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Old 08-28-2009, 02:59 AM
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ASYLUM101
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Default [REL]ASYLUMSMOD - name pending. :)

Ok, so I think I've gotten enough done to put the mod out. It's not quite done, still some special effects and what not to add, but I think it's close enough to release. Let me know what you guys think, and whatever. I don't really care if you hate it hah.

Lots of changes, I'm thinking about changing the equations for elemental dmg, etc, but not stripping completely. (shame on you SL . haha )

Information for the mod:
  • Skill points remain at 3 per level, though this may change later as balance comes into play.
  • Attribute points are 12 per level currently, and each attribute affects the stats differently. Health grants 30 points iirc, Energy 15. 1 point for each other stat.
  • Each point in health affects your health regeneration. Each point in energy affects your energy regeneration, though not as much as intelligence provides. The intelligence bonus to regen is lowered however, to give reason to mix and match energy points and intelligence.
  • Masteries no longer grant attribute bonuses. So that means you MUST invest in health or energy if you want to survive later on.
  • Masteries now provide subtle bonuses, like elemental resistances for the Magus or Energy Absorption for the Necrolectyte, or Defense Ability for the Sentinel.
  • Difficulty is ramped up quite a bit. Not quite uber mod, but it's a bit difficult compared to vanilla, or XMAX. The mobs are XMAX, and tougher, to compensate for the currently extremely overpowered masteries. In addition, there are more champion and hero spawns.
  • Currently, there are a few new affixes, only one of which has made it into the game.
  • One new Relic. I hope to add more relics and affixes later on.
  • Some skills have new effects. In the current build you have nearly all of the Cabal tree with new FX, Stigma Bomb from Necrolectrics, and some others, just to name a couple. I intend to replace nearly all the effects with time.
  • Stuff?
If any one is a really good mapper, let me know. I've got future plans with the mod that involve a map but I can't do much in the editor without throwing a brick through the wall.

You might need to install the fanpatch! I don't know if it's required, but I've gotten one report that it was necessary to install it. So... yeah. You might need it lol.

...can't think of anything else to notify you guys of. Oh, it's very imbalanced at the moment; and let me know if you guys run into jat.

Here's the newest version!
http://filesmelt.com/dl/asylumsmod1.rar

Changes include:
  • New Mastery Buttons!
  • New Effects for Spells!
  • New Channeler Tree for the Magus Mastery!
  • New Relic! Very cool when completed!
  • A few modified mobs!
  • A few spell fixes and tweaks!
  • Thats all I can remember!

Something I forgot to include was a little change to the stats when you level, I'll see if I can remedy that later this week.
OLD FILES:
http://filesmelt.com/downloader/asylumsmod.zip
http://www.mediafire.com/file/gllz3n...asylumsmod.zip
http://www.sendspace.com/file/u78vhw

http://filesmelt.com/downloader/asylumsmod.rar >Uploaded by Jat - a good fellow, but missing the readme and maps.arc file probably.

Quote:

  • Brutality
  1. Close combat offensive-oriented class.
  2. Skill Trees: Barbarian, Lancer, and Executioner.
  3. Barbarian: Dual Clubber. Few overhead club attacks. Physical damage.
  4. Lancer: Spear user, few spear attacks and a spear throw skill. Piercing Damage(and a bit of bleeding)
  5. Executioner: Axe user, few axe attacks which deal physical and HP reduction.

  • Cabal
  1. Close Combat AOE Caster Class.
  2. Skill Trees: One single tree, split into three tiers, aether, mind, and astral.
  3. Aether: Weak AoE vitality damage spells. Weak Vitality Buff.
  4. Mind: AoE spells which have secondary effects. Mild Vitality buff.
  5. Astral: Strong Vitality buff.


  • Demolitions
  1. Long Range/Support Class.
  2. Skill Trees: Bane, Ravager, and Firebrand.
  3. Bane: Venom based bombs and traps.
  4. Ravager: Lobs multiple physical and vitality based bombs and traps that deal physical damage.
  5. Firebrand: Fire based bombs and traps.


  • Invoking
  1. Support Class.
  2. Skill Trees: Druid, Necromancer, and Tide Servant.
  3. Druid: Summons a Nightshade, Dryad, Whipvine Servant, and a Golem.(a bit incomplete and borked).
  4. Necromancer: Summons ... undead. Has a couple beneficial debuffs/drains.
  5. Tide Servant: Summons Sahuagin and Tortoises, as well as an ultimate fishlord.

