Kingsvein

Kingsvein

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Mockstones
   
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19 Jan @ 3:50pm
25 May @ 2:16pm
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Mockstones

Description
Adds 4 new game options for your retainers and mount and 2 new classes, the Waxen and Panther.

New game characters
  • Mockstone - Odd "Diecast" with -4 HP, reduced HP upgrades, no KO penalty. At least 30% as experienced as any other party humanoid in each class.
  • Shiftstone - "Diecast" with unnatural skill for camouflage, or as camouflage for something unnatural. -3 MP, Start battle invisible for 1T, Half as threatening to enemies. Skin shifts with environment.
  • Tarnished - "Diecast" with very private habits. Melee attacks restore 20%HP if no allies are present within 4 tiles.
  • Mimognath (Wyvern) - Immune to Blind. Gains rider's attack stats when mounted until next action taken.

New class: Waxen
Adaptable geo user with skill imitation upgrades.
Requires 300 Chisel XP and 300 Melder XP.



Abilities:
  • Encore - (3 MP) Repeat the next damage or healing received by the target this round.
  • Counterpart - (3 MP) Deal back the next damage or healing you receive, capped.
  • Mockup - (5 MP) Push and begin a mockup of a distant target that transfers damage to its model, available next turn.
  • Mimic - (2- MP) Change into the target's class this turn. Does not cost an action. (You still need to have learned class abilities to use them)
  • Wax Cast - (2- MP) Pretend to cast your next delayed spell. Once all enemies have acted, don't. Does not cost an action. Use limited by party cooldown.
Passives:
  • Facade - Damage taken in battle leaves you unharmed. Once damage disregarded this way reaches 90% of your Max HP, you are reduced to 1 HP and this ends.
  • Shadowpace - When you end your turn, catch up to the move of adjacent characters until the end of next turn.
  • Apropos - Weapon types newly brandished during battle deal increased damage. No effect during first round.
  • Mimento - After attacking with a weapon, retain its Mimetic Skill bonus for 2T. When you end your turn, retain any Echo Adept bonus for 2T.
Upgrades:
  • Evasion, Focus, Geo Skill
  • Mimetic Skill: Deal more damage with a weapon type next to characters with respectively higher skill.
  • Echo Adept: Heal more or deal more next to characters with respectively higher Healer or element Adept skills.

New class: Panther
Zoomorphic imitator with bursts of power that leave it transformed and uncontrollable without specialist passives.
Requires 300 Waxen XP.



Abilities:
  • Groach - (3 MP) Lunge to deal physical and geo damage and heal yourself. Morphed into Groach next turn.
  • Glasp - (4 MP) Lunge to deal damage and inflict Fragile. Morphed into Glasper next turn.
  • Shrike - (5 MP) Thrash through enemies for wide area damage. Morphed into Shrike next turn.
  • Clow - (6 MP) Spin forward to deal Elec damage to all adjacent. Morphed into Clow next turn.
  • Margol - (7 MP) After a delay, spray fire into a wide area. Morphed into Margol next turn.
Passives:
  • Ogre - Doubles HP upgrades. Melee attacks push Poisoned targets and pull Bleeding targets.
  • Polspry - When KO on soil once per battle, no HP penalty and revive after 2T with +2 Atk stats but Immobilized permanently for the battle.
  • Vivimimic - Mimetic Skill increases PhysAtk next to stronger beasts. Retain Mimetic Skill and Echo Adept and gain a passive in each form, respectively Vengeful / Opportunist / Fighting Spirit / Bright Spark / Massacre.
  • Learned Beast - Retain control when Morphed, along with Teamwork upgrades and access any learned active abilities from one class in each form, respectively Titan / Chisel / Shard / Krakenslayer / Ashen. (No abilities gained for Shrike / Clow if you do not have the corresponding mod)
Upgrades:
  • Endurance, Focus, Geo Skill, Blaze Skill
  • Mimetic Skill, Echo Adept: same as Waxen
  • Isomorph: In each transformation and for 1T after, gain damage with respectively Geo, Flail/Club/Fist, Sword/Spear/Dagger/Axe, Elec, Fire.
13 Comments
qududuq  [author] 27 May @ 11:51am 
Because the low MP forms lose weapon power/augments/effects for next turn, the higher MP ones lose less but even with control they still pay opportunity costs or make compromises on passives and equipment effects. I think Clow fares best and Shrike worst, maybe will add an exception to transmute some of weapon material's power for shrike as that seems to make sense for what they are
neurosis51 26 May @ 1:43pm 
I would like to know why you keep stressing being in beast form as a negative after the first turn if the Learned beast passive already fixes that. Sure you need to dual spec into another class to make it more useful, but the only downside with no passive is your actions are random.

