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  1. #1

    Post [REL] destinymod 1.03

    New location of the mod's thread(s): http://www.titanquest.net/forums/destinies/


    Version 1.03 of the destinymod is complete.



    This mod replaces the old masteries with 9 completely new ones:

    Shamanism: Uses fire, lightning, cold and physical damage in combination. Shamans are mainly mages, whose skills are used to rely each on one or two of the mentioned elements. Uses skills like earhtquake, icenova, firebolt or arcbound. Threre are plenty of ways to play a shaman since the mastery relies on different kinds of damage, it's up to you to decide which one you wanna use.

    Purification: This mastery relies on physical and lightning damage spells as well as on disruption and manaburn. It's most efficient against mages, but being a supportive caster, the witch hunter can also develop great power in fighting large amounts of enemies or in staff combat. Purification is a very various mastery, which can be used for any task.

    Chivalry: Is a melee-combatant's mastery which relies mainly on piercing damage, so it's favored weapons are swords and spears. Chivalry is very balanced between offense and defense, the knight can master both and become a perfect fighter. This mastery might be one of the easiest to play since it's a player-friendly allrounder-melee-fighter-mastery.

    Prophecy: Imagine this class as a hunter using d2-Palaskills. The Herald is an auramancer who is skilled in usuage of bows. As a both agile and supportive class, it can be very flexible, combat skills, buffs, pets, healing skills and auras belong to the arsenal of the herald. This is maybe the most pet-friendly class as well as the only bow-focused mastery.

    Metamorphosis: If you seek for pure defense, take this class. Altough it wont grant you any offensive skills, you can extremely boost your defense with this class, and retaliation skills of any kind make it combat even more easier. The golem can not only build up a huge defense, but also has acces to several aura-skills damaging neabry enemies and afflicting them with certain mali.

    Depredation: The knight's opposite, the marauder uses pure offensive melee-power by wielding two weapons at once. The cost is extreme since this mastery will not really boost your defense. Other than Chivalry, Depredation also uses, next to the raw physical damage, fire and bleeding damage. The marauder has a huge supply of offensive self-empowering skills to become extremely efficient in closer combat.

    Daemonism: Granting both, strengh and intelligence, this mastery can make you both, an unmatched magician as well as a supreme fighter. Lots of supportive skills can confuse, control, frighten and even kill monsters while certain other skills are even powerful enough to protect you from death. Combat and attribute enhancement also belongs to the skills of the daemon, who will be useful in any class combination.

    Ruination: Based on fire and vitality damage, this class offers a wide arsenal on powerful destructive spells. The doomancer's disadvantage ist, that most offensive skills will only be available later, so starting with this mastery can be difficult since you will lack attack spells in the early game. Nevertheless, the doomancer can easlily wipe out whole groups with single, destructive spells.

    Training: This mastery is only for boosting your stats and for unlocking each mastery's extra-powerful extra-skill. You can spend lots of points with trainigng, so be sure you only learn the skills you really need. It's also easy to use this mastery to compensate your other class' weaknesses. But try yourself...

    There are plenty of new things to discover, for example skills whose modifiers require lower masterylevels than themself or skills requiring an other mastery's skill.
    I tried not to make any wasted skills, so you might have some hard time when choosing where to put your skill points.
    All masteries have 40 levels (not 32 like the original ones) while leveling above 32 is usually optional.

    In version 1.03, there will also be, next to balance improvement (thx, Kir4) a few new bosses and a new set of items, so keep watching out for an update!

    And here is a list of the classnames:

