Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 217644 times)

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Offline Prosoro

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #420 on: 05 September 2020, 12:20:26 »
Great work and progress Sauruz  ;D I like the loading screen custom graphic, icing on the cake there!
~  Anything new for TQ? Experience what Unearthed Studios NZ has been up to with the release of Eternal Embers! - Website: https://www.unearthedstudiosnz.com/ ~


Lurking no more..

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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #421 on: 06 September 2020, 21:49:41 »
Nice loading screen indeed... I see you "demonized" my nymphs, how could you >:D

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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #422 on: 06 September 2020, 22:09:21 »
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
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #423 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!

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 #424 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.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Cygi

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #425 on: 14 September 2020, 19:45:49 »
The hype is strong with this one.

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Offline Tauceti

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #426 on: 14 September 2020, 21:08:43 »
Impressive work Sauruz.

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Offline Medea Fleecestealer

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #427 on: 15 September 2020, 07:14:25 »
Indeed it is, looking very good Sauruz.   :)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #428 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..
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #429 on: 21 September 2020, 10:56:24 »
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
i are TQ titans
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #430 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.
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 #431 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.
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 #432 on: 30 September 2020, 10:00:57 »
The Kulilu tribes look awesome! I like the color theme too, nice work!

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #433 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
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline 郝玉龙

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #434 on: 15 October 2020, 13:48:27 »
It's great.

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