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Thread: [REL]ASYLUMSMOD - name pending. :)

  1. #1
    Olympian God ASYLUM101's Avatar
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    [REL]ASYLUMSMOD - name pending. :)

    Information for the mod:
    • Skill points remain at 3 per level, though this may change later as balance comes into play.
    • Attribute points are 4 per level currently, and each attribute affects the stats differently. Health grants 50 points iirc, Energy 50. 4 points 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 as default. So that means you MUST invest in health or energy if you want to survive later on. However, some masteries like Sentinel provides HP or Shaman provides intelligence.
    • Similarly, Masteries now provide subtle bonuses, like elemental resistances, or physical damage weakness.
    • Currently, there are a few new affixes. Some from Underlord, some I've made, though I don't remember how many I've implemented.
    • MANY new items. There are 20 new relics, at least. Also, there are Underlord items included, as well as several custom items i've made. (Fist weapons, mage shields, elemental damage weapons, wands.)
    • MANY new effects for skills. If you find a skill without new effects, post it - I'll add it to my to-do list.


    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.

    Here's the newest version!
    http://www.moddb.com/downloads/asylumsmod-101
    (current version patch notes : http://www.titanquest.net/tq-forum/t...l=1#post442706)
    NOTE: The installer contains all the folders necessary and will install directly to your mod folder (or it should). When you go to install, if it's not pointing at the right folder - CHANGE IT. :P Also, included are 3 batch files. One to install XMAX files, one to uninstall them, and one to set your TQIT path so you can run TQIT right after swapping files.

    BUGS:
    Currently known bugs:

    Broken focus shields:
    Quote Originally Posted by wulf0420 View Post
    Bug with the Focus shields:

    - cost
    - casting speed

    Attachment 2736
    Possible bugs:
    Unarmed flailing
    Energy % reduction for Cabalist.
    HUGE SHOUTOUT

    Just wanna thank a few people for their input and help for this project:
    Art:
    Mythrignoc - thanks to him for making me the epic mastery buttons we have! (the little ones in the bottom left, beneath the skill bar, which he also made!)
    Kirii - thanks to his awesome UI

    Modding Support:
    Munderbunny - for his knowledgeable tips, tricks, and for allowing me to use some of his resources.
    Vorbis - for his awesome tools and for his advice!
    jiaco - for his awesome advice and incredible help with grabbing all the files I needed! also - thanks for his installer!
    Shadowlance - for inspiring me to take this up!
    Poinas - for writing the custom mastery guide!
    Tamschi - for fixing an animation and a mesh for me and writing his awesome mod compiler.
    Samsonite - for a ton of stuff he's given me tips on, and the tons of stuff he's helping me add.

    Testing:
    i.n.s.a.n.e - for his ridiculously intensive bug testing! this mod wouldn't have gotten much farther without his nitpicking!
    myrmidon - another heavy tester, lives in the same house as me.. haha
    kir4 - for his testing my mod and giving me honest feedback in it's super-early alpha editions and brainstorming help when I needed it!!
    TEK - for her testing my mod and giving me honest feedback and useful advice and brainstorming help when I needed it!
    OpalMonkey - for his testing and helping me fix an issue with my batch script.
    Wulf0420 - found a ton of bugs and helped me fix a bunch of issues with items


    Thanks to the bands whose CD Covers I used as mastery panels!
    Thanks to Guild Wars for uploading their icons!
    Thanks to LoL and HoN for having their icons available on their websites and wiki's!

    Probably a few others, thanks!
    Last edited by ASYLUM101; 02-03-2014 at 06:09 PM. Reason: update

  2. #2
    Olympian God ASYLUM101's Avatar
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    Re: Suggestions for a personal project:

    Masteries Overview:

    • Brutality

    1. Close combat offensive-oriented class.
    2. Skills are fist-combat oriented.
    3. Using this class at first is a bit strange, as it initially forces your strength to super low levels (around 10).
    4. Skills provide lots of stun and disorienting effects. Damage is hard to obtain for this class, but most of it will come from your skills - max them when you can.
    5. Getting more strength is not beneficial however, since the game doesn't support a fist class, I had to force it by debuffing the player and adding a -80% strength debuff. Any strength gear or stats you stack are detrimental to gameplay, and are not recommended when playing this class.
    6. A tip from the dev - max slugger style asap - with it, you can equip any armor requiring strength. Without it, you'll be harming yourself be restricting the armor you can use.


