Titan Quest Fans Forum

Titan Quest - Anniversary Edition => New Projects => Topic started by: sauruz on 11 March 2019, 02:11:35

Title: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 March 2019, 02:11:35
“..Your Mortal world, is not yet safe, but the responsability now is yours..”

Long ago the titans have attempted to destroying humanity but they failed, now it has been rumors saying the evil that corrupted the land had returned, more powerful than before..

What you waiting for..Titan bane ? Gather your sword and spells ,and stop the evil once for all.

Im happy to present you titan quest Titanomachy!

(https://i.imgur.com/UtRrVya.jpg)


F.A.Q

Why Titanomachy ?

In the myth, means "..the final batle between the Titans versus the olympians, for decide which generation of gods would have dominion over the universe..”

Couldnt find any better word, dont you think ? :)


What about the mod ?

Its a good question, take a look!

-Travel into a brutal world with unforgiving landscapes;

-Face more than 800 new monsters across all acts, each act contain unique and stronger monsters different than the previous act.

- Current monsters are revamped, from common to champions;

-Bosses will be revamped, in terms of skills, fight and toughness

-New places to explore and dungeons to conquer

-New proxies, every single pool is adjusted manually;

-Revamped areas in every act , for exemple greek warcamps have more monster diversity;

-new music for towns, areas, caves, bosses.. you named it;

-and much more...


Thas it ? no new mastery ?

Yes, there are already mods that gives you fantastic masterys, such legion of champions, deities and shadow champions, why its needed more ? i want to do something unique and new, to give  you a never stop action feeling.


When  the mod will be complete ?

Hard to say, when i design a new monster, 3x diferente ones shows in my mind. Since im working on this mod solo, it will take some time to finish all content i want to do, probably it might be finish next year, its hard to say a exact date, but kept a eye on this thread if you are interested!

Will this will have new heroes and bosses ?

Yes, in fact theres already 75 bosses/heroes already made, some have unique skills !


Trailer coming soon...


Credits

@Bumbleguppy , there is  no single word to describe it, this project wouldnt be possible without you, your mod inspire me , made me love  titan quest.
Thank you for answering every single question i had, a big thanks for everything!


@WNG  , for the excelent detail guides, you gave me encouragement to start, a big thanks to you :D

@Nargil66 , for the awesome human look like textures, and msh and animation tips

Thanks to everyone who continue to support me, its been a ride :)

enought chit-chat, some previous, i hope you enjoy as much i did

Face the vicious wildlife
(https://i.imgur.com/ocg8Jfg.jpg)

..the arising Chaos clan..
(https://i.imgur.com/90HsaMr.jpg)

Not a good sign, time to turn back
(https://i.imgur.com/JqCwnGA.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 11 March 2019, 03:11:26
Ohhh a new mod added to the list!  :D good stuff Sauruz, I'll have a good read later on when I'm not at work
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 11 March 2019, 03:21:44
nice name.. although titanomachy is often overshadowed by gigantomachy.. which myths say the gods wouldn't even have won if they hadn't employed the help of a certain demi-god

March to April, you'll finish Greece right? I'm taking a short break from TQ right now so by the time you release this i think i might be able to try

actually I'll play again right now if Prosoro releases his mod right now.. but no pressure.. no hurries  C:-)

when nargil finishes more masteries, i think I'll also try

sauruz, will you be adding random uber heroes? like SV?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 11 March 2019, 03:29:02
This looks awesome! If you need any more help, let me know! In the meantime, I'll be waiting for updates. ;D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 March 2019, 15:54:32
Thanks for the good welcome folks :,)


sauruz, will you be adding random uber heroes? like SV?

Yes, im planing to do something like that.


Made few more zombies types and added into the pools,  the most notable is the zombie~bllodluster, a fast  zombie type that will devour any foolish hero. ( he got a creppy runing animation  as well ah :p)

(https://i.imgur.com/EWyM1vw.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 March 2019, 21:59:35
daily update:

I spent my afternoon tracking why my game was crashing, for some reason. the good news is i found the problem, my eurynomus had a summon skill of himself   O:-), i didnt knew that could crash the game.

Anyway, i made 6x new Eurynomus for greece.

You can spot some of then in pic below
(https://i.imgur.com/kPTqvtA.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 13 March 2019, 11:21:00
A new mod in the making? That's great Sauruz!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 March 2019, 12:41:04
A new mod in the making? That's great Sauruz!

couldnt believe as well, but its on going :D


Early Daily update,

Improved some undeads and bats, their arsenal is vastly improved, from mana burn, to skill disrupt, less moviment speed debuff, and lots of ensares!

This gonna be fun!

(https://i.imgur.com/5emOqMP.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 March 2019, 13:55:12
daily update.

Redoned the Orthrus complety, now you will face 7x different types , from juveniles to elementalīs elders. Cant decide if i will add extra orthrus spawns along side with undead groups,


My next focus will be Limos or the spiders
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 March 2019, 17:26:36
Started working around Limos, added 6x new ones, added a % to appear with the skellies in later stage of greece

One of the concepts
(https://i.imgur.com/xyVh6yW.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 March 2019, 13:56:41
improved demon fiends to rip you appart (   O:-) )

(https://i.imgur.com/LBoKthk.jpg)


Daily update

Trying to figure out the  greek arachnos pools, only if the iron lore devs explained a litle more who is who, but i think i figure it out. Also the current ingame arachnos pools are a big mess,
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 March 2019, 20:36:20
Daily update:

Finished the arachnos, time for the spiders
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 March 2019, 14:29:26
Face more 10 new types of spiders, from all different sizes and shapes. Also increased every spider moviment speed, be carefull now.

(https://i.imgur.com/7darZA1.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 March 2019, 00:25:57
1st made human enemy, sadly the animation dont work on herīs mesh, so i had to replace with current player mesh.
(https://i.imgur.com/56jUutN.jpg)
When you kill her, it spawns a group of spiders :)


My view about human enemys, i will not explore much in that area, because i dont seen then as the main enemy, the world is in chaos, there no place for wanna be bandits , and the current types of human enemys are kinda bad and comical.

I will probably replace then in somekind of fanatic groups, twisted humans and so on.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 18 March 2019, 03:29:06
@sauruz man Im impressed with your work and how quickly you are producing new monsters  :D love the new spiders and Limos.

Regarding human enemies yeah I do sort of agree with this since vanilla Titan Quest doesnt really have human enemies.  For me I think its more a case of missed opportunity due to restrictions placed on Iron Lore.  The game had to be more 'casual friendly' and not garner a high age rating in order to reach larger audiences etc. So who knows what they might have done - I guess we can look at Grim Dawn to answer that question tho  8) 

But then again perhaps their absence is what adds that extra uniqueness to TQ.  For my mod though Ive enjoyed adding human enemy factions such as Outlander bandits and fanatical cultists.. I feel they fit within Hamunaptra.

actually I'll play again right now if Prosoro releases his mod right now.. but no pressure.. no hurries  C:-)

Lol ofc ofc  :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 March 2019, 12:40:28
@sauruz man Im impressed with your work and how quickly you are producing new monsters  :D love the new spiders and Limos.

Very Thanks Prosoro! this means alot to me, im happy how unique my creations are, how fast they are been created, well i had then on my mind from long time, i didnt think i could ever try to mod, happly its going well


Regarding human enemies yeah I do sort of agree with this since vanilla Titan Quest doesnt really have human enemies.  For me I think its more a case of missed opportunity due to restrictions placed on Iron Lore.  The game had to be more 'casual friendly' and not garner a high age rating in order to reach larger audiences etc. So who knows what they might have done - I guess we can look at Grim Dawn to answer that question tho  8) 

But then again perhaps their absence is what adds that extra uniqueness to TQ.  For my mod though Ive enjoyed adding human enemy factions such as Outlander bandits and fanatical cultists.. I feel they fit within Hamunaptra.

It's a possibility, human faction its still recent ingame, i mean i dont mind seing then, but the current model ( act 5) they use and the voice line cast in game are kinda bad and annoying, huge missed opurtunity.

As again thanks for the post :)


Daily update: Started to work on coastal areas,

-Rechange the itchians colours, now they seens like real fishy :)
-will add few more types, since their pools are empty, i mean, 2 giant pools for melles and one different pool for casters ?! non sence i say.
-new itchian race only for the caves
-new sea creatures

(https://i.imgur.com/OxpxCJR.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 March 2019, 16:04:37
Daily update:

Didnt have much time on last hours, duo of work, but i will try to finish today the coastal itchian army ranks.

The good thing is i dont need to duplicate the same monsters all over again, like the satyrs and crows ,  act 1 will be the longest duo of that.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 19 March 2019, 16:40:46
Dude, your speed is amazing!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 March 2019, 17:30:45
Very thanks Nargil :P! For years i had those design inside of my mind, half part is done.

So, right now, i added about 89 new monsters, and im still at megara.

now im suprised  :o

i can see already greece will get 200+ new monsters easly
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 March 2019, 01:05:46
always take a print on right time i see  O0

(https://i.imgur.com/7uQJdWp.jpg)

try dont look to much at her, or you will be dead fast  >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 March 2019, 13:49:10
Aside of being my Birthday, the evil never rest.

I present to you : Monster number 100! The king of the Reef

(https://i.imgur.com/4C2iNRm.jpg)

Stay away from the big one, i tell you, it have a good chance to disrupt skills, stun on hit and when you kill him, it spawns 10 smaller ones,  ^-^

Coastal itchians ranks are done, they are armed with nets, the casters have big chances to cast all types of  tidal waves and summons all kinds of sea monsters.

Made and added karkinos proxies to megara, (why not? i like them), later/tomorrow i will work on turtles/sirens. I need find a right number to 4x pools so doesnt spawn only one of then.

This is one of big danger zone i made so far.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 20 March 2019, 16:55:22
Hey, happy Birthday! I wish you all the best and good luck with your project. I see you enjoy making skins - keep doing it, and soon you'll level up in skill, just like ingame!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 20 March 2019, 19:16:22
Really nice work you have here. I'm really impressed, and looking forward to what you will include in the future acts.

Also, happy birthday and don't each to much cake :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 March 2019, 23:56:36
Hey, happy Birthday! I wish you all the best and good luck with your project. I see you enjoy making skins - keep doing it, and soon you'll level up in skill, just like ingame!

Really nice work you have here. I'm really impressed, and looking forward to what you will include in the future acts.

Very thanks both of you, couldnt wish for better present :,)!

So Hyped to see everything i made working as planed, even my dummy test char lv 47 is having troubles in greece lul.

I will enjoy working around Crete ,  it will be design as true final act area,  you will face a primitive tribes and stop the Minoan Forces. One steap at time, 1st i will finish the coastal area, and so on.

Thts one thing i dont really enjoy in 1st act, everything have 2-3 sub types, skelletons have  3x types, like satyrs, like crows etc, thankfully the next acts will be more easy to work on.


Also i wanted to try to extend a litle bit the coasts around megara, toshort and small for my opinion

Also, happy birthday and don't each to much cake :D

ah ah, bit to late now :p
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 21 March 2019, 06:01:18
...looking forward to what you will include in the future acts.

Yes particularly act 2  ;) heha

Edit: and Happy birthday btw!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 March 2019, 17:10:09
Edit: and Happy birthday btw!

Thank you ! :)

I want to show what i been done so far, in this case Megara, i probably  add more things in some polls, the general gameplay will be similar like this, of course i will playtest before open the gates for the 1st act, to avoid OP stuff.

https://youtu.be/eOpNIJT8Kpo

I hope you enjoy as much as i am working on the mod.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 21 March 2019, 18:46:55
This is inspiring... now you are on the trolley, as BG would say :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 21 March 2019, 23:37:49
seems like you multiplied the monsters? looking nice
i generally don't like monstrous enemies.. the size of nidhoggr is enough.. the size of that giant turtle is just right too
do you like us to test self-found? actually I'm too lazy to farm so maybe I'll just limit my twinking to about 2 items.. and no purples on normal.. no OP items until legendary
at least with me testing, you can be sure you get feedback from a caster's point of view.. and one who spreads his stats between str, int and dex  O0
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 March 2019, 00:04:40
This is inspiring... now you are on the trolley, as BG would say :)

Ehe he hope so! BG still ddint post anything here, i fell kinda sad :(



seems like you multiplied the monsters? looking nice
i generally don't like monstrous enemies.. the size of nidhoggr is enough.. the size of that giant turtle is just right too
do you like us to test self-found? actually I'm too lazy to farm so maybe I'll just limit my twinking to about 2 items.. and no purples on normal.. no OP items until legendary
at least with me testing, you can be sure you get feedback from a caster's point of view.. and one who spreads his stats between str, int and dex  O0

I will not make stupidly big monsters, maybe except few bosses/heroes, the turtle had a colosus form and i was suprised for turning into that size, well honestly it fits well. same as the reef king karkinos, he is big but not that big.

The groups of monsters are increased, especially the champions , right now i only changed manualy the coastal itchians because you will only find then near the beaches, and since i added 5-6 new types of then i want their groups have big chance of diversity.

Honestly i will go self found, i want to see if the challange fells right, Helos is not safe place anymore since you can meet few fire mage in the way of the shaman. I even think the monsters will give some troubles to twinked chars, because of the  big chances of nets/mana drain, skill disruption/ slow moviment speed and so on.

btw did you guys knew the drowned sailors had -30% fire resistance ? and their skills werent linked to their skill tree, well not anymore :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 March 2019, 01:36:02
Adjusted some monster skills.

Started working on Maenads groups
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 March 2019, 01:20:37
ohh its Sticky, very thanks :)

Today i hadnt much time working on the mod but started to put ingame the new maenads ranks.

How they will work,

the trash ones, are still humans , fanatic group know as The Bacchaes,

-The Maenads will be turned into champions , there will be 6-7 new to slay , the existing ones will be revamped in terms of skills. Did you know the Maenad rouge and shadowblade are the same in terms of skills etc ? well not anymore

-rabid wolfs ( fast in terms of speed and deals alot of bleeding dmg)


I checked the Dionysus myth, but ofc i changed the base concept in my point of view.

Also big thanks to Nargil to let me use some the skins found here (https://titanquestfans.net/index.php?topic=32.0), making the work more faster.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 March 2019, 01:42:02
Maenads are done, made few more types into the groups. They look great.

Tomorrow i will look into dark satyrs, still thinking if i will make a different pool for the new types or mixing all toghter into big pool.


So far..so good, no crash atm, i learn how to put various textures/meshes/bmps of a single creature  in one dbr file, this make the  monsters more unique in colour diversity.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 March 2019, 12:34:12
Man!!, i cannot wait to show what i have done  on past days!

Satyrs shamans actually heal and attck,
Trash dark satyrs soldiers vastly improved, they are real soldiers now ( from wearing armor and having passive skills)
12+ new satyrs champions.
Satyrs brutes are bigger and buffs their allies.
Many more..

Cannot describe how happy i am, Tomorrow will make 1 month since i started play around with textures, to this day still cant belive im actually "modding"..

