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I open this new thread to post development progress, roadmaps, previews and such. Bumbleguppy has granted me full freedom on what to add or work on, for which i'm very grateful to him. Here are my current plans for the development of LoC:
1. Adding equippable mounts and brand new mount vendors to each game act. This has already been started, but will take time to finish. Here is an old video to show the idea in action:
https://www.youtube.com/watch?v=ILoJx-p9HUA
2. Improving visuals of some pets (i'll start with the nymphs of course, haha) and LoC related items.
3. Adding more QoL features - this includes some of the features already implemented in Enhanced Gameplay, like lore text descriptions, displaying accurate weapon attack speed, more character skins, etc.
4. Rework and a visual overhaul of many MI items - LoC already has a lot of improvements regarding MIs, it will make things even easier.
5. More enemy heroes and bosses with unique visuals and skills - i love that feature in SV, and i'd love seeing it in LoC also.
6. Making a "hard mod" version of LoC (loadable from the main game).
This is what is planned for now. I'll try to avoid making too many plans, to not get ahead of myself, but you get the main idea.
Also, that means the development of EG is officially canceled. LoC is the better mod anyway, and far more rich in content, so i hope if you enjoyed playing EG, you'll enjoy LoC instead.
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Congratulations on taking up the torch Nargil! I'll be watching your progress with interest, young padawan...
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Congratulations on taking up the torch Nargil! I'll be watching your progress with interest, young padawan...
Hehe, someday i'll be a Jedi Knight, you'll see :P
Last night did some tweaks on my old Nymph model (vanilla UV) and beautified it a bit. The plan is this model to become default for all LoC nymphs:
(https://i.imgur.com/taWKeO5.png)
(https://i.imgur.com/Kv3xDkG.png)
(https://i.imgur.com/Y4zMNXJ.png)
In this case she's using Thiyad (maenad) skin, just for the showcase. The hair is one of many, so there will be plenty of variety.
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Another great model of yours. It looks really nice. In my opinion, it might be worth making an add-on mod like your other skins. Looking at it reminds of a great easter-egg in the game: "Dairy of a Teenage Meenid".
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Another great model of yours. It looks really nice. In my opinion, it might be worth making an add-on mod like your other skins. Looking at it reminds of a great easter-egg in the game: "Dairy of a Teenage Meenid".
Hehehe, thank you. No problem with making it an addon as well. I have plenty of nymph skins that remain not properly posted to this moment. So i'll just combine the two tasks in one.
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Heyo Nargil o/ stoked to see you take the lead with LoC, well deserved sir!
Looking forward to see how it develops and all the sweet shiny mesh updates :D
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Glad to see this mod continuing. It has always been my favourite, all the way back since the Summoners Delight days. Keen to see where you take it take it Nargil and can't wait to test it.
Thank you for your many years developing the mod BG, I probably wouldn't have played TQ anywhere near as much as I have without your mods
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Thank you both @Prosoro and @Akunde , and sorry for not responding earlier. I just didn't want to talk much before there is some progress.
What is added/changed since the last video posted above:
- Horses equip on greaves slot instead of torso. That will be the case for some other illusion items as well. I had to swap templates of all torso and greaves armors in the game (and mod) to achieve that, but you shouldn't notice any difference. The reason i picked leg slot is that leg armors generally have less impact than torsos.
- Common horses are ready for the Egyptian Act also, just have to make the vendors who sell them. Preview:
(https://i.imgur.com/k5LZ93l.png)
- There are new base models for both playing characters, as well as some skins for them (from NewSkins mod). I still have to update them to the latest versions
- Inventory space is greatly increased. Instead of base space and 3 big bags now there are 3 huge bags and no base space at all
- I don't want to change the map when adding the new horse vendors, so instead i started tracking all unique non-speaking NPCs on the vanilla map using Editor, ArtManager and TextCrawler (setting the search to .LVL file extension). Unique in this case means there is just one instance or the given NPC anywhere in the game. Unique NPCs are currently tracked to the beginning of Immortal Throne, today I'll focus on finishing the list.
Edit: All unique NPCs up to Eternal Embers are tracked. EE itself will take more time however - there are much more NPC files than usual.
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Ok, i'm still stuck on the EE NPCs, and I was bored to death, so i had to do something more fun. I saw that Bumble has included Skeleton Generals in the Act I undead pools... so i thought - what if i make them ride on skeletal horses? >:D There is a full skeletal horse mesh in the TQ assets, i guess the original devs used it when creating bone piles. But now it's utilized for something more interesting:
(https://i.imgur.com/4hfnLc6.png)
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Made an NPC "overhead" icon for future illusion vendors today:
(https://i.imgur.com/tZdaEzw.gif)
Also ported all unique NPC records to LoC.
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Some time ago i had this idea to make my friend Bumbleguppy a special NPC... Well, here he is :D :
https://youtu.be/ya8-FD7xqho
I hope you like it BG, this is my tribute to you and everything you've done for me and for this game over the years.
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AH , being honest its hilarious (in good way) , nicely done.
The Donut flying is nice touch
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Hehe, i'm glad you like it sauruz :) The donut idea came from Amaryllis, the flying carpet is an idea by Icefreeze... it good to have friends, isn't it?
Some finishing touches:
(https://i.imgur.com/nOPGoK5.png)
(https://i.imgur.com/afQ0fZw.png)
Also comes with increased "Zoop-iness" hehe.
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:D woah that's some epic tributes there hahah
Those generals look formidable! I can imagine one of the 'empty' caves becoming a new home to one of these, add some ghostly vfx and make one into a sort of Shadowmaw 2.0 xD
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Thanks, Prosoro! About the ghostly effect, that made me think - what if i turn all Greek skeletons to ghostly and rename them to Phasma? IMO normal skeletons fit Egypt, but not Greece. According to Theoi.com:
PHASMA Ghosts or phantoms which haunted the living. Some were corporeal in form, retaining their physical bodies, others were merely bodiless spirits.
So it can be anything basically. Another type of ghost is the Taraxippos (a horse-frightening spirit):
https://www.theoi.com/Phasma/PhasmaTaraxippoi.html
And since it's related to horses, maybe it can be a mounted ghost?
So much to do, so little time...
I'm working on something else atm, but your idea is noted :)
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I'm really happy that nargil66 took this on when I asked him. Thank you nargill66 from the bottom of my heart. <3
I did have a few good days in a row and since the trailer for TQ2 I git excited and fired up TQ to play the mod. Of course as soon as I did I booted up ArtManager and started polishing little things that bugged me or ideas I had. Icegolem is back to single summon, updated his ice boulder skill.
I managed to add a permanent pet boost using the quest file that permanently buffs pets per act in little increments so there's no super life buff for act 4 anymore. I also had to tweak all the pets skill based base resistances so that it all balances better. Still buffing all bosses more lol
I didn't tell you nargil but I added a tier 7 skill for Forest Nymphs: Bladedance toggled self buff adds lots of speed dodge and damage.
Can't type anymore till I get some painkillers in me, but I'm keeping a file change manifest and everything.
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I'm glad you're working on it again, BG. :) Right now i'm a bit tired to mod... i'll try to find something neutral to work on, like adding more animations to Pegasus or something.
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Ha ha, no worries. I'm even slower than I was in the past getting anything done.
I'd gladly work well on multiple projects at the same time so just keep up the good work my friend.
I just get so annoyed with bugs and things I think are unbalanced I can't help myself lol
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Hey BG, i think i found a way to add effects to buff animations for all masteries despite the limit of 24 special animation slots. The trick is using props! Here is the way i used:
1. I took a vanilla "skill_buffself" animation, added a "skillProp1Add" and "skillProp2Add" callbacks with the CallbackEditor (btw you can even add prop callbacks that are not in the callback list), and replaced the default animations for buffself/other in the animation table with it.
2. Then i took the easter egg snowball (weapon mesh from IT), made it invisible in MeshView by setting Face Count to 0 in DrawCalls section, and I attached one of your buff animation effects via entity directly to it:
CreateEntity
{
attach = "FX1"
entity = "Records/Effects/dream/dream_cast_fx01.dbr"
}
3. Then i created two new prop records, one for left hand and one for right hand, and linked the invisible snowball with attached effect in each of them.
4. Then in one of the buff skills of Dream (Trance of Empathy), in Config i just left the skillSpecialAnimationName empty and instead added the two props for dream buff effects:
(https://i.imgur.com/nC49yyD.png)
5. I had to edit your buff effect and make it to loop, also to change "boneList" attach points in the effect record file to "Bone_R_Weapon;Bone_L_Weapon", but i think the result is pretty decent:
(https://i.imgur.com/rC4GTrh.gif)
Here is the result of my tests so far (see attachments):
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Wow! That's a great idea! I never thought of that, now there can be all sorts of effects for cast animations, good news
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I don't understand why not add/use PS1Start / PS2Start / PS3Start callbacks in the animation, then enter the effect file and attach point(s) in the skill ?
That would avoid to create props, and also you could have the same effect file for both hands. I understand here you create two props even if effects are the same.
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I don't understand why not add/use PS1Start / PS2Start / PS3Start callbacks in the animation, then enter the effect file and attach point(s) in the skill ?
That would avoid to create props, and also you could have the same effect file for both hands. I understand here you create two props even if effects are the same.
I'll try that. This way might be the simplest indeed...
