Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 7995 times)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #60 on: 08 April 2019, 01:52:17 »
Want to share what ive been working on past weekend, i must say its looks like a true war camp, no ? :)

Sometimes... the hero dies in the end... ;)

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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #61 on: 08 April 2019, 02:25:29 »
Woah, nice work... that is normal difficulty? It seems quite challenging, even for lvl 47 :o
Also, you have added new custom music to the map?

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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #62 on: 08 April 2019, 07:41:37 »
lvl 47 with 2755 HP (that's high for act 1 normal)
and it doesn't take crit damage except when it was ensnared
and it's still taking too much damage
sauruz must love seeing character graveyards  :))
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #63 on: 08 April 2019, 10:45:06 »
Woah, nice work... that is normal difficulty? It seems quite challenging, even for lvl 47 :o
Also, you have added new custom music to the map?

First thank you! yes it is normal difficulty  ^-^, I still didnt put new music into the game yet, its just youtube background audio .

No worries about balance, everything will be look at before  release.


lvl 47 with 2755 HP (that's high for act 1 normal)
and it doesn't take crit damage except when it was ensnared
and it's still taking too much damage
sauruz must love seeing character graveyards  :))

Dont look at my test driver to serious, she have crappy itens no resistances/status. Im using it because its my hight lv char in vanilla in this pc.

I admit i might went to crazy on some monsters, specially the blood mages, but as i said,  i have the nerf hammer ready to use when i playtest the mod.

Aside of that what your toughts ? I think i had sucess in terms on diversity
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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #64 on: 08 April 2019, 12:02:05 »
I'm not complaining  ;)

my thoughts? just make sure act 2 is not easier than act 1.. and make sure bosses are not easier than ordinary mobs
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #65 on: 08 April 2019, 18:11:02 »
I'm not complaining  ;)

my thoughts? just make sure act 2 is not easier than act 1.. and make sure bosses are not easier than ordinary mobs

 ^-^

Thats the plan



Somtimes i dont understand the game math, i went back and redone every dark satyr proxies, because i didnt like the big amount of mounted archers in every pool, for unkown reason the game enjoyed spawming then.

With the Mountain Satyrs i didnt have any issue, as you can see in the video, theres BIT of every enemy type, but in the dark satyr is not happening.

Anyway, after  several attempts i think i fix it.

Added few more dark satyrs proxies in some areas, because it looked kinda empty  O0

The mod is starting  to look cool and fun, imo.
« Last Edit: 08 April 2019, 18:13:14 by sauruz »
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #66 on: 09 April 2019, 23:12:26 »
Ready to face the true horrors from beyond ?





Desecrated dead groups ( the last type of skellies in greece) are done. You will not find then in Knossos


Tomorrow i will start check the gorgons.
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Offline Bumbleguppy

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #67 on: 10 April 2019, 00:20:47 »
Having worked with that particular patch of the map, don't you wish there was a "cliff" tool in the map editor? Like, actually fall and take damage and can't get back up?

That would be perfect for that spot, you could drink a pot while you jump off the cliff COWABUNGA!!

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #68 on: 10 April 2019, 01:29:49 »
Having worked with that particular patch of the map, don't you wish there was a "cliff" tool in the map editor? Like, actually fall and take damage and can't get back up?

That would be perfect for that spot, you could drink a pot while you jump off the cliff COWABUNGA!!

Oh yes, that would be pretty fun  :)

Also  would be hilarious to have the option, when the a player is on the cliff/ high spot, he could jump right to the batle. Taking bit from self dmg from the jump ofc. Ahah


Talking about cliffs..made a trash cyclops type, that just  throws rocks  against player  :))
« Last Edit: 10 April 2019, 01:31:50 by sauruz »
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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #69 on: 10 April 2019, 22:31:39 »
hey just something you can include on your notes for act 2.. I'm not that familiar with Egyptian mythology, i only know a few things

Set - god of chaos.. i honestly don't know why Set is not in the game.. Set is probably one of the most (if not the most) evil in Egyptian myth.. he is said to look like human with an animal head.. what the animal is, nobody knows for sure.. like a mix of whatever

https://wikipedia.org/wiki/Set_(deity)

although if you include Set, i think he deserves to be a major boss in act 2

Apep - this is the arch-nemesis of the god Ra or goddess Bast.. he is said to look like a giant snake.. when there is an eclipse, ancient Egyptians believed Apep to be swallowing the sun

https://wikipedia.org/wiki/Apep

Anubis - equivalent to Thanatos of Greek myth, or more popularly equivalent to Death.. when a person dies, Anubis is said to weigh the person's heart with the feather of truth.. said to look like a human with the head of a jackal

https://wikipedia.org/wiki/Anubis
« Last Edit: 10 April 2019, 22:37:22 by botebote77 »
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #70 on: 11 April 2019, 02:12:02 »
Thank you botebote for the inputs, i will look at this carefull when the act 2 comes.

Since im speaking in act 2 im planing add some monsters from diablo 2, like sabre cats , Unraveler ( those dudes that resummon undeads over and over) and the famous eletric beetles  >:D O0, but this is for another time.


What i did today.

-Thanks to bumble i made a very cool monster spawns for some undeads, for exemple when you kill a zombie captain it release a group of corpse maggots, or swarm of flies. In some kind of realistic way

-Gorgons, added few new champions and 2x trash ones. Champion gorgons have a chance to petrify you, also they are immunes to petrify skills and have a huge resistance against poison and the element they are based.

-Replaced a few monster names with some of names found here (https://titanquestfans.net/index.php?topic=931.msg10714#new)


Tomorrow i will adjust some gorgons values, built the crone/ crag (?) harpys, and if im fast enought focus on athens marsh theme pools.
"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 #71 on: 11 April 2019, 18:46:39 »
So far..

-Gorgons are complete, created a new champion ( summoner that summon...snakes !)

-Started Redone the monsters after gorgons cave to Athens

-Created 1 trash variation of boars
-Created a new type of centaurs only for this area, improved all centaurs champions, i didnt liked why you faced lv 10 centaurs there..carefull they are faster than their cousins

Added few extra proxies , here and there.

Oh also i closed that shortcut to kepsio valley, so  the player must cross the bridge  ^-^
"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 #72 on: 12 April 2019, 01:02:29 »
Extended Athens Marsh and create a new arena for Hydra boss. No more pull the darn boss for mistake :)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #73 on: 12 April 2019, 14:10:31 »
When i was looking into the monster batleground , before Athens, i was wondering.. what else its needed for that area.

You know what it needs ? Reality, a feeling of a true monster invasion, a constant batle against time. Hope and Misery.


So i added along Batlefield a few human soldiers squads, trying to fight off the invasion :)



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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #74 on: 14 April 2019, 00:02:26 »
Hurray! :D :D ;D ;D :D

Made my 1st cave into the game :), isnt big but its full of  dark creatures :)


Adjusted some monster skills and minor things.

Athens is actually under siege, in every side! Can you save the city ? A Frontier between humanity and Extincion..

Completed the monsters groups  in athens, there some changes i need to do on some caves but i will leave as last, because it takes some time and testing, i prefer doing the fastest work 1st.

Tomorrow or Monday i will start working on Knossos,  >:D
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