Submit Your Article Modifications Contact Us

Titan Quest


Go Back   Titan Quest Forums > Modding Titan Quest > Mastery Mods > Paths
Register FAQ Members List Calendar Search Today's Posts Mark Forums Read



If you are having problems logging in, send a mail to webmaster@titanquest.net and we'll try to sort something out.


Reply
 
LinkBack Thread Tools Display Modes
  #21 (permalink)  
Old 05-25-2009, 08:26 AM
Escara's Avatar
Escara
[User Offline]
Citizen
 
Join Date: May 2009
Posts: 45
Escara is the epitome of generic
Default Re: [WIP]Paths Mod

How about
Tartarus - Devilbringer since Infernalist is used for Lich + Tartarus

And how the hell did you come up with so many cool names
I could think of only one
Reply With Quote
  #22 (permalink)  
Old 05-25-2009, 08:31 AM
ShadowLAnce's Avatar
ShadowLAnce
[User Offline]
Demi God
 
Join Date: May 2009
Posts: 816
ShadowLAnce is the epitome of generic
Default Re: [WIP]Paths Mod

Thanks for catching that

Devilbringer is great

Inspiration came from the class "Haruspex", which I thought was one of the coolest class names. Not only sounds cool, but awesome cultural/historical background. My class "Extispicist" is essentially the same thing historically as a haruspex (reading the entrails of animals for signs). Could also say it "Extispex". Any opinions Extispex vs Extispicist?

I spent some time in a thesaurus, and rest of time googling mythology/ancient cultures. Horrah for the internet

And I just realized that using Colossus Form as a base for some Giant skills kinda sucks because it increases your pathing size drastically and you actually can't fit through the entrances of some towns, regardless of how big or small you actually are. AND its a variable that I can't edit..

So.. I'm thinking Path of the Giant should be changed to something else. It doesn't really fit with the rest of the Paths anyway.

Right now I basically have:

Berzerker: Barbaric - Fighter
Tartarus: Demonic - Mage
Venefici: Energy - Mage
Dokkaebi: Trickery/Ranged - Hybrid
Sekhmet: War - Fighter
Lichdom: Death - Mage
Khloros: Earth/Death - Hybrid
Poseidon: Water/Storm - Hybrid

So I think one more good melee/fighter would fit nicely

Any ideas? Maybe an armor specialist? Like epic armor handling so low strength chars can use heavy armor. Knight? That's a decent path to be on "Knighthood". And would make some interesting mixed classes.

Last edited by ShadowLAnce; 05-25-2009 at 09:51 AM.
Reply With Quote
  #23 (permalink)  
Old 05-25-2009, 11:53 AM
Escara's Avatar
Escara
[User Offline]
Citizen
 
Join Date: May 2009
Posts: 45
Escara is the epitome of generic
Default Re: [WIP]Paths Mod

Shame about the Giant mastery
Will utilizing a satyr brute model reduce the scale (though how you are going to attach it to the colossus skill is beyond me)

As for another fighter suggestion
How about a paladin (I don't know what it is about them but alot of people love them)
1. Ancestral Warriors would make sense as since your a paladin resurrection come naturally
2. Have a constant holy flame spell like earth enchantment
3. Regrowth could also be used provided the animation is changed to look like something more "holy"
4. No shortages of name as you can affix light or holy to almost anything (Lightbringer, Holy Berzerker!?)
Reply With Quote
  #24 (permalink)  
Old 05-25-2009, 09:36 PM
ShadowLAnce's Avatar
ShadowLAnce
[User Offline]
Demi God
 
Join Date: May 2009
Posts: 816
ShadowLAnce is the epitome of generic
Default Re: [WIP]Paths Mod

Aye it's funny you should say that, my friend suggested that to me yesterday. Like you said, everyone loves paladins hehe

What I'll probably do (for some unique-ness) is stay away from specifically "holy" things, and lean more towards zealotry, passion, fervor, combat skills, etc.

Maybe even make a "pray" skill that has no visible effects but may or may not be doing hidden things!

I'll also try to stay away from Christianity specifically, since most religions have "holy warriors".

I was thinking "Path of the Zealot" or "Path of Knighthood"

I like your ideas, but its sounding a lot like Masteries' Mysticism (which is a REALLY well done mastery) and I want to do something different

Thanks again for feedback

[EDIT: Oh, and about the giant thing, I have no idea how to change the player model based on a skill. There's really no template for it and so far it seems like templates dictate heavily what you can and can't do]
Reply With Quote
  #25 (permalink)  
Old 05-25-2009, 09:55 PM
ASYLUM101's Avatar
ASYLUM101
[User Offline]
Telkine
 
Join Date: Aug 2007
Posts: 2,952
ASYLUM101 is aiming to become a model tq.netter
Default Re: [WIP]Paths Mod

I don't think it's possible to change the character model or texture with anything but external mods or potions. I remember yerkyerk and someone else discussing it in another thread. I think it was yesterday actually :P

Tis a shame about the giant path. I was looking forward to pounding on little runts. Not being able to go through doors would have really sucked though lol.

