows (unlocks at lvl 17):

(https://i.imgur.com/bMTknre.jpg)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 07 February 2019, 18:46:56
I would appreciate your opinions on the Decoy skill:

https://www.youtube.com/watch?v=FPLtoh2bQ9g

Do you think I should leave as it is now, or prefer old Study Prey?
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 07 February 2019, 22:02:48
This is much better, make study prey more interesting to use , than right click ...dead target
Title: Re: Deities Mod - Development Thread
Post by: Prosoro on 07 February 2019, 23:48:09
Yeah agreed with Sauruz  ;)
That Hail of Arrows skills look awesome btw
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 08 February 2019, 00:07:23
Okay, I'll leave it then :)
More things are added, some of the skill descriptions are tweaked, all pet skills are linked. I'm starting the new icons soon.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 08 February 2019, 07:14:54
A little more polished view of Artemis mastery:

(https://i.imgur.com/Pd9An8F.jpg)

Made all icons more blue-ish to fit better with the moon/night wood theme.
The main part is done, remain to do some more tweaks, fix the remaining issues and i hope in a few days it will be ready.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 08 February 2019, 20:27:10
New effect for Art of the Hunt to fit more with the Artemis theme:

(https://i.imgur.com/o6WwJio.jpg)

I think it will look good at night :)
Also second tier nymph has new base and glow textures.
Title: Re: Deities Mod - Development Thread
Post by: Tauceti on 09 February 2019, 00:23:08
Nice artwork  8)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 09 February 2019, 04:31:19
Thanks, Tauceti :) Made something like a banner too:
(https://i.imgur.com/wmIQ4id.jpg)

Today i added new status icons to pets, fixed all remaining "broken neck" animations for the nymph, changed her bow (the other one was too big), readded her knive on the texture, thweaked more the mastery background and some of the icons. Recolored the effect for Herbal Remedy. Mostly visual stuff.
Before next update I'll address some weak Ares skills as suggested in this post: https://titanquestfans.net/index.php?topic=462.msg8928#msg8928
Last thing that remains is relinking all vanilla hunting bonuses from items to Artemis.
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 09 February 2019, 09:22:57
Started the buffs on Ares. Many skills are rebalanced, some of them have changed their places. I'll post a full list of the changes when it's all done.
I tested the Standard Bearer again to see if the bug that makes him stay permanently will appear... and it did  >:(
I GIVE UP. All pets will be permanent, except the ultimate summons (Dragon, Boar, Stygian Hound, etc). Bumbleguppy's mod is much heavier on pets and noone complains. Empusa will be permanent too, and the wolves. I'll just nerf their party auras, and in the case ot the wolves ill reduce the summon limit to 2 or 3. Damn it.
Title: Re: Deities Mod - Development Thread
Post by: WNG on 09 February 2019, 18:47:34
It's a shame  :'( I never encountered this bug in the time I spent trying your mod so it feels really weird, random and frustrating.

I hope you can find good balance and make up for this issue. But I'm not worried, everything you've delivered so far is of excellent quality. Never give up (at least not entirely)  :))
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 09 February 2019, 22:03:32
everybody loves pets!

The thing is balance their dmg numbers or boosting bosses vs pets, just for not getting then out of control :)
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 09 February 2019, 22:40:39
everybody loves pets!

The thing is balance their dmg numbers or boosting bosses vs pets, just for not getting then out of control :)
Yep, balance is not very easy to do before much testing tho. The plan is the monster difficulty to be buffed in the final mod, so maybe things will balance out. And by monster difficulty, i mean making them tougher, without increasing spawn that much. Quality is better than quantity imo.

Ares changes are done. Hopefully Ares is now more player focused than pet focused. Made the pets in all masteries permanent, except Decoy and the uber summons. Now it's time for the tedious item skill linking (i leaft it for last on purpose, because its very boring to me).
Title: Re: Deities Mod - Development Thread
Post by: sauruz on 10 February 2019, 00:21:28

Yep, balance is not very easy to do before much testing tho. The plan is the monster difficulty to be buffed in the final mod, so maybe things will balance out. And by monster difficulty, i mean making them tougher, without increasing spawn that much. Quality is better than quantity imo.


Thats i good thing, facing   huge groups (  not xmax number) of smarted monsters brings always a joy :p
Title: Re: Deities Mod - Development Thread
Post by: nargil66 on 10 February 2019, 14:25:26
Demo 3:

- Added Artemis Mastery
- Buffed many skills in Ares mastery. The tree is slightly different now.
- All pets, except the ultimate summons are now permanent, however pet buff auras are nerfed.
- Added my latest skin pack for the playing characters.
- The quest starts on sunset now (just for fun).

The link in the download thread is updated. If you find something that doesnt work right, let me know.
Title: Re: Deities Mod - Development
Post by: nargil66 on 11 February 2019, 00:58:01
I removed the old stickied topic and merged it with this one. Now the mod description and downloads are on the first post. Many pictures are updated, including the drafts.

I'm continuing on Hephaestus mastery next, because it's the last that is made to some degree.

Edit: Started playing today to test Deities on vanilla AE. Man, I have forgotten how annoying all that "your inventory is full" thing was. I'm glad I've made the caravan mod, especially the new inventory window. I hope the new official patch has an inventory increase. Untill then I'm importing the bigger inventory (not caravan) to Deities for the next update. Inventory size is dependent only on the gameengine.dbr file, so you won't need to unlock anything.

Edit2: Imported :)

Title: Re: Deities Mod - Development
Post by: nargil66 on 11 February 2019, 14:47:02
Monster Races Idea - Version 2:

Beast - Bat, Bear, Boar, Crow, Wolf, Fox, Saberlion, Tiger, Vulture, Rat, Bear, Panther, Hyena, Hawk, Eagle, Amazonian Warbird, Stymphalian Bird, Crocotta, Katoblep, Bull, Horse. Artemis gives bonuses vs Beasts.
Beastman - Boarman, Centaur, Satyr, Ratman, Lycantrope, Minotaur, Catwoman, Silen, Triton, Harpy, Siren, Tigerman, Jackalman, Desert Hag, Sphynx, Yeti, Yerren, Neanderthal, Anteok, Troglodyte. Ares gives bonuses vs Beastmen.
Reptilian - Turtle, Crocodile, Snake, Basilisk, Ichthian, Crocman, Wyrm, Gorgon, Salamander, Dragon, Cetus, Hydra, Dragon, Naga, Aunoran,  Hydradon. Poseidon gives bonuses vs Reptilians.
Spirit - Elf, Naiad, Oread, Lampad, Oceanid, Dryad, Hamadryad, Nixie, Sprite, Djinn, Core Dweller, Fire Sprite, Ice Sprite, Pixie, Kelpie, Maenad, Spirit Wolf, Spirit Boar, Spirit Crow, Valkyrie, Eihenjar, Nine-Tailed Fox, Kobold. Hermes gives bonuses vs Spirits.
Insectoid - Spider, Arachnos, Mantid, Scarab, Centipede, Swarm, Crypt Worm, Karkinos, Antlion, Scorpos, Scorpion, Formicid. Athena gives bonuses vs Insectoids.
Demon - Imp, Cerberus, Orthus, Limos, Erynie, Euronymus, Shadowstalker, Sha, Machai, Spartos, Melinoe, Peng, Rakshasa, Vetala, Yaksha, Bilwis, Empusa, Keres, Oneiros, Lamia, Androktasia, Moros, Chthonic Horse, Stygian Hound, Epiales, Dune Raider, Sand Wraith. Apollo gives bonuses vs Demons.
Undead - Skeleton, Revenant, Mummy, Wraith, Eidolon, Phasma, Taraxippos, Gui, Bone Scourge, Tomb Guardian, Bhut, Draug, Shade, Phantasm, Ghost, Undead Dragon, Lost Soul, Banshee. Hecate gives bonuses vs Undead.
Earthborn - Cyclops, Elder Cyclops, Dvergr, Jotunn, Troll, Eldjotun, Gigantes, Elder Gigantes, Korybantes, Kuretes, Hecatoncheires, Dactyl. Zeus gives bonuses vs Earthborn.
Construct - Automaton, Bolt Trap, Fire Trap, Ice Trap, Lightning Trap, Spirit Trap, Poison Trap, Golem, Teracotta, Minoan Statue, Guardian Statue, Pharaonic Statue, Asgardian Statue, Siege Strider. Hephaestus gives bonuses vs Constructs.
Plant - Briar Ward, Forest Guardian (Treant), Bog Dweller, Fungoid, Junglecreep, Forest Colossus, Quillvine, Tomb Rot, Ascacophus. Dionysus gives bonuses vs Plants.
Lesser Deity - Minor gods and demigods, like Graeae, Charon. Mostly and uber-hero race.
Greater Deity - All gods in the game. Boss race.
Primordial - Ancient monstrosities like Tiamat, Typhon, Echidna, etc. Boss race.
Edit:
Human - Bandit, Mercenary, Cultist, Robber, Amazon, Brigand, Desert Raider, Assassin, Sea Raider, Pirate, Sellsoul, Zealot, Demonologist, Witch, Enslaved Human, Corrupted Hero: can be any class. (Alternative - Ares gives bonus vs Humans, Dionysus gives bonus vs Beastmen. None gives vs Plants, they are too few anyway.)
 
Title: Re: Deities Mod - Development
Post by: sauruz on 11 February 2019, 17:35:52
And about humans ? for bandits in act 5
Title: Re: Deities Mod - Development
Post by: nargil66 on 11 February 2019, 22:06:15
Thanks sauruz, I totally forgot about humans... Added to the list. The only problem is right now there are humans only in act 5, have to make for other acts.
Title: Re: Deities Mod - Development
Post by: nargil66 on 12 February 2019, 19:43:01
I finally rebalanced the god related damages! At last it looks good, after all this time :D
Poseidon was the problem. I tried without him and it worked! Donno how it will work ingame, but at least on paper it looks more balanced than before.

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

A short explanation why i chose these damage types for each god:
Apollo
God of Archery – Pierce/Bleed
God of Plagues - Vitality/Decay
God of the Sun - Fire/Burn

Ares
God of War – Physical/Wound
God of Banditry – Venom/Poison
God of Bloodlust – Attack Dmg to Health/Life Leech

Artemis
Goddess of Hunting – Pierce/Bleed
Has power over winds and springs – Cold/Frostburn
Goddess of the Moon – represented by Energy Drain/Energy Leech

Athena
Goddess of Defense – Physical/Wound
Born directly of Zeus – Lightning/Electrical
Can weave enchanted clothes - represented by Energy Drain/Energy Leech

Dionysus
Can curse with disease or alcohol sickness – Vitality/Decay
God of poisonous plants – Venom/Poison
God of Frenzy - here Dmg to Health/Life Leech

Hecate
Goddess of Witchcraft – Vitality/Decay (replaces poison, so you don’t need extra Dex)
Goddess of Ghosts – Cold/Frostburn
Uses flaming torches to immolate enemies – Fire/Burn

Hephaestus
God of Blacksmiths – Physical/Wound
Forges Zeus’ thunderbolts – Lightning/Electrical
God of Fire – Fire/Burn

Hermes
More agile fighter than strong – Piercing/Bleed
God of Trickery – Venom/Poison
Guide of souls to Hades – here Dmg to Health/Life Leech

Zeus
God of Thunder – Lighning/Electrical
God of Weather and Storms – Cold/Frostburn
Because of the empty space there :P - Energy Drain/Energy Leech
Title: Re: Deities Mod - Development
Post by: sauruz on 12 February 2019, 19:52:08
Question:  if the player pick full Dionysus mastery, (  focus in vitality/poison) can handle the undeads/ghosts ? since they  are almost  immune versus those types of dmg.
Title: Re: Deities Mod - Development
Post by: botebote77 on 12 February 2019, 20:01:55
why is poseidon a problem? you can give it cold (sea) and pierce (trident).. there should be a logical explanation for one more.. vit? energy leech? or it can only be 2 and the other one is like for pet mastery (god of horses)
Title: Re: Deities Mod - Development
Post by: nargil66 on 12 February 2019, 20:10:31
Question:  if the player pick full Dionysus mastery, (  focus in vitality/poison) can handle the undeads/ghosts ? since they  are almost  immune versus those types of dmg.
Hmm, you have a point there... ill try to move the leech bonus somewhere else.

why is poseidon a problem? you can give it cold (sea) and pierce (trident).. there should be a logical explanation for one more.. vit? energy leech? or it can only be 2 and the other one is like for pet mastery (god of horses)
Now that i look at it, i missed 1 damage type (elemental) and 1 god. Maybe you are right...