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I didn't know that the particleeffectName and AttachPoint in the player skill templates even worked. I guess I was so used to the idea that TQ is just so buggy that's why I never saw it used in the base game database files.
Besides, I never would have thought of it lol
nargil66: "Instead of dozens of separate player animation files, why not have the buff and projectile cast animations accept prop attach points and add an invisible prop with a particle effect to the skill file?"
soa: "How about adding PSEffect callbacks to the two cast animations and add the effect reference directly in the skill file, no need for props"
bumbleguppy: "I like pets"
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Well, i didn't even know how to view detailed descriptions in the record file by now (View/Descriptions...) haha.
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Ported this model today (possible construct for Atlantis or something):
(https://i.imgur.com/3BlqnRS.png)
It uses Gigantes animations.
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damn, son
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Today I'm working on some animations. I've noticed before that in vanilla "femalepc_unarmed_skill_callofthehunt.anm" the horn prop is pointing backwards:
(https://i.imgur.com/jYYSBgq.png)
Here is the fixed animation, for anyone who needs for their mods (just swapped Bone_R_Weapon with one from onehanded animation, no other changes):
(https://i.imgur.com/wRU6sbM.png)
Male version doesn't need fixing. See attachment below for download.
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I post another animation for anyone who needs it - it's an improved female walking animation. Preview:
(https://i.imgur.com/auxo0Ua.gif)
The default one were missing bones for the side hairs, thigh plates and back skirt, the wrists rotation is changed to be more natural, also added tail bones to be compatible with vanilla maenad model. See attachments for download.
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Good, I'll replace those.
I've found a similar issue with many NPCs in EE, but the models and animations are vanilla Orient so maybe it happens elsewhere. See this picture, the ribbon in the back is fixed, not animated :
(https://i.imgur.com/RCZVzwC.png)
The NPC is in records\xpack4\creatures\npc\level design\city\cfemale04_talk.dbr but others have the same issue.
The mesh is Creatures\NPC\NewOrient\OrtVillagerF.msh
With various hair prop in the dbr, and nothing looking like a ribbon in the Viewer, whichever the animation. This NPC does use a male animation though (Timon) but other NPCs using male anim don't seem to have the issue. Like all those female NPCs in EE using the "lean on a wall" animation, which is male too.
I'm not sure where that ribbon is, maybe in the main female mesh, not attached, but it's missing a bone ?
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Good, I'll replace those.
I've found a similar issue with many NPCs in EE, but the models and animations are vanilla Orient so maybe it happens elsewhere. See this picture, the ribbon in the back is fixed, not animated :
(https://i.imgur.com/RCZVzwC.png)
The NPC is in records\xpack4\creatures\npc\level design\city\cfemale04_talk.dbr but others have the same issue.
The mesh is Creatures\NPC\NewOrient\OrtVillagerF.msh
With various hair prop in the dbr, and nothing looking like a ribbon in the Viewer, whichever the animation. This NPC does use a male animation though (Timon) but other NPCs using male anim don't seem to have the issue. Like all those female NPCs in EE using the "lean on a wall" animation, which is male too.
I'm not sure where that ribbon is, maybe in the main female mesh, not attached, but it's missing a bone ?
I'll check, and yes, it looks like that ribbon is not animated at all, maybe it's a static mesh? Can't tell before i see it.
Edit: as suspected - there were two shaders in the OrtVillagerF.msh, second one was StandardStatic.ssh. Changing it to StandardSkinned fixed the issue right away.
The ribbon is erased on some texture variants, otherwise it's always there:
(https://i.imgur.com/O4bdtFJ.png)
I attach the fix.
Edit2: Some improvements on the 6 animations for female run. Changes:
- Fixed front loincloth bones being too bouncy
- Fixed right weapon bones having wrong position
- Changed foot angle to make steps look lighter
- Added moving tail bones (compatible with vanilla Maenad model)
Video preview:
https://youtu.be/_fez0PUSDJQ
Attached below.
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What is new in development:
I'm currently implementing my own version of Throwable Spears in LoC, similar to this Steam mod by @zocwu:
https://steamcommunity.com/sharedfiles/filedetails/?id=2879594692
Credits to the author for the great idea. For LoC it will work in a slightly different way though, i set the throwing skill (Power Throw) to have 4 seconds cooldown, with +50% Total Damage and 33% chance to pass through enemies. While im working on spears, i might as well add lore descriptions and display base attack speeds on them.
Another thing from yesterday - new tiger(2 model variants, 8 texture variants):
Vanilla-Like model
(https://i.imgur.com/hAYN7CC.png)
Modified model
(https://i.imgur.com/wAxxasa.png)
Texture variations (shown with 1st model):
(https://i.imgur.com/5fwb8r6.png)
The textures are made by @Rumeur and @soa in SV Discord, the model is a Saberlion edited by me.
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Working on a new model today - Sha, Beast of Set:
(https://i.imgur.com/TyfFukT.png)
I first learned about this creature from LoC mod, i hope you like it, Bumbleguppy.
Animations are still WIP, but here are some (shown on earlier model/texture):
(https://i.imgur.com/wh2Wgpi.gif)
(https://media.cdnws.com/_i/23303/p%7B930%7D-5784/2833/86/set-animal-seth-horus-fights-god-of-desert-violence-chaos-ancient-egyptian-religion.jpeg)
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My first reaction was "Oh, man! I wish I had these a couple of mods ago!" before I scrolled down to see what you said about seeing them in one of those alphas/betas lol
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Ok, i haven't posted new progress lately, here is something new i'm implementing for LoC... Fishing!
https://www.youtube.com/watch?v=DqV4ibQWk9Y
The system is still WIP, but it's shaping well so far.
There is something fishy going around... :D
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Ok, some progress on the fishing system - i'm currently making the buff skills granted from different fish. Here is a list of planned buffs so far:
tagP_FishEnchantment01=Elixir of Mending
tagP_FishEnchantment01Desc=Increases health regeneration.
tagP_FishEnchantment02=Elixir of Spirit
tagP_FishEnchantment02Desc=Increases energy regeneration.
tagP_FishEnchantment03=Elixir of Recovery
tagP_FishEnchantment03Desc=Increases health and energy regeneration.
tagP_FishEnchantment04=Elixir of Dragon Skin
tagP_FishEnchantment04Desc=Increases fire resistance and reduces the duration of burn.
tagP_FishEnchantment05=Elixir of Thawing
tagP_FishEnchantment05Desc=Increases cold resistance and reduces the duration of frostburn.
tagP_FishEnchantment06=Elixir of Insulation
tagP_FishEnchantment06Desc=Increases lightning resistance and reduces the duration of electrical burn.
tagP_FishEnchantment07=Elixir of Anti-Venom
tagP_FishEnchantment07Desc=Increases poison resistance and reduces the duration of poisoning.
tagP_FishEnchantment08=Elixir of Life Guard
tagP_FishEnchantment08Desc=Increases vitality resistance and reduces the duration of life leech and vitality decay.
tagP_FishEnchantment09=Elixir of Spirit Guard
tagP_FishEnchantment09Desc=Increases energy resistance and reduces the duration of energy leech.
tagP_FishEnchantment10=Elixir of Bark Skin
tagP_FishEnchantment10Desc=Increases piercing resistance and reduces the duration of bleeding.
tagP_FishEnchantment11=Elixir of Stone Skin
tagP_FishEnchantment11Desc=Increases physical resistance and reduces the duration of acid damage.
tagP_FishEnchantment12=Elixir of Dodging
tagP_FishEnchantment12Desc=Adds a chance of dodging melee attacks.
tagP_FishEnchantment13=Elixir of Avoidance
tagP_FishEnchantment13Desc=Adds a chance of avoiding ranged attacks.
tagP_FishEnchantment14=Elixir of Blocking
tagP_FishEnchantment14Desc=Increases the chance of blocking and shield recovery rate.
tagP_FishEnchantment15=Elixir of Flame
tagP_FishEnchantment15Desc=Increases fire and burn damage by percent and improves burn duration.
tagP_FishEnchantment16=Elixir of Frost
tagP_FishEnchantment16Desc=Increases cold and frostburn damage and improves frostburn duration.
tagP_FishEnchantment17=Elixir of Thunder
tagP_FishEnchantment17Desc=Increases lightning and electrical burn damage and improves electrical burn duration.
tagP_FishEnchantment18=Elixir of Wounding
tagP_FishEnchantment18Desc=Increases piercing and bleeding damage and improves bleeding duration.
tagP_FishEnchantment19=Elixir of Venom
tagP_FishEnchantment19Desc=Increases instant and slow poison damage and improves slow poison duration.
tagP_FishEnchantment20=Elixir of Crushing
tagP_FishEnchantment20Desc=Increases physical and acid damage and improves acid duration.
tagP_FishEnchantment21=Elixir of Lifesteal
tagP_FishEnchantment21Desc=Adds life leech retaliation.
tagP_FishEnchantment22=Elixir of Draining
tagP_FishEnchantment22Desc=Adds energy leech retaliation.
tagP_FishEnchantment23=Elixir of Harming
tagP_FishEnchantment23Desc=Increases vitality and vitality decay damage and improves vitality decay duration.
tagP_FishEnchantment24=Elixir of Wisdom
tagP_FishEnchantment24Desc=Adds a bonus to all skills and increases experience gain.
tagP_FishEnchantment25=Elixir of Haste
tagP_FishEnchantment25Desc=Increases total speed and adds slow resistance.
