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Old 06-10-2009, 06:28 AM
Munderbunny's Avatar
Munderbunny
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Join Date: May 2008
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Munderbunny is on the right path
Default Underlord News (don't believe the lies)

March 02, 2010

Sorry for being absent, but Life has been happening all over the place. In brief: massive amount of work-work, potential grad-school on the horizon, and a total upheaval of my romantic life, which previously had seen the end of my relationship with Zilla, who was a big contributor and supporter of the mod, and which now features a new woman, who knows nothing about my secret nerdy life as a game modder, and it's going to stay that way. I'd love to talk more about all that, but this ain't a ******* blog.

Now, to the main attraction: 1.4. It's finally begun, so this is your last chance to get any bug reports, balance issues, content contributions, or feature requests addressed in time for 1.4. Check the status thread to see where it's at: http://www.titanquest.net/forums/tec...tus-1-4-a.html

To give you an idea of what's going into 1.4 in addition to bugfixes, there's a ****-ton of balance changes that should really improve the gameplay (something only new players will really appreciate), a few new items (something only vets will really appreciate), and a few general improvements (stuff everyone will appreciate), like a small Blood-Cave related side quest, a way to get out of the Blood Cave without having to portal to the last city, a new default ability all players will have (inspired by Yerky) that will allow them to more quickly regenerate health and energy outside of combat, etc.. Also, the secret places contest winners will have their new items added, and if testing goes well with what I want to do with them, they'll be extremely cool. If testing doesn't go well, I'll just make some generic-*** ****, and then be like "Wut? Shut up."

Oh, and just wondering, has anyone found the hidden chest? If you had to fight your way through a veritable wall of lag to get to the chest, then you've definitely found it. Let me know if anyone has. I'm going to be updating the skin and name for it in 1.4 so players who do find it recognize the significance of the find, and don't report the good loot as a bug. (Note: this is not the chest found in the Temple of Eternal Love which gave legendary equipment in normal. That **** was a mistake, and has been corrected.)

___________________________________


February 18th, 2010

I'm finally done with project of doom. I gotta spend a day and get my **** together, though, so I won't start work on 1.4 until day after tomorrow. Hopefully it will only take a few days, but gotta catch up on some loose threads.

Hope you've all been having fun with whatever you've been up to. I'd write more, but I have to clean this disgusting pig-pen. :O

___________________________________


February 8th, 2010

The project I've been working on for my real world job is consuming all of my time. The deadline for it was the 1st, which got pushed back to the 3rd, and then the 8th, and now we're going to be turning it out unfinished, and then finish it over the next couple of days and send it out again. It turns out no matter how much my boss would like, I'm not a programmer, and no amount of coffee and googling is going to make me able to write VBA code for our database.

For those of you waiting for 1.4, obviously I have yet to start it. However, before you grumble, know that I am already being punished for this with 18-20 hour work days (no joke).

So, as bummed as you may be that 1.4 is being delayed again, take some comfort in knowing that, right now, I hate my life and want to die.

With manic, caffeinated, suicidal love,

Munder

___________________________________


January 20th, 2010
I just realized I haven't yet discussed a single delay for patch 1.4. That's extremely out of character for me, so I'd like to go ahead and announce a delay now: patch 1.4 won't be out until early February. No reason--just don't want to be inconsistent.

In all honesty, I've been buried under a hideously large project since I returned home from Christmas break, and one that's not finishing as quickly as I wanted. I wanted to have 1.4 out by now, but haven't even been able to start on it. So, don't expect it before early February. This project's terminus is January 30th, so worst-case scenario, I can start work on 1.4 then.

Delayomancer casts level 8 setback.
Hits mod for 20 days of damage.
Mod is stunned.


___________________________________

December 19th, 2009

Patch 1.3 out.

http://www.moddb.com/mods/underlord/downloads

Changelog:
  • Players start with 2000 gold (to help new players get out of Helos without making as many loot runs for potions).
  • UI text changes now working (class names, race names, damage type display changes)
  • Sileni Butcher gear no longer says "Brute's" gear (they now drop "Butcher's Smock" and MI "Butcher's Plate).
  • Templar's set now renamed to Overseer's.
  • Anapaest and other gigantes are now correctly classed as "Gigantes"
  • Skill and mastery bonuses on new set items fixed (including Horns of Vorenus, Vestments of the Seer, etc..)
  • Legendary Reaver's wands and MI wands now drop in Epic and Legendary (were dropping normal ones in all 3 difficulties)
  • Animations fixed when players dual-wielding wands.
  • Tortured Soul charm description changed to indicate amulet-only restriction.
  • OA/DA math fixed (thanks to Galefury). DA now reduces more melee damage, and chance to critical hit greatly reduced, but critical hits land for much higher damage (net damage greater than vanilla math)
  • Cleave description changed for clarity.
  • Epic and Legendary quilvines no longer have 100% chance to sleep target (oops :O)

