Author Topic: Pantheon Mod - Development  (Read 1114901 times)

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #105 on: 13 December 2017, 11:23:26 »
Ok, what you say makes sense. So I made another list and reduced the pets even more.
All ultimate pets (Dragon, Boar, etc.) will be made to lategame item/artifact/scroll skills (not sure which yet). Here is the new list:

Apollo
Permanent pets: Plague Raven - 3 (Melee pets, do little dmg, but cast Plague and distract enemies)
Temporary pets: None

Ares
Permanent pets: Spartoi - 2 (Tanky melee pets, i couldnt take them off my heart lol)
Temporary pets: Blood Banner - 1

Artemis
Permanent pets: Nymph - 1
Temporary pets: Spirit Wolf - 2 (They replace old Call of the Hunt)

Athena
Permanent pets: Gorgon Spirit - 1 (Tanky melee pet, has a short range defensive aura)
Temporary pets: None

Dionysus
Permanent pets: Satyr Zealot - 2
Temporary pets: Dionysian Priestess - 1 (Ranged caster pet, she will act as a temporary buff, casting Bacchanalia)

Hecate
Permanent pets: Lampad -  2 (Melee elemental pets)
Temporary pets: Empusa - 1 (Ranged caster pet, have resistance debuff)

Hephaestus
Permanent pets: Automaton - 1 (Tanky melee pet)
Temporary pets: Sling Trap - 3 (Replaces old Lay Trap)

Hermes
Permanent pets: Hawk - 1 (Melee pet, very agile, like old Storm Wisp)
Temporary pets: None

Poseidon
Permanent pets: Triton Priest - 1 (Ranged caster pet)
Temporary pets: None

Zeus
Permanent pets: Golden Eagle - 1 (Melee/Caster pet)
Temporary pets: None
« Last Edit: 13 December 2017, 11:44:19 by nargil66 »

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Offline Bumbleguppy

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Re: Deities Mod - Early Development
« Reply #106 on: 13 December 2017, 16:04:49 »
Sorry nargil66, I've never used those animation tools. I don't know how.

Another way to make the game more interesting with pets is increase monster spawn.

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #107 on: 14 December 2017, 22:21:56 »
I'll definetly increase spawn. I'm not sure how to balance monster difficulty tho... but i guess its too early for both.

Im kinda stuck lately tbh. Reason is... i dont like how many of the skills in Artemis tree work. I thought that bow/spear using the same skills will be good idea, but i start to reconsider. It's very hard to explain how it is even possible... Bow techniques have nothing to do with spear ones, and the best makrsman may not even know how to hold a spear. Maybe I should return closer to the vanilla Hunting skills, similar to the Ares tree, which is very close to vanilla Warfare. But there are going to be major changes in the tree.
« Last Edit: 14 December 2017, 22:32:40 by nargil66 »

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Offline Bumbleguppy

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Re: Deities Mod - Early Development
« Reply #108 on: 14 December 2017, 22:52:34 »
Well, maybe a list of the things that bows and spears have in common and another for things they don't might help.

Both need:
Attack Speed
Pierce Damage
Bleed damage

Bows need:
Projectile speed
Chance to pass through enemies
Multiple projectiles

Spears need:
Multiple targets
Charge at enemies (?)

So you can have a line that benefits both and then others that benefit only bows or spears.

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #109 on: 15 December 2017, 15:52:40 »
Last night i reworked many things in my Artemis tree idea. I think it's looking better now.
Changes:
- Bow and spear use separate skills again. Both have new/revorked passives, the only passive they use together is Volley.
- Ensnare and Barbed Netting are combined and made a Nymph modifier. Reason - i've never seen anyone to use Ensnare after normal difficulty or a viable build made around it.
- Wolves will stay as a permanent summon for now. Max limit reduced to 2.
- Moon tree is removed and replaced with Survival type skills. Moon skills still exist, bur are scattered across the mastery.
If you want to see the new tree, check the Artemis post in first page.
Now remains to implement the changes ingame and test it.

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #110 on: 16 December 2017, 16:06:59 »
Updated skill tree:

[missing]

Icons and descriptions are not done yet, but most skills work as intended. Nymph casts nets now :)
« Last Edit: 03 November 2018, 17:17:01 by nargil66 »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #111 on: 17 December 2017, 02:32:39 »
All new skill descriptions done. Now remains to do icons and effects.
I think 4 tiers of nymphs and wolves is too much... ill reduce them to 2 tiers each and leave the best looking ones. In vanilla game most people doesnt up nymph much, only her skills, and i want her to look cool from the start :)
There are some problems with nymph herbal remedy skill that i can't find the cause for. This is what the skill does:

[missing]

First problem is that she is supposed to cast it on the player (and wolves if they are close), but it seems she cast it more on herself.
Second and bigger problem is if anything hits me or a wolf who has it, the aura dissapears immediately.
Aura is set as Buffother skill, i tried making it a heal skill but then it doesnt show at all...
« Last Edit: 03 November 2018, 17:17:34 by nargil66 »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #112 on: 17 December 2017, 07:55:45 »
New tiered spartoi concept (now wielding spears to look more like hoplites):



Right to left:
Spartoi - Sown Warrior
Spartoi - Sown Veteran
Spartoi - Sown Champion

The only thing left are bracers and greaves and some color tweaks for the items. Then i can finally attach them to the mesh.

