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Messages - sauruz

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

I wish i knew the answer, but sadly idk why but the old devs pull of various of stuff from the game, from monsters, textures, monster skills, animation and so on.

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Man!!, i cannot wait to show what i have done  on past days!

Satyrs shamans actually heal and attck,
Trash dark satyrs soldiers vastly improved, they are real soldiers now ( from wearing armor and having passive skills)
12+ new satyrs champions.
Satyrs brutes are bigger and buffs their allies.
Many more..

Cannot describe how happy i am, Tomorrow will make 1 month since i started play around with textures, to this day still cant belive im actually "modding"..

Thanks you all for the support.

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 25 March 2019, 01:42:02 »
Maenads are done, made few more types into the groups. They look great.

Tomorrow i will look into dark satyrs, still thinking if i will make a different pool for the new types or mixing all toghter into big pool.


So far..so good, no crash atm, i learn how to put various textures/meshes/bmps of a single creature  in one dbr file, this make the  monsters more unique in colour diversity.


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Other Modifications / Re: [Tut] Misc Tools Guide
« on: 24 March 2019, 13:29:53 »
Where is the link to download the Viewer tool ?

Viewer doesnt come with the base game ?

C:PROGRAMS/STEAM/STEAMAPPS/TITAN QUEST

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 24 March 2019, 01:20:37 »
ohh its Sticky, very thanks :)

Today i hadnt much time working on the mod but started to put ingame the new maenads ranks.

How they will work,

the trash ones, are still humans , fanatic group know as The Bacchaes,

-The Maenads will be turned into champions , there will be 6-7 new to slay , the existing ones will be revamped in terms of skills. Did you know the Maenad rouge and shadowblade are the same in terms of skills etc ? well not anymore

-rabid wolfs ( fast in terms of speed and deals alot of bleeding dmg)


I checked the Dionysus myth, but ofc i changed the base concept in my point of view.

Also big thanks to Nargil to let me use some the skins found here (https://titanquestfans.net/index.php?topic=32.0), making the work more faster.

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Bug Reports LOC AE / Re: OPEN BETA TEST
« on: 23 March 2019, 21:31:31 »
Also, a question. I've played earlier versions of the mod and I remember it having equipment crafting. Is this feature still here or am I mixing it up with Soulvizier?
If it is from this mod, where can the recipes be found? I remember hunting for some chest armour that dropped from embalmed casters in Act II.

The formulaes you can get then only in Chang'an, in act3


edited: ups many typos in one sentence

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 23 March 2019, 01:36:02 »
Adjusted some monster skills.

Started working on Maenads groups

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 22 March 2019, 00:04:40 »
This is inspiring... now you are on the trolley, as BG would say :)

Ehe he hope so! BG still ddint post anything here, i fell kinda sad :(



seems like you multiplied the monsters? looking nice
i generally don't like monstrous enemies.. the size of nidhoggr is enough.. the size of that giant turtle is just right too
do you like us to test self-found? actually I'm too lazy to farm so maybe I'll just limit my twinking to about 2 items.. and no purples on normal.. no OP items until legendary
at least with me testing, you can be sure you get feedback from a caster's point of view.. and one who spreads his stats between str, int and dex  O0

I will not make stupidly big monsters, maybe except few bosses/heroes, the turtle had a colosus form and i was suprised for turning into that size, well honestly it fits well. same as the reef king karkinos, he is big but not that big.

The groups of monsters are increased, especially the champions , right now i only changed manualy the coastal itchians because you will only find then near the beaches, and since i added 5-6 new types of then i want their groups have big chance of diversity.

Honestly i will go self found, i want to see if the challange fells right, Helos is not safe place anymore since you can meet few fire mage in the way of the shaman. I even think the monsters will give some troubles to twinked chars, because of the  big chances of nets/mana drain, skill disruption/ slow moviment speed and so on.

btw did you guys knew the drowned sailors had -30% fire resistance ? and their skills werent linked to their skill tree, well not anymore :)

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 21 March 2019, 17:10:09 »
Edit: and Happy birthday btw!

Thank you ! :)

I want to show what i been done so far, in this case Megara, i probably  add more things in some polls, the general gameplay will be similar like this, of course i will playtest before open the gates for the 1st act, to avoid OP stuff.



I hope you enjoy as much as i am working on the mod.

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 20 March 2019, 23:56:36 »
Hey, happy Birthday! I wish you all the best and good luck with your project. I see you enjoy making skins - keep doing it, and soon you'll level up in skill, just like ingame!

Really nice work you have here. I'm really impressed, and looking forward to what you will include in the future acts.

Very thanks both of you, couldnt wish for better present :,)!

So Hyped to see everything i made working as planed, even my dummy test char lv 47 is having troubles in greece lul.

I will enjoy working around Crete ,  it will be design as true final act area,  you will face a primitive tribes and stop the Minoan Forces. One steap at time, 1st i will finish the coastal area, and so on.

Thts one thing i dont really enjoy in 1st act, everything have 2-3 sub types, skelletons have  3x types, like satyrs, like crows etc, thankfully the next acts will be more easy to work on.


Also i wanted to try to extend a litle bit the coasts around megara, toshort and small for my opinion

Also, happy birthday and don't each to much cake :D

ah ah, bit to late now :p

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 20 March 2019, 13:49:10 »
Aside of being my Birthday, the evil never rest.

I present to you : Monster number 100! The king of the Reef



Stay away from the big one, i tell you, it have a good chance to disrupt skills, stun on hit and when you kill him, it spawns 10 smaller ones,  ^-^

Coastal itchians ranks are done, they are armed with nets, the casters have big chances to cast all types of  tidal waves and summons all kinds of sea monsters.

Made and added karkinos proxies to megara, (why not? i like them), later/tomorrow i will work on turtles/sirens. I need find a right number to 4x pools so doesnt spawn only one of then.

This is one of big danger zone i made so far.

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 20 March 2019, 01:05:46 »
always take a print on right time i see  O0



try dont look to much at her, or you will be dead fast  >:D

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 19 March 2019, 17:30:45 »
Very thanks Nargil :P! For years i had those design inside of my mind, half part is done.

So, right now, i added about 89 new monsters, and im still at megara.

now im suprised  :o

i can see already greece will get 200+ new monsters easly

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 19 March 2019, 16:04:37 »
Daily update:

Didnt have much time on last hours, duo of work, but i will try to finish today the coastal itchian army ranks.

The good thing is i dont need to duplicate the same monsters all over again, like the satyrs and crows ,  act 1 will be the longest duo of that.

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New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 19 March 2019, 15:58:16 »
great news :)

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