PS: The class names and path names are really cool. Good internet skills! haha
The "knight" class being path of the zealot seems fitting. You could also try things like Partisan, or another one of those crazy ancient titles you've got already.

Last edited by ASYLUM101; 05-25-2009 at 09:58 PM.
Reply With Quote
  #26 (permalink)  
Old 05-25-2009, 10:24 PM
yerkyerk's Avatar
yerkyerk
[User Offline]
 
Join Date: Feb 2008
Posts: 6,115
yerkyerk is on the right path
Default Re: [WIP]Paths Mod

Well, the in-game skill Colossus Form allows you to take on giant proportions...
__________________
Reply With Quote
  #27 (permalink)  
Old 05-25-2009, 11:17 PM
siegefried2
[User Offline]
Elemental
 
Join Date: Nov 2008
Posts: 560
siegefried2 is aiming to become a model tq.netter
Default Re: [WIP]Paths Mod

I must say, this mod idea is really cool. I will definitely keep a lookout for this one and play it extensively when it becomes available. =)
Reply With Quote
  #28 (permalink)  
Old 05-25-2009, 11:36 PM
ShadowLAnce's Avatar
ShadowLAnce
[User Offline]
Demi God
 
Join Date: May 2009
Posts: 816
ShadowLAnce is the epitome of generic
Default Re: [WIP]Paths Mod

Asylum: Sounds like its not possible, darnn. And thank you!

yerkyerk: Aye, unfortunately colossus form has its own unique template. So it can't be toggleable, passive, or anything. And its the only template that has actorscale. So basically all I could do is make a very long lasting colossus form with different stat boosts, which once you turned on would stay on until you reset the game. Pretty lame IMO, so I scrapped that idea. I even tried using notepad to add the actorscale variable into other templates but it just ignores it. Going to experiment with custom templates

siegefried: Thanks! Theres a few alpha demos posted, but its uh.. very alpha.. I'll definitely post an update once I finish another path

Okay, Path of Zealot: Through religious fervor, devotion, and intense combative training, one can become a true Zealot, capable of near-miracles through faith and extraordinary skill. Some skills focus on being a better warrior while others relate to religious devotion.

I went back and edited my previous post so its Zealot instead of Giant. I also wrote new class names for all the previously "Giant" classes, and fixed a few that weren't that good. For example "Lich Wizard" was kinda lame, so made it "Immortal"

Last edited by ShadowLAnce; 05-26-2009 at 04:12 AM. Reason: swear filter prefers "gosh darn it"
Reply With Quote
  #29 (permalink)  
Old 05-26-2009, 11:25 AM
ShadowLAnce's Avatar
ShadowLAnce
[User Offline]
Demi God
 
Join Date: May 2009
Posts: 816
ShadowLAnce is the epitome of generic
Default Re: [WIP]Paths Mod

Alright, update: Path of the Venefici is almost done. All of the Paths are set up and ready for skill changes (if i didnt say so already). All the class names are done and implemented.

Here's some screenshots of the Venefici skills:

Rift
Shield of Will
Bolt of Force
Energize
Falling Stars/Starfall

And some of the Lichdom skills:
Unholy Blast
Skeletons
Wraiths
Circle of Death

The names may be changed, and tweaks will definitely be made..

Just FYI, most of the Venefici skills have huge ragdoll effects. The 'Bolt of Force' knocks them back pretty hard, and the rift sucks them in and sends them flying.

Shield of Will is a 1.5 second 100% damage absorb and 200-500% damage reflected. With good timing you can kill with it.

All of the Venefici skills are either pure physical damage spells, or a combination of physical and "elemental damage", which is all of the elements combined.

Now I'm going to sleep
Reply With Quote
  #30 (permalink)  
Old 05-26-2009, 02:59 PM
ASYLUM101's Avatar
ASYLUM101
[User Offline]
Telkine
 
Join Date: Aug 2007
Posts: 2,952
ASYLUM101 is aiming to become a model tq.netter
Default Re: [WIP]Paths Mod

Those...are...the COOLEST spell effects I've seen yet!
Reply With Quote
Reply


Thread Tools
Display Modes


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT. The time now is 03:42 AM.


TitanQuest.net is an Privacy Policy and Legal
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.3.0
Titan Quest Forums are not affiliated with THQ/Iron Lore.