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Messages - sauruz

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331
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 29 October 2020, 14:57:17 »
Some kool looking Wraiths/Ghosts there man  8) I expect them to emerge after clicking on sarcophagi

Thanks.

Those ghosts will only appear inside caves or burial places in China. I do have something planned of some random undead ambushs when you open tombs on Greece/Egypt, like Bumble had it on Loc, i need to study how to trap chest work before i advance with the ideia. Probably i will mostly look at then, when i complete the main content on remaining acts.

332
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 28 October 2020, 00:57:17 »
Oh thank you , im glad to hear that :)


During your campaign to save the world , you will see new types of debuffs, i  believe it will working in a way im planing to, if not there always the plan B :)


A debuff that decrease your elemental and physical/pierce dmg.



Orient Ghosts will have a new look, instead of good old egyptian shade we all know about.

333
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 11 October 2020, 02:51:30 »
Babylon will no more be a generic area.

Batle versus The kulilus


Nice view



Probably will need a bigger shoe

334
Yeah, Tartarus is know to have few technical problems, low fps / crash or even monsters dont show in the arena, its not frequent, but they can appear, idk much in terms of consoles but on pc version , it can happend.

335
It seems Tartarus Arena has unlimited waves, like a place to challenge your character/parties.
So i think you should ask different thing, like "Any recommendation for a build to reach as far as good in Tartarus"  >:D

No, i just want to beat him once on legendary, for the achievement

The achivement is killing him once ? so any build can do it, since the 1st Tartarus is more alike weak. As long you kept doing the dungeon he will scale.

336
Well, its a hard question , honestly.

I mean any build can or the strongest dps builds can kept going in Tartarus, but the only thing that matters in my opinions are the "Curses" that debuff your character.

If you are petmancer and get "No pet can be resummoned" what you will do if your pets dies ?

Or if you got a fumble wiith AA or  resistance decrease ?

Tartarus its tricky to build a specific character just for it.

Are they random, these curses? Then perhaps just an accomplished hero, self-found and unfunded...playing on console btw, so i cannot use tqvault for relics/charms/artefacts etc.

It is random, there are few other curses that can appear.

337
Well, its a hard question , honestly.

I mean any build can or the strongest dps builds can kept going in Tartarus, but the only thing that matters in my opinions are the "Curses" that debuff your character.

If you are petmancer and get "No pet can be resummoned" what you will do if your pets dies ?

Or if you got a fumble wiith AA or  resistance decrease ?

Tartarus its tricky to build a specific character just for it.

338
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 28 September 2020, 00:27:17 »
Kulilu Tribes

They will replace the common Itchians in Babylon, to be less repetitive in terms of encounters. They have a diverse type of aquatic abilities to use, cold resistance is  essencial to have before you face the various types of Kulilu.

While the brusiers are more tanky and dangerous in face to face fight, the mages are the opposite, they have low defenses, but they will try to slow you down or even support their allies with stronger enchantments.



Left - Mage / Right - brusier


Triton

Might commanders, often seens leading the Kulilus into batles. They can do two roles, have a support role, by granting their allies with more attack/casting speed , or having a damage role by having bow and frost arrows.



I also created Bash/shield attack animation for the tritons , it will work as well for the ones in Atlantis.
 ( ignore the T-pose in the Hair, as this is the previous model they used.. and i already fixed it )



Generally, Babylon area will be complety different than you used to know, of course there will be familiar faces like mantids and jungle creeps, but there will be many new surprises.

339
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 22 September 2020, 10:15:46 »
It just me or the original Persephone have a face of a Man?

340
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 21 September 2020, 16:04:29 »
don't use the names youngs, matures, and adults imo
i guess young manticore will do, but the others use something more sinister imo
like war manticores, corrupt manticores, ancient manticores, or whatever

The names will be different ingame.

341
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 21 September 2020, 02:27:36 »
Thank you very much for the nice words! It really helps me to kept it going, as much possible.

Today  i will speak about a special monster.

Manticores

I always wanted to explore more the concept of manticores  ingame, as we know theres only one as boss in epic and legendary, but i see a there can be more room to expand the diversity on it.

So i made a few new ones , of course they appear on a very specific area.

I - Youngs and Matures


Like the Youngs dont offer much threat in terms of dmg, the Matures are the opposite, as they can do medium physical dmg . You can notice the diference between their models , in a way of the bones in the back

II- Adults


Once a Manticore reach the adult phase they can be two different roles,  A ranged ,wich have a quill throw as basic attack , dealing physical with a chance to poison dot dmg. And a brusier , focus on a melle combat a single bite can deal physical plus lighting dmg, with a chance of skill disrupt.


III - ???


No creature is safe from the corruption, and the results are obscure and twisted. Theres no notes about this one, as only few warriors tried to face it but ..no one as returned..

342
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 14 September 2020, 02:49:15 »
Hello

Last update i discuss how pets will have  a diferent visual depending their lvs , and it was show the future new logo of the mod ( 1st version)

Now  its time to see some new breed of fiends that only appear in one know area in Egypt.

While i work on the Third act, i do at same time , update some old content i made, turning it more unique and fresh. Lets beging , shall we ?

1)Storm Beetles



Infused by lighting, those insects are know to use deserve set of lighting based skills to take down their prey, Some of them are too unstable , leaving a lighting explosion on death;


2)Blood Raptors



More deadly and fasters than the ones above ground, some say they were created by chaotic magic...its just rumors..right ?


3)Duat Hyenas



The scavengers from the Duat itself, extremely agressive, they roam as large packs, those fiends do not hesitate to have the 1st bite  ifs theres oppurtunity. If you see a Alpha, careful.. their war cry can make their allies attack faster than usual and heal their wounds at quick rate.


I will from now  give a small update on the devolepment on every sunday. if theres nothing unespected showing up.

343
Defense+rune is alright, rune skill can do alot of dmg while defense can help you survive with rally and collosus form.

The essencial trick to complete legendary with 0 deaths is always kept the eye on your resistances, try do not having -100% on the main ones, like pierce.

344
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 07 September 2020, 15:27:02 »
Thank everyone :)


if i may put a critique, i say the star is more evil looking if it is inverted. do you know the sigil of baphomet? although it is more Christian than Greek, i still think that looks very evil. just googling it can give you chills

Yes, i know that sigil, i will probably change the logo in later stage, this one was just a testing attemp, to see if the game was reading well the new custom logo.  Theres alot of new possibilities to play around, its hard to find or create the perfect/ideal one, as there can be so many candidates!


345
New Projects / Re: Shadow Champions (Mastery Mod) - WNG
« on: 02 September 2020, 10:39:14 »
nice job,
it's really nice for new levels, but there's some problems:
1.it's really big,however,there is no respawn point or teleport;
2.when I use “L” to another map,I cannot go back

It is intended, once you go in you cant teleport back, only when you finish the dungeon. That way force the player adapt and remove the feel of being safe in the dungeons.

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