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Messages - Deathblossom

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 24 February 2023, 20:05:55 »
I just wondered today - you already created a lot of undead versions of existing monsters, but would you also plan to add opposite (binary) gender monsters where it makes sense ? Lions, Tritones and Eldjotnar have both (binary) gender and it is really cool.

Here is a list of what I think the game misses : Centaurides, female Undeads (Zombies, Lost Souls, Draugs, Phantasms), female Arachnos (Arachne could also be the only one), male Djinns, female Yetis, female Neanderthals, female Yerrens, female Trolls, male Elves, female Jotnar, female Dvergrs and Oceanids (with Potamoi).

For these ones I'm not quite sure about the results : Jackalwomen, Tigerwomen, female Nightstalkers and female Coral Guardians.

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 11 October 2022, 12:56:26 »
Your work is trully amazing sauruz. You've taken TQ modding to another level.

Playing since 2006 and far more excited by your upcoming mod than DLC announcements.

Can't wait to see what you will do on other acts, especially considering egypt, orient and norse bestiaries currently need much more love.

By the way do you plan to rerelease an alpha/beta/however you wanna call it - for act I (or more) ?

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Modifications / Re: More masteries?
« on: 09 December 2021, 19:48:03 »
The new Eternal Embers DLC gave us some new modding tools, the "on kill" / "on potion use" / "on item pick up" skill templates can be used to create some brand new mechanics.
For example I added for myself in the Spirit mastery a heal on kill spell and a spawn skeleton on kill spell. We could also imagine casting plague once again on kill (like consequences), adding explosions on kills for many spells in various masteries ...

By the way I totally agree with Carl_Johnson, if we had more mastery slots I would actually add some. First splitting Storm into Water (water + ice) and Storm (lightning + wind), then adding Light (heals, buffs, fumble), Darkness (vitality, physical, controls, teleportation) and Blood (bleeding, life leech) masteries. And I already have the concepts for about 25-30 skills per mastery.

However it is true that devs should focus on (engine) issues first.

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For bonus skills :
- bonusLifePercent
- bonusMissingLifePercent
- bonusManaPercent
- bonusMissingManaPercent
- In/decrease healing with distance (+/- X % healing every N meters)
- Increase incoming healing by X% for T sec

For offensive skills :
- offensivePercentTotalLife
- Dealing percent current/total life damages as fire/cold/poison/[...] damages and not only life damage
- Mana burn without drain (set a ManaBurnDrainPercent default value to 100.000000)
- In/decrease damages with distance (+/- X % damage every N meters)
- Decrease incoming healing by X% for T sec
- Grants Health/Mana on kill
- Grants Cooldown Reduction/Reset on kill

For passive skills and skill modifiers :
- Convert N% of X damage type to Y damage type
- Grant Health/Mana on ally/pet death (for spirit mastey especially)
- In/decrease incoming healing by +/-X% for T sec


A template for skills which damage opponents and heal allies.
A tab for a secondary skill in another skill - triggered by a second activation of the skill with or without a delay (for example detonate from hunting mastery as the second activation of monster lure after 2 sec)

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