Horizon's Gate

Horizon's Gate

Species Diversity
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!
Greg_Murrell  [author] 5 Nov, 2021 @ 1:36pm 
... yeah, that's a bug. I'll have to look into it. Thanks!
Orikoan 5 Nov, 2021 @ 5:53am 
Love this mod but i believe i may have found a bug. My wilderi unit is starting to get to attack every single unit of time. he will have around 30 turns before anything else moves.
Greg_Murrell  [author] 3 Jul, 2021 @ 2:27pm 
Right now, if I do anything, Buralk would just get +3 Jump. Zyla ... I know prominence's mods give some +1 move equip options, and .... subscribing to prominence's mods is just generally a good idea. Still, I can look into it more; only experience I have with Zyla is with Nightstalker's Fade and prominence's mod for 'dat sweet +1 move armor.
SpiralRazor 22 May, 2021 @ 10:10pm 
I based the Zyla on the availability of resources...its very difficult to acquire ways to increase base movement speed and jump range, but easy to acquire ways to stack damage and defenses. Itll also take a good while to get to gate, so youre pretty much forced to go dash. In any case i was building to towards the description of ambush predators.. I wanted a strong opening burst to represent it, but after that frenzy of activity they get sluggish and tired out. Ill test it more in depth tomorrow. 20 time units isnt a lot of space to work so i may try something there, like increasing uptime and making a -2/-2. Maybe a small opening haste buff and after so many turns a movement debuff. I didnt want to fall into the trap of "this character sucks to start with, but is a monster late game" or the reverse where its super strong early and then fades out mid/late game.
SpiralRazor 22 May, 2021 @ 10:10pm 
I figured it may have had true flight at some point:) Aside from flight or flyjump, i was thinking maybe if there was a way to give them a burrow ability? Like building a movement action that counts as a phase type, but generates a low power physical damage aoe as bursts from the ground. Dunno, just throwing out ideas on that one.

Greg_Murrell  [author] 22 May, 2021 @ 8:52pm 
Buralk was originally true flight, not flyjump. Allowed for moving on water or air. It was nice when I played, worth a -2. But it breaks level design, as well as some fights (like the drake). I'm not surprised its similar to phasing. I'd be VERY interested in hearing another test run of true flight.

Diecast, -1 Jump doesn't seem to crop up too much (corpses don't need Jump, most battles are flat terrain). Design-wise, I don't like your change, but practically, I can see why.

I don't like is Zyla's losing the -1 move. Breaking opening formation limits is good, and most battles in HG are short. Perhaps you found him to difficult to use after the opening attack? When designing him, I considered having always +7 move when invis, -1 move normally, with other ways to go invis (like if he ended his turn without acting). More ways to zip around, but you'd have to think ahead. But other players said more ways to go invis would be op.
SpiralRazor 22 May, 2021 @ 9:51am 
Sure thing:) First one i worked on was the Aphest. I reduced act time to 48 to 45. 15 time units is half a normal turn based on human act time. I adjusted the bugs to -1 phys attack and magic attack. Phasing and Flight had the same value for me in most combats. I negated the -1 jump from Diecast and moved the malus to -13 time to act.. i was thinking of doing it to normal movement, but after testing 2 movement is toxic.. Zyla i negated the move penalty and put -1/-1 attacks, but gain +3/+3 for 20 time units at start of battle.
Greg_Murrell  [author] 22 May, 2021 @ 7:54am 
I'm actually interested in hearing what numbers you thought needed changing. I haven't gotten much balance feedback for this mod.
SpiralRazor 21 May, 2021 @ 3:42pm 
I had to go in and change a few of your numbers once i got a good grip on the game, but overall this is a solid mod that adds a lot more to the game and choice of parties.
Greg_Murrell  [author] 31 Jan, 2021 @ 3:40pm 
Welcome
Coelancanth 31 Jan, 2021 @ 7:00am 
Thank you very much! :XiaLaugh:
Keyzo974 31 Jan, 2021 @ 4:12am 
Thanks you very much, I was hoping to see something like that :steamhappy: .
Greg_Murrell  [author] 30 Jan, 2021 @ 9:47pm 
As requested, the in-game journals now give the full description of the species. Said journals are now a full page, instead of half page. (Oh, and Oil immunities / weaknesses are properly implemented). Enjoy
Greg_Murrell  [author] 25 Jan, 2021 @ 5:15pm 
Looking at it, I can update the in-game journal to be more descriptive. Just gimme a bit to fix this
Greg_Murrell  [author] 23 Jan, 2021 @ 8:14am 
I was worried that a full description would be too much for in-game. I can look at it again though
Coelancanth 22 Jan, 2021 @ 2:05pm 
Hi, was wondering will the descriptions be displayed in the journal (only a few words for every species by far)? Or I have to check it on the manual?
Jackington 11 Jan, 2021 @ 3:18am 
Nice work!
Greg_Murrell  [author] 9 Jan, 2021 @ 9:38am 
Updated. Falpa's phasing movement is no longer bugged
Greg_Murrell  [author] 28 Dec, 2020 @ 5:48pm 
And this mod is all about the positioning. But I'm not sure that's the kind of thinking about positioning the player needs to undergo.
Jackington 28 Dec, 2020 @ 5:13pm 
Cheers Greg, nice of Eldiran to fix that.