tagP_FishEnchantment26=Elixir of Smiting
tagP_FishEnchantment26Desc=Increases total damage.
tagP_FishEnchantment27=Elixir of Casting
tagP_FishEnchantment27Desc=Reduces recharge rate and energy cost for skills.
tagP_FishEnchantment28=Elixir of Harrowing
tagP_FishEnchantment28Desc=Adds a percent health reduction retaliation.
tagP_FishEnchantment29=Elixir of Rejuvenation
tagP_FishEnchantment29Desc=Greatly improves health and energy regeneration.
tagP_FishEnchantment30=Elixir of Elemental Power
tagP_FishEnchantment30Desc=Increases all elemental damage types and improves the duration of all elemental DoTs.
tagP_FishEnchantment31=Elixir of Elemental Shielding
tagP_FishEnchantment31Desc=Increases elemental resistances and decreases the duration of all enemy elemental DoTs.
tagP_FishEnchantment32=Elixir of Maiming
tagP_FishEnchantment32Desc=Increases physical, piercing, acid, and bleeding damages.
tagP_FishEnchantment33=Elixir of Iron Skin
tagP_FishEnchantment33Desc=Increases physical, piercing, and bleeding resistances.
tagP_FishEnchantment34=Elixir of Wolfsbane
tagP_FishEnchantment34Desc=Increases instant poison, vitality, slow poison, and vitality decay damages.
tagP_FishEnchantment35=Elixir of Panacea
tagP_FishEnchantment35Desc=Increases poison and vitality resistances.
tagP_FishEnchantment36=Elixir of Vampirism
tagP_FishEnchantment36Desc=Adds life leech and energy leech retaliation.
tagP_FishEnchantment37=Elixir of Essence Guard
tagP_FishEnchantment37Desc=Increases life leech and energy leech resistances.
tagP_FishEnchantment38=Elixir of Mental Clarity
tagP_FishEnchantment38Desc=Protects against sleep and reduces the effects of fear, taunt, confusion, and mind control on pets.
tagP_FishEnchantment39=Elixir of Iron Will
tagP_FishEnchantment39Desc=Reduces the effects of stun, petrify, freeze, entrapment, and skill disruption.
tagP_FishEnchantment40=Elixir of Acuracy
tagP_FishEnchantment40Desc=Increases offensive ability, weapon pierce ratio and projectile speed.
tagP_FishEnchantment41=Elixir of Evasion
tagP_FishEnchantment41Desc=Increases defensive ability and adds a chance of evading melee and ranged attacks.
tagP_FishEnchantment42=Elixir of Warding
tagP_FishEnchantment42Desc=Adds flat and percent total damage absorbtion.
tagP_FishEnchantment43=Elixir of Necromantic Warding
tagP_FishEnchantment43Desc=Increases damage and protection against undead and ghosts.
tagP_FishEnchantment44=Elixir of Spiritual Warding
tagP_FishEnchantment44Desc=Increases damage and protection against demons and magical.
tagP_FishEnchantment45=Elixir of Bestial Warding
tagP_FishEnchantment45Desc=Increases damage and protection against beastmen and beasts.
tagP_FishEnchantment46=Elixir of Mechanical Warding
tagP_FishEnchantment46Desc=Increases damage and protection against constructs and devices.
tagP_FishEnchantment47=Elixir of Natural Warding
tagP_FishEnchantment47Desc=Increases damage and protection against insects and plants.
tagP_FishEnchantment48=Elixir of Earthen Warding
tagP_FishEnchantment48Desc=Increases damage and protection against giants and humankind.
tagP_FishEnchantment49=Elixir of Nectar
tagP_FishEnchantment49Desc=Insceases all five base character's attributes, by a flat value and percent.
tagP_FishEnchantment50=Elixir of Monstrosities
tagP_FishEnchantment50Desc=Your health, energy and resistances are decreased... beware, a terrible monster is coming to get you. Good luck!
Originally my plan was to make them compliment normal potions, as the elixirs from EE... but after finding that each requires a scroll slot, i used another way. Basically, when you eat a fish, you summon a monster, which dies and spawns a proxy with an array of different "buff monsters"... they are hostile, but they dont do damage, they are there only to "debuff" you with a positive buff, and die. It's a bit complicated, but it works, hehe.
Edit - the list is finished (see the spoiler)
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my Nth attempt to make a better Hamadryad for LoC (for Nature mastery):
(https://i.imgur.com/7VeHV4x.png)
Still WIP, needs more details.
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Looking very Nature-y :D
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I'm glad you like it :)
Edit - upgraded:
(https://i.imgur.com/NYnLGjG.png)
Edit 2 - Final (3 tiers):
(https://i.imgur.com/dFeZiFS.gif)
Edit 3 - Final Final (new body flowers, added necklace):
(https://i.imgur.com/6iCAb6c.png)
(https://i.imgur.com/qacRKfx.png)
I'm satisfied. On to exporting :)
Edit 4 - Ported and tested in game:
(https://i.imgur.com/C6afrI8.png)
I hope you like her Bumble :D
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Mmm pretty tree people. ^-^
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protecting ecology at all costs :)
I've made some variants today, to have different combinations between skin and hairs. Previews:
(https://i.imgur.com/tttWzV0.png)
(https://i.imgur.com/HNSsWdp.png)
(https://i.imgur.com/fb7nOzd.png)
(https://i.imgur.com/OJMoPXs.png)
(https://i.imgur.com/ulFlHb2.png)
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You know, I used to view your work from the point of view of a modder myself but you've progressed so far beyond my abilities that I only see your work as a player now :)
So at least my amazement isn't muddled with an analysis on techniques and how it was done, I just really like 'em
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Wow, thank you for the kind words! What i do is just combining assets really. Pick a bunch of flowers to make a bucket :D
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Here are the nymphs in-game:
https://youtu.be/B1SgoJRKbLQ
Tonight i'll upload the latest source files on Nexus, so the new changes (fishing, nymphs) get preserved.
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Wow, really great looking Nymphs...so many details I love it <3
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Wow, really great looking Nymphs...so many details I love it <3
Thanks! I think a few more hair variations wouldn't hurt. Also, i have to bake a new look for Sylvan Nymph too, right now she's left neglected:
(https://i.imgur.com/IYFbiC6.png)
The latest files are on Nexus btw.
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Ha ha, she really looks rather plain now doesn't she :D
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Ha ha, she really looks rather plain now doesn't she :D
Hehe, just wait till i get to her :)
Ported some more hairs, i think they will fit well for our Blade Maiden ladies:
(https://i.imgur.com/h2nruMC.png)
(https://i.imgur.com/awXsvMQ.png)
(https://i.imgur.com/NdthOj9.png)
(https://i.imgur.com/FvzfJ5L.png)
(https://i.imgur.com/HCpnUCb.png)
(https://i.imgur.com/GiWqqbz.png)
(https://i.imgur.com/D2OaP4x.png)
(https://i.imgur.com/TQQf0ib.png)
Thanks to @icefreeze for his idea to add more thematic hairs, as well as the original creator of the hair models.
I think 15 hairstyles is more than enough. + they may come useful for other nymph types.
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Ok, what is done today:
1. Ported the new hairs, and removed long hairstyles from the melee nymphs (i think shorter/braid/ponytail is better for a blade maiden). I'll leave them for the Sylvan Nymph instead.
2. Made the 2 tiers much more distinguished by look, by removing the mask, shoulderpads and tree bracers from the lower tier. Preview:
(https://i.imgur.com/pbD083u.png)
On the sides - 1st tier, middle - 2nd tier
3. Reduced the size of second tier a bit so they are still smaller than human. Also, they laugh more often while running (because i like it) :)
Also, i had an idea to rework one of their skills:
(https://i.imgur.com/vQsFSJ7.png)
My idea is to add a Tree Form skill there (similar to Stone Form, makes them immobilized for 6 seconds, but greatly increases Dmg Absorbtion and Regeneration). What do you say @Bumbleguppy ? They will be less offensive this way on low HP, but sturdier... you can see the skill in action here:
https://youtu.be/O7lI0RA7ayE?t=459
Only that tree mesh is too big and bulky, i think our forest ballerinas deserve a more graceful tree to turn into :D
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Okay, I feel like their other healing skill is more redundant now? Anyway, I love it and yes, the tree needs a pruning lol
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Here is a new concept for Tree Form:
(https://i.imgur.com/2u0NagE.png)
I got inspired by some more classical paintings of dryads being merged with their tree.
Basically she will get in that pose, and simultaneously her soulbound tree will grow to protect her :)
Edit - ok, after some hours and some failures, here is the skill in action:
https://youtu.be/LGaCWBqQeBM
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Today's changes:
- The Tree Form skill is finished for the most part. Donno how balanced it is, can't say before real playtesting. But im happy with the visuals at least, it became an interesting skill that fit well with the Dryad theme. Here is what it does currently:
At first level
(https://i.imgur.com/Mw3wazu.png)
At ultimate level
(https://i.imgur.com/pWJZeT5.png)
Ignore the reduced cooldown, i just have equipped Bumble's artifact which gives max recharge.