Also, missing from release notes:
Recipes now take higher-quality relics and charms. Meaning, if a recipe calls for an Epic relic, you may substitute a Legendary-difficulty version of that relic, but not a Normal-difficulty version.

All map-related bugfixes will be included in the large 1.4 content patch out in January.

LET THE EVIL CONTINUE!!!

___________________________________

December 16th, 2009

I'm back.

Yes, it's true.

And why am I back? Did I manage to be the bigger person and swallow my pride? Did TQNet finally change their over-restrictive ways? Did I find peace within myself? Did I overcome a life-threatening situation and gain perspective over the trivialities of internet forums?

No to all!

I am the same, petty, easy-to-irritate jackass I've always been. But, something's different now...and it's my name. It's now purple. Yes, Yerky lured me back with a purple name. And it's a pretty dirty trick, since he's aware of my pathological fixation with the color purple.

And now that I'm back, I'm going to do what I always used to do, which is announce a delay:

Bugfix Patch 1.13 was supposed to be out today (actually last Sunday), but is delayed until tomorrow or the next day.

I'd also like to announce that while a French translation has been done of the mod (thanks to Numberouane), I've managed to delay that until January's big 1.14 patch. This will also include the German text (done by Kaets and available on the German forums now), and the potential Spanish version (since Gigatron just resurfaced and volunteered to translate the mod again).

Those who are playing the game now know that there's a few problems with the text, and I want to make sure our system for implementing the text changes is going to work comfortably first. So, while 1.13 should have working text in English (class names, damage types, monster races, etc..), other languages won't be available through the ModDB page until later.

I was going to offer an explanation for the delays, but unfortunately the explanation isn't quite ready yet, so I'll hopefully have that to you in the next few days.

________________________________________________

November 3rd, 2009

Moddb page up: http://www.moddb.com/mods/underlord

News and release info will be posted there. If you need to contact me for something, send me an email at munderbunny@gmail.com. If I don't respond, please don't bother my friends with questions for me. I will do my best to make more and more info available on the moddb page, perhaps in the features section (as I become more familiar with it).

Hastita

August 28th, 2009

Dear People Waiting for the Occult Mod,

I've been waiting to make an update until I have Yerky's maps in my hand; my poor ability to estimate is only multiplied by Yerky's, so I haven't wanted to make any joint predictions. However, once I do have them, it's much easier for me to guess when the mod will be done. He's very close to being done according to him.

However, I will not be updating here anymore. These forums--although wonderful and fun--are a bit too delicate for me, and frankly, I'm getting older or something, because I just don't have same energy to fight the power or whatever. It's exhausting walking on eggshells, and constantly arguing about whether or not I'm being too harsh or too silly (that's a new one for me). You know, it's the difference between that party with your friends, and the exhausting trial of the party with your gf's friends.

And, since Yerky's my friend and the admin here, it's sort of unfair to put him in that position, lol, talk about awkward. 'Cause, I mean, you know, lol, having me as a friend and having to be diplomatic here has got to be a nightmare.

So, although work on Occult and Uber 1.1 will go forward, I'm going to be updating somewhere else in the near future. Just like Google for it in a week or something.

Until then, a micro-update: because I've had so much extra time with the delays with Yerky's maps, I've gotten a little carried away, and added a few more things--some rare MI drops and stuff, as well as a new monster type to the blood cave. The total new affix count is 30 rare affixes (I said 24 before, but it was wrong). The down side, is that the latest community patch 1.17a doesn't protect against all the items in the Occult Mod, so I'll release the final version of Occult as 1.0a or something so that people have some indication that the custom-game support in the patch doesn't cover everything. Also, I finished most of the writing today. So, other than dicking around with the new boss, the mod is pretty much done. I'll get Yerky's maps very shortly, then it should only be like 2-3 days to get the final version out for testing, minus a day to set up some place to put news up about it.

A big thanks to everyone on these forums who've taken the time to playtest the mod and argue for the things they love, and against the things they hate.