  • Magus
  1. Melee/Caster mix.
  2. Skill Trees: Iconoclast, Shaman, and Prophet.
  3. Iconoclast: HP Reduction spells and resistance reduction spells.
  4. Shaman: Deals cold damage, has a cold wave spell, has a healing spell, a melee attack spell, and an ultimate summon.
  5. Prophet: Deals fire damage, has a fire wave spell, a healing spell, and few more aoe fire spells.

  • Necrolectrics
  1. Melee/Caster mix.
  2. Skill Trees: Malefactor, Blackguard, and Rapscallion.
  3. Malefactor: Caster, deals heavy vitality and electric damage.
  4. Blackguard: Melee oriented, attacks deal vitality and electric damage. Shield is a must.
  5. Rapscallion: Light melee, focuses on dealing heavy damage with quick attacks and spells.

  • Predator
  1. Ranged Combat class. Bow Focus. (Perhaps javelin)
  2. Skill Trees: Sniper, Fletcheteer, and Trapper.
  3. Sniper: Slow attack speed, high damage, piercing arrows.
  4. Fletcheteer: Fast attack speed, medium damage, exploding arrows.(scattershot)
  5. Trapper: (probably gonna get scrapped) Nets, slow aoes, and traps(rogue style)

  • Sanguinary
  1. Melee/Caster mix. Knife focus.(sword)
  2. Skill Trees: Butcher, Siren, and Incubus.
  3. Butcher: Melee oriented, deals heavy bleeding damage with attacks. Has damage buffs and bleeding debuff spells.
  4. Siren: Caster type, slow start. Deals bleeding damage, but also has various secondary effects with the bleeding, such as confusion or mind control.
  5. Incubus: Caster type, bleeding/physical attacks which convert damage to health.


  • Sentinel
  1. Close combat defensive-oriented class. Shield focus.
  2. Skill Trees: Champion, Keeper, and Overseer.
  3. Champion: Heavy bruiser type, has the most active attack spells of the three.
  4. Keeper: Defender type, gets the most health and armor, as well as several reflection spells.
  5. Overseer: Group leader, has mediocre defense and attack, but has several beneficial team buffs.
Quote:
Originally Posted by The Envenomed Kiss View Post
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http://www.titanquest.net/forums/mod...tml#post375496

Last edited by ASYLUM101; 03-15-2010 at 01:38 AM. Reason: updates
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Old 08-29-2009, 01:15 PM
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Default Re: Suggestions for a personal project:

OLD POST:
Quote:
I've been tinkering with the artmanager and I'm trying to come up with "complex skill trees". Although it will not work as well as I had originally planned, that's alright, I'll live with that as this is just more of a personal project than a prospected mod to play. Just to see if 1) I can do it 2)I can push myself to learn this stuff and 3)gives me something to do.

So far, what I've got is 5 masteries thought out, 4 masteries all set up and planned, and 3 masteries completed(more or less, needs balancing and icons etc). My 5 thought out masteries are as follows: Bruiser, Cutthroat, Magus, Stalker, and Wrecker. Now as I said, I'm trying to get some complex trees, and though it probably looks idiotic from anyone elses perspective, I thought it'd be a neat idea.

What I have done is used a trance for each "Career". This way you are forced to use only one trance, my only issue is that people can grab one point in the trance, but grab the higher level skill on the same tree and not use the trance. Eh, can't do anything about that. Oh well. And each mastery, I have hoped to reach 5 side-masteries within. So far, I have...

Bruiser:Basic fighter, high health and strength, no intelligence and low dexterity. They are proficient with any weapon, but some excel with others more so.
  • Aggressor: The idea behind this class is similar to any dual wielding warfare class, run around, swing two maces as fast as possible. I'm also gonna make use of taunting, which I'm not sure how well it works in TQ, but I wanted this to be kinda like a tank.
  • Executioner: You know those huge dudes with the axe and the leather leotard? Yeah, main idea behind this class, dual wield (or not, I haven't decided yet) axes and use heavy hitting health reduction skills.
  • Lancer: Makes use of spears, basically a TQ Hunter with spear capabilities.
  • Sentinel: Synonymous with the defense mastery, shield buffs, shield attacks and bonus DA and blocking.