Thanks you all for the support.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 March 2019, 17:18:05
Enought of chat, heres another play video,

https://youtu.be/wb9yCYQVXn8

I already nerfed a litle of ensare % rate, at some point was turning non stop trapped :) and some skill bugs.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 March 2019, 17:30:44
cleaned some spawn pools along the way, i mean why they put the awekening dead post megara ? filling the litle space of exhuman dead, that only spawns in that place.

Finished the hight lv dusky/crows

I will see if i can start today the ratmans our fen itchians
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 28 March 2019, 18:47:52
Nice video :) What animations are the Cyclops using? Its different.
Quote
Cannot describe how happy i am, Tomorrow will make 1 month since i started play around with textures, to this day still cant belive im actually "modding"..
What you do IS modding, no need for the "" :D Btw, did you managed to make the hair helmets appear?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 March 2019, 20:32:47
Nice video :) What animations are the Cyclops using? Its different.

Thanks :D! I found those unused animation ingame on the viewer.exe there are named as:

- Creatures\monster\cyclops\anm\cyclops_brute_unarmed_attalpha.anm
-Creatures\monster\cyclops\anm\cyclops_brute_unarmed_attbeta.anm
-Creatures\monster\cyclops\anm\cyclops_brute_unarmed_attgamma.anm

Pretty cool for giants type monsters :p


What you do IS modding, no need for the "" :D Btw, did you managed to make the hair helmets appear?

Sorry, i complety forget to replay the pm.
I think i got it, it worked on a dummy text i created, but i will leave this for a later stage since the girls are using few differents types of meshes and im lazy to fix that lol. its on my to do list.


Sometimes i dont understand the game, i copy a skelleton warrior i created to exhuman skellies pools , now he is having issues on doing basic attacks.

I just changed the mesh  nothing else, egh
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 28 March 2019, 21:03:43
1st time watching the video.. i thought you weren't gonna touch the masteries but what was that rock like thingy your character threw at the beginning of the video? it looked cool though.. seems like a lot of archers/projectile based monsters.. looks like it's gonna be fun  ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 March 2019, 22:20:04
1st time watching the video..

Thanks :D!

i thought you weren't gonna touch the masteries but what was that rock like thingy your character threw at the beginning of the video?

i think you are speaking the dvger bomb skill from reaver helm im using , its a good SOS abilitie lul

it looked cool though.. seems like a lot of archers/projectile based monsters.. looks like it's gonna be fun  ^-^

I hope it bring alot of fun! It seens the game is enjoying spawning more  archers and hoplites types :p
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 28 March 2019, 23:14:12
i think you are speaking the dvger bomb skill from reaver helm im using , its a good SOS abilitie lul
ahh right.. i don't have one yet so i didn't know.. i had to check tq-db.. i want one.. cooldown is 2 secs, does it proc very often?

edit: or is it an active skill?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 March 2019, 23:23:36
i think you are speaking the dvger bomb skill from reaver helm im using , its a good SOS abilitie lul
ahh right.. i don't have one yet so i didn't know.. i had to check tq-db.. i want one.. cooldown is 2 secs, does it proc very often?

edit: or is it an active skill?

its a point and click skill, pretty strong imo
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 29 March 2019, 18:23:02
Now you're on the trolley!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 March 2019, 23:34:42
Now you're on the trolley!

Now my life is complete !  your post made my day :D


Updated the rock harpys groups , no ideia why old dev team  created a type of harpys and skelletons just for 1 zone ( pos-megara), well gonna try fix that.

Do you know why sometimes you walk into a zone and no monster appear ? well, its because most of proxies have 95% of spawn change, thats mean 5% chance whole proxy dont appear during your game play. oh and % rate in this game is complety different , 5% can mean 50% our vice versa. I will try  import every single proxie and put then all 100% chance.

Fixed the issue on  my skellie asassins, i removed the skills he had in skill tree, i have no ideia why the skills were causing issues on him, i just changed his mesh ( from white to yellow), nothing else, weird man

Had a very good time re visiting my old zones to see the new monsters acting, i can say i died a few times , im not sure how this will go on low lv characters, but is not gonna be a easy ,hehe, but its good dam fun, seeing the great monster diversity, abilities and so on.

btw the mod right now have 160 NEW monsters already working ingame and i still arrived at parnassus, plus i have several on waiting list.

I still ddint touch the bosses ( except the helos shaman and the big brute blocking the road) , i will leave then as last thing to do, since they are the easiest part, i will focus on finish the whole trash+champions groups 1st.

I will start working on ratman groups later tonight.


side note: anyone know the current skill names on rune mastery skills in artmanager ? because most of then have different names and i cant figure out who is who :(
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 30 March 2019, 01:14:20
Thunderstrike = records\xpack2\skills\runemaster\arcattack.dbr
Unleash = records\xpack2\skills\runemaster\arcattack_unleash.dbr
runeweapon = records\xpack2\skills\runemaster\runeweapon.dbr
MAgical Charge = records\xpack2\skills\runemaster\runeweapon_bonus.dbr
Energy Drain = records\xpack2\skills\runemaster\runeweapon_sustain.dbr
Transmutation = records\xpack2\skills\runemaster\runeweapon_conversion.dbr
Runeword: Explode = records\xpack2\skills\runemaster\explodingstrikes.dbr
Runeword: Burn = records\xpack2\skills\runemaster\explodingstrikes_embers.dbr
Reckless Offense = records\xpack2\skills\runemaster\hailofaxes.dbr
Energy Armor = records\xpack2\skills\runemaster\forceshield.dbr
Runeword: Absorb = records\xpack2\skills\runemaster\ManaAbsorb.dbr
Sacred Rage = records\xpack2\skills\runemaster\shamanrage.dbr
Frightening Power = records\xpack2\skills\runemaster\shamanrage_frighten.dbr
Menhir Wall = records\xpack2\skills\runemaster\menhirwall.dbr
Guardian Stones = records\xpack2\skills\runemaster\menhiraltar.dbr
Rune of Life = records\xpack2\skills\runemaster\liferune.dbr
Runeword: Feather = records\xpack2\skills\runemaster\lightweight.dbr
Runic Mines = records\xpack2\skills\runemaster\mines.dbr
Freezing Mines = records\xpack2\skills\runemaster\mines_damage.dbr
Seal of Fate = records\xpack2\skills\runemaster\runecircle.dbr
Aftershock = records\xpack2\skills\runemaster\runecircle_aftershock.dbr






Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 30 March 2019, 10:36:10
Looking good. Are you only adding Champion units or are you also adding Hero monsters?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 March 2019, 14:21:54
rune mastery files

THANK YOU! you are life saver :D

Looking good. Are you only adding Champion units or are you also adding Hero monsters?

Very thanks W.N.G, i have plans adding heroes monsters along side of new groups, but i will leave then as last thing to do same as bosses, since they are the easy part of the concept. First im working and design the whole groups/proxies in 1st act, then i will focus on then.

 ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 31 March 2019, 00:53:17
Started adding the ratmans.

Do you know ratman have -15% of POISON resistance and bonus 15% fire resistance ? for what i know, rats have protection around poison elements and not vice versa.

No worries,  i erased that non sence, plus the ratman groups are the biggest you will face in 1st act, well they are rats, they live in huge packs :)

Just need finish the ratmans clan leaders and they are ready to ambush you , but only tomorrow because today im litle tired. :-[
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 31 March 2019, 04:50:36
Do you know ratman have -15% of POISON resistance
maybe the devs were thinking of racumin  ;D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 31 March 2019, 06:28:23
Can you add some poison an petrify resistance to gorgons? They are snake women and use petrify, should have protection against it.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 April 2019, 01:38:20
Can you add some poison an petrify resistance to gorgons? They are snake women and use petrify, should have protection against it.

Sure thing! i will do it when i reach to the gorgons.

well today i didnt move much as i wanted, i was wondering why my textures for the new ratman were looking clunky and messing than the vanilla ones. well the reason was simple i imported wrongly  new textures, affecting the cleaning option when i turned their files into targa. Doing that for 13 new textures taked some time. oh well glady its fixed and i can tell its done.

Time to focus on phoencian swamp monsters, thinking for itchians/turtles, maybe corrupted naiads ? since this area is kinda small it doesnt need much variation in groups, and since im good doing some human textures, i will give it a try.

If anyone have any idea for the swamps just post it here.

I have the concept for athens marsh already built.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 April 2019, 23:53:43
Didnt like how small is phoencian marsh, so i played a litle with editor tools and extended few meters the area

(https://i.imgur.com/Bwb6N5s.jpg)

I might extend a few areas here and there
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 02 April 2019, 00:59:58

If anyone have any idea for the swamps just post it here.

if you're looking to add a mini boss, i can think of one: scamander.. river god in Greek myth.. almost killed achilles

https://www.greeklegendsandmyths.com/scamander.html

i don't think the name was used in-game? only problem i can think of is it sounds like..... fantastic beasts?  ::)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 April 2019, 13:10:37

If anyone have any idea for the swamps just post it here.

if you're looking to add a mini boss, i can think of one: scamander.. river god in Greek myth.. almost killed achilles

https://www.greeklegendsandmyths.com/scamander.html


Very cool ideia! i already noted his name on my to do list

And a made 2x new monsters only found around the area

Scamander Maiden and Scamander Beast
(https://i.imgur.com/gDc2j18.png)

i don't think the name was used in-game? only problem i can think of is it sounds like..... fantastic beasts?  ::)

I dont think it was ever used ingame, and yes  when i google his name, only found posts about fantastic beasts ahah
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 April 2019, 16:56:40
New look of phoencian Marsh

(https://i.imgur.com/yU6QiQD.jpg)

After my sucefull atempt on expanding the marsh, i went back on my progress and re-worked on few areas

What can I say...Ambrossos farmland is in Big chaos ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 April 2019, 01:36:49
I think i finish post Parnassus area. Tomorrow will focus on Mountain satyrs.


Sometimes i really dont understand the game maths, imagine this, a maenads poll have 5 types of trash monsters and 12 types of champion types ( from melles, archers, casters, beasts), every single monster have same value of weight.

BUT STILL, the game enjoys of spamming same  types ARCHERS in every single group. I mean cmon! give me a break >>

So i re design the post parnassus maenads pools to fix this non sence, it helped a bit, but the archer population is still big.

Shrugs,

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 April 2019, 16:40:32
Made several new mountain satyrs textures, using the mountain texture.

OH my...they looked so dam ugly ingame, tht texture dont work as i tought.

Then i tried with normal satyr texture and the results are much better, so re made all previous ones.



Time to focus on boarmen, but only later today.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 05 April 2019, 19:16:04
As far as Boarman, I think I had great success in playing with their atctor variables -> scal to make multiple different sizes to make them look really like different kinds of boarmaen,

Keep it up sauruz!  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 April 2019, 22:24:59
As far as Boarman, I think I had great success in playing with their atctor variables -> scal to make multiple different sizes to make them look really like different kinds of boarmaen,

Yep, i been playing around with the scale factor, im guessing theres no way i can put various scale in one monster file, right ?

Keep it up sauruz!  :))

Very thanks :D! That means alot :)

I need your help/advice.

Satyr shamans...why they are so passive ? i even take the heal skill but he behaves the same, rarely attck, prefer going on melle range.

I even copy a satyr fire mage file , and replaced with the healer, didnt work .

If i put the heal abilitie in special skill name parameter he starts to heal me lol
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 05 April 2019, 23:17:59
Could be controller, some controllers have the random emote so they do an emote animation instead of acting. Try substituting a new controller like the xpack hero mage or hero ranged controller.

Also check the Monster and Character tabs in their files for alert or rampage and other things that they may be set to do instead of act.

There is a way to have different scaled monster in the same monster file but it requires using the MeshViewer.

Open the mesh for boarman02 in MeshView.

Under the Mesh tab, click the Mesh(v11) tab. So Mesh -> Mesh.

Right under the view window you will see the button "resize".

Click it. It opens with a "1" in the text box. THis means 100%. If you change that to 0.5, and click "ok" it resizes the mesh to 50% of the vanilla size.

You could do like 0.95/ok/save, the 0.95 again (which is 95% OF the resized 95%) and save each resized as a separate file like boarman02_95, boaman02_90 etc.

Now get them in your assets in game however you do it.

Now open the monster file for the boarman and click on the Monster Parameter tab.

Look for the "monsterMesh" entry and click in teh empty entry.

A box pops up. Click the "New" button a couple times to add a few entries.

In the top box of the window click the "...". Navigate to the new mesh assets one at a time and add them one by one to the new entries to create a list.

Click okay.


Now when the monster spawns in game it will have one of resized but otherwise identical (animations, texture, bump texture etc) meshes.

Take a look at any of Warfare's Ancestral Warriors in their Monster Parameters -> Monster Mesh to see the finished product.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 April 2019, 01:36:50

Under the Mesh tab, click the Mesh(v11) tab. So Mesh -> Mesh.

Right under the view window you will see the button "resize".

Click it. It opens with a "1" in the text box. THis means 100%. If you change that to 0.5, and click "ok" it resizes the mesh to 50% of the vanilla size.

You could do like 0.95/ok/save, the 0.95 again (which is 95% OF the resized 95%) and save each resized as a separate file like boarman02_95, boaman02_90 etc.


Just want to tell you, i could get it worked :)

One of the attempts, ( the boarman) 
(https://i.imgur.com/JwAZyFM.jpg)

Looks to cute to harm :( :p


The satyr war camp before gorgons, its so much fun!  O:-) >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 April 2019, 01:52:17
Want to share what ive been working on past weekend, i must say its looks like a true war camp, no ? :)

Sometimes... the hero dies in the end... ;)

https://youtu.be/82oHjZFAZ3U
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 08 April 2019, 02:25:29
Woah, nice work... that is normal difficulty? It seems quite challenging, even for lvl 47 :o
Also, you have added new custom music to the map?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 08 April 2019, 07:41:37
lvl 47 with 2755 HP (that's high for act 1 normal)
and it doesn't take crit damage except when it was ensnared
and it's still taking too much damage
sauruz must love seeing character graveyards  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 April 2019, 10:45:06
Woah, nice work... that is normal difficulty? It seems quite challenging, even for lvl 47 :o
Also, you have added new custom music to the map?

First thank you! yes it is normal difficulty  ^-^, I still didnt put new music into the game yet, its just youtube background audio .

No worries about balance, everything will be look at before  release.


lvl 47 with 2755 HP (that's high for act 1 normal)
and it doesn't take crit damage except when it was ensnared
and it's still taking too much damage
sauruz must love seeing character graveyards  :))

Dont look at my test driver to serious, she have crappy itens no resistances/status. Im using it because its my hight lv char in vanilla in this pc.

I admit i might went to crazy on some monsters, specially the blood mages, but as i said,  i have the nerf hammer ready to use when i playtest the mod.

