Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 218073 times)

0 Members and 2 Guests are viewing this topic.

Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #195 on: 08 July 2019, 16:04:34 »
I wonder if it is even possible. sauruz would have to master the monster ->character ->defaultTeamMajor and defaultTeamMinor settings somehow.

There are default dropdown lists under defaultTeamMinor like TeamMinorMonster_Red and TeamMinorMonster_Indigo so it's like the original devs had something in mind for various factions in the monster AI, whether or not is was ever implemented in the game engine.

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #196 on: 08 July 2019, 16:58:29 »
Might be cool ideia, , but for now i will leave that for latter spot.


Im really enjoying seeing what the mod is turning at, with the various monster hordes charging at you, plus with epic music in the background..its  so beautiful. ^-^


What i did:

-Added new lv in the dungeon around Athens, I think you have seen it from another place  8)

- Redone jacinto ( zombie hero found in Mortuary camp), she (?) is more toughter and poison based, i made for her a  kamikaze zombies summons ( very fast zombies with low hp that cast poison pool on death) its very funny to see ah ah

-Redone Giant limos boss batle, gave him a boss chest. Hes no longer faster ,  also i change limos leech skill to drain mana as well :)

-Didnt changed much Alastor in terms of stats, changed his base summons .

-Added Monster incubators in Athens Catacombs , a devious gate, that spawns random monsters into the world.


Plans to do later today.

-Improvements on some monster files

-Add a new side lv for Catacombs

-Re update some old monster textures

-Add 1 type of crow / cyclops.

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

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #197 on: 10 July 2019, 14:42:55 »
What i did

-Added 3 bosses around Athens

( one of then :) )

-Made 2x new dungeons to explore

-Various dbrs improvments


Already started revisting Crete while ago, need to re implement the music tracks, since they were deleted with lastest xpac, no big deal, but need to paint the whole areas again, thankfull the island is not so big.

Plans:

Adjust monsters pools

Adding more monster types ( golens/nemean lions/bats)


Litle Backstory in new Knossos

-The path leading to Crete wilderness is closed. Need find another way(s)(?)

There are rummors  speaking about a Huge monster invasion approching, more disciplined and organized than anything you faced so far.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #198 on: 13 July 2019, 02:51:23 »
-Updated gorgons textures

-Fixed some dungeon broken doors

-Added 6 new types of itchians

-Added 3 new types of Karkinos

-Added 3 new types of Sirens

-Re implemented crete music

-Changed few names areas in Crete

-Updated eurynomus crete pools

-Added 2 new types of Orthrus

-Added 4 new types of Ratman

-Updated Crete wilderness visuals

-Various dbrs adjustements

Finish Act 1 map changes

Finish Act 1 music changes

uff

I expected to finish the main content tomorrow ( cant believe it either), after that i will do some minor things i leaved behind , like broken animation ( looking at you stupid boar rider), textures for summons for exemple

Then i will finally play! PLAY!! i havent played anything since i started this long journey, im kinda hyped, hope everything goes well!

 O0 ???
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline nargil66

  • Forum Moderator
  • Full Member
  • *
  • Posts: 2493
  • Country: bg
  • Karma: +67/-1
  • Gender: Male
  • Mesh-Texturing Beautifier :)
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #199 on: 13 July 2019, 03:20:53 »
Awesome dude! Does it mean the demo is coming? I almost dont play anymore, but your mod - i'm eager to try it!

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #200 on: 15 July 2019, 00:11:44 »
Awesome dude! Does it mean the demo is coming? I almost dont play anymore, but your mod - i'm eager to try it!

Yes! its is coming!

Sadly i dint have time to move much in this weekend, duo work,  But i did some things , and working on it right now !

What i did today so far.

-6x new bats
-4x new spiders
-Golens


And the big thing

As you notice in Viewer.exe in the Harpy section, you might found a interesting mesh of a harpy ( from old pre alpha stage) heres the pic


I open the harpy msh in msh viewer and why it doesnt work is because it have no bones or hitbox, wich means no animation.

After a couple youtube tutorials in 3ds max i imported the normal harpy bones into the new one.

ITs ALIVEE! worked greatly!

Now i wonder if theres more old alpha msh hidden somehere, i know theres boarmen, but he have his proper animations

edit: 1002 posts o.o
« Last Edit: 15 July 2019, 00:14:02 by sauruz »
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline nargil66

  • Forum Moderator
  • Full Member
  • *
  • Posts: 2493
  • Country: bg
  • Karma: +67/-1
  • Gender: Male
  • Mesh-Texturing Beautifier :)
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #201 on: 15 July 2019, 00:46:08 »
After a couple youtube tutorials in 3ds max i imported the normal harpy bones into the new one.

ITs ALIVEE! worked greatly!

And now you are on the 3d trolley, friend  ^-^

Not Yet Rated!