I'm open for suggestions. If i include back Poseidon, its best if there equal "+" on each row and column, if there is more variety (to make different combos), and the damege type to fit the given god...
Title: Re: Deities Mod - Development
Post by: mvlad954 on 12 February 2019, 21:08:58
I finally rebalanced the god related damages! At last it looks good, after all this time :D
Poseidon was the problem. I tried without him and it worked! Donno how it will work ingame, but at least on paper it looks more balanced than before.

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

A short explanation why i chose these damage types for each god:
Apollo
God of Archery – Pierce/Bleed
God of Plagues - Vitality/Decay
God of the Sun - Fire/Burn

Ares
God of War – Physical/Wound
God of Banditry – Venom/Poison
God of Bloodlust – Attack Dmg to Health/Life Leech

Artemis
Goddess of Hunting – Pierce/Bleed
Has power over winds and springs – Cold/Frostburn
Goddess of the Moon – represented by Energy Drain/Energy Leech

Athena
Goddess of Defense – Physical/Wound
Born directly of Zeus – Lightning/Electrical
Can weave enchanted clothes - represented by Energy Drain/Energy Leech

Dionysus
Can curse with disease or alcohol sickness – Vitality/Decay
God of poisonous plants – Venom/Poison
God of Frenzy - here Dmg to Health/Life Leech

Hecate
Goddess of Witchcraft – Vitality/Decay (replaces poison, so you don’t need extra Dex)
Goddess of Ghosts – Cold/Frostburn
Uses flaming torches to immolate enemies – Fire/Burn

Hephaestus
God of Blacksmiths – Physical/Wound
Forges Zeus’ thunderbolts – Lightning/Electrical
God of Fire – Fire/Burn

Hermes
More agile fighter than strong – Piercing/Bleed
God of Trickery – Venom/Poison
Guide of souls to Hades – here Dmg to Health/Life Leech

Zeus
God of Thunder – Lighning/Electrical
God of Weather and Storms – Cold/Frostburn
Because of the empty space there :P - Energy Drain/Energy Leech
Interesting.I think my first build would be Apollo or Athena or Apollo+Athena.Why isnt Poseidon included?
Title: Re: Deities Mod - Development
Post by: botebote77 on 12 February 2019, 21:49:33
might be cool to see an earthquake skill.. Poseidon is also known for earthquakes.. maybe it's possible to get the animation from scroll of earthquake and put it onto a skill?
Title: Re: Deities Mod - Development
Post by: nargil66 on 12 February 2019, 22:01:35
Draft with 10 gods :). Poseidon is replaced by Demeter (goddess of growth, vegetation and winter). I'll remove the plant related bonuses from Dionysus and add them to her, he will remain as a lord of beastmen, not plants.

(https://i.imgur.com/7UTYsJv.jpg)

Demeter is cold based and will be closer to vanilla Nature. Possible summons: Quillvines, Briar Ward, Forest Guardian (Ascacophus).
I never liked Poseidon as an idea tbh. I dont want to copy-paste from Paths mod.

might be cool to see an earthquake skill.. Poseidon is also known for earthquakes.. maybe it's possible to get the animation from scroll of earthquake and put it onto a skill?
Have you ever played Paths? There is an Earthquake skill for Poseidon there.

Title: Re: Deities Mod - Development
Post by: nargil66 on 13 February 2019, 05:12:01
Deities alpha v03b:

- Skills that have % chance to be used (like volley) in the masteries have a fixed bonus from the start. The chance to activate starts from 3% and ends at 21%.

Ares
- Call of Phobos is buffed, now It reduces enemy total damage by %, and have increased chance and fear duration.
- Readded % Current Life damage to Call of Deimos. Petrify bonus is removed, it can only cause stun now.
- Added new sound effect to Shield Bash
- Rebalanced some of Ares' pets stats.

Artemis
- Fixed many inconsistencies with pet energy costs, damages and stats. Wolves are tougher and do more damage now.
- Fixed wolves not howling when first summoned (they were supposed to)

Hecate
- Empusa is rebalanced to act better as a permanent pet. Her life draining skill is nerfed, it was way too strong.

General

- Imported character's inventory window from Enhanced Gameplay. You will have bigger space in inventory after you unlock the first bag. Caravan is not changed, so you don't need to do any preparations.
- Increased global monster spawn in the mod by 50%. Bosses are still 1x.

The archive in the download link is updated. See the first post.
Title: Re: Deities Mod - Development
Post by: nargil66 on 13 February 2019, 10:19:38
New class names (with Demeter added):

(https://i.imgur.com/zgxGlVC.png)
Title: Re: Deities Mod - Development
Post by: nargil66 on 13 February 2019, 15:46:18
Class names v2:

(https://i.imgur.com/8pfucIq.jpg)

The list is still WIP. If you dont like any of the names, dont hesistate to tell me.

Edit: Now that i look at it, Wizard doesnt fit much, maybe will use Magus instead.

Edit 2: I'm still unsure of Demeter's base class name. Geomancer is sure realted to the Earth, but there must be a better one.
Title: Re: Deities Mod - Development
Post by: Mausi on 13 February 2019, 17:50:50
I just started a new char and selected Artemis. I have invested one point in "Woodlore", but the reduced strenght requirement works only on throwing weapons, not on bows and spears. In the dealer window the reduced request is displayed only on throwing weapons ...
(https://s17.directupload.net/images/190213/ods5opww.jpg) (https://www.directupload.net)
`
Title: Re: Deities Mod - Development
Post by: nargil66 on 13 February 2019, 19:22:32
I just started a new char and selected Artemis. I have invested one point in "Woodlore", but the reduced strenght requirement works only on throwing weapons, not on bows and
The Qualifying Weapons wasnt ticked for throwing weapons. Thanks, fixed.
I think reduced requirements on bow/spear doesnt show because you already fill them.
Title: Re: Deities Mod - Development
Post by: nargil66 on 15 February 2019, 10:47:19
Class names v3:

(https://i.imgur.com/iZeWxQm.png)
I think they are a little more consistent now, which classes results in what. I tried making a version with as much greek titles as possible - warrior was hoplite, mystic was mystagog, other things like iatromantis, asclepiad, etc. But i changed them later, because i dont want people to play my mod with a dictionary lol. Anyway I left more than enough titles greek/roman for the sake of immersion.

Edit: changed few things again :P:
(https://i.imgur.com/xHupIRb.png)
Title: Re: Deities Mod - Development
Post by: nargil66 on 18 February 2019, 05:02:15
I'm working on the next mastery - Hephaestus. All skills that were ready from earlier are imported.
Other news is the 10th mastery is canceled forever. Poseidon bugged me for a long time, and with Demeter there will be 2 Nature-like masteries. I don't like it.
This is my final decision. Don't ask me to include a 10th mastery, because I won't. Nine gods are enough.
I'm changing the mastery selection screen back to Immortal Throne, as it was in the beginning.
Title: Re: Deities Mod - Development
Post by: nargil66 on 18 February 2019, 12:44:23
Reworked mastery screen for nine gods:

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

Most of the icons are rearanged for better color balance, hierarchy and separation of earth and sky gods. Hermes and Hephaestus are flipped to make all gods look towards the center. Dionysus icon has more unified color like the others. Now it's more like it :)
Title: Re: Deities Mod - Development
Post by: sauruz on 18 February 2019, 15:31:01
looks good for me as well :)
Title: Re: Deities Mod - Development
Post by: WNG on 19 February 2019, 00:54:49
The loss of the 10th mastery is regrettable, though I see the reason why and I think this was the best decision to do.

Keep it up :)
Title: Re: Deities Mod - Development
Post by: nargil66 on 19 February 2019, 05:48:22
All the skills are imported from the last time i worked on the mastery. I posted pictures of the Ember Cyclops summon before, time to see it in action :):

https://www.youtube.com/watch?v=3Wk7blf9QA0

Some of his skills are still buggy, and i think i have to update his looks.
Title: Re: Deities Mod - Development
Post by: nargil66 on 20 February 2019, 06:08:01
Updated mastery selection screen:

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

I've always wanted to put Olympus there :)

When the time comes, I'll make my own mastery and skill icons, to not use someone else's work. But for now these should do.

EDIT: Another idea can't get out of my mind. I'm not good with balancing things, and i love the vanilla skills. My two favorite mods for Titan Quest - Legion of Champions and Underlord/Soulvizier - stay closer to vanilla. They add or change things, not reinvent them. This is the same reason I've never played Paths, Destinies, Asylum's Mod, etc. So, my plan is to start a separate vanilla-like version of Deities, for people who want to play just vanilla with a twist (including myself ;)). The current version is NOT cancelled.
Title: Re: Deities Mod - Development
Post by: nargil66 on 22 February 2019, 10:04:40
Latest progress on Hephaestus is... none. You should know by now to not trust me when i say what im doing next :P
Instead of Hephaestus I continued on the Dionysus tree. Working on the pets right now. Sorry for the long wait Typhon...  :-\
I won't show anything yet, because nothing is ready.

Edit: The maenad pet is imported. Attachments are ready, animations are working. She has new voice sounds and uses her basic attack.

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

But many things are still unfinished. Most animations need tweaks, as well as her skin and that of the leopard. Then the skills... and i can continue with the satyr buddies :)
Edit2: maybe on second tier she can ride a tiger instead of leopard. Will see.
Edit 3: Just got an idea about Egypt... what if it's possible to make a dual horse chariot? I've never really put a though on it... Imagine a mummy pharaon boss, riding a chariot with two undead horses It would be awesome! Something like this:
(https://i.imgur.com/8hRtUoK.jpg)
I think it's worth a try.
Title: Re: Deities Mod - Development
Post by: nargil66 on 22 February 2019, 23:44:11
Tiered satyrs:

(https://i.imgur.com/bATYrJI.jpg)
Title: Re: Deities Mod - Development
Post by: nargil66 on 23 February 2019, 14:00:23
1001 posts already? I post too much here...

I can use an oppinion on 1 of 3 options for Dionysus ultimate summon.

Option 1 - Lamian Pheres:
(https://i.imgur.com/2Fp9YqR.jpg)

Info from Theoi.com:
Quote
THE PHERES LAMIOI were twelve rustic demigods (daimones) native to the River Lamos in Kilikia (Cilicia) in southern Anatolia. They were set by Zeus to guard the infant Dionysos against the machinations of his step-mother Hera. When the enraged goddess learned of their assistance, she transformed them into ox-horned Kentauroi (Centaurs). The Lamian Pheres later joined Dionysos in his war against the Indians.

Option 2 - Corybantes:
(https://i.imgur.com/jlW5EIg.jpg)

Info:
Quote
THE EUBOIAN KORYBANTES (Euboean Corybantes) were seven rustic demi-gods (daimones) appointed by Zeus to guard the infant the infant Dionysos and his nurse, the Nymphe Mystis or Makris, on the island of Euboia. They were the sons of an obscure rustic deity named Sokos (Socus).
The list of names given by Nonnus are those of the Kretan Kouretes (Curetes). However the figure of Melisseus (Honey-Man) is closely connected the Euboian god Aristaios (Aristaeus) who was the foster-father of Dionysos in some accounts.