Aside of that what your toughts ? I think i had sucess in terms on diversity
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 08 April 2019, 12:02:05
I'm not complaining  ;)

my thoughts? just make sure act 2 is not easier than act 1.. and make sure bosses are not easier than ordinary mobs
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 April 2019, 18:11:02
I'm not complaining  ;)

my thoughts? just make sure act 2 is not easier than act 1.. and make sure bosses are not easier than ordinary mobs

 ^-^

Thats the plan



Somtimes i dont understand the game math, i went back and redone every dark satyr proxies, because i didnt like the big amount of mounted archers in every pool, for unkown reason the game enjoyed spawming then.

With the Mountain Satyrs i didnt have any issue, as you can see in the video, theres BIT of every enemy type, but in the dark satyr is not happening.

Anyway, after  several attempts i think i fix it.

Added few more dark satyrs proxies in some areas, because it looked kinda empty  O0

The mod is starting  to look cool and fun, imo.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 April 2019, 23:12:26
Ready to face the true horrors from beyond ?


(https://i.imgur.com/N7gxgzg.jpg)


Desecrated dead groups ( the last type of skellies in greece) are done. You will not find then in Knossos


Tomorrow i will start check the gorgons.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 10 April 2019, 00:20:47
Having worked with that particular patch of the map, don't you wish there was a "cliff" tool in the map editor? Like, actually fall and take damage and can't get back up?

That would be perfect for that spot, you could drink a pot while you jump off the cliff COWABUNGA!!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 April 2019, 01:29:49
Having worked with that particular patch of the map, don't you wish there was a "cliff" tool in the map editor? Like, actually fall and take damage and can't get back up?

That would be perfect for that spot, you could drink a pot while you jump off the cliff COWABUNGA!!

Oh yes, that would be pretty fun  :)

Also  would be hilarious to have the option, when the a player is on the cliff/ high spot, he could jump right to the batle. Taking bit from self dmg from the jump ofc. Ahah


Talking about cliffs..made a trash cyclops type, that just  throws rocks  against player  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 10 April 2019, 22:31:39
hey just something you can include on your notes for act 2.. I'm not that familiar with Egyptian mythology, i only know a few things

Set - god of chaos.. i honestly don't know why Set is not in the game.. Set is probably one of the most (if not the most) evil in Egyptian myth.. he is said to look like human with an animal head.. what the animal is, nobody knows for sure.. like a mix of whatever

https://wikipedia.org/wiki/Set_(deity)

although if you include Set, i think he deserves to be a major boss in act 2

Apep - this is the arch-nemesis of the god Ra or goddess Bast.. he is said to look like a giant snake.. when there is an eclipse, ancient Egyptians believed Apep to be swallowing the sun

https://wikipedia.org/wiki/Apep

Anubis - equivalent to Thanatos of Greek myth, or more popularly equivalent to Death.. when a person dies, Anubis is said to weigh the person's heart with the feather of truth.. said to look like a human with the head of a jackal

https://wikipedia.org/wiki/Anubis
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 April 2019, 02:12:02
Thank you botebote for the inputs, i will look at this carefull when the act 2 comes.

Since im speaking in act 2 im planing add some monsters from diablo 2, like sabre cats , Unraveler ( those dudes that resummon undeads over and over) and the famous eletric beetles  >:D O0, but this is for another time.


What i did today.

-Thanks to bumble i made a very cool monster spawns for some undeads, for exemple when you kill a zombie captain it release a group of corpse maggots, or swarm of flies. In some kind of realistic way

-Gorgons, added few new champions and 2x trash ones. Champion gorgons have a chance to petrify you, also they are immunes to petrify skills and have a huge resistance against poison and the element they are based.

-Replaced a few monster names with some of names found here (https://titanquestfans.net/index.php?topic=931.msg10714#new)


Tomorrow i will adjust some gorgons values, built the crone/ crag (?) harpys, and if im fast enought focus on athens marsh theme pools.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 April 2019, 18:46:39
So far..

-Gorgons are complete, created a new champion ( summoner that summon...snakes !)

-Started Redone the monsters after gorgons cave to Athens

-Created 1 trash variation of boars
-Created a new type of centaurs only for this area, improved all centaurs champions, i didnt liked why you faced lv 10 centaurs there..carefull they are faster than their cousins

Added few extra proxies , here and there.

Oh also i closed that shortcut to kepsio valley, so  the player must cross the bridge  ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 April 2019, 01:02:29
Extended Athens Marsh and create a new arena for Hydra boss. No more pull the darn boss for mistake :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 April 2019, 14:10:31
When i was looking into the monster batleground , before Athens, i was wondering.. what else its needed for that area.

You know what it needs ? Reality, a feeling of a true monster invasion, a constant batle against time. Hope and Misery.


So i added along Batlefield a few human soldiers squads, trying to fight off the invasion :)



Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 April 2019, 00:02:26
Hurray! :D :D ;D ;D :D

Made my 1st cave into the game :), isnt big but its full of  dark creatures :)


Adjusted some monster skills and minor things.

Athens is actually under siege, in every side! Can you save the city ? A Frontier between humanity and Extincion..

Completed the monsters groups  in athens, there some changes i need to do on some caves but i will leave as last, because it takes some time and testing, i prefer doing the fastest work 1st.

Tomorrow or Monday i will start working on Knossos,  >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 April 2019, 12:54:15
i will leave this here

(https://i.imgur.com/bZ2DyRY.jpg)

(https://i.imgur.com/xLcosUG.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 April 2019, 00:08:45
"You are not welcome here...human.."

(https://i.imgur.com/cs460bq.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 April 2019, 00:44:04
I think i finished Crete wilderness, i might add one our two new champs but i will leave that later.


Oh btw..I had sucess importing  custom music into the game! Right now, i added  new tracks in Crete, just to test around.


Edited: I have a question, about ambient music

 i imported one and replaced the drone theme and added 1x new melody theme...the problem is it just plays the drone theme all over again, or there is another place to add various musics into a area ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 April 2019, 10:07:58
update:

Been doing some textures for the monsters around Minoan Palace. And looking for the various dbr files, from animation, skill and so on.

I will be offline for next 4 days, a small Easter holiday weekend.

But no worries, i will still working on few things.


Im trying complete the 1st act in next 2 weeks, i been working on this non stop, i really hope everything goes well.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 April 2019, 00:39:51
Well, Back from small Easter holiday, Sadly i ddint move as much i wanted, saying the truth i needed to rest a while :/

But we are back!

As the evil Forces, Can you stand against then ?

(https://i.imgur.com/UTiikJX.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 23 April 2019, 01:09:02
the rider is undead so shouldn't the horse be undead too?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 April 2019, 01:13:05
the rider is undead so shouldn't the horse be undead too?

Is there any undead horse around  ?  ???

What i can do is play with the texture and remove some things from this mesh.

Anyway, i used this horse as a test for custom mounted monsters.. and it works :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 23 April 2019, 01:19:41
i was thinking skeletoonish.. like so

https://www.pinterest.ph/pin/293648838195952880/

don't even know if it's possible
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 23 April 2019, 02:37:28
@botebote77   the closest to your idea is a skeleton riding a bone fiend... both things will be skeletish. Or a mummy/zombie riding a mummy/zombie horse maybe. It should be possible with some skin editing.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 23 April 2019, 10:32:30
What ever the case that skelly horse rider looks sik! Nice work Sauruz
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 23 April 2019, 11:07:48
hey something came to mind.. this might just be more work for you but I'll throw it out here anyway.. discard it if you think it's ridiculous.. i don't even know why i remembered this

since that pic looks like the master automatoi area(?), that place is full of constructs.. and somehow i remembered an episode of flame of recca.. so how about you put statues there that doesn't move.. but when they see you, they turn their heads and shoot lasers at you

https://www.youtube.com/watch?v=EmANIUwZZZI

please jump to 1:54
oh man this was part of my childhood  ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 April 2019, 13:27:31
What ever the case that skelly horse rider looks sik! Nice work Sauruz

Very thanks man  ^-^


since that pic looks like the master automatoi area(?), that place is full of constructs.. and somehow i remembered an episode of flame of recca.. so how about you put statues there that doesn't move.. but when they see you, they turn their heads and shoot lasers at you

oh man this was part of my childhood  ^-^

Well i did something similar, filled the palace with automaton that look like statues, but when you walk close to then , they come to life and chase you.

I think i can give some of then a ranged attck..wait  dont the new secret area have raptors that shot lazers ? it might be  possible... i will check that on next days.


About the horse..i removed the spikes from the mesh and i will ty give a zombiesh texture, i wish i could replace some parts with skelletal bones. the game have for scenary itens, some horse/cow bones if i remenber
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 April 2019, 18:49:47
Another gameplay video

https://youtu.be/zOz1-NLehtk

You can hear some new Ingame Music :)

 :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 24 April 2019, 03:43:18
Nice work on these new boarmen, minotaurs and maenads. Keep it up sauruz!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 April 2019, 16:55:07
Very Thanks Nargil :)

Did a small break from looking at dbr and decided to play with the editor, and try to make a 2nd lv floor for a cave

Oh my, I... REALLY.... HATE... the.... STUPID... DAM STAIRS... placements , lol, it took me literally hours....to make it work, egh..still isnt perfect but you can walk no problems, thats what matter.


You know the healer staff in Crete ? Well lets say i moved the staff..into a other lv :)

The cave have 2x lvs now.. and its a bigg one

(https://i.imgur.com/6YHFDTP.png)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 24 April 2019, 17:51:14

Oh my, I... REALLY.... HATE... the.... STUPID... DAM STAIRS... placements , lol, it took me literally hours....to make it work, egh..still isnt perfect but you can walk no problems, thats what matter.


Ha ha, my brother! It's like meeting you in the trenches in WW2, you get it NOW don't you? It may be worth it, but man it's a constant fight to get there.

I hate the doors to caves as well, there are usually 3 or 4 versions and they are one-way so they have to be rotated the correct way, and make sure its on the same XYZ axis, which you have to go between levels and try to remember while you are fooling around with the placement and then the link doesn't work so you delete the door and try another one....AAAUUUGGH!  :o

Heh, yeah...some people think war is all glory, but boys...it's all hell.  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 25 April 2019, 00:00:03

Oh my, I... REALLY.... HATE... the.... STUPID... DAM STAIRS... placements , lol, it took me literally hours....to make it work, egh..still isnt perfect but you can walk no problems, thats what matter.


Ha ha, my brother! It's like meeting you in the trenches in WW2, you get it NOW don't you? It may be worth it, but man it's a constant fight to get there.

I hate the doors to caves as well, there are usually 3 or 4 versions and they are one-way so they have to be rotated the correct way, and make sure its on the same XYZ axis, which you have to go between levels and try to remember while you are fooling around with the placement and then the link doesn't work so you delete the door and try another one....AAAUUUGGH!  :o


^ Literally just went through all of this crap too ..sigh.  Thankfully it's working now.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 April 2019, 00:26:55
Ha ha, my brother! It's like meeting you in the trenches in WW2, you get it NOW don't you? It may be worth it, but man it's a constant fight to get there.

I hate the doors to caves as well, there are usually 3 or 4 versions and they are one-way so they have to be rotated the correct way, and make sure its on the same XYZ axis, which you have to go between levels and try to remember while you are fooling around with the placement and then the link doesn't work so you delete the door and try another one....AAAUUUGGH!  :o

Heh, yeah...some people think war is all glory, but boys...it's all hell.  :))

Now i understand your pain about the darn cyclops boss door in LOC.

Its easier to extend and make a new cave then make a new lv.. duo of the entrance/stairs tango....egh ..Atlast its working, but it takes alot of time. Dont forget for some reason when i made the new door the main entrance of the cave auto closed lol.

I jumped of joy when i made the stairs working   :))


Well time to focus to another story.

What i did on last hours

-Made new textures of the cretean arachnos ( the purple ones), still need do the dbrs
-Made 2x types of black windows spiders
- New monster type....Rock and Soul Golens
- Found a good ambient music for the labyrinth.
-Remade the tyrant of Crete Tomb, well i mean, changed the monster proxies and added more objects to have more "royal tomb" look.

Also made a ghost that appear when you defeat the statues/ champ Automaton..
If you wonder how a ghost looks without the glow in the mesh

(https://i.imgur.com/Pv4B5w1.jpg)

Looks pretty scary to me
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 April 2019, 12:48:24
I should stop publish videos..but i cant O:-)

https://youtu.be/Vr3GDR8BCJ8

Trying to figure out the issue on souls golem mesh  ???, on my other pc is working fine tho

edited : fixed the wrong ambient sound in the cave
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 April 2019, 00:30:47
Didnt move much in this weekend, duo of some party events :p O:-)

Anyway, i could fix the stupid Golem texture error, it toke me a whole day and the answer was so obvious lol. I can say this is what modding is about i am right :)

Tomorrow i will focus on statues automatons , gorgons and minotaurs under the labyrinth. Also the undead horse as well.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 April 2019, 02:16:07
What i did so far.

Gorgons in crete are done, they are about the same as in Athens but , they have more tricks to use.

-Implemented the 1st statues  around Tyrant tomb, careful where you stand now :)

-Clean some pools, i mean, look at this proxie
 
UG_unified_gorgonundead.dbr, it have twice the same skellie pool, (?),idk whats the real reason behind it, so i copy one pool and created a new one, it have chance to appear  gorgons + skellies in same pool,  >:D

-Looked the  Tyrant of Crete, i didnt change much in skill tree, made him bigger, replaced the skellies that appear during the batle, oh he deals poison dmg now..like you heard in the story... he was poisoned ..now he will try poison you!  :))...i will try to change his base equipement, just for looks.

-while i was working on his tomb, added "Leoric" music from diablo 2, it just fits so great :)


Tomorrow i will start to look at Labyrinth.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 May 2019, 18:38:29
A new sneak peak against the Minoan Forces

https://youtu.be/_GvJR5qMTSE

Changing the undead horse and laby pools as we speak.


About the progress, i say in the 1st post the release was about between March and April, but as you see its not ready yet, i couldnt think it would take to long, but each day i have  more ideas to put. I hope in this month (May) will be ready to play around :)

On Last days i did:

All Crete zones got their own custom music,
Minoan Labyrinth its a end area, i mean it will be difficult, intense and fun!
Fixed few monsters animation/textures here and there.
Replaced the magma/frost automaton textures.
Couple of more things but i forgot :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 01 May 2019, 19:54:45
Great job so far sauruz! Your enthusiasm, fresh ideas and productivity are to be admired. I don't play much anymore, but will definetly try this after first release. Keep up the good work my friend  O0
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 May 2019, 01:23:39
Great job so far sauruz! Your enthusiasm, fresh ideas and productivity are to be admired. I don't play much anymore, but will definetly try this after first release. Keep up the good work my friend  O0

Very Thanks Nargil, this means alot to me.



Trying to figure out why my new glows for my gorgons arent showing up, minotaurs/automatons are working normally.


