Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Prosoro

Pages: 1 ... 10 11 [12] 13 14 ... 18
166
New Projects / Re: Hamunaptra Mod - Development
« on: 18 August 2018, 10:14:26 »

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

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

- granting the blade the most efficient damage type in the mod. For instance adding effects such as "+x% Damage to Beastmen, etc ". Now if you haven’t finished the mod you probably don’t know what kind of monsters are predominant in the campaign :)

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

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

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

167
New Projects / Re: Hamunaptra Mod - Development
« on: 18 August 2018, 10:03:01 »
Well, to answer your question, I need to know... do we start the map at level 1? And how high do we go?

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

168
New Projects / Re: Hamunaptra Mod - Development
« on: 16 August 2018, 11:19:03 »
Also, I want to ask for ideas here --> What would you expect Khamor'aans blade to have with regards to stats and level requirements etc?? List your chosen ones below!

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

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

169
New Projects / Re: Deities Mod - Development Thread
« on: 16 August 2018, 11:13:57 »
About the increased range on level - I found a way  ^-^
I turned Marksmanship into a self-only toggled skill aura with 16 levels, called Hawk's Eye. Each level is linked to a separate weapon enchantment file with no effect attached, instead the 16 weapon enchant files link to 16 different projectile files. Each projectile file has increased distance profile than the previous. With maxed Hawk's Eye you can hit the target on 35 meters. Neat.

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

170
General Discussion / Re: Funny screenshots
« on: 15 August 2018, 10:27:18 »
Breakdancing duneraider ?  :o  He froze in mid air when he saw my maxed Liche King!


171
Other Modifications / Re: Horse Rider Mod (WIP)
« on: 11 August 2018, 00:47:49 »
Wow that horse mount is next level Nargil! So impressive. A distinctive TQ modding accomplishment by far  ;)

172
New Projects / Re: Hamunaptra Mod - Development
« on: 10 August 2018, 01:56:37 »
Hopefully, still plenty to do but I know a beta doesn't have to be perfect of course

173
New Projects / Re: Hamunaptra Mod - Development
« on: 08 August 2018, 16:23:07 »
Dude, that is freakin' awesome! You really captured the Ringwraith feeling!
Edit: You can try attaching the Yin sword effect to this sword. Just an idea.

Cheers Nargil and yeah man I thought it'd be so kool to add that effect somehow too.  We'll see, you know how when you get ideas and they just start branching out in all directions - yeah that's def happening in this case

174
New Projects / Re: Hamunaptra Mod - Development
« on: 08 August 2018, 16:20:18 »
Woah! That Nazgul Boss has really a LOtR feel to it. For a first draft this is very well done, Prosoro.
Heha thanks Croc! great to hear he's recognizable in that regard, success!

I swear I'll never ask to have a pet like that, that would be too awesome. :P
Well about that.... ahaha I was thinking yknow  ^-^

Note: my hunch was on Nazgul too but I restrained from posting (but who will believe me? ^^)
lol it had to be the Nazgul of course

175
New Projects / Re: Hamunaptra Mod - Development
« on: 08 August 2018, 16:13:01 »
Hope you guys like this addition! I'm pretty stoked and it's just always really satisfying when the ideas you have in your head actually work out after doing the modding and having it match your initial vision. 

Also, I want to ask for ideas here --> What would you expect Khamor'aans blade to have with regards to stats and level requirements etc?? List your chosen ones below!

Plus, the Shadow Miasma aura --> Again, what's your thoughts on what this should grant the player?? I'm currently thinking Cold and Slowing damage with maybe resistance reduction hmm..

Let me know  8)

More Screenshots:
Spoiler for Hiden:

Spoiler for Hiden:

Spoiler for Hiden:


Edit: ...struggling to add a gif from imgur atm :/ annoying it wont show up here and can't remember how I did it last time. Any tips?

Edit2: ahhh okay now I've got it


176
New Projects / Re: Hamunaptra Mod - Development
« on: 08 August 2018, 15:47:21 »
Okay, so lately after listening to an audiobook for Lord of the Rings at work I had been really wanting to add a Nazgul 'Ringwraith' type boss to the Hamunaptra mod.  It didn't take me long to settle on the armor choices provided mostly by TQIT (thank you Machae) to gain the overall look, however looking at him below you'll likely wonder why I opted for the Nightmare crown instead of a hood.  Tried this but unfortunately for some reason the hoods, such as Shadowmeld or the Asia ninja hood, just don't want to sit right on the skeleton monster model - This is a first draft though and will try to get this on him if I can..

As for the weapon, a longsword was needed so it was between Yin, Drakaina or Sword of Eternal Darkness.  Decided the latter fitted best aesthetically ;)

After this, I knew he needed some kind of dark aura, I didn't want to use any greenish ghostly looking ones commonly associated with the Spirit mastery  > therefore my go-to effect is the Shadowstalker's smoke!  Though this was a effect, how do I apply this to my monster? Hehe well.. after some thought and three attempts/testing I managed to add this to my black armored skeletal wraith to complete his look  ;D at this point I was very happy but lets keep going here. 

My new Nazgul boss will have a chance to drop his sword of course and upon wielding the blade, the player will receive the slain wraiths shadowy aura as a granted skill! And damn it's kool haha   

Finally, I named him Khamor'aan as a nod to the LotR ringwraith known as Khamul, and he already has the beginnings of his own tomb complex known as the Obsidian Crypt.

Screenshots below! and btw, as I've said above this is early drafting so you'll notice the stats for the sword are still the same as the Sword of Eternal Darkness and the Shadow Miasma aura I just added in a few random resistances.  These I of course will be going over and changing... :J








177
New Projects / Re: Hamunaptra Mod - Development
« on: 08 August 2018, 13:48:52 »
Okay so just implemented something that is SO DAMN KOOL  ;D

Update pending momentarily haha must take screenshots etc brb

Clue: it has something to do with the fact I've been getting into Lord of the Rings lately...

178
New Projects / Re: My custom maps don't show up ingame
« on: 01 August 2018, 10:58:58 »
In fact, my map editor don't build for test. And also, he don't link the portal of underground with map. I think it's un bug on my anniversary Art Manager.
Any solution?
...Assuming it shows an error when you try to link grid entrances you've just placed, try to place them on the map first, save it and reload Editor. Then try to link them again.

^ Exactly this.  Portal entrances can be really uncooperative at times, I think even the official Iron Lore modder's guide mentions this.  As Endymion mentions tho, attempting to link above ground portals to underground grids will often come up with an error (invalid region) on the first try.  Simply hit file/save in the Editor, exit to desktop and reload the Editor.  Now try linking the portal entrances and it will work... HOWEVER lol be aware - there are many types of portal entrances/exits to use and they don't all get along.  That is, if you have dropped a cave entrance onto your map and then select your entrance in your chosen grid tileset to link them both up, sometimes they just won't link.  No matter what.  Can be very frustrating, and only thing to do afaik is a process of elimination - keep trying different ones until two link properly.




179
New Projects / Re: Doom Island Custom Map
« on: 01 August 2018, 10:41:33 »
looking good WNG, you've got some solid ideas for sure.  Wish I knew how to do custom relics and MI's like that!

180
New Projects / Re: Deities Mod - Development Thread
« on: 30 July 2018, 05:42:29 »
Yeah, the one in the Necromanteion. Iirc it shoots a spirit bolt that looks super ghostly ;)

Pages: 1 ... 10 11 [12] 13 14 ... 18

SimplePortal 2.3.7 © 2008-2024, SimplePortal