Its not the worst, i just have to think a bit more about positioning
Greg_Murrell  [author] 28 Dec, 2020 @ 4:13pm 
That's, unfortunately, a consequence of the "phasing" ("teleport") movement type. Eldiran has graciously offered to me an alternative just for this mod, so once the next patch comes out, I can fix this issue easily. Thanks for notifying me if the issue.
Jackington 28 Dec, 2020 @ 12:39am 
Hi Greg,

Is it intended for the Falpa, specifically Reeve, to not be allowed to move in the spaces adjacent to them?
Greg_Murrell  [author] 23 Dec, 2020 @ 8:16pm 
Also, changed Falpa to "phasing" since "teleport" seems to consistently confuse people. No in-game change, just changing what it's called to hopefully be less confusing
Greg_Murrell  [author] 23 Dec, 2020 @ 9:21am 
Aphest issue fixed. Small coding error on my end. Thanks to the catch LightHope
Greg_Murrell  [author] 23 Dec, 2020 @ 9:06am 
Ah. "Teleports" is ..... really how it's described in the code, but not how it works. "Teleports" simply means that obstacles and enemies don't restrict their movement in battle; they can push through them. An ability normally seen on some thief-type classes or races in other games. : / Sorry, it's a misnomer, and I don't have the artistic expertise to make them actually look like they're teleporting. : / Sorry.

I'll look at Aphest
KimjonIl 23 Dec, 2020 @ 12:25am 
Quick question where is the teleport ability for the falpa? Reeves race?
LightHope 22 Dec, 2020 @ 7:55pm 
Hey I really love this idea and the mod works great! My only things are the Falpa, which is my favorite race in the game, doesn't seem to do anything close to "teleporting" when they move like it says.
Idk what it's supposed to look like so maybe I'm just missing it, just thought I'd throw it out there.

Also, I know you said the Aphest is working weird right now, but I just thought I'd point out, they don't have +1 to all elements.
donald.nintendo 13 Dec, 2020 @ 6:30am 
sweet. thanks!
Greg_Murrell  [author] 13 Dec, 2020 @ 6:29am 
mmm ... The actual species changes are all all ready in their own file. There should be guides somewhere on the internet how to find where Steam downloads mods into your local files. I personally don't recommend doing this, as this mod makes more sense as an artistic whole. But, you are all ready able to do so if you wish.
donald.nintendo 12 Dec, 2020 @ 11:34am 
also a question. can there be a bunch of seperate mods that allow for the individual changes?

if you do and you don't want to clutter the workshop page, just put the mods in a .zip file INSIDE this mod, and tell people how to access it and where to extract it.
donald.nintendo 12 Dec, 2020 @ 11:31am 
nice work on both mods!