The trird option is Silenoi (a giant red Satyr Brute, one of the 3 sons of the god Silenus, dionysus childhood teacher). His skin is not ready yet.
Title: Re: Deities Mod - Development
Post by: sauruz on 23 February 2019, 14:48:03
1st option looks great

2nd option looks creepy :O
Title: Re: Deities Mod - Development
Post by: Typhon on 23 February 2019, 15:07:54
 :o Awesome!
I throw my vote at the first one. The hand tattoos look like the White Hand of Saruman :P
Title: Re: Deities Mod - Development
Post by: nargil66 on 23 February 2019, 15:30:57
Ok, two votes are enough. Thanks, centaur it will be :) I'll use the corybantes for enemy probably.
I throw my vote at the first one. The hand tattoos look like the White Hand of Saruman :P
The Uruk-Hai Centaur :D
Title: Re: Deities Mod - Development
Post by: nargil66 on 23 February 2019, 18:47:40
Updated maenad skin:

(https://i.imgur.com/rJd0vaX.jpg)
More wild and skimpy looking, as I imagine them to be :P
Don't mind the transparent parts, they won't be visible ingame.

Beastmaster's army:
(https://i.imgur.com/FCm2yox.jpg)

Edit: Improved the leopard mount skin and reduced it's size. Fixed some problems with the maenad staff animations. Now im starting the Centaur summon.
Title: Re: Deities Mod - Development
Post by: nargil66 on 24 February 2019, 12:05:09
Spent some time today to test the mod on normal AE without Ragnarok and on plain Immortal Throne. There are issues with both versions, and I'll address them for the next update. I want Deities to be playable by anyone, not only from people who have Ragnarok.
An advice for those who make mods for AE - do not link entries in creature animation tables directly to .ANM file from Ragnarok, because in any other version the animations will be missing and the creature will freeze permanently. Instead, import the .ANM file to your mod, and then link the record file to it.
Another issue is with Immortal Throne - both player characters are invisible. I think it's caused by the new shaders from AE, so i'm reverting them back to IT shaders. Possibly this will solve the bug with chracters becoming transparent in some Hades areas.
Title: Re: Deities Mod - Development
Post by: nargil66 on 24 February 2019, 18:33:38
It's done. The alpha now works with Ragnarok, plain AE and Immortal Throne. I'll upload the compatible version later tonight.
Title: Re: Deities Mod - Development
Post by: sauruz on 24 February 2019, 18:37:46
thtas very impresive! even throw weapons ?
Title: Re: Deities Mod - Development
Post by: Bumbleguppy on 24 February 2019, 20:29:03
An advice for those who make mods for AE - do not link entries in creature animation tables directly to .ANM file from Ragnarok, because in any other version the animations will be missing and the creature will freeze permanently. Instead, import the .ANM file to your mod, and then link the record file to it.

Oops...um, I probably should have told you about that earlier.  :-[
Title: Re: Deities Mod - Development
Post by: nargil66 on 24 February 2019, 20:50:14
Oops...um, I probably should have told you about that earlier.  :-[
No, no worries, it's good to learn it by experience :)

thtas very impresive! even throw weapons ?
Sorry sauruz, i just fixed some things that weren't working. Havent imported content from Ragnarok, i'm not sure its fair to do it.

Found another issue with the UI. Expanded inventory doesnt work in Immortal Throne, second inventory tab button is not working either. I'm too tired to figure it our right now :/ Damn.
Title: Re: Deities Mod - Development
Post by: nargil66 on 24 February 2019, 22:35:17
New version is up.

Deities 0.3g

Changes:

Ares:
- Further increased Stun and Fear chances of Horn of Phobos/Deimos (from 33 to 99% on max level)

Hecate:
- Fixed Empusa's basic attack not increasing after lvl 14.

Artemis:
- Fixed wrong bumps on nymph tiers and missing texture for their quivers.

General:
- Fixed incompatible wolf animations for plain Anniversary Edition.
- The mod is now partially compatible with Immortal Throne. There are issues with the increased inventory, UI and text, but otherwise it should be playable.
- One of the masteries (Poseidon) is canceled for now. There are 9 masteries to choose from.
- Updated mastery selection screen
- Added a Mystic NPC in Sparta (from previous update).
- Dionysus/Hephaestus are started, but not finished yet, and are still linked to the vanilla masteries.
- Maybe some other things that i forgot :P

Link:
https://mega.nz/#!cXIAWAQT!d8YLtakvUOlggT8uk8SgerWmKFYjupRiHCOY3N0yLys
Title: Re: Deities Mod - Development
Post by: nargil66 on 25 February 2019, 10:08:48
Haha, just got an idea for the satyr pets :D
A skill modifier: Dionysus' Brew - before entering battle, they use a self buff skill with a horn special animation. But instead of horn, appears is a big bottle of wine and a gulping sound. :P It make them stronger and gives a huge health regen, BUT it also makes them drunk... for 6 seconds their attacks are slower and have a chance to miss. There is a satyr Call of the Hunt animation for boar rider, i just need to remake it for standing satyr. This will be fun...

Edit: Here it is. The skill is not finished yet, but i think it's still funny :)

https://www.youtube.com/watch?v=dUX-jt-Z648

Edit2: rotated and moved the prop position in Max. Now he looks like a real drunkard ^^

(https://i.imgur.com/iarZMEA.jpg)
Title: Re: Deities Mod - Development
Post by: WNG on 25 February 2019, 13:22:11
Drunk satyrs  :o

It'a beautiful :D
Title: Re: Deities Mod - Development
Post by: nargil66 on 25 February 2019, 15:43:40
Hehe, thanks WNG. Maybe i should add a warning to my mod: "Contains partial nudity, alcohol and mild language" :D
Added a new effect for the skill and added a chance for the satyrs to change their idle animation to stun animation. Here are the satyr buddies in all their glory:
(https://i.imgur.com/ctoGvVU.jpg)
Title: Re: Deities Mod - Development
Post by: Bumbleguppy on 25 February 2019, 18:34:37
Maybe i should add a warning to my mod: "Contains partial nudity, alcohol and mild language" :D
Because people wagging a finger in my face has always stopped me in my tracks. :D
Title: Re: Deities Mod - Development
Post by: efko on 25 February 2019, 19:26:37
!support
Title: Re: Deities Mod - Development
Post by: Typhon on 26 February 2019, 00:31:53
*Wipes tear*
It's one of the most beautiful thing I've ever seen, lol :D

Edit; Completely forgot a word.. weird. Cough.
Title: Re: Deities Mod - Development
Post by: Tauceti on 26 February 2019, 01:04:53
Drunk satyrs  ;D  it fits well with Dionysus.
Title: Re: Deities Mod - Development
Post by: nargil66 on 26 February 2019, 03:01:43
*Wipes tear*
It's one of the most beautiful thing I've ever seen, lol :D
I hope that compensates the long wait :D

Imported the thorn sprites from Underlord and remade them to wine sprites. They do nothing for now, except to distract enemies. But the company is getting merrier :)  Next preview:

https://www.youtube.com/watch?v=ENfLKx6O_9U
Title: Re: Deities Mod - Development
Post by: nargil66 on 26 February 2019, 11:11:12
The tiger mount for second tier of maenad is ready:

(https://i.imgur.com/RYOw9BL.jpg)

A tiger version of her pelt is done from before, only remains to make new greaves and armbands.
I dont know if tigers existed in Europe in ancient times, but its one of the symbols of Dionysus. Let's say he took some tigers from the Orient after his Indian war.

Edit: Tiered maenads - Leopard/Tiger Priestess

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

Edit2: Today there wasn't much progress except the tiger and some visual tweaks :/ I'm starting to burn out, but this time i'll continue. At least it's not like making loot tables, lol.
Title: Re: Deities Mod - Development
Post by: nargil66 on 27 February 2019, 12:36:50
I'm taking a small break from Dionysus to do more general things. For example, the mastery panels and many icons are getting a rework. The reason is simple - I didn't make them, I just stole them. Same for some of the sounds, taken from other games like Diablo, Warcraft 3, etc.
Example with new mastery panels for Ares and Hecate:

(https://i.imgur.com/tsK2dse.png) (https://i.imgur.com/pSWpe56.png)

These may change too in the future, but i'll leave then as placeholders for now. You get the idea.
Title: Re: Deities Mod - Development
Post by: nargil66 on 01 March 2019, 12:40:07
The first custom mastery panel - Artemis - is done:

(https://i.imgur.com/lObjW2r.jpg)

I'dont know if it looks better than before, but at least it's made by me, and not stolen. 8 more to go, lol.
Title: Re: Deities Mod - Development
Post by: rakshir on 02 March 2019, 02:28:04
Looks fantastic!
Title: Re: Deities Mod - Development
Post by: nargil66 on 02 March 2019, 09:38:51
Thank you. It still may change for the future, if i find a way to improve it.

Raw concept for the next mastery panel - Hecate:

(https://i.imgur.com/2l0G9QK.png)
Title: Re: Deities Mod - Development
Post by: sauruz on 02 March 2019, 09:46:16
looks awesome nargil
Title: Re: Deities Mod - Development
Post by: nargil66 on 02 March 2019, 12:18:08
Thanks sauruz, Hecate is one of my favorite deities, always wanted to see her ingame :)

After some manual tweaks, here is the filtered picture, as it will look in the mastery screen:
(https://i.imgur.com/6yowMUp.png)
Title: Re: Deities Mod - Development
Post by: nargil66 on 02 March 2019, 14:01:23
Final tweaks (better face, fixed some issues, more colorful):

(https://i.imgur.com/Ij6ez60.png)

Ingame:

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

(https://i.imgur.com/I2TgPoI.jpg)
Title: Re: Deities Mod - Development
Post by: nargil66 on 02 March 2019, 20:23:04
My first attempt to make Ares was a fail. I tried with Leonidas armor, to make something like this:
http://www.eliasillustration.com/product/ares-god-of-war-canvas-print/

But here is the result ingame:
(https://i.imgur.com/5Ahv66L.jpg)

He looks somehow... peaceful? Spartoi are way more badass and aggressive than him, ah he is their god, lol.
I think half of the problem is animation. I'll try to combine something between human and machae.
The other half i think is equipment. I'm open for suggestions here. If you've seen a cool concept of Ares on the net or you know an item you think that will fit him, let me know. I'm ready to try alot of gear combos - he MUST look cooler than his minions.
Title: Re: Deities Mod - Development
Post by: soa on 02 March 2019, 21:29:22
In various concepts Ares has a cloak, which is lacking here, but I don't know any specific item (Ragnarok has some but would it look good ?).
Some concepts represent Ares with few clothes and armor (can see his chest skin), maybe you could try this.
Finally, there are some items with Ares name, but I suppose they don't fit your needs.
https://www.tq-db.net/equipment/ares-wrath
https://www.tq-db.net/equipment/ares-war-helm
Title: Re: Deities Mod - Development
Post by: nargil66 on 02 March 2019, 21:45:11
In various concepts Ares has a cloak, which is lacking here, but I don't know any specific item (Ragnarok has some but would it look good ?).
Some concepts represent Ares with few clothes and armor (can see his chest skin), maybe you could try this.
Finally, there are some items with Ares name, but I suppose they don't fit your needs.
https://www.tq-db.net/equipment/ares-wrath
https://www.tq-db.net/equipment/ares-war-helm
Thanks for the suggestions! The cloak and the half armor ideas are very good, i'll try them for sure. Maybe use both, cloak can be attached as a separate entity. Also Ares Wrath is a cool spear, i forgot about it. It will need some reskinning to golden/bronze. About the helm, i dont think it looks epic enough. Just finished the new spear animation, will be back with some concepts soon.
Title: Re: Deities Mod - Development
Post by: Prosoro on 02 March 2019, 21:49:40
In various concepts Ares has a cloak, which is lacking here, but I don't know any specific item

There is Alexander's Cuirass which has a cloak and is very greek-themed.  I'm not very familiar with Ragnarok items though so possibly could be something better there.

