Author Topic: Pantheon Mod - Development  (Read 1115179 times)

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #195 on: 23 March 2018, 18:28:44 »
I'll leave maps for last. It will be very time consuming, and there must be content first. As for maenads, in Dionysus there will be one staff-wielding maenad and two melee satyrs.

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #196 on: 24 March 2018, 15:16:01 »
Hecate skills started to shape. Like 25% of them work like in the draft. Cleaned some skin defects on textures of maenads and lampads. Btw, today or tomorrow might be an update in the textures thread. Not saying what it is ;)

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #197 on: 25 March 2018, 15:27:39 »
Yesterday in a spark of inspiration i figured out how to make almost any human-like character to ride a mount using invisible textures. This is really a dream come true!

Early concept of Maenad ~ Leopard Rider:



There are still many problems with animations and textures, but the main point is it's possible to make.
« Last Edit: 03 November 2018, 17:54:08 by nargil66 »

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Offline Tauceti

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Re: Deities Mod - Early Development
« Reply #198 on: 25 March 2018, 15:33:15 »
Waooooh, that's great !  :)

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Offline Typhon

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Re: Deities Mod - Early Development
« Reply #199 on: 25 March 2018, 17:12:32 »
Looks like she's about to murder her kitty :P
Your inventory is full *Plays intense game of tetris*
Spoiler for Hiden:

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #200 on: 27 March 2018, 12:09:51 »
Update on the leopard rider maenad. I'm not sure if a mounted archer animation existed before, but now it does for sure :P. Animation Composer is an awesome tool - thank you Tamchi, whenever you are :D. The new animation is a hybrid between dunerider bow attack and mounted neanderthal idle animation. I think it looks decent for a first one.
« Last Edit: 27 March 2018, 12:11:29 by nargil66 »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #201 on: 28 March 2018, 01:20:55 »
Final final look for the tiered lampades:



Removed Set Chaos Blade and replaced it with unused dagger from the database for the second tier. Set blade was cool, but this one fits more the witch theme.
Nvm what i said earlier, there will be 2 tiers of each pet, 3 is too much and it force me to make crappy looking 1st tier. With 2 tiers the pets can look good from the start.
Btw, the crafted torches are now saved only for lampades. Satyrs in Helos now carry crude torches (just a piece of burning wood).
« Last Edit: 03 November 2018, 17:55:47 by nargil66 »

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Offline Typhon

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Re: Deities Mod - Early Development
« Reply #202 on: 28 March 2018, 01:23:22 »
Those are some sexy looking knives :D
Looking good so far!
Your inventory is full *Plays intense game of tetris*
Spoiler for Hiden:

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #203 on: 28 March 2018, 16:50:59 »
Found a new way to modding - started playing for real while testing. Its much more fun than making a character with 1000000000 health just for the test. Now i fix and edit things on the run. Right now im in Megara with new Ares/Hecate char.

I started making the poison tree for Hecate. Lots of skills are changed from how they look in the draft. Wolfsbane Venom skill (old Envenom Weapon) is suppose to give 33% of its bonuses to pets. However, it works only for the spartoi and not for lampades. I guess I wont use AttackHit method anymore, it doesnt work. Back to making invisible weapons and fake attack skills... :P

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #204 on: 28 March 2018, 20:51:39 »
Hey, i can use some suggestions on witch-related skills for lampades and empusa. The more i look on the Soulblight skill, the less i want to include it - 90% reduced resists on max level, and its FREE?!? It's OP even if i make it a pet modifier and force the player to invest points in it. Not a chance. Same goes for Wraith Shell. I imagine Hecate's pets to be fragile and relying on life drain and weakening effects.

Ideas of skills i have for now:

Hex (Lampades) - uses purple effect of Study Prey, but it has very small radius or single target only. Not sure what it will do yet :/.
? (Lampades) - dual wield skill, they definitely need some AoE, maybe will give +% elemental and X vitality, not sure about the status effect.

Ternion? (Empusa) - or some triple attack skill. Fits Hecate as a triple goddess.
Weaken (Empusa) - mass curse skill. Maybe this will replace Soulblight. 6 Meter radius -% total dmg, -% total speed for 6 seconds.

