Author Topic: Deities Mod - Development Thread  (Read 9832 times)

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #330 on: 12 August 2018, 14:11:20 »
About the increased range on level - I found a way  ^-^
I turned Marksmanship into a self-only toggled skill aura with 16 levels, called Hawk's Eye. Each level is linked to a separate weapon enchantment file with no effect attached, instead the 16 weapon enchant files link to 16 different projectile files. Each projectile file has increased distance profile than the previous. With maxed Hawk's Eye you can hit the target on 35 meters. Neat.

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #331 on: 13 August 2018, 13:59:01 »
Drafted some ideas for new weapon types:

Spoiler for Hiden:

Base Dmg - Physical / Elemental means % of base physical damage is converted, similar to piercing weapons.

New offhands (all use Shield Template):
Melee Offhands – Serve as shields with lower block and absorbtion, instead have a chance for additional damage. Dex/Str Requirements. Dual wield is not needed to use.
Quiver Offhands – Cannot block, add % attack speed and other bonuses to bow and thrown users. Dex requirements.
Magic Offhands – Cannot block, add % cast speed, energy regen and other bonuses to mage users. Int requirements. Work with staffs.

I bet the templates will send this idea also to the scrap, but I'll try to do it first.

Offline Prosoro

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Re: Deities Mod - Development Thread
« Reply #332 on: 16 August 2018, 11:13:57 »
About the increased range on level - I found a way  ^-^
I turned Marksmanship into a self-only toggled skill aura with 16 levels, called Hawk's Eye. Each level is linked to a separate weapon enchantment file with no effect attached, instead the 16 weapon enchant files link to 16 different projectile files. Each projectile file has increased distance profile than the previous. With maxed Hawk's Eye you can hit the target on 35 meters. Neat.

Dude nice thinking there! Sounds like a mean skill and am liking the chosen name for it too  8)
~  Anything new for TQ? See what Unearthed StudiosNZ has been up to - Details at www.hamunaptramod.com  ~


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Offline Corpsdweller45

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Re: Deities Mod - Development Thread
« Reply #333 on: 18 September 2018, 10:59:38 »
How is mod doing,it's all quiet on the Eastern front :D? O0

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #334 on: 18 September 2018, 17:23:39 »
I'm working on it the last few days, but won't show progress untill new things are done.

Edit: Nvm, here is a small update for Hecate - reworked all Lampad skills to be related with the five rivers of Hades, as I intended:

Spoiler for Hiden:
LAMPAD SKILLS

I. Innate Skills

Lvl 1: Base Summon

Lvl 5: Bane of Styx
The lampad calls upon the River of Hatred to poison and sicken an enemy.
% Chance to be Used
1 Target max
+X Poison Damage over 3s
+X Vitality Decay over 3s

Lvl 9: 2 Summon Limit

Lvl 13: Call of Cocytus
The lamenting cry of the lampad brings sorrow and despair in those ho hear it.
% Chance to Activate upon taking Damage
3 Meter Radius
% Reduced Total Speed for 6 Seconds
% Reduced Offensive Ability for 6 Seconds
 
Lvl 17: Mists of Lethe
The mere presence of the underlowld nymph can send enemies into forgetfulness.
Self Aura Buff
1.5-2.0-2.5-3.0 Meter Radius
% Chance of 3-5 Seconds of Sleep
% Chance of 3-5 Seconds of Confusion

Lvl 20: 3 Summon Limit (Witches MUST be total of three!)

II. Modifier Skills

Scourge of Phlegethon (Replaces Life Drain)
The lampad can punish enemies with infernal whip of flame, taking portion of their life to replenish her own.
Active skill
12 Seconds recharge
1 Target, Any Range
20-200 Fire Dmg
5-20% Reduction to Enemy's Health
50-200% Dmg to Health

Curse of Acheron
Channeling the power of the fifth Hades river, the lampad curses a group of enemies with agonizing pain.
(Debuff Skill, purple Study Prey Effect)
% Reduced Total Damage for 6 Seconds
% Reduced Resistances for 6 Seconds
« Last Edit: 18 September 2018, 22:01:41 by nargil66 »

Offline Corpsdweller45

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Re: Deities Mod - Development Thread
« Reply #335 on: 19 September 2018, 14:15:47 »
Okie,can't wait for it,by the looks of it should be the best of all mods for Tq!I have a question,which god mastery will have the most summons in the game?