August 12th, 2009

Got word from the Yerkinator; RL business has kept him behind on finishing up the maps. I tried to pack up just the blood cave as a stand-alone mod, so I could at least send that off to the testers (as that's the part that really needs testing), but I ended up with more work work. I'll reassess and update again on the 20th or 21st. For now, the mod is on hold.

August 11th, 2009

I haven't heard back from Yerky in a few days, so I'm not sure what's what with the maps. Needless to say at this point, as I'm leaving on the 13th, it's unrealistic that magic will happen today and I'll get the maps, be able to incorporate them, do brief test, build mod, transfer all 500mb to Yerky, have him make the first installer, etc., etc..

This means not even being able to get a test version to testers before I leave day after tomorrow, so it'll have to wait until I get back. Sorry dudes and dudettes.

August 7th, 2009

The Occult mod is very near completion. Yerky's had RL stuff going on, but is going to do his best to get the maps to me by the 10th, then I'm going to do my best to get the test version off to the testers before I leave on the 13th for my sister's wedding. I was hoping to get the full release out before my trip, so I could just relax, but c'est la vie. Besides, I have so much work-work piled up in my lap right now, I'll likely be working on the trip anyway. :/

So, depending on how the testing goes between the 13th and the 19th, the final version shouldn't be long afterwards. With my near-psychic-like powers of prediction, I'm going to guess that it'll only take a couple days to make whatever necessary fixes, and rebuild and release. I'm going to guess August 21st. Hey, that date sounds familiar:

Quote:
Originally Posted by Nephlyte
Hey MurderBunny My Guessed release date is cumming close now :P

August 21st is looking good!!!!
It almost makes me want to delay, just in case he ends up being right! (BTW: does anyone else think Neph needs to ease up on the porn?)

August 4th, 2009

Yerky gave me a great solution to my lighting problem with the Blood Cave that I was able to implement in 1 day (instead of 3-4). Since then, I've managed to finish the blood cave, and even fix some annoying issues, like sticky bridges that you sometimes could not get off of. :O I actually finished the blood cave yesterday, but wasn't going to update until I imported it into the main campaign and had it working without problem; even though I made sure to test the import function to make sure it worked and got everything properly before I moved development of the bloodcave into it's own mod (for build-time reasons), a part of me is still worried there's going to be some huge problem. But, I'll throw myself off that bridge when I come to it.

I'm now back onto the short list of items to address with the non-bloodcave stuff. So, I'm back to only seeing a few days left to being done, then we're going to do the big import, then prep the game patch, make installer, etc.. So, lots of little and boring stuff to do, but shouldn't be much longer now. And if you're worried that I'm forgetting about it, don't; every day, I get an IMs from a friend along the lines of:

"So, the mod ready to go?"
"Still? Dude, it's been like 9 months since you said it was going to be done in a day."
"Are we playing tonight?"
"So, the mod's like done, right? I'm going to reinstall."
"Ok, I reinstalled and updated to 1.17, where's the mod?"
"Is the mod ready to rock?"
"So, you're done with the mod now, right?"


July 30th, 2009

So, ridiculously large setback today--big enough that I'm tempted to scrap the blood cave. Basically, painting light layers in the grid tool is annoying because for most of my grids, the layer is painting beneath the tiles, which means I can't see if I'm missing any spots. Well, running through the map, I have spots where it suddenly goes full daylight. So, I reasonably figure they're just missed spots, and I'll paint them later. Except, lol, today as I'm taking care of that, I discover I can't paint them at all. Turns out resizing a grid at all doesn't make it appear that you can't paint in places, but really makes it so you can't paint in places. So, a good half of the blood cave grids would have to be remade from scratch. I mean, it would go faster than when I first made them, but man...just...Jesus. I'm not sure yet if I'm going to ditch the blood cave. Yerky's still working on his maps, and it depends on how quickly he'll be done. If he'll be done by tomorrow or the next day, I might ditch the blood cave. We'll see.

