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Messages - mvlad954

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1
World Modifications / Re: The Cities Mod Ragnarok version 3
« on: 23 April 2020, 14:14:30 »
Hello there! I am not able to download the 1st and 2nd parts from Dropbox, so yeah, the issue is still there.
The other parts downloaded fine though.

2
Hi! I have 2 questions:
1. WNG's poison and vitality staves have a blue backround in the inventory. Is this supposed to happen?
2. Bonuses to new SV skills from items are marked as "invalid skill profile". Why is that? I have followed installation instructions and put all the files in their corresponding directories. What am I doing wrong?

3
Congratulations soa and everyone who worked on this project! It's good to see Soulvizier back to TQ after so much time. Even though the game had 2 expansion packs after the AE, your uncanny persevernace had made this dream a reality. Thank you for this and good luck in the future!

4
I would like to report some issues I noticed with Menoetius:
 
He isn't responsive to "Pet Attack" skill at all. He does behave well  when I use the pet select button, but when I click the "select all pets" button, the game freezes for one millisecond. This doesn't happen in vanilla, I just checked. Other than this, the pet is fine. I started a Nightmare maker build and I will further report any bugs that I find if it's necessary.

5
This is genius!!!
I can finally create my demon army of Inferno! I wanted this for a long time and looks like you my friend had the same idea.
I will give it a try right now. Muhahahahahaahaha! >:D

PS: Consider uploading your mod to the Steam Workshop. This way, it will reach more people.

6
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 06 March 2020, 08:22:02 »
Another Week

Another video  :)


It really looks a lot like Diablo.And the dinos remind me of the korvan raptors from Grim Dawn's "Forgotten Gods" dlc.
It's a pity that we can't have new MIs and relics for all the new monsters.Still, the mob variety and design would compensate for that, in my opinion.
Good luck with further development!

7
Hunting IT / Re: Classes Made With The Hunting Mastery
« on: 26 January 2020, 12:11:32 »
Single class mastery:

Hunter
Cross-class masteries:

Warden [/Defense]
Avenger [/Earth]
Brigand [/Rogue]
Sage [/Storm]
Slayer [/Warfare]
Ranger [/Nature]
Bone Charmer [/Spirit]
Haruspex [/Dream]

Dragon Hunter[/Rune]

8
Soulvizier AERA / Re: Soulvizier AERA
« on: 19 January 2020, 15:19:59 »
I just want to say that I highly appreciate what you are doing.After all this time you haven't given up.Looks Soulvizier could be a thing again.
Keep up the good work guys!I wish you great success!

9
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 02 January 2020, 22:04:22 »
Happy New Year TitansBane!

AS for 2020 im planing if everything goes well, releasing the mod, maybe in private beta but its early to discuss this, i hope i dont have any bad mojo or something...anyway

What´s new during on past days , you asking.

Well, I redone every single monster stats/armor/dmg and hp mana because i didnt notice how those values were the same on some monsters ( in the new ones and in the vanilla), satyrs lv 1 have same dmg as mountain satyr for exemple, while their weapons change i beleive a litle change in their numbers dont hurt, well they do more dmg now, and it give each monster new personalites.

PLus most of monsters have base resistance depending their type/race, as centaurs warriors have base physical dmg and coastal itchain have cold resistance.

Same thing applies to bosses, a Nessus had same dmg/armor in all three version as most of the bosses, so i change every sinlge boss file, so a lv 9 Nessus is diferent than a lv 13 Nessus. Well Vanilla Things.


In act 2 the progress is going well, smooth. Theres alot of new fiends to face, its better to be prepared with spells and your best weapons because the things are going worse, for you :)

Few New monster you will Face in Egypt

Avians Clan


SandWings


Lioncore


A Wadjet Blade Dancer


(Note few textures are not the official ones)

I will kept posting updates in each week from now on.
All look good, except the lioncore.That tail is very out of place,but you did say some of these textures are not the official ones.
Good luck in the further development! 👍

10
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 11 December 2019, 13:45:02 »
The scorpos model monster is savage!Makes me wonder:will there be a a new monster race called "coruppted" or something like this?

11
Ideas and Suggestions / Re: Legion of Champions: Atlantis
« on: 03 December 2019, 10:40:47 »
Here's a link to what I've completed so far if anyone wants to play:


https://mega.nz/#!N1xTQCDa!aqXB_MkfEUuIRXqDrr4QG1IiTrwXFPqL8jyMLZ0aRao

It isn't completely finished, but it's playable. Have only started on the map so very few new changes.

I think I will restore the Mushroom summons for Dream sometime. And add the ordnance again.
Good to see you again man!I will definetly try this later.About the mushrooms for Dream mastery, yes, I think they will fit pretty well.

12
Humor / Re: Funny Videos
« on: 25 November 2019, 07:43:18 »
In case there's anyone here who apriciates dark humor:

13
As I'm proceeding through the game and its difficulty levels I find more and more recipes for artifacts. What I don't like is that recipes from difficulty A require ingredients from difficulty B. Because of that I need to store all recipes and all relics from all difficulties which requires an enormous amount of space. I know I can offload these into the vault but I'd rather have recipes that make sense and keep the required ingredients within the same difficulty level of the recipe. Does anyone know of a mod that modifies artifacts that way?
I don't know.I think there must be a mod wich has this incorporated as a feature, but I don't what mod exactly.I'm curious however, what artifacts are you talking about specifically?I don't remeber getting an artifact wich required a relic from a previous difficulty level.They do require lesser artifacts, wich themselves can require relics from other difficulties, yes, but not the main artifact itself.That is beacuse those lesser artifacts are found in the previous difficulty.

14
New Projects / Re: [WIP] More Masteries Mod - WNG
« on: 23 November 2019, 20:12:45 »
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

agree agree agree and agree
Try Necromancy mastery.

15
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 22 November 2019, 14:59:20 »
Some monsters you will find in Egypt.



Chaos Tarantula on the left and a regular tarantula on the right , you can see this type of spider is different than the ones you find in greece, they are more faster and have bigger fangs.

Plus i made a visual effect when you kill a corrupted type creature , its looks like you free the creature from its torment.. its looks preatty neat. If you stand too close its deals vitality dmg.



The Undying

The one of few things i enjoyed from Atlantis are the monsters models, it can fill the gaps on monster diversity and fits well in Forgotten tombs ^^.

They are fast than the regular undead, and like to ambush you when you least expected, dont get swarmed.



Greater Mummys ( you probably know who they are :) )

Still  working on his models, but you can expect same abilitys in diablo , no doubt the 1st target to slain.
Your mod will have a lot of influences from Diablo,rigt?Burning cities,corrupted creatures etc.I like that.Would have been cool if we could've modified the graphics a little,to give a darker tone to the game.
Oh,a question:do you think it will be balanced?

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