Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 14635 times)

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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #210 on: 31 July 2019, 22:54:59 »
Champions are truly champions, they no longer are trash monsters with yellow name as in vanilla. They are tougher,  dangerous and smart.
Sounds cool and challenging, similar to what i had as plan for a world mod... only mine is still on paper, while yours is real. I sincerely admire your hard work. You rock dude  8)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #211 on: 01 August 2019, 00:10:03 »
Thank you for the kind words Nargil!

A Preview what Nessus Batle look like, all bosses in the mod will be similar as this , in terms of hp/dmg/skill

"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 #212 on: 02 August 2019, 19:49:33 »
-All new characters ( lv1) gains extra 800 gold ( see this as helping hand, now you can buy some pots or gear )

-Added a Caravan and Mystic in Sparta ( Since you can get some nice stuff along the way and instead going back to Helos, you can continue on  forward )

( As the Mystic since the 1st one you find then is in Delphi, and it will be a long way, i added one to early game, so you can play around your skills early)

-Some minor adjustments here and there.
"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 #213 on: 04 August 2019, 14:04:57 »
 Giant Turtles Have a new made mesh



Do you know quest monsters like satyr brute  / pandarus / flaming boarman etc dont have ANY ARMOR  at all ? No wonder they all squishy , because they are using armor file that doesnt exist ( atlast i didnt find it ). So i replace their armor file as same as the other monsters.

You can see this exemple, the Giant Limos have 15 armor and look to Zombie captain ( champion) have 36 armor.

Nothing to say
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Offline Torstein159

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #214 on: 04 August 2019, 15:32:56 »
Do you know quest monsters like satyr brute  / pandarus / flaming boarman etc dont have ANY ARMOR  at all ? No wonder they all squishy , because they are using armor file that doesnt exist ( atlast i didnt find it ). So i replace their armor file as same as the other monsters.

You can see this exemple, the Giant Limos have 15 armor and look to Zombie captain ( champion) have 36 armor.
Interesting find! Kind of a big overlook, hopefully the boarman wont be a one-shot anymore in Titanomachy :>
Avatar artwork credits to the amazing WNG :>

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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #215 on: 04 August 2019, 15:51:06 »
Nice find on those missing armor values. You really went in-depth to fix neglected things by the devs.
That giant turtle mesh looks great!

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #216 on: 06 August 2019, 00:27:22 »
<3 you all! Thanks everyone for being so suportive, couldnt arrive this day without all of you.

Adjusting exp char formulae since i was lving to fast with vanilla xp, right now im using SV exp formulae but i need to reduce litle i think.

My Test dummy arrives at Boetia at lv 20.



Blames on me, i stand to much time looking at my models and i forget this is not safe place anymore  O:-)

Last 4 deaths was vs Ino, the armor file helped alot on quest monsters ( the purple ones)
"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 #217 on: 07 August 2019, 17:06:17 »
Arrived to Parnassus Hinterlands, lv 21 ( i still didnt changed xp formulae, YET, i want to see what lv i reach to the end of act 1 ), Things are smooth, in terms of balance, so far i didnt needed to nerf any monster/boss so far ( except few animations/controls/textures), wich is good.

Few deaths along the way :) , nothing to be upset about.

Created New Mesh for Arachne and Satyr brute bosses.

Now the good news/bad news.

The Good News is (with Nargil permission) i merged his extra caravan into my mod, every character you create in Titanomachy will have bigger inventory space to collect every single goodie you found in your journey(s)

The Bad thing : Sadly i couldnt get work the transfer caravan extra space, i was getting errors on my side ( in terms of locked space and relic vault being locked for good) on last 2 days i went trying to fix this but no sucess, for now i gave up about this matter, maybe later who knows.

For now extra Inventory works and is fine for me, caravan space is same as the vanilla, sorry.
"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 #218 on: 09 August 2019, 12:36:58 »

Gameplay Video :  Way to Athens

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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #219 on: 09 August 2019, 13:36:25 »
Neat. I like those wild horses and the daemon girls. I only wonder what they are, the Bandicam watermark covers their names.

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #220 on: 09 August 2019, 14:53:08 »
Neat. I like those wild horses and the daemon girls. I only wonder what they are, the Bandicam watermark covers their names.

I know it sux, the pc in working it is kinda old, the nvidea record program only work with gtx driver if i remenber correctly, for now i use bandicam

Daemon Girls are Corrupted Rogues (Based from diablo 2 ) - https://diablo.fandom.com/wiki/Corrupt_Rogue
Wild Horses are Diomedes Mares ( Man eater Horses) - https://www.greekmythology.com/Myths/Monsters/Mares_of_Diomedes/mares_of_diomedes.html
"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 #221 on: 10 August 2019, 03:35:22 »
Been creating new Cool ( atleast for me ) meshes for some creatures ( satyrs / skelletons / and plenty others) the results are very positives ( working fine ingame)


Ive got my 1sts crashes while playing with my test driver, can you guess the spot ?

You guess it right, the Monster camp Before Athens, yhea..Stupid area, its very instable. I  Went to the editor and removed some extra proxies i added... and so far that did the trick.

Things like this makes me a lilte upset, but since its resolves the problem i dont mind. ( After a while lol)


To modders out there be carefull when you increase the density in that area. ( Whole AThens Batlefield)
"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 #222 on: 11 August 2019, 20:28:58 »
Finish The actual content ( act 1 ) just now, few deaths along the way, most of my deaths was cause as layzness to buy pots.

Didnt find any major bugs, wich is perfect.

About balance, i only had to touch a bit the spellbreaker type monsters , they were casten that skill way often.

Died 3 times against Telkine , had to increase the CD of some skills.

Btw its just me or the telkine ( greek one) is having troubles casting the mind control blast skill ( the aoe skill that convert your pets ) ? He just used that skill once during the batle, i also notice that behaviour in vanilla. Can anyone confirm this ?


Things to do

-Change exp formulae ( i finish with lv 29 and i was using SV exp formulae)

-Put bosses / heroes monsters in some places

-Redone few old texture, since i know i can make then a litle better.

-Fix some kinky animations


Well, back to work.
"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 #223 on: 13 August 2019, 17:14:44 »
-Changed Starting Intro Music ( Road to Helos)

-Added Goat Raiders and Pigs in Helos
"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 #224 on: 15 August 2019, 00:24:29 »
Added 11 new zombies across Greece ( 3 of then are heroes/bosses)

Rework a couple karkinos textures
"Welcome to new home, be nice and strong ! "

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