Author Topic: Hamunaptra Mod - Development  (Read 5594 times)

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #90 on: 18 August 2018, 10:03:01 »
Well, to answer your question, I need to know... do we start the map at level 1? And how high do we go?

See the f.a.q here WNG
https://www.hamunaptramod.com/f-a-q
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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #91 on: 18 August 2018, 10:14:26 »

Is this Khamor'aans Blade of yours gained from a secret quest? If yes then the player would have to go out of his way to get this item. If so I think it would be great to give those who made the effort to earn it some edge:

Well assuming you're familiar with Grim Dawn, think of it like Salazar in the Depraved Sanctuary.  You find the dungeon, enter and defeat Salazar and he has a chance to drop his MI blade.  The DS is linked with a quest I think to find the key and then enter it, but killing Salazar isn't part of it it iirc.  In any case, Khamor'aan may be part of a side quest ...or he might just be a bonus hidden boss to hunt down.  His sword will be a legendary item though not an MI, I mean it is a 'Nazgul' blade right ahah

- granting the blade the most efficient damage type in the mod. For instance adding effects such as "+x% Damage to Beastmen, etc ". Now if you haven’t finished the mod you probably don’t know what kind of monsters are predominant in the campaign :)

hehe this made me chuckle a bit, only because to me it is fairly obvious that the Undead are the predominant monster type in Hamunaptra. But yeah Croc this is good and I think adding "dmg to Undead monster type" will be appropriate and sought after  :P

About the Shadow Miasma Aura originally used by Shadowstalkers. They're hard to it sometimes, right? Does it grants them a chance to Evade? If yes Evade is first on the list. On the same vein adding a chance to enemies to Fumble their attack, maybe. ^^.

I did see something but can't remember.  Will have another look
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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #92 on: 18 August 2018, 10:18:03 »
+Vitality dmg, %Health reduction on hit and maybe % chance reduced resists for blade, vitality decay per second for the aura. I'm also for chance to fumble for aura as Croc. Or reduced physical/total damage. At least thats how imagine a wraith blade and aura  >:D

Nice! this is what I'm after Nargil, thank you sir  8) definitely got to keep it in line with the overall wraith blade theme huh
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Offline CrocMagnum

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Re: Hamunaptra Mod - Development
« Reply #93 on: 19 August 2018, 13:49:33 »
...hehe this made me chuckle a bit, only because to me it is fairly obvious that the Undead are the predominant monster type in Hamunaptra. But yeah Croc this is good and I think adding "dmg to Undead monster type" will be appropriate and sought after  :P

Argh! I should have thought about this, it's so obvious when I think about it now. ^^

(about Shadow Miasma aura)+Vitality dmg, %Health reduction on hit and maybe % chance reduced resists for blade, vitality decay per second for the aura. I'm also for chance to fumble for aura as Croc. Or reduced physical/total damage. At least thats how imagine a wraith blade and aura  >:D

I think you're so right on the money, nargil66:

Words are important here. The definition of Miasma in Greek Mythology says "a contagious power that has an independent life of its own", coming back to Titan Quest this totally sounds like the Plague tree from Nature Mastery. So yeah Health Reduction seems appropriate. Finely observed, friend. :)

By the way I forgot, seeing how Shadowstalkers sweep down so fast on you, I would add a Movement Speed bonus to Miasma. So to sum up Miasma aura:

- Evade [%Dodge Attacks + % Chance to Avoid Projectiles?],
- Movement Speed,
- Chance to Fumble,
- Health Reduction in % [could it spread to nearby enemies? Err maybe that's overkill?  :P],
...
« Last Edit: 19 August 2018, 13:57:36 by CrocMagnum »

Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #94 on: 11 September 2018, 15:46:28 »

Hey guys am back with another 'proper' update  ;)

link: https://www.hamunaptramod.com/

Let me know what ye think and hope you enjoy!
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Offline WNG

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Re: Hamunaptra Mod - Development
« Reply #95 on: 11 September 2018, 15:59:46 »
So I'm just waiting for that playtest opportunity, this looks awesome... =d
-- Want to kill other Titanslayers? This is for you : https://steamcommunity.com/sharedfiles/filedetails/?id=1394111623

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #96 on: 12 September 2018, 10:04:18 »
Heha thanks WNG and yeah there's a lot going on atm but believe me I'm persevering to get it ready.  Btw good work on releasing Doom Island aye!
~  Anything new for TQ? See what Unearthed StudiosNZ has been up to - Details at www.hamunaptramod.com  ~


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