Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Prosoro

Pages: [1] 2 3 ... 13
New Projects / Re: Hamunaptra Mod - Development
« on: Today at 01:59:07 »
@nargil66 more like pressure plate traps  ;)

New Projects / Re: Hamunaptra Mod - Development
« on: 19 April 2019, 02:01:06 »

Tombs of Sakkara your step  >:D

New Projects / Re: Hamunaptra Mod - Development
« on: 12 April 2019, 00:12:12 »
Thanks Sauruz, I may revisit the Sobek statue at some point its okay but feel it can be improved.

Heha nice try but nope, he'll have a lot more of a sand aura and much stronger attacks, plus will spawn out in the desert somewhere. This one is Dustcorpse

New Projects / Re: Hamunaptra Mod - Development
« on: 11 April 2019, 14:04:03 »

Update: working on adding in new varieties of mummy.  Here's my current list which hopefully shows both ranged and melee based monsters and will add to overall gameplay.  In general they'll be tougher than vanilla mummies.


Restless Mummy - Strangler
- Common embalmed dead with melee slowing attack and chance to inflict vitality damage.

Necropolis Guardian - Herald
- Champion shield bearing mummy, slow moving but very tanky with Shield Batter attack.  Has aura of resistance (pierce/phys?) which also buff surrounding monsters. 

Rotting Priest - Afflicted
- Spellcasting mummified priest with poisonous aura.  Envenom Weapon enchantment? Can cast Venom Nova and throw skull gas bomb.

Priest of Anubis - Summoner
- Summons slow moving mummified minions (spawns x4 at a time up to max of x8) High health pool.  Activates Dark Covenant with Unearthly Power as initial skill (or convert to aura).  Casts healing surge on minions.

Exhumed Medjai - Profaned
- Elite mummified warriors weilding spear and shield.  Uses automaton marching animation.  Fast with bleeding damage buff.  Can use Hunting Eviscerate strike.

Mummified Horror
- Champion mummies with very strong physical melee attack, faster moving and can cast poison barbs skill.  At close range will cast insect swarm breath attack (from swamp frog shamans).  On death spawns group of small but deadly bone scarabs.


Mummified Infantry - Crocodile Legion (ambush group spawn, very strong melee attacks including bleed/pierce/phys/vitality)

Mummified Charioteers - Hawk Legion (ambush group spawn, deadly ranged attacks with slowing/crippling effects and resistance reduction)

~ HERO MUMMIES ~ (current wip)

1. Suthoth, Master of Embalming
2. Ankhtephos, Vizier of the Sacred Council
3. Ra'narsus, the Twice Embalmed
4. Seneteph, the Blood Priest
5. Amnesh, the Scorpionmancer
6. Nimut, the Advisor
7. Akre'nemhet, Wielder of the Great Sands
8. Ptahsethos, Scourge of Sakkara
9. Dustcorpse

Here's one of the above hero mummies, any idea which one?  ;)

Also, here's a shot of some 'new' Sobek statues  :D

Spoiler for Hiden:

New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 31 March 2019, 09:32:45 »
Great custom items there WNG, the re-colouring detail is well done and the last two especially give me Diablo 2 vibes  :D  Also like that the stats are generous but not too over the top - more in keeping with vanilla in a way. 

Some critique: Perhaps consider changing the item text colouring? That dull red is difficult to see

New Projects / Re: Hamunaptra Mod - Development
« on: 26 March 2019, 14:34:34 »
its well design! i like those snake statues :)

Thanks Sauruz! (replies roughly 2 months later... lol sorry)

So despite a lack of updates over here, I've been working basically non-stop on Hamunaptra and have made a lot of progress  ;) (hmm I should update main page to reflex this)

Check out this MI crown I've recently made, stats and granted skill etc are still WIP of course.

Also, by pure chance my character happened to be wearing the Charioteer's Quiver armor and as you can see it matches really well with the crown - so am rethinking it now and will likely make this into an epic tier set.  If you have been following the 'Textures' thread on the forum you'll have seen my discovery of this previously unknown texture, which, we now know is for the Red Crown.  So, I think ill use that for the MI instead. 

Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 26 March 2019, 14:20:11 »
While searching, found a nice babylonian prop armor that i havent seen before:

Heha that is sweet, I love how we can discover unknown things created by Iron Lore using the modding tools  :D

@nargil66 so while at work today I had another look at this thread and the original pic I posted - then seeing certain details on the texture, a possible match came to mind! The Red Crown (which looks like a priest type crown and would makes sense since the .tex decription is 'priesthelm')

Could'nt wait to get home and test it out... behold  ;D

And here it is ingame, of course it needs a matching bitmap though  :P

So the question remains; why didn't Iron Lore end up using this in Titan Quest??

Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 25 March 2019, 09:33:41 »
Hey Nargil,
Just to jump in on this thread  :D I was working on making an MI helm last night using the Crown of the Great King.  While messing around with different textures I discovered this one which I've previously never seen..

I was wondering if you have seen it before and what the original mesh/item it's for actually is? (as you can see it doesn't quite fit on the Crown of the Great King mesh but does look kool nonetheless haha) I'm pretty inexperienced when it comes to textures etc so thought you'd be the one who could solve such things  8)

Also, sadly while it shows in the editor when I go ingame and equip my new MI crown with this texture it doesn't show up but reverts back to the original crown texture... sigh oh well.

Edit; in AM BaseTexture is "Items\equipmenthelm\r_priesthelma.tex"

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« 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!

General Discussion / Re: TQ Fans Forum Layout Ideas
« on: 20 March 2019, 01:08:11 »
+1 to your suggestions Seventh, much more coherent and user friendly. We've also needed a title to be added for awhile too

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« 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  :)

Streaming and cool TQ videos / Re: Twitch Streaming Fun
« on: 15 March 2019, 09:48:08 »
Lol so you're saying it seems a good build in most respects Botebote77? Or just weird how it works?

Idk honestly my main focus with this one is on getting recharge reduction and decent cast speed.  Im hunting for Mantle of Amun Ra to increase this but current chest provides good resists and +2 to all Skills which is nice.

As for the staff, Hades Scepter is not bad and buffs the Volcanic Orb but id like to try Eye of Osiris or Moros Nyx if I could ever fimd them! :P

Streaming and cool TQ videos / Re: Twitch Streaming Fun
« on: 15 March 2019, 08:42:28 »

Streaming some TQ:AE, hoping to find some shiny legendaries!


New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« 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

Art Manager / Re: Adding Custom Music and Ambient Sound tracks
« on: 08 March 2019, 06:02:28 »
Hey Sauruz,

Yeah I did have success eventually  :)  and have been meaning to update this with how I got it to work.  When/if I get time tonight I'll post something here

Pages: [1] 2 3 ... 13