Horizon's Gate

Horizon's Gate

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Total Race Overhaul
   
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1.494 MB
8 Feb, 2022 @ 12:41pm
30 Nov, 2022 @ 1:28pm
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Total Race Overhaul

Description
This mod
Makes every race very different to play with by adding gimmicks, different starting stats, and elemental and status resistances.

Warning: As with the Species Diversity mod (the mod this was inspired by), there are 2 small limitations:
- For races with reduced Max HP or MP, the HP/MP charging bars will permanently show as not being full. This is purely a visual glitch that is a limitation of the game. The actual HP/MP numbers in game are correct.
- For races with Innate Support Abilities (Crub, Falpa, Diecast), these are mimicked in the mod with a workaround and are not actually equipped as passives. This means you can technically equip the passive twice, which will either double the effects or do nothing. Either way, I wouldn't do it as it will ruin the intended balance, but I'm no cop!

Races
  • Aphest: Lonewolf: quick, long range skirmisher that slows down when in the presence of allies/enemies
  • Wilderi: Alpha: slow, close range skirmisher that speeds up when surrounded and gains speed on kills
  • Rasmen: Blind Ninja Dodge Master: loses Def for Eva as they take damage; becomes more accurate when in the presence of enemies
  • Falpa: Magically malleable: can fill any role, can slip past enemies, becomes infused with whatever magical element they are struck with, regens MP
  • Crub: (essentially unchanged from Greg's original mod): has a difficult walk that requires planning, but is tanky and tough to kill with perma-regen and immunity to poison;
  • Diecast Bruiser: quite slow but unstoppable, powerful, heavy hitter; speeds up when hit by magic; stuns and interrupts enemies on hit with smashing weapons
  • Buralk: Buggy: highly mobile, resists slashing (but weak to smashing), spreads Itchy to enemies and damages Itchy enemies
  • Fareem: Constrictor: strong territorial control (-move distance and speed for enemies in range) coupled with extra mana and high mobility, but slower; resistant to Ruin, but also to healing
  • Ferren: Vigilant: starts fast and protected but then slows down; speeds up when hit and requires thoughtful planning to take down
  • Human: Average: can do anything, learns quickly and doesn't have to specialize; weak to status debuffs; tactical turn by turn decisions can self buff phys/mag atk/def
  • Scurio: Angry: starts quick and weak but gets stronger and more resistant and slower the more damage they take
  • Zyla: Gator: fun ambush predator that starts invisible with a free move; poisons melee attackers and explodes on death as a walking status effect bomb for both enemies and allies; plan carefully before you kill


Background
I love the world that Rad Cortex has built and populated, but after initially choosing your crew, the races don't really stand out from one another for me. After playing with Mafe's and Greg's mods, I decided I wanted to really change up the races.
I created this mod with the following goals in mind:
  • Pay more attention to placement and position in battle, encouraging "skirmishing".
  • Apply more elemental play, forcing you to think more carefully about equipment or specializing into certain skills in order to mitigate damage.
  • More variability in the speeds between species.
  • Give every race a unique quirk that would make them feel different ...
  • ... and give a powerful and meaningful reason to try different races in team composition.

My Other Mods

Acknowledgements
This wouldn't have been possible without some support. Check out all these cool people and their work!
Popular Discussions View All (1)
0
8 Feb, 2022 @ 2:53pm
In-Depth Race Changes
King Joshington
14 Comments
King Joshington  [author] 3 Jul @ 3:03pm 
Hello Kideo! Glad you like the mod. I don't work on this anymore but Mafe has access and still actively mods (I believe). You could go to the Discord and ask around. It is also entirely possible to edit the mod on your end to just change that penalty by tweaking some numbers. The Discord modding channel could probably help you figure out how to do that. They are great people!
As a caveat, let me remind you that this mod is not the intended way to play the original game and that it's not necessarily balanced if you try to break it (i.e. using a whole party of Wilderi). But, I made this mod after playing with other race mods and learning how to make mods in the first place. Maybe opening the text file and tinkering with the numbers will open doors for you :)
Have fun and keep gaming!
Kideo Hojima 3 Jul @ 2:36pm 
Just throwing a bit of feedback out there; make of it what you will. I decided to make a party of only Wilderi; their playstyle in this mod seems to embody the idea of 'offence is the best defence'. A Wilderi who gets fed kills can really pop off. However, the movement distance debuff means that unless you keep your party in a formation, chances are, your Wilderi will have only 1 movement on most classes! In a Wilderi-only party, this becomes stretched to a funny extent: once the 3 of your 5 party members have moved even just 1 tile, the 2 others become immobile. The buffs are very good and probably justify the downside; it also definitely gets you to play differently. In the other hand, in many fights, you would want to disperse your characters in order to use positioning, block multiple chokepoints or avoid AoE, all of which are things the Wilderi aren't good at at all. Perhaps the movemement speed penalty could be reworked to be less strict or activate at a different condition?
Kideo Hojima 3 Jul @ 2:36pm 
This mod is amazing! The new racial abilities work really well with existing playstyles, are fun to play with and against. This mod is going to be the mainstray for all of my future runs I feel, a certified hood classic for sure!
DoctahZay 14 Dec, 2024 @ 1:59am 
Oh, another thing, the Human and Scurio races are still in their original Journal pages and the Human passive of +20% XP and longer morale doesn't seem to work, so it's still vanilla of +10% XP. I don't know about the status effects being stronger against them working or not. I might also change those too.
DoctahZay 14 Dec, 2024 @ 1:55am 
That said, I want to ask for your permission to edit the codes in your mod for my own use. Especially for that Wilderi case.
DoctahZay 14 Dec, 2024 @ 1:54am 
I had discussed in the discord before I commented here. They said that the codes you added regarding "AV_*" things are overriding the vanilla AV of the races and the change is permanent. The thing I might be able to do to revert it is by locating the lines/codes from your mod and try to replace them with the vanilla ones. Or just play a new vanilla save.

I mostly enjoy your mod now, beside the Wilderi feeling underpowered because their first turn usually is the last of the crew and the passive penalizes Wilderi when they have no other actors near them since they have their turn and move earlier. I feel like my playstyle, rushing into the enemies, heavily contradicts this passive and the Wilderi can only move like 2 tiles per turn, with each turn having to wait like 40 TTA.
King Joshington  [author] 12 Dec, 2024 @ 2:24pm 
@DoctohZay - I suggest you try looking in the Discord modding channel (linked in the mod description above). I've been out of modding for too long and I'm not familiar anymore.
I don't know what happens once you unload my mod on an existing play through. Sorry! Maybe someone else will be able to help you out, if it can be done at all.
DoctahZay 11 Dec, 2024 @ 5:39pm 
Thank you for the reply! Another thing: I had unsubscribed from this mod for some time because it was too complex for me. But, the Ferrens stayed at 40 TTA instead of 30 like the rest of the races in my fleet. Is there a way to return their TTA back to 30? I tried looking into my save file but it had too many lines and I don't know which one to change.
King Joshington  [author] 11 Dec, 2024 @ 6:23am 
Hey @DoctahZay, when I look at my humans and scurio journals, they show the changes made in this mod to their journal pages. So, if you're not seeing them, it's possible that another mod is interfering.
DoctahZay 10 Dec, 2024 @ 8:54pm 
Hello, far late comment here. I have a question. Even if the journal page for a race isn't updated to reflect the changes brought by this mod, does it still activate the passives in combat?

I have Human and Scurio journals not having the listed race passives.