Author Topic: Version 2 Development LOC  (Read 229874 times)

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Offline nargil66

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Re: Version 2 Development LOC
« Reply #375 on: 12 November 2018, 21:52:20 »
Haha :D Nargil on the phone :D You want to add some demons... wait, gonna do some research. Be back later :)
Edit - Unless you want to add some of the ideas listed here:
https://titanquestfans.net/index.php?topic=690.msg6986#msg6986
« Last Edit: 12 November 2018, 21:56:16 by nargil66 »

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #376 on: 12 November 2018, 21:59:27 »
Oooh, the Erinyes made out of valkyries sounds delicious!

Also, the naiads is a good idea for the watery areas.

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #377 on: 12 November 2018, 22:07:18 »
Some ideias_

that mounted machae , that nargil made, would fit soo well here !

Winged bone fiend ( using manticore skeletton mesh)

The abyssal liches in act 4 can be HellFire Liches ( litle flavour , so can be different the ones from orient)- focus on casting death and alot of fire spell/ summons

some Odontotyrannus could be around there as well.

oh btw, the Stygian Hydradon from salt plains, could have vitality/soul attack based instead of fire/thunder
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: Version 2 Development LOC
« Reply #378 on: 12 November 2018, 22:20:45 »
Here is a big list of evil or neutral daimones:
Spoiler for Hiden:
I. EMOTIONS
GREEK   ENGLISH
Algos   Grief
Ania   Sorrow
Deimos   Fear, Terror
Eris   Strife
Penthus   Mourning
Phobos   Fear, Panic
Phrice   Horror
Phthonus   Jealousy
Styx   Hate
Zelus   Envy

II. THE HUMAN CONDITION
GREEK   ENGLISH
Achos   Pain
Amechania   Helplessness
Geras   Old Age
Hypnos   Sleep
Ker   Death
Lethe   Forgetfulness
Limos   Hunger
Mania   Madness
Methe   Drunkenness
Morus   Doom
Nosos   Disease
Oneirus   Dream
Penia   Poverty
Ponos   Toil
Ptocheia   Beggary
Thanatos   Death

III. PERSONAL QUALITIES *
GREEK   ENGLISH
Coalemus Stupidity
Cratus   Strength
Dolus   Guile

IV. MORALITY
GREEK   ENGLISH
Adephagia   Gluttony
Aergia   Laziness
Anaideia   Ruthlessness
Apate   Deceit
Ate   Delusion
Corus   Insolence
Dyssebia   Impiety
Epiphron   Prudence
Hybris   Arrogance
Peitharchia   Obedience
Phonus   Murder
Pseudologus   Lies
Thrasus   Rashness

V. VOICE & SOUND
GREEK   ENGLISH
Alala   Battle-Cry
Ara   Curse
Homadus   Battle-Din
Momus   Mockery
 
VI. ACTIONS & EVENTS
GREEK   ENGLISH
Alastor   Blood Feud
Androctasia   Slaughter
Hysmina   Fighting
Ioke   Onslaught
Mache   Battle
Palioxis   Retreat
Phonos   Murder
Poine   Retribution
Proioxis   Pursuit

VII. STATE OF SOCIETY *
GREEK   ENGLISH
Dysnomia   Lawlessness

Btw, if the machae MI names are changed to something else, all of them can become demons of different aspects of war.
Edit: Got an idea for the North - banshees. Not exactly celtic or norse but...
« Last Edit: 13 November 2018, 02:04:26 by nargil66 »

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #379 on: 12 November 2018, 23:57:08 »
After awhile, I didn't like the black widow summons for Rogue, so I turned them into Shadow Demons. They aren't timed, but instead are flimsy like skeleton warriors.

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #380 on: 14 November 2018, 01:33:07 »
I think I'm finished with the Djinn quest in the Orient. You are tasked with killing the 3 Djinn sisters.

They spawn in fixed locations now, one in an ice area, one in the cave on Forest of the Ancients and one in Typhon's obsidian area.

The quest reward grants elemental resists of +3 and the questgiver gives you the key to the mysterious locked door in Upper Mongolia.

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Offline nargil66

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Re: Version 2 Development LOC
« Reply #381 on: 14 November 2018, 19:39:29 »
Misterious locked door... is it what i think ;)?
Another idea - Outsider's model is almost unused, might be turned in sone Hades demon or something.

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #382 on: 14 November 2018, 21:17:35 »
Outsider mesh, okay I will file that for later.

Reskinned Valkyries, also had to rotate the RHand attach point in the mesh file so they could use one-handed weapons as all the animations are for spear.