Another small thing - i changed the swords of the Dryads with another type, shorter and more elvish looking:
(https://i.imgur.com/fcuPnaX.png)
(https://i.imgur.com/iF7HWQi.png)
Also, i think to rearrange the Nymph names in Nature mastery a bit. My idea is:
For melee nymphs: Dryad ~ Blade Maiden (lower tier) - > Hamadryad (alternatively Elder Dryad) ~ Blade Dancer/Blade Mistress (higher tier)
For ranged nymph: Forest Nymph ~ Grove Keeper(lower) - > Sylvan Nymph ~ Grove Warden (higher)
Another option is - melee nymphs to be strictly called Hamadryads (tree-bound nymphs), while for Sylvan Nymph to use the more general Dryad (forest nymph)
What do you think about the new names Bumble? English is not my native language, if you have other ideas, please let me know.
Edit - with a bit of help from @Amaryllis, here is a more refined version:
Melee: Hamadryad ~ Blade Maiden (lower tier) - > Hamadryad ~ Blade Mistress (higher tier)
Ranged: Sylvan Dryad ~ Grove Keeper (lower tier) - > Sylvan Dryad ~ Grove Warden (higher tier)
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Ok, change of plans. I decided instead of another forest nymph, to make something more interesting...
Coming from the muddy marshlands of Phocis, i present to you, the Swamp Naiad:
(https://i.imgur.com/rqW4PSz.png)
In difference to the Sylvan Nymph, i plan to make her a staff user. I'll tweak some of her skills (mostly the visuals) to fit more with the theme. She already summons will-o-the-wisp, which in legends is usually seen around swamps... + i still remember the Bog Dwellers in previous versions of LoC. I think it doesnt go astray of the Nature mastery theme :)
Some hair variations for our upcoming sorceress:
(https://i.imgur.com/fb7LJ7G.png)
(https://i.imgur.com/sLgpL3V.png)
(https://i.imgur.com/YAWGmMX.png)
(https://i.imgur.com/7P2PCzB.png)
(https://i.imgur.com/ooKT2zH.png)
(https://i.imgur.com/7JgiAaM.png)
Edit - she is ported, and i found a fitting staff for her:
(https://i.imgur.com/CdR0Ubt.png)
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All the nymphs are looking quite good!
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Thanks! :D
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Here is the new Swamp Naiad in action:
https://youtu.be/ocvb710KtrE
All is still WIP.
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Latest changes - I decided to make the nymph a bow user again. Here is her new look:
(https://i.imgur.com/Auq3s37.png)
Edit - A video with latest changes:
https://youtu.be/DUjisqlWfTk
I think to rename her Overgrowth skill to Song of Overgrowth, since she's using a Pan's flute to cast it now.
Edit2 - Finalizing the nymph's visuals:
https://youtu.be/W-b8mtquFGQ
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Ok, some updates - i reorganized the new files for Nature mastery the last few days, because it was a real mess. Another thing is, Sylvan Dryad's butterflies are now reworked to an effect and not a mesh:
(https://i.imgur.com/1AI3MiR.png)
I made an experiment, using animated texture for the effect. Wasn't very sure if it will work, but it does just fine.
Also i started a more legit character to playtest the new changes. With so many pretty girls around in Nature mastery, i finally want to play as a male, hehe. Only there is no Greek skin pack for him, i may do one soon.
I'll upload the new source files on Nexus tonight probably.
Edit - just met Thanatos, Lord of the Dead and damn... couldn't beat him, died several times... until the game crashed. And so my Nth hardcore attempt in LoC ended. Gonna try again tho.
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My new Champion character arrived at Megara today. I found this hat, which is quite nice:
(https://i.imgur.com/t0dxlJc.png)
But i think to rework the model before wearing it because right now it's floating above the character's head. The new character textures are bald, which makes it even worse, lol:
(https://i.imgur.com/7ctglbK.png)
-
Its honestly kinda perfect like that lol
-
Its honestly kinda perfect like that lol
she looks like a medieval monk, hehe.
Anyway, fixed for both characters:
(https://i.imgur.com/yrvefct.png)
(https://i.imgur.com/2LCheKY.png)
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I think the monk look was the appeal hehe
But that looks good too
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I'm taking a break from LoC to work on NewSkins III for a while. I'm not very productive the last few days, maybe making some new skins and models will recharge my skill cooldowns :)
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Ok, started working on LoC again... what is done in the last few days:
- Ported all the new dyes from NewSkins III to LoC, with help from @soa . They are usable, but not linked to any NPC currently.
- This got me to the next point, starting to utilize the unique non-speaking NPC records (vanilla) that i have tracked from before. Moved a couple of healers, restored some speaking NPCs for lore sake, also Mystics will have anew look. Preview:
https://youtu.be/gvLYFnDZZR0
I'm still not sure if i should move dyes to a new vendor type as soa did for SV, but that's definitely an option. Maybe it's time to start adding the long delayed Illusionists...
Another thing, the skyboxes attached to the character are slightly improved. I donno if they will stay in the final version, but i'll keep them for now.
Edit - While i was working on the NPCs in Tegea, i noticed that the quest giver NPC for Leimon quest had somewhat weird animation before you speak with him. Fixed now. And since the quest giver Nymph is also near, ima improve her looks a bit. Then i can move on to Megara...
-
Here she is, our sweet Pegaea :) :
(https://iili.io/JM9SPNs.png)
https://youtu.be/RZ1pcYJkDd8
On her head carrying a Hydria, a water jug. At first i wanted to use an Amphora, but then i saw that amphoras were used for wine and not for water. Then i was lucky enough to find a hydria model on Sketchfab :D
On to Megara!
Edit - Arrived at Megara, only to find that there are no unique NPCs there. The only 2 that are close to that have copies in Kencherai in Xpack2. But i'll try to think of something... in the meanwhile, the old fisherman in Megara has developed his own business, hehehe:
https://youtu.be/F2L8NSbarxM
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What i'm working on for the last 2 days - i found a way to make fish appear pretty much in every water basin in the game, without the need to rework the map. The trick - i turned all the invisible sound objects (shown as green cylinders in Editor) that are located inside rivers and in the shores of the sea into fish :D
(https://iili.io/JMKI8P4.png) (https://freeimage.host/)
To preserve their ambient sounds (for which they are used), i made each fish monster to equip invisible armor, to which the corresponding sound object is attached. When you kill a fish monster, it respawns itself, and gives you a scroll via a quest trigger, which is the actual fish item that you can use. This is basically how it works now. Here is a video showing the mechanic in action:
https://youtu.be/UqYKAIw3Wi8
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Today's progress - rearranged/restored a few NPCs in Megara, and added custom dyes from the new ARC to vendors in Helos and Sparta. Also reworked a few old and ugly skin packs.
My plan for the future regarding dyes is the same as it was for EG mod - each settlement in the game to have its own set of dyes. You go in Sparta - you dress like a Spartan. Delphi or Athens will have different dress code. I think it's convincing enough, and gives much more variety than vanilla.
This night i'll focus more on fish buffs, as they were left unfinished. If i find a way to simplify them even more... idk, will see how it goes.
-
Looking forward to playing it nargil. :)
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I'll give my best to not disappoint, Medea :)
Second night working on the fish buffs... it's mostly slow and tedious, but it must be done. It's still early for previews, i'll just say that i reduced the amount of fish buffs drastically (to 25 total), but they are more useful now. Stay tuned!
-
Here is the latest progress:
https://youtu.be/zhYaRCHv53Q
- Fishing Pole is now turned to a skill prop (appears only while you use the Fishing skill), which allows you to fish regardless of your equipped weapons
- Added 25 random Fish Buffs (finally finished them)
-
What is it with fishing in games. ;D Seems to be an almost standard thing in some of them. Hilarious. Still we always need food don't we.
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What is it with fishing in games. ;D Seems to be an almost standard thing in some of them. Hilarious. Still we always need food don't we.
Fishing has become a staple to some ARPGs like Torchlight or Fate. I like fishing, it adds flavor, its relaxing and make you take things not too seriously :) Like : "I have to save the world, but ill do it a bit later. Right now i'll try my luck in catching Asclepian Viperfish" :D
https://www.youtube.com/watch?v=sY2vzXUh0J4
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Latest progress - i recompiled all records and resources for the fishing mod into a new ARC (took me one day to move everything). I plan to release it as a standalone mod too when it is ready. Other than that, i fixed fish floating above the water in water basins, added 25 new magical fish buffs (weaker) and tweaked some of the fish buff names and bonuses. You can even catch a tiny Kraken now, haha (those who visit the official TQ Discord may get the joke :D):
(https://iili.io/JVarDB9.png)
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@Bumbleguppy , the latest source files are on Nexus now, just letting you know.
This fishing system is taking longer than expected. But it's shaping quite well at the moment. I still haven added the money and item granting fishes, also there will be a special fish that increases your fishing speed for a duration. Since fishes are from the Animal race, which is unused race except for wolf pets in Nature, the fishing skill works by dealing huge amount of flat damage only to that race. Otherwise you can't kill a fish, it has millions of hit points. So the "fishing skill fish" will give % more damage to Animals, to make your default skill faster... also fishing is affected by casting speed, since it's a projectile skill... but i cant avoid that.
Btw, one of the buffs is negative - the Pandora Hexfish buff:
(https://iili.io/JV0iEzJ.png)
It's nasty, and given the fact it lasts 3 minutes like the other fish buffs, it can be quite annoying, hehe
Edit - progress from last night: I added the money granting fishes and made so each magical or rare buff has 50% chance to affect the entire party. LoC is a pet mod after all :) Also reduced the cooldown of fish scrolls to 60 seconds. The buff duration is 180 seconds, so you can stack up to 3 fish buffs at a given time. Idk if it's balanced, later testing will show.