Cutthroat
:These are the fast, deadly, but fragile fighters. Good support and killing abilities but very weak. They must use daggers/swords, and some can dual wield.(marauder, pirate, and the butcher)
  • Blackguard: Relies heavily on vitality and life-steal attacks. When I pictured this class in my head, I imagined Ishan's Shade from MTG, if any one has ever played.
  • Butcher:well... I don't think I need to point out this is a ruthless class that focuses on bleeding and dampening of the enemies' fighting capabilities.(slow, -da, etc.)
  • Corsair:Bonus to attack/run speed, and poison buffs.
  • Marauder: Focuses on spreading fear, and dealing heavy piercing damage to a few opponents at a time.
  • Pirate: Excellent close combat fighter, can cause fumbling and confusion with some attacks.
Magus: These are the hybrid casters. They don't REQUIRE staves, but they receive a bonus for using them. Only use staves if you need the energy regen.
  • Iconoclast: Base auras grant him -resistances to nearby foes, and he has a few interesting health reduction spells.
  • Illusionist:Actually gets a bonus from using swords, has a melee skill which is somewhat weak, an interesting "mirage" spell, and a bonus to survival(so long as he uses the sword)
  • Necromancer: Dur, summon skeletons, buff skeletons. Summon a huge flesh monster(CD with a custom skin...which I have yet to make.) Also has the nightmistresses life drain ring. (though it's MUCH weaker and short lived)
  • Prophet: He shoots lightning bolts and has a variant of dark covenant...
  • Shaman: Healing aura, healing totem(though I may remove it because it seems wowish), and shadow wolves(same thing, this is why I need suggestions.)
Stalker:This is where the bow-hunter went. STRICTLY bow usage, though I have only just laid this out.
  • Demonhunter:Bonus damage against demons and undead.
  • Sniper: Extended range and damage, perhaps some other stuff. Very basic here.
  • Trapper: Nets and crossbow traps.
  • Witchhunter:Bonus damage against beastmen and magicals.

Wrecker: Wrecker I hope will be a really fun class. Lob bombs, plant mines, run! Haha. I've only got the core ideas and a few basic skills laid out on this one.
  • Bane: Thinking about scrapping this one, poison bombs here too?
  • Firebrand: Nice flaming molotovs, who doesn't like these?
  • Outlaw: My original plan was to have larger blast radius bombs with extra damage as well, but they would harm you if you were too close. Obviously I can't do that, so I dunno about this one.
  • Pillager: This class sacrifices bomb strength for throwing masses of bombs and firecrackers to disrupt and stun the opposition.
  • Ravager: This one ties bombs together and rather than throwing fast, or throwing big ones, he throws a bunch. Several upgrades to increase the amount of projectiles, as well as to increase the amount of projectiles released from the blast.(banana bomb? I haven't worked on this one yet, not sure if it's possible yet.)

Now you've seen that, hopefully you're not laughing to death or bored to death. I need suggestions on ANYTHING you see fit, names, skills, etc. I have about 2-4 skills on each tree, some are skills and some are passives. There are also 2-4 skills on the first tier of skills which apply to the mastery itself. Also, I need suggestions on the 4 other classes which will need to be included, or not I guess. I had brainstormed for about 20 minutes the other day in chem while waiting for the instructor to find her syllabus(stupid *** professors...) and came up with 3 possibilities, though I'm not sure I like them.

I have, the ELEMENTALIST, who controls elements obviously. Here I could throw in 5 trees, one of fire, one of water, one of wind or something, lightning and I guess maybe earth, ice, or some other element like SPACE. lol Problem with this one is I would feel compelled to move Prophet down here if I go with lightning as an element.

Another could be the summoner, a class dedicated to summoning. (so original) I figured for here I could get something like a druid, with a forest golem, some wolves, fairies, gators or something. Another possible tree is the dragon child, who could summon dragonians and sepulcher wyrms. The last idea I had here was the tide servant, who could summon ichthians. I figure if I had this class, I may have to move necromancer down here and stick something else into Magus.

Lastly, the auramancer. Except, my proposed auramancer will not rely on auras like a RoF//ToW evoker does. I was thinking like, tons of AoE blasts, sonic waves and stuff rather than magic like fire or lightning waves. Perhaps like, a blast to stun the monsters on screen for a duration, then a smaller radial blast to deal physical damage. Tons of varying DW and DRs. :P
I'd rather not have the auramancer rely on elements if I go with an elementalist though...

