Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 335653 times)

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Offline sauruz

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Titan Quest - Titanomachy Mod ( Development )
« on: 11 March 2019, 02:11:35 »
« Last Rated on: 29 February 2024, 23:42:47 »
“..Your Mortal world, is not yet safe, but the responsability now is yours..”

Long ago the titans have attempted to destroying humanity but they failed, now it has been rumors saying the evil that corrupted the land had returned, more powerful than before..

What you waiting for..Titan bane ? Gather your sword and spells ,and stop the evil once for all.

Im happy to present you titan quest Titanomachy!




F.A.Q

Why Titanomachy ?

In the myth, means "..the final batle between the Titans versus the olympians, for decide which generation of gods would have dominion over the universe..”

Couldnt find any better word, dont you think ? :)


What about the mod ?

Its a good question, take a look!

-Travel into a brutal world with unforgiving landscapes;

-Face more than 800 new monsters across all acts, each act contain unique and stronger monsters different than the previous act.

- Current monsters are revamped, from common to champions;

-Bosses will be revamped, in terms of skills, fight and toughness

-New places to explore and dungeons to conquer

-New proxies, every single pool is adjusted manually;

-Revamped areas in every act , for exemple greek warcamps have more monster diversity;

-new music for towns, areas, caves, bosses.. you named it;

-and much more...


Thas it ? no new mastery ?

Yes, there are already mods that gives you fantastic masterys, such legion of champions, deities and shadow champions, why its needed more ? i want to do something unique and new, to give  you a never stop action feeling.


When  the mod will be complete ?

Hard to say, when i design a new monster, 3x diferente ones shows in my mind. Since im working on this mod solo, it will take some time to finish all content i want to do, probably it might be finish next year, its hard to say a exact date, but kept a eye on this thread if you are interested!

Will this will have new heroes and bosses ?

Yes, in fact theres already 75 bosses/heroes already made, some have unique skills !

-Trailer-




Credits

@Bumbleguppy , there is  no single word to describe it, this project wouldnt be possible without you, your mod inspire me , made me love  titan quest.
Thank you for answering every single question i had, a big thanks for everything!


@WNG  , for the excelent detail guides, you gave me encouragement to start, a big thanks to you :D

@Nargil66 , for the awesome human look like textures, and msh and animation tips

Thanks to everyone who continue to support me, its been a ride :)

enought chit-chat, some previous, i hope you enjoy as much i did

Face the vicious wildlife


..the arising Chaos clan..


Not a good sign, time to turn back

« Last Edit: 13 March 2020, 14:39:18 by sauruz »
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Prosoro

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #1 on: 11 March 2019, 03:11:26 »
Ohhh a new mod added to the list!  :D good stuff Sauruz, I'll have a good read later on when I'm not at work
~  Anything new for TQ? Experience what Unearthed Studios NZ has been up to with the release of Eternal Embers! - Website: https://www.unearthedstudiosnz.com/ ~


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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #2 on: 11 March 2019, 03:21:44 »
nice name.. although titanomachy is often overshadowed by gigantomachy.. which myths say the gods wouldn't even have won if they hadn't employed the help of a certain demi-god

March to April, you'll finish Greece right? I'm taking a short break from TQ right now so by the time you release this i think i might be able to try

actually I'll play again right now if Prosoro releases his mod right now.. but no pressure.. no hurries  C:-)

when nargil finishes more masteries, i think I'll also try

sauruz, will you be adding random uber heroes? like SV?
i are TQ titans
i are many people

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Offline WNG

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #3 on: 11 March 2019, 03:29:02 »
This looks awesome! If you need any more help, let me know! In the meantime, I'll be waiting for updates. ;D

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #4 on: 11 March 2019, 15:54:32 »
Thanks for the good welcome folks :,)


sauruz, will you be adding random uber heroes? like SV?

Yes, im planing to do something like that.


Made few more zombies types and added into the pools,  the most notable is the zombie~bllodluster, a fast  zombie type that will devour any foolish hero. ( he got a creppy runing animation  as well ah :p)


Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #5 on: 12 March 2019, 21:59:35 »
daily update:

I spent my afternoon tracking why my game was crashing, for some reason. the good news is i found the problem, my eurynomus had a summon skill of himself   O:-), i didnt knew that could crash the game.

Anyway, i made 6x new Eurynomus for greece.

You can spot some of then in pic below
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: Titan Quest - Titanomachy Mod ( Development )
« Reply #6 on: 13 March 2019, 11:21:00 »
A new mod in the making? That's great Sauruz!

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #7 on: 13 March 2019, 12:41:04 »
A new mod in the making? That's great Sauruz!

couldnt believe as well, but its on going :D


Early Daily update,

Improved some undeads and bats, their arsenal is vastly improved, from mana burn, to skill disrupt, less moviment speed debuff, and lots of ensares!

This gonna be fun!

Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #8 on: 14 March 2019, 13:55:12 »
daily update.

Redoned the Orthrus complety, now you will face 7x different types , from juveniles to elementalīs elders. Cant decide if i will add extra orthrus spawns along side with undead groups,


My next focus will be Limos or the spiders
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #9 on: 14 March 2019, 17:26:36 »
Started working around Limos, added 6x new ones, added a % to appear with the skellies in later stage of greece

One of the concepts
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #10 on: 15 March 2019, 13:56:41 »
improved demon fiends to rip you appart (   O:-) )




Daily update

Trying to figure out the  greek arachnos pools, only if the iron lore devs explained a litle more who is who, but i think i figure it out. Also the current ingame arachnos pools are a big mess,
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #11 on: 16 March 2019, 20:36:20 »
Daily update:

Finished the arachnos, time for the spiders
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #12 on: 17 March 2019, 14:29:26 »
Face more 10 new types of spiders, from all different sizes and shapes. Also increased every spider moviment speed, be carefull now.

Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #13 on: 18 March 2019, 00:25:57 »
1st made human enemy, sadly the animation dont work on herīs mesh, so i had to replace with current player mesh.

When you kill her, it spawns a group of spiders :)


My view about human enemys, i will not explore much in that area, because i dont seen then as the main enemy, the world is in chaos, there no place for wanna be bandits , and the current types of human enemys are kinda bad and comical.

I will probably replace then in somekind of fanatic groups, twisted humans and so on.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Prosoro

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #14 on: 18 March 2019, 03:29:06 »
@sauruz man Im impressed with your work and how quickly you are producing new monsters  :D love the new spiders and Limos.

Regarding human enemies yeah I do sort of agree with this since vanilla Titan Quest doesnt really have human enemies.  For me I think its more a case of missed opportunity due to restrictions placed on Iron Lore.  The game had to be more 'casual friendly' and not garner a high age rating in order to reach larger audiences etc. So who knows what they might have done - I guess we can look at Grim Dawn to answer that question tho  8) 

But then again perhaps their absence is what adds that extra uniqueness to TQ.  For my mod though Ive enjoyed adding human enemy factions such as Outlander bandits and fanatical cultists.. I feel they fit within Hamunaptra.

actually I'll play again right now if Prosoro releases his mod right now.. but no pressure.. no hurries  C:-)

Lol ofc ofc  :)

~  Anything new for TQ? Experience what Unearthed Studios NZ has been up to with the release of Eternal Embers! - Website: https://www.unearthedstudiosnz.com/ ~


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