Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 24735 times)

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #255 on: 02 October 2019, 12:09:10 »
I restored Athens batlegrounds/monster war camp and Athens Graveyard camp from the vanilla. So far i didnt face any crash  by teleport over and over ad dieing about 30 times in those areas. Because my crashes only happend during the loading screens

It sux, i added so much in those areas, they looked really good...Sadly Athens areas are impossible to work with, not even try move any proxie even by 1mm, the game will crash.

I wonder if the devs could look and investigate the reason of the huge instability in Athens.

Im disappointed yes, but its alright, i adjusted the missing proxies and created couple pools into old 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 #256 on: 04 October 2019, 13:45:52 »
Created a new mod and copy all files from the previous one. The reason was the one i was working was called teste.mod lol.... not the name i wanted to have ah-ah

There were some duplicate files after the transiction , i already fix it

Improved a bit Helos farmlands satyrs pools.
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #257 on: 07 October 2019, 00:51:33 »
Updated the 1st post ( ugh havent updated since forever lul)

You will be able to explore Titanomachy - Greece Act  - next week ( between 07/ 10 to 11/10)

I will write somekind of patch notes during the meantime.
"Welcome to new home, be nice and strong ! "

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Online mvlad954

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #258 on: 08 October 2019, 09:05:55 »
Updated the 1st post ( ugh havent updated since forever lul)

You will be able to explore Titanomachy - Greece Act  - next week ( between 07/ 10 to 11/10)

I will write somekind of patch notes during the meantime.
Good work on the progress!Have you already started modding act 2 or are you waiting for feedback on the 1st act?

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #259 on: 08 October 2019, 10:50:08 »
Updated the 1st post ( ugh havent updated since forever lul)

You will be able to explore Titanomachy - Greece Act  - next week ( between 07/ 10 to 11/10)

I will write somekind of patch notes during the meantime.
Good work on the progress!Have you already started modding act 2 or are you waiting for feedback on the 1st act?

I started to write some monster ideias/groups for act 2 yesterday, but before i do something ingame i want to hear the feedback, to see if im doing the right thing and if everyone is enjoying it, or do i need to change the main concept.
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Offline Cygi

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #260 on: 08 October 2019, 13:58:42 »
before i do something ingame i want to hear the feedback, to see if im doing the right thing and if everyone is enjoying it, or do i need to change the main concept

Frankly, this mod is your baby, so do what you want to do with it.

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Offline Prosoro

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #261 on: 08 October 2019, 14:35:35 »

Looking forward to it for sure man! And curious to hear/see some of your ideas for Act II  ;)
~  Anything new for TQ? See what Unearthed StudiosNZ has been up to - Details at www.hamunaptramod.com  ~


Lurking no more..

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #262 on: 08 October 2019, 15:15:10 »

Looking forward to it for sure man! And curious to hear/see some of your ideas for Act II  ;)

Eh yes, Act 2 will be a joy to work it. A litle spoiler for meantime



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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #263 on: 11 October 2019, 10:30:02 »
I will release the 1st act today. Since there is a problem with Index page of the foruns you can check the  update in TQ main page.

I will also say something in discord as well.

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Offline nargil66

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #264 on: 13 October 2019, 14:33:04 »
Good luck on the act 1 release :D

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #265 on: 21 October 2019, 00:36:05 »
Yhea , i think i own you a explaination.

Sorry for not posting or saying anything in last weeks.

I had to polish some concepts i had in my mod so far, it wasnt good in terms of lving progression and gameplay wich are the key words of Titanomachy.

I will decide if i will do super closed test or not. I will see.

Anyway ive started to work o few creatures found in act 2 , like anubites , bone golens and do you remenber the 4 armed skelleton demon from Diablo 2 ? yes he will return >:D ( Now if the game had spin attack ..)

Another thing i started is monster charms, I didnt planned to do anything else than monsters, but since the monster data is growing in each day i think that will help make the hunting more fun and world more rich , in terms of diversity.

So yhea, This is not dead, and never will be! Its only bit slower:)

"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 #266 on: 23 October 2019, 10:09:00 »
Started to digg in act 2, on last days.

-Played around Rhakotis slumbs map, removed some dead ends and added few extra proxies in the area.

-Added a secret vault around Library area

-Added a boss area in the cliff around Rhakotis

-Added a side dungeon in Rhakotis area - "Rhakothis Bazar", once the biggest trade area in the region now its deserted , infested with  Horrors from Nightmares.

-Added 16 new types of scorpions and 3x Heroes

-Added a scorpion charm that boost yours bleeding and poison resist

-Added new music in Rhakothis Slumbs/Library and Cave
"Welcome to new home, be nice and strong ! "

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Offline botebote77

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #267 on: 23 October 2019, 14:08:57 »
yeah.. i might not be able to play for a few days so I'm making this shout out now.. i don't even have permission from sauruz  ::). i don't even know what his plans are but...

to anyone who thinks vanilla is too easy now, and to anyone who was a big fan of diablo 2, this mod is great.. i had some minor issues but sauruz is open to ideas/suggestions.. I'm still lvl low lvl but from the few hours i played, i had a great time.. i would even say i had as much satisfaction as i had when i played UL and SV years ago.. and that's saying big.. this mod has great potential guys  8)

(sauruz, I'll erase this post if you want)
i are TQ titans
i are many people

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #268 on: 23 October 2019, 15:39:55 »
No no, its okay :)

Thank you ALOT for words man. Its a great joy to see you are having a good time with the mod so far!

As for the plans , its kept working , design more creatures, changing the landscape and extended a lilte bit some small dungeons. I always like TQ even in current days and i can see the big possibility to expand even to the limits! As for myself i will kept working on Titanomachy as long i can, the only thing i wished is going faster but i think is what make this special.

Having such fantastic support from other modders and few players  is what is kept me motivated and trying my best, even in hardest times :,)

A big thank you

*clean tears*

Heres one of new Heroes you will face in Egypt

-Antares the Celestial ( dream+lighting based)
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #269 on: 24 October 2019, 16:59:55 »
Started to replace most of the music tracks in Egypt act.

Re implemented 6 uneused dungeons across the act.
"Welcome to new home, be nice and strong ! "

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