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Messages - nargil66

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1
New Projects / Re: Deities Mod - Development
« on: 19 February 2019, 05:48:22 »
All the skills are imported from the last time i worked on the mastery. I posted pictures of the Ember Cyclops summon before, time to see it in action :):



Some of his skills are still buggy, and i think i have to update his looks.

2
New Projects / Re: Deities Mod - Development
« on: 18 February 2019, 12:44:23 »
Reworked mastery screen for nine gods:



Most of the icons are rearanged for better color balance, hierarchy and separation of earth and sky gods. Hermes and Hephaestus are flipped to make all gods look towards the center. Dionysus icon has more unified color like the others. Now it's more like it :)

3
New Projects / Re: Deities Mod - Development
« on: 18 February 2019, 05:02:15 »
I'm working on the next mastery - Hephaestus. All skills that were ready from earlier are imported.
Other news is the 10th mastery is canceled forever. Poseidon bugged me for a long time, and with Demeter there will be 2 Nature-like masteries. I don't like it.
This is my final decision. Don't ask me to include a 10th mastery, because I won't. Nine gods are enough.
I'm changing the mastery selection screen back to Immortal Throne, as it was in the beginning.

4
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 17 February 2019, 12:59:41 »
Thats alot of new stuff added. New items looks nice, keep up bro! I'd never have the patience to make 600 skill affixes...

5
Technical Support / Re: PS Editor (Effects Editor)
« on: 16 February 2019, 09:13:54 »
Try making an Effects folder with the same structure as the vanilla one and then place it in the main Database folder. Tried that for a custom blood texture and it works.

6
New Projects / Re: Deities Mod - Development
« on: 15 February 2019, 10:47:19 »
Class names v3:

Spoiler for Hiden:

I think they are a little more consistent now, which classes results in what. I tried making a version with as much greek titles as possible - warrior was hoplite, mystic was mystagog, other things like iatromantis, asclepiad, etc. But i changed them later, because i dont want people to play my mod with a dictionary lol. Anyway I left more than enough titles greek/roman for the sake of immersion.

Edit: changed few things again :P:

7
New Projects / Re: Deities Mod - Development
« on: 13 February 2019, 19:22:32 »
I just started a new char and selected Artemis. I have invested one point in "Woodlore", but the reduced strenght requirement works only on throwing weapons, not on bows and
The Qualifying Weapons wasnt ticked for throwing weapons. Thanks, fixed.
I think reduced requirements on bow/spear doesnt show because you already fill them.

8
Modifications / Re: Scripts to modify masses of .dbrs
« on: 13 February 2019, 15:59:46 »
Have you tried Text Crawler? It can search/replace in multiple files at once. Dont know if that's what you need.

9
New Projects / Re: Deities Mod - Development
« on: 13 February 2019, 15:46:18 »
Class names v2:



The list is still WIP. If you dont like any of the names, dont hesistate to tell me.

Edit: Now that i look at it, Wizard doesnt fit much, maybe will use Magus instead.

Edit 2: I'm still unsure of Demeter's base class name. Geomancer is sure realted to the Earth, but there must be a better one.

10
New Projects / Re: Deities Mod - Development
« on: 13 February 2019, 10:19:38 »
New class names (with Demeter added):

Spoiler for Hiden:

11
New Projects / Re: Deities Mod - Development
« on: 13 February 2019, 05:12:01 »
Deities alpha v03b:

- Skills that have % chance to be used (like volley) in the masteries have a fixed bonus from the start. The chance to activate starts from 3% and ends at 21%.

Ares
- Call of Phobos is buffed, now It reduces enemy total damage by %, and have increased chance and fear duration.
- Readded % Current Life damage to Call of Deimos. Petrify bonus is removed, it can only cause stun now.
- Added new sound effect to Shield Bash
- Rebalanced some of Ares' pets stats.

Artemis
- Fixed many inconsistencies with pet energy costs, damages and stats. Wolves are tougher and do more damage now.
- Fixed wolves not howling when first summoned (they were supposed to)

Hecate
- Empusa is rebalanced to act better as a permanent pet. Her life draining skill is nerfed, it was way too strong.