I'm open for suggestions on the skills above, or if you have idea for another skill.

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Offline CrocMagnum

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Re: Deities Mod - Early Development
« Reply #205 on: 30 March 2018, 16:08:57 »
What? Putting a Nymph on a friggin’ Saberlion? Man, this is genius. \o/

If you can implement all these features into your mod, then you deserve a preemptive High Five. ^^

You want moar ideas? Ok but more ideas translate into more work for you, I’m afraid. ; D So:

About the Lampades

- Hecate being a the godess of necromancy and witchcraft, I tought about giving lampades a Deathchill Aura. It would allow them to draw the attention of monsters and give the player more breathing space. The range of Deathchill Aura being limited it wouldn’t be as strong as, say, a taunt from a Core Dweller^^. The aura could increase with level however,

About Empusas

- giving the Empusa "Soul Strike", the spell the boss Kallixenia casts. Not only it’s ranged but it also replenished the HP of Kallixenia. Could it work on the Empusa?

- what about giving her some "Mind Control", like Enslave Spirit from Spirit mastery? Every now and then the Empusa could cast this spell to temporarily convert a monster to your side. The problem I see is how to treat the auras of the converted enemies? You know some monsters cast auras that benefit other monsters. Could this short-lived aura benefit the player or its familiars? Could it dissipate easily when the skill runs out? From a modder perspective this could be a headeache,

Voilà. Again whatever you choose I trust your judgement, nargil66.
« Last Edit: 30 March 2018, 16:18:24 by CrocMagnum »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #206 on: 30 March 2018, 18:45:33 »
Thanks, Croc. I had similar ideas about Death Chill and Mind Control. When i return to making their skills, i'll test all your ideas. But today im working on something else:



This is a concept for the Hecterion - a summonable idol of Hecate in her triple form that will work similar to Battle Standard, only it will buff vitality, elemental and life leech. Took me all day to figure out how to make it, but i'm satisfied. It's just a test for now, not yet implemented in the mod.

 
« Last Edit: 03 November 2018, 17:57:41 by nargil66 »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #207 on: 30 March 2018, 23:24:38 »
Second variant:

[missing]

Not sure which one will stay yet. This one is closer to the lore, but i like the first one too.
« Last Edit: 03 November 2018, 17:58:18 by nargil66 »

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Offline sauruz

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Re: Deities Mod - Early Development
« Reply #208 on: 30 March 2018, 23:53:11 »
looks creppy, i like it, (1st one)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #209 on: 31 March 2018, 18:01:26 »
looks creppy, i like it, (1st one)

Yep, I settled up with it. The second may be lore frendly, but first one is cooler.

About Empusas

- giving the Empusa "Soul Strike", the spell the boss Kallixenia casts. Not only it’s ranged but it also replenished the HP of Kallixenia. Could it work on the Empusa?

- what about giving her some "Mind Control", like Enslave Spirit from Spirit mastery? Every now and then the Empusa could cast this spell to temporarily convert a monster to your side. The problem I see is how to treat the auras of the converted enemies? You know some monsters cast auras that benefit other monsters. Could this short-lived aura benefit the player or its familiars? Could it dissipate easily when the skill runs out? From a modder perspective this could be a headeache,

Voilà. Again whatever you choose I trust your judgement, nargil66.

I did some reserarch for Empusa, and you are right with your ideas. In legends about empusas three themes are repeating:
- They seduce mortal men (ingame a single target mind control)
- They drink blood (Life Leech - slow and %)
- They are shapeshifters - i dont know how to represent this ingame yet.

The main theme is of a seducing demon, so i'll change the tier names Shadow Witch/Chaos Witch to Dark Temptress/Dark Seductress.

About Lampades - there is very little info about them, have to improvise. Deathchill its a good idea, but too many undead use it already. Maybe some aura that is similar but more dark-nymphish? Haven't think of anything yet.

Btw, I'm removing Confusion as a status effect from Hecate, even from her poisons. Mandrake now gives % Reduced Resists and % Reduced Dmg for 6 seconds. If you want poison (weaker tho) + Confuse/Fumble, there will be the drunken god Dionysos :P.

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