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #336 on: 20 September 2018, 09:53:52 »
Okie,can't wait for it,by the looks of it should be the best of all mods for Tq!I have a question,which god mastery will have the most summons in the game?
As they are in the drafts right now, Dionysus - has satyrs, maenad, silen, briar ward, and the maenad can summon a fox and 3 wine sprites.

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #337 on: 20 September 2018, 16:16:55 »
Update on the class names (many names are changed, added explanations on some of the words):

Spoiler for Hiden:
Apollo = Seer
Ares = Warrior
Artemis = Hunter
Athena = Defender 
Dionysus = Bacchant (the common name of a priest of follower of Dionysus)
Hecate = Sorcerer (since Hecate use many types of magical skills, I chose this instead of Theurgist or Necromancer)
Hephaestus = Artificer (the follower of Hephaistos is much more than a simple blacksmith)
Hermes = Rogue
Zeus = Priest (I moved Stormcaller to Poseidon + Zeus)

Seer + Warrior = Harbinger
Seer + Hunter = Haruspex (in Ancient Rome - a priest, who practices divination by looking the entrails of animals)
Seer + Defender = Templar
Seer + Bacchant = Ritualist
Seer + Sorcerer = Hierophant (a priest who interprets the sacred mysteries. He was the leader of Eleusinian Mysteries, connected to the underwold, Persephone and Hecate)
Seer + Artificer = Pyromancer (literally "fire-diviner". I put it here, as both classes are fire-based)
Seer + Rogue = Minstrel (the original greek words are "aoidos" or "rhapsode" used for a wandering poem singer in Classical Greece)
Seer + Priest = Oracle (a seer-priest who connects with a deity to receive advice or prophetic visions)

Warrior + Hunter = Slayer
Warrior + Defender = Warlord (both Athena and Ares are related to war, and combined they should make the perfect commander)
Warrior + Bacchant = Zealot (frenzied and ecstatic fighter, no better name I think)
Warrior + Sorcerer = Warlock (I imagine this one similar to Geralt from the Witcher series)
Warrior + Artificer = Battlesmith (Both skilled warrior and craftsman)
Warrior + Rogue = Wardancer (a swift and agile fighter, mostly dual wield. The word "Assassin" is arabic and doesn't fit much in Ancient Greece imo)
Warrior + Priest = Warpriest (self-explanatory)

Hunter + Defender = Sentinel (I used Warden elsewhere)
Hunter + Bacchant = Wanderer ("Ranger" always made me think of Lord of the Rings)
Hunter + Sorcerer = Demonhunter (A hunter of evil spirits, I never liked "Bone Charmer" tbh)
Hunter + Artificer = Trapsmith (a hunter-mechanist)
Hunter + Rogue = Brigand
Hunter + Priest = Augur (a roman or greek priest, who practices ornithomancy - seeking omens in the flight of birds; "bird-diviner")

Defender + Bacchant = Warden (a forest protector, i think Warden sounds more forest-based than Guardian)
Defender + Sorcerer = Soulkeeper
Defender + Artificer = Armourer (both masteries will buff armor, another name for a tanker :P)
Defender + Rogue =  Vindicator (means defender of justice or liberator)
Defender + Priest = Palatine (an older word for paladin, from the time of the Roman Empire)

Bacchant + Sorcerer = Shaman (nature + spirits + using drugs and alcohol :P - it fits imo)
Bacchant + Artificer = Conjurer (word is closer to crafting than Summoner)
Bacchant + Rogue = Enchanter (more relater with charming than Illusionist)
Bacchant + Priest = Thaumaturgist (means "wonder-worker")