Offline WNG

  • Forum Moderator
  • Full Member
  • *
  • Posts: 615
  • Country: ca
  • Karma: +10/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: -4
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #202 on: 15 July 2019, 00:47:19 »
Nice finding, looks very nice ^^

Also congrats on with your first thousand of posts!

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #203 on: 19 July 2019, 18:42:11 »
Thank you Nargil and W.N.G!  ;D


Sorry for not posting anyhting on last days, no worries still improving the lefting pieces.

Returned to early zones, as i have a feeling they could be litle better, looked back at some pools and proxies, buffed some, adjusted and nerfed some monster skill changes.

-Extended some early caves , they have their own theme and name.

-Replaced laconia(s) areas musics.


-Started to buff vanilla heroes, adjusted their stat vallues , more mana, and returning some une used skills, ( did you know blast fag ( bat hero) have special fire attack but isnt placed at skill configuration, same as wing leater)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #204 on: 21 July 2019, 20:52:07 »
My batle versus lower proxies as reach a end, i just replaced the troubles one the limit area by area 07/area 08 and they lookks so much better.

The area difficulty limit is the thing that prevent stronnger monsters/ large monster to showing up , for exemple  to avoid metting centaurs chiefman in sparta   or satyrs brutes in laconia and so on. By changing the difficultie by 07/08 the game thing the proxeis belongs to knossos/Athens, ( wich are the late areas for 1st act) skipping any "protecting newbies" rules.

Didnt want to go this way, but its only way as i know, i can make the pools have more diversity in spawns.


While i was in one of my dungeons i tried to go back via  teleporter, so far so good, but i couldnt go back, for months i didnt tested this, glady i did now. The problem was easy to fix all thanks to @Bumbleguppy , i had to add my zones in region in the editor. The good thing i remnber the spots of every new cave lol

Changed the satyrs guarding Telious ( from 1st side quest outside of helos)

Changed some texture and pools along the way.

I should finish the 1st act this week, after testing ( both single player and multiplayer) i will leave as demo for anyone who enjoy having few deaths in character logo ( ups, forget about that :) )
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #205 on: 28 July 2019, 20:36:27 »
No..i didnt stop working on this project.

Ive been busy on last days, updating game map, replace musics here and there, giving names to dungeons, adjusting pools, to much things for a single person, but no worries i can handle this! 

I love this game, every model, skill, itens, design, everything, i dont mind having to much things to do, when you work with passion it doesnt matter.

had some problems with custom sounds i imported to mp3, had some crashs because of then, i converted again with another program and they are working as intended.

Just finish updating Modstings with every monster i created...... There are 530 new monsters ready to kill ( every single monster is design manually.. they are not just colour swaps), this only for 1st act, still didnt added bosses and heroes because i still need desging a few more.

The monster list will be increase... i have few more to create

 :)

Stay tuned
« Last Edit: 28 July 2019, 20:39:17 by sauruz »
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline undefind

  • Full Member
  • *
  • Posts: 115
  • Country: us
  • Karma: +2/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: -1
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #206 on: 28 July 2019, 21:01:02 »
omg. stop tickling us!
My mods and some other mods

https://mega.nz/#F!v5tGhawJ!BeMd_SSWpWZAeG4h3F2YFg

ATTENTION! .arz must be the same name as the name of the mod. i.e. custommaps --> DropSounds + Massbosses + Mis are epic + affixes are common

Database needs to have that long name (or change folder name)

Also on Steam

Not Yet Rated!

Offline WNG

  • Forum Moderator
  • Full Member
  • *
  • Posts: 615
  • Country: ca
  • Karma: +10/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: -4
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #207 on: 29 July 2019, 04:39:41 »
That is very impressive numbers. Incredible work  ;)

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #208 on: 31 July 2019, 12:23:53 »
Thank you :,)

Im happly to say im started to actually play the mod!

Started lv1 ( picked defense class)- Its Tuff but not impossible, if you clear the Helos area you should leave at lv 4 ( same lv as Soulvizer/UL mods)

Im thinking to give litle more gold to new characters so you can buy some equip and pots

The world is a crazy place  O:-)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #209 on: 31 July 2019, 17:23:30 »
Reach Sparta Hills at lv 11.

Oh man, i lke this gameplay, i dont have the felling being overlevel, monsters around sparta are between 7-10 lv.

Champions are truly champions, they no longer are trash monsters with yellow name as in vanilla. They are tougher,  dangerous and smart.

Bosses, i faced Nessus and beat him, it was a good fight, his attack skill actually hurts you, had to consume some pots, oh i couldnt stay away much longer because hes have charge skill type , ( he had on his dbr skill configuration but he wasnt using). Oh right i changed the diversity of centaurs that help him during the fight , theres a possibility a wild Elder(s)  appear :)

While im playing , im writing the stuff that needs balance and changed

One more thing, picked nature class as 2nd mastery to se how pets are doing.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Tags:
 


SimplePortal 2.3.7 © 2008-2024, SimplePortal