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Here is a link to the stand-alone version (early alpha) of the fishing mod:
https://mega.nz/file/qwoB3bra#YoOjspIVepApZNYZ33TCBRsWKZVDrrr4sUS6h6Z09Ys
I simplified things as best as i could, i hope someone here will give it a try and provide feedback
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Something i started yesterday (because i'm tired of the fishing thing for the moment):
(https://iili.io/JVv7RVI.png)
(https://iili.io/JVv70HG.png)
Ore deposit variants:
(https://iili.io/JVv7YKX.png)
(https://iili.io/JVv75Pt.png)
(https://iili.io/JVv7AoN.png)
(https://iili.io/JVv7aln.png)
(https://iili.io/JVv7cSs.png)
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A video of the latest progress (except mining, which needs more polishing):
https://youtu.be/VQWqYG1Vx28
Edit - planned materials to drop from Mining:
(https://iili.io/JWHCdxV.png)
I'll focus on that today.
Gems are done. Video:
https://youtu.be/rn0hGWCJQ6c
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What i've been doing the last 2 days - with the agreement of Bumbleguppy i'm adding 2 skills from EG mod to the LoC masteries. Here is a preview of the first one, planned for tier 7 skill in Storm Mastery:
https://youtu.be/Be5BQ-YUUYk
Based on my old Thunderbird skill, but the pet visuals are improved, as well as the AI controller.
The only problem i have is that the ambient effects around the bird refuse to appear. I'm clueless what i'm doing wrong...
Here is how the effect should look when it's finished (except the eagle mesh, which is old):
https://youtu.be/OhnbXFwGm0A
New video - the skill is almost finished:
https://youtu.be/e_k-bmd6ST4
Moved the bird up and added the missing levels of the skill
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This mod keeps getting better and better. :)
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This mod keeps getting better and better. :)
I'm trying :)
Reworked the other skill today - Caltrops (replacing the previous Tribolos skill in Rogue Mastery):
https://youtu.be/tsLR-C8pLag
Thanks to @Amaryllis for her help with the text descriptions.
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Ported another bird model today. Here is Bennu, the Corrupted Messenger of Ra (planned for Egyptian boss or something):
https://youtu.be/LLuACDNf82s
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Some progress from today - I used AI text to voice generator to add custom dialog for two LoC quests - Leimon quest in Tegea and the Low Priest quest in Memphis. Another thing - the tragic story of Pyramus and Thisbe (told by the actor outside of Corinth) is now in verse :) I wish i was a native English speaker so i can really refine it... but at least i consulted with @Bumbleguppy and @Amaryllis and they told me the text is not bad. Here is a preview:
https://youtu.be/Bd_YUkFottM
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Are you sure those words go together like that?
nargil: Oh, that's how Greek poets said it.
Oh, okay then
nargil: * wipes brow * whew!
Did you say something?
nargil: NO. I mean, *ahem * just uh, clearing my throat ha ha
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Are you sure those words go together like that?
nargil: Oh, that's how Greek poets said it.
Oh, okay then
nargil: * wipes brow * whew!
Did you say something?
nargil: NO. I mean, *ahem * just uh, clearing my throat ha ha
Well, i woke up an it sounds terrible. So i'm returning the original text ;)
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I was just having some fun roleplaying.
Frankly, it's refreshing to see AI voice used for art instead of swindling money out of old folks with the voices of dead celebrities.
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Does anyone know if there's there a link to the new version(s) of this mod? The latest one I could find was bumbleguppy's alpha release in 2022. Thanks in advance!
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No, nargil hasn't put it out for playing yet.
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Just passing by to say that the mod is being worked on. I had a depressive period that lasted more than usual, but is now subsiding. I'm more than happy to return to LoC again :)
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Woo! I'm glad you're feeling better.
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Just passing by to say that the mod is being worked on. I had a depressive period that lasted more than usual, but is now subsiding. I'm more than happy to return to LoC again :)
Hope your are felling better, if you need to chat you are welcome to pm me.
Cheers :)
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Thank you @Amaryllis and @sauruz for the kind words :)
Btw sauruz, we lost contact on Discord, I may send you friend invite again in the near future :)
What is done for LoC lately:
- i've added the correct base attack speed (numerical) to all weapons, as it is in EG and SV.
- shown affixes for MIs and Unique items
- added tag links for lore descriptions on MIs and Uniques (descriptions themselves will be delayed, because there are too many to add and i don't want to burn out at this early stage)
Another thing that is WIP - i decided to rework the Golden Fleece armor once again, this time making it a torso as it is the original idea by @Bumbleguppy . Here is an early preview:
(https://i.imgur.com/IFIOQBJ.png)
(https://i.imgur.com/mVjXeDe.png)
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That's exactly ow I envisioned the look when I was first reading Greek Mythology oh...50 years ago? Yeah, half a century. of course, it was a children's edition book, but still...great look! :)
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That's exactly ow I envisioned the look when I was first reading Greek Mythology oh...50 years ago? Yeah, half a century. of course, it was a children's edition book, but still...great look! :)
I'm glad you like it, Bumble. I got some inspiration from this picture:
(https://i.imgur.com/yTthkQ3.jpeg)
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Ok, here is the latest stuff.
First, the new Golden Fleece torso is ported. Preview ingame:
(https://i.imgur.com/CspVqNW.png)(https://i.imgur.com/KIMqKWQ.png)
Second, i'm working on an overhaul of all enemy Dryads in the mod. The armors used by the Nature pets are remade into a MI set:
(https://i.imgur.com/iDe9vtW.png)
Male version, using a "male dryad" (aka Dendrite) skin:
(https://i.imgur.com/tbmLBLM.png)
I think to replace the mage enemy dryads (those with long dress) with male Dendrite druids. Also i may add some ascacophuses to the dryad pools, they would fit well.
Stay tuned :)
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A big chunk of work was done today, and the latest source files are uploaded to Nexus. What is new:
- Fishing system is updated to the latest version
- Added Transmog mod to LoC
- Fixed and updated a lot of animations, re-added the hand buff effects when casting spells, fixed Flex animation
- Added a new skin pack to Helos vendor
- Other minor fixes
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The big question though is - when can we play it! :)
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The big question though is - when can we play it! :)
If everything goes as planned, I'll aim for an early release at the beginning of August. Many things will still be unfinished, but it's better than making you wait for too long :)
Edit: Added drop sounds to MI items today
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Here is a long gameplay video of my Guardian char titanquesting in Egypt:
https://youtu.be/6pMUVJYz3No
What is going on lately - i noticed many affixes on items aren't giving pet bonuses - especially rare ones like Veteran's, Relentless, etc. Last 2 days i'm working to correct that, but it will take some more time. While i'm on it, i gave a buff to some Magical affixes that i never use, for example:
Pupil's/Scholar's/Mentor's... - now also gives some Energy Leech Resistance along with the X Energy bonus. Has pet bonus.
Tough/Sturdy/Durable... - also gives some Bleed Resistance along with the X Armor bonus. Has pet bonus.
of Endurance/Life/Survival... - gives some Life Leech Resistance along with the X Health bonus. Has pet bonus.
The work on affixes continues, stay tuned :)
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Ok, a lot of pet bonuses are added to affixes, but more remain. I needed a little break, so i went back to reworking the dryads.
Here is their new look:
https://youtu.be/YLG4w86EGmo
Edit - Part 2:
https://youtu.be/05ba8-hxqFk
All enemy Dryad champions now have the Tree Form skill, to make them tougher and more lore friendly. It will be also granted from their MI armor to the player (ignore the fact it is granted by common armor here, MI versions aren't ready yet). Now to add something more fun - Guardian Treants, aka modified Ascacophi :)
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The latest source files are now on Nexus. What is done today - Dryad MI armors are added to the loottables and droppable, remains to add stats to them, and add the MI weapons too. Also i think to revive the old Ascacophus boss that i made for SV before (never got included) and buff it so it fits the difficulty of LoC.
Edit - While i was checking the new MI bow with my Ranger toon, i saw that the texture of the Grizzly bear (2nd tier) is kinda glitchy, so i wanted to tweak it a bit. I ended up changing all wolf and bear pet textures. Here is a preview of their new looks:
First tier - Feral Wolf, Brown Bear
(https://i.imgur.com/5YjvMyt.png)
Second tier - Grizzled Alpha Wolf, Grizzly Bear
(https://i.imgur.com/4spowKU.png)
Now with this done, i can go back to the MIs :)
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Preview of the MIs:
https://youtu.be/Lr0qm8RqzeY
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Another long gameplay video, showcasing the granted skills and stats of the Dryad MIs, and some tweaks on the Dryad enemies themselves. For this one I decided to go petless and potionless, just to make things a bit harder :)
https://youtu.be/jGloexmH0rE
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I got an idea of implementing four different gameplay modes via quest editing:
1. Hardcore mode - when you die for the first time, you get extreme penalty to all stats, so it's pointless to continue
but this mode unlocks only IF you pick up a special quest item.
2. Petless mode - if you pick up another quest item you get extreme penalty to all pets, but a buff to your character, basically all pets will have -1000% health or something, so they die instantly on summon.
3. Potionless mode - if you pick up yet another quest item, you get a quest token that deletes potions automatically from your inventory on pickup, so even you can find them or buy them, you can never use them.
