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Messages - Prosoro

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1
New Projects / Re: Hamunaptra Mod - Development
« on: 15 July 2018, 11:43:29 »
Hey botebote77

Am aiming to release later this year after beta testing.  On that note, I'll likely invite some of you guys from the TQ community to take part in the beta  8)

2
New Members Introduction / Re: Titan Quest Lives On
« on: 12 July 2018, 10:06:41 »
Hey Flix  :D

Nice to see you over here, I remember you from TQ.net when I lurked around on the old forums.  Hopefully this new home will feel the same for you

3
New Projects / Re: Hamunaptra Mod - Development
« on: 12 July 2018, 09:59:46 »
On Asylums or Destinies 1 mastery offers human melee and archer as pets, I think name of that mastery is Prophecy, but can't confirm atm.

You must be meaning mercenary hirelings right?  Imo they are a kool addition to gameplay but at the moment I don't have plans to add these  :P  As Sauruz mentioned, perhaps you mistook other players in the mod as summoned pets.

4
New Projects / Re: Hamunaptra Mod - Development
« on: 12 July 2018, 09:55:13 »
How many hours of playtime do you intend to have at the end(ie. how much will it take us to finish the storyline)?
I don't have a set goal of playtime hours really, I'm just making content according to my own vision of the game which, among many things, includes being immersed in an ancient world for hours.  I know it's a bit of a vague answer but at this point it is difficult to say since the first release will be the 'First Chapter'.  Beyond this I'm intending the Second Chapter to basically take you to the final boss and the completion of the mod.  So there's a lot to cover haha. 

I'm still writing the main storyline but I'd say it'll take between 6-8hrs or so to complete.  Obviously the first chapter will only be part of this.


5
New Projects / Re: Hamunaptra Mod - Development
« on: 10 July 2018, 01:48:54 »
I don't like idea with human pets. Makes game harder to find character in battles.

?? Human pets..  don't think I mentioned anything related to that?

6
New Projects / Re: Hamunaptra Mod - Development
« on: 09 July 2018, 09:10:00 »

More news - this past weekend I went to a friends LAN for some good times but also prepared a Pre Alpha demo for them to playtest!

This was awesome indeed, seeing your mates play something you've created and poured countless hours into is very gratifying.  Especially because they loved it and it all worked fairly well  ;D

There were some messed up monsters though lol I had given some low level snakes a really OP skill on accident.. but everyone was up to the challenge and managed to get past them! This is why we do alpha playtests though right.  Anyway, overall they really enjoyed the mod and the design of the environments etc.  Probably the main success was the level of challenge - at first I was worried it was too much but it actually worked really well with people saying it kept them on edge and had to think more about tactics rather than mindlessly hacking through mobs without much thought into their gameplay.

So, here's some screenshots with 6 player co-op in Hamunaptra!



Spoiler for Hiden:

Spoiler for Hiden:

Spoiler for Hiden:





7
New Projects / Re: Hamunaptra Mod - Development
« on: 09 July 2018, 08:54:04 »
First of all, congrats' on the mod and the work you've done so far - looks really impressive...

Welcome Tasim  :D and thank you for the compliments man!
Yeah I agree with regards to TQ's Egypt, it was well done overall but like you say, the tombs and underground areas could have had more added to them with quests/secrets etc.  I'm doing my best to address this believe me haha.  Also, the cities were kool but could have been much more than just hub areas.  For example, my version of Memphis is very large, so much so that it's divided off into Quarters such as the Temple Quarter or the Memphis Docks.  Also, there are dungeons and sewers below the city itself to explore.

One thing I always wanted to see in TQ is a bit more change in gameplay via day/night cycle
Haha this reminds me of the Viper Claw quest in D2.  It didnt prevent you from entering the tomb unless it was night/day, but damn it was kool with the eclipse and the only way to restore day was to enter their crypt and destroy the bloodied altar.  I'm not sure if doing what you've outlined is possible though.. it might be if you used a scripted event or trigger via the quest editor? But as you can see from my last post I'm still noob with the quest system atm lol.


P.S. Extra kudos on the Mummy reference, rewatch the movie again, there is a lot of potential ideas for your mod lurking in there ;)
Yes I must do this again!

8
New Projects / Re: Hamunaptra Mod - Development
« on: 04 July 2018, 03:05:02 »
Breakthrough!!

Last night o loyal TQ fans I deciphered the archaic glyphwork that is the titan quest modders guide and claimed success with the creation of my first Quest!

Specifically, I got an Npc to activate as a teleporter and take the player to a designated location (boat dialog type like from Athens docks to Knossos)

Perhaps no great feat for many masterful modders here but for me - hype!


TL;DR - I've learnt how to implement quests at basic level ^^

9
New Projects / Re: Deities Mod - Development Thread
« 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!


10
New Projects / Re: Hamunaptra Mod - Development
« on: 14 June 2018, 13:35:58 »

Went back into the necromancer summon skill and had a look.. but under Spawn Config there's no bool option and the .dbr only points of course to the list of monsters to be summoned.  No 'surviveAfterMasterDeath' to be seen :/

What am I missing ye lords of modding?




11
New Projects / Re: Hamunaptra Mod - Development
« on: 14 June 2018, 13:03:19 »

heha that's what I was aiming for in this region mvlad954  ;D so thanks very much!

12
New Projects / Re: Twisted Heroes Mod
« on: 14 June 2018, 13:00:43 »
Just a suggestion here, you should choose a color that will be the theme of your mastery and apply it to the skills.

IMO it looks great as is and in this way will be a bit more unique, since many others who have modded the mastery windows go with this theme.

In any case nice work so far and keep up the progress!

13
New Projects / Re: Deities Mod - Development Thread
« 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

14
New Projects / Re: Deities Mod - Development Thread
« on: 12 June 2018, 14:25:37 »

Sweet! looking nice and polished there Nargil.  Probs need some more skill points though  ;) ;D

15
New Projects / Re: Hamunaptra Mod - Development
« on: 12 June 2018, 14:21:26 »

Ahh thank you WNG, will try this out  8)

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