i'm on the difficulty just before ruin mode btw, so maybe it's more or less useful early on than late game; I didn't go through with your mod on a new save file.
qududuq  [author] 26 May @ 12:29pm 
I also was never satisfied with the beasts reduced to unarmed humanoid power, even by raising it though they could never match their creature counterparts without being unbalanced, even before stats from difficulty levels. So the fantasy of walking around as the creature fails, what would work better is single turn and something like "transformation sickness" slowing next turn (may be possible with more granular action time, like Horizon's gate has) Thanks for the feedback!
neurosis51 25 May @ 4:07pm 
Thanks, can't wait to try out the new changes. I initially downloaded the Crub companion mod like a week ago just so I could build another character to be an animorph since my Remir was already built heavily into range weapons. It was a let down seeing how weak panther was even when I built into all the classes the other beasts used for the Vivimimic passive.
qududuq  [author] 25 May @ 2:59pm 
Now transformations keep regeneration, with Learned passive keeps channeler upgrade. Only benefits Margol and TitanGroach but I had not realised channeler boosted the current channeled ability
Also for now added fist skill to all transforms by default, since that upgrade is out of the way unless it's a Titan specialist. Will try out balancing differently later if I can do something that makes more sense but doesn't need a rulebook
Not sure if there is space for 1-2 more innate abilities like revert, maybe multiplying amount of creatures- but I think I discounted a longer transformation passive before because next actions in transformed state are a drawback, they still are except maybe for Ashen specialist

Weaker flame breath option added this way: Margol can reserve fire breath for instant cast next turn if allies are in targeted area of delayed fire
neurosis51 25 May @ 12:12pm 
Not sure if you can add this, but it would make sense with Learned Beast: Having an ability to manually revert from your transformation early that doesn't use an action, but it also gives you an extra turn or two to be transformed.
neurosis51 25 May @ 12:07pm 
The Margol that you can control during the story and fight against do their fire breath with no delay, but they can't do it consecutively.
neurosis51 25 May @ 11:59am 
@qududuq For other kept upgrades I think Regeneration, channeler, and Fist skill should be added; Since you are a beast with no equipment and attacking with claws or body, I think It makes sense for fist skill to carry over.

I know the Isomorph upgrade has weapon types that correlates to each beast and gives +3 dmg at max while transformed, but I think it would be more effective to just let the transform state do + dmg = to whatever the highest weapon skill upgrade you have; Shrikes for example covers all bladed weapons, so whatever your highest bladed weapon skill upgrade is, that would apply to Shrike's attack in addition to the strength. Groach, Clow, and Margol can have fist skill added to them.
qududuq  [author] 25 May @ 10:36am 
I can try a way to flame next turn without delay, with lower power it should balance with Projection+Flamelash more or less. Class passives only mitigate weakness because next action after transform is a drawback for the transforming action power being >150% closest equivalents, but I get it feels wrong after turning giant. and the delayed flame is not more powerful than gatekeeper pyre.

Which other upgrades were you missing? I remember it was not possible to do blanket copy of unknown upgrades and effects by technical limitation but specified upgrade can be copied. Kept descriptions short but I think other upgrades either would have no effect, or temporary effects that are implicitly retained by atk stat, or after transform like defy death
neurosis51 18 May @ 9:57pm 
Can you change the Morgal panther morph do his flame without a delay? You get so little opportunities for dmg with him even with the passives. Also I think Panther passive "learned beast" should let you retain all your upgrades instead of just teamwork and MP regen. The class is cool in concept, but it still feels so weak with the limitations and even after speccing into each class the monsters' ability retain (Ashen, titan, etc...).