A thought I had Nargil is that perhaps he also needs a Pauldron (shoulder guard) to help attain the more badass look? Some Suggestions for this;
Ferrus Gnosi Armor - golden twin Lion shoulder guards
Razorback Harness - huge pauldron and has a gladiator look to it

Also maybe try another helm but re-colour to suit... I've always thought Dieneke's Helm looked super agressive -
https://www.tq-db.net/equipment/dienekes-shade

Also, man you are a machine! Seems like you've been doing a lot if work on Deities.  The new custom UI art looks awesome, especially Hecate  ;D
Title: Re: Deities Mod - Development
Post by: nargil66 on 02 March 2019, 22:41:26
In various concepts Ares has a cloak, which is lacking here, but I don't know any specific item

There is Alexander's Cuirass which has a cloak and is very greek-themed.  I'm not very familiar with Ragnarok items though so possibly could be something better there.

A thought I had Nargil is that perhaps he also needs a Pauldron (shoulder guard) to help attain the more badass look? Some Suggestions for this;
Ferrus Gnosi Armor - golden twin Lion shoulder guards
Razorback Harness - huge pauldron and has a gladiator look to it

Also maybe try another helm but re-colour to suit... I've always thought Dieneke's Helm looked super agressive -
https://www.tq-db.net/equipment/dienekes-shade

Also, man you are a machine! Seems like you've been doing a lot if work on Deities.  The new custom UI art looks awesome, especially Hecate  ;D

You read my thoughts bro :D I was just trying Dienekes helm and its exactly what i need!
About the half armors - ferrus gnosi or its lite version - Odysseus armor maybe will do the trick. Diomedes armor is heavier but also fits, only needs retex. Razorback harness, or maybe Exotic Arachnos armor... Alexander cuirass - maybe ill use that for Athena.
Here is what i was able to collect by now:

(https://i.imgur.com/uNmBoHO.jpg)
Dont mind the spear/shield being invisible.
Title: Re: Deities Mod - Development
Post by: soa on 02 March 2019, 23:16:58
As for greaves, Theban or Troy greaves seem OK to me, albeit classical.
Title: Re: Deities Mod - Development
Post by: nargil66 on 03 March 2019, 04:46:07
Ares concept v1:

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

I went for more classical look for this one. And yet... something is missing. Too much human...

(https://i.imgur.com/rLf4n2A.png)

Spartoi still has the lead, damn.
Title: Re: Deities Mod - Development
Post by: Prosoro on 03 March 2019, 08:21:37
Agreed the 'godly aspect' is missing.. but damn he still looks mean! Nice work bro wish I could re-texture items lol I'm sure I could but just haven't tried as yet
Title: Re: Deities Mod - Development
Post by: nargil66 on 03 March 2019, 10:12:09
Agreed the 'godly aspect' is missing.. but damn he still looks mean! Nice work bro wish I could re-texture items lol I'm sure I could but just haven't tried as yet
Check the textures section later, i'll post some tricks, if you ever have the time to try :)

Title: Re: Deities Mod - Development
Post by: soa on 03 March 2019, 12:31:11
Maybe give him red eyes, but it has to be seen through the helmet.
And a cloak, but I don't know if you can merge two meshes.
Spartoi hold their spear differently, it's cheating !
Title: Re: Deities Mod - Development
Post by: nargil66 on 03 March 2019, 13:00:58
How about the eye effect from Underlord Occult? Only red.
Yeah, spartoi animation is just cooler.
Title: Re: Deities Mod - Development
Post by: nargil66 on 03 March 2019, 19:19:26
V2:

(https://i.imgur.com/XPn9BEU.jpg)

Changed animation + added eye fire effect. More  badass, but ill change the torso to half armor + cloak as soa suggested. Maybe make his skin more red and add glow texture to the eyes. Another idea - he can have some fiery glow at the tip of the spear and the helm's horns, as it is with the dragon summon.

(https://i.imgur.com/GSYGS6E.jpg)
Title: Re: Deities Mod - Development
Post by: nargil66 on 03 March 2019, 20:42:29
Nevermind, the helm problem is solved. Recolored Agamemnon's Deathmask and deleted parts ot the mask itself. I'm quite satisfied with the result:

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

It looks similar to Dienekes, but i think it's more epic.

Edit: Updated.

Title: Re: Deities Mod - Development
Post by: soa on 03 March 2019, 21:18:12
Other ideas :
- add (red) tatoos to his skin.
- reskin to remove/add beard, etc. To make him more different from the base male PC.
- pretty obvious, but increase his size. Bigger means more important.
- some other helmets :
https://www.tq-db.net/equipment/kaels-visage
https://www.tq-db.net/equipment/visor-of-the-shadowlord
They don't look greek, but maybe they could fit if you delete certain parts (like around Kael's eyes). Shadowlord has a red eye effect I think.
- cloaks : I can only see these
https://www.tq-db.net/equipment/falcon-cape (probably not usable)
https://www.tq-db.net/equipment/cloak-of-fimbulvinter (maybe usable for a greek theme if you remove fur ?)
https://www.tq-db.net/equipment/sigurds-cloak (maybe with a reskin)
Title: Re: Deities Mod - Development
Post by: nargil66 on 03 March 2019, 21:32:11
You just gave me another idea with the bigger size suggestion. Maybe I should release some "Play as a Greek God" mod series. Same skills as in my mod, only buffed, and you can choose only one mastery. Should be fun, and the resources won't be wasted.
I think to stay with this helm, its epic enough and its more greek. About beard/tatoos, will see what I can do.
Title: Re: Deities Mod - Development
Post by: efko on 04 March 2019, 00:21:00
Awesome eyes. I'm still searching for perfect favicon for forum and maybe something from last screenshots can be used.
Title: Re: Deities Mod - Development
Post by: nargil66 on 04 March 2019, 23:48:49
Efko, I rather make you a custom one, only tell me if you have an idea what should be on it.

V3 - Ares, God of War >:D:

(https://i.imgur.com/c2lNmf2.jpg)(https://i.imgur.com/fa6SFDB.jpg)
(https://i.imgur.com/EqLl3pS.jpg)

I had to make a more muscular skin especially for him, but I think it was totally worth it.

(https://i.imgur.com/a7AcCmP.png)
(https://i.imgur.com/ZBZ4B5w.jpg)
Title: Re: Deities Mod - Development
Post by: efko on 05 March 2019, 00:48:42
The thing is to be visible, maybe 2nd could do its job, head with horns, or something similar https://titanquestfans.net/index.php?topic=462.msg10266#msg10266
Red icon before Videos part
(https://i.ytimg.com/vi/c2xxm0L1rYs/maxresdefault.jpg)
Title: Re: Deities Mod - Development
Post by: nargil66 on 05 March 2019, 10:04:45
Ok, I'll try to think up something... but I think it's better if the favicon is custom, not related to Deities.

Expect something later today, it's my b-day and I think to do a special release.
Title: Re: Deities Mod - Development
Post by: efko on 05 March 2019, 11:57:44
It should be something from your mod or from WNG mastery icons but I think he edited existed models. So something existing or cut from some nice screenshot like that one with horns. I never made favicon icons, someone told me that have to be done on favicon site or something like that.
Title: Re: Deities Mod - Development
Post by: nargil66 on 05 March 2019, 13:37:09
Ares mastery panel:

(https://i.imgur.com/C6bHEAb.png)

Might add some tweaks later, but for now i'll just include it like that. I want to do something else.
Title: Re: Deities Mod - Development
Post by: WNG on 05 March 2019, 15:35:21
Absolutely gorgeous  :o
Title: Re: Deities Mod - Development
Post by: nargil66 on 05 March 2019, 16:50:50
Ingame:

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

(https://i.imgur.com/63FCuBB.jpg)
Title: Re: Deities Mod - Development
Post by: soa on 05 March 2019, 23:36:58
I can't recall the name of the armor but it fits, with bare chest.
I was about to propose more muscles but I wasn't sure you could do it only by changing the texture (no mesh modification).
Title: Re: Deities Mod - Development
Post by: nargil66 on 06 March 2019, 01:23:26
I can't recall the name of the armor but it fits, with bare chest.
I was about to propose more muscles but I wasn't sure you could do it only by changing the texture (no mesh modification).
About muscles - it depends more on the bump texture, the mesh is almost flat. The armor is a modified Hunter's armor, like the helm. Btw, I still havent tried the cloak idea, but all the gods can be further improved in the future.

As for now, the promised update:

https://mega.nz/#!sOAhUCqK!9yvmqq5HrPDJKNs41Kf4bch0nvDoaDQy3-rKsz2Fypg
Contains a small surprise :)
Title: Re: Deities Mod - Development
Post by: Diego982 on 06 March 2019, 15:19:42
Amazing Nargil66, the 'surprise' adds to the feeling of the mod...

Hope it could be seen also in the Main Menu. in-game is absolutely fantastic

Congrats and Happy Birthday to you!!!

 8) 8) ;D ;D ;D ;)
Title: Re: Deities Mod - Development
Post by: nargil66 on 06 March 2019, 16:47:21
Thanks Diego :) I changed few things today. A certain god and goddess now refuse to wear mortal armors...
Added an new skills and looks to a legendary item related to the goddess.
Nevermind, i'm quitting with the secret talk, lol. Here is a gameplay video from the coming update:

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

I'll work more on the visual part today, i always wanted to make her ensnare net and horn silver...



Title: Re: Deities Mod - Development
Post by: nargil66 on 07 March 2019, 10:47:21
New circlet for Artemis (will be a legendary item):

(https://i.imgur.com/AmMTk1W.jpg?1)
Not finished yet, has to be silver and glowing. Inspired by these:

http://greekmythology.wikia.com/wiki/File:Painting-artemis-sm.jpg
http://66.media.tumblr.com/54cb7689cc0030e119c8d2f284b3f057/tumblr_nwh31sVEJk1uuensxo1_500.jpg
https://i.pinimg.com/originals/b1/8b/98/b18b98fb2b6d4d4798e18b7dc718ea4b.jpg

Edit: Almost done, changed player lights to more blue and increased the radius to 12m. Circlet is finished. Added a new icon for her bow granted skill. Just a cool picture:

(https://i.imgur.com/rxaO8jo.jpg)
I'm probably wasting too much time with details  ::)

Edit 2: Returned original mesh to Artemis Silver Bow, just made it smaller an added glow to it, also changed some of it's bonuses.

(https://i.imgur.com/vke8kNn.jpg)
There will be a new update later. No new masteries or skill tweaks, just visual stuff, but I hope you'll like the changes.
Title: Re: Deities Mod - Development
Post by: nargil66 on 08 March 2019, 19:28:41
New update is coming in an hour or so. Took me one more day to finalize Artemis, but im satisfied. Tweaked her base skin, floating animation and reworked her quiver. She's closer now to how I imagine the moon goddess to look like:

(https://i.imgur.com/55Pt0Cl.jpg)

For the greeks, Artemis was a symbol of feminine purity, grace and independance - the free, untamed woman in her divine aspect. This is my way to honor this special date.
Title: Re: Deities Mod - Development
Post by: nargil66 on 08 March 2019, 20:21:20
Link to the newest version:

https://mega.nz/#!MXZWFawZ!jT4VcT_jCQ35_GqjzjiVQpGdU5lYRdQXECIJANxW4Tc

I recommend you to start a new character, or you may lose progress.

Edit: Forgot to say, there is a special code: god
It will be available only for this update.
Title: Re: Deities Mod - Development
Post by: WNG on 09 March 2019, 11:11:44
Ever get tired of being told that you work is amazing? Keep it up ^^
Title: Re: Deities Mod - Development
Post by: nargil66 on 09 March 2019, 12:00:11
Thanks my friend :) But maybe i post too much here, showing spoilers for every little step. I'll be away for a while and try to break from this addiction.
See you all. I'll come back when there are more things to show.
Last spoiler, i swear :D:

(https://i.imgur.com/9V4fOXyh.png)

@efko I havent forgot about the favicon. Will try make something and send it in a PM.