So.. yeah, that's REALLY basically it. Any ideas, suggestions, are welcome. Names, skills, masteries, submasteries, whatever.

Last edited by ASYLUM101; 12-21-2009 at 04:33 AM.
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Old 08-29-2009, 01:25 PM
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Default Re: Suggestions for a personal project:

If you ever get it completed it sounds like it could be fun.... but is it really worth all the work for TQ now as the userbase will be pretty small?

I assume people will be far more impressed if they see a beta or at least more than just the framework of a brain storm....

It's not that it's a bad idea; its just that it will be a lot of work for you to do ...
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Old 08-29-2009, 02:13 PM
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Default Re: Suggestions for a personal project:

Nice brainstorming ASYLUM!

- Pirates: it's a known fact that Pirates were "specialized" in looting / plundering. So I think it may be a good idea to grant them a passive skill increasing notably their chance to get a better loot!

- Executioner: actually one thing that bothered me in Titan Quest Vanilla was the lack of Axe exclusives: sword, bows & spears got piercing damage and maces got the "semi-craptacular" Concussive Blow. I suppose you're going to grant executioners a bonus to Axes? Well! I suggest you give your Executioner a skill granting them a chance to instant kill monsters. Some sort of "synk kill" just like Warhammer 40K. That skill would IMHO compliment the Executioner nicely and make him much more worthy of his name!

Note: come to think of it, "sync kills" may be something very difficult to implement. So a plain death animation may do the trick...

- Necromancer: maybe this one could get a skill allowing him to turn into a fearsome Undead / Skeletton thus granting him a huge resistance to life drain. On screen he should look like a tweaked/souped up Lich King with 2 legs...Now that's fearsome!

(I'm still playing Titan Quest Vanilla, I do hope that those suggestions were not covered by the current mods)
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Last edited by CrocMagnum; 08-29-2009 at 02:20 PM.
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Old 08-29-2009, 02:36 PM
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ASYLUM101
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Default Re: Suggestions for a personal project:

Quote:
Originally Posted by Lepruk86 View Post
If you ever get it completed it sounds like it could be fun.... but is it really worth all the work for TQ now as the userbase will be pretty small?

I assume people will be far more impressed if they see a beta or at least more than just the framework of a brain storm....

It's not that it's a bad idea; its just that it will be a lot of work for you to do ...
First of all, the mod isn't for you guys lol. I'll release it of course, I'm not greedy, but it's a test for my learning capabilities and because I'm a little bored of TQ and would like to muddle in this.

I've already gotten Magus and Cutthroat completed, just needs balancing. I have Bruiser skills all laid out in the AM, and most are tagged and linked to the mastery, I just need to add one more "tree", as well as balancing.

Quote:
Nice brainstorming ASYLUM!

- Pirates: it's a known fact that Pirates were "specialized" in looting / plundering. So I think it may be a good idea to grant them a passive skill increasing notably their chance to get a better loot!
lol, yeah I thought about that for a few classes, like the pirate and the pillager but I don't think it's possible with the tools provided.

Quote:
- Executioner: actually one thing that bothered me in Titan Quest Vanilla was the lack of Axe exclusives: sword, bows & spears got piercing damage and maces got the "semi-craptacular" Concussive Blow. I suppose you're going to grant executioners a bonus to Axes? Well! I suggest you give your Executioner a skill granting them a chance to instant kill monsters. Some sort of "synk kill" just like Warhammer 40K. That skill would IMHO compliment the Executioner nicely and make him much more worthy of his name!

Note: come to think of it, "sync kills" may be something very difficult to implement. So a plain death animation may do the trick...
Yeah, I have exclusive skills for axes and a buff which provides piercing damage and +pierceratio, like blade honing though I'm thinking to just increase physical damage. Dunno yet. One shot kills, I have something similar. The axe skills have piercing/physical damage as well as a percent health reduction, so at high levels it will be killing most mobs in one shot and dealing heavy damage to bosses, but not one shot kills... the iconoclast on the other hand has a spell I may need to tweak... 100% health reduction chain lightning lol.... long recharge and high energy cost though, so it's somewhat fair.

