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  #11 (permalink)  
Old 10-31-2008, 05:41 PM
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Default Re: [WIP] Occultist Mod Preview

Ice Burst is very well done!

And the Occultist mod video is brilliant!

Last edited by MAXIMVS; 10-31-2008 at 05:47 PM.
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  #12 (permalink)  
Old 10-31-2008, 11:36 PM
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Default Re: [WIP] Occultist Mod Preview

Sweet, I'm glad to hear there's some interest in the mod!.

I'm going to bully through the mastery layouts so the initial playtesters will be able to actually buy every skill that will be available. While they're doing that, I'll finish the stupid skill icons and stuff. :/ I'd like to say only 2 weeks till it's done, but I've been thinking it's only 2 weeks away from being done for about 3 months now, so take that with a grain of salt.

@CAP, you're totally right. As much as I'd like more people to play, if I encourage newer players to try Uber, then I might have more players, but they wouldn't last long, and wouldn't likely have much positive to say about the mod. And, really, I made a mod, knowing full well that it wasn't really for 98% of the TQ playing population. But, when I released it, even though i knew that, I was still like, "wtf? only like 2% of the people out there are interested in the mod!" And what ever happened to Persona anyway? It's no fun to play without a challenge anyway, since the mod is basically 100% challenge.

@Mostal, it's totally possible. It's a bit tough for me to figure out which records the mods have in common as I have to manually relocate every record I extract from the Lilith DB. And, since you're reluctant to share your working dir, I'll happily send you mine when it's done, then you could see best how to integrate the mods without compromising Lilith. And, I'll have you know, I will definitely appreciate that, as will my gf, who bugged me a lot to find a way to make my mod a part of Lilith so she could do playtesting there, instead of having to replay the main campaign over and over again. Without the working dir, the days it would have taken me to achieve this were so numerous that I just kept arguing that it should be balanced for the main campaign first (really just my being lazy ). I did manage to placate her a bit by integrating the AllSkins mod and the dark-theme mod (ok, the dark-theme was for me, I'll admit it. ).

@Yerk, I don't want to talk too much about the other skills featured in the video. I wanted to show the skills with the most visible impact, and that visually were closest to being done. The ice burst skill (which my gf insists on calling "igloo"), for example, was basically a stone skin (longer duration) with some retaliation. I wasn't going to keep it in the mod until I finally figured out a way to make it so that it froze monsters (stumbled on the solution while making that video, actually). I HAD to include it in the video because it's so cool, but the skill's going to get overhauled. So, I don't want to say much about the non-finalized masteries (at least, not until after some playtesting and some changes). That's also the reason the shadow stalker is featured so little, as it's the only skill in rogue I'm still sort of working on. The little stalker-summoned shadow sprites, for example, still blow up on dead bodies. If I can't fix that, I might just take them out (that's also why they don't have unique effects yet either); I have a cool backup skill to go in their place, but I'm hoping to make them work.

Ok, no more jibber-jabber. It's back to work for me.
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  #13 (permalink)  
Old 11-04-2008, 04:45 PM
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Default Re: [WIP] Occultist Mod Preview

Hi Munderbunny

I just congratulate u for ur mod. It looks awesome as already said by the community.

Just few words to support you in the last miles because we all know what almost done means: In fact you never have so many things to do when it is almost done ... Thats life


Thanks to Mostal, French community is now aware of your work and it seems that feedback is outstanding and expectations is there (@ least for me)

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  #14 (permalink)  
Old 11-04-2008, 10:42 PM
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Default Re: [WIP] Occultist Mod Preview

Thanks, I appreciate the support. And, this mod has been "almost done" for months, lol. So, hopefully I'm almost almost done. :/

And good to know the French TQ'ers are interested as well. And if you get a chance, please tell "Alt F4" that I too dislike playing with pets (http://www.titanquest.net/forums/spi...s-diviner.html). I wanted to feature the most visible elements of change in the gameplay video, but I hope he'll discover that, while I did a lot of work to improve pets and make them more fun to play with, one of my biggest goals was also to make sure that any class could be played comfortably without pets (even with Nature).