July 28th, 2009

Yerky is hard at work finishing up his maps, and I've been plugging through this last 2% of the mod which feels like forever now; it's disturbing how such small issues can eat up so much time to fix. Also, there was a bit of a set back with some skills and animations with the new boss, so I'm going to hunt down a more reasonable mesh to use. I expect at least a few more days to push through this crap. And, it seems every time I run through the blood cave for balance testing, I find some other minor problem that needs addressing. Oh, and about the blood cave, lol, so, if you've always wondered if you were ready to tackle Uber, just go from the beginning to the end of the blood cave. If you can do that, you are ready; it is a hilariously challenging gauntlet, insanely long, and has zero health fountains--though I'm considering one at a particular halfway, but don't get your hopes up, 'cause it's something I've wanted to do for a long time; the Uber beta had all health fountains removed from areas leading up to bosses, and the only reason I put them back in was because at the time I couldn't disable the Typhon fountain without removing all the rebirth fountains from Elysium, and that part of the game was just too long and boring to have to run through more than once. Oh, and a little blood-cave related spoiler:

Remember this advice for when and if you find the blood cave: if you run across more than one Seductress at a time, and you can't quickly take one out, run like a motherfucker. I balanced the Seductress stand-alone, but when more than one get together, they can drive up their synergy chain almost instantly, and create what I'll call a lag-filled blood vortex of death. It was on my list of things to fix, but, frankly, it's just too ******* evil to take away, so I'm leaving it. I'm not sure how I'll deal with it in Uber, but likely I'll have to limit her spawning.

July 23th, 2009

Ok, I have enough testers now. Thank you all for your interest. Hopefully these dudes will help speed the mod into your lap. And to those of you who say you don't care about bugs and just want to see the mod done, might I remind you of the beta 1 bug where male players couldn't respawn?



Never forget.


July 21th, 2009

So, the mod is very close to complete now, but I want to do more testing before final release, and that's where you guys come in. I'd like to get 4-5 volunteer testers to run the final mod installer, and test a few areas/features that are new to Occult. This will entail lots of spoilers, so if you're looking forward to discovering the secret caves on your own, or waiting to see all the new items and easter eggs and whatnot when you come across them, then don't volunteer. This isn't going to be so much just running around and having fun; this will be pointed testing, like you'll be asked to test particular areas and items, and you'll be given dev items that will level you up, and teleport you to particular locations, etc.. This will spoil a lot of stuff.

So, if you'd like to help with the testing, please send me a PM. I'll only be taking 4-5 people for this. Please don't volunteer just because you want to play the mod a few days early; this is only for people willing to do some testing.

I'm going to guess it'll be a 3-4 hour commitment, that will start as soon as Yerky gets back and makes the installer, so no sooner than this coming weekend, exact date depends on how long it takes us to get it all together.

NOTE: The dev items will not be in the final version; they will disappear if you try to load them into the final, fixed version of Occult. So, don't volunteer just to get your hands on dev items (yes, you can kiss supaboots goodbye too ). And certainly, as soon as someone finds the secret caves, they will post the locations (it won't take long, trust me), so don't volunteer for that reason either. Basically, don't volunteer if you don't plan on doing the testing.

I'll post here when and if I get enough volunteers.


July 17th, 2009

Badassness all around. Even though I've had lots of workwork, and even though I've been lingering on unnecessary details, I've been fairly productive, and last night finished the last of a big batch of skinning work I needed to do. I'm spending today and tomorrow doing the finishing on the bloodcave, then wrapping up odds and ends. That's the good news. The not-as-good news is the mod won't be ready until Yerky gets back from a weeklong vacation. Though he's done some very impressive stuff with the maps, he hasn't had time to finish them. Now, I'd love to blame this delay on Yerky, but as he's doing work for me, and since I would take longer to do what he's doing, it's sort of hard to pin it on him. However, on the bright side, this means more time for testing and tweaking, not to mention a few extras I might be able to make for Yerky's maps.

July 8th, 2009

I'm glad so many of you appreciate that I've been updating you on my mood swings as well. I started this process of updating in one central place because I got tired of doing so as replies to numerous forum posts, private messages, and emails about when I am going to be done. No one is satisfied with "It's hard to predict." They always want to know when I think I'm going to be done. However, when I tell them "well, it's hard to say, but if I had to guess, I would say 2 weeks? But I've said that before, many times, and been wrong, many times. So, don't go to the bank on it." What happens though, is they go around saying "Munderbunny has guaranteed the mod will be released in exactly 2 weeks from today, at midnight!"

Please be aware all estimates are subject to unforeseen problems, poor estimation methodology, self-deception, whimsical desires, and delusions of grandeur. Actual release date may vary by minutes or lifetimes.