Title: Re: Deities Mod - Development
Post by: botebote77 on 11 March 2019, 03:27:29
something just came to my mind? maybe it would be fun if we can have bomb skills? like literally bombs.. proximity mines, land mines, or just throw bombs.. Hephaestus is also the god of inventions

could something like this be fun?
Title: Re: Deities Mod - Development
Post by: nargil66 on 13 March 2019, 11:45:53
something just came to my mind? maybe it would be fun if we can have bomb skills? like literally bombs.. proximity mines, land mines, or just throw bombs.. Hephaestus is also the god of inventions

could something like this be fun?
So far i'm trying to stay close to the historical/mythology lore, how about Greek Fire bombs?
https://en.wikipedia.org/wiki/Greek_fire
See methods of deployment, the greeks even used flamethrowers :o
Title: Re: Deities Mod - Development
Post by: botebote77 on 13 March 2019, 12:01:47
ah i get it.. but Greek fire is not originally greek.. weird eh? but it's ok i guess.. as long as we can throw it like bombs

edit: ok I'm speaking from memory so might not be 100% correct.. the greeks first used greek fire but it's not clear it was never confirmed that it was greek fire.. just fire that continue to burn on water.. they called it by other names, one name i remember is sea fire

it wasn't the greeks that invented the name Greek fire and what was said to be the recipe (also never confirmed), never came from the greeks.. so it's not clear if what the Greeks used was the Greek fire that we know

edit 2: one thing for sure.. greek fire is byzantine.. they are Romans

but personally i would like to see it in your mod
Title: Re: Deities Mod - Development
Post by: nargil66 on 14 March 2019, 18:22:37
yeah, greek fire is more a byzantian thing than greek, but still, the greeks used something like it.

I'll have to post new progress, no matter last days weren't very productive. This thread is like a diary for me, and I miss the forum...

Latest Artemis panel (i wasnt satisfied with the previous one):
(https://i.imgur.com/cqy5phwh.png)
Ingame:
(https://i.imgur.com/UpMA15kh.jpg)
Changed default mastery selection icon:
(https://i.imgur.com/qdY8OwK.jpg)
Title: Re: Deities Mod - Development
Post by: nargil66 on 17 March 2019, 23:44:13
For two days im working on an overhaul of all pet nymph skins. I removed alot of unnessesary things from the textures to make them look cleaner and more attractive overall. Here is the comparition of old vs new:

Old
(https://i.imgur.com/Ag2NumY.png)
New
(https://i.imgur.com/q2KXm4h.png)
Face comparition (+glow):
(https://i.imgur.com/PZefygE.png)(https://i.imgur.com/2w4NzD0.png)
Title: Re: Deities Mod - Development
Post by: sauruz on 18 March 2019, 00:12:52
The Nymphs looks very gorgeous :)
Title: Re: Deities Mod - Development
Post by: oldage on 18 March 2019, 17:36:28
Is the Mod downloadable to Try?
Title: Re: Deities Mod - Development
Post by: nargil66 on 18 March 2019, 23:04:19
Is the Mod downloadable to Try?
Yes, check the link on the first page.
Title: Re: Deities Mod - Development
Post by: oldage on 19 March 2019, 14:37:56
Thanks, Any rime or reason to down loads? Which is base, which latest or which to download to start?
Title: Re: Deities Mod - Development
Post by: nargil66 on 19 March 2019, 16:04:17
Oldage, the latest version is alphadeities3k_fallengods. You dont need to replace anything this time ;)
Title: Re: Deities Mod - Development
Post by: oldage on 19 March 2019, 18:22:21
Put the folder alphadeites3k_fallen gods in custom maps. got the normal game. Does it go there or do I need to take out of folder and put in main game
Never mind figured it out. Had a folder with in a folder. Have it working. before I get too far checking out, are all character blueish ghost like?
Title: Re: Deities Mod - Development
Post by: nargil66 on 19 March 2019, 20:07:22
Have it working. before I get too far checking out, are all character blueish ghost like?
For now yes, but it's a temporary feature. Will probably restore things to normal for the next update.
Title: Re: Deities Mod - Development
Post by: oldage on 20 March 2019, 23:20:09
Since when I started, I had the blue lady, decided to try Artemis, besides it's "Done". Did notice impale is off color from the rest . So far no problem, just level 4.
Noticed same mismatch between mod and Vault, but half expected that. Just moving up mastery to 10, then I can start using skills, most likely marksman and barbed arrow. Of course lore has 1 in it all ready. Are there any new monsters early. Did notice more of them though.
For a break started a character in Diablo 2 Eastern Sun Rises.
Title: Re: Deities Mod - Development
Post by: icefreeze on 21 March 2019, 05:25:01
Hey Nargill, what is the lastest update?
Still "alphadeities3k"( .7z file, update at 13-2-2019) or " alphadeities3k_fallengods " ( .rar file, update at 9-3-2019)?
Title: Re: Deities Mod - Development
Post by: nargil66 on 21 March 2019, 10:18:29
Fallen gods is the last one. Yo can always check the latest upload date.
Title: Re: Deities Mod - Development
Post by: icefreeze on 21 March 2019, 10:32:55
Fallen gods is the last one. Yo can always check the latest upload date.
Yeah, i ask that because you say the update at 13-2-2019 i the newest at #1  ;D

P/S1: Eh, the mod still can create character start at lv1 but Legendary?
I create new character and forget to check the difficulty to Normal and character start at Legendary with -100% almost resistances like Tq-AE:Ragnarok :D

P/S2: Does character only using one weapon? Because i don't see the 2nd place to set the weapon, so i can swapt weapon  :-\

P/S3: Caravan storage just can using 5 top rows, the slots below can't use.
Title: Re: Deities Mod - Development
Post by: oldage on 21 March 2019, 14:32:44
Icefreeze. That's a hold over from when it required 100,00 to get bigger. Its a bummer when you have all the things to save.
Nargil probably has a lot more on his mind developing the Mod right now.
Where did it say anything about choosing Normal or higher?
Whoops! Tried Epic and could go there.
Title: Re: Deities Mod - Development
Post by: nargil66 on 22 March 2019, 02:02:30
Made a wallpaper, for all who like the mod. Enjoy :)
(https://i.imgur.com/2lnyreE.png)
Title: Re: Deities Mod - Development
Post by: icefreeze on 22 March 2019, 07:20:37
Icefreeze. That's a hold over from when it required 100,00 to get bigger. Its a bummer when you have all the things to save.
Nargil probably has a lot more on his mind developing the Mod right now.
Where did it say anything about choosing Normal or higher?
Whoops! Tried Epic and could go there.
Caravan storage don't show anybutton to unlock slots. They look like unlock all but can storage at those expand slots.

Made a wallpaper, for all who like the mod. Enjoy :)
(https://i.imgur.com/2lnyreE.png)
I thinks the color is too burning ^^.
Title: Re: Deities Mod - Development
Post by: nargil66 on 22 March 2019, 15:03:45
Made a wallpaper, for all who like the mod. Enjoy :)
(https://i.imgur.com/2lnyreE.png)
I thinks the color is too burning ^^.

(https://i.imgur.com/R89BGO5.png)
Better now? :)
 
Title: Re: Deities Mod - Development
Post by: icefreeze on 22 March 2019, 15:41:00
Made a wallpaper, for all who like the mod. Enjoy :)
(https://i.imgur.com/2lnyreE.png)
I thinks the color is too burning ^^.

(https://i.imgur.com/R89BGO5.png)
Better now? :)
Yeah, better now  ;D
Title: Re: Deities Mod - Development
Post by: nargil66 on 22 March 2019, 15:46:45
Tweaked it once more:

(https://i.imgur.com/DDzCHkQ.png)
The first was to green, the second too purple. Added them in two layers and made a mix between the two. Voila - more balanced. :D
Title: Re: Deities Mod - Development
Post by: oldage on 22 March 2019, 18:12:17
Now to make her a little less like my son's  chunky first wife. Too chunky, thin down  or change angle a little. Like the theme, I find a 6-11 torch and always play the first half dozen levels with it.
Have it as wall paper. My few icons show up great on dark background. What is the square in the upper right corner, that  sort of blocks the torch
Title: Re: Deities Mod - Development
Post by: nargil66 on 22 March 2019, 20:39:40
Hmm, the mesh itself isn't chunky at all, maybe its my wide screen resolution causing it. All right, thinner she will become :D Will post an update later.

Right now im working on the nymph bump textures (that add relief/gloss). I never knew how to make good ones and today I'm reading tutorials. Without a good bumpmap half of my efforts on the real texture will be in vain.

Also they wear a new sash, made from vanilla Spirit torso:

(https://i.imgur.com/2hUmZNMh.jpg)

When I start adding new enemies, all pet items that you see will be made to MI sets. In the case of lampades - their torches, knives and sashes will be equipable by the player.
Title: Re: Deities Mod - Development
Post by: oldage on 22 March 2019, 23:42:06
Good luck with your endeavors. Sounds like lots of hard work and patients.
Have a question, put a point in Marksmanship and two in barbed arrow. where does it go. It wont go in left button slot. What is the shriek whistle for? Looks like once activated that's all you need.
Title: Re: Deities Mod - Development
Post by: nargil66 on 23 March 2019, 07:45:11
It took me a whole week to make the new lampades, but i'm satisfied. Now my mod has the sexiest nymphs ever  ^-^
Bumpmaps are finished. The tutorials didnt help as much, but it still worked. I also fixed some of the old animations from Battle Nymphs and added new ones. I'll probably release the lampades as playing characters today (including the nude versions) But now I have to sleep lol.
Title: Re: Deities Mod - Development
Post by: oldage on 26 March 2019, 18:05:17
How does Marksman work now? Wont go in LMB. Why does it make a screeching sound?
Title: Re: Deities Mod - Development
Post by: nargil66 on 26 March 2019, 19:00:23
The eagle screech is just a sound for activation. It's not a LMB skill because it's impossible to increase proectile range in its template. So I made it a self buff like Envenom Weapon.
Title: Re: Deities Mod - Development
Post by: oldage on 27 March 2019, 04:42:47
Thanks for the quick answer
Title: Re: Deities Mod - Development
Post by: nargil66 on 11 April 2019, 04:50:53
Mmmkay, I haven't posted much progress here lately... there are new things done, but TBH last two weeks I cant focus on anything for very long. So im just working on random things. Like this old idea:

Quote
Edit 3: Just got an idea about Egypt... what if it's possible to make a dual horse chariot? I've never really put a though on it... Imagine a mummy pharaon boss, riding a chariot with two undead horses... It would be awesome! Something like this:

(https://i.imgur.com/8hRtUoK.jpg)
I think it's worth a try.

First part of the idea is already done - attachments. I started moving things in 3ds Max, then I thought: "Why the hell when i can use the Viewer ?". Then i just went in Viewer and attached everything ^^. If you want to see the progress so far, here it is. Warning: animations are not  even started yet, and it looks more like a freaking catapult than a chariot. Lol.

https://www.youtube.com/watch?v=I0CNOKIiicU

Title: Re: Deities Mod - Development
Post by: botebote77 on 11 April 2019, 05:33:04
hohohohoho.. this seems ridiculous.. ridiculously good  ;D
would be cool if it looks like the character is riding the chariot rather than pushing it.. i don't know how it would look like attacking with a melee weapon but if it's not possible, it's still fine by me.. i don't like melee lol

i for one hope your mod doesn't look like it's overflowing with pets.. but hmm i might be the only one
edit: no offense to Bumbleguppy  :-X
Title: Re: Deities Mod - Development
Post by: nargil66 on 11 April 2019, 05:59:27
Sorry botebote, with such a big/long mesh melee is impossible. He must be ranged.
About riding the chariot, you just gave me an idea! I'll corrupt the base character mesh to make it completely invisible (donno another way), then I'll attach a second character mesh to it... so its 1 invisible mesh with 4 attachments: charioteer, chariot and 2 horses.
Then I'll just move the position of the attached chariotteer in MeshView up, which will allow me to use whatever animation i want on it and make it to step exactly on the chariot platform...
Next step will be moving ALL attach points of the invisible character by exactly the same amount as the attached charioteer. It will seem that the visible charioteer is equipped with weapons and armor, but the actual holder is the the phantom mesh below him...
You see? Modding is all about creating illusions. Just ask Bumbleguppy :D

Edit: About not pushing but pulling - its also possible, because of the invisible mesh. I'll see what i can do.

