Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 2573 times)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #30 on: 24 March 2019, 01:20:37 »
ohh its Sticky, very thanks :)

Today i hadnt much time working on the mod but started to put ingame the new maenads ranks.

How they will work,

the trash ones, are still humans , fanatic group know as The Bacchaes,

-The Maenads will be turned into champions , there will be 6-7 new to slay , the existing ones will be revamped in terms of skills. Did you know the Maenad rouge and shadowblade are the same in terms of skills etc ? well not anymore

-rabid wolfs ( fast in terms of speed and deals alot of bleeding dmg)


I checked the Dionysus myth, but ofc i changed the base concept in my point of view.

Also big thanks to Nargil to let me use some the skins found here (https://titanquestfans.net/index.php?topic=32.0), making the work more faster.
"Welcome to new home, be nice and strong ! "

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #31 on: 25 March 2019, 01:42:02 »
Maenads are done, made few more types into the groups. They look great.

Tomorrow i will look into dark satyrs, still thinking if i will make a different pool for the new types or mixing all toghter into big pool.


So far..so good, no crash atm, i learn how to put various textures/meshes/bmps of a single creature  in one dbr file, this make the  monsters more unique in colour diversity.

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #32 on: 26 March 2019, 12:34:12 »
Man!!, i cannot wait to show what i have done  on past days!

Satyrs shamans actually heal and attck,
Trash dark satyrs soldiers vastly improved, they are real soldiers now ( from wearing armor and having passive skills)
12+ new satyrs champions.
Satyrs brutes are bigger and buffs their allies.
Many more..

Cannot describe how happy i am, Tomorrow will make 1 month since i started play around with textures, to this day still cant belive im actually "modding"..

Thanks you all for the support.
"Welcome to new home, be nice and strong ! "

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #33 on: 27 March 2019, 17:18:05 »
Enought of chat, heres another play video,



I already nerfed a litle of ensare % rate, at some point was turning non stop trapped :) and some skill bugs.

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #34 on: 28 March 2019, 17:30:44 »
cleaned some spawn pools along the way, i mean why they put the awekening dead post megara ? filling the litle space of exhuman dead, that only spawns in that place.

Finished the hight lv dusky/crows

I will see if i can start today the ratmans our fen itchians
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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #35 on: 28 March 2019, 18:47:52 »
Nice video :) What animations are the Cyclops using? Its different.
Quote
Cannot describe how happy i am, Tomorrow will make 1 month since i started play around with textures, to this day still cant belive im actually "modding"..
What you do IS modding, no need for the "" :D Btw, did you managed to make the hair helmets appear?

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #36 on: 28 March 2019, 20:32:47 »
Nice video :) What animations are the Cyclops using? Its different.

Thanks :D! I found those unused animation ingame on the viewer.exe there are named as:

- Creatures\monster\cyclops\anm\cyclops_brute_unarmed_attalpha.anm
-Creatures\monster\cyclops\anm\cyclops_brute_unarmed_attbeta.anm
-Creatures\monster\cyclops\anm\cyclops_brute_unarmed_attgamma.anm

Pretty cool for giants type monsters :p


What you do IS modding, no need for the "" :D Btw, did you managed to make the hair helmets appear?

Sorry, i complety forget to replay the pm.
I think i got it, it worked on a dummy text i created, but i will leave this for a later stage since the girls are using few differents types of meshes and im lazy to fix that lol. its on my to do list.


Sometimes i dont understand the game, i copy a skelleton warrior i created to exhuman skellies pools , now he is having issues on doing basic attacks.

I just changed the mesh  nothing else, egh
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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #37 on: 28 March 2019, 21:03:43 »
1st time watching the video.. i thought you weren't gonna touch the masteries but what was that rock like thingy your character threw at the beginning of the video? it looked cool though.. seems like a lot of archers/projectile based monsters.. looks like it's gonna be fun  ^-^
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #38 on: 28 March 2019, 22:20:04 »
1st time watching the video..