To everyone, i know by the videos, are showing a brutal/difficult batles,but no worries, everything will be balanced :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 May 2019, 11:23:54
still trying to figure out the gorgons glows issues  >:( >:( :(

Anyway, you know the unique undead_revenants proxies in labyrinth ? yeah i redone their pools and made a new ones, that contains the strongest and deadliest monsters in crete :)

I shouldnt spoil this , but in last stage of labyrinth you will hear this song

https://youtu.be/dltJT9ZQ2bc

why this song ? 1st its finest  in terms of TQ music, 2nd the name fits great in Mod theme :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 May 2019, 11:54:46
Last Night was a nightmare, trying to make breath attcks to some of my monster, with no sucess, if you can help me check this thread.
https://titanquestfans.net/index.php?topic=945.msg10873#new


Now about mod progress.

Labyrinth is done.


Im deciding if i will change the Knossos landing map area or will be remains the same, any tought ?

Next week i think i will start change some main bosses in act1.


Anyway, i will be off this weekend duo of work.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 May 2019, 14:04:10
(https://i.imgur.com/miRxLHK.jpg)

(https://i.imgur.com/L1O2OHp.jpg)

(https://i.imgur.com/CsHX5Kj.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 May 2019, 00:10:20
Found the reason why my monsters were dealing hight ammount of dmg..lets say i put a extra "0" in wrong places :)

Re-change the Minotaur boss batle room

Improved telkine skill tree and summons :)

Added a new  Telkine Friend
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 May 2019, 13:52:06
Lights Out!

(https://i.imgur.com/dGGOKe8.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 May 2019, 19:17:36
Had a break on edit files and had a pleasant adventure in the editor.

-Expanded the cyclops dungeon, this time i didnt had much problems lol, yes it have stairs :), idk why, maybe the dungeon is small and more easy to edit ? i dunno, lets hope i have this luck on the future

-Added a side area in one of Megaraīs beach, i fell the beach zone is way to small and short. Plus is nice thme zone that can be more explored
(https://i.imgur.com/8Wdsq4n.jpg)


Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 May 2019, 17:18:37
I think i found my Nemesis, i hate dungeon links, all night to try connect the extra floor i made with no stairs... just door to door, had to give up before i went to crazy lol.

I remove the system i had and put stairs....well, it worked on 1st try,  :o ^-^.

Started to merge into the game all those un-used dungeons, there are about 5-6 new dungeons in greece plus the extra floors i add here and there. Greece isnt same as before.

Oh right, while i was doing my cave tests, i was looking at 1st arachnos /satyrs/boars i added into the game, lets say in early March, yhea i need to redone some parts. :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 May 2019, 00:55:17
Well with the new expac out , the progress will be litle slower, 1st i need to adpat the new dlc areas stuff into main map, testing if all monster are there and so on.

Wish me luck, tomorrow i will get the dlc and try it out.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 10 May 2019, 16:11:38
Well with the new expac out , the progress will be litle slower, 1st i need to adpat the new dlc areas stuff into main map, testing if all monster are there and so on.

Wish me luck, tomorrow i will get the dlc and try it out.
Why not to finish it completely for Ragnarok first (if you created it for Ragnarok) and then to make it compatible with Atlantis? Just my point of view.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 May 2019, 02:04:21
Ok..im almsot having a depression..

Opened the Art manger today, worked on few changes, so far no issues.

Then i open the mod ingame, There are issues in every conner.

1) My character cant move walk anywhere of the map. I deleted my test driver and created new one same problem.
2) My custom meshes dont work anymore. Even with the backup i made, nothing seens to work
3) All my made dungeons dissappear /music / changes are gonne

I may hit the wall, i dont know how to fix any of those problems i hadnt before, oh yes i updated the editor with xpac3 map. Im super hopless all my hard work is broken-

If anyone can help me i will be super gratefull

I was super excited to see this new update into the game..but now im mixed :(
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 13 May 2019, 03:00:00
Yeah, so after reading your post I fired up my Steam version of TQ and loaded my mod. Mouse doesn't work to make the character move. I could lay down a teleport and use it....but I can't move my character at all.

Also, the item skill that spawned custom mesh archers for warfare didn't cast at all.

Started a fresh test character to see if it was maybe save data...same thing.

Looks like I may have to start all over as well. Oh well.  :-\
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 May 2019, 08:57:02
Yeah, so after reading your post I fired up my Steam version of TQ and loaded my mod. Mouse doesn't work to make the character move. I could lay down a teleport and use it....but I can't move my character at all.

Also, the item skill that spawned custom mesh archers for warfare didn't cast at all.

Started a fresh test character to see if it was maybe save data...same thing.

Looks like I may have to start all over as well. Oh well.  :-\

I found way to make your character walk again, i went to editor and rebuild the pathing until laconia , after helos, and my character could walked , just until laconia.

Looks like we need to start from 0, i guess we could import back some files, but still... im feelling horrible, all my work, i did on maps, i was almost done, now i need to back all over, i dont know how to feel right now.

edited: is not over yet
 

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 13 May 2019, 14:12:17
Doesn't look like all hope is lost. I put my work on hold since devs are apparently working on fixing a few things for us.

In the case that it screws all of our work though... it might be the death of TQ for me.

But let's not be grim just yet, shall we?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 May 2019, 14:49:31
Doesn't look like all hope is lost. I put my work on hold since devs are apparently working on fixing a few things for us.

In the case that it screws all of our work though... it might be the death of TQ for me.

But let's not be grim just yet, shall we?


I'm more confident now, now seeing this isnt a issue on my end. I will be on hold around map and i will continue working on more textures and so on

Well, you see...This is a grim mod after all ah ah :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 May 2019, 01:35:33
"After the storm..the sun always rise"

I could fix the Non walk problem , by rebuild all pathing in the editor, but im still facing by 2x main issues.

1) The game dont read my mesh.arc, resulting any monster having a custom mesh dont appear ingame or are invisible
2) My custom caves dont appear in the editor/game

The side areas in game world are showing up.

I think the game is ignoring custom arc files as underground or mesh and so on. If some1 know to fix this i will be forever gratefull, Maybe the problem its from Artmanger/modding tool anyway patience isn't my virtue.


Aside those problems, what i did

Gave satyrs a unique personality, did you know the satyrs have 3x different meshes ingame ? well the only difference between then is the size of the horns. Right now the Satyrs ~Scout are using all three meshes, yep a v 1 monster. So what i did was the highter lv is the satyr..bigger are the horns.

For exemple lv 2 satyrs have small horns , lv 4 satyrs medium horns , lv 6 satyrs normal horns

This rule dont apply with the champions Satyrs.


Added Wendigos from diablo 2 , around greece :)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 15 May 2019, 01:46:54
Hey sauruz, you know how Nightmare and Liche King attacks aren't affected by pet gear (mostly, +% still works)?

Remember Nightterrors from LoC 1.1? I was fooling around in the ArtManager on a test mod and remembered that Nightmare can go melee if you set it up right.
Just go into his "nightmare_psionicblast.dbr" in the xpack/skills/dream/pet directory and change the template form "skill_attackspellchaos.tpl" to "attack_weapon.tpl". Then give him your favorite melee controllers, I just used the wol controllers and bingo! Melee Nightmare. Now all his attacks use the damage from pet gear.

You could make the liche king's attack skill an attack projectile and just use the projectile from Arcane Blast or something and give him the Mummy Priest staff animations for his unarmed attack animations and there ya go, attack now uses pet gear.

Just fyi while I was fooling around.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 May 2019, 14:32:56
Hey sauruz, you know how Nightmare and Liche King attacks aren't affected by pet gear (mostly, +% still works)?

Remember Nightterrors from LoC 1.1? I was fooling around in the ArtManager on a test mod and remembered that Nightmare can go melee if you set it up right.
Just go into his "nightmare_psionicblast.dbr" in the xpack/skills/dream/pet directory and change the template form "skill_attackspellchaos.tpl" to "attack_weapon.tpl". Then give him your favorite melee controllers, I just used the wol controllers and bingo! Melee Nightmare. Now all his attacks use the damage from pet gear.

You could make the liche king's attack skill an attack projectile and just use the projectile from Arcane Blast or something and give him the Mummy Priest staff animations for his unarmed attack animations and there ya go, attack now uses pet gear.

Just fyi while I was fooling around.

Woahh! I do remenber the litle fellas from 1.1, interesting !

Thanks for the tips ! I will try this on next few days ! Its the thing my zombie casters needs, since their uses Mummys animation :D

Also with that info opens a possibility for a monster based on nightmare summon, like a evil eye / telkine eye / bringer of corruptions! :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 May 2019, 23:40:28
Good news everybody!

I followed some post by:

from a comment on Steam about mods:

"In the comments of the Paths mod it was mentioned that they couldn't used the compressed .arc files anymore, they apparently aren't loading anymore. So they had to put the whole uncompressed folder in for the mod. Is that something you have tried?"

in the particular mod discussion this came from (Masteries mod), the author did this suggestion and it works.

And its FIXED ALL my monsters meshes issues! woohhooo!

I think this method will work with any .arc file such as underground lvs etc.

Tomorrow will be back working on this project :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 17 May 2019, 02:19:42
sauruz, i know you said you don't intend to change mastery skills but would you consider changing some of those uninspired lvl 40 skills?

edit: and @Prosoro too
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Il_Dottore on 17 May 2019, 07:46:28
Wrong post
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 May 2019, 17:46:51
sauruz, i know you said you don't intend to change mastery skills but would you consider changing some of those uninspired lvl 40 skills?

edit: and @Prosoro too

Maybe, im planing to change some elements and concepts on some skills.  For exemple you can use any weapon with onslaught skill from warfare, so nothing can stop you trying using a fist build :D


What i did so far, re design all basic satyrs pools, added a few ones here and there. Also cleaned some low lv skellies pools, for some reason 1x single skelleton enjoyed showing up 3x times than the others, not fair man :p

Im getting litle trouble with helos boars, for a reason the 1st monster on the list is the only one that shows up, even with same % of spawn, need to think what i should do about this.


Still need find a way to put my custom caves into the game, since i want add more, and customize more the outside world.


Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 May 2019, 01:52:50
Redone couple centaurs textures.

Started looking at Nessus boss, ddint want to turn him into a push over, since its 1st major boss fight, so i improved a tiny bit his hp, his mana (only had 150 mana lol), and moviment speed. He also have heart of oak skill in normal dif as well, oh he had a skill charge in skill tree but it was never implemented, well he uses it now :)

Changed Nessus centaurs minions.

Improved some speciall proxies around sparta....there are rumours  saying Sparta is falling into the monsters, can this be true ?  :-X >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 May 2019, 16:11:32
Could get my caves into game again  :)
The trick is in the Editor-Region- and then click "Add Existing region"
Select the name of your missing zone and there he is
you need is rebuild the pathing into new zone
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 May 2019, 19:12:06
Redone Helos Woods area, and made a special arena for the evil shaman

(https://i.imgur.com/6a0Oi1v.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 May 2019, 16:52:50
Gave the Mycenean area a well deserved dungeon, ( it have 3x lvs)

Beware of what lurks below  O:-)

(https://i.imgur.com/xsBodVH.png)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 May 2019, 01:17:10
Im very suprised for the big amount of monsters the original devs (Iron lore) cut off, for exemple there are Wraiths that should appear inside of ruins/tombs across Greece. Their have their dbrs all set and everything.

If you check the monster modstings more half of their names are not used,  they are pretty good names.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 May 2019, 01:05:51
On last days i benn playing with game map in act1 ( on the editor), made few lvs for some underground lvs, changed some music in here and there. Also customizing  the outside world, making it more into twisted  world :)

And im fixing some pools along the way.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 May 2019, 17:50:21
Music redone all the way to Arcadia.

(Note Knossos zones already have its own music)

If you have any request music for act 1, let me know
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 May 2019, 00:55:32
The mod just achive 340 new Textures ( only in greece)

And its not only paint in new colour.... alot of new things were added to monsters ( from symbols, changes in meshes, and so on)

More will come , since im re visiting the whole act :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 29 May 2019, 01:29:58
The mod just achive 340 new Textures ( only in greece)

And its not only paint in new colour.... alot of new things were added to monsters ( from symbols, changes in meshes, and so on)

More will come , since im re visiting the whole act :)

Impressive, that tells you have made a lot of additions. My only worry is the size of your mod, how big is it so far? I feel like a mod with 1k texture files will be quite heavy.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 29 May 2019, 02:46:59
My latest mod is 1gb :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 May 2019, 10:16:53
The mod just achive 340 new Textures ( only in greece)

And its not only paint in new colour.... alot of new things were added to monsters ( from symbols, changes in meshes, and so on)

More will come , since im re visiting the whole act :)

Impressive, that tells you have made a lot of additions. My only worry is the size of your mod, how big is it so far? I feel like a mod with 1k texture files will be quite heavy.

I think this might answer your question
(https://i.imgur.com/L4cwOth.png)

I think the mod size will be simillar as Lith mod, with all new texture/music / and map lvs.

Imagine this as TQ 2.0 :p
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 29 May 2019, 11:32:35
great.. but a new update will come that will again mess up the mods

lol just kidding  ;D
i will perform harakiri now
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 May 2019, 12:28:06
Ah ! From what i saw in discord, the devs are trying to fix the mod issues with Atlantis for the next update.

I could fix 90% of mod issues, pathing is still not perfect

Thankfully i already have a backup  ::)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 31 May 2019, 01:01:46
Some of various foes you will face in your journey

(https://i.imgur.com/mXjrWcX.jpg)
(https://i.imgur.com/qXk2ICo.jpg)

(https://i.imgur.com/gfPp0JP.jpg)

(https://i.imgur.com/IGzXjAT.png)

Improving Sea Monsters as we speak
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 31 May 2019, 01:37:55
Kool man, Iove that archer wraith!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 June 2019, 23:20:11
Kool man, Iove that archer wraith!

Then you gonna love the ones hidden around a cave nearby   O:-)


What i did on last two days.

-Redone a couple Coast monsters groups
-New cave lv
-New Music ( beach/cave/megara)
-Three new monsters groups found only inside the cave
-Changed a tiny bit the visuals of Megara Coast Zone.


Now im thinking, abut the monster races, im planing change a couple of then. For exemple..

1) I dont understand why the word  "Magical" race, i got it... its monster from another dimension, but the name isn't very appealing. Magical for me means  " caster " or " fantastic" and so on.

2) Theres a animal race only used for the wolfs pets, yeah..not for long.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 June 2019, 01:10:10
Didnt played much today, anyway.

Changed music  up to Old Eleusis,
Skellies Brothers from Megara quest have special arena
Added few extras alongside Megara Fields.

Started to looking at some quest monster files..Did you know the Skelleton brother wih the bow ( from Skelleton Raiders) , have takedown skill ? I mean.. what ?  plus it have the takedown modifier as well..

Still trying to think why the reason of that ideia. ???
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 June 2019, 01:35:06
-Improved Undead Brothers

- The Cyclops  closed the way into Halcyon Coast...you need find another way in


Who knew, doing caves is kinda fun, oh and when you match the doors/stairs toghter...is just pure feeling of joy!

So far the progress is going well, sometimes i found some troubles with some pools ( A monster kept spawning in great number , you know), specially the arachnos. It just about kept trying over and over until their number match, wich consumes half of my Modding time.