    Prophecy=Herald
    Daemoism=Daemon
    Metamorphosis=Golem
    Deprendation=Marauder
    Shamanism=Shaman
    Purificaton=Witch Hunter
    Ruination=Doomancer
    Chivalry=Knight
    Prophecy + Chivalry=Leader
    Daemonism + Chivalry=Fallen
    Metamorphosis + Chivalry=Icon
    Deprendation + Chivalry=Slaughterer
    Shamanism + Chivalry=Savant
    Purification + Chivalry=Inquisitor
    Ruination + Chivalry=Corrupter
    Ruination + Prophecy=Emissary
    Ruination + Daemonism=Nightmare
    Ruination + Metamaorphosis=Tormentor
    Ruination + Deprendation=Anguisher
    Ruination + Shamanism=Vitiater
    Ruination + Purification=Edgewalker
    Purification + Prophecy=Exorcist
    Purification + Daemonism=Opressor
    Purification + Metamorphosis=Imprisoner
    Purificatoin + Deprendation=Betrayer
    Purification + Shamanism=Spiritualist
    Shamanism + Prophecy=Purifier
    Shamanism + Daemonism=Cultist
    Shamanism + Metamorphosis=Preserver
    Shamanism + Deprendation=Barbarian
    Prophecy + Deprendation=Tyrant
    Daemonism + Deprendation=Oblivion Knight
    Metamorphosis + Deprendation=Pillager
    Prophecy + Metamorphosis=Idol
    Daemonism + Metamorphosis=Phantom
    Prophecy + Daemonism=Heretic
    Training=Apprentice
    Training + Chivalry=Hero
    Training + Ruination=Apocalypt
    Training + Purification=Zealot
    Training + Shamanism=Enlighter
    Training + Deprendation=Desecrater
    Training + Metamorphosis=Guardian
    Training + Daemonism=Gatekeeper
    Training + Prophecy=Avatar


    Changelog 1.01:

    Mechanical Changes:
    • opened skill tier 7, all 'uberspells' and the tribute skill now require mastery level 40
    • all 'uberspells' are now more powerful, marauder's malefactum got extraboost
    • 2 new skills: Attack Increasement as a LMB-Skill for the supportive (training) and icehob as a pet for the shaman
    • removed 2 skills: shaman's storm and supportive's Influence Increasement
    • increased knight's mastery-boni
    • knight's stunningstrike now has a 50% chance for one of the effects
    • doomancer's Endtime now deals physical DoT instead of lightning DoT
    • doomancer's black hole's percent current life damage increases with skill level now
    • marauder's berserk last longer now and is instant cast
    • marauder's nefariousstrike now increases ms
    • marauder's burndown deals more firedamage now
    • marauder's cleave effects less targets now, but the target angle increases per skilllevel
    • shaman's arcticgrip has now a lesser chance to get activated
    • shaman's icenova has a larger radius now
    • shaman's arcbound has no cooldown anymore
    • daemon's circle of pain now deals life damage instead of elemental
    • daemon's demonic power now grants bonusdamage against demons
    • daemon's sinisterstrengh&unnatural speed now grant more strengh/dexterity per level
    • daemon's otherworldly fire is now an AoE-spell
    • daemon's chaos has greatly increased cooldown and reduces reistances now
    • daemon's infernal contract (uberspell) now gives huge malus on life instead of dexterity
    • all witchhunterskills dealing elemental damage before now deal lightning damage
    • witchhunter's disrupion now reduces resistances
    • withchunter's consecrate weapon is a charge-skill now
    • witchhunter's manifestation requires a staff and grants by a by far greater damageboost now
    • golem's absorb now increases the defensive absorption
    • golem's untouchable soul now grants more leach resistances instead of sleep etc.
    • supportive (training) mastery now gives boni to all stats
    • ironwoodstaff doesn't deal physical damage anymore, instead it got increased cold damage

    Bugfixes:
    • it's now easier to hit the target with shaman's firebolt
    • resonance now works properly
    • cleave now works properly
    • all attack-speed granting skill's now give the right attack speed bonus
    • fixed ruin
    • fissure is now a mod for stomp instead of stunning strike
    • tracker now grants the proper bonus
    • additional points in cyclone now do anything beside increasing the mana cost

    Visual Changes:
    • masteries now have different coloured backgrounds (but they still share the same reallocationbitmap)
    • zeal got a new button (showing a sword)
    • malefactum got a new effect
    • the doomancer's curses don't lack effects anymore
    • marauder's burndown now uses the old earthenchantment's effect
    • removed new effects from a few monster's skills
    • herald's chosenone and protection got new effects
    • spikedarmor got a new effect
    • shaman's different magic buffs don't share the same effect anymore (nor the same sound)
    • added some extrainfo to the descriptions
    • all masteries' names and descriptions and lots of skillnames/-descriptions were upgraded by Kir4 (Except the change of the uberskill's dedications, i did this myself)
    Changelog 1.02