Thanks :D!

i thought you weren't gonna touch the masteries but what was that rock like thingy your character threw at the beginning of the video?

i think you are speaking the dvger bomb skill from reaver helm im using , its a good SOS abilitie lul

it looked cool though.. seems like a lot of archers/projectile based monsters.. looks like it's gonna be fun  ^-^

I hope it bring alot of fun! It seens the game is enjoying spawning more  archers and hoplites types :p
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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #39 on: 28 March 2019, 23:14:12 »
i think you are speaking the dvger bomb skill from reaver helm im using , its a good SOS abilitie lul
ahh right.. i don't have one yet so i didn't know.. i had to check tq-db.. i want one.. cooldown is 2 secs, does it proc very often?

edit: or is it an active skill?
« Last Edit: 28 March 2019, 23:16:26 by botebote77 »
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #40 on: 28 March 2019, 23:23:36 »
i think you are speaking the dvger bomb skill from reaver helm im using , its a good SOS abilitie lul
ahh right.. i don't have one yet so i didn't know.. i had to check tq-db.. i want one.. cooldown is 2 secs, does it proc very often?

edit: or is it an active skill?

its a point and click skill, pretty strong imo
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Offline Bumbleguppy

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #41 on: 29 March 2019, 18:23:02 »
Now you're on the trolley!

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #42 on: 29 March 2019, 23:34:42 »
Now you're on the trolley!

Now my life is complete !  your post made my day :D


Updated the rock harpys groups , no ideia why old dev team  created a type of harpys and skelletons just for 1 zone ( pos-megara), well gonna try fix that.

Do you know why sometimes you walk into a zone and no monster appear ? well, its because most of proxies have 95% of spawn change, thats mean 5% chance whole proxy dont appear during your game play. oh and % rate in this game is complety different , 5% can mean 50% our vice versa. I will try  import every single proxie and put then all 100% chance.

Fixed the issue on  my skellie asassins, i removed the skills he had in skill tree, i have no ideia why the skills were causing issues on him, i just changed his mesh ( from white to yellow), nothing else, weird man

Had a very good time re visiting my old zones to see the new monsters acting, i can say i died a few times , im not sure how this will go on low lv characters, but is not gonna be a easy ,hehe, but its good dam fun, seeing the great monster diversity, abilities and so on.

btw the mod right now have 160 NEW monsters already working ingame and i still arrived at parnassus, plus i have several on waiting list.

I still ddint touch the bosses ( except the helos shaman and the big brute blocking the road) , i will leave then as last thing to do, since they are the easiest part, i will focus on finish the whole trash+champions groups 1st.

I will start working on ratman groups later tonight.


side note: anyone know the current skill names on rune mastery skills in artmanager ? because most of then have different names and i cant figure out who is who :(
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Offline Bumbleguppy

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #43 on: 30 March 2019, 01:14:20 »
Thunderstrike = records\xpack2\skills\runemaster\arcattack.dbr
Unleash = records\xpack2\skills\runemaster\arcattack_unleash.dbr
runeweapon = records\xpack2\skills\runemaster\runeweapon.dbr
MAgical Charge = records\xpack2\skills\runemaster\runeweapon_bonus.dbr
Energy Drain = records\xpack2\skills\runemaster\runeweapon_sustain.dbr
Transmutation = records\xpack2\skills\runemaster\runeweapon_conversion.dbr
Runeword: Explode = records\xpack2\skills\runemaster\explodingstrikes.dbr
Runeword: Burn = records\xpack2\skills\runemaster\explodingstrikes_embers.dbr
Reckless Offense = records\xpack2\skills\runemaster\hailofaxes.dbr
Energy Armor = records\xpack2\skills\runemaster\forceshield.dbr
Runeword: Absorb = records\xpack2\skills\runemaster\ManaAbsorb.dbr
Sacred Rage = records\xpack2\skills\runemaster\shamanrage.dbr
Frightening Power = records\xpack2\skills\runemaster\shamanrage_frighten.dbr
Menhir Wall = records\xpack2\skills\runemaster\menhirwall.dbr
Guardian Stones = records\xpack2\skills\runemaster\menhiraltar.dbr
Rune of Life = records\xpack2\skills\runemaster\liferune.dbr
Runeword: Feather = records\xpack2\skills\runemaster\lightweight.dbr
Runic Mines = records\xpack2\skills\runemaster\mines.dbr
Freezing Mines = records\xpack2\skills\runemaster\mines_damage.dbr
Seal of Fate = records\xpack2\skills\runemaster\runecircle.dbr
Aftershock = records\xpack2\skills\runemaster\runecircle_aftershock.dbr







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Offline WNG

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #44 on: 30 March 2019, 10:36:10 »
Looking good. Are you only adding Champion units or are you also adding Hero monsters?

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