Now..sometimes i wonder if people are interested in this project... because there are no new itens or skils, wich everyone loves, however i can say its a solid / super fun adventure with more 400+ new monsters already done and Various changes in the main map ( new visuals/ caves to explore and moar treasures)! Oh not forgetting new music ( more 20 tracks already set! )
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 05 June 2019, 01:49:03
I have a feeling that this mod will be a hit on Steam. I think this will excite a lot of players that don't frequent these forums.

People here are talking about builds and items and mods, people on Steam are just looking i the mod subscriptions for fun and excitement and this mod will have lots of that!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 05 June 2019, 02:18:10
I have a feeling that this mod will be a hit on Steam. I think this will excite a lot of players that don't frequent these forums.

People here are talking about builds and items and mods, people on Steam are just looking i the mod subscriptions for fun and excitement and this mod will have lots of that!
i do too.. but sauruz, you gotta change/tweak some of these uninteresting tier 40 skills

meteor rain is too random and using it with quick cast disabled, requiring you to click again with a mouse as if you will hit the target if you click there

lightning dash at the very least still needs some tweaking.. for me, it still can be replaced

slam from warfare is also really uninteresting except for the impaired aim.. but if you want to debuff archers, you'd want to debuff them from a very long range before they can even hit you.. for me, it can be replaced

the new skill of nymph is borderline useless

there might be more but really when i tested them before, i couldn't even try with all masteries because i got disappointed from the first few minutes i just exited the game

i like to play your mod but i hope you look at these new skills
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 05 June 2019, 03:40:38
just off the top of my head, if you will hear it.. and just for the 4 skills I've mentioned.. what you make of these is up to you

meteor rain - how about a single meteor that is sure to hit instead of multiple random meteors.. would also be cool if it leaves some fire animation like wildfire from core dweller.. the wildfire like thing deals burn damage

lightning dash - like what i suggested before, take out the damage and instead, the weapon damage automatically converts to elemental

but honestly, I'd rather see some CC skill or passive energy regen.. I'm also thinking of passive CDR.. would it be too OP?

slam - I'm having a hard time thinking of how this can be better with just a few tweaks

but I've long thought about this even before Atlantis.. this is influenced by all the mangas/animes i have read/watched.. lolz.. a common theme there is a character have this secret/desperation skill that he/she would rather not use, if possible.. that skill makes the character really strong, like really really strong, for a short period of time.. but after that, it weakens him/her to the point that if he/she did not win while the skill is still active, it's a sure loss

so i thought, how about i see that in games i play where i could myself use it? really strong like colossus form + call of the hunt in one skill.. but after like 30 seconds(?), really weak like takes twice as much damage and deal less damage.. cool eh :)

nymph upgrade skill - whatever it's called.. how about making it like the granted skill of poseidon's net artifact.. with some cooldown and less damage
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 June 2019, 21:24:52
Thnaks for the input botebote, i will kept that in my, i will try look at skills on later stage, im trying to complete 1st act as fastter as i can.


Update: Today is a great day!

SO i had this problem, i had a poll with 10 monsters but for some reason the game only kept spawning the 1st one on pool list, while some pools were working fine . I decided to investigate what the"hell was going on" and i think i found the reason!

I open a pool that is working the way a wanted ( for exemple the skellies) and open one pool that isnt working ( for exemple arachnos)..they are the same  nothing different, okay, then i moved to the proxie.


I open the skellie proxie and open a arachnos proxie, mhm, i copy "difficulty equation" of skelies proxie and voila! The arachnos pools are diverse as i want to be!

The problem is , well isnt the problem, but a aspect i ddint study well, you see there are three types of proxies ( green = easy / yellow = moderate and red = complex and hard) the game when see green proxies will adjust into more and super easy groups to deal, forcing only 1 type of champion/trash ( reducing the number of archers as well)..now if you switch to red..yhea..the game will throw everything the pools has offer!

So no more weird maths numbers to put on monster weights ! ahah :D

Super happy right now

ps : red proxies is type of proxies you find around monster war camps ( like parnassus) while green proxies is somelike the helos groups
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 June 2019, 00:53:22
Looks like someone is playing with tainted magic :)

(https://i.imgur.com/Q5ujg6t.jpg)


Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 09 June 2019, 02:48:50
Nice one! Who will summon it?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 June 2019, 19:10:59
A familiar face , more i cannot say :)

So far

Added fitting name to Cyclops cave(s) ( ?) :)
Added Music as well
Added some details around Halycon Coast
Redone Itchian Lair dungeon
Adjusted sea monster groups elements
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 June 2019, 01:36:10
With Permisson of W.N.G , The mod got new addition:  poison/vitality staffs across the game!

W.N.G mod link: (https://steamcommunity.com/sharedfiles/filedetails/?id=1766614320)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 June 2019, 10:09:10
(https://i.imgur.com/vmPg59h.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: MedeaFleecestealer on 12 June 2019, 19:18:41
Hellhound.  ;D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 12 June 2019, 22:50:57
So cool and real  :o
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 June 2019, 01:50:44
Thank you  both!

Today i had a break from Modding, gor sake of sanity :), Tomorrow will back on it..anyway i will share what ive done this week.

Finished Halycon coast zone, its pretty dense, made a different proxies for beasts and beastmans(?) around beachs, so you can find it more diverse.

Added Oceaninds and Dryads in early zones, i never thought i would added those types of monsters, but you see Nargil made pretty bad ass nymphs textures , it would be bad if i ddint use then, ugh :0

While i was adding dryads i made couple corrupted centaurs that spawns along then , they got a brutal texture :)

Oh also Music complety done to Boetia.

Im tempting to show in a video some of gameplay so far, but i dont wanna spoil to much :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 June 2019, 12:18:04
So far, You can hear music ingame/new aspects/new hordes.

https://youtu.be/sEJltXv0Tws

Some texture will be updated later today.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 June 2019, 01:58:21
Ok, a litle brainstorm about racial races tags in the mod.

So far three races are gone for good.
-Animals ( only used by wolfs summons)
-Olympian ( does anyone use this ?, They changed Hades to deity with ragnarok xpac)
-Magical ( as i wrote few posts ago)

-Demons will have different name
-constructs/titans/telkines/giant/deitys/undead will remian the same
-Beasts and beastman likely will have different names , i think i can give better fitting title
-Insects, might be changed duo of spiders/karkinos etc..
-Plants , the name is to bland, for racial race.

-Devices are used by traps and rogue traps summons i think, i might change, or merge into Construct

-Ghosts , not sure what to do with this one, i see no difference between ghosts and undeads \o/
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 16 June 2019, 04:11:26
If you want to free more race slots... there is a total of 1 Titan in the game, and if you want to be true to Greek myths Typhon is NOT a Titan at all... maybe its race can merge with something else? Deity perhaps?
Phaedrus said: "The titans were an ancient race of gods, much older than Zeus and his brethren".
Just an idea.

Edit: It was a bad idea, i forgot that is the name of your mod lol. Unless you somehow include more Titans in it.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 16 June 2019, 06:47:49
and if you want to be true to Greek myths Typhon is NOT a Titan at all...
ikr.. the name of the game is titan quest but the only titan in the game is not even a titan

the only titans i can think of are name references from relics
Prometheus (Prometheus flame)
and Atlantis only atlas (atlas endurance)

they are... what 2nd generation titans?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 June 2019, 12:01:17
If you want to free more race slots... there is a total of 1 Titan in the game, and if you want to be true to Greek myths Typhon is NOT a Titan at all... maybe its race can merge with something else? Deity perhaps?
Phaedrus said: "The titans were an ancient race of gods, much older than Zeus and his brethren".
Just an idea.

Edit: It was a bad idea, i forgot that is the name of your mod lol. Unless you somehow include more Titans in it.

Good point, But there is one new Titan added in Atlantis , Tartarus ( wich only appear as boss in Tartarus endless dungeon )
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 16 June 2019, 15:56:16
They made Tartarus a Titan?!? WTF? Atlas is a Titan... but Tartarus has nothing to do with Titans... He is a primordial deity, like Gaia or Chaos. Man, noone even try to follow mythology...
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 June 2019, 02:04:18
I guess not, its a bummer.

Didnt do much today, Sunday made me kinda lazy lol

Still did a few things.

-ReDone Ino dungeons.
-Started to look at ino dbrs ( uped her HP/added few skills) and she got a new visual! She is princess after all!

(https://i.imgur.com/9CRm2DE.jpg)

Now the animation is hard thing to find balance, it have duneraider.anm for now, its works but its litle clumsy on bow animation, if she used a spear would be so much easier!

Need to remove those white texture on leopard, easly fixed.

Thanks to Nargil for the leopard texture!

One thing Titan quest is missing in terms of creature is lack of Mounted Monsters, Its waste of opurtunity. Thankfully im already working on that matter , since i added few mounted throught greece, more will come :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 June 2019, 11:46:01
So far

-Fixed Ino mounted animations
-Added a unique Maenad only found in Ino Dungeon
-Added 8 new types of dark satyrs
-Added a forgotten dungeon in Helicos pass

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 June 2019, 01:46:13
So, with the latest update, it seens they fixed the modding problems in terms of .arc files, in other words the game is back to read custom made arc files! for now.

Also the devs also fixed the Xpac3 ( atlantis ) terrain/meshes everything on the editor and in viewer! Wich is great

No about the mod,

Improved a lithe the dark satyrs pools ( gather your powerfull spells because you will need it :) )

Added new boarmens and 2x new monstrous boars ( still deciding if i should make their own pools)

Started to look at Arachne mechanics , made egg shrines in Arachne batle arena,  that spawns alot of spiders ! :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 20 June 2019, 18:55:48
So far

-Redone Shadow Maw dungeon
-Updated the  Master Blacksmith npc area
-Extended Spider cave in  Crisaeos Falls
-Updated  Crisaeos Falls area
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 June 2019, 17:51:26
Working on Arachne boss

Will change her texture and size, here a small sample of wht the batle will look like
(https://i.imgur.com/DzKKgmr.jpg)

She is poison based, made a special skill ( and effect) only for her, also her eggs will spawn spiderlings at faster rate, so its better to smash the eggs 1st :)

Added new Music to Phoencian swamps / shadow maw lair / Crisaeos Falls / Crisaeos  Spider cave
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 21 June 2019, 19:27:20
Man, I didn't know that your mod will have map and battle changes.
But with so many edits, I'm guessing that this mod won't be released soon.

Anyway - hype, hype, hype. :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 June 2019, 20:21:50
Ah, yes, ive done alot of changes in map, for exemple extended Beach area ,phoencian swamps zones, and caves (  bigger/ have extra lvs), to balance the indoors/outdoors adventures.  I always dislike how small the caves are in this game

Im planing realease only act 1  soon ( if im not that lazy) , later this month or early July. To hear feedback/ things to change and improve, the normal stuff.

Thankfully, im not having technical issue wth the mod right now , lets kept the things this way :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 June 2019, 19:13:19
-Tweaked some monsters dbrs.
-Changed a litle the undead area before phoencian swamps.
-Created 2x more pools for undeads.
-Replaced a music track in some tomb


Now a matter of aspect , i believe you all know who am talking about.

-SHADOWMAW- know that fella :p?

Im checking his dbr, Do you know he have more hp than Arachne and Cyclops boss ? he got 3600 hp on his lv 16 version, have 100-200 base attack and 78 physical defense. This on his lv 16 version , its insane ah ah

So i will adjust his values, since he will appear at 100% spawn rate, will change the dummys shadow stalkers pets. Oh also i made a secret treasure room full of goddies if you defeat ShadowMaw :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 22 June 2019, 20:00:25
perhaps it is my choice of playing mages, particularly storm, but my answer to that is: "hey I'm a mage player.. melee players should find their own way "

1 shadowmaw isn't really difficult to beat.. it's difficult when there are 3, but only 1, not really

but do what you want :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 June 2019, 01:24:48
Well i didnt change much shadowmaw, for now i only remove the shadowstalker from skil tree, gonna replace for another summon, and added a custom hero stats file, we shall see how will turn out.

Sorry for not updating on last days, trying to focus and doing the things fasts. Plus Job irl kept me busy, anyway what i did .

-Added New boss near Delphi
-Remade Delphi city, i had alot of fun playing with some option in the editor , you will see city under siege,  monsters already pushed alot furter into the city, humans soldiers attempts to defend every single gate.
-Changed Maenads pools into Delphi zone
-Redone Parnassus Foothills, scenary and groups
-Added a un-used cave ( its small. no worries) before Parnassus Caves.
-Added music ( Delphi highlands/parnassus foothills)

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 26 June 2019, 01:33:17
I think that the Bonescourge spawn animation works on Orthrus mesh if you want to spawn those.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 June 2019, 10:06:04
I think that the Bonescourge spawn animation works on Orthrus mesh if you want to spawn those.

That exacly what i will do! :) TY!


Fun thing that happen early ago- I was putting a cave entrance, and it didnt work, was saying to myself " what is going on ? why you hate mee editorrr!?'"

Then i notice at my cave entrance details " caveentrace_exit" - lol, ah ah
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 June 2019, 02:04:30
The good and bad news

The good news: I complety change Parnassus caves concept, it worked at 1st try!  ive had alot of fun design the new cave. The new version is not linear as you know, there are few side paths connecting the main floor areas, its super fun :)


Now the bad thing : ive been trying on last two hours, why my glow ive made for a orthrus hero isnt appearing, instead is showing a white blur skin. I complety run out of ideas to try to fix it.

The path is correct, since the others are using the same.
Put the New orthrus texture in actor variable
Put the Orthrus texture in the mesh

Any help is welcome, Will be a bummer if i couldnt fix the root of the problem, He would be alot of cooler with the glow :/
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 June 2019, 02:32:17
Designed couple of monster bosses around Parnassus area, so far you will face 4x of then, each single one have their own back story.

(https://i.imgur.com/Q3mc2VX.jpg)


1)Phelran The Emissary - Hes one of those responsible for spreading chaos upon the world, leading numberous of monsters hordes against human cities, must be the mastermind behind of Delphi invasion.

2)Yiasieh- A living Battering ram, serving as tank/distraction while the foot soldiers charges thrue the gates.

3)Zulnam- hes existinceis simple, dont let anyone pass thrue Parnassus Caves. Closing any possibilities of an escape route if Delphi falls.

4)Cepharus- A Rutless Tactical Warchief ,  you can heard the story in delphi, his  forces currently are assaulting Delphi South gate.


Parnassus groups are done, i like how the  caves are placed. Maybe i will ad few more heroes in later stages. For now i will focus more on map/groups/main bosses.

Its getting close , very close :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 28 June 2019, 11:51:52
That spider boss looks awesome! Keep it up my friend 8)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 June 2019, 02:11:18
Very Thanks!! :) ;D

Good News.

The hard messy job is done, the darn pools until parnassus war camps are all set.

Now i will try find best theme music from parnassaus war camp to Athens. Since Crete is already done , maybe i will add a extra cave in Knossos but time will tell.

