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Messages - Prosoro

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61
Kool man, Iove that archer wraith!

62
New Projects / Re: Hamunaptra Mod - Development
« on: 27 May 2019, 10:13:01 »
Beautiful, as always. I've come to expect only professional grade artistic quality from the images you post.
You have talent and an eye for detail that is always impressive.
Any progress on the Atlantis map problems?

Thank you BG, I wasn't sure what to say after reading what you said - but let me say it really means a lot because from the beginning of this mod I set out to achieve a level of quality that might reflect a professional development studio.  A lofty bar to reach indeed I know, but I've kept pushing myself toward this goal.  So, I'm chuffed to have such praise man!

I hope Hamunaptra will bring a refined, high quality experience and showcase to new and old players what the TQ engine/tools can achieve with careful and innovative design.   

Regarding the Atlantis issues... unfortunately no new progress.  I'll do a few more tests tonight, and of course if I have success I'll post my process/fix here.




63
New Projects / Re: Hamunaptra Mod - Development
« on: 25 May 2019, 06:25:09 »

Hey guys,

Wanted to share what I've been working on - here's a sneak peak at a new boss room8)




64
@botebote77 I can agree with some of your points but for me I guess I'm more of a 'glass half full' type when looking at/playing with the new skills.

Ive only been using a caster (Evoker) since the dlc and am loving it.  Psionic Beam is frikken awesome and if anything has made my build even more viable in Legendary.  With skills like Storms new Lightning Dash, while it is more melee orientated, I see it as a much needed movement skill - heaven knows TQ masteries need moar movement skill options.


65
Items / Re: New Atlantis Items Showcase (spoilers)
« on: 22 May 2019, 01:55:09 »

A staff that boost warfare mastery? !! Now this is a first! Cant wait to see onslaught working on this beauty :D ( on my mod )

Battlemage here we go! :D

Im enjoying the new items and how the devs were generous with adding proc skills or granted skills on them. 

66
New Projects / Re: Hamunaptra Mod - Development
« on: 20 May 2019, 04:00:10 »
Mod Update.

Things have been quiet around here and as many of you are aware, the modding community and their respective projects has been  impacted by the Atlantis DLC - this includes Hamunapta.

The project is still moving forward and I'm continuing to make progress, however with the new issues/errors being encountered it means I cannot test the mod or any new additions/changes I've made.

I am optimistic that we will find a way to fix these things, but for now ill do what I can.





67
Awesome news  :D glad your wish is granted

68
Imo some of the new skills are appropriately placed at the top tier; such as Meteor (albeit they do need further tweaking/balance of damage to reflect this top tier status)

As for the others, I think that yes they would benefit from being placed among the lower tiers and a system similar to Grim Dawns 'Transmuter' skills would be much more effective - taking existing skills and changing up their flavour/playstyle.

@1cec0ld Pretty much agree with your thoughts  ;D

69
Items / Re: New Atlantis Items Showcase (spoilers)
« on: 16 May 2019, 07:27:31 »
...and then China gets half a chapter and random prehistoric stuff instead of any in-depth exploration of the mythology.

I vaguely remember reading an old article, either a dev diary or interview with Iron Lore, about this before Titan Quest was released.  Iirc they said that China and the Orient wasnt initially in the planned environment content and that it was hastily added after Babylon late in development.  This would seem to explain why China wasnt 'fleshed out' as much as the other mythos. 
Act 3 has always been my least favourite region and maybe this is why *shrug*
 ..bringing it back to items though there are some great gear pieces which tie into chinese lore etc - Imperial Set is one of my favourites  :D

70
Modifications / Re: Atlantis update messes with mods :(
« on: 15 May 2019, 13:09:58 »
This is an important topic as it seems there's a range of problems each of us is experiencing.  New projects, along with old mods are not working correctly while others seem unaffected and run fine  :-\.  Sigh.. but I guess this is to be expected with an all new DLC joining the TQ family.  I suspect a large part of the problem is the new Dx11 changes/support clashing with the vanilla specs etc.

Currently the devs are rolling out patch after patch which is addressing bugs within the main game, and while these aren't really focused on mods, they are planning on looking into the modding side of things once the more obvious bugs are fixed - so that's positive.  It's also only logic to approach patch content in this order.

Anyway, onto my problems!
I've loaded up my mod ingame post-Atlantis and the player cannot move.  So pathing issue right? Well to test this I went into the Editor, selected the terrain region which has a rebirth fountain where my character spawns.  Rebuilt map and pathing, save and exit.  Loaded up Art Manager, hit build and then got this unfriendly message:



I loaded the game anyway and ofc cannot move anywhere.. So yeah hmm.  Anyone else here encountered this?
I'm thinking that it's something to do with having my CustomMaps folder in my TQIT directory and now with Atlantis it doesn't recognize this?? Perhaps it now needs to be in the TQAE directory, idk.
I'm reluctant to move/mess with stuff atm though tbh.  Let me know if you guys have any suggestions here  ;)










71
Atlantis / Re: Titan quest Atlantis Feedback
« on: 14 May 2019, 03:08:12 »
Yeah for me the main problem is the volume difference with monster sounds, way too loud. Actual sounds themselves are okay.
 
Probably number one thing I'm really impressed with is the new sound track. They nailed this I rekon

72
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 09 May 2019, 02:02:05 »
Interesting ideas  :)

Imo low level unique items like Plague Feast, Soul Feast, Teslos, Smiths Hammer etc need a buff/skill to be more useful. We seem to shrug off the early game in favour of late game but itd be good to have more options here.
Dunno about you guys but I get bored of using a Deathweavers Legtip, obtained super easily from the Fetid Lair, which can easily carry me right though to act 3  :P

An idea I had - The Labyrinthine set: add a charge skill like the minotaurs have to one of the pieces ..or a chance to cast the ground fury skill they use



73
I was gonna suggest more 'adds' for each boss (in other words: minions) but come to think of it, most bosses do have some kind of summon skill.  Maybe they just need to be more of a threat rather than a minor nuisance

74
New Projects / Re: Hamunaptra Mod - Development
« on: 29 April 2019, 10:35:51 »
Prosoro, i know you're asking sauruz but i have an answer of my own: let us test it and we'll give you answers  ^-^

@botebote77  lol .."alas my perfectionist habit forever prevents this from happening!"  ;)

@sauruz man you've convinced me heha

75
New Projects / Re: Hamunaptra Mod - Development
« on: 28 April 2019, 03:56:56 »
i really enjoy the darkness around the dungeon !

Hey thanks Sauruz  8) I was actually thinking after playing Grim Dawn that my dungeons are too dark and I lighten them up to increase field of view etc.  But idk. You rekon I should just keep it as is?

Grim Dawn's dungeons are quite light but then that allows you to see more detail.  Diablo 2 dungeons are dark which I also like for the scary aspect... so perhaps somewhere inbetween?

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