Edit 2: Here is your request - he is now "riding" the chariot, pulled by the horses:

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

See where the thrown weapon appears? That's the base invisible character.
Title: Re: Deities Mod - Development
Post by: rakshir on 12 April 2019, 01:15:19
Man Nargil, some extremely cool stuff!
Title: Re: Deities Mod - Development
Post by: nargil66 on 12 April 2019, 01:20:50
Man Nargil, some extremely cool stuff!

Thanks bro, I hope it goes well (I'm not certain yet)

Update on the charioteer - the pulling idea didnt work good, because all attachments that were connected to bones became messed up when i moved them. I gave up on the idea and just returned to the old push variant.
The other problem is with combining the animations - this time it went very bad. Good news are its possible to "stretch" animation frames in 3dsmax or to reduce them. I'll try that with the horses and make their animation speed a little slower, to be able to combine it later using Tamchi's Composer with more types of existing animations.
Title: Re: Deities Mod - Development
Post by: botebote77 on 12 April 2019, 03:32:02
nargil, can you do this in your mod? i don't know if it's possible.. CDR stacking will be multiplicative but there is no 80% cap.. like if you want to spam top notch spells, you can spam it with no cooldown but you will likely sacrifice resists or all skills or whatever.. i don't know which would be more fun though, that or the current additive stacking but with 80% cap

edit: double edged sword.. stacking CDR will not be as effective except if you overcommit to it
Title: Re: Deities Mod - Development
Post by: nargil66 on 12 April 2019, 05:10:24
Hmm, how about 90% cap? Um, by multiplicative, you mean like % over the base %? I don't know how to do it yet... need to change the formula somehow probably... Donno.

Next update with the chariot - first animation (bow run) is done and doesnt look bad. BUT there is one big problem - the turning animations. The horses rotate with you when you turn, and if you rotate to 180 degrees, it looks ridiculous...
I had an idea, which may work or may not. I'm not sure if im right, but i think every animation comes with it own set of attacment points. This means that maybe i can make new attach points for the turning animations. If it works, the charioteer will turn alone on the platform, without affecting the horses.
The only other way I can think of is to greatly reduce the speed of turning animations. Will see.

https://www.youtube.com/watch?v=o0ru7HxpfUU
Title: Re: Deities Mod - Development
Post by: icefreeze on 12 April 2019, 05:55:57
Hmm, how about 90% cap? Um, by multiplicative, you mean like % over the base %? I don't know how to do it yet... need to change the formula somehow probably... Donno.

Next update with the chariot - first animation (bow run) is done and doesnt look bad. BUT there is one big problem - the turning animations. The horses rotate with you when you turn, and if you rotate to 180 degrees, it looks ridiculous...
I had an idea, which may work or may not. I'm not sure if im right, but i think every animation comes with it own set of attacment points. This means that maybe i can make new attach points for the turning animations. If it works, the charioteer will turn alone on the platform, without affecting the horses.
The only other way I can think of is to greatly reduce the speed of turning animations. Will see.

https://www.youtube.com/watch?v=o0ru7HxpfUU
- Do you have intend to make a separate mod chariots for original game?
- Yes, as you already talked. I think it better if the horses and chariot stay immobilize when character change direction and hitting/shoting enemies; chariot and horses only change direction when runs.
- Smaller chariot and one horse can be good too?
Title: Re: Deities Mod - Development
Post by: botebote77 on 12 April 2019, 05:59:09
multiplicative.. for example if you have archmages clasp and talisman of the jade emperor, instead of 40% + 25% = 65%.. if it's multiplicative the mechanics will be 40 * 1.25 = 50%.. so if it's only that, that's a nerf.. but if you also wear helm of the magus + polaris + ploutons cornucopia + volvas boots + pelaron:
40 * 1.25 * 1.15 * 1.17 * 1.12 * 1.10 * 1.2 =  99.5%
so that might not be a nerf if you overcommit to it
those are rough values btw

i think 90% cap with additive stacking is too OP.. so nope

bah if it's too difficult, don't put much thought into it.. i think it emphasizes the difference between casters and weapon users.. and i don't think I'll like that.. this new mechanic is more of an experiment

your charioteer, i can see the problem when you rotate.. but man what an improvement.. that looks really cool
Title: Re: Deities Mod - Development
Post by: nargil66 on 12 April 2019, 07:08:37
@botebote77  Your formula idea sounds good... dodge % is calculated in the same way, yes? I would do it, only if i knew how.

@icefreeze Yes, my intention is to make it a playing character mod... and ofcourse a mummy uber boss in Deities. Probably in the Valley of the Kings or Giza, where is more open space.
About the turning horses, i found something like an answer in 3dsmax (called attachment constraints). I'm pretty sure its possible, only it will take time to learn how to do it... i'm not the fastest learner for things like this.
About 1 horse chariot - historically a chariot is driven by 2, 4 or 6 horses. I think to stick to that, and it looks cooler imo.

Added a few more bow animations, including the 90 degrees turning ones. It still looks wooden, but at least the horses are moving when they turn.

Another problem is the wheels are not spinning... but there is a possible fix for that. Since i dont know how to rig and skin a mesh yet, i have another plan. The plan is - make both wheels invisible (delete texture). Then find something in the game that can spin... like a wheel or a spinning cylinder or something (if someone has seen such an object, in the old game or Ragnarok, let me know). Next step, if i do find the object is making it invisible and attaching it 1 or 2 times at the place of the two invisible wheels. Then I'll take and combine its spinning animation with that of the charioteer and the horses. The final step would be attaching the wheels again, this time as a visible decoration (the games allows attaching mesh over mesh over mesh only when the final one is a decoration template, otherwise it will crash). The attached visible wheels will use the animation of the parent spinning mesh, while the original wheels will be invisible. I think it can work.

Title: Re: Deities Mod - Development
Post by: botebote77 on 12 April 2019, 09:38:49
dodge % is calculated in the same way, yes?
is it? i didn't know that.. %armor absorption though and i think %damage absorption are both multiplicative
Title: Re: Deities Mod - Development
Post by: nargil66 on 12 April 2019, 22:03:38
Today's progress... I dont get what i miss. I made the wheel in Max, attached a bone and animated  it, then exported both mesh and animation:

https://www.youtube.com/watch?v=8EKKyIJytxg

 But ingame... it spins for 2 seconds and stops. Im missing a step somewhere. Have to find what it is or think of another method. This is the RIGHT way to do it, but im doing the right way wrong.
Title: Re: Deities Mod - Development
Post by: icefreeze on 13 April 2019, 06:26:31
There is a horse at Tower of the Judgment(Act4) with badass model.
You can use it for more awesome horse's look  >:D
Title: Re: Deities Mod - Development
Post by: nargil66 on 13 April 2019, 06:57:43
@icefreeze I already did :P. This normal horse is just for testing. You're right, the Hades horse is more epic.
I gave up on the wheels for now, will try again another time. Today ill try finishing the animations (for bow/staff/thrown only).
Title: Re: Deities Mod - Development
Post by: nargil66 on 15 April 2019, 11:08:08
Latest progress on the chariot - half of the ridiculous horse turning problem is solved. I just took the male emote animation (where he looks on both sides) and combined half of it (left turn) with a bow attack animation. The right turn however... i still cant find a suiting one.
You can see how it looks here:

https://www.youtube.com/watch?v=QiWqABxnv5Q
Title: Re: Deities Mod - Development
Post by: icefreeze on 15 April 2019, 12:52:17
Yeah, that's the one more step forward  O0
I just worry about its size. There are some tiny place only normal character can run through, so i worry this charriote can't go through them.
If let they come through, may be it can look odd  >:D
Title: Re: Deities Mod - Development
Post by: anl93 on 29 April 2019, 11:33:40
Hello i loved your work two questions:
1) does this increase number of enemies (i dont like it because it lengthens the gameplay drastically)
2) is there a finished summoning focused class yet?
thank you this mod looks promising.
Title: Re: Deities Mod - Development
Post by: nargil66 on 01 May 2019, 06:17:15
1) Yes, but only by 50% - it should be noticable only in larger groups.
2) All classes will have their own pets. As for more summoner's class, the upcoming Mastery (Dionysus) will be more pet focused. Including pets summoning pets.
Title: Re: Deities Mod - Development
Post by: sauruz on 01 May 2019, 15:13:59
Hey Nargil,

While i was lurking at youtube, i found there will be a livestream about your MOD!, ( In about 3h from now)

https://www.youtube.com/watch?v=UoB15XI19Co
Title: Re: Deities Mod - Development
Post by: Mammothmkii on 21 June 2019, 16:00:02
Sooo is this mod compatible with Atlantis?

It looks amazing btw!
Title: Re: Deities Mod - Development
Post by: nargil66 on 21 September 2019, 15:39:55
A small anouncement to make - im continuing the development of Deities. That means ALL of my other projects are being put on hold.
I'll try to post progress at least 1-2 times a week.
Deities has always been my modding dream, everything else is secondary - Including QoL mods, skin mods, monster PC mods, etc.
Sorry for the long wait.
 

Title: Re: Deities Mod - Development
Post by: sunnysideup886089 on 11 November 2019, 15:07:37
is this compatible with atlantis and the new patch?
Title: Re: Deities Mod - Development
Post by: nargil66 on 11 November 2019, 21:55:48
is this compatible with atlantis and the new patch?
No, but there is a version that is. I'll upload it untill tomorrow. Also now i have time to check the Rune mastery issue in EG.
Title: Re: Deities Mod - Development
Post by: sunnysideup886089 on 12 November 2019, 05:27:34
nice! looking forward to it
Title: Re: Deities Mod - Development
Post by: nargil66 on 12 November 2019, 08:42:57
Latest version for Atlantis:
https://mega.nz/#!MKgSzQQb!WVD2hftHcaglR8MUnWzfXnE1fu8IhwLOINdbeq0pB5M
- Character looks are returned to normal
- Mostly visual changes since the last version

About my satetment here:
Quote
A small anouncement to make - im continuing the development of Deities. That means ALL of my other projects are being put on hold.
I'll try to post progress at least 1-2 times a week.
Deities has always been my modding dream, everything else is secondary - Including QoL mods, skin mods, monster PC mods, etc.
Sorry for the long wait.

I have not given up, however forcing myself doesn't make things better or faster. I do modding for fun, and im not obligated to anyone. Feeling obligated and making promises because of people's expectations is what delayed many of my projects for months. So no more promises. Sorry if someone is dissapointed.
Title: Re: Deities Mod - Development
Post by: sunnysideup886089 on 12 November 2019, 09:14:49

Quote
im not obligated to anyone.

Im so sorry if you feel that way nargil, im sure none of us here are trying to push you that far... we can wait for as long as it takes... creating something this big is understandably slow... not to mention there are a lot of mods your are tackling with... but anyway... just take your time... i would hand you a soda if i can reach out just to show you how we appreciate your good work, as the saying goes... beauty cannot be rushed... if done so then it goes broken... and it will take much more time repairing it.. longer than the expected time if not rushed... so cheers man
Title: Re: Deities Mod - Development
Post by: sauruz on 12 November 2019, 09:48:31
I have not given up, however forcing myself doesn't make things better or faster. I do modding for fun, and im not obligated to anyone. Feeling obligated and making promises because of people's expectations is what delayed many of my projects for months. So no more promises. Sorry if someone is dissapointed.

Thats the fun part in modding, making the things we always wanted to do ! Rushed things always, well 90% of the time, do not look good as we wanted, its better delay it to polish the concept and so on. This is important when we KNOW we can do it better.