With that in mind, I must make mention that I will be working from today, and likely through the weekend, on a big work-work project. Although it will be a mostly fun project, as some part of me truly enjoys making workflows in Visio (it just makes me feel so smart), it unfortunately means it'll push the mod back some. I mean, right now, I can envision myself working through the night tonight, and finishing the whole thing, but I had the same vision last night, and ended up spending most of the night fixing problems with one of the new boss monsters.

So, what's my current estimation? How about, instead of telling you when I think I'll be done, I'll tell you what I got left to do:

I got a guestimated:
10 hours of work left to do on the blood cave.
4-6 hours worth of work left to do on some of the new creatures.
2 hours worth of writing to do.
2-3 hours worth of testing to do.
2 hours or so to import Yerky's maps and populate them.
3-4 hours to prep the patch files and get them to Yerky.
+N time for Yerky to make installer and for us to test it.

Now, those estimates allow for minor problems to occur that don't take long to resolve, like prepping the patch files; although that should only take 30 minutes, I'm prepared to rediscover which resources I failed to build properly into the game, and to correct for my own brain farts. The only places I worry about bigger problems occuring is with 2 of the new creatures, who's meshes have been problematic, and importing Yerky's maps. Although I've testing importing maps already, and successfully, I wouldn't be surprised if there was some major problem that ate a day. But, a lot can also go much much faster than I estimate. So, you figure out when the mod will be done. From now till sunday night, I'll be working 10 hours a day or so on work work. After that, I have a week of nothing to do.

I would reach out for more help if I could; already between Yerky, Jiaco, and Kaets, we've gotten at least a week closer to release. But, what remains is either in quantities too small to outsource (as transfer time would exceed time to completion), or is in a category I'm too particular about.

So, that's my release date.


-------------------------------------------


July 7th, 2009

Dear ************s Who Have The Nerve To Email Me And Give Me **** About How Long It Takes To Finish This Mod,

The first version of this mod was done like 9 months ago. It had 20 skills for every mastery and the skills were either really crappy or ridiculously overpowered, and that's all it had. And it was just like the Masteries mod, totally unbalanced, a bunch of recycled skill icons in varying hues, first-draft effects or recycled existing game effects, and had a ton of uninspired skills, and broken skills--like the Liche King used to summon the skeletons (but you didn't get experience for the monsters they killed).

That wasn't my ******* goal; my goal wasn't to just turn out a mod as fast as possible, and just provide as large a number of new skills as possible. And, unlike Pink Frog, I didn't disappear once the easy part was over--oh yeah, did I mention that? It's EASY to make something new. There's a certain energy when you're creating something new for the first time, and it propels you through that first draft no problem. But, that's about 5% of the work. The other 95% isn't easy. It's a lot of unfun work, doing 30-50 levels of revision and analysis that often leads you to hard decisions, like cutting out a skill tree you spent a total of 30 hours working on over the last 2 months because it just wasn't good enough compared to what could be there instead. Do you have any idea how hard it is to make those necessary decisions?

Now, you can have the ****ty version of the mod if you want--the shadow rogue mod from 9 months ago--I think I still have a copy of it on gf's old computer. And if I'd released it 9 months ago, you would have been all "OMG THAT'S AMAZING--YOU ROCK MUNDERBUNNY!!!" And then the novelty of having anything "new" wears off, and you end up going back to the original game after a week because at least the old game skills were at least remotely balanced and worked mostly like they were supposed to, you'd likely want to email me to say you wish I had taken longer, or "when's the next version coming out?" And blah blah blah.

Having well-balanced skills that support a strong theme, as well as cool effects and graphics, takes a loooooooooong time. Not to mention a huge number of gameplay changes to support the new skills. And let's not forget, I ******* broke ground on most of this crap. Before I started work on Occult mod, no one thought it was possible to have more than 20 skills in a mastery, or that it was possible to change mif data on meshes, or shaders, or had any clue how to use the many abandoned skill classes (like the teleport attack) or any of the other million things I had to discover for the first time to make this mod possible. Where do you think that **** comes from? Magic? How do you think people know how to do that crap now? It took a lot of hard ******* work. And don't even get me started on the arrays of new items and item effects. Not to mention, the time I spent building a number of other mods, and all my work on the fanpatch. And I do all this with my free time, so don't spend your free time playing video games, jerking off to internet porn, and begging your mom to bring you another soda, then have the nerve to put your sticky fingers on the keyboard and give me **** for taking a long time to finish this mod--YOU are getting SO MUCH MORE than you could possibly understand, and SO MUCH MORE than you are paying for, so

S

T

F

U.