4. Pet only mode - finally, if you pick up the last quest item, you get an extreme % total damage penalty to your character, but a slight bonus to pets. This will make it impossible to kill things by yourself, unless your pets do it for you.
All these modes will be completely optional and wont affect you normal gameplay if you don't pick up the special quest items.
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I loved the Sylvan MI hardcore vid, very fun.
Really loved the Ascocaphus model
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I loved the Sylvan MI hardcore vid, very fun.
Really loved the Ascocaphus model
Thank you :) That video was my main inspiration for starting the new difficulty modes. After 2 days of working on it, the skeleton of the system is almost set. Here is the next video preview showing it in action:
https://youtu.be/JBo2lTdfW_A
It's heavily based on quest files. Also, i think each challenge should give a slight bonus to the player stats, to compensate somehow for the increased difficulty. LoC is already a very hard mod, so for example the Petless challenge will be impossible to beat without some bonus... Only i'm not sure what the bonuses should be yet. any ideas are welcome.
Edit - the latest source files are now on Nexus
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Ok, there is change of plans regarding mounts - since @HekTo was kind enough to provide us with a functional Transmogrify system, I think to leave behind the equippable mounts that were using Armor_Clothing. The main reason is there are armors with far better stats in LoC, and this way few people will ever use them. So the mounts will be just like other illusions - giving only cosmetic look without any bonuses, very similar to dyes. That was their purpose anyway - to make you look cool, and a bit more heroic :D .
This means i'll have to rework all current mount models. Right now a mount model consists of horse model + rider armors, and now ill have to add a model of the rider itself to the pack. But it's totally worth it. The other benefit of cosmetic mounts is i can simplify their interface icons and make them smaller to the size of a dye bottle.
So, that will be my next task before alpha release. I hope you are happy with the progress so far Bumble. I really want LoC to stand out with even more unique mechanics. This great mod deserves it :)
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Looking forward to having some fun :D
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Current progress:
https://youtu.be/tdQDrpEElcE
Edit - All the Greek horses are reworked and included. Btw, i wanted to test how the Dream Image pet will behave when your character is mounted, because with the Armor_Clothing method it was also appearing riding a horse. But since the new mounts are dyes and not armor, now it's using normal animation.
Speaking of which, the Dream Image animations are complete mess. They are a mix of male and female animations, which means when the pet is spawned as female, on most animations it doesn't have hair bones (they are in T-pose even on spawn). It's awful. BUT, i have good news - i have a full set of male animations with hair bones included. I made them in the past when i was trying to make male elves for SV. So, Dream Image will get some love, hehe.
Btw, i reworked the base textures for Dream Image too, to fit more with the theme of the mastery. New looks:
(https://i.imgur.com/qQBOCeV.png)
(https://i.imgur.com/1JBGM9j.png)
(https://i.imgur.com/zbUG3fI.png)
(https://i.imgur.com/f0hvg6b.png)
Edit2 - Ingame:
(https://i.imgur.com/3VebCj3.png)
(https://i.imgur.com/v5QiQfG.png)
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Gosh, how much i hate buggy things in this game >:(. Stumbled across a big tooltip bug, showing wrong pet skill levels when + to all skills items are equipped. I was lucky to find that post explaining it:
https://titanquestfans.net/index.php?topic=1691.msg19277#msg19277
I swear Bumble, when i have enough time i'll take care of it once and for all, using the method you mentioned (most pet skills to have a separate file for each level). But right now i have better things to do lol.
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See? I'm not crazy! I'M NOT CRAZY!! THE GAME IS BUGGY! AH HA HA HA HA :o
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See? I'm not crazy! I'M NOT CRAZY!! THE GAME IS BUGGY! AH HA HA HA HA :o
Haha, I see bugs EVERYWHERE! And I'm even sober today :P
Ok, after one sleepless night, the Dream Image skill got a significant overhaul. It's quite powerful now so i'm wondering if it would be better as timed and tier 7 skill again...
Almost every aspect of the pet is tweaked: pet skills, visuals, animations, controller... also added a status icon to it. It learns Staff Beam at lvl 9 now.
Speaking of Staff Beam, i made the special animation to work with bows as well. It was a bit tricky to achieve, i had to modify two template files: Skill_Base.tpl and Skill_Modifier.tpl. Basically I included the variable "alwaysUseSpecialAnimation" in the Skill_Base.tpl and then linked the new Skill_Modifier.tpl to it. So now a skill modifier has an option to change the default skill animation. It may come handy in the future.
Video:
https://youtu.be/car3btf66Aw
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Hmm, Dream Image is not affected by the Petless Challenge, neither do the Dvalin Simulacrum Doppelgangers. I have to think of some other way to destroy them... damned evil twins. Lol. Maybe via quest somehow? I'm not sure yet.
Edit - An idea has hit me how to get rid of both Dream Image and Doppels.
Doppels are easy, just delete Dvalin's Simulacrum on pickup. The dream image is a bit trickier... so i'll make an invisible modifier to the dream image skill that gives him -10000% life. Then the Petless quest will give 1 skill point to that modifier. Should work i think? I hope the Doppel template can have pet modifiers. Or if it doesn't work, maybe add a normal skill modifier that has negative seconds lifetime bonus?
Edit2 - Ok, it worked, Doppels and Dream Image are fixed now and properly dying when you go petless. I also updated all challenge modes, especially the Hardcore Challenge. They can be considered finished now.
https://youtu.be/jTAaRy11gNk
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The latest source files are on Nexus now.
About the alpha testing version, I have decided to release it on 1st of August. Anyone is welcome to participate. If you want to test, it's best if you tell me in advance here on this thread or send me a Discord message.
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I will participate。Is there "hard mod" ?
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I will participate。Is there "hard mod" ?
You mean a main game replacement?
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I will participate。Is there "hard mod" ?
You mean a main game replacement?
yes,loadable from the main game.
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yes,loadable from the main game.
One of my initial plans was to make a Hard Mod version. I'll see what I can do.
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I started a new Dreamkiller, just to test things. While i was playing, I decided to tweak the visuals and animations of Killbots, especially on 2nd tier. Here is their new look:
https://www.youtube.com/watch?v=GSkRB8oBm-4
Their weapon props are reworked to green and glowing :)
Also made a new automaton type today (based on Talos model):
(https://i.imgur.com/TEo3xhX.png)
https://youtu.be/4KZ17j2jI6E
This model will NOT replace killbots, here i'm just testing
Edit - All 5 Automaton heroes in LoC are using the new model now, made different textures for each one
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Something new:
https://youtu.be/Pm9-cUoGlyE
The first hairstyles are yet to be added. I'll move the Illusionist lady somewhere else (probably to Athens), because i don't think the character should look too epic from the start of the game. But hairs - who wouldn't prefer to have a "hide helmet" option with more variety?
Edit - After one sleepless night, the first hairs are added:
https://youtu.be/cVNFan7JGi0
Edit2 - Today i moved the Illusionist NPC to Athens. Added more hairstyles to the Barber NPC (8 more for female and 3 more for male). I'll upload to Nexus first to preserve the changes, then I'll move to Egypt to add another Barber and mount vendor (Stable Master) there. This will probably be the last thing to do before alpha release.
@ttzlttzl About the hard mod version, i checked and there is an entire Effects.arc to track and redirect before i can do it. So the hard mod version will be delayed for another time, sorry. I hope it won't stop you from testing.
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ok,(Custom Quest),Will it be released on August 1st?
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Yes, the release date stays the same - so after 2 days :)
Egyptian mounts are set up. Also added a new special mount... but better show you than explain:
https://youtu.be/kY0gR7YZ92M
I hope you like it @Bumbleguppy , it was fun to make.
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ha ha omg I love the camel mount, totally my style of mount :D
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Looking forward to August 1st.
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Latest progress - Egyptian Barber and hairstyls are added:
https://youtu.be/NjkueuQ4pqE
Since there is still some time left till release, i'll set up an Asian barber as well. The asian hairs i have collected are just too nice to ignore.
Btw, vanilla skins are no longer sold anywhere, replaced entirely by my own packs. This may break the Celtic Plaid quest, but i dont care, i'll fix it later.
Edit - Here:
https://youtu.be/EeD5f9XKOlk
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I want to play the mod, but am I going to have to make an account on Nexus to download it?
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I want to play the mod, but am I going to have to make an account on Nexus to download it?
I used Pixeldrain this time, because in difference to Mega it shows views and download count. I'll leave Nexus for later, when some of the bugs get sorted.
Found something today - There is an entire Skill Tree for the playing characters that is almost EMPTY! It's located in records\skills\default\defaultskills.dbr
Interesting that the skill tree is not listed in the character's file, i quess it's hardcoded.
There are only 2 skills in it - Pet attack and Taunt, and 31 empty skill fields, muahahaha.
I'm moving all the skills for the new mechanics - Fishing, Harvesting, Flex, Hardcore Challenge skills, etc. to that skill tree. No more clogging the mastery skill trees, which means more space for new mastery skills :)
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hello,About the hard mod version,When can we play?
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What is new - implemented the 12 Olympians mod that i had from before to LoC. Now you'll have some eye-candy after beating Typhon. But better show you than explain:
https://youtu.be/TH-JY5swNGo
Some of the deity models are reworked from scratch (Hermes for example) others are greatly improved.
I'll upload the latest source files to Nexus tonight. Expect the next version of LoC 2024 very soon!
