Author Topic: Deities Mod - Development Thread  (Read 16054 times)

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #390 on: 30 October 2018, 03:23:20 »
Thanks, Sauruz! :)

Offline efko

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Re: Deities Mod - Development Thread
« Reply #391 on: 30 October 2018, 04:17:12 »
Great day for TQ game :)
discord: efko#5979
╚►They say "Before you die your whole life flashes before your eyes…". Make it worth watching. It's true, even for a blind man... ◄╝
              ╚►It is said some lives are linked across time, connected by an ancient calling that echoes through the ages ◄╝

Offline nhokgate211

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Re: Deities Mod - Development Thread
« Reply #392 on: 01 November 2018, 12:19:22 »
This thread is now only for development notes, update info and discussions. For overview of the mod see here:
https://titanquestfans.net/index.php?topic=38.0
how to install ? for TQAE

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #393 on: 01 November 2018, 14:38:46 »
how to install ? for TQAE
Unpack the achive and place folder "alphadeities2" in "My Documents/My Games/Titan Quest Immortal Throne/Custom Maps" and play the mod from Custom Game menu.

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #394 on: 03 November 2018, 18:08:46 »
Many of the old missing pictures from the old image site are restored, just if someone wants to see the progress untill today.
.

Offline Mausi

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Re: Deities Mod - Development Thread
« Reply #395 on: 04 November 2018, 14:28:27 »
Huhu nargil!

i play your alpha version and it looks great! But i miss a masterie who is similar to spirit...

is it right that shield ram don`t work with throwing weapons?

Greetz
Mausi


Offline Mausi

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Re: Deities Mod - Development Thread
« Reply #396 on: 04 November 2018, 19:54:31 »
ok, found no edit-button, so sorry for this post ...

I've played to Arachne now (selffound) and the char feels good, it's going well, but not overpowered. Against undead it is a bit tricky, but its no problem with a relic of Zeus` thunderbolt in the sword also. There is no skill so far that I have something to complain about, everything ok so far.

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #397 on: 04 November 2018, 20:35:51 »
Thanks for the first feedback, Mausi, much appreciated!
On your questions - Shield Ram is around the same as vanilla Shield Charge, i think none of the charge skills works with thrown.
About the Spirit mastery - Hecate will be similar to vanilla Spirit, probably one of the next masteries to make.

Offline MedeaFleecestealer

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Re: Deities Mod - Development Thread
« Reply #398 on: 05 November 2018, 07:36:40 »
Huhu nargil!

i play your alpha version and it looks great! But i miss a masterie who is similar to spirit...

is it right that shield ram don`t work with throwing weapons?

Greetz
Mausi

Hey Mausi, welcome.  Glad you found us at last.  :)

Offline Mausi

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Re: Deities Mod - Development Thread
« Reply #399 on: 05 November 2018, 16:49:22 »
Hello Medea!

I have been registered here for a while, but have always only read so far... :D

And sorry for my bad english...


« Last Edit: 07 November 2018, 11:31:03 by Mausi »

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #400 on: 06 November 2018, 20:38:44 »
Imported the old Hecate skills in the new database. Have to change and fill alot, before its ready.
I'll try to focus only on Hecate untill the mastery is finished.

Offline Mausi

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Re: Deities Mod - Development Thread
« Reply #401 on: 07 November 2018, 10:48:55 »
Interim conclusion:

So far I have no problems with my Miss Deiti, but some comments on various skills:

Endurance: "Wow!" - Skill, but in my opinion overpowered. The recharge time is much too low for this great skill. I would make that much higher, as I see this skill more as support for (end) bosses and big chunks, more like colossal form. The recharge time could be more longer, as the skill is just too good to keep it active. For that one i would make higher resistances and would reduce the duration...

Call of Phobos: I scooped away because of the fear. The other effects fizzle when I have to run after the monsters. Fear is already on "Intimidate". Instead, I would remove the paralysis from Call of Deimos and make it on Call of Phobos. Call of Deimos could get some extra damage instead.






« Last Edit: 07 November 2018, 11:33:46 by Mausi »

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #402 on: 07 November 2018, 14:32:05 »
Ok, what if Endurance targets 1 creature only, and with increased cooldown? I really dont want to move it higher, because it will force me to move other skills... my idea was every mastery to have 4 skills at every unlocked tier. About lower duration and increased resists, it sounds as a good idea.

Call of Phobos - i knew that players will complain about fear effect  ;) But Phobos is the god of fear and son of Ares. He just has to be in the mastery.
Now that i think about it - different people (or animals) react differently to fear, not always run, some even can attack you... Hmm. How about adding a chance for different effect - 33% to Fear, 33% Taunt and 33% Immobilize? Or something similar?



« Last Edit: 07 November 2018, 14:39:46 by nargil66 »

Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #403 on: 07 November 2018, 17:16:58 »
Most of the pets in Hecate are relinked and using their animations. Ima do some tweaks on lampades and maybe attach their semi transparent hairs separately. Reason is when i use StandardBlendedGlowSkinned shader on the entire lampad mesh, some undesired parts of the mesh also become transparent.
There is a tutorial from Vio on how to make pets of the same skill level to spawn with different skill sets. The trick is onequip skills in the weapons they use. Might try it with lampades... so you can really summon a random daughter of the Five Rivers :)

They use new animation on spawn, also die a little more gracefully...



Edit: Since i installed GeForce Experience, normal recordings are muted, and Shadowplay doesn't run  :( I dont think i meet the requirements.
« Last Edit: 07 November 2018, 17:22:56 by nargil66 »

Offline Mausi

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Re: Deities Mod - Development Thread
« Reply #404 on: 07 November 2018, 19:08:57 »
Quote
Ok, what if Endurance targets 1 creature only, and with increased cooldown? I really dont want to move it higher, because it will force me to move other skills... my idea was every mastery to have 4 skills at every unlocked tier. About lower duration and increased resists, it sounds as a good idea.

Call of Phobos - i knew that players will complain about fear effect  ;) But Phobos is the god of fear and son of Ares. He just has to be in the mastery.
Now that i think about it - different people (or animals) react differently to fear, not always run, some even can attack you... Hmm. How about adding a chance for different effect - 33% to Fear, 33% Taunt and 33% Immobilize? Or something similar?

It`s your mod and you can do what ever you want... ;D
The adding of a chance for the different effects sounds good and yes, i know that not all monsters run away - i will give this skill another chance when i`m in the tower of justice - it could be useful against the machae...
I´m sure you do the right thing and you do a great job, go on!

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