Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 11235 times)

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Online Bumbleguppy

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #195 on: 08 July 2019, 16:04:34 »
I wonder if it is even possible. sauruz would have to master the monster ->character ->defaultTeamMajor and defaultTeamMinor settings somehow.

There are default dropdown lists under defaultTeamMinor like TeamMinorMonster_Red and TeamMinorMonster_Indigo so it's like the original devs had something in mind for various factions in the monster AI, whether or not is was ever implemented in the game engine.

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #196 on: 08 July 2019, 16:58:29 »
Might be cool ideia, , but for now i will leave that for latter spot.


Im really enjoying seeing what the mod is turning at, with the various monster hordes charging at you, plus with epic music in the background..its  so beautiful. ^-^


What i did:

-Added new lv in the dungeon around Athens, I think you have seen it from another place  8)

- Redone jacinto ( zombie hero found in Mortuary camp), she (?) is more toughter and poison based, i made for her a  kamikaze zombies summons ( very fast zombies with low hp that cast poison pool on death) its very funny to see ah ah

-Redone Giant limos boss batle, gave him a boss chest. Hes no longer faster ,  also i change limos leech skill to drain mana as well :)

-Didnt changed much Alastor in terms of stats, changed his base summons .

-Added Monster incubators in Athens Catacombs , a devious gate, that spawns random monsters into the world.


Plans to do later today.

-Improvements on some monster files

-Add a new side lv for Catacombs

-Re update some old monster textures

-Add 1 type of crow / cyclops.

-Add Ratman boss
"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 #197 on: 10 July 2019, 14:42:55 »
What i did

-Added 3 bosses around Athens

( one of then :) )

-Made 2x new dungeons to explore

-Various dbrs improvments


Already started revisting Crete while ago, need to re implement the music tracks, since they were deleted with lastest xpac, no big deal, but need to paint the whole areas again, thankfull the island is not so big.

Plans:

Adjust monsters pools

Adding more monster types ( golens/nemean lions/bats)


Litle Backstory in new Knossos

-The path leading to Crete wilderness is closed. Need find another way(s)(?)

There are rummors  speaking about a Huge monster invasion approching, more disciplined and organized than anything you faced so far.
"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 #198 on: 13 July 2019, 02:51:23 »
-Updated gorgons textures

-Fixed some dungeon broken doors

-Added 6 new types of itchians

-Added 3 new types of Karkinos

-Added 3 new types of Sirens

-Re implemented crete music

-Changed few names areas in Crete

-Updated eurynomus crete pools

-Added 2 new types of Orthrus

-Added 4 new types of Ratman

-Updated Crete wilderness visuals

-Various dbrs adjustements

Finish Act 1 map changes

Finish Act 1 music changes

uff

I expected to finish the main content tomorrow ( cant believe it either), after that i will do some minor things i leaved behind , like broken animation ( looking at you stupid boar rider), textures for summons for exemple

Then i will finally play! PLAY!! i havent played anything since i started this long journey, im kinda hyped, hope everything goes well!

 O0 ???
"Welcome to new home, be nice and strong ! "

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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #199 on: 13 July 2019, 03:20:53 »
Awesome dude! Does it mean the demo is coming? I almost dont play anymore, but your mod - i'm eager to try it!

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #200 on: 15 July 2019, 00:11:44 »
Awesome dude! Does it mean the demo is coming? I almost dont play anymore, but your mod - i'm eager to try it!

Yes! its is coming!

Sadly i dint have time to move much in this weekend, duo work,  But i did some things , and working on it right now !

What i did today so far.

-6x new bats
-4x new spiders
-Golens


And the big thing

As you notice in Viewer.exe in the Harpy section, you might found a interesting mesh of a harpy ( from old pre alpha stage) heres the pic


I open the harpy msh in msh viewer and why it doesnt work is because it have no bones or hitbox, wich means no animation.

After a couple youtube tutorials in 3ds max i imported the normal harpy bones into the new one.

ITs ALIVEE! worked greatly!

Now i wonder if theres more old alpha msh hidden somehere, i know theres boarmen, but he have his proper animations

edit: 1002 posts o.o
« Last Edit: 15 July 2019, 00:14:02 by sauruz »
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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #201 on: 15 July 2019, 00:46:08 »
After a couple youtube tutorials in 3ds max i imported the normal harpy bones into the new one.

ITs ALIVEE! worked greatly!

And now you are on the 3d trolley, friend  ^-^

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Online WNG

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #202 on: 15 July 2019, 00:47:19 »
Nice finding, looks very nice ^^

Also congrats on with your first thousand of posts!

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #203 on: 19 July 2019, 18:42:11 »
Thank you Nargil and W.N.G!  ;D


Sorry for not posting anyhting on last days, no worries still improving the lefting pieces.

Returned to early zones, as i have a feeling they could be litle better, looked back at some pools and proxies, buffed some, adjusted and nerfed some monster skill changes.

-Extended some early caves , they have their own theme and name.

-Replaced laconia(s) areas musics.


-Started to buff vanilla heroes, adjusted their stat vallues , more mana, and returning some une used skills, ( did you know blast fag ( bat hero) have special fire attack but isnt placed at skill configuration, same as wing leater)
"Welcome to new home, be nice and strong ! "

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