Quote:
- Necromancer: maybe this one could get a skill allowing him to turn into a fearsome Undead / Skeletton thus granting him a huge resistance to life drain. On screen he should look like a tweaked/souped up Lich King with 2 legs...Now that's fearsome!
Well, this is already implemented in another mod and I don't really want to go down that path. My proposed necromancer is just that. He's not on a path of lichdom or anything, so I'm gonna try to steer clear of it. Also, it's impossible to have characters change meshes with skills, sadly.

Quote:
(I'm still playing Titan Quest Vanilla, I do hope that those suggestions were not covered by the current mods)
Haha, what's taking so long? Occult will be out soon, Masteries is there, and the Paths mod is in beta. Check them out!


I guess I'll release a beta when I get my current masteries COMPLETELY finished and tweaked. Balancing I'll let testers help with and suggest changes. Gonna see if I can fit some more masteries in also.

Thanks for the criticism guys, I appreciate it!
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Old 08-29-2009, 02:49 PM
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Default Re: Suggestions for a personal project:

How about making a casting based TQ? I think that the melee toons in TQIT are obviously stronger than most casters end-game wise, and a game where every single mastery is based on casting (no more left click + occasional colossus conquerors!), could be an interesting alternative to the usual game. Wrath of mages prancing on their way up to Olympus and down to Hades.. Mortals seeking godlikeness through magical means.
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Old 08-29-2009, 02:56 PM
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Default Re: Suggestions for a personal project:

Quote:
Originally Posted by siegefried2 View Post
How about making a casting based TQ? I think that the melee toons in TQIT are obviously stronger than most casters end-game wise, and a game where every single mastery is based on casting (no more left click + occasional colossus conquerors!), could be an interesting alternative to the usual game. Wrath of mages prancing on their way up to Olympus and down to Hades.. Mortals seeking godlikeness through magical means.
I am trying to do something like this, for my warrior class(bruiser) I've given very few passive/lmb skills. There are attacks which must be activated, similar to how rogue required a lethal strike here, a knife there, and a flash here. The bruisers, for the most part have skills like, wide swing which hits multiple targets in front of the user, or heavy chop, which is like Hew. Again, these are not passive, so there is a recharge. Problem is with -recharge builds... *shrug* Is there a way to cap -recharge in the AM? I haven't checked yet.

But yeah, I agree, for the most part. I mean I really don't want to revamp what I have already(which is a few weeks of on and off work), but I have tried to ignore the LMB biased classes and passive dominance. My caster/hybrid class, Magus has high powered spells along with neat combos like - resistance for this plus a health redox spell.
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Old 08-29-2009, 04:41 PM
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Default Re: Suggestions for a personal project:

Ho, sounds interesting! =) There's unfortunately no way to cap -recharge as far as I know, I've searched for it for some time too in the AM. I'm so lazy to dig out the AM now short of checking for potential loot drops, else I might try my hand at making a mod too.

I understand about not wanting to revamp your work, it just feels to me that I would rather kill with style in terms of flashiness, but the casters do just feel weaker than the melee toons in standard TQIT. I would be happy to have a go with your mod when you're done!
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Old 08-29-2009, 06:44 PM
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Default Re: Suggestions for a personal project:

For the most part, I think players will enjoy the Magus and Cutthroat mastery. I think they've come out pretty neat so far. The bruisers still needs work and tweaks. Currently trying to chill out today, so I'm not really working on it today.
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Old 08-29-2009, 07:33 PM
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Default Re: Suggestions for a personal project:

I really like your ideas, and I'd love to play a class entirely focused on explosives. I'm afraid, though, that this

Quote:
This way you are forced to use only one trance, my only issue is that people can grab one point in the trance, but grab the higher level skill on the same tree and not use the trance.
kinda kills the feeling of specialization. :/

To prevent this, you could probably increase the number of skill points required for higher mastery tiers. In addition to that, a proper strenght scaling for the skills themselves would prevent people from investing in different trance-trees.

For example, if someone has the choice between unlocking the nice tier 7 skill from mastery-tree A or investing the 5 points needed in the already unlocked level 11/16 skill from tree B, make him choose the second option by powering up the highest skill levels.

And there's an easy way to cap -recharge: Weaken the specific items! Reduce Archmage's clasp's and the Hood's bonus to -20 and the artifact's (can't remember the name right now) to -15 and things get a lot more difficult to abuse.

Did I mention I'd love to play a mastery focused on explosives?
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