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  #21 (permalink)  
Old 10-20-2006, 04:53 PM
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Default Re: [WiP] : Masteries

Hi Marcellus, thanks for mentioning this.

We are still in the progress of giving each mastery the actuall skills. But all the masteries we we've finished planing sofar, have buffs and each mastery WILL have some sort of buff and defensive skills.

The idea behind this is, that the player will not be restricted in picking the secondary mastery. If you make purely offensive mastery and another purely defensive mastery, people must combine those and wont be free to explore other combinations. So, its better to make all masteries both offensive and defensive in a more or less equal proportion. If you check the original masteries you can see IL did it like that as well (even for the mastery called "defensive", which is funny, in a way)

Sometimes its sad, because we have so many ideas for skills. We would like to make more interesting attacks and so on, but, yes, its better to have the buffs as well!!

And don't worry about the pets... there will be pets, but a) not more than in the original (beside the beastmaster, obviously) and b) you dont have to pick them...
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  #22 (permalink)  
Old 10-21-2006, 02:21 PM
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Default Re: [WiP] : Masteries

Yea, I just wonder

1: will the uber skills hang around even after the mod, like lethal strike, core dweller, colloses, refresh, lighning bolt or will ALL the skills be replaced???


2: will this mod be like a beta for an expansion, so that you can see what people liked about mode, then change some things and maybe relase an expansion??

3 : can you remove the mod once u get it ???

Last edited by Shadow_azzazen; 10-21-2006 at 02:23 PM.
  #23 (permalink)  
Old 10-21-2006, 09:49 PM
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Default Re: [WiP] : Masteries

this all can be answered with DON'T WORRY!

you will select the mod in the customgame-setup. Then our mod will move you to the main-campain-menu.
There you can create a new char (or continue a char you created for the mod already)

If you go directly into the main-campain-setup the next time you start the game, everything will be as usual. Not modded.

(There's only one thing to worry: you have to make a new char for the mod and you can play this new char in the mod only. You can't continue with this char in the normal, unmodded campain. This is because the skills are saved with the char. And if you load the umodded campain that doesnt "know" the new skills we made, the char will not have any skills at all...)

If you don't want to play the mod, just dont actively select it first. You dont have to uninstall it. If you still want to remove it from your hard-drive, you must delete the folder of the mod in you custommaps-folder of titanquest. But all this will be described more thouroughly once this thing is released.

About expension: yes, we will release it and tweak/bugfix and maybe even expand it on the way.
It is not planed to additionally create a new story and make new levels (as in an expansion). It would be possible and maybe, if someone wants to create it, we will be very cooperative
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  #24 (permalink)  
Old 10-22-2006, 08:30 AM
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Default Re: [WiP] : Masteries

Can u guys plz reconsider the ninja mastery??I like the diversity such a mastery could add to the game (instead of head-on attacking,blending in shadows and stealth) would be just great.Ninjas are killing machines sure but supposed to be silent ones...
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  #25 (permalink)  
Old 10-22-2006, 02:34 PM
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Default Re: [WiP] : Masteries

Just saw this thread and might be kind of late...but here's what I wouldn't mind seeing

How about a Doppleganger? Where you can take the form of anything you kill for a certain amount of time. Not a modder/programmer/techie at all so don't even know if this is feasible. But it would be cool to roam around as one of those tigerman or draconian lizards. Or even running down the Megara coast whacking Ichthian things as a Cyclops. Maybe at level one it lasts say 30 secs, with top limit of 2-3 minutes.

Maybe it could be a special skill within the Beastmaster Mastery.

Just a thought
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  #26 (permalink)  
Old 10-22-2006, 03:21 PM
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Default Re: [WiP] : Masteries

@ fuero2k: hehe... we KNOW ninja's are cool! Don't worry....

@ Voided: I absolutely love the idea. In my mind it was like a war-form, vampires and other demonic creature are supposed the be able to assume. But we suspended the idea for the moment because, in fact, we don't know if this could be done. We will look into it some more, but there's no obvious way to do it...
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  #27 (permalink)  
Old 10-22-2006, 05:26 PM
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Default Re: [WiP] : Masteries

Again not a programmer but got thinking on this Doppleganger thing a little more.

Seen mods where you could change your toon to say the Nymph NPC in Tegea. Guess it's called a skin. Couldn't you find the 'skins' for monsters too?

Cuz if you could then maybe instead you could have a whole tree of different monster forms and have the form change occur when the skill is activated.

For instance...say I can assume Cyclops form with a new skill.

You'd become a Cyclops upon skill activation and then could add any mods pertinent to the monster type. Cyclops obviously would have a high str and dmg mods. The Nymph could have high dodge and + ranged/dex attributes. The Neanderthal could have + to blunt weapons/str but a minus to Int.

I'd make the stronger forms have a high cooldown just to keep some balance
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  #28 (permalink)  
Old 10-22-2006, 06:47 PM
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Default Re: [WiP] : Masteries

Quote:
Originally Posted by Voided View Post
Again not a programmer but got thinking on this Doppleganger thing a little more.

Seen mods where you could change your toon to say the Nymph NPC in Tegea. Guess it's called a skin. Couldn't you find the 'skins' for monsters too?

Cuz if you could then maybe instead you could have a whole tree of different monster forms and have the form change occur when the skill is activated.

For instance...say I can assume Cyclops form with a new skill.

You'd become a Cyclops upon skill activation and then could add any mods pertinent to the monster type. Cyclops obviously would have a high str and dmg mods. The Nymph could have high dodge and + ranged/dex attributes. The Neanderthal could have + to blunt weapons/str but a minus to Int.

I'd make the stronger forms have a high cooldown just to keep some balance
of course if u picked cyclops, it could looke a bit different, and cooler
  #29 (permalink)  
Old 10-22-2006, 08:40 PM
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Default Re: [WiP] : Masteries

Hmm, its true that we did not give the list of skills we decided so far, but rest assured that we will try to add skills that will make the game much more enjoyable, or hope so.

As for changing the player appearance, i do not think it is possible to do that, at least not with the tools we have :/ There is the colossus skill that changes the scale of the mesh, but beside that skill, none affects the mesh. But, don't worry, you will be able to call huge allies with the beastmaster mastery
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  #30 (permalink)  
Old 10-23-2006, 09:26 AM
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Default Re: [WiP] : Masteries

Quote:
Originally Posted by PinkFrog View Post
The idea behind this is, that the player will not be restricted in picking the secondary mastery. If you make purely offensive mastery and another purely defensive mastery, people must combine those and wont be free to explore other combinations. So, its better to make all masteries both offensive and defensive in a more or less equal proportion. If you check the original masteries you can see IL did it like that as well (even for the mastery called "defensive", which is funny, in a way)
Thanks for the response.

I think your approach is 100% right, merely that your original list seemed to highlight offensive skills/pets more than anything else, thanks for the clarification.
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