Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 69942 times)

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Offline efko

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #435 on: 17 October 2020, 16:58:12 »
It's great.
Hello @郝玉龙
What do you like the most about this mod?
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Offline 郝玉龙

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #436 on: 26 October 2020, 19:05:57 »
 I like everything about him. .I don't have an English name!

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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #437 on: 28 October 2020, 00:57:17 »
Oh thank you , im glad to hear that :)


During your campaign to save the world , you will see new types of debuffs, i  believe it will working in a way im planing to, if not there always the plan B :)


A debuff that decrease your elemental and physical/pierce dmg.



Orient Ghosts will have a new look, instead of good old egyptian shade we all know about.
"Welcome to new home, be nice and strong ! "

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Offline Prosoro

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #438 on: 29 October 2020, 07:20:45 »
Some kool looking Wraiths/Ghosts there man  8) I expect them to emerge after clicking on sarcophagi
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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #439 on: 29 October 2020, 14:57:17 »
Some kool looking Wraiths/Ghosts there man  8) I expect them to emerge after clicking on sarcophagi

Thanks.

Those ghosts will only appear inside caves or burial places in China. I do have something planned of some random undead ambushs when you open tombs on Greece/Egypt, like Bumble had it on Loc, i need to study how to trap chest work before i advance with the ideia. Probably i will mostly look at then, when i complete the main content on remaining acts.
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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #440 on: 04 November 2020, 22:45:53 »
Champion Mantids will have a armor , to have a more armored design.

Yhea, its also Mantid set pieces, ironic isnt :)




Yellow Emperor Royal Guards will have a more unique look, instead of the old ancestral warriors from warfare mastery. To have a more themed outfit.


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Offline sauruz

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #441 on: 17 November 2020, 00:00:50 »




"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 #442 on: 23 November 2020, 20:07:13 »
Neanderthal zombie



Corrupted ice raptors


(ignore the grey colours on crystals on meshview because the base colour isnt correctly linked duo of a missing conversion with local game file)
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Offline Bumbleguppy

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Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #443 on: 30 November 2020, 00:37:45 »
I do have something planned of some random undead ambushs when you open tombs on Greece/Egypt, like Bumble had it on Loc, i need to study how to trap chest work before i advance with the ideia. Probably i will mostly look at then, when i complete the main content on remaining acts.
Yeah, it is a real pain with all the files you have to weave together. I ended up with multiple levels of nested directories under "traps" in the database just to keep myself sane. :D

Basically, all chest traps are summons. The trick is to summon a monster that drops a "treasure" proxy. Then that proxy has monster pools in it.

The way I ended up consolidating it was have only one kind of trapped chest that spawned the vanilla poison/cold/fire in a proxy pool instead of having 5 or 6 kinds of chests or sarcophagai, which means reworking every chest and sarcophagai accessory file in entire game lol. Then you can add a  monster spawn to THAT pool that spawns another proxy that spawns a monster pool.

See? It gets pretty confusing lol

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