    Mechanical Changes:
    • Added 18 new Skills: Summon Squire, Militancy, Summon Imp, Guile, Breath of Justice, Sentence, Summon Firehob, Elecritcal Breath, Frozen Surface, Influence, Red Carpet, Ixion's Legacy, Summon Archer, Summon Soldier, Summon Unholy Icon, Soulbreath, Pet Increase, Temporal Damage Increase
    • Metamaorphosis' Perfection got a chance to reflect lots of damage
    • Shamanism's Magic-Buffs now require staves
    • Deprendation's Raze now affects more targets but only has 50% chance to be activated
    • Deprendation's Two-Hand-Skills got increased chances for activation
    • Chivalry's Zeal now works only with swords

    Bugfixes:
    • fixed Pharao's Guardians in the 'more-spanws-version'

    Visual Changes:
    • Earhtquake got a new (cooler)eEffect
    • Icenova got a new effect
    • Cancel got a new effect
    • Spikedarmor got a new effect
    • Effects of Earthquake, Circle of Pain, Firebolt and Otherworldly Fire change with level
    • Added new icons for the new skills
    • Added new peticons for the new pets
    • Revelation was changed into Prophecy

    Changelog 1.03:

    Mechanical Changes:
    • Added 6 new bosses. Three of them replace the machae generals in legendary and epic difficulty, one replaces the sidequest-boss-scorpion in legendary Egypt, one replacs the sidequest-arachnos-boss in the jinyangwood in legendary difficulty and one replaces the sidequest-odontotyrannus-boss in legendary act 4.
    • Added a new set of items: Pendant of Insomnia, Onyx Chest, Mindcage, Mechanical Boots, Grip of Chaos, Immortal Ring, Relentless Ring. Those items can only be found in legendary act 4.
    • Knight's stamp is now a waveskill
    • Shaman's 'Magic'-skills don't require staves anymore
    • Kir4 greatly balanced most skills
    • Added a new tribute-skill. The 'Uberskills' of Shamanism, Chivalry, Prurificaton and Prophecy now reqeuire a -5% total damage tribute instead of the lifetribute. The other 'Uberskills' still require the -10% life tribute.
    • Removed the bonusspeed from Marauder's nefarious strike

    Bugfixes:
    • Artifacts now give skill augments to the new masteries
    • Herald's icy arrow will now be dispelled when you change the weapon to something else than a bow

    Visual Changes:
    • Soldiers and Archers above level 12 have now a correct name
    • Fixed Herald's Healingcascade's description tag
    • Geodragon fixed grammar and spelling mistakes in the modstrings
    • Removed the Dread- and Shattereffects from monsters
    • Removed the Sacredfireeffect from monster's wildfireskill

    Download Version 1.03 here:
    destinymod (rapidshare)
    destinymod (sendspace)

    Download version with more Spawns here:
    destinyxmax (rapidshare)
    destinyxmax (sendspace)

    And download the records here:
    destinyrecords

    And here jiaco posts the links for Lilith with destinymasteries:
    Lilith Destiny (post by jiaco)

    A german translation ist included, Gigatron is currently working to translate the mod into spanish.

    Enjoy!

    Thanks to Kir4 for making almost all new effects and for greatly increasing balance.

    The mod is now also available in German (see:http://rapidshare.com/files/29684161...prachpaket.RAR; translation by Ritualist) and French (see below) and a translation into spanish is currently done by Gigatron
    Here you can download the French text by Noumberouane:
    http://rapidshare.com/files/314855007/french_text.rar
    http://www.sendspace.com/file/vzrdnv

  2. #2
    Act 5 Project member Kir4 will become famous soon enough Kir4's Avatar
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    Re: destinymod 1.01

    I ofiicially approve this, so here's my seal of approval:



    Now it's time for playing.

    Here's my are my first suggestions for 1.02:

    -Make otherwordly fire a real AoE spell! I'd prefer a.... green "Wildfire". The Daemon (still my fave) kinda lacks something to "throw" at his enemies for nice damage.

    -There are too many "-ation"s in your masterie-names! WTH did this ??

    Edit:

    Shall I support you with effects? I have just discovered the fun that the PFX-editor is.
    m4ssboss3s-mod: More heroes, more champions, more bosses, more fun!
    Trapfix-database: Unleash the true power of traps!


