Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 218024 times)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #240 on: 10 September 2019, 12:16:43 »
Sorry for not posting on last days, ive been sick, hardly could get off the bed. Im felling better now, still recovering.

You know what they say ".. Evil never rest, so as we " :)


What i did lately:

-Added boss tracks to all my bosses encounters

-Added a special guess boss around Kerata Forest

-Few Monster skill adjustments

-Centaur Hero added

-Updated few Centaurs textures

-Added Satyr Hero

-More couple thing i forgot.

Im playing this time as petmancer (nature + spirit)  and the things are going nicely

Im planing to add the remain content  ( is not much left, more like 3-4 bosses and couple monsters textures ) this week. Maybe realese the act 1 next week. Lets see
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 #241 on: 12 September 2019, 17:14:17 »
The last video before release



As you can see, the mechanic are the same as in vanilla, I only improve 100x more the fun factor in terms of gameplay!

So far,

650+ new monsters across greece from common to might champions ( not counting the improved vanilla monsters)

Customized Meshes and textures.

50+ new heroes and bosses

50+ new sound tracks to  fit the area around you.

Bigger iventory (Thanks to Nargil)

vitality and poison staffs (Thanks to W.N.G)

-New areas and hidden chests to find

-New boss musics

And much more

Next week Probably  O0 >:D 8)


p.s : The Ai of the pets is so awful, specially the lich king, im sure he enjoys watch me getting killed :-(
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 #242 on: 13 September 2019, 10:39:10 »
Looks intense! Great work Sauruz, and I like the diverse amount of enemies in the mix.  Music is a nice touch too  :D
~  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 sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #243 on: 16 September 2019, 10:56:56 »
Looks intense! Great work Sauruz, and I like the diverse amount of enemies in the mix.  Music is a nice touch too  :D

Thank Prosoro! It taken some   "wierd math" to make diversity work with ( almost all) monster pools, i do remenber looking at some pools specially the arachnos, because they refuse to spawm more than 1 different type. Lucky i did find a trick that resolve all that problem, i belive i explained couple posts ago.

Yes the Music is , for me a important key when playing any game, its not i dislike  TQ music, in fact there are super B soundtracks, but sadly for me , in greece act the music tracks are often quiet, so i did replace most of then, there are few vanila soundtracks, for exemple the i didnt touch city ambient music or upper war camp music.

One thing why i change the music is because the Mod spirit concept, its different than vanilla, in terms of world design and what you will face during your journey, The music need to give a sence of never ending batle to save humanity. With the new music i belive it can tell you what really happend in that particular zone. As i hope :)


Finish the act with my summoner , ended with lv 25, wich is perfect. I adjusted some monster files / animation along the way, added treasures box around new bosses.

The content is almost ready, 95% done ... need to think what skills i will give to remain  bosses left , mhm...that is hard part , if anyone have skill ideias let me know.
« Last Edit: 16 September 2019, 10:59:36 by sauruz »
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 #244 on: 19 September 2019, 16:51:25 »
Another titanomachy unique creation

Beware of Barbarian Centaurs , the most vicious of all centaurs tribes, not only they can attack faster but they can use DUAL weapons!



I Made a unique attacks and special attacks animations and it looks beautifull!
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Online nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #245 on: 19 September 2019, 21:00:03 »
Nice! Repeating BG, I think your mod will be a hit on Steam :D.

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #246 on: 21 September 2019, 20:45:01 »
Eh! Thanks for the kind comment! I just hope someone will enjoy this as much i do

Today i created unique batle standart ( warfare flag) models for the monsters that have the skill ( ex: centaurs, boarmans, minotaurs, pirates), making then unique and different, plus evey single monster flag give diferent bonus like more hp/speed/defense/hp recovery. destroying the flag our avoid it its the best thing to do.

Oh and i changed the  Batle standart from warfare mastery, it have new look :)
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 #247 on: 24 September 2019, 01:30:44 »
Created more Bosses here and there, most of then are placed in side areas.

I was thinking for a last boss creating a bat, now this is tricky, on what i should give to his skills ?

Do you remenber the Bat uber hero in SV ? maybe i could do something similar, idk.

If you have any ideia let me know :)


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 #248 on: 27 September 2019, 20:15:37 »
The End is almost here... Can you smell it ? the armies of evil are marching...

-Gave all bosses bases resistances, prepare to fight hero!
-Added some proxies in some unexpected places
-Adjusted some dbr files


I just need to fix some animations from monsters ( for exemple the walking from nymph alike creatures and something else) and thats it i guess

So excited to show you, whats Titanomachy is all about!
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 #249 on: 28 September 2019, 01:29:27 »
I want to share with you folks what i did



Took me 2 hours , but it works !!!
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 #250 on: 28 September 2019, 23:21:25 »
 I started to make the final adjustments, mostly are game modifications

-Changed/Replaced  3x monster races ( Thanks BG to help me out :) )

-Fixed Nymphs alike walk animation

-Fixed special Satyr raider animations

-I learned how to make npcs ! So i added 2x new npcs , considere then as Storytellers :) 1x have audio :D

-Added several new sounds to some creatures / bosses

« Last Edit: 28 September 2019, 23:24:10 by sauruz »
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 #251 on: 30 September 2019, 13:28:26 »
the content is done, ready to go, but from time to time im crashing between parnassus war camp to Athens , im trying track what is the reason of the errors.

Felling sad right now, because its only set in that area you see, everything rest is good.... but hope never dies.

By checking "\" command i saw some invalid animation reference , maybe its because of that idk. I will start by replacing some animations from previous satyrs to mountain ones.... mhm

I will find you whatever you are
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #252 on: 01 October 2019, 00:54:55 »
Well done man! It's an achievement for sure  :D

I also had an issue with my mod crashing last night, was stressing a bit but thought about it, then re copied it again from My Documents into game directory and hit build in AM.. no crashes after that

You'll get it sorted I'm sure, don't worry ;)
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #253 on: 01 October 2019, 01:14:18 »
its so wierd i tell you. Ive deleting thing and re imported again, testing monster 1 by 1 ugh

I tried to investigate whats is happening by pressing the debug command, it showed couple red line about some invalide animations and invalid skills, not a valid reason to crash the whole thing.

I losse to much time checking dbrs one by one, then i remenber i could import all dbrs with  Notepad+++ , lol,  clean some errors and ghost files along the way tho, so much easier.

So far its going well.

Im starting to beleive the problem is with the game  and not me
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #254 on: 01 October 2019, 19:20:00 »
I might know what are the reason of the Crashes.

 Its the game itself sadly, the areas around Athens are super sensitives... you see, its like they dont accept any kind changes. My crashes are mostly when i reload in those areas, for exemple when i die or when i back from shopping via teleport.

I can restore the vanila area(s) with the original proxies it would fix it, honestly i dont want to remove the proxies around Athens becuase i like how they are placed. And it doesnt happend 100% of the time.

Right know i reach to Athens without any sight of crash, while 3 hours ago i had twice.
« Last Edit: 01 October 2019, 20:07:42 by sauruz »
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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