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Messages - nargil66

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1
New Projects / Re: Hamunaptra Mod - Development
« on: Today at 17:14:26 »
Also, I want to ask for ideas here --> What would you expect Khamor'aans blade to have with regards to stats and level requirements etc?? List your chosen ones below!

Plus, the Shadow Miasma aura --> Again, what's your thoughts on what this should grant the player?? I'm currently thinking Cold and Slowing damage with maybe resistance reduction hmm..
+Vitality dmg, %Health reduction on hit and maybe % chance reduced resists for blade, vitality decay per second for the aura. I'm also for chance to fumble for aura as Croc. Or reduced physical/total damage. At least thats how imagine a wraith blade and aura  >:D

2
New main menu for Ragnarok - Egyptian Sunset:



To use, place the folders in your game Database folder as usual.

Download:

3
Nice suggestions, Croc! I'll consider all of them. I'll definitely include a pet bonus hidden skill, +% evade is a good idea. Stun and slow too, it's always useful. I only hesitate abut the debuff, it can make you too powerful. Will think more about it. Maybe if it is a chance based...
I figured out how to make "devotion"skills not affected by +AllSkills items and buffs. The thing is, you can set how many skill points you get as quest reward for a certain skill.
I can make devotion like skills to be 3 tiers, 21 levels each, and from level 1-10 the skill gives the same bonus as level 1, 11-20 the bonus upgrades with 1 level, and at lvl 21 if gives the final bonus for legendary difficulty. So instead of making 3 separate records for 3 difficulties, each quest skill will need only 1 record. If i do this, it will open alot of space for new quest skills! When an NPC gives you upgrade to a quest skill, you will be given +10 skill points to that skill instead of 1. Good luck in getting +10 to all skills in another way to affect it, its impossible :)

4
I think ternion spread angle is under Projectile Config tab: drift min/max.
You can build your changes as a mod in Art Manager.

5
Neat. One thing though, would player auras overwrite the light from the wisp or will it remain?
The light is attached to its mesh, so they won't. Most auras doesn't show on it, except casted buffs like herbal remedy. Btw, I changed the pic on my previous post to show better the light radius. It's not as big as lightbulb, because i like darker nights :P

6
Light wisp is ready:
Spoiler for Hiden:


7
New dye for the next version - you fight for the Order of Prometheus, why not wear their uniform?

Spoiler for Hiden:
For now it will be a quest reward somewhere.
An old variant of this skin was the first thing I posted in titanquest.net.

8
Hmm, I was looking at the quest reward skill tree, and i had this idea... maybe it's possible to make it someting like the Grim Dawn's devotion tree... it would be cool. The current skill tree is not very inspiring. All the skills are x3, one for each difficulty, which is a pure waste of space for a skill tree.

For now i'm gonna turn it into "quality of life"tree :D
Two ideas of nice utility skills I would like to put there:

Rest - Like in Underlord. I think to add it as a reward from the naiad Pegaea on Normal.
Light Wisp - Like koderkrazy's light bulb, but it's a pet that follow you. Reward from... ? Oracle maybe?

I can use your help on this. There are 24 skills, and I only can think of two... if you have an idea of cool utility skill that doesn't change the game balance, I'm open for suggestions.

9
Other Modifications / Re: Horse Rider Mod (WIP)
« on: 13 August 2018, 21:56:34 »
I split the topic to not spam the tutorial. Started the weapon animations today. Horse archery is done, I'll make the melees next. Btw, for anyone who wants to try combining animations, here is a tip - don't start animating the male first. I made this mistake and now I have to tweak most animations. Female is thinner and the mesh reacts differently, it easier for male mesh to copy female than the opposite.

10
General Discussion / Re: Task for everyone
« on: 13 August 2018, 14:35:16 »
I'm downloading the AE part. Will make a list when it's done.
Medea, try with Mega. It gives 35 GB free storage.

11
New Projects / Re: Deities Mod - Development Thread
« on: 13 August 2018, 13:59:01 »
Drafted some ideas for new weapon types:

Spoiler for Hiden:

Base Dmg - Physical / Elemental means % of base physical damage is converted, similar to piercing weapons.

New offhands (all use Shield Template):
Melee Offhands – Serve as shields with lower block and absorbtion, instead have a chance for additional damage. Dex/Str Requirements. Dual wield is not needed to use.
Quiver Offhands – Cannot block, add % attack speed and other bonuses to bow and thrown users. Dex requirements.
Magic Offhands – Cannot block, add % cast speed, energy regen and other bonuses to mage users. Int requirements. Work with staffs.

I bet the templates will send this idea also to the scrap, but I'll try to do it first.

12
New Projects / Re: Deities Mod - Development Thread
« on: 12 August 2018, 14:11:20 »
About the increased range on level - I found a way  ^-^
I turned Marksmanship into a self-only toggled skill aura with 16 levels, called Hawk's Eye. Each level is linked to a separate weapon enchantment file with no effect attached, instead the 16 weapon enchant files link to 16 different projectile files. Each projectile file has increased distance profile than the previous. With maxed Hawk's Eye you can hit the target on 35 meters. Neat.

13
New Projects / Re: Deities Mod - Development Thread
« on: 12 August 2018, 00:34:57 »
Dammit! I thought I knew how to increase the bow range per level... and now when i tried it, it appears Projectile Name entry is set to Variable, instead of Array... again. Variable, Variable, Variable... whenever i try to do something original with the skills, i hit the wall of variables. Volley to increase number of projectiles per level? Sounds good right? But he game says "Nope". It's set to Variable, so you can place only a single number. I can place 3 or 5 or 7 but not 3;4;5;6;7. I don't get it... why these limits? I'm still increasing the range tho... New Marksmanship projectiles will hit on 30 meters instead of 20.
Anyway, im working on the 3rd revision of Artemis skill tree, to prepare the early alpha release. I think I need 3 masteries finished before the first testing begins. Three masteries, thats 3 classes if I'm not mistaken.

14
Installation and Tools / Re: Tools Database - Links & Descriptions
« on: 11 August 2018, 15:18:51 »
Added are all the new tools that are currently on the forum (Koderkrazy's tools, TQ Collector, Quickfire, etc.). I'll add info when I have time. Description is added on TQ Animation Bone Renamer for now.

15
Other Modifications / Horse Rider Mod (WIP)
« on: 10 August 2018, 19:35:15 »
Alright, I as about to keep this a secret, but... what's the point? I want to show you something that I'm working on last two days.
One of my modding dreams has become reality, thanks to @koderkrazy :

Spoiler for Hiden:
Without his Bone Renamer tool this wouldn't be possible. Only 3 animations are done for now - run, idle and walk (replaces unarmed run). Took me half day to make the run one look decent, but I think it was worth it  8)
I won't post the tool here, that's up to koderkrazy.

If someone wants to test ingame, here is the early alpha:

Note: I split the topic to not spam the tutorial with offtopic.

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