EDIT: Also, I redid all the valkyrie animations to add the callback point for the wingflap sound effect.




Finished the Yao Guai volcano summons meshes and skill. Tried to replace Eruption with a little obsidian volcano, but there were animation issues I don't know how to resolve.

However, I did add the meteor mesh to the Eruption projectiles, which is pretty sweet looking.
« Last Edit: 14 November 2018, 21:23:40 by Bumbleguppy »

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #383 on: 14 November 2018, 21:42:39 »
there will be more quests in this version i am correct ? if yes will be pretty brutal

also those new valkyies looks ver well done! into my eye i think her wings are litle big but thta just me maybe
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #384 on: 14 November 2018, 22:59:46 »
Thanks. Unfortunately, the wings are part of the Valkyrie mesh.

I'm really not interested in learning how to use a mesh application at this point. If I already knew how, sure.

The new little cave north of the swamp in that little town before the Jade Palace now has a Junglecreep miniboss. I expanded the cave a bit while I was at it.

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Offline nargil66

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Re: Version 2 Development LOC
« Reply #385 on: 15 November 2018, 00:26:10 »
Woah, those erynies look awesome! The real Avengers squad :D





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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #386 on: 17 November 2018, 02:30:37 »
I finally realized what was holding me back from modding Act 5, it's because I don't like it.

Some is okay, but especially the maze-iness of the map. It doesn't feel organically linear like the first 3 acts. I had the same issue with act 4 in some areas. Navigating mazes in an action RPG really busts up my rhythm.

So I tore into the Act 5 map the last couple days. My goal is basically Quality Of Life improvements (for me).

The harbor around Corinth, I tore out all the big boulders cluttering up the beach out and removed some buildings in the harbor proper to open the area up. I painted a path with city cobble all the way to the beach. I moved the respec mystic and craft mystic into the main market.

In every town, I moved all the merchants near the teleporter or at least moved them to be close together. I don't think it's fun to run through town a long ways just to run between merchants.

Rebuilt the entire salt mine, opening it up/making areas bigger to make it more linear, I placed mine track from the entrance all the way to the boss so it's easy to navigate, deleted unnecessary outlier areas.

In the Dveger halls I built shortcuts to cut down the pointless run time. I moved the teleporter into the Forge room from outside. I also added doors where there were maze-y walls before, just a lot easier to keep your rhythm going.

Moved the rebirth fountain by the beach near the first Celtic town to actually be IN town

Added sarcophagai to the Barrows, Dveger halls and the Lands End area.

Tore out the trees and mountains blocking the road out of the first Celtic town. Forcing me to weave through farmlands to fight Boars  was really frustrating. I also painted the road through to make it more noticeable. I always missed the turn to go to the saltmine and ended up 10 minutes into the forest before realizing it.

Other modifications I worked on were adding champ hearts to bosses and champions, buffing up a couple bosses.

Colored all the Trolls green.

Made all bandits and cultists of the racial type "Human" (I recycled the "Animal" racial type for this).

I think I will make the cult bosses have two forms, the second one a ghostly form, more Ancestral Warrior than evil spirit.

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Offline WNG

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Re: Version 2 Development LOC
« Reply #387 on: 17 November 2018, 03:54:55 »
Made all bandits and cultists of the racial type "Human" (I recycled the "Animal" racial type for this).

At last! Thank you!

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #388 on: 17 November 2018, 13:40:36 »
i agree with you, act 5 is somekind of love-hate relashionship, than previous acts.

Nice work so far in that act.

i have two sugestions i can think right now for act 5.

1) Karkinus

-changing Artic karkinus name to Njord Stalker  and change their colours to white ( Karkinus name dont make any sence in norse lands)

- Changing Pale Karkinus from Corinth to Corinth Karkinus ( can have maybe purple/redish colour) turning then different that act 4, same with turtles , making then different from previous acts .

2) Turn bears into champions monsters rather normal ones (?) since they are somekind of tankish and hits hard
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #389 on: 18 November 2018, 00:13:14 »
Just wasted the last 2 hours debugging.

It seems the staues around the Gorgon lair weren't coming to life like they did before.

I tried updating the controllers, no go. I added a sparkle to their suicide buff, and it did go off, but they dodn't work.

So I started building a quest to kill them all off when they hit 50% health...and also since there are duplicates, I had to make dozens of unique statue files as well.

Then a sheepish memory confessed...in a moment of false prudence, I had flipped the "invincible" bit thinking that way splash damage wouldn't kill them prematurely.

Well, hidden from combat already does that, and invincible made it so that they were at 0 hp and still didn't die.

So that's what I get when I play it safe as a habit. Live and learn.  ::)

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