Last edited by Munderbunny; 11-04-2008 at 10:57 PM.
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  #15 (permalink)  
Old 11-09-2008, 04:36 PM
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Default Re: [WIP] Occultist Mod Preview

just wondering any news,updates on the occultists mod? im so impatient!!!!!
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  #16 (permalink)  
Old 11-09-2008, 06:13 PM
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Default Re: [WIP] Occultist Mod Preview

I've been working steadily on it. YerkyYerk's been doing some playtesting of the occult mastery. Poinas might do some as well.

I've been making lots of small revisions to the occult mastery which has been eating up a lot of time. But, the little details are important to me.

What's taking a long time is the mod is spread out amongst 6 different mods. Back in the day, when I discovered I could add 4 skills to every mastery, I decided to break up the mod into the different masteries, get them all created and working, and then just copy them back into the main mod. It was a good plan, since the main mod was such a mess, this would theoretically be faster. Except, I ended up reorganizing a lot in the different masteries, and now there are a lot of broken links which need to be fixed, so I'm bringing them in one at a time, with the plan to bring them in, make sure they work, make any finalizing changes, then do the text and finish whatever cosmetic work is still on the todo list.

So, once I'm done with occult, I go on to spirit, and then the rest. After occult and spirit, the rest will be much faster as there are a lot fewer changes.

I'm trying not to get bogged down with adding stuff either, but some things are hard not to pass up.

So, I'm going to guess at least another week or so before I have them all in and functioning and available for some playtesting. Fingers crossed!
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  #17 (permalink)  
Old 11-10-2008, 10:58 AM
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Default Re: [WIP] Occultist Mod Preview

wowwwww!!!!! your not just doing occultist mod but your tinkering with other masteries,this is going to be GREAT!!!!!!!!!!!!!!!! ,thank god or satan if you prefer for modders keeping tq/it alive.
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  #18 (permalink)  
Old 11-10-2008, 02:23 PM
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Default Re: [WIP] Occultist Mod Preview

Oh yeah, I tried to show that in the video--the new freeze skill is in storm, the new radius trap skill is nature, the skeletons and the bonespire are in spirit (also the soul-siphon totem), and I tried to feature the new dual-wield skill. Every mastery has 4 new skills, as well as a number of changes/replacements to other skills. But, most of the changes have been to rogue, and everything else has been balanced to rogue. You don't have to play the new rogue+other mastery, you can play whatever you want, but I'm just letting you know, the new rogue mastery (occult) is at the center of all the other changes.
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  #19 (permalink)  
Old 11-10-2008, 02:51 PM
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Default Re: [WIP] Occultist Mod Preview

most exciting!!!! im gonna have difficulty choosing which class to pick first? ,in the original game some of the classes lacked potential in my book,but with your mod i'm gonna test out everyone some good old monster slaying ahhhhh!!! what a great thought!!!!!!
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  #20 (permalink)  
Old 11-11-2008, 12:33 AM
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Default Re: [WIP] Occultist Mod Preview

A lot of what I'm working on is superficial. While Yerky doesn't care about effects and stuff, for me it's like as important as what the skill does. Seriously, I'm sure that the dumb effect and behavior of the thunderball is 99% of the reason I don't use it when I play Storm.

So, here's a little look at a couple of effects to give you an idea of the kind of stuff I'm obsessed with these days: http://savefile.com/files/1880491

Now, before you download the video, keep in mind I made this for my gf to see and give me some feedback on. There's no like music or anything, and it's just to showcase the effects. I'm sharing it because I just finished the eye effect, so I'm in that weird honeymood period where I think it's flawless, and am not at all worried that anyone could possibly dislike it. My girlfriend will quickly end that self-delusion I'm sure.

Oh, and it's just showing what the aura looks like with full shadow link and synergies. And I also show off the new look on the little poppers the shadow demon can summon (note: that's not a skill the player will have access to in the mod).

Anyway, back to the grindstone (these posts are mostly procrastination for me).
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