Horizon's Gate

Horizon's Gate

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Species Diversity
   
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12 Dec, 2020 @ 8:59am
19 Jun, 2021 @ 6:29pm
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Species Diversity

Description
!!! WARNING !!!
- Requires my Resources mod to work correctly.

RECOMMENDED
- A "Port Location of Species" mod. Mine's can be found here. Such a mod will require a new game to take effect. You don't HAVE to, or you can use someone else's. But it is recommended. And, please, please, PLEASE, don't try to do multiple such mods at once.

RECOMMENDED
- To start a new game with this mod. It's not strictly required, but the classes and team you chose for an unmodded game probably won't work as well with this mod.

Description

Full Description & Manual is found here.[pastebin.com]

Modifies the 12 playable species, making them FAR more diverse, both for playing and fighting against them. Preference given to how the species move, gain action, and what innate statuses / elemental properties they have. No species specific interaction with items or classes is introduced by this mod. All 12 species are also now selectable, even without completing the game once.

ANYONE WHO WISHES TO USE THESE SPECIES MODIFICATION IN THEIR MOD IS FREE TO DO SO, PROVIDED ONLY THAT THEY CREDIT ME FOR MY WORK. This mod, after all, was partly intended to spur on people's creativity when creating combat situations to challenge the player.

THANKS

Thanks to Eldiran for creating the game.

Again, thanks to Eldiran for coding help. Especially thanks for helping me get Aphest and Zyla working correctly.

Thanks to rcfox too with coding help when I was first starting out with this mod, as well as bug fixes post release.

Special thanks to McFrugal & RyMarq for MUCH balance & design feedback, as well as RyMarq for some playtesting.

Species

A shorthand description of species. Please see the Manual / Description for a fuller explanation.

Human - Experienced. Gains +25% experience from combat.
Falpa - All-arounder. +10 MP, Lasting Shelter passive, and phases through units & obstacles.
Scurio - Frail speedster. -6 Time to Act, but -10 HP.
Fareem - High movement. +2 Move & +5 HP, but +6 Time to Act.

Ferren - First Strike. Open combat at 12 Time, w/ Negate & Aegis, but +6 Time to Act & -5 MP.
Aphest - Two actions per turn, but +18 Time to Act.
Buralk - "Flies, +1 Move, -3 Time to Act, but -2 attacks as well as elemental weaknesses.
Diecast - +10 HP, +3 attacks, multiple passives, but +10 Time to Act & -1 Jump.

Rasmen - Immune all buffs and debuffs, including many within other class mods.
Crub - Regenerates, Sea Legs, quirky defenses, but near linear movement & -5 HP.
Zyla - Free "set up an ambush" turn with nice defenses, but -1 move.
Wilderi - Extra benefits from Morale, but -20% experience earned.

Feedback

For short feedback, please use the comments below.

For extended feedback, the topic on this game's Steam forums can be found here.

Updates
12/15/20 - Fixed glitch where species effects were being stacked each time the game loaded
12/23/20 - Fixed minor bug with Aphest's "+1 all elements" and Buralk's "-2 PhysAtk and MgAtk"
01/09/21 - Falpa's phasing movement is no longer bugged.
01/31/21 - In-game journal now gives full description of species.
6/10/21 - Updated to work with new Scourger class
6/19/21 - Updated Wilderi's special movement to also affect his Time to Act. Rasmen now immune to various buffs and debuffs found in other mods.
Popular Discussions View All (2)
2
6 Feb, 2022 @ 9:59am
Main
Greg_Murrell
0
30 Nov, 2022 @ 6:54am
Bug report too long for comment section
An actual duck
41 Comments
neonhigh 27 Oct, 2023 @ 12:56pm 
Does anyone know if the order in which you load the resources and this mod matter at all? It's only partially working for me as some races get their new abilities while others like humans are still vanilla.
An actual duck 30 Nov, 2022 @ 4:47pm 
Thanks for the response. Keep me posted!
Greg_Murrell  [author] 30 Nov, 2022 @ 3:42pm 
Sigh! Ugh. Wilderi has proven to be a pain. I'll keep a note of this, and I'll look for time to look into this. Thanks
An actual duck 30 Nov, 2022 @ 2:48pm 
Update, seems to be an issue with Wilderi, I decided to delete all game data and reinstall, then started a new game to see if I ran in to the bug again. I got a wilderi in my party and when it gets to his turn it crashes with the bug report I posted in discussion from before.

No rush, I understand the value of someone's time when it comes to making free content for people on the interwebs so just thanks in advance to whenever you can get to it.
An actual duck 30 Nov, 2022 @ 6:53am 
Hey, not sure you're maintaining this still but if so I encountered a bug. I started a new game using this mod, works great, loving it, then sadly I hit a crash when I attempted to board a pirate ship. In my save the pirate ship right around the corner from me so I can retest it and it crashes every time. My playthrough before this was with no mods and I had no issues, this is the only mod I've added. I added your mod and the XP for doing quests mod.
Greg_Murrell  [author] 5 Feb, 2022 @ 11:01am 
Applied a hotfix to Wilderi. It was actually an issue in the resources. It's imperfect; it won't display his Time to Act correctly when his turn comes around. But his actual in-combat time should be (roughly) correct. Enjoy!!
Greg_Murrell  [author] 4 Feb, 2022 @ 5:30pm 
Sorry 'bout this. IRL stuff and juggling some other mods, so I got lazy with fixing this. I'm on it. >_< My apologies, again.

That's .... an interesting idea for Wilderi to build momentum without having to use active skills to gain morale, or without having to use passives like Combat Ready and Vicious. Kinda fits thematically too.

I'll have to review some ideas here, as I think SpiralRazor also left some ideas.
King Joshington 30 Jan, 2022 @ 2:21am 
I love this mod! There are a few problems in that (at least for me), Wilderi are bugged. Their speed bonus from morale is iterative and they become increasingly faster. I've actually made some changes to my own copy, if you're ever interested.
Specifically, the Wilderi species: starting turn within 2 tiles of an enemy (the whip shape diamond) grants you +1 move and -5 Time to Act for 20 ticks multiplied by the number of enemies in range. This means if there is one enemy in range, you'll have 20 ticks where your TTA will be reduced, meaning your next turn will come faster, but before it arrives you'll lose the speed and move bonus. However, if there is more than one enemy, the bonus will last until your next turn. If there are 3 enemies, the duration will be 60 ticks (2 turns). If the bonus procs again before it finishes, it just refreshes the timer. This style allows for mobile & quick play, but only if they accept being up close to enemies.
Greg_Murrell  [author] 6 Nov, 2021 @ 4:48pm 
Hey, thanks for the support of this mod! :D
Orikoan 6 Nov, 2021 @ 2:01pm 
No problem, glad i can help. This mod truly makes me excited to swap teams and is a definite must have for me. Thank you!