Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 25027 times)

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Online sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #225 on: 17 August 2019, 19:23:18 »
Added 2 new swamp turtles

Revamped corrupted Turtle texture

Added 5 turtles heroes

Added 2 new wendigos types

Added Wendigo hero ( you might know him :) )

Reverted Greek telkine controller ( he should not attemp to runing away from you......why he should ? hes boss !
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Offline mvlad954

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #226 on: 18 August 2019, 08:57:37 »

Added 2 new wendigos types

Added Wendigo hero ( you might know him :) )

Reverted Greek telkine controller ( he should not attemp to runing away from you......why he should ? hes boss !
Wendigos,eh?Will they be similar to those in Grim Dawn?Im assuming they will deal life leech damage.
I would really enjoy the new telkine controller.It was annoying that he would just run to a corner and you had to beat him there.
Btw,do you plan on adding new MIs or relics in the future for some of those new monsters?

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Online sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #227 on: 18 August 2019, 09:29:06 »

Added 2 new wendigos types

Added Wendigo hero ( you might know him :) )

Reverted Greek telkine controller ( he should not attemp to runing away from you......why he should ? hes boss !
Wendigos,eh?Will they be similar to those in Grim Dawn?Im assuming they will deal life leech damage.
I would really enjoy the new telkine controller.It was annoying that he would just run to a corner and you had to beat him there.
Btw,do you plan on adding new MIs or relics in the future for some of those new monsters?

Not from grim dawn, they are more like from diablo 2

https://diablo.fandom.com/wiki/Gargantuan_Beast

Some variant have a chance to stun on hit , physical or fire bonus dmg ( they also cast their original sounds :) )

I had to change the 1st telkine controller, because in the AE the devs changed his behaviour, when you stand close to him, he would just run away, messing with his skill files , standing immobile, if you check the IT Telkine vs AE Telkine in youtube you can spot the differences pretty fast. If isnt broke why change it , right ?

About itens, i dont know, right know i dont have much knowladge in terms of  creating itens, as for charms i would like to create more and revamp the existing ones, but i will leave that when i close to complete the whole mod ( all acts)..it also depends on the mod future, if it becomes.. well, lets say semi popular ( in my terms, means atlast 1-2 people enjoy playing it) i will think on doing charms more earlier
« Last Edit: 18 August 2019, 09:33:01 by sauruz »
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #228 on: 19 August 2019, 01:50:40 »
Nerfed a litle the spider boss ( was bit depressing facing as melle) i think its okay now

Adjustments on some monster dbrs.

Changed the monster  spawm formulae

Linked my custom new respawn fountain to the game map (havent reach yet, hope it is working :) )

Created new msh for karkinos and Crete Spider boss

Created New mesh centaur race, lets say its pretty original :) ( still missing textures)
« Last Edit: 19 August 2019, 01:52:21 by sauruz »
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #229 on: 22 August 2019, 10:54:56 »
570 monsters so far and still more to come

I just found another thing...you know the spiders in act 1 ? yes..They dont have any armor in epic or legendary...what a mess, really, they have 30 armor in normal and thats it, and its from orbed champions lv 15

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #230 on: 25 August 2019, 23:55:06 »
-More monsters added

-New itchians meshes

-New bosses/heroes added

-Adjustment on some monsters dbrs


Guess who Return to TQ !
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #231 on: 28 August 2019, 10:25:36 »
Completed yesterday with my sage (spear focus) the act 1, telkine fells just right, he doesnt run like a fool anymore , wich is what i wanted.  ended with lv 26, not sure if i should change more exp equation or not.

I fell the game difficulty is in good position, there were a few annoying combos ( spellbreaker in 4-5 secs non stop) had to change it before i went crazy :)

Yesterday i played a bit with pse editor and made 3x skills for my bosses ( 2x aqua type based and other bloodish looking cloud)

Made shrine buffs immune ( thanks to W.N.G) to any spellbreaker abilitie, was getting annoying , taking the shrine and 1 sec after boom its gone :D lol

Restored 3x uneused shrines buffs ( 1x  boost moviment speed , 1x that gives mana and the final one boost your physical defenses for short duration of time).

Right now what i need to do i just redone/made couple textures and thats it.

Sorry if its taking to long, i wish i was more faster but i can tell you its worth the wait :)
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #232 on: 29 August 2019, 15:39:23 »
4x Boarmen Heroes added

1x Boarmen Boss added

New Boarmen clan added

1x Harpy champion added

Updated Texture on couple Harpy (s)

2x Itchian Heroes added

1x Minotaur Boss added

Updated Minotaur Lord texture

Couple Monster file skill adjustments

Added new monster heroes and bosses names to Tex Strings
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #233 on: 31 August 2019, 10:21:14 »
Added 2x new bosses

Added 1x limos hero

Added 1x spider hero

Added 1x boar hero

Changed Telkine Minoan Statues textures/mesh to fit to the theme

More adjustments in here and there.
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #234 on: 01 September 2019, 22:33:55 »
Added couple more rooms to Labyrinth,( if you open the Labyrinth map in the editor you can see there is half empty space to fil in the map, so why not, right ? )

Updated Helos Shaman Texture

Updated few Satyrs Textures

Added 3x more Mountain Satyr champions

Addded more ranks to a special Satyr clan

Added special Eurynomus boss

More Adjustments here and there
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #235 on: 03 September 2019, 23:37:26 »
Whos ready to face Armored Cyclops :-)



Lets see if i can add a helmet  ::)

Edited : Made it



Another news is the Mod will come to your hands this month ( ifs is still going well..cross fingers  ). Just tested in another pc is so far everything is working as intended

September couldnt be better , hum :p ?
« Last Edit: 04 September 2019, 00:09:39 by sauruz »
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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #236 on: 04 September 2019, 18:02:48 »
Well done on that Cyclops. And gl with upcoming release :)

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #237 on: 06 September 2019, 13:53:08 »
Thanks Nargil! Hope that as well!


-Updated few textures on couple Satyrs

-Changed Harpys race to beastmen ( it was beast before, i dont know wht they are tagged that way, since harpys are a mix between animal and human)

-More adjustments

-Buffed couple bosses resistances and xp


Doing more playtesting, The prince of blade smash my face 3x time as i trying to ran away ... as i want to be >:D
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #238 on: 06 September 2019, 14:01:46 »
Keep it up, keep it up.

Even if I am more of a 'I'm waiting for full release' kind of guy.

Patiently waiting.

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #239 on: 07 September 2019, 19:13:23 »
I had sucess adding boss layer in the map. Boss layers is the boss music that only shows up when you face the boss. Its Pretty coll!

All Custom Bosses you will face will have their batle music theme . You know what that means. If you hear a music swap while playing , just run :D
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