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Just...wow. :o
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Something else was added today, still experimental:
https://youtu.be/e7Urp67emYo
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Really looking forward to giving this a go when you release the update, looking really good!
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Really looking forward to giving this a go when you release the update, looking really good!
Thanks! Last week i keep adding more stuff. The god models are being remade to Divine Illusions:
https://youtu.be/N9W3b_b12xg
They will probably be Christmas exclusive, because they are a bit too epic for the start of the game :)
Edit - Close-up of transformed female character to Artemis with transmogrified shield and javelin (thrown):
(https://i.imgur.com/4ZtrUZI.png)
Edit2 - Today i made a more human variant of Artemis' skin. Here is comparison (Nymph-like vs human-like):
(https://i.imgur.com/E2IsxKG.png)(https://i.imgur.com/ZZb6wab.png)
(https://i.imgur.com/ZHiEY23.png)(https://i.imgur.com/RevV9w8.png)
Another thing added is Hermes' Harpe sword (2 Variants):
(https://i.imgur.com/4GT5Wft.png)
(https://i.imgur.com/NpipV9G.png)
Based on Wikipedia pictures:
https://en.wikipedia.org/wiki/Harpe
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What is done last night - added Hecate illusion + weapons:
(https://i.imgur.com/J3gayFF.png)
(https://i.imgur.com/p4Jtz6G.png)
(https://i.imgur.com/PxET6MC.png)
The last one is her vanilla staff (Hecate's Rod), only recolored and added effect.
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New from the last night - added cosmetic auras for the gods, equippable as artifacts:
https://youtu.be/D2OW6kwdIFE
The latest source files are uploaded to Nexus btw.
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Edit - A brand new staff for Hecate, made by Amaryllis and me:
(https://i.imgur.com/zqwzuC4.png)
As you probably notice, the staff resembles a giant key, which is also one of her symbols. Based on this concept:
(https://i.imgur.com/i5lc5FK.jpeg)
Edit2 - Finalized (video):
https://imgur.com/Db2d8Yr
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Hmm, while testing Hecate with Spirit mastery pets, I noticed that skeleton warriors equip double helmets on their second tier. But instead of fixing it, i think to rework all Spirit pets (textures and models) to be more thematic. Started with the Liche King. Here is an early preview:
1st Tier:
(https://i.imgur.com/z8X4t0A.png)
2nd Tier:
(https://i.imgur.com/00gaPrI.png)
Vanilla to compare:
(https://i.imgur.com/gPwvE6S.png)
Edit - Modified the mesh of the first tier too (Liche Lord vs Liche King):
(https://i.imgur.com/3u0CxQN.png)
(https://i.imgur.com/n1o8ZtS.png)
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Great idea, I love when higher tier summons look more badass 8)
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@Bumbleguppy I have some bad news regarding Spirit mastery - the Raise Skeleton skill doesn't work on my end and instead of summoning a skeleton, is crashing the game.
I was forced to change the skill structure entirely. How it works now:
(https://i.imgur.com/gC4ShxQ.png)
(https://i.imgur.com/sPPvsLN.png)
The base Raise Skeleton skill and the dummy buff skill (it does nothing, except to activate SkillSecondary_Petspawn.tpl) are now level 1 by default, the raiseskeleton_summonskill.dbr is the skill that is actually shown in in the player skill tree. So there are some good and bad news. Good news are the stats of the summoned pets are visible now. Bad news are SkillSecondary_Petspawn.tpl spawns TWO pets on killed monster and ignores pet limit, so i had to reduce the chance to spawn and the pet lifetime drastically.
Another thing is, i don't like much the idea of human skeleton spawning from a killed boar or crow, I think to change the spawned pets to something more universal. How about calling the skill Soul Shatter or Soul Splinter and describe that when you kill a monster, you use fragments of it's soul to conjure the pet? As i see it, there are two options of possible pets summoned by such skill: Soul Wisp and Soul Sprite. I plan to make either of them very short lived and unstable, exploding on contact, similar to the Shadow Sprites skill in Soulvizier.
Which one do you think will be cooler BG, wisps or sprites? Or maybe a flying skull or something?
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This is one of the big reasons I stopped modding is the simple breaking of established interfaces with the game engine functions. If I call a function that does a thing, I want that that function continues to do that thing in the future.
But the devs working on this game don't adhere to basic interface consistency and change whatever suits their fancy I guess to make it better for controllers on XBox or something to generate more profit.
Yeah, how about a wisp. There should be a wisp with spirit coloring in the summons from the equipment skills. Maybe give them a short radius visions of death skill (on death maybe?) which I know is used by monsters because I made it so you could copy that. If higher level are resistant to fear at least the chance to fumble and crowd control from aggro will still be useful even to melee hybrids.
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Ok, wisp it is. Here are some early tests:
https://youtu.be/EjEaPPOEQeE
Vision of death skill is cool too, i'll check the effect you made, i made one too before seeing this, but your version will probably be better.
Edit - Yep, as expected, your effect is far better :)
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Yeah, well done. I think that will be pretty fun.
Maybe increase the anger multiplier by level or a taunt buff on summon that increases to improve their aggro by level as a reason to pump skill points? I dunno it's pretty cool already so nice 8)
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Ok, i'll see what i can do about aggro, seems like a good idea.
Btw, I found some interesting info about ghosts in Ancient Greece:
Types of Ghosts in Ancient Greek Literature
Ancient Greeks believed two underworld goddesses presided over the spirits of the restless dead, known as Melinoe and Hecate. Melinoe was thought to oversee the propitiations offered to ghosts and spirits of the dead. She was described in ancient literature as wandering the night, followed by a train of ghosts, striking fear into the hearts of all who saw her. Hecate was also associated with ghosts, accompanied by the Lampades as her retinue. Like Melinoe, Hecate led her own nocturnal procession of ghosts, heralded by the barking of dogs. The widespread prominence of these two deities in Greek culture, who were dedicated to overseeing restless spirits, indicates that the Greeks were fascinated by the concept of ghosts.
Ghost Sub-Categories
Ancient Greeks divided ghosts and specters into three subcategories – the ataphoi, the aoroi, and the biaiothanatoi. The ataphoi were believed to be the spirits of people whose bodies had not received a proper burial. A prime example of an ataphos from ancient Greek literature is Elpenor from Homer’s Odyssey. In the epic story of Elpenor – a companion of Odysseus – he fell off a roof while intoxicated, and his body was left without a burial. When Odysseus later visited the underworld, Elpenor’s shade appeared and begged the hero for a burial. Greeks also believed in the aoroi, or spirits of those who had died too young. These spirits were left unfulfilled by life, and could easily become vengeful after death. Lastly, they thought a biaiothanatos was the spirit of a person who had suffered a violent death, including those who died in battle and war. Much like the ataphoi, Ancient Greeks believed that a biaiothanatos would become active if they were not properly buried. Indeed, the majority of ghost stories from Greek literature find their origin in improper burial, suggesting burial rites were essential elements of ancient Greek religion.
Source: https://www.thecollector.com/ghost-stories-ancient-greece-rome/
Donno, may be useful for something. For some reason while reading about the Aoroi, i imagined a spectral skull with Nightmare wings attached to it, hehe. May even try to make such model :D
Edit - More interesting now :P
https://youtu.be/I4bJKKP0gF0
Edit 2 - the skill is finished. Here it is on first and ultimate level:
(https://i.imgur.com/thcpyRy.png)
(https://i.imgur.com/skYhDyJ.png)
If it is balanced, i cannot say, remains testing.
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Gosh, I've made an OP skill again. Here is what happens with AoE:
https://youtu.be/Q-CqZry6x8Y
Either i have to reduce the spawn chance or to limit the wisp count to 2 per killed enemy again. Sorry Bumble, i can "beautify" things for your mod, but don't expect great game balance from me :-\
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Alright, all 14 Divine illusions + the Transmog weapons and auras for the gods are done. Preview:
https://youtu.be/aiBkd7BeFjI
There is a big chance to release the update this evening, but I don't promise anything, because i'm very sleepy.
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The new Christmas update is almost ready for release. I start to prepare the files and will come back to you sometime later :)
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Ok, after the Xmas release, i wanted to continue on Spirit Mastery. I always prefered ghostly, instead of "bony" skeletons, like the ghost army in LotR. So here they are, starting with the archers:
https://youtu.be/v9PwAIZve4A
I hope you like them Bumble. If you want i can return to the white skeleton mesh, but i'll certaily keep the ghostly equipment.
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What is new - the rework of skeleton warriors will be delayed a bit. I had this idea before and i wanted to test it. What if I use animated textures for some of the UI elements, instead of the same old boring icons? Resistances for example. So here is the idea in action:
(https://i.imgur.com/xRv37wb.gif)
7 icons are made, 9 remain. I apply the current progress as attachment below, so it doesn't get lost. If you want to test, put "ingameui" folder in your Database folder, as with any addon mod. A more finished mod is coming soon!
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Pretty cool indeed!
I would change the vitality with a animated skull if possible, to be more unique, or the bleeding with a drop of blood.
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Pretty cool indeed!
I would change the vitality with a animated skull if possible, to be more unique, or the bleeding with a drop of blood.
Pretty good ideas, i'll see what i can do about them. I'd also like the cold res to be a snowflake again...
Anyway, i post the latest version of the UI mod (see attachments). Animated Health and Mana bars are included as well. Previews:
(https://i.imgur.com/kcuQvtT.gif)
(https://i.imgur.com/W5FisaG.gif)
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Something new that i've been working on lately:
https://youtu.be/zcs0owFfGLw
Coming for the next update of LoC.
