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Messages - sauruz

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New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 19 September 2019, 16:51:25 »
Another titanomachy unique creation

Beware of Barbarian Centaurs , the most vicious of all centaurs tribes, not only they can attack faster but they can use DUAL weapons!

I Made a unique attacks and special attacks animations and it looks beautifull!

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 16 September 2019, 10:56:56 »
Looks intense! Great work Sauruz, and I like the diverse amount of enemies in the mix.  Music is a nice touch too  :D

Thank Prosoro! It taken some   "wierd math" to make diversity work with ( almost all) monster pools, i do remenber looking at some pools specially the arachnos, because they refuse to spawm more than 1 different type. Lucky i did find a trick that resolve all that problem, i belive i explained couple posts ago.

Yes the Music is , for me a important key when playing any game, its not i dislike  TQ music, in fact there are super B soundtracks, but sadly for me , in greece act the music tracks are often quiet, so i did replace most of then, there are few vanila soundtracks, for exemple the i didnt touch city ambient music or upper war camp music.

One thing why i change the music is because the Mod spirit concept, its different than vanilla, in terms of world design and what you will face during your journey, The music need to give a sence of never ending batle to save humanity. With the new music i belive it can tell you what really happend in that particular zone. As i hope :)

Finish the act with my summoner , ended with lv 25, wich is perfect. I adjusted some monster files / animation along the way, added treasures box around new bosses.

The content is almost ready, 95% done ... need to think what skills i will give to remain  bosses left , mhm...that is hard part , if anyone have skill ideias let me know.

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 12 September 2019, 17:14:17 »
The last video before release

As you can see, the mechanic are the same as in vanilla, I only improve 100x more the fun factor in terms of gameplay!

So far,

650+ new monsters across greece from common to might champions ( not counting the improved vanilla monsters)

Customized Meshes and textures.

50+ new heroes and bosses

50+ new sound tracks to  fit the area around you.

Bigger iventory (Thanks to Nargil)

vitality and poison staffs (Thanks to W.N.G)

-New areas and hidden chests to find

-New boss musics

And much more

Next week Probably  O0 >:D 8)

p.s : The Ai of the pets is so awful, specially the lich king, im sure he enjoys watch me getting killed :-(

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 10 September 2019, 12:16:43 »
Sorry for not posting on last days, ive been sick, hardly could get off the bed. Im felling better now, still recovering.

You know what they say ".. Evil never rest, so as we " :)

What i did lately:

-Added boss tracks to all my bosses encounters

-Added a special guess boss around Kerata Forest

-Few Monster skill adjustments

-Centaur Hero added

-Updated few Centaurs textures

-Added Satyr Hero

-More couple thing i forgot.

Im playing this time as petmancer (nature + spirit)  and the things are going nicely

Im planing to add the remain content  ( is not much left, more like 3-4 bosses and couple monsters textures ) this week. Maybe realese the act 1 next week. Lets see

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 07 September 2019, 19:13:23 »
I had sucess adding boss layer in the map. Boss layers is the boss music that only shows up when you face the boss. Its Pretty coll!

All Custom Bosses you will face will have their batle music theme . You know what that means. If you hear a music swap while playing , just run :D

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 06 September 2019, 13:53:08 »
Thanks Nargil! Hope that as well!

-Updated few textures on couple Satyrs

-Changed Harpys race to beastmen ( it was beast before, i dont know wht they are tagged that way, since harpys are a mix between animal and human)

-More adjustments

-Buffed couple bosses resistances and xp

Doing more playtesting, The prince of blade smash my face 3x time as i trying to ran away ... as i want to be >:D

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 03 September 2019, 23:37:26 »
Whos ready to face Armored Cyclops :-)

Lets see if i can add a helmet  ::)

Edited : Made it

Another news is the Mod will come to your hands this month ( ifs is still going well..cross fingers  ). Just tested in another pc is so far everything is working as intended

September couldnt be better , hum :p ?

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 01 September 2019, 22:33:55 »
Added couple more rooms to Labyrinth,( if you open the Labyrinth map in the editor you can see there is half empty space to fil in the map, so why not, right ? )

Updated Helos Shaman Texture

Updated few Satyrs Textures

Added 3x more Mountain Satyr champions

Addded more ranks to a special Satyr clan

Added special Eurynomus boss

More Adjustments here and there

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 31 August 2019, 10:21:14 »
Added 2x new bosses

Added 1x limos hero

Added 1x spider hero

Added 1x boar hero

Changed Telkine Minoan Statues textures/mesh to fit to the theme

More adjustments in here and there.

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 29 August 2019, 15:39:23 »
4x Boarmen Heroes added

1x Boarmen Boss added

New Boarmen clan added

1x Harpy champion added

Updated Texture on couple Harpy (s)

2x Itchian Heroes added

1x Minotaur Boss added

Updated Minotaur Lord texture

Couple Monster file skill adjustments

Added new monster heroes and bosses names to Tex Strings

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 28 August 2019, 10:25:36 »
Completed yesterday with my sage (spear focus) the act 1, telkine fells just right, he doesnt run like a fool anymore , wich is what i wanted.  ended with lv 26, not sure if i should change more exp equation or not.

I fell the game difficulty is in good position, there were a few annoying combos ( spellbreaker in 4-5 secs non stop) had to change it before i went crazy :)

Yesterday i played a bit with pse editor and made 3x skills for my bosses ( 2x aqua type based and other bloodish looking cloud)

Made shrine buffs immune ( thanks to W.N.G) to any spellbreaker abilitie, was getting annoying , taking the shrine and 1 sec after boom its gone :D lol

Restored 3x uneused shrines buffs ( 1x  boost moviment speed , 1x that gives mana and the final one boost your physical defenses for short duration of time).

Right now what i need to do i just redone/made couple textures and thats it.

Sorry if its taking to long, i wish i was more faster but i can tell you its worth the wait :)

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 25 August 2019, 23:55:06 »
-More monsters added

-New itchians meshes

-New bosses/heroes added

-Adjustment on some monsters dbrs

Guess who Return to TQ !

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 22 August 2019, 10:54:56 »
570 monsters so far and still more to come

I just found another know the spiders in act 1 ? yes..They dont have any armor in epic or legendary...what a mess, really, they have 30 armor in normal and thats it, and its from orbed champions lv 15

Dverger runestones  and troll brand drops now. The other two i dont know

Try go to jackalman camps  in North of Fayum , and camp before Thebes. I think they got couple shamans to face

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