If everything is working as i want i will call it as complete act, I will leave extra heroes for later patch, no worries i will added few heroes/bosses in some places:)

Next 1-2 weeks i will attempt to do the demo version of ACT 1 ( greece only) to see what you folks thinks. IF Nordic dont release any more patch that breaks the mods, from last dev notice there will be a uncoming changes in modding factor.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 July 2019, 15:21:52
Raised a litle the difficulty in Monsters war camps before gorgons / Athens , as you reach the end of act , the difficulty should be highter , not in overpower numbers ofc,  the monster groups got  alot of combinations.

Extended and redone the monster cave concept found in lower war camp.

Replaced Music tracks until gorgons bosses

Extended a litle the undead area in lower war camp

Added Cyclops boss around parnassus monster camps.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 July 2019, 18:41:08
-Added extra visuals from Gorgons Caves to Athens

-Redone Gorgons Caves

-Redone Gorgons Queen bosses ( they are tougher and have minions), fun fact if you look at Medusa or any Gorgons Queens they had summon minion skill, but it was never implemented ingame, not anymore ^^

-Extended the tomb in Athens Passage and the one in Athens Graveyard

-Added a un-used dungeon before Athens.

-Implemented a small cave near the Swamp ( it wwas my 1st cave i ever did long ago) :)

- Changed music tracks in Gorgons cave and Athens Passage

-Upped the Gorgons proxies difficultie

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 02 July 2019, 20:25:10
Your speed is amazing dude! You stomp DBR's like a road roller  :o
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 July 2019, 02:05:32
ah ah! I wish!

Im kinda more faster playing with the editor, since its just "select and its done", and you can see the results right away.

Now the dbrs are like puzzles, if you break any pieces it dont fit, also i stare to much at then trying to think what i will put in there, specially the skills configuration lol.

Anyway created a ratman boss for upper war camp

edited : Found the reason why my glows werent working...so ive been copy the wrong text files from assets folders wich only had 1kb, no wonder they didnt work , lol
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 on 03 July 2019, 20:01:42
hey ho :>
I'm tracking your progress and wanted to ask if you will change some of the annoying creature noises, aka act 5 enemies. Also the broken sound volume on rune mastery skills, and possibly other rag stuff
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 July 2019, 22:49:50
hey ho :>
I'm tracking your progress and wanted to ask if you will change some of the annoying creature noises, aka act 5 enemies. Also the broken sound volume on rune mastery skills, and possibly other rag stuff

Hello!

Absolutely! Modify monster volumes is on my top list when i arrive to act 5, specially with the increase spawns would be a true nightmare listen to "arrg" " ahhh" "uahh" in every sec lol. Trolls/bandits i believe are the most crucial

About Rune skills, sure i can take a look on their volumes, i know thunderstrike do a noisy sound.

Im open to any suggestion that  improves 100x the gameplay, since its the theme of the mod, fun and action!


Today progress:

Added few music tracks from Athens passage to Athens ( still need find for Athens war zone)

-Some dbrs/map adjustements

Right now im looking and testing the monsters pools around Athens.


Also, if everything keept going well i might finish the actual main content in this week, Then i will play the mod ( from a lv 1 toon) to see hows the balance , if needs to change  pools/ music etc. Of course its only act 1.

Right now im enjoying so far! Specially the war camps! :D >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 July 2019, 17:38:16
I think i finish changing the map visuals  in Greece.

Im still deciding if i will make a beach cave in knossos or changing knossos landing spot zone.

Greek Music is  done, it have about 80 new tracks
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 July 2019, 12:53:01
New monsters textures i did last night
(https://i.imgur.com/6Rpyv4q.png)

Thanks to Nargil for his permission to use his nymphs/oceanid skins  ^-^

Check his work here: (https://titanquestfans.net/index.php?topic=32.0)


p.s : dont mind the image quality, it was taken from the editor :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 05 July 2019, 16:14:55
Good job man :)
About the new sea nymph, download the PC mod, hair was too green and colorful, it's fixed there.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 July 2019, 16:23:30
Very Thanks ! :D

A question/opinion

Im thinking removing the "POI" in caves, in other words, the cave icons no longer shows in mini map ( except if takes part of main quests, like gorgon caves/parnassus/Labyrinth).

Why im thinking about this ? It will give the feeling of exploring, finding a mysterious cave by accident. Adventure!

Toughts ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 06 July 2019, 20:01:04
Well, from my experience, because I don't have super PC, when I'm near the cave/crypt entrance, I'm having slight FPS drops, so I have "hardware" warning about dungeons. :D

Unless... your new dungeon entrances will be hidden behind something (like in Lilith, some of them are behind bushes), then why not?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 July 2019, 02:19:30
I will leave that for last adjustment to do, some are hidden, but mostly are new lvs for existing dungeons, with some entrance here and there


So far

-Increase potion stacks from 25 to 40 ( less shopping time and more action)
-Increase scrolls stacks from 10 to 15 ( time to collects those scrools now)

-Small adjustments on some monsters/map quality

-Created new monster group, you might know then, Corrupted Rogue tribes! I also imported their sounds from D2, its super great!

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 07 July 2019, 06:09:19
Very Thanks ! :D

A question/opinion

Im thinking removing the "POI" in caves, in other words, the cave icons no longer shows in mini map ( except if takes part of main quests, like gorgon caves/parnassus/Labyrinth).

Why im thinking about this ? It will give the feeling of exploring, finding a mysterious cave by accident. Adventure!

Toughts ?

I'm all of secret caves if they serve a purpose : challenge, loot, shortcut(?). Exploring and stumbling on secret places is always a pleasure.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: icefreeze on 07 July 2019, 06:24:21
I will leave that for last adjustment to do, some are hidden, but mostly are new lvs for existing dungeons, with some entrance here and there


So far

-Increase potion stacks from 25 to 40 ( less shopping time and more action)
-Increase scrolls stacks from 10 to 15 ( time to collects those scrools now)

-Small adjustments on some monsters/map quality

-Created new monster group, you might know then, Corrupted Rogue tribes! I also imported their sounds from D2, its super great!
I think potion stack to 100 or even 500 is best  >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 07 July 2019, 13:20:24
Just be cautious : if you go at 500 and attempt to drop them, the game could very well crash.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: icefreeze on 07 July 2019, 15:01:27
Just be cautious : if you go at 500 and attempt to drop them, the game could very well crash.
Alarm everyone don't keeping in inventory over 1000.
With slowest pc today, need about >1000 potions throw on the ground to crash  >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 07 July 2019, 19:23:20
That's why you change the potion cap to 1 milion so you don't have to throw them on the ground.

And I'm doing this for years.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 07 July 2019, 19:47:10
not saying I'm against this.. but i used to play multiplayer and there were plenty of times we didn't like portaling to towns.. the early games you might not have enough health pots so you might have to buy some.. but like i said, too lazy to portal to town.. so we just ask each other for health pots, which requires dropping a stack of health pots.. iirc, there was a trade option but it takes too long.. just dropping a stack of health pots was faster

later game you might have more than enough health pots but i play casters and I'm shameless ;D  .. casters are mana hungry and i would ask my playmates, even those i just met through online gaming, to drop me some mana because i was too lazy to portal to town.. (i even ask them to buy me mana pots whenever they portal to town)

now the question is: will this mod be popular enough to generate online multiplayer buzz?

edit: is the online multiplayer community still even alive? i mean are there still plenty of people there?

edit 2: iirc, even around epic difficulty we still had to buy/ask for health pots.. hmm maybe those were the untwinked times
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 July 2019, 20:30:30
now the question is: will this mod be popular enough to generate online multiplayer buzz?

edit: is the online multiplayer community still even alive? i mean are there still plenty of people there?


Now this i cannot say, for what i see and played from other mods, this will bring something different ( wich is :  toons monsters varietys and new areas in main game), I do hope people enjoy it, im doing this not for myself but for everyone else who wants to try something new in old good game wich we all love.

The downside im thinking is "no new itens , no new skills" wich almost everyone wants to see in a mod, BUT im not worrie about it:). In another hand , you can build once again your favourite builds combos, just in different World.

I can see some multiplayer about this mod, a duo will fit perfectly, 6x player will be a nightmare duo of increase of increase monster spawns  O:-)

I will leave the final answer when i realese the 1st act, wich is coming very soon, and listen to what you all think of it.

About the pots, for now 40 pots is enought, i might rise up when i move for the next acts.

Thank you all for this discussion , it means alot for me :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 07 July 2019, 21:18:56
One thing about this mod is that it wouldn't be any trouble to merge it with Masteries mod, Paths mod, Dieties mod etc. and put thos up to play as well.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 on 07 July 2019, 21:33:16
I think the hidden entrances is a neat idea, I support it.
Dont go too high on the potion limit, what bote said is true, in mp you sometimes need to ask your companions for potions, when you run out mid-combat for example.
And that brings me to the third thing, which is that I would definitely play this mod with friends. Keep up the good work :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 08 July 2019, 00:49:04
now the question is: will this mod be popular enough to generate online multiplayer buzz?

edit: is the online multiplayer community still even alive? i mean are there still plenty of people there?
With all the new monsters and areas added, it should be popular.
I think people on steam still play multiplayer. Donno about GoG.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 08 July 2019, 07:01:37
just an idea.. might sound stupid.. don't take too seriously

what if there is an optional area (maybe a secret area).. where ordinary monsters are way stronger than mobs you see in the game.. they do not go in bunches because every monster there is like one man army.. but the thing is, they also fight each other.. they fight whoever they see whether you or other monsters.. if you engage 1 and you see it very difficult, you could lure it to another monster and it will be a 3 way fight.. free for all lolz
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Bumbleguppy on 08 July 2019, 16:04:34
I wonder if it is even possible. sauruz would have to master the monster ->character ->defaultTeamMajor and defaultTeamMinor settings somehow.

There are default dropdown lists under defaultTeamMinor like TeamMinorMonster_Red and TeamMinorMonster_Indigo so it's like the original devs had something in mind for various factions in the monster AI, whether or not is was ever implemented in the game engine.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 July 2019, 16:58:29
Might be cool ideia, , but for now i will leave that for latter spot.


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


What i did:

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

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

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

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

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


Plans to do later today.

-Improvements on some monster files

-Add a new side lv for Catacombs

-Re update some old monster textures

-Add 1 type of crow / cyclops.

-Add Ratman boss
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 July 2019, 14:42:55
What i did

-Added 3 bosses around Athens
(https://i.imgur.com/OfBhol3.jpg)
( one of then :) )

-Made 2x new dungeons to explore

-Various dbrs improvments


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

Plans:

Adjust monsters pools

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


Litle Backstory in new Knossos

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

There are rummors  speaking about a Huge monster invasion approching, more disciplined and organized than anything you faced so far.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 July 2019, 02:51:23
-Updated gorgons textures

-Fixed some dungeon broken doors

-Added 6 new types of itchians

-Added 3 new types of Karkinos

-Added 3 new types of Sirens

-Re implemented crete music

-Changed few names areas in Crete

-Updated eurynomus crete pools

-Added 2 new types of Orthrus

-Added 4 new types of Ratman

-Updated Crete wilderness visuals

-Various dbrs adjustements

Finish Act 1 map changes

Finish Act 1 music changes

uff

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

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

 O0 ???
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 13 July 2019, 03:20:53
Awesome dude! Does it mean the demo is coming? I almost dont play anymore, but your mod - i'm eager to try it!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 July 2019, 00:11:44
Awesome dude! Does it mean the demo is coming? I almost dont play anymore, but your mod - i'm eager to try it!

Yes! its is coming!

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

What i did today so far.

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


And the big thing

As you notice in Viewer.exe in the Harpy section, you might found a interesting mesh of a harpy ( from old pre alpha stage) heres the pic
(https://i.imgur.com/TvqL1wz.jpg)

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

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

ITs ALIVEE! worked greatly!

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

edit: 1002 posts o.o
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 15 July 2019, 00:46:08
After a couple youtube tutorials in 3ds max i imported the normal harpy bones into the new one.

ITs ALIVEE! worked greatly!

And now you are on the 3d trolley, friend  ^-^
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 15 July 2019, 00:47:19
Nice finding, looks very nice ^^

Also congrats on with your first thousand of posts!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 July 2019, 18:42:11
Thank you Nargil and W.N.G!  ;D


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

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

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

-Replaced laconia(s) areas musics.


-Started to buff vanilla heroes, adjusted their stat vallues , more mana, and returning some une used skills, ( did you know blast fag ( bat hero) have special fire attack but isnt placed at skill configuration, same as wing leater)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 July 2019, 20:52:07
My batle versus lower proxies as reach a end, i just replaced the troubles one the limit area by area 07/area 08 and they lookks so much better.

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

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


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

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

Changed some texture and pools along the way.

I should finish the 1st act this week, after testing ( both single player and multiplayer) i will leave as demo for anyone who enjoy having few deaths in character logo ( ups, forget about that :) )
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 July 2019, 20:36:27
No..i didnt stop working on this project.

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

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

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

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

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

 :)

Stay tuned
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: undefind on 28 July 2019, 21:01:02
omg. stop tickling us!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: WNG on 29 July 2019, 04:39:41
That is very impressive numbers. Incredible work  ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 31 July 2019, 12:23:53
Thank you :,)

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

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

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

The world is a crazy place  O:-)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 31 July 2019, 17:23:30
Reach Sparta Hills at lv 11.

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

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

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

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

One more thing, picked nature class as 2nd mastery to se how pets are doing.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 31 July 2019, 22:54:59
Champions are truly champions, they no longer are trash monsters with yellow name as in vanilla. They are tougher,  dangerous and smart.
Sounds cool and challenging, similar to what i had as plan for a world mod... only mine is still on paper, while yours is real. I sincerely admire your hard work. You rock dude  8)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 August 2019, 00:10:03
Thank you for the kind words Nargil!

A Preview what Nessus Batle look like, all bosses in the mod will be similar as this , in terms of hp/dmg/skill

https://youtu.be/_GbSqexosfw
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 August 2019, 19:49:33
-All new characters ( lv1) gains extra 800 gold ( see this as helping hand, now you can buy some pots or gear )

-Added a Caravan and Mystic in Sparta ( Since you can get some nice stuff along the way and instead going back to Helos, you can continue on  forward )

( As the Mystic since the 1st one you find then is in Delphi, and it will be a long way, i added one to early game, so you can play around your skills early)

-Some minor adjustments here and there.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 August 2019, 14:04:57
 Giant Turtles Have a new made mesh

(https://i.imgur.com/GccVghx.jpg)

Do you know quest monsters like satyr brute  / pandarus / flaming boarman etc dont have ANY ARMOR  at all ? No wonder they all squishy , because they are using armor file that doesnt exist ( atlast i didnt find it ). So i replace their armor file as same as the other monsters.

You can see this exemple, the Giant Limos have 15 armor and look to Zombie captain ( champion) have 36 armor.