General

- Imported character's inventory window from Enhanced Gameplay. You will have bigger space in inventory after you unlock the first bag. Caravan is not changed, so you don't need to do any preparations.
- Increased global monster spawn in the mod by 50%. Bosses are still 1x.

The archive in the download link is updated. See the first post.

12
New Projects / Re: Deities Mod - Development
« on: 12 February 2019, 22:01:35 »
Draft with 10 gods :). Poseidon is replaced by Demeter (goddess of growth, vegetation and winter). I'll remove the plant related bonuses from Dionysus and add them to her, he will remain as a lord of beastmen, not plants.



Demeter is cold based and will be closer to vanilla Nature. Possible summons: Quillvines, Briar Ward, Forest Guardian (Ascacophus).
I never liked Poseidon as an idea tbh. I dont want to copy-paste from Paths mod.

might be cool to see an earthquake skill.. Poseidon is also known for earthquakes.. maybe it's possible to get the animation from scroll of earthquake and put it onto a skill?
Have you ever played Paths? There is an Earthquake skill for Poseidon there.


13
New Projects / Re: Deities Mod - Development
« on: 12 February 2019, 20:10:31 »
Question:  if the player pick full Dionysus mastery, (  focus in vitality/poison) can handle the undeads/ghosts ? since they  are almost  immune versus those types of dmg.
Hmm, you have a point there... ill try to move the leech bonus somewhere else.

why is poseidon a problem? you can give it cold (sea) and pierce (trident).. there should be a logical explanation for one more.. vit? energy leech? or it can only be 2 and the other one is like for pet mastery (god of horses)
Now that i look at it, i missed 1 damage type (elemental) and 1 god. Maybe you are right...

I'm open for suggestions. If i include back Poseidon, its best if there equal "+" on each row and column, if there is more variety (to make different combos), and the damege type to fit the given god...

14
New Projects / Re: Deities Mod - Development
« on: 12 February 2019, 19:43:01 »
I finally rebalanced the god related damages! At last it looks good, after all this time :D
Poseidon was the problem. I tried without him and it worked! Donno how it will work ingame, but at least on paper it looks more balanced than before.



A short explanation why i chose these damage types for each god:
Spoiler for Hiden:
Apollo
God of Archery – Pierce/Bleed
God of Plagues - Vitality/Decay
God of the Sun - Fire/Burn

Ares
God of War – Physical/Wound
God of Banditry – Venom/Poison
God of Bloodlust – Attack Dmg to Health/Life Leech

Artemis
Goddess of Hunting – Pierce/Bleed
Has power over winds and springs – Cold/Frostburn
Goddess of the Moon – represented by Energy Drain/Energy Leech

Athena
Goddess of Defense – Physical/Wound
Born directly of Zeus – Lightning/Electrical
Can weave enchanted clothes - represented by Energy Drain/Energy Leech

Dionysus
Can curse with disease or alcohol sickness – Vitality/Decay
God of poisonous plants – Venom/Poison
God of Frenzy - here Dmg to Health/Life Leech

Hecate
Goddess of Witchcraft – Vitality/Decay (replaces poison, so you don’t need extra Dex)
Goddess of Ghosts – Cold/Frostburn
Uses flaming torches to immolate enemies – Fire/Burn

Hephaestus
God of Blacksmiths – Physical/Wound
Forges Zeus’ thunderbolts – Lightning/Electrical
God of Fire – Fire/Burn

Hermes
More agile fighter than strong – Piercing/Bleed
God of Trickery – Venom/Poison
Guide of souls to Hades – here Dmg to Health/Life Leech

Zeus
God of Thunder – Lighning/Electrical
God of Weather and Storms – Cold/Frostburn
Because of the empty space there :P - Energy Drain/Energy Leech

15
New Projects / Re: Deities Mod - Development
« on: 11 February 2019, 22:06:15 »
Thanks sauruz, I totally forgot about humans... Added to the list. The only problem is right now there are humans only in act 5, have to make for other acts.

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