Author Topic: Re: LoC 2024 - Development Thread  (Read 133343 times)

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Offline Bumbleguppy

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Re: LoC 2024 - Development Thread
« Reply #150 on: 03 April 2025, 18:58:00 »
It's possible to convert static objects into proxies like with the volcanoes in act 4 or the stones that spawn dust storms in act 2

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Offline Medea Fleecestealer

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Re: LoC 2024 - Development Thread
« Reply #151 on: 21 April 2025, 12:15:01 »

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Offline Medea Fleecestealer

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Re: LoC 2024 - Development Thread
« Reply #152 on: 21 April 2025, 14:13:24 »
Damn!  Been playing the last couple of days and just realised I've been playing the wrong mod; BG's old one.  So going to have to scrap the characters I started in that because they're crashing TQVault because their transfer stuff is all mixed up not being the same as ingame.  Have deleted the LoC EE version so I don't make the same mistake again. 

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Offline sauruz

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Re: LoC 2024 - Development Thread
« Reply #153 on: 12 May 2025, 01:33:15 »
Started playing LoC during this weekend, oh the joy.

I agree with the post i read few pages ago, there are a bit to many ambush monsters attacking Tegea gates (arachnos and zombies) that affects the game performance. Reducing the numer of those monsters wouldnt be a bad ideia.

Second impression , it feel there are a very few new monsters like dryads-nereids numbers "unbalance" than vanilla existing ones, for exemple in kerata forest, you only see 1-2 dryads roaming around and groups of 10-15 harpies/crows and undeads chasing you, it looks like the new proxies dont have the extra density apply.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline nargil66

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Re: LoC 2024 - Development Thread
« Reply #154 on: 12 May 2025, 20:28:41 »
Started playing LoC during this weekend, oh the joy.

I agree with the post i read few pages ago, there are a bit to many ambush monsters attacking Tegea gates (arachnos and zombies) that affects the game performance. Reducing the numer of those monsters wouldnt be a bad ideia.

Second impression , it feel there are a very few new monsters like dryads-nereids numbers "unbalance" than vanilla existing ones, for exemple in kerata forest, you only see 1-2 dryads roaming around and groups of 10-15 harpies/crows and undeads chasing you, it looks like the new proxies dont have the extra density apply.
Noted on both your points. I'll see what i can do for next update.

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Offline Gestalt

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Re: LoC 2024 - Development Thread
« Reply #155 on: 10 June 2025, 20:42:14 »
At long last, I stepped onto the LoC train. Last time I played TQ, before anniversary ed. was received and with Bumble's version and I remember I enjoyed a lot back then.

This time I want to have an army of archers while being an archer myself. Got a lot of options compared to the previous times but I would like to go with the obvious one, Hunting, for being ranger which also complements the second mastery I selected in terms of damage types. For the archer summons I went with warfare as the second mastery, skipping nature(only 1 summon) and spirit(timed summons). Currently in Egypt, level 24.

Hopefully, I will give my feedback as I play through but even now I am enjoying a lot.

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Offline nargil66

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Re: LoC 2024 - Development Thread
« Reply #156 on: 16 August 2025, 06:12:20 »
Ok, after a break from modding, i'm back in business. Started rescaling all the mastery skill values to progress better with levels. This must be done first before I implement the Mining system properly. Also added a new ultimate tier skill for Neidan mastery - Feathers of Feng Huang (aka Phoenix Feathers). It is in the She Dao branch and it is usable only with a bow. Preview:


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Offline nargil66

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Re: LoC 2024 - Development Thread
« Reply #157 on: 19 August 2025, 22:23:55 »
Latest progress - 5 of 11 masteries are done. While working on the Hunting mastery, I added a new ultimate level skill: Aspect of the Predator (similar to vanilla Sacred Rage and Cornered from Underlord/SV). Preview:

Spoiler for Hiden:


I also reworked the animation for Spear Dance - it is now faster, hits 3 times instead of 2 and adds bleeding damage.
« Last Edit: 20 August 2025, 19:15:41 by nargil66 »

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Offline nargil66

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Re: LoC 2024 - Development Thread
« Reply #158 on: 21 August 2025, 13:35:39 »
A new feature that will come along with the Mining mechanic:

This is an early preview, in the final version it will require Orichalcum to unlock the anvil, which will be obtainable only through Mining.

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Offline nargil66

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Re: LoC 2024 - Development Thread
« Reply #159 on: 22 August 2025, 15:07:51 »
Second more polished version - added Orichalcum, fixed quest triggers:



My plan is to add the anvil near the Delphi quest blacksmith. I hope spawning both via proxy will do the trick.
« Last Edit: 22 August 2025, 15:11:14 by nargil66 »

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Offline nargil66

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Re: LoC 2024 - Development Thread
« Reply #160 on: 23 August 2025, 01:14:51 »
Third and final version - Termerus revamped:


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Offline nargil66

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Re: LoC 2024 - Development Thread
« Reply #161 on: 23 August 2025, 16:58:06 »
I got some ideas of how to implement two new challenge modes - Survivalist (aka Live off the Land) and Solo Self Found.
They will both work in a similar way, first removing all common merchants from the map while the second removing all caravan drivers. Here is a preview of the first challenge (WIP):

Basically I turn all common merchants to decals, spawned by proxies, and when the challenge is activated, a quest trigger disables those proxies. After that you reload the mod - and voila, no more merchants!

I figured out how to solve 1 more issue regarding the challenges. When you take the Pacifist (Pet Only) challenge, you get -1000% total damage, so you can't harm enemies. That is intended, but the problem is that you also cannot do Fishing or Mining. But then it hit me - what if you can summon special pets that do these things for you? Not tested yet, but it should be no problem to implement I think.
« Last Edit: 23 August 2025, 17:07:20 by nargil66 »

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Offline nargil66

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Re: LoC 2024 - Development Thread
« Reply #162 on: 28 August 2025, 13:46:41 »
Reworked the base mesh and textures of all human Healers in LoC. In alphabetical order:

Atlas Mountains


Celtic Lands


Egypt


Gadir


Greece


Hades (Same for Atlantis)


Medea's Grove


North


Orient


Nothing too fancy, but it should do. I tried to preserve the original idea by Bumble as much as possible.
« Last Edit: 28 August 2025, 13:53:56 by nargil66 »

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Offline nargil66

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Re: LoC 2024 - Development Thread
« Reply #163 on: 29 August 2025, 15:02:25 »
Ok, the new healers are implemented, for the most part. Added one more for Babylon area (Priestess of Ishtar):


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Offline nargil66

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Re: LoC 2024 - Development Thread
« Reply #164 on: 29 August 2025, 21:21:12 »
Okay, i wasn't very satisfied with the NPC skins above. I asked myself the question - would i put my name on these skins? And the answer was no. So i started improving them again... or "nargilifying them" if you prefer... :) here is the last skin i showed you reworked:

Before/After



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