July 6th, 2009

Have work-work for the next two weeks, but it's revision, so I work for 2-3 hours, and then I'm done for the day until the author sends it back to me the next day. So, although it's slowed progress a little, work on the mod still continues, and I'm still optimistic that this is the week it'll be finished. And I'm even squeezing in work during time I normally take to chillax (but I'm doing it chillaxedly during that time ). You guys will be happy to know I've been good about my self-imposed restrictions, and have not allowed myself to add anything new to the mod, no matter how "omg but that would be so cool" it is.

Last edited by Munderbunny; 03-03-2010 at 05:20 AM.
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Old 06-15-2009, 12:14 AM
Munderbunny's Avatar
Munderbunny
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Telkine
 
Join Date: May 2008
Posts: 4,262
Munderbunny is on the right path
Default Re: Occult Mod News

old news

June 27th, 2009

Dear People Waiting for the Occult Mod,

I am very sorry, but while working to fix the problem with the secret cave, I decided to make just a minor addition or two, since I was in there. And, during the resolution of later problems that stemmed from those additions, I began to plunge deeper and deeper into this cave, and learning more and more about the mapping tools, and then before I knew it, a small 3-room affair with two new monster types had grown into this huge-*** monstrosity, and 5 new monster types, and a mini boss fight, and a new boss fight, lol. I don't know what the **** is wrong with me, but today I took stock of where I was on it, and I have at least 2 days worth of art left to do--I have wasted an unbelievable amount of time on what was supposed to just be one small little secret dungeon with a couple new monsters--and there's the unquantifiable amount of fixing to do (depending on what's going wrong next). But, I made a firm decision to just wrap up the secret cave, finish the writing, and the odds and ends and release the mod as soon as possible. But, with how long it's taken me just to get to where I am (half the time trouble-shooting--no exaggeration), it's difficult to believe I'll be able to finish this weekend; I mean, if I have no more problems, and can just spend the next 2 days doing nothing but photoshop and chillaxing, then I can have the mod out to Yerky by Sunday. But, rofl, I mean, one problem can stop progress for sometimes up to 2 hours (or more in some cases), and I'm not sure what to expect with the editor, so I'm going to tentatively double that estimate and say by the end of next week. But, I've got no work-work for the next week, so I'm 24/7 crazy tea-drinking modding man. lol, I have plans to go out thursday night for a couple hours with my writing group, and that's it. I am the least social person on the planet right now.

June 27th, 2009

Big map-related setbacks this weekend, but it turned out to be a good thing, as Yerky has agreed to build the second "secret place." So, while I've discovered you can't be as sloppy with the mapmaking as I'd hoped (not wanting to invest much time in map-related features as I'm still hoping Tormentress or Manastream will come out in the near future), the end result will be much better and more rewarding for the player. This also means I can't predict as well when it's going to be done. I can tell you only what I know, which is that it's likely to be done this week, but with the randomness of the map editor, it's hard to say. I can tell you that Yerky does some impressive stuff with the editor, so it'll be worth the wait (trust me--you don't want what I was going to do. ).

June 24th, 2009

My mother has now left town, but not before we could see the new Transformers movie (it'd be so much better if there was no talking). I also saw Bolt (good), Thick as Thieves (terrible), Hangover (good), Confessions of a Shopaholic (good), Coraline (somebody stop Gaiman from writing the same story over and over again), and Crossing Over (you'll never be Crash, stop trying). And, I managed to log almost 30 hours of work work (yay money!). I will now resume finishing Occult full time. Although I've added a couple things I hadn't planned on (like some new randomized items), I think I'm still good to be done this weekend. So, let's say within a few days? Monday at the latest? Trust me: I've never been wrong about a release date.

Edit: thought I'd give a little peek at some of the new stuff



What my dev vendor is selling is new legendary, randomized, unique jewelry, just like black pearl items. I had to make them to fill a gap Kaets found while helping me out with the mod. Each set is act specific, has unique properties, and all only drop in Legendary. The green set is Nephrite, the blue set is Sapphire, and the black and red set is Blood Stone.