If someone is dissapointed, they dont know what quality content waits for then. 
Title: Re: Deities Mod - Development
Post by: oldage on 12 November 2019, 19:31:01
HEAR! HEAR!!
Title: Re: Deities Mod - Development
Post by: Amgarrak on 16 October 2020, 12:20:43
Hello, is there a version of the mod for Database?
Title: Re: Deities Mod - Development
Post by: nargil66 on 16 October 2020, 23:42:40
You mean a hard mod version? Not at the moment.
Title: Re: Deities Mod - Development
Post by: Amgarrak on 01 May 2022, 09:11:04
Hello, can you return the rod of osiris back the ability to work automatically, the developers spoiled it, please fix this my favorite artifact  :(
Title: Pantheon Mod - Development
Post by: nargil66 on 18 December 2022, 05:52:51
Ok, i decided to dig up my old Deities files, and for start to at least adapt my old masteries that are relatively done to EE. Not working on this mod puts a heavy burden to my heart and makes me feel guilty... this means i just have to start again and finish it. The initial hype may be gone, but i'm more experienced now and this time i can do things  properly.

Last two days i started writing a draft for new Ares skill tree, and the main skeleton of the mastery is relatively finished. As before it is based on vanilla Warfare with a twist. Here it is:

================

AVATAR OF ARES

================

The dreadful god of war is both revered and hated by gods and mortals. Always thirsty for blood, Ares delights in the carnage, the terror, and agony of dying soldiers. The disciples of Ares are formidable in close combat. Drawing power from their inner rage, they sow fear in the hearts of enemies; daimons of war themselves are obeying their commands.

================

//Column I - Weapon Skills
 
tagAresSkill01=Armor-Piercer (8/12)
tagAresSkill01Desc=Blessed by Ares Rhinotoros, the Piercing, your weapons can penetrate both armor and flesh, leaving deep bleeding wounds.{^n}{^y}Requires spear, axe, sword or bow.
//33% Chance of:
//+% Weapon Pierce Ratio
//% Piercing Damage
//% Bleeding Damage with % Improved Duration

tagAresSkill02=Mutilate (6/10)
tagAresSkill02Desc=With the aspect of Ares Theritas, The Brutish, your attacks have a chance to cripple the enemy, leaving them slowed, bleeding and defenseless.{^n}{^y}Requires spear, axe or sword.
//% Chance to be used
//X Bleeding Damage over 3 Seconds
//33% Reduced Attack Speed for 3 Seconds
//33% Reduced Movement Speed for 3 Seconds

tagAresSkill03=Sweep Attack (6/10)
tagAresSkill03Desc=Much like Ares Enkhespalos, the Spear-Brandishing, you sweep your weapon in the midst of battle, hitting multiple enemies at once.{^n}{^y}Requires spear, axe or sword.
//% Chance to be used
//180 Degrees Arc of Attack
//3 Target Maximum
//-50% Weapon Pierce Ratio
//-25% Offensive Ability for 3 Seconds
 
tagAresSkill04=Massacre (6/10)
tagAresSkill04Desc=Channeling the power of Ares Brotoloigos, the Slaughtering, you perform a devastating spinning attack that can damage and bleed a half-dozen of enemies with a single strike.{^n}{^y}Requires spear, axe or sword.
//% Chance to be used
//360 Degrees Arc of Attack
//6 Target Maximum
//+100% Physical Damage
//X Bleeding Damage over 3 Seconds
//1 Second of Fear

==============

//Column II - Shield Skills

tagAresSkill05=Evasion (8/12)
tagAresSkill05Desc=Like Ares Thoos, the Swift, you can use your shield, body and weapon equally well to avoid or parry incoming attacks.
//% Chance to Dodge Attacks
//% Chance of +100% Armor Absorption Ratio
//+% Shield Block Chance

tagAresSkill06=Shield Bash (6/10)
tagAresSkill06Desc=A strong shield attack that knocks the enemy off-balance.{^n}{^y}Requires shield.
//% Chance to be used
//+50% Physical Damage
//33% Reduced Defensive Ability for 3 Seconds
//1 Second of Stun

tagAresSkill07=Shield Ram (10/14)
tagAresSkill07Desc=With the force of a raging boar you slam into an enemy with your shield causing extra damage and stunning them.{^n}{^y}Requires shield.
//1 Target(s) Maximum
//X-X Physical Damage
//1 - 3 Seconds of Stun
//+300% Movement Speed

tagAresSkill08=Shield Ram ~ Overwhelm (6/10)
tagAresSkill08Desc=Your sudden assault will overwhelm adjacent enemies, disrupting attacks and weakening their defenses.
//+X Target(s) Maximum
//X Reduced Armor for 3 Seconds
//1 - 3 Second of Skill Disruption
//+% Stun Duration

=========

//Column III - Battle Rage Skills

tagAresSkill09=Battle Rage (8/12)
tagAresSkill09Desc=Each enemy hit has a chance to awaken the aspect of Ares Thouros, the Furious, sending you into a trance-like state that enhances your combat abilities for a duration. 
//10% Chance to Activate
//15 Seconds Cooldown
//6 Seconds Duration
//+X Physical Damage
//+% Offensive Ability
//+% Attack Speed

tagAresSkill10=Battle Rage ~ Intimidate (8/12)
tagAresSkill10Desc=The sight of your relentless rage can strike weakness even in the bravest foe, giving you the egde in close combat.{^n}{^y}Increases the duration of Battle Rage.
//+3 Seconds Duration 
//% Reduced Physical Damage Retaliation for 3 Seconds
//% Reduced Offensive Ability Retaliation for 3 Seconds
//% Chance of 1 Second of Fear

tagAresSkill11=Battle Rage ~ Vengeance (8/12)
tagAresSkill11Desc=You turn into an embodiment of rage, striking back in vengeance to anyone who is foolish enough to attack you.{^n}{^y}Increases the duration of Battle Rage.
//+3 Seconds Duration 
//% Chance of X Physical Damage
//% Chance of:
//% Health Reduction Retaliation
//X Seconds of Stun Retaliation

tagAresSkill12=Battle Rage ~ Heart of War (8/12)
tagAresSkill12Desc=Posessed by the spirits of war, you become ecstatic, feeling invincible and more alive than ever.{^n}{^y}Increases the duration of Battle Rage. 
//+3 Seconds Duration
//X Damage Absorption
//+% Health
//+% Health Regeneration

==================

//Column IV - Onslaught Skills

tagAresSkill13=Onslaught (8/12)
tagAresSkill13Desc=Like Ioke herself, the spirit of onrush and battle pursuit, you become stronger and fiercer as you press your attack forward, while the courage of your enemies wavers.{^n}{^y}Assign this skill to your left mouse button.
//+% Physical Damage
//+% Strenght
//+% Increase in Projectile Speed

tagAresSkill14=Onslaught ~ Endure Pain (6/10)
tagAresSkill14Desc=Those who master the aspect of Ares Arriktos, the Unbreakable, can endure tremendous pain and injury without even flintching.
//+% Physical Resistance
//+% Pierce Resistance
//+% Bleeding Resistance

tagAresSkill15=Onslaught ~ Bloodlust (6/10)
tagAresSkill15Desc=By the will of Ares Miaiphonos, the Blood-stained, your weapons will feast on your enemies' blood, stealing their life to rejuvenate you.
//+X Bleeding Damage over 3 Seconds
//% Attack Damage Converted to Health
//+% Life Leech

tagAresSkill16=Onslaught ~ Impetus (6/10)
tagAresSkill16Desc=The aspect of Ares Hippios, the Horseman, will give you the speed and momentum of a charging chariot, making you nearly unstoppable.
//% Movement Speed
//% Slow Resistance
//% Stun Resistance

=================

//Column V - War Horn Skills

tagAresSkill17=War Horn (12/16)
tagAresSkill17Desc=Blow the mighty war horn of Kydoimos, god of battle noise, to deafen and injure your enemies, leaving them vulnerable.
//30 Seconds Cooldown
//X Meter Radius
//% Reduction to Enemy's Health
//X Reduced Armor for 6 Seconds
//3 - 6 Seconds of Skill Disruption

tagAresSkill18=War Horn ~ Fright (8/12)
tagAresSkill18Desc=Your War Horn will invoke Phobos - god of fear, frightening your foes and weakening their attacks.
//% Reduced Offensive Ability for 6 Seconds
//% Reduced Total Damage for 6 Seconds
//1 Second of Fear

tagAresSkill18=War Horn ~ Terror (8/12)
tagAresSkill18Desc=The god Deimos will turn enemy's fear into paralyzing terror, reducing their defenses, while empowering you at the same time.
//% Reduced Defensive Ability for 6 Seconds
//% Attack Damage Converted to Health
//3 - 6 Seconds of Stun

tagAresSkill19=War Horn ~ Ares' Legions (16/20)
tagAresSkill19Desc=Answering the call, the very embodiments of battle - the fearsome Makhai, will appear to fight side by side with you.
//2-6 Summon Limit
//6 Seconds Life Time
//Makhos ~ Embodiment of Battle Attributes:
//X Health
//X Energy
//Makhos ~ Embodiment of Battle Abilities:
//Onslaught
//Javelin Throw
//Shield Ram

=================

//Column VI - Warlord Skills

tagAresSkill21=Hoplite Training (6/10)
tagAresSkill21Desc=After years of training with the spear, axe, sword and shield you wield these weapons with admirable speed and skill.
//X Offensive Ability
//% Attack Speed
//-% Strenght Requirements for Shields

tagAresSkill22=Birds of Ares (16/20)
tagAresSkill22Desc=The stench of blood and death is likely to attract the Ornithes Areioi, or "Birds of Ares". These voracious vulture-like creatures will come to feast on living and dead alike, attacking your enemies with deadly volleys of razor-sharp feathers.{^n}{^y}Has a chance to summon a bird upon slaying an enemy.
//% Chance to Activate
//12 Seconds Lifetime
//6 Summon Limit
//Ornis Areios ~ Bird of Ares Attributes:
//X Health
//X Energy
//Ornis Areios ~ Bird of Ares Abilities:
//Razor Feathers
//5 Projectiles
//X Piercing Damage
//X Bleeding Damage over 3 Seconds
//% Chance to pass through enemies

tagAresSkill23=Standard Bearer (16/20)
tagAresSkill23Desc=Summon the mighty Homados - a high general of the Makhai - to follow you in battle, inspiring your minions for heroic feats and sowing disorder in the enemy lines.
//X Energy Cost
//X Seconds Lifetime
//1 Summon Limit
//Homados ~ Makhai Commander Attributes:
//X Health
//x Energy
//Homados ~ Makhai Commander Abilities:
//Basic Attack
// X - X Physical Damage
//Battle Standard
//12 Meter Radius
//% Damage Absorbtion
//% Total Damage
//X Offensive Ability
//% Fear Resistance (Pets/Traps Only)

tagAresSkill24=Standard Bearer ~ Vanquish (8/12)
tagAresSkill24Desc=The mere presence of the dreadful horseman is enough to cast enemies in despair and diminish their resistance.
//-% Physical Damage
//-% Physical Resistance
//-% Stun Resistance
//% Chance of 1 Second of Fear


