Author Topic: Hamunaptra Mod - Development  (Read 18476 times)

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #150 on: 27 June 2019, 03:15:59 »
Hahah well the workload feels the same sometimes Id wager  :D

Apart from being fast moving undead, what skills would fit with these guys? And if they had a potential monster infrequent drop what would it be?
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Offline sauruz

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Re: Hamunaptra Mod - Development
« Reply #151 on: 27 June 2019, 12:28:02 »
If TQ had some kind of leap skill would be a perfect match.

Well, maybe some kind of shield skills/ with warfare theme
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Offline Tauceti

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Re: Hamunaptra Mod - Development
« Reply #152 on: 27 June 2019, 22:17:00 »
This !
Oh man keep on your work.

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Offline nargil66

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Re: Hamunaptra Mod - Development
« Reply #153 on: 27 June 2019, 22:20:03 »
With these big shields, maybe some thing like Slam skill? Haha, if the only could run on the walls like in the movie... :D

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Offline WNG

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Re: Hamunaptra Mod - Development
« Reply #154 on: 27 June 2019, 22:30:06 »
Looks amazing! I always loved those enemies in the movie.

Any news on a possible demo/playtesting?

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #155 on: 11 August 2019, 02:45:53 »
Hey guys, here's some of the results from my late night efforts over that last while  :D

I'm sure there's more that I've missed and didn't write down too hah.  @WNG uhh sorry no news regarding playtesting at the moment.  Quest work is my main focus for now

Build 1.2 Notes

Gameplay
•   Fixed pathing issues across map areas where terrain stitches
•   Fixed and reworked some problematic tomb entrance/exits
•   Added more shrine proxies to maps and dungeon locations
•   Portal for Memphis city is functioning
•   Added various maps to correct zones for remote teleportation to town
•   Added more rebirth fountains
•   Added new loot-clickable – Webbed Remains
•   

Quests
•   Implemented first side quests for the Kedesh Encampment beginning area
•   Drafting new quests for wilderness/towns

Maps:
•   Added new terrain based dungeon to Sakkara region – Buried Tombs (working name)
•   Completed final level to Buried Tombs including boss chamber
•   Reworked and updated Necropolis of Sakkara region
•   Reworked Western Wilds road leading from flooded temple location to Darktread Caves
•   Expanded lower levels of the Forsaken Tower dungeon
•   Updated and polished Forsaken Tower levels and transitions
•   Updated Collapsed Catacombs layout and entrance transition
•   Changed entrance to secret within Collapsed Catacombs
•   Added new terrain based, lower ‘Lost Crypts’ challenge dungeon beneath Collapsed Catacombs
•   Added secret entrance to Lost Crypts in a certain cave
•   Fixed Secluded Cave entrance layout
•   Further tweaks to the Kedesh Encampment beginning area
•   Added various new expac 3 effects
•   Updated Cavern of Nephthys cave
•   Revised spider lair within Darktread Caves
•   Finished last sections and revised transitions to lower cavern for the Flooded Temple of Sobek dungeon (working name)
•   Reworked the eastern tombs and Secret Supply Chambers of the Necropolis of Sakkara to fit better with gameplay flow
•   Added exit ladder to Secret Supply Chambers

Monsters:
•   Added new undead mummy hero – Ptahsethos, Scourge of Sakkara
•   Fixed and gave new aura to undead mummy hero – Dustcorpse
•   Added new mummy caster – Rotting Priest – Afflicted
•   Added new mummy melee – Grasping Mummy – Withered (Ambush)
•   Added new mummy melee/caster – Priest of Ra - Burning
•   Added new elite mummy group – Exhumed Medjai
(variants: Vanguard (melee spear),  Executioner (melee sword)   
•   Updated Shambling Undead skeleton groups with appropriate skills/attacks/health
•   Added new ‘Spawn of Anubis’ monsters – Anubite
•   Added new spider types – Sand Trapper and Sand Hunter
•   Updated mesh and added new summon skill to Spider boss – Lhiddris, Terror of Darktread
•   Sorosyn, Profane Priestess and her serpent cultists have relocated to the Flooded Temple of Sobek

Itemization:
•   Added and tweaked new monster infrequent – Crown of the Osirian Priests
•   Added new monster infrequents – Lhiddris’ Barbed Carapace, Lhiddris’ Bracers, Lhiddris’ Visage



Lastly, here's a new cover I made using the Lost Crypts as the background. Enjoy!   





« Last Edit: 11 August 2019, 02:48:07 by Prosoro »
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Offline sauruz

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Re: Hamunaptra Mod - Development
« Reply #156 on: 11 August 2019, 20:10:44 »
Huge Improvements :O!

Kept it yp  :))!!!
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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #157 on: 12 August 2019, 08:21:52 »
Thanks Sausuz ;) same to you.  Looks like you'll be in the beta testing phase soon for act 1!
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Offline nargil66

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Re: Hamunaptra Mod - Development
« Reply #158 on: 12 August 2019, 10:50:59 »
Monsters:
•   Added new undead mummy hero – Ptahsethos, Scourge of Sakkara
•   Fixed and gave new aura to undead mummy hero – Dustcorpse
•   Added new mummy caster – Rotting Priest – Afflicted
•   Added new mummy melee – Grasping Mummy – Withered (Ambush)
•   Added new mummy melee/caster – Priest of Ra - Burning
•   Added new elite mummy group – Exhumed Medjai
(variants: Vanguard (melee spear),  Executioner (melee sword)   
•   Updated Shambling Undead skeleton groups with appropriate skills/attacks/health
•   Added new ‘Spawn of Anubis’ monsters – Anubite
•   Added new spider types – Sand Trapper and Sand Hunter
•   Updated mesh and added new summon skill to Spider boss – Lhiddris, Terror of Darktread
•   Sorosyn, Profane Priestess and her serpent cultists have relocated to the Flooded Temple of Sobek

Man, this will be really something. About new map improvements, can't even comment...

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #159 on: 12 August 2019, 16:33:07 »
lol Nargil you crack me up man.  Yeah the added monsters definitely make gameplay more fun and frantic.

Tonight added two more:

- Tomb Keeper (Caster, Lightning and Sands of Sleep, mummy summons 3 at a time up to 9 max)
- Mummified Horror (Brawler melee type, dual wield, extra strong)

-Also new hero: Akkem, Crypt Guardian (Gatekeeper for Lost Crypts.  First encounter, so if you can get past him then you'll possibly be able to manage the rest of the dungeon)



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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #160 on: 16 August 2019, 12:52:17 »

"Many perils await within darkened crypt and tomb, for the risen skeletal dead lurk and ceaselessly guard against intruders.  It is likely that you will encounter the military ranks of former dynastic rulers, still retaining their role as archer or swordsman.  However, though still fearsome in numbers to be sure, these skeletal soldiers are but lesser foes compared to their veteran superiors"

...Yes and all that to introduce the latest elite undead: because there's skeletal archers and then there's Skeletal Charioteers!

These guys are nasty, enchanted with cold and slowing damage and making use of Hunting's Marksmanship skill, they will rain down ancient arrows upon your character with crippling precision.  Try and take them out with your own bow you say? Well, they've got high projectile dodge chance, high natural pierce resistance, and faster attack and movement with buffed dexterity. 

As for rewards, they'll drop a worthy monster infrequent quiver and perhaps that silver helm too  ;D



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