    You've always wanted to create an expansion for your favourite game?
    You like teamwork?
    You're savvy with TQ's tools and/or learn fast?


    Then read on...

  3. #3
    Demigod jiaco is on a distinguished road jiaco's Avatar
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    Lilith Destinies 1.02

    Lilith Destinies is released as a rar file which should be un-rared and put into your custom maps folder. You will need to supply the Maps.arc and MP3.arc files from Lilith into the resources folder as they make the package to large to upload to these free sites. I will eventually get around to setting up something on moddb or somewhere to host the larger resource files:

    Version 103

    http://www.filefront.com/14937415/Li...stinies103.rar

    Version 102

    http://www.filefront.com/14783479/Li...stinies102.rar

    Version 101

    http://www.filefront.com/14689177/Li...es101Patch.rar

  4. #4
    Act 5 Project member Kir4 will become famous soon enough Kir4's Avatar
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    Re: destinymod 1.01

    OH NO!

    -Marauder: Do additional points in Cyclone anything besides increased energy cost?

    -Marauder: The effect on Burndown only displays on the char's right hand. (I'm not sure atm whether it's the same with EE)
    m4ssboss3s-mod: More heroes, more champions, more bosses, more fun!
    Trapfix-database: Unleash the true power of traps!


    You've always wanted to create an expansion for your favourite game?
    You like teamwork?
    You're savvy with TQ's tools and/or learn fast?


    Then read on...

  5. #5

    Re: destinymod 1.01

    Quote Originally Posted by Kir4 View Post
    -Marauder: Do additional points in Cyclone anything besides increased energy cost?
    No.
    Will be changed for 1.02...
    Quote Originally Posted by Kir4 View Post
    -Marauder: The effect on Burndown only displays on the char's right hand. (I'm not sure atm whether it's the same with EE)
    Under the assumption that you toon is right-hander, i hope this is ok.

    Quote Originally Posted by Kir4 View Post
    Shall I support you with effects? I have just discovered the fun that the PFX-editor is.
    I like making effects, but if you made a nice one, there are plenty of skills still lacking a new effect.

    PS: Did you already check out the slowdown effect? It's really cool, isn't it?

  6. #6
    Demigod jiaco is on a distinguished road jiaco's Avatar
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    Re: destinymod 1.01

    Attachment 1844

    In the Knight mastery:

    When you have Zero points in Stomp, Fissure says requires Stomp
    But as soon as you put one point in Stomp, Fissure now requires "Stunning Strike"

    Bug or Feature?
    Seems like Fissure should require Stomp as I cannot find a Stunning Strike
    Attached Images

  7. #7

    Re: destinymod 1.01

    Quote Originally Posted by jiaco View Post
    When you have Zero points in Stomp, Fissure says requires Stomp
    But as soon as you put one point in Stomp, Fissure now requires "Stunning Strike"

    Bug or Feature?
    Seems like Fissure should require Stomp as I cannot find a Stunning Strike
    50% Bug, 50% feature...
    Stunning Strike is located two slots left from Fissure and grants you a chance to stun the target. It seems as fissure is a mod for stunningstrike and not for stomp.
    Will be changed for the next version.

    Thank you for the suggestion

  8. #8

    Re: destinymod 1.01

    I think there is a bug with the Knight's first tier skill:

    The -5 level reqs for items .... is broken. Items show eg: shield lvl req 7 [7-5%] ... and my level 6 knight still cannot use it.

  9. #9

    Re: destinymod 1.01

    Quote Originally Posted by madsurgery05 View Post
    I think there is a bug with the Knight's first tier skill:

    The -5 level reqs for items .... is broken. Items show eg: shield lvl req 7 [7-5%] ... and my level 6 knight still cannot use it.
    I just tested, and it worked fine.
    Rember that it's a -5% reduction, this means that it reduces the lvl requirement of the item by 5% (which is pretty low).
    So a lvl 7 item's requirement will be reduced by 0.35 lvls, which is nothing.
    So, you will only notice the reduction on items with high level requirement.

    Thank you for trying destinymod, how do you like it ?

  10. #10

    Re: destinymod 1.01

    Thanks for answering.
    I like the mod ... the new skills, effects and icons gives it a fresh feel.

    With regards the LvL Req for items ... I think the description needs to be changed from 5 to 5% .

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