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Thread: Several MISC updates:

  1. #1
    Olympian God ASYLUM101's Avatar
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    Several MISC updates:

    First - a steam group for the mod. So those who HAVE steam, join this group, get settled in. Why a steam group? Well...how many of you have played my mod in MP? Probably not a whole lot of you, if so, then I'm impressed lol, but this will make it easier to connect with other players and join others playing the game.

    http://steamcommunity.com/groups/asylumsmod

    Second - a website/realm for my mod. Someone suggested it to me on steam and I realized I could make my own site using googlesites (free/easy, managable yet advanced enough for this). So, here it is. I can put all kinds of stuff on here, mod updates, changelogs (and keep track of them), items, monsters, etc.

    https://sites.google.com/site/asylumsrealm/

    If anyone has any suggestions or what not, feel free to let me know.

    ALSO - if you don't have TQIT for steam, but DO have steam, feel free to join the group anyway. (i know theres some people out there who feel left out because of this, don't worry!)
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  2. #2
    Priest Samsonite's Avatar
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    Love your site dude! Do you have plans to pimp it out more? Hmmm, I have never been a "Steam" person, just downloaded it and what not and joined your group.

  3. #3
    Olympian God ASYLUM101's Avatar
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    I would like to put a shoutbox or something on there, but really i have no plans to put anything else on there outside of mastery/skill/monster/item info.

    And thanks for signing up and steam and joining the group!
    |ASYLUMSMOD|SageGuide|ThaneGuide|BattlemageHelp|TemplarHelp|EvokerGuide|How to Mod TQIT|
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  4. #4
    Citizen Dr.Gore's Avatar
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    Awesome site...with a small shoutbox it will be perfect.

    PS: The allegiances piectures don't match with the actual allegiances...I mean, there are lots of skills in those pictures that aren't in game yet...is there going to be another update for those skills?

  5. #5
    Olympian God ASYLUM101's Avatar
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    The disclaimer on the first sentence of the allegiances section reads:

    This page is very dated, so most of the mastery trees you see here are changed in some way.
    The pics are from back when my friend TEK was testing and took the liberty of giving me screenies for this exact purpose. (they were displayed on my thread too, but i removed them because of the age) This is like...preprepre alpha from early 2010 I think..
    |ASYLUMSMOD|SageGuide|ThaneGuide|BattlemageHelp|TemplarHelp|EvokerGuide|How to Mod TQIT|
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  6. #6
    Citizen Dr.Gore's Avatar
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    Too bad you removed them...It would give alot more ways to play a allegiance...at least from each description.

  7. #7
    Olympian God ASYLUM101's Avatar
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    It didn't work because you had 3 branches in each allegiance.

    For example - the original "Invoker" consisted of 3 branches, the druid, the tide servant, and the necromancer. Necromancer had death/life steal + undead minions, druid had plants and heals, and the tide servant had CC (slows and stuff) and aquatic pets. (ichthian shaman and berserker, plus the batystheras)

    Another example - the original "Magi" consisted of 4 branches, one of which I removed because it didn't fit as well, then I redid the entire game after that lol. The initial three were the iconoclast, the prophet and the shaman. The Iconoclast, the mage who could infuse his will of non-belief into his enemies to destroy their souls or their morale (lots of % reduction skills), a prophet who could set burning pyres and shoot fire waves, as well as give healing auras and buffs to his allies, and the original shaman who was pure cold back then. I removed Iconoclast cause it didn't really fit well and it was very strange to balance it... so I took it out and replaced it with a channeler, a lightning mage. The channeler I put a ton of work into and it was actually a really fun class, but I don't know it didn't feel original enough. It focused on lightning bolts and stuff so the effects were really wicked.

    Another example - The original DEMOLITIONS mastery was not demolitions, but the WRECKER because he focused on bomb type weapons, not fire type bombs. The three branches here were firebrand - fire bombs, the ravager - physical bombs, but LOTS of them (chain grenado was from here), and the last one was the bane, who relied on poison bombs and traps. The bane was the most interesting one, but poison damage was so hard to balance and to come up with unique skills...

    You can see the others on the site, but the problem with that system? The reason I dropped it, even though I still love it dearly now?

    There is no way to enforce the player to stick to one tree. The player could choose say, tide servant and invest in all the skills, and then just go and get the necro skills, and the druid skills. Also, TQIT tools don't let me add enough skills. I'm restricted to 24 skills per mastery, 9 masteries. I would LOVE to put like 20 masteries, 15 skills each. I could so do that, but I can't, the engine doesn't let me. So the change that came is not for the better (though it is actually much much better) but for the sake of balance and fun. The other way was not fun, restricted to only having like 6 skills per branch... it was lame.

    I will update that part of the site, thanks for reminding me.
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