Tales of Maj'Eyal

Tales of Maj'Eyal

Draconians
41 Comments
C.K. Kirbi 4 Feb, 2022 @ 9:17pm 
@dracos12

How much effort would such a patch take? This mod is one of the few I've considered essential for storytelling gameplay.
Aekuq're 13 Feb, 2021 @ 1:47pm 
@dracos12

Please do; this game needs more anthro races. I want to play as a dragon or a fox or something, you know?
dracos12 7 Nov, 2020 @ 8:41am 
Likely long abandoned, but I've enjoyed the fork. The recent 1.7 update breaks it. May do a small patch and upload just to let folks keep using it.
ㅏㅏㅜㅇ 14 Feb, 2017 @ 12:51am 
when update:(
Arvay6 4 Mar, 2016 @ 4:11pm 
The brief description after you choose and confirmation would be enough for me, the Draconians are a really cool race but for people new to the mod it would be confusing.

Also I modified your draconians to be playable in the new expansion by the way, I'm keeping this to myself of course and it's a rough edit but it works. At first Embers of Rage wouldn't let me be one so I modified the dlc's worlds file to allow them and copied the orc's starting areas etc. along with making them start with the amulet. The game thinks you're an orc but it makes the race playable on Embers so good enough.
AuraOfDawn  [author] 4 Mar, 2016 @ 2:35am 
Hmmm. I might be able to do something like that, but it'd break immesion pretty hard. But choosing a choice off the menu coudl bring up a brief description about it, and a confirm/go back choice. Alternately, the thread in workshop discussion here on steam, or on te4.org has a loose description of the forms, along with what classes can or can't get them and how.
Arvay6 3 Mar, 2016 @ 9:07pm 
Is there any way you could implement an ingame explanation to the abilities of each draconian type? Some are pretty self explanatory but others are a bit hard to guess.
AuraOfDawn  [author] 2 Mar, 2016 @ 11:13am 
You shoudl receive it upon killing a boss enemy (not randbosses) These tend to spawn within a few floors.
Mia Ishata 2 Mar, 2016 @ 3:24am 
You dont seem to get the necklace needed for the transformation for the Infinite Dungeon.
AuraOfDawn  [author] 23 Feb, 2016 @ 2:41pm 
The original creator very emphatiically linked draconians with nature, and barred them from defiler. I have no plans to change that. There is a possibility, potentialy, of a second subrace of draconians that MIGHT be permitted this, but my ability to code it is in question, so it'll be some time before it happens, if it does.
Toshiakisama 23 Feb, 2016 @ 1:02pm 
Is there any way to allow draconians to use the defiler classes, I would love to play a draconian doombringer.
AuraOfDawn  [author] 14 Oct, 2015 @ 11:18pm 
There's a chart of supported classes and what types they get in the forum thread, you might want to take a look in there. Nothing significant has changed since it was made, so it should be pretty accurate. More addon classes will be supported as I can find the time/the demand for them rises.
DD Dtgnoome 14 Oct, 2015 @ 6:02pm 
I want to thank you for the efforts to get this working today. Also I just checked again and it is working as expected on a Undead Ember of Gerlyk. So much thanks to you!
DD Dtgnoome 14 Oct, 2015 @ 4:09pm 
Typically, I use an Ember of Gerlyk as an undead. From " Doctor Null's Classpack, And I just tested an Undead Alchelmist and it is fine, gave me a thunder aspect,so it might be a bad interaction with that mod
DD Dtgnoome 14 Oct, 2015 @ 3:58pm 
Nah, I had just picked a random normal to test I wasn't aware that it was a special option, I just noticed it was different and was trying to be thorough.
AuraOfDawn  [author] 14 Oct, 2015 @ 3:54pm 
Wind should only be choosable on these classes - storm warden, hero, temporal warden, archer, starslinger, adventurer.

Brawlers might also get it if they get lucky on random.

Are you not getting it on one of those classes?
DD Dtgnoome 14 Oct, 2015 @ 3:41pm 
Good deal, I was testing further, it works correctly still if I take a natural draconian, but I noticed that as an undead one, I laked the option to choose the aspect of wind. Dunno if it is relevant but there you go.
AuraOfDawn  [author] 14 Oct, 2015 @ 3:37pm 
AstralInferno and I are working on this now, but the fix will probably be an update on his end, it looks like.
AuraOfDawn  [author] 14 Oct, 2015 @ 2:09pm 
None of the references I saw offhand in that error are to draconian related things. By the look of that, that's an issue with arcanum and spellsword. Can you replicate the error again, and if so, does it persist when arcanum or spellsword or both are disabled?
AuraOfDawn  [author] 9 Oct, 2015 @ 11:53am 
You are correct. I'm not sure when this slipped in (I don't think it was around when draconians started) but I never noticed. They have been updated to start with a ordinary healing infusion in inventory now, identical to the other race I looked at.
Gottschkopf 9 Oct, 2015 @ 9:58am 
Indeed they start with regeneration. But normal chars start with inscribed regeneration and wild, plus healing in the inventory. The latter is missing here. Dunno if this is new, just started yesterday
AuraOfDawn  [author] 9 Oct, 2015 @ 9:18am 
They should start with a regeneration infusion... I'll look into this, but I didn't change the normal starting infusions.
Gottschkopf 9 Oct, 2015 @ 7:47am 
New characters start without "Infusion:Healing". Is this on purpose?
AuraOfDawn  [author] 25 Apr, 2015 @ 5:56pm 
This is a bug in verdant itself, it's already known by Housepet, he's fixing it in the next update. Has no connection to draconians, or your transformation in this addon. It's reated to the treant's second aspect.
Dray`Gon 23 Apr, 2015 @ 8:40am 
Perhaps you can collaborate with them to figure out what went wrong as the talent worked fine up until I transformed using the item