I can also reveal now that a huge number of unique items have been changed to better accompany the skill changes in the Occult mod. For many items, stats and abilities have been tweaked to a degree. Some items got more appropriate make-overs, like the Rogue set (now the Occultist's set, obviously):





I can also reveal concretely that there are 24 new items of a quality above Legendary, called Mythic items. You will need to first find the formula for the item, and the ingredients are other high-quality items. While there are limitations to making new items, a lot of work went into making most of the Mythic items look new and unique. My personal favorite is this one:





Don't get too excited though; if you thought Sapros was hard to find...heh, let's just say, I expect a lot of "Boos" when I reveal just what the ingredients are.

Oh, and I forgot to mention, a whole bunch of new rare affixes, most of which start dropping from Epic on up.

June 19th, 2009

Mod delayed while I make money. I'm going to guess I'll be able to finish all that's left over this coming week, but please don't place any bets on it. Though I very much believe this to be the case, I've very much believed all my previous assessments as well. If only we had a reliable source on the inside, we could figure out when the mod will actually be done! I'll see who I can bribe for more info.

June 18th, 2009

So, have overcome some unexpected bugs (aren't all bugs unexpected?), and though I've been saddled with a bunch of work-work, and have my mother coming to stay with me on Sunday, progress continues forward. I'm hopeful that it'll be done over this weekend. Quick thanks to Yerky, Jiaco, and Kaets for their help and support as the final threads of the mod began to tangle.

June 14th, 2009

Did I say Monday? I meant Wednesday. :O

You can blame the delay on these people:
  • Gitar
  • Jiaco
  • Yerky
  • Persona
  • Zilla
  • Lued
  • Kaets and the Black Wardens
  • Jabarto
  • Less
  • Kreeloo


June 9th, 2009

I got a weekend reprieve, so instead of releasing the mod on Friday, I'm going to take Saturday and Sunday to do some little extras I was going to skip. This means I can announce a release date.

Occult 1.0 will be out Monday, June 15th (lies)

Last edited by Munderbunny; 07-06-2009 at 07:31 PM.
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Old 06-18-2009, 12:12 PM
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Default Re: Occult Mod News (don't believe the lies)

Updated and unlocked.
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Old 06-18-2009, 02:33 PM
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Default Re: Occult Mod News (don't believe the lies)

Occult Forever

I'd say relax and spend some time with your mother!
...and maybe you should give up the predictions and stick to good ol' "when it's done"... it seems to work fine for other devs and I would rather like to see a release YOU are happy with
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Old 06-18-2009, 03:42 PM
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Default Re: Occult Mod News (don't believe the lies)

Hey thanks!
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Old 06-18-2009, 04:41 PM
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Thumbs up Re: Occult Mod News (don't believe the lies)

Munder, Take as long as you need it's your mod your the one who has to be proud of it.
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Old 06-18-2009, 04:57 PM
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Default Re: Occult Mod News (don't believe the lies)

Quote:
Originally Posted by Poet of the Fall View Post
I'd say relax and spend some time with your mother!
Moms are worth a lot more then some mod. You can always get back to the mod.

Don't worry MunderBunny. Every day you take finishing the mod is one more day that I don't need to delete characters. I can wait and my brother doesn't mind the wait too.

Hope you have a nice week.
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Old 06-18-2009, 05:00 PM
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Default Re: Occult Mod News (don't believe the lies)

Well, if I had only had a couple problems, and had stayed on list, I would have been done by now. But, heh, well, while I'm waiting for stuff to build and whatnot, I often browse the forums, and when I see a bug reported, I sometimes go and confirm it, and then I just go ahead and spend like 20 minutes or so implementing the fix in occult. And same with features. Like, today I figured out how to make it so you could use higher-grade ingredients in formula recipes--like, you're in legendary, and you have a recipe from epic which calls for epic pristine plumage; if you don't have one, you have to go back to farm for it. But, now in occult, if you have a legendary pristine plumage, you can use that instead. Same for relics and scrolls. Only works up, not down (obviously). But, between testing, then implementing, then auditing, you know, that's 30 minutes gone, and I'm offlist the whole time.
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Old 06-18-2009, 05:10 PM
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Default Re: Occult Mod News (don't believe the lies)

Really? That's a cool fix - should be in the balance patch also!
Awesome work - I don't mind the waiting
I've put my testing characters on hold now though, as I'm awaiting the final version before I continue actually playing Titan Quest - there's already enough to be done.
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Old 06-18-2009, 05:20 PM
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Default Re: Occult Mod News (don't believe the lies)

lol, check your email--I told you about this earlier there, and recommended it for balance patch, heh. And, Yerk, it was like YOUR idea a million years ago.
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