Author Topic: [MOD] Enhanced Gameplay for TQ: Ragnarök  (Read 13372 times)

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Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #120 on: 02 August 2018, 22:09:10 »
Everything is almost ready for the next update. Spartan merc is reworked to have 15 tiers, and you can buy upgrade formulae in the North. He is tougher now, with more health, armor and base life regeneration.
Memphian priest has 14 tiers, also upgradable in all acts. Man, making merchant loot tables is one of the most boring things in modding...

Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #121 on: 02 August 2018, 23:57:34 »
v 1.1P:
- Fixed invalid skill profile on Sentinel's Armbands
- Fixed new music not playing in Minoan Labyrinth
- Removed white dye on start (not needed anymore)
- Starting weapon is made random, just for fun. You can start the game with any type of weapon (weakest version): bow, spear, knife, torch, axe, club, thrown or fire/cold/lightning staff. There are exactly 10 types of starting weapons, so if you want a roll a random mastery based on it, now you can.
- Male and female base stats are made slightly different (just for immersion). Male starts with +5 Strength and +30 Health, female with +5 Dex and +30 Energy. Changes show only on new characters.
- Added new alternative menu screen (Optional, view the ReadMe file)
- Sentinel's Cuirass and Wraith armors have new visuals.
- Added the second mercenary in the mod - Memphian Priest. You can hire him from Normal Egypt cities, and upgrade him after in each act up to Legendary difficulty.
- Spartan merc's stats, armor and base regeneration are buffed, as well as his skill values on higher difficulties.
- Mercenaries can now be upgraded in the North.
- Mercenary skill summon cooldown reduced from 180 to 120 seconds.
- Pack animals summon cooldown reduced from 300 to 180 seconds.
- Updated English and Bulgarian text.
« Last Edit: 03 August 2018, 05:47:42 by nargil66 »

Offline Diego982

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #122 on: 03 August 2018, 00:31:19 »
Hello nargil66, you made an fantastic mod, the improvement is amazing. You changed the vanilla game and added such nices improvements that is hard to come back to the normal game. Thank you very much  ^-^  :)

Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #123 on: 03 August 2018, 02:11:22 »
I'm happy you enjoy it. There are still alot to add in the future, and this mod will be the foundation of Deities, so i won't stop working on it :)

Offline Typhon

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #124 on: 03 August 2018, 03:02:34 »
Can't wait to see what mercenaries you have in store for us in the two other acts :D
Your inventory is full *Plays intense game of tetris*
Spoiler for Hiden:

Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #125 on: 03 August 2018, 05:43:57 »
Fixed several bugs and missing tags in the last version. The fix is uploaded.
« Last Edit: 03 August 2018, 08:24:06 by nargil66 »

Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #126 on: 09 August 2018, 02:26:29 »
Today I imported all monster effects from the old Death Effects Mod from I.N.S.A.N.E. I will post it later as a separate mod. Haven't added the effects for Ragnarok monsters yet. It's far from finished, but it's playable.

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #127 on: 14 August 2018, 19:28:34 »
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.

Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #128 on: 15 August 2018, 04:53:10 »
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.

Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #129 on: 15 August 2018, 22:00:13 »
Light wisp is ready:
Spoiler for Hiden:

« Last Edit: 16 August 2018, 09:22:59 by nargil66 »

Offline Typhon

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #130 on: 15 August 2018, 23:34:54 »
Neat. One thing though, would player auras overwrite the light from the wisp or will it remain?
Your inventory is full *Plays intense game of tetris*
Spoiler for Hiden:

Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #131 on: 16 August 2018, 09:22:30 »
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
« Last Edit: 16 August 2018, 09:24:37 by nargil66 »

Offline CrocMagnum

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #132 on: 16 August 2018, 14:37:17 »
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.

Devotions-like Skills for Titan Quest? You have some dang good ideas, nargill66. :) So:

- what about granting high evade for your Familiars as Devotion (25% to 75% evade per difficulty for instance),

- I feel Stun Skills are underused, so "x% Chance to Stun target for x Seconds",

- Slow is good but not every Mastery allow you to slow Monsters,

- A Debuff for Masteries that don’t have it or badly need it,

- granting temporary Summons when getting hit hard (on low Health that is), like the Artifact Star of Ishar granted Skill Scimitar Spirits.

« Last Edit: 16 August 2018, 14:42:51 by CrocMagnum »

Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« Reply #133 on: 16 August 2018, 16:44:07 »
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 :)

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