=================

//Column VII - Summon Skills

tagAresSkill25=Man-Slaying (6/10)
tagAresSkill25Desc=The aspect of Ares Androphontes, the Manslayer, will give you the upper hand when fighting human enemies - mortals and demigods alike.
//% More Damage to Humankind
//% Less Damage from Humankind
//Bonus to All Pets:
//% More Damage to Humankind
//% Less Damage from Humankind

tagAresSkill26=Daughter of Strife (16/20)
tagAresSkill26Desc=Gaining the favor of Eris, goddess of strife and companion to Ares, you can summon one her cruel daughters, the Androktasiai - underworld daimons of slaughter.
//1 Summon Limit
//Androktasia ~ Blood Maiden Attributes:
//X Health
//X Energy
//Androktasia ~ Blood Maiden Abilities:
//Basic Attack
//X-X Physical Damage (25% Pierce Ratio)
//15% Chance of X Bleeding Damage over 3 Seconds
//Blade dance
//360 Arc of Attack
//6 Target Maximum
//% Physical Damage
//% Piercing Damage
//X Bleeding Damage over 3 Seconds

tagAresSkill27=Daughter of Srife ~ Bloodthirst (12/16)
tagAresSkill27Desc=The Androktasia becomes insatiable in her thirst for blood, stealing life from enemies to recover her own.
//% Attack Damage Converted to Health
//% Bleeding Damage
//X Life Leech over 3 Seconds

tagAresSkill28=Daughter of Srife ~ Blood Rage (12/16)
tagAresSkill28Desc=When wounded, the Androktasia can use her own pain to fuel her rage, becoming even more dangerous.
//Activates under 34% Health
//% Damage Absorbtion
//% Total Damage
//% Total Speed


=================

Armor-Piercer (8/12) - Mutilate (6/10) - Sweep Attack (6/10) - Massacre (6/10) = 8+6+6+6 = 26

Evasion (8/12) - Shield Bash (6/10) - Shield Ram (10/14) > Overwhelm (6/10) = 8+6+10+6 = 30

Battle Rage (8/12) > Intimidate (8/12) > Vengeance (8/12) > Heart of War (8/12) = 8+8+8+8 = 32

Onslaught (8/12) > Endure Pain (6/10) > Bloodlust (6/10) > Impetus (6/10) = 8+6+6+6 = 26

War Horn (12/16) > Fright (8/12) > Terror (8/12) > Ares' Legions (16/20) = 12+8+8+16 = 44

Hoplite Training (6/10) - Birds of Ares (16/20) - Standard Bearer (16/20) > Vanquish (8/12) -  = 6+16+16+8 = 46

Man-Slaying (6/10) - Daughter of Strife (16/20) > (12/16) Bloodthirst > (12/16) Blood Rage = 6+16+12+12 = 46

26+30+32+26+44+46+46 = 250
Title: Re: Pantheon Mod - Development
Post by: nargil66 on 19 December 2022, 06:54:46
Testing a new model for Androktasia pet:
https://youtu.be/qAWk09GN5lw
I plan to make the second pet tier with 4 arms, as before.

Edit: early first and second tiers:
(https://i.imgur.com/zMZ1Uvg.png)
(https://i.imgur.com/qRpTcNP.png)
Title: Re: Pantheon Mod - Development
Post by: Bumbleguppy on 19 December 2022, 17:10:20
Just...wow. Wow.

Stellar work, it's a really great looking model!
Title: Re: Pantheon Mod - Development
Post by: TBDataHaxor on 26 March 2023, 15:49:18
Been playing Titan Quest for several years now trying to hunt down and play through all the mods I can, and came across yours. I've always modded my game through Steam so this is the first time using mods on an external site. How can I play it? I've downloaded and extracted the files on 'Mega' and put them into Steam's TQAE folder, but when I run the game, the mod doesn't appear.
Did I extract the files incorrectly?
If anyone can guide me to a tutorial on how to do this that would be helpful. Thanks. Looking forward to playing this mod.
Title: Re: Pantheon Mod - Development
Post by: nargil66 on 27 March 2023, 02:36:15
The mod is not updated for the latest version of AE. I have to do it first, before it becomes playable.
Also, it is not an addon mod, so place it in Documents/My Games/Titan Quest - Immortal Throne/CustomMaps directory. If you dont have a CustomMaps folder, just create one manually.
Most probably the masteries will appear broken tho.
Title: Re: Pantheon Mod - Development
Post by: nargil66 on 10 October 2023, 06:53:04
A small, but important update - i added descriptions for all Masteries, both in English and in Bulgarian. I post them here, just in case:

PANTHEON - MASTERY DESCRIPTIONS (EN)

Apollo
Apollo, the radiant god of light, music, poetry, healing, archery, and prophecy, is one of the most revered Olympian deities. His followers possess many extraordinary skills. They can heal allies, afflict enemies with diseases, inspire companions with divine music, foretell the future, and scorch enemies with the heat of the sun. They are also skilled archers, capable of striking down foes with unerring accuracy.

Ares
Ares, the fearsome god of war, is both revered and hated by gods and mortals alike. Insatiable in his lust for battle, he revels in the bloodshed, terror, and the agony of dying soldiers. The warriors of Ares are formidable in close combat. Fueled by their inner rage, they instill fear in the hearts of their enemies. The demons of war themselves obey their commands.

Artemis
Artemis, the virgin goddess of the forests and wild beasts, tirelessly hunts deer under the silvery moon, accompanied by a vast entourage of graceful nymphs. Mortals who follow Artemis master the art of hunting to perfection and gain dominion over animals and forest spirits. In battle, they rely on agility, expertise with the bow and spear, and their predatory instincts.

Athena
Athena, the goddess of wisdom, warfare, and crafts, is the patroness of heroes and a zealous protector of the virtuous. Athena's disciples are renowned for their strategic thinking, tactical prowess, and impenetrable defenses. They rely equally on their courage and intellect to overcome their enemies and achieve victory.

Demeter
Demeter, the goddess of fertility, harvest, and the seasons, gives life and abundance to the earth. Her joy sparks new growth in spring, while her sorrow ushers in the cold of winter. Demeter's devotees understand deeply the natural world. They communicate with plants, freeze enemies with the icy breath of winter, and summon nature spirits for protection.

Dionysus
Dionysus, the god of wine and revelry, indulges in endless feasts, along with his party of satyrs and maenads. Born as a mortal, he reveals the divine to his devotees through ecstasy. Followers of Dionysus can ignite wild fervor in their allies or drive their enemies into chaos and madness. They master various aspects of animals, create potent potions, and summon faithful companions to their side.

Hecate
Hecate, the enigmatic Titan goddess of sorcery, the underworld, and nocturnal spirits, holds the keys to the secrets of the occult. Those who explore the hidden mysteries seek enlightenment in her flickering torches. The followers of Hecate are masters of the arcane. They control the primal elements, subdue powerful demonic entities, and can even rule over the dead.

Hephaestus
Hephaestus, the god of fire and volcanoes, is also the patron of blacksmiths, inventors, carpenters, craftsmen, and sculptors. Although born lame, he is one of the strongest and most talented Olympians. Hephaestus's students gain mastery over fire, the strength and skill of a master smith, and the ability to construct incredible machines.

Hermes
Hermes, the fleet-footed herald of Olympus, the patron of messengers, travelers, and thieves, is an elusive and resourceful god, unmatched in speed, agility, and cunning. His followers move swiftly across the battlefield, effortlessly outpacing their enemies. They often rely on trickery to gain the upper hand, using deception, setting traps, and launching surprise attacks from the shadows.

Poseidon
Poseidon, the ruler of the seas, earthquakes, horses, and the patron of sailors, is a temperamental and unpredictable god, second in power only to Zeus. Followers of Poseidon rule over the land and sea. They can summon powerful tidal waves, shake the earth beneath their enemies' feet, or call forth creatures from the depths to aid them in battle.

Zeus
Zeus, the king of the gods and ruler of the sky, stands as the most powerful of all the Olympian deities. Those who swear allegiance to Zeus become living embodiments of his divine power. They can unleash mighty thunderbolts, or bring gentle rain to nourish the earth. Winged creatures from the heavens offer their aid, and Zeus himself bestows his royal blessings upon them.

ПАНТЕОН - ОПИСАНИЯ НА МАЙСТОРСТВАТА (BG)

Аполон
Аполон, лъчезарният бог на светлината, музиката, поезията, лечението, стрелбата с лък и пророчеството, е един от най-почитаните олимпийски богове. Неговите последователи притежават множество необикновени дарби. Те могат да лекуват, да поразяват враговете с болести, да вдъхновяват спътниците си с божествена музика, да предсказват бъдещето и да изгарят врага с жегата на слънцето. Също така те са изкусни стрелци, способни да поразяват противника с безпогрешна точност.

Арес
Арес, страховитият бог на войната, е както почитан, така и мразен от богове и смъртни. Ненаситен в жаждата си за битки, той се наслаждава на кръвопролитията, ужаса и агонията на умиращите войници. Воините на Арес са несравними в близък бой. Подхранвани от вътрешната си ярост, те всяват страх в сърцата на враговете си. Самите демони на войната се подчиняват на волята им.

Артемида
Артемида, девствената богиня на горите и дивите зверове, неуморно ловува елени под сребристата луна, придружена от голяма свита прелестни нимфи. Смъртните, които следват Артемида овладяват изкуството на лова до съвършенство и получават власт над животни и горски духове. В битка те разчитат на ловкост, умения с лъка и копието, както и на хищнически инстинкти.

Атина
Атина, богинята на мъдростта, отбраната и занаятите, е покровителка на героите и ревностна закрилница на добродетелните. Учениците на Атина са известни със своите водачески умения, майсторска стратегия и непроницаема защита. Те разчитат в еднаква степен на смелостта и интелекта си, за да надвият врага и да постигнат победа.

Деметра
Деметра, богинята на плодородието, реколтата и годишните времена, дава живот и изобилие на земята. Нейната радост предизвиква нов растеж през пролетта, а скръбта й довежда студа на зимата. Поклонниците на Деметра са дълбоко свързани с царството на природата. Те общуват с растенията, смразяват враговете с ледения дъх на зимата и призовават природни духове за помощ и защита.

Дионис
Дионис, богът на виното и веселието, се отдава на безкрайни пиршества, заедно с шумната си свита от сатири и менади. Роден като смъртен, той разкрива божественото на хората чрез екстаза. Последователите на Дионис могат да разпалят див възторг в своите съюзници или да хвърлят враговете си в объркване и лудост. Те овладяват различни аспекти на животните, създават мощни отвари и призовават предани спътници на своя страна.

Хеката
Хеката, загадъчната титанска богиня на магията, подземния свят и нощните духове, държи ключовете към тайните на окултното. Тези, които изследват скритите мистерии, търсят просветление в нейните мъждукащи факли. Последователите на Хеката са изключително опитни магьосници. Те контролират първичните елементи, подчиняват могъщи демонични същности и дори могат да заповядват на мъртвите.

Хефест
Хефест, богът на огъня и вулканите, също така е покровител на ковачи, изобретатели, дърводелци, занаятчии и скулптори. Макар и куц по рождение, той е един от най-силните и талантливи олимпийци. Учениците на Хефест придобиват неговата власт над огъня, силата и уменията на майстор-ковач, както и способността да конструират невероятни машини.

Хермес
Хермес, бързоногият вестител на Олимп, покровителят на пратениците, пътешествениците и крадците, е неуловим и находчив бог, несравним по бързина, ловкост и хитрост. Последователите му се носят устремно пo бойното поле, изпреварвайки без усилие враговете си. Те често разчитат на измама за да спечелят надмощие, като използват хитри трикове, поставят капани или предприемат изненадващи атаки от сенките.

Посейдон
Посейдон, владетелят на моретата, земетресенията, конете и покровителят на моряците, е темпераментен и непредсказуем бог, втори по сила след Зевс. Последователите на Посейдон властват над сушата и морето. Те могат да призовават мощни приливни вълни, да разтърсят земята под краката на враговете си или да извикат същества от дълбините на океана, за да им помогнат в битка.

Зевс
Зевс, царят на боговете и владетелят на небето, е най-могъщият от всички олимпийски богове. Тези, които му се кълнат във вярност стават живи въплъщения на божествената му сила. Те могат да отприщят могъщи гръмотевици или да донесат кротък дъжд, който да подхрани земята. На помощ им се притичват крилати създания от небесата, а самият Зевс ги дарява с царствената си благословия.

A huge thanks to @Amaryllis who helped with editing the final English version.
Title: Re: Pantheon Mod - Development
Post by: efko on 10 October 2023, 15:10:56
Awesome :D
SimplePortal 2.3.7 © 2008-2024, SimplePortal