    • Cabal

    1. Vitality-based AOE Caster Class.
    2. This class is difficult, it is very skill heavy (i may fix this in a later version) but it has a skill for almost every situation.
    3. Though it has skills for every situation, the range of the skills is limited.
    4. Don't underestimate the power of this class early in normal or combined with other classes - the vitality buff and vitality gear can provide huge bonuses to your damage. (especially if you manage to get a hold of a vitality-based weapon)



    • Demolitions
    1. Fire-based Long Range Caster Class.
    2. All skills are fire-based. As such, they scale only with elemental damage, total damage, intelligence, and fire damage buffs/items.
    3. The skills in this class are all bombs. Be careful how you use them, certain terrains will screw you over and cause your bomb to roll away and explode too far from your enemy. Other times, the terrain can help reach your target instead.
    4. Like the cabal, finding a weapon with fire-based damage will be extremely powerful for this class. (staves are the obvious choice)
    5. Lay mine is a tricky skill to use. However, it can prove to be a huge help. (I might have to fix the model on this one... as well as the casting method.)



    • Druid
    1. Summoning Class.
    2. As can be expected from a "druid" and a "summoning" class, there are lots of summons.
    3. This class has 4 summons, the Dryad, a support specialist who sits back, buffs the party, the Nightshade plant, who cannot move, however it deals exceptional damage and can control a crowd with ease at higher levels.
    4. The other two are the Whipvine plant, a mobile vine monster who deals primarily poison damage and has a monsterous regen ability, and the ultimate summon, an Earth Golem who has no synergies, but makes an excellent tank and DPS monster.
    5. Each summon (excluding the Earth Golem) has two synergies to amplify the summons powers and grant it additional skills.
    6. The druid also has two powerful auras, one for buffing pets and another for providing extreme crowd control.
    7. The skill "Iron Will" is decievingly powerful, do not underestimate it's power.


    • Shaman
    1. Cold-Based Short range Caster
    2. Two summons for this class - a massive temporary summon, the Batystheras, and a smaller Witchdoctor. The witchdoctor has two mighty spells, and a powerful aura. The aura buffs pets and players alike, one spell summons wisps which detonate after a certain amount of time, and the final spell is like a more powerful version of squall, without the debuff.
    3. The Shaman has a powerful heal spell, with an equally powerful synergy to provide energy return. The heal is an area of effect, so when playing with allies make sure you're near them if they need healing.
    4. The shaman deals massive amounts of cold damage with his mighty aura, Dusk's Embrace, as well as with his two powerful spells, Spectral Tide, a more aquatic version of Ice Shards, and Starfire, a spectral energy ball which deals elemental damage initially, but can be upgraded to deal more cold damage.
    5. One of the most powerful tools for the shaman, a spell called Hysteria. It causes... well hysteria among targets, and in higher levels it debuffs the targets. Don't be afraid to spam this skill when in trouble.


    • Necrolectyte
    1. Fighter-Caster Hybrid
    2. The class has two extraordinarily powerful spells, an energy wave which deals electric/vitality damage, and a slow moving projectile which can pass through targets and deal splash damage at higher levels.
    3. As this class isn't pure caster, it also has some powerful melee based skills which deal vitality/electric damage.
    4. Though this class isn't dedicated to fighting or casting, it can fight just as well with either staff or club.
    5. Don't underestimate the power of shred - though it seems weak at first, it's a great debuffing tool for tough targets.


    • Predator
    1. Range-DPS class. (think hunting)
    2. This class plays basically the same as hunting does from vanilla TQ.
    3. You have two paths, as with TQ, spears or bows.
    4. Spear path is a bit more expanded than what TQ offered, several unique spear fighting skills.
    5. There is a LMB bow skill, as there was in TQ, though not as overpowered with scattershots.


    • Sanguinary
    1. Fighter-Caster Hybrid
    2. The entire class is devoted to bleeding damage, physical damage, and vitality damage. (PLEASE LET ME KNOW IF IT IS EXTREMELY WEAK IN LEGENDARY OR EPIC)
    3. Several unique crowd control spells, as well as a devastating life-draining multitarget skill.
    4. A unique blood-pet who can in later levels boost the player's bleeding and physical damage types.
    5. This class is very flexible, unlike some of the others, any weapon will do, but piercing weapons and staves will grant you the most bonus in damage. (piercing = knives, swords, spears, bows)



    • Sentinel
    1. Close Combat Defensive-Class. Shield-Specialist.
    2. This is a more defensive variation of the Defense class from TQ.
    3. There are several powerful damage skills, such as Crush and Decimate, as well as a basic charge skill, Ram.
    4. You only have one passive attack skill - Swing. Though the chance of it triggering is much higher than any other chance-attack from TQ, that is the ONLY passive shield attack.
    5. VERY buff heavy, expect to be running into mana problems alot, spend some points in mana or intelligence(for a hybrid) if you want to be able to cast spells!
    Last edited by ASYLUM101; 04-08-2011 at 11:05 AM.

  3. #3

    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 ...

  4. #4
    Priest CrocMagnum's Avatar
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    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)

  5. #5
    Olympian God ASYLUM101's Avatar
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    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.

    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.

    - 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.

    - 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.

    (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!

  6. #6

    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.

  7. #7
    Olympian God ASYLUM101's Avatar
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    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.

  8. #8

    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!

  9. #9
    Olympian God ASYLUM101's Avatar
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    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.

  10. #10
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    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

    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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