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Messages - Prosoro

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1
New Projects / Re: Hamunaptra Mod - Development
« on: 14 June 2018, 13:35:58 »

Went back into the necromancer summon skill and had a look.. but under Spawn Config there's no bool option and the .dbr only points of course to the list of monsters to be summoned.  No 'surviveAfterMasterDeath' to be seen :/

What am I missing ye lords of modding?




2
New Projects / Re: Hamunaptra Mod - Development
« on: 14 June 2018, 13:03:19 »

heha that's what I was aiming for in this region mvlad954  ;D so thanks very much!

3
New Projects / Re: Twisted Heroes Mod
« on: 14 June 2018, 13:00:43 »
Just a suggestion here, you should choose a color that will be the theme of your mastery and apply it to the skills.

IMO it looks great as is and in this way will be a bit more unique, since many others who have modded the mastery windows go with this theme.

In any case nice work so far and keep up the progress!

4
New Projects / Re: Deities Mod - Development Thread
« on: 14 June 2018, 12:55:22 »
quality stuff

^This! They are next level kool man, the totemic markings are awesome and match their aesthetic really well

5
New Projects / Re: Deities Mod - Development Thread
« on: 12 June 2018, 14:25:37 »

Sweet! looking nice and polished there Nargil.  Probs need some more skill points though  ;) ;D

6
New Projects / Re: Hamunaptra Mod - Development
« on: 12 June 2018, 14:21:26 »

Ahh thank you WNG, will try this out  8)

7
New Projects / Re: Hamunaptra Mod - Development
« on: 12 June 2018, 13:10:39 »
...Just wondering if its minions vanish when it dies?

Yeah as it is at the moment if you kill the Priest his summons will die.

Nice one, what is Egypt without it's necromancers? What is tht blue orb btw, or it's a secret :P?

Heha the mod just wouldn't be legitimate without them  ;D  and yeah that orb on the altar.. you'll have to find out when you play ^^

P.S. Just an idea - have you ever tried to tick the summoned minions "Survive after Master Death"to 1 and see what happens? It might fix the freezing in the air bug if summoner is killed. Haven't the time to test it out, so I'm not sure.

I had a look at the variables for the Summon Monsters skill but couldn't see this option..? Then thought maybe you're meaning the death parameters for the Priest himself, but again nothing there.  Back to the skill, I did try adding a large number to the "spawnObjectsTimeToLive" parameter under Spawn Config in the hopes that the minions spawned will live for x amount of time regardless of his master dying or not.  Tested and didn't seem to effect them  :-\ killing the Priest's still causes his summons to die too.

Thoughts?



edit: Also added Deathward (level 11) to the Priests haha kind of a 'soft' workaround to keep him alive longer which keeps his summoned minions alive longer which = more challenge and more fun lol

8
New Projects / Re: Hamunaptra Mod - Development
« on: 11 June 2018, 14:01:37 »
New undead enemy - the Necro Priest! (first iteration, name/skillls still need final tweaking)

This guy is the first of a list of summoner type monsters I want to add to the mod.  The Necro Priest is the classic necromancer, raising skeletal legions to aid him in his diabolical, eternal quest to add the living to his ranks of undead minions.  One or two of these fellows aren't too much trouble to deal with, but beware! You can easily be ambushed by scores of them, and each Priest can raise four warriors at a time up to a max of eight at any one time.  Add to this all the other fiends of undeath that'll likely accompany them, along with their buffs, and you will be overwhelmed quickly!  :D 

Spoiler for Hiden:




9
New Projects / Re: Hamunaptra Mod - Development
« on: 11 June 2018, 13:29:21 »
Looks better than the actual Egypt act... 0,0

Thanks WNG  ;)


10
New Projects / Re: Hamunaptra Mod - Development
« on: 06 June 2018, 13:58:43 »

Lately burnt out trying to make a boss work..  not much luck so far siiigh

Here's some kind of an altar I made though

Spoiler for Hiden:

11
General Discussion / Re: Legendaries non-existent?
« on: 05 June 2018, 02:05:58 »
not really worth farming epic...

I disagree, imo there's plenty of great early legendaries and higher tier blues to find  :) and it's worth doing a bit of farming here since you can often find some gear/weapons that'll carry you through the later acts before legendary quite comfortably.

Regarding OP, I'd say that's a bit rough going and not the usual norm for getting drops. But in when this happens, refresh the seed! Exit to the desktop and reload the game  ;D

12

Added a few more treasures from the mythic lands to my vaults recently.  Will try list them below but may miss out some I've forgotten etc.

My finds to date:


Ismene's Helm and Bracers
Ichthian Oracle's Crown
Djinn's Shackles (can't believe these dropped finally!)
Deathwing Helm
Bonehack
Beastrend
Turquoise Bow
Scholar's Bangle
Jungleroot Greaves
Earthen Barrier
Mystic's Shield
Shield of the Royal Guard
Sacred Crescent Shield
Hoe of Destruction
Emberseal
Blue Dragon's Scales
Rungu
Death's Wings
Necromancer's Leggings
Ramses' Headdress

Babylonian Armor and Greaves
Prometheus Greaves





13
Lately it seems like every second bonepile coughs up that throwing weapon lol

14

I didn't know about the squirrels but definitely noticed all the turtle 'overlords', like the one in the bird bath at the top of the hill in Athens :P
 
Good spotting on the Diogenes' Chiton.  I believe there's a legendary chest piece that's stylized with turtle shell called something like the Overlords Armour.  This turtle thing even followed over to Grim Dawn with the keystone above the Prison entrance in Devils Crossing having Arthur's signature and a carved turtle  :D

15
New Projects / Re: Titanslayers Custom Map
« on: 30 May 2018, 09:52:08 »
Nice work WNG  8)

Good to see another map mod added to the list! Do you have any in-game screen shots to share?


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