Nothing to say
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Torstein159 on 04 August 2019, 15:32:56
Do you know quest monsters like satyr brute  / pandarus / flaming boarman etc dont have ANY ARMOR  at all ? No wonder they all squishy , because they are using armor file that doesnt exist ( atlast i didnt find it ). So i replace their armor file as same as the other monsters.

You can see this exemple, the Giant Limos have 15 armor and look to Zombie captain ( champion) have 36 armor.
Interesting find! Kind of a big overlook, hopefully the boarman wont be a one-shot anymore in Titanomachy :>
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 04 August 2019, 15:51:06
Nice find on those missing armor values. You really went in-depth to fix neglected things by the devs.
That giant turtle mesh looks great!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 August 2019, 00:27:22
<3 you all! Thanks everyone for being so suportive, couldnt arrive this day without all of you.

Adjusting exp char formulae since i was lving to fast with vanilla xp, right now im using SV exp formulae but i need to reduce litle i think.

My Test dummy arrives at Boetia at lv 20.

(https://i.imgur.com/UfnC7kg.jpg)

Blames on me, i stand to much time looking at my models and i forget this is not safe place anymore  O:-)

Last 4 deaths was vs Ino, the armor file helped alot on quest monsters ( the purple ones)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 August 2019, 17:06:17
Arrived to Parnassus Hinterlands, lv 21 ( i still didnt changed xp formulae, YET, i want to see what lv i reach to the end of act 1 ), Things are smooth, in terms of balance, so far i didnt needed to nerf any monster/boss so far ( except few animations/controls/textures), wich is good.

Few deaths along the way :) , nothing to be upset about.

Created New Mesh for Arachne and Satyr brute bosses.

Now the good news/bad news.

The Good News is (with Nargil permission) i merged his extra caravan into my mod, every character you create in Titanomachy will have bigger inventory space to collect every single goodie you found in your journey(s)

The Bad thing : Sadly i couldnt get work the transfer caravan extra space, i was getting errors on my side ( in terms of locked space and relic vault being locked for good) on last 2 days i went trying to fix this but no sucess, for now i gave up about this matter, maybe later who knows.

For now extra Inventory works and is fine for me, caravan space is same as the vanilla, sorry.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 August 2019, 12:36:58

Gameplay Video :  Way to Athens

https://youtu.be/teJxKGpjHC0
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 09 August 2019, 13:36:25
Neat. I like those wild horses and the daemon girls. I only wonder what they are, the Bandicam watermark covers their names.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 09 August 2019, 14:53:08
Neat. I like those wild horses and the daemon girls. I only wonder what they are, the Bandicam watermark covers their names.

I know it sux, the pc in working it is kinda old, the nvidea record program only work with gtx driver if i remenber correctly, for now i use bandicam

Daemon Girls are Corrupted Rogues (Based from diablo 2 ) - https://diablo.fandom.com/wiki/Corrupt_Rogue
Wild Horses are Diomedes Mares ( Man eater Horses) - https://www.greekmythology.com/Myths/Monsters/Mares_of_Diomedes/mares_of_diomedes.html
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 August 2019, 03:35:22
Been creating new Cool ( atleast for me ) meshes for some creatures ( satyrs / skelletons / and plenty others) the results are very positives ( working fine ingame)


Ive got my 1sts crashes while playing with my test driver, can you guess the spot ?

You guess it right, the Monster camp Before Athens, yhea..Stupid area, its very instable. I  Went to the editor and removed some extra proxies i added... and so far that did the trick.

Things like this makes me a lilte upset, but since its resolves the problem i dont mind. ( After a while lol)


To modders out there be carefull when you increase the density in that area. ( Whole AThens Batlefield)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 August 2019, 20:28:58
Finish The actual content ( act 1 ) just now, few deaths along the way, most of my deaths was cause as layzness to buy pots.

Didnt find any major bugs, wich is perfect.

About balance, i only had to touch a bit the spellbreaker type monsters , they were casten that skill way often.

Died 3 times against Telkine , had to increase the CD of some skills.

Btw its just me or the telkine ( greek one) is having troubles casting the mind control blast skill ( the aoe skill that convert your pets ) ? He just used that skill once during the batle, i also notice that behaviour in vanilla. Can anyone confirm this ?


Things to do

-Change exp formulae ( i finish with lv 29 and i was using SV exp formulae)

-Put bosses / heroes monsters in some places

-Redone few old texture, since i know i can make then a litle better.

-Fix some kinky animations


Well, back to work.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 August 2019, 17:14:44
-Changed Starting Intro Music ( Road to Helos)

-Added Goat Raiders and Pigs in Helos
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 15 August 2019, 00:24:29
Added 11 new zombies across Greece ( 3 of then are heroes/bosses)

Rework a couple karkinos textures
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 August 2019, 19:23:18
Added 2 new swamp turtles

Revamped corrupted Turtle texture

Added 5 turtles heroes

Added 2 new wendigos types

Added Wendigo hero ( you might know him :) )

Reverted Greek telkine controller ( he should not attemp to runing away from you......why he should ? hes boss !
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: mvlad954 on 18 August 2019, 08:57:37

Added 2 new wendigos types

Added Wendigo hero ( you might know him :) )

Reverted Greek telkine controller ( he should not attemp to runing away from you......why he should ? hes boss !
Wendigos,eh?Will they be similar to those in Grim Dawn?Im assuming they will deal life leech damage.
I would really enjoy the new telkine controller.It was annoying that he would just run to a corner and you had to beat him there.
Btw,do you plan on adding new MIs or relics in the future for some of those new monsters?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 18 August 2019, 09:29:06

Added 2 new wendigos types

Added Wendigo hero ( you might know him :) )

Reverted Greek telkine controller ( he should not attemp to runing away from you......why he should ? hes boss !
Wendigos,eh?Will they be similar to those in Grim Dawn?Im assuming they will deal life leech damage.
I would really enjoy the new telkine controller.It was annoying that he would just run to a corner and you had to beat him there.
Btw,do you plan on adding new MIs or relics in the future for some of those new monsters?

Not from grim dawn, they are more like from diablo 2

https://diablo.fandom.com/wiki/Gargantuan_Beast

Some variant have a chance to stun on hit , physical or fire bonus dmg ( they also cast their original sounds :) )

I had to change the 1st telkine controller, because in the AE the devs changed his behaviour, when you stand close to him, he would just run away, messing with his skill files , standing immobile, if you check the IT Telkine vs AE Telkine in youtube you can spot the differences pretty fast. If isnt broke why change it , right ?

About itens, i dont know, right know i dont have much knowladge in terms of  creating itens, as for charms i would like to create more and revamp the existing ones, but i will leave that when i close to complete the whole mod ( all acts)..it also depends on the mod future, if it becomes.. well, lets say semi popular ( in my terms, means atlast 1-2 people enjoy playing it) i will think on doing charms more earlier
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 August 2019, 01:50:40
Nerfed a litle the spider boss ( was bit depressing facing as melle) i think its okay now

Adjustments on some monster dbrs.

Changed the monster  spawm formulae

Linked my custom new respawn fountain to the game map (havent reach yet, hope it is working :) )

Created new msh for karkinos and Crete Spider boss

Created New mesh centaur race, lets say its pretty original :) ( still missing textures)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 22 August 2019, 10:54:56
570 monsters so far and still more to come

I just found another thing...you know the spiders in act 1 ? yes..They dont have any armor in epic or legendary...what a mess, really, they have 30 armor in normal and thats it, and its from orbed champions lv 15

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 August 2019, 23:55:06
-More monsters added

-New itchians meshes

-New bosses/heroes added

-Adjustment on some monsters dbrs


Guess who Return to TQ !
(https://i.imgur.com/rSQtZsr.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 August 2019, 10:25:36
Completed yesterday with my sage (spear focus) the act 1, telkine fells just right, he doesnt run like a fool anymore , wich is what i wanted.  ended with lv 26, not sure if i should change more exp equation or not.

I fell the game difficulty is in good position, there were a few annoying combos ( spellbreaker in 4-5 secs non stop) had to change it before i went crazy :)

Yesterday i played a bit with pse editor and made 3x skills for my bosses ( 2x aqua type based and other bloodish looking cloud)

Made shrine buffs immune ( thanks to W.N.G) to any spellbreaker abilitie, was getting annoying , taking the shrine and 1 sec after boom its gone :D lol

Restored 3x uneused shrines buffs ( 1x  boost moviment speed , 1x that gives mana and the final one boost your physical defenses for short duration of time).

Right now what i need to do i just redone/made couple textures and thats it.

Sorry if its taking to long, i wish i was more faster but i can tell you its worth the wait :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 29 August 2019, 15:39:23
4x Boarmen Heroes added

1x Boarmen Boss added

New Boarmen clan added

1x Harpy champion added

Updated Texture on couple Harpy (s)

2x Itchian Heroes added

1x Minotaur Boss added

Updated Minotaur Lord texture

Couple Monster file skill adjustments

Added new monster heroes and bosses names to Tex Strings
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 31 August 2019, 10:21:14
Added 2x new bosses

Added 1x limos hero

Added 1x spider hero

Added 1x boar hero

Changed Telkine Minoan Statues textures/mesh to fit to the theme

More adjustments in here and there.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 September 2019, 22:33:55
Added couple more rooms to Labyrinth,( if you open the Labyrinth map in the editor you can see there is half empty space to fil in the map, so why not, right ? )

Updated Helos Shaman Texture

Updated few Satyrs Textures

Added 3x more Mountain Satyr champions

Addded more ranks to a special Satyr clan

Added special Eurynomus boss

More Adjustments here and there
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 03 September 2019, 23:37:26
Whos ready to face Armored Cyclops :-)

(https://i.imgur.com/ZfNczJO.jpg)

Lets see if i can add a helmet  ::)

Edited : Made it



Another news is the Mod will come to your hands this month ( ifs is still going well..cross fingers  ). Just tested in another pc is so far everything is working as intended

September couldnt be better , hum :p ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 04 September 2019, 18:02:48
Well done on that Cyclops. And gl with upcoming release :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 06 September 2019, 13:53:08
Thanks Nargil! Hope that as well!


-Updated few textures on couple Satyrs

-Changed Harpys race to beastmen ( it was beast before, i dont know wht they are tagged that way, since harpys are a mix between animal and human)

-More adjustments

-Buffed couple bosses resistances and xp


Doing more playtesting, The prince of blade smash my face 3x time as i trying to ran away ... as i want to be >:D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 06 September 2019, 14:01:46
Keep it up, keep it up.

Even if I am more of a 'I'm waiting for full release' kind of guy.

Patiently waiting.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 September 2019, 19:13:23
I had sucess adding boss layer in the map. Boss layers is the boss music that only shows up when you face the boss. Its Pretty coll!

All Custom Bosses you will face will have their batle music theme . You know what that means. If you hear a music swap while playing , just run :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 10 September 2019, 12:16:43
Sorry for not posting on last days, ive been sick, hardly could get off the bed. Im felling better now, still recovering.

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


What i did lately:

-Added boss tracks to all my bosses encounters

-Added a special guess boss around Kerata Forest

-Few Monster skill adjustments

-Centaur Hero added

-Updated few Centaurs textures

-Added Satyr Hero

-More couple thing i forgot.

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

Im planing to add the remain content  ( is not much left, more like 3-4 bosses and couple monsters textures ) this week. Maybe realese the act 1 next week. Lets see
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 September 2019, 17:14:17
The last video before release

https://youtu.be/1J3w_6tylJo

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

So far,

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

Customized Meshes and textures.

50+ new heroes and bosses

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

Bigger iventory (Thanks to Nargil)

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

-New areas and hidden chests to find

-New boss musics

And much more

Next week Probably  O0 >:D 8)


p.s : The Ai of the pets is so awful, specially the lich king, im sure he enjoys watch me getting killed :-(
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 13 September 2019, 10:39:10
Looks intense! Great work Sauruz, and I like the diverse amount of enemies in the mix.  Music is a nice touch too  :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 September 2019, 10:56:56
Looks intense! Great work Sauruz, and I like the diverse amount of enemies in the mix.  Music is a nice touch too  :D

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

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

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


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

The content is almost ready, 95% done ... need to think what skills i will give to remain  bosses left , mhm...that is hard part , if anyone have skill ideias let me know.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 19 September 2019, 16:51:25
Another titanomachy unique creation

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

(https://i.imgur.com/KHiaBpo.jpg)

I Made a unique attacks and special attacks animations and it looks beautifull!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 19 September 2019, 21:00:03
Nice! Repeating BG, I think your mod will be a hit on Steam :D.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 September 2019, 20:45:01
Eh! Thanks for the kind comment! I just hope someone will enjoy this as much i do

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

Oh and i changed the  Batle standart from warfare mastery, it have new look :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 September 2019, 01:30:44
Created more Bosses here and there, most of then are placed in side areas.

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

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

If you have any ideia let me know :)


Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 27 September 2019, 20:15:37
The End is almost here... Can you smell it ? the armies of evil are marching...

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


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

So excited to show you, whats Titanomachy is all about!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 September 2019, 01:29:27
I want to share with you folks what i did

(https://i.imgur.com/uAERqNP.png)

Took me 2 hours , but it works !!!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 September 2019, 23:21:25
 I started to make the final adjustments, mostly are game modifications

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

-Fixed Nymphs alike walk animation

-Fixed special Satyr raider animations

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

-Added several new sounds to some creatures / bosses

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 September 2019, 13:28:26
the content is done, ready to go, but from time to time im crashing between parnassus war camp to Athens , im trying track what is the reason of the errors.

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

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

I will find you whatever you are
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 01 October 2019, 00:54:55
Well done man! It's an achievement for sure  :D

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

You'll get it sorted I'm sure, don't worry ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 October 2019, 01:14:18
its so wierd i tell you. Ive deleting thing and re imported again, testing monster 1 by 1 ugh

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

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

So far its going well.

Im starting to beleive the problem is with the game  and not me
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 01 October 2019, 19:20:00
I might know what are the reason of the Crashes.

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

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

Right know i reach to Athens without any sight of crash, while 3 hours ago i had twice.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 October 2019, 12:09:10
I restored Athens batlegrounds/monster war camp and Athens Graveyard camp from the vanilla. So far i didnt face any crash  by teleport over and over ad dieing about 30 times in those areas. Because my crashes only happend during the loading screens

It sux, i added so much in those areas, they looked really good...Sadly Athens areas are impossible to work with, not even try move any proxie even by 1mm, the game will crash.

I wonder if the devs could look and investigate the reason of the huge instability in Athens.