Edit: All meshes attached. Second shield (spartan one) made more bronze looking, tweaked color of torso harness. Added greaves. This is almost final. Also made status icons for spartoi and dragon, finally they show in the ui and can be controlled.



Edit2: Made leveled invisible spears and shields and fake spartoi attack to show their damage in the ui.
« Last Edit: 03 November 2018, 17:19:55 by nargil66 »

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Offline Prosoro

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Re: Deities Mod - Early Development
« Reply #113 on: 18 December 2017, 07:32:45 »
Edit: All meshes attached. Second shield (spartan one) made more bronze looking, tweaked color of torso harness. Added greaves. This is almost final. Also made status icons for spartoi and dragon, finally they show in the ui and can be controlled.

Success! Nice work on those warriors Nargil66  ;) Bet you're feeling that 'breakthrough' goodness right now eh?  :D I managed to finally get Portals working in my map last night so am also stoked atm as well- the joys of modding!

I was curious about the final tier of Spartoi, the one with the Shield of the Korybantes.  It seems from the pics that they are all wearing (re-textured) Harness of Command, but this guy is somehow wearing a 'double' Harness?? Looks so awesome, but how did you do this?

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Offline Typhon

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Re: Deities Mod - Early Development
« Reply #114 on: 18 December 2017, 12:37:12 »
Edit: All meshes attached. Second shield (spartan one) made more bronze looking, tweaked color of torso harness. Added greaves. This is almost final. Also made status icons for spartoi and dragon, finally they show in the ui and can be controlled.

Success! Nice work on those warriors Nargil66  ;) Bet you're feeling that 'breakthrough' goodness right now eh?  :D I managed to finally get Portals working in my map last night so am also stoked atm as well- the joys of modding!

I was curious about the final tier of Spartoi, the one with the Shield of the Korybantes.  It seems from the pics that they are all wearing (re-textured) Harness of Command, but this guy is somehow wearing a 'double' Harness?? Looks so awesome, but how did you do this?
I was never able to get portals to work in the map editor :\ or Fountains for that matter. Good job!
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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #115 on: 18 December 2017, 13:13:32 »

Success! Nice work on those warriors Nargil66  ;) Bet you're feeling that 'breakthrough' goodness right now eh?  :D I managed to finally get Portals working in my map last night so am also stoked atm as well- the joys of modding!

I was curious about the final tier of Spartoi, the one with the Shield of the Korybantes.  It seems from the pics that they are all wearing (re-textured) Harness of Command, but this guy is somehow wearing a 'double' Harness?? Looks so awesome, but how did you do this?
You should tell me how you did it some time. Or we can join forces lol... together we shall rule the Galaxy >:D
About the armors - I used Hunter's armor mesh with partially deleted texture for second tier, and when i use it with Harness of Command mesh, half of it dissapears :).

Edit: Testing new aspis sheld for tier 3:

[missing]

Edit2: Nvm, ill remove  the bronze buckler and use all 3, but maybe make new look for Korybantes or Deimos and use it as 3rd tier.
« Last Edit: 03 November 2018, 17:22:22 by nargil66 »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #116 on: 18 December 2017, 21:32:19 »
Here is a mix of Deimos and Korybantes, the bump texture i made is giving me problems tho. It became too flat and more glossy than i wanted it to be. I have very little experience with making bump maps, another skill i have yet to learn.



Edit: Went back to origin Deimos bump and changed the texture instead. Here is new concept of the tiered spartoi:

« Last Edit: 03 November 2018, 17:23:14 by nargil66 »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #117 on: 20 December 2017, 15:40:14 »
Back on Artemis tree. The Nymph's Herbal Remedy is fixed, thanks to BG. Added icons and mastery description. This is how it looks for now:



I'm not completely satisfied with the icons tho. Some are too light, others oversaturated. I'll fix them in future, as well as tweak some of the Ares icons. But right now im kinda lazy to do it :) I want to make some of the other mastery trees. Since many of the masteies are incomplete in drafts, there are 3 choises for now:

1.Apollo
2.Athena
3.Hephaestus

Which of these masteries you want to see next? This time it's your choise :).
« Last Edit: 20 December 2017, 15:42:52 by nargil66 »

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Offline Typhon

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Re: Deities Mod - Early Development
« Reply #118 on: 20 December 2017, 16:10:27 »
Hephaestus sounds like a cool one :P
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Offline sauruz

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Re: Deities Mod - Early Development
« Reply #119 on: 20 December 2017, 16:12:57 »
i would like to see Apollo, that mastery sound like very support type, which is great :)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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