Sorcerer + Artificer = Alchemist (I think if fits well both masteries)
Sorcerer + Rogue = Dreamwalker (both Hermes and Hecate can travel between the physical and the spirit world)
Sorcerer + Priest = Theurgist (means "divine-worker", a sorcerer who connects with greater spirits and deities for power) 

Artificer + Rogue = Saboteur (trapper/bomber, a more fantasy Odysseus with his Trojan Horse)
Artificer + Priest = Thundersmith (The Elder Cyclopes are all Thundersmiths, forging Zeus' thunderbolts)

Rogue + Priest = Apostle (I imagine it something like wandering sage and preacher)

----

Changes:
Seer + Rogue = Minstrel (changed from Chanter, the latter sings only psalms)
Hunter + Sorcerer = Demonhunter (changed from Shaman)
Hunter + Artificer = Trapsmith (changed from Flameslinger)
Defender + Sorcerer = Soulkeeper (changed from Soulbinder)
Defender + Artificer = Armourer (changed from Fortifier)
Bacchant + Sorcerer = Shaman (changed from Sacrificer)
Bacchant + Rogue = Enchanter (changed from Trickster)
Sorcerer + Rogue = Dreamwalker (changed from Planewalker)

Also changes in Poseidon classes (I put them last because I'm not sure if this mastery will be included):
Poseidon = Seаwalker
Seawalker + Warrior = Corsair
Seawalker + Hunter = Krakenhunter
Seawalker + Artificer = Earth-shaker (an epithet of Poseidon as bringer of earthquakes)
Seawalker + Defender = Sea Warden
Seawalker + Rogue = Argonaut (alt is Swashbuckler)
Seawalker + Bacchant = Wavespeaker (like a sea druid)
Seawalker + Sorcerer = Sea Sorcerer
Seawalker + Priest = Stormcaller
Seawalker + Seer = Forecaster (foretells sea storms and the future as general)

If you don't like any of the class names or have a suggestion for better ones, let me know.
« Last Edit: 21 September 2018, 01:23:38 by nargil66 »

Offline Corpsdweller45

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Re: Deities Mod - Development Thread
« Reply #338 on: 20 September 2018, 16:52:57 »
No,they are up to the money,my friend!Can't wait for it to combo Dionysus or Hecate plus Ares;)

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #339 on: 21 September 2018, 01:01:03 »
Update #2 of the class names, see my previous post. I think this is final.

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #340 on: 21 September 2018, 17:25:40 »
New stuff:
1. Mastery description for Dionysus is done.

2. Ares' Dual Wied tree is replaced with one-hand spear/sword tree. Animations are done, skills need some tweaking.
3. Dragon has returned  >:D His breath attack now hits multiple targets (before it hit only one, which was useless). It does fire, burn, venom (instant poison) and slow poison damage. Remains to buff his bite and hand swipe attacks to be more useful too.
4. The whole Ares Mastery is back to 24 skills total (i'm still importing the old skills).
5. Battle Rage tree will also be reworked to a permanent excusive aura (Battle Trance, Trance of Wrath or something like that). As I said before, in Deities all the masteries will have their own exclusive aura.
A little video to show the changes:
« Last Edit: 21 September 2018, 17:27:28 by nargil66 »

Offline Corpsdweller45

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Re: Deities Mod - Development Thread
« Reply #341 on: 21 September 2018, 21:07:43 »
Come little dragon,come to mama :D

Offline Corpsdweller45

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Re: Deities Mod - Development Thread
« Reply #342 on: 21 September 2018, 21:10:01 »
Any pets for Poseidon mastery?That was the most powerful mastery EVER,Poseidon mastery in Paths,that final tiers were  out of this world...Polyphemus,Tsunami and other stuff......

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #343 on: 21 September 2018, 22:59:26 »
I'll leave Poseidon for last. If it's included at all, his pets hill be 2 melee Ichthians and 1 caster Triton Priest. But for now Poseidon gives me most trouble when I try to balance weapon bonuses, damage types and other things in the drafts. Will see how it goes.

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