Im disappointed yes, but its alright, i adjusted the missing proxies and created couple pools into old ones.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 04 October 2019, 13:45:52
Created a new mod and copy all files from the previous one. The reason was the one i was working was called teste.mod lol.... not the name i wanted to have ah-ah

There were some duplicate files after the transiction , i already fix it

Improved a bit Helos farmlands satyrs pools.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 07 October 2019, 00:51:33
Updated the 1st post ( ugh havent updated since forever lul)

You will be able to explore Titanomachy - Greece Act  - next week ( between 07/ 10 to 11/10)

I will write somekind of patch notes during the meantime.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: mvlad954 on 08 October 2019, 09:05:55
Updated the 1st post ( ugh havent updated since forever lul)

You will be able to explore Titanomachy - Greece Act  - next week ( between 07/ 10 to 11/10)

I will write somekind of patch notes during the meantime.
Good work on the progress!Have you already started modding act 2 or are you waiting for feedback on the 1st act?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 October 2019, 10:50:08
Updated the 1st post ( ugh havent updated since forever lul)

You will be able to explore Titanomachy - Greece Act  - next week ( between 07/ 10 to 11/10)

I will write somekind of patch notes during the meantime.
Good work on the progress!Have you already started modding act 2 or are you waiting for feedback on the 1st act?

I started to write some monster ideias/groups for act 2 yesterday, but before i do something ingame i want to hear the feedback, to see if im doing the right thing and if everyone is enjoying it, or do i need to change the main concept.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 08 October 2019, 13:58:42
before i do something ingame i want to hear the feedback, to see if im doing the right thing and if everyone is enjoying it, or do i need to change the main concept

Frankly, this mod is your baby, so do what you want to do with it.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 08 October 2019, 14:35:35

Looking forward to it for sure man! And curious to hear/see some of your ideas for Act II  ;)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 October 2019, 15:15:10

Looking forward to it for sure man! And curious to hear/see some of your ideas for Act II  ;)

Eh yes, Act 2 will be a joy to work it. A litle spoiler for meantime

(https://i.imgur.com/PsC5AXy.jpg)

The quality in viewer sux
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 11 October 2019, 10:30:02
I will release the 1st act today. Since there is a problem with Index page of the foruns you can check the  update in TQ main page.

I will also say something in discord as well.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 13 October 2019, 14:33:04
Good luck on the act 1 release :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 21 October 2019, 00:36:05
Yhea , i think i own you a explaination.

Sorry for not posting or saying anything in last weeks.

I had to polish some concepts i had in my mod so far, it wasnt good in terms of lving progression and gameplay wich are the key words of Titanomachy.

I will decide if i will do super closed test or not. I will see.

Anyway ive started to work o few creatures found in act 2 , like anubites , bone golens and do you remenber the 4 armed skelleton demon from Diablo 2 ? yes he will return >:D ( Now if the game had spin attack ..)

Another thing i started is monster charms, I didnt planned to do anything else than monsters, but since the monster data is growing in each day i think that will help make the hunting more fun and world more rich , in terms of diversity.

So yhea, This is not dead, and never will be! Its only bit slower:)

(https://i.imgur.com/47EW8TL.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 October 2019, 10:09:00
Started to digg in act 2, on last days.

-Played around Rhakotis slumbs map, removed some dead ends and added few extra proxies in the area.

-Added a secret vault around Library area

-Added a boss area in the cliff around Rhakotis

-Added a side dungeon in Rhakotis area - "Rhakothis Bazar", once the biggest trade area in the region now its deserted , infested with  Horrors from Nightmares.

-Added 16 new types of scorpions and 3x Heroes

-Added a scorpion charm that boost yours bleeding and poison resist

-Added new music in Rhakothis Slumbs/Library and Cave
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 23 October 2019, 14:08:57
yeah.. i might not be able to play for a few days so I'm making this shout out now.. i don't even have permission from sauruz  ::). i don't even know what his plans are but...

to anyone who thinks vanilla is too easy now, and to anyone who was a big fan of diablo 2, this mod is great.. i had some minor issues but sauruz is open to ideas/suggestions.. I'm still lvl low lvl but from the few hours i played, i had a great time.. i would even say i had as much satisfaction as i had when i played UL and SV years ago.. and that's saying big.. this mod has great potential guys  8)

(sauruz, I'll erase this post if you want)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 23 October 2019, 15:39:55
No no, its okay :)

Thank you ALOT for words man. Its a great joy to see you are having a good time with the mod so far!

As for the plans , its kept working , design more creatures, changing the landscape and extended a lilte bit some small dungeons. I always like TQ even in current days and i can see the big possibility to expand even to the limits! As for myself i will kept working on Titanomachy as long i can, the only thing i wished is going faster but i think is what make this special.

Having such fantastic support from other modders and few players  is what is kept me motivated and trying my best, even in hardest times :,)

A big thank you

*clean tears*

Heres one of new Heroes you will face in Egypt
(https://i.imgur.com/d4SrrPO.jpg)
-Antares the Celestial ( dream+lighting based)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 24 October 2019, 16:59:55
Started to replace most of the music tracks in Egypt act.

Re implemented 6 uneused dungeons across the act.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 25 October 2019, 23:01:37
I think i got all the musics from act 2

Spoiler : Fayum Oasis music is beautifull :,)


Guess who came back to hunt you  8)

(https://i.imgur.com/tueCQob.jpg)

I have so many things planned , cant wait to show you!!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 26 October 2019, 18:12:09
Vampire lords have return in Titanomachy !

(https://i.imgur.com/0YbdCx7.jpg)

I based then from diablo 2 , tried to make as identical as possible. Fun fact the skelleton mesh i used its from beta version of TQ. I think it is pretty neat

how they look in diablo2-https://diablo.gamepedia.com/File:Ghoul_Lord_(Diablo_II).gif


A question, do you want that i continue to make daily/semi daily posts about development our shall i make then weekly ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 26 October 2019, 19:21:18
A question, do you want that i continue to make daily/semi daily posts about development our shall i make then weekly ?

Go for weekly, so you will have more time for modding.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 28 October 2019, 11:10:27
alright.. first, I'm not asking to change anything just because of this post.. i realize i may even make haters for posting this.. but even Daryl Morey is allowed to say something he might have regretted saying afterwards.. the difference is there are a lot of money at stake there.. I'm not risking any money here

just want to say that when playing this mod, i found monsters named after people here like..... no i won't go there.. and for some reason, I'm just really bothered by it.. I'm aware that something like this isn't new.. hey even the original devs did it with the secret passage.. this is just to give credit to those who have helped in some way

but hey, I'm a player and as a player, for some reason I'm just bothered by it.. this is why i would NEVER want to see a monster named botebote77.. no seriously i don't like that, no matter how flashy it's spells may be

I'm sorry to those affected.. just airing some sentiments.. i still like your mod though, sauruz
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 October 2019, 11:33:03
I understand your argument. Its complety valid.

I did 5x, if im not wrong, bosses named after few people, who helped me alot, making this project possible. By making guides ,explain me how to do some unique mechanics step by step, even having the huge patience to help me with great deatil how TQ mod works, and the support. It was all my ideia to make then be a part of my mod, i think they dont know about this, i wanted show my gratitude and appreciation . Maybe there was a better way to do it, but i enjoy how it turned out.

The Guests Bosses, will only show in 1st act, just a small numbers of vast list of bosses that appear during the play session.

Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 28 October 2019, 15:45:06
Some magical efko to find there?  I guess I'm not on the list, but had to ask 8)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 October 2019, 16:56:57
Some magical efko to find there?  I guess I'm not on the list, but had to ask 8)

Who knows  8)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 28 October 2019, 18:01:09
Great work on these lioness women! I have a guess what they are, but will keep for myself...
Also the vampire lord, nice job!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 October 2019, 20:48:09
Great work on these lioness women! I have a guess what they are, but will keep for myself...
Also the vampire lord, nice job!

Glad you like it :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 28 October 2019, 22:51:12
Man.. i want to kept posting daily, i enjoy telling you folks what i did today/lately. Its my personality i guess.

So today i started to work on jakalmens, i think i added 10 new types and 6 new heroes in the mix. Their Textures looks neat as well.

I made also a new monster model....snakes..not any kind of snakes... Naja snakes!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 October 2019, 00:00:23

(https://i.imgur.com/lj53jRA.jpg)

(https://i.imgur.com/mwFq9km.jpg)

:)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 30 October 2019, 01:49:39
Great work on these lioness women! I have a guess what they are, but will keep for myself...
Also the vampire lord, nice job!

Glad you like it :D
I'm ok with killing some botebote hero in game :P , but killing myself ?!? that could be awesome  :))
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 30 October 2019, 07:13:19
I'm ok with killing some botebote hero in game :P ,
man I'm hated by the admin  >:( C:-)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 30 October 2019, 13:37:12
Vultures and Corrupted Vultures

(https://i.imgur.com/JhsmtMh.jpg)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 November 2019, 16:12:57
As im working on various monster dbrs i find some curious facts.

-Desecreted dead  ( 1st type of skelletons you find in egypt) have random values on chance to equip armor , for exemple a lv 15 have more % chance to have equipement than a lv 24 skelleton

-Desecreted dead soldiers/archers/mages dont have any single stats ( on str/dex/int) ? while the rest of monster have

-a jakalman berseker lv 22 have MORE dmg than a lv 28

-a lv 12 vulture have less hp than  skelletons found in Athens (lv8).

Im not saying anyhting, just find it weird.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 02 November 2019, 23:00:30
we got snakes, serpentoids, gorgons.......how about claw vipers!?

(https://i.imgur.com/nfHg5cJ.jpg)


also for those who didnt saw

(https://i.imgur.com/teQtwMK.png)

Yup, still working
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 05 November 2019, 19:00:15
Hyiosouchos will come back...somewhat different!!

(https://i.imgur.com/74Kmxt8.jpg)

Fear the Power of the Sun!!!!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: nargil66 on 06 November 2019, 10:09:59
The last 3 models are outstanding! Great work :)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 08 November 2019, 12:52:00
Thanks :-)

One of my favourite things while modding is creating caves/playing with the outside world, there is so much possibilities, you can show your creativity,  be yourself

(https://i.imgur.com/KQc9S8f.jpg)

^ The second lvl of Scorpos cave, from "Beast of Legend" quest.

Did i say Scorpos ? well nevermind :-)
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 12 November 2019, 09:57:28
Been Testing the content that i already added in Egypt so far. It looks fun :)

Added new monster type, Tarantulas. I design as well a new charm for then "Tarantula Fang" look at it as stronger version of "Venom Sac" charm.



 
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: mvlad954 on 12 November 2019, 13:35:23
Been Testing the content that i already added in Egypt so far. It looks fun :)

Added new monster type, Tarantulas. I design as well a new charm for then "Tarantula Fang" look at it as stronger version of "Venom Sac" charm.
Tarantulas?Ahh, but I see your a man of culture as well.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 13 November 2019, 01:49:12
(https://i.imgur.com/o6XsAxr.gif)

Did it  ;D

Now im trying to understand why it takes between 40 to 60 secs to start to summon the 1st Mummy, after that is working as intended. Its like it sleeping and it waked up after 1 minute

Any ideias ?
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Prosoro on 13 November 2019, 08:42:46

Woah, some nice modding work there Sauruz  :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 14 November 2019, 16:53:14
Lets see some action, shall we :-)

https://youtu.be/CrtNTzGnHqE



Woah, some nice modding work there Sauruz  :D

Thanks! :D
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sunnysideup886089 on 15 November 2019, 05:46:20
seen the vids... great work
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: botebote77 on 16 November 2019, 02:16:42
Alright, i just finished act 1 normal and i wanna share my experience with it, how it looks like in the eyes of just another player. A little late but sadly i couldn't devote too many hours to playing. I hid everything in spoilers because i think some people want surprises. This mod is still very early in development.

The very first thing you might notice is this is not a bounce mod. You click play custom game, select your character, select titanomachy, and it takes you straight to the game, no bounces.

Upon entering the game, you will see you have no items on transfer stash or relic vault (which is typical of mods i think). They are not lost, they just don't show on the mod. Perhaps tqvault and some configuration of settings will let you share items, but you get the feeling you should start it from scratch, untwinked, which is what i did and what i planned to do anyway in the first place.

There are noticeably more enemies and also lots of new enemies created by sauruz. There are lots of new areas not appearing on the map it felt like the game is littered with secret areas. But boy, those areas are filled with hero monsters and bosses. And yes there are lots of magical chests too, so perhaps the combination of more enemies and more magical chests make items drop more frequently. Heck i haven't even reached megara yet and i already got a blue amulet. Halfway through act 1 (gorgon sisters), all my items were already either green or blue. I already also managed to craft touch of the fool artifact. When i played self-farmed vanilla before, it took me the end of act 1, with some farming, before i could craft this artifact. But in this mod, no farming at all, just going through the game, and not even in athens yet. By the time i finished act 1, i already have lots of blue and green items, including, you guessed it, SB cuffs. Also a stately sthenos wisdom. It's important for me because i play caster, as always. I finished act 1 at level 25 with just earth mastery. I would say it's perfectly playable self-found.

The Gorgon sisters fight for me was just right. Not very hard but also not easy, while being a fun fight at the same time. Alastor i think was masterfully done. Just look at this guys :)
(https://i.imgur.com/Mdl5QR9.jpg)

The labyrinth was.... either you will love it or hate it. There is also a secret boss that... well... just see it for yourself.

I think this mod teaches you the importance of secondary resistances. And it's just fine for me because it adds some analytical approach on how you play your characters, not just mindless hacking and slashing.

At this point, i think the game is directed towards intermediate to veteran players who already have some knowledge about the game. Beginners might get eaten alive I'm afraid. The game is noticeably longer, harder and bigger than vanilla, so players who just like to blitz through the game as fast as possible might not enjoy this mod. But intermediate to veteran players who by now are just looking for something new and something more challenging, this is a great mod. The bosses are not multiplied by 3, but if you think you can just stomp on them with not much effort just like vanilla, you are gravely mistaken. But it's not overly difficult near unplayable either. For those who already know what to do with their characters, it feels just right.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 16 November 2019, 23:23:48
Thanks once again for the feedback!

Im happy to hear you enjoyed facing those bosses :)

Since i upped the difficulty for dungeons and after some talk(s) i decided to put more majestic chests for making then worthy!  I want to turn all caves atlast the opcional ones more dangerous and at same time with goodys to get. So there is more options for farming instead of "Farming Hydra or Telkines" who knows there might be"Shadow cave" runs or "Phytian cave runs" :-)


Anyway today i created 8 new Hyenas plus 1 hero, also i started to look and doing somekind of "brainstorm" on what i will do with Scarab boss in Rhakotis, for sure i can tell you he will have better minions.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: Cygi on 17 November 2019, 08:56:05
"I would say it's perfectly playable self-found."

Thank you, Jesus!
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: sauruz on 17 November 2019, 23:43:17
Thats the Plan.

New Hyena I created today

(https://i.imgur.com/LBAyxSE.jpg)

"No one knows where the obsidian Stones came from..but one thing is sure...The wild life is not the same as used to be.... the corruption transform docile creatures in mindless pawns..their nature changed...now it hungers for human flesh"


I ( maybe) will  post less often,  i will not stop working on the mod , is just i think i already spoil to much. If you have any question or anything, feel free to post it here , i will still be active in the foruns.
Title: Re: Titan Quest - Titanomachy Mod ( Development )
Post by: efko on 19 November 2019, 00:48:15
Awesome. Make some screaming sound for this dude so player can feel more uncomfortable in his presence.