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Holy Cow! This is so great!
will the mineral deposits spawn randomly in the map?
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Not exactly random, for start i replaced some cave sound objects with deposits, similar to fishing sites. Maybe i should add them to random encounter proxy pools...
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It's possible to convert static objects into proxies like with the volcanoes in act 4 or the stones that spawn dust storms in act 2
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Nice find! :D
https://imgur.com/a/UI6AiqL
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Damn! Been playing the last couple of days and just realised I've been playing the wrong mod; BG's old one. So going to have to scrap the characters I started in that because they're crashing TQVault because their transfer stuff is all mixed up not being the same as ingame. Have deleted the LoC EE version so I don't make the same mistake again.
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Started playing LoC during this weekend, oh the joy.
I agree with the post i read few pages ago, there are a bit to many ambush monsters attacking Tegea gates (arachnos and zombies) that affects the game performance. Reducing the numer of those monsters wouldnt be a bad ideia.
Second impression , it feel there are a very few new monsters like dryads-nereids numbers "unbalance" than vanilla existing ones, for exemple in kerata forest, you only see 1-2 dryads roaming around and groups of 10-15 harpies/crows and undeads chasing you, it looks like the new proxies dont have the extra density apply.
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Started playing LoC during this weekend, oh the joy.
I agree with the post i read few pages ago, there are a bit to many ambush monsters attacking Tegea gates (arachnos and zombies) that affects the game performance. Reducing the numer of those monsters wouldnt be a bad ideia.
Second impression , it feel there are a very few new monsters like dryads-nereids numbers "unbalance" than vanilla existing ones, for exemple in kerata forest, you only see 1-2 dryads roaming around and groups of 10-15 harpies/crows and undeads chasing you, it looks like the new proxies dont have the extra density apply.
Noted on both your points. I'll see what i can do for next update.
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At long last, I stepped onto the LoC train. Last time I played TQ, before anniversary ed. was received and with Bumble's version and I remember I enjoyed a lot back then.
This time I want to have an army of archers while being an archer myself. Got a lot of options compared to the previous times but I would like to go with the obvious one, Hunting, for being ranger which also complements the second mastery I selected in terms of damage types. For the archer summons I went with warfare as the second mastery, skipping nature(only 1 summon) and spirit(timed summons). Currently in Egypt, level 24.
Hopefully, I will give my feedback as I play through but even now I am enjoying a lot.
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Ok, after a break from modding, i'm back in business. Started rescaling all the mastery skill values to progress better with levels. This must be done first before I implement the Mining system properly. Also added a new ultimate tier skill for Neidan mastery - Feathers of Feng Huang (aka Phoenix Feathers). It is in the She Dao branch and it is usable only with a bow. Preview:
https://youtu.be/bwjfqa6gDjA
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Latest progress - 5 of 11 masteries are done. While working on the Hunting mastery, I added a new ultimate level skill: Aspect of the Predator (similar to vanilla Sacred Rage and Cornered from Underlord/SV). Preview:
(https://iili.io/Fy91yT7.png)
(https://iili.io/Fy9E9j9.png)
I also reworked the animation for Spear Dance - it is now faster, hits 3 times instead of 2 and adds bleeding damage.
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A new feature that will come along with the Mining mechanic:
https://youtu.be/w3c8dkN3jf4
This is an early preview, in the final version it will require Orichalcum to unlock the anvil, which will be obtainable only through Mining.
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Second more polished version - added Orichalcum, fixed quest triggers:
https://www.youtube.com/watch?v=dHPRNdrW9MU
My plan is to add the anvil near the Delphi quest blacksmith. I hope spawning both via proxy will do the trick.
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Third and final version - Termerus revamped:
https://youtu.be/6oKjm0gGe7U
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I got some ideas of how to implement two new challenge modes - Survivalist (aka Live off the Land) and Solo Self Found.
They will both work in a similar way, first removing all common merchants from the map while the second removing all caravan drivers. Here is a preview of the first challenge (WIP):
(https://iili.io/KHLk6OP.png)
Basically I turn all common merchants to decals, spawned by proxies, and when the challenge is activated, a quest trigger disables those proxies. After that you reload the mod - and voila, no more merchants!
I figured out how to solve 1 more issue regarding the challenges. When you take the Pacifist (Pet Only) challenge, you get -1000% total damage, so you can't harm enemies. That is intended, but the problem is that you also cannot do Fishing or Mining. But then it hit me - what if you can summon special pets that do these things for you? Not tested yet, but it should be no problem to implement I think.
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Reworked the base mesh and textures of all human Healers in LoC. In alphabetical order:
Atlas Mountains
(https://iili.io/K37lAUF.png)
Celtic Lands
(https://iili.io/K37lul1.png)
Egypt
(https://iili.io/K37looQ.png)
Gadir
(https://iili.io/K37lxVV.png)
Greece
(https://iili.io/K37l7Ra.png)
Hades (Same for Atlantis)
(https://iili.io/K37laDv.png)
Medea's Grove
(https://iili.io/K37l0Vp.png)
North
(https://iili.io/K37l1iN.png)
Orient
(https://iili.io/K37lVUX.png)
Nothing too fancy, but it should do. I tried to preserve the original idea by Bumble as much as possible.
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Ok, the new healers are implemented, for the most part. Added one more for Babylon area (Priestess of Ishtar):
(https://iili.io/KFuA2Ra.png) (https://freeimage.host/)
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Okay, i wasn't very satisfied with the NPC skins above. I asked myself the question - would i put my name on these skins? And the answer was no. So i started improving them again... or "nargilifying them" if you prefer... :) here is the last skin i showed you reworked:
Before/After
(https://iili.io/KFXWtQp.png)
(https://iili.io/KFXWbCN.png)
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Great changes, well done , kinda agree the npcs in later acts are bit weirdly looking ah
Hope we can see new version soon :)
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After a long break from modding (IRL stuff) I'm back to working on the next update of LoC. Continuing to tweak and rescale values in the mastery skills. There will be not much difference than before, just better progression on leveling. And much less fractional numbers (i always hated them, haha). Stay tuned!
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Last few days i made new bitmap icons for all dyes in LoC and NewSkins III:
https://www.youtube.com/watch?v=4-PqrUSH81U
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The latest source files are uploading to Nexus as I write this. I decided to rename the mod to Legion of Champions Reloaded, since year 2024 is long past. When the new update finally comes, you will have to start a new character, be warned. But this will be one time only.
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Will dive in once I'm back home and have a PC to play on.
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The rescaling of Mastery skills is almost done. I'm finalizing Warfare Mastery today and start to properly implement the Mining system. Here is a preview of new things in Warfare:
https://youtu.be/-X6BcHbfQz0
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A big chunk of work has been done the last few days, and the latest source files are uploaded to Nexus. What is new:
- Re-scaled all Mastery skills to have better level progression
- Mining system is almost finished
- Added granted skills from gems (Mining)
- More immersive NPC icons (over their heads)
- Better sounds and mechanics for Fishing
- Updated both player character meshes to the latest
- Satyr MI slings implemented (part of archer satyrs now use Thrown and can drop them)
Also I set ETA for the next update - somewhere in the beginning of May (I'll try for 1st of May but not promising anything)
Edit - Here is a video showcase:
https://youtu.be/y4147NFsr0M
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Beautified some of the Mastery Panels:
(https://iili.io/B65FKKl.png)
(https://iili.io/B65F5lV.png)
(https://iili.io/B65FlOF.png)
(https://iili.io/B65FCH7.png)
At the bottom empty row i plan to add some passive skills, similar to Soulvizier mod:
(https://iili.io/B65n0bI.png)
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All the Mastery screens are now updated and beautified. Preview:
(https://iili.io/B6LdvPs.png)
(https://iili.io/B6LdgS4.png)
(https://iili.io/B6LdiD7.png)
(https://iili.io/B6LdMKJ.png)
(https://iili.io/B6L3muV.png)
(https://iili.io/B6LFFcJ.png)
(https://iili.io/B6LFBup.png)
(https://iili.io/B6LFIPn.png)
(https://iili.io/B6Lf3pR.png)
(https://iili.io/B6LfdYJ.png)
(https://iili.io/B6LffhN.png)
Also rearranged some of the icons in the Mastery Selection screen:
(https://iili.io/B6LfCBt.png)
All skill trees have 7 columns now for better look.
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I won't be ready to release by 1st of May, i need at least a few more weeks to finish everything. Here is some new stuff from the last days:
https://www.youtube.com/watch?v=HQQYnydlDPM
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The latest source files are on Nexus, but nothing is finished yet. @HekTo has send me an amazing update to his Transmog system. It no longer requires admin rights, and the PATCH folder is no longer needed. Also it's less likely to trigger your antivirus. Changes ingame are - Illusions are now permanent, meaning you don't need to reapply them each time after reloading the mod. Now i have to convert all current illusions, hairs and mounts to the new system, because there are new dedicated templates for transmog.
I will no longer predict a release date for the next patch. The mod will be ready when it's ready. That's it.
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No worries and take your time Nargil. Don't want you burning out because you're trying to rush a lot of stuff into the mod.
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No worries and take your time Nargil. Don't want you burning out because you're trying to rush a lot of stuff into the mod.
That's exactly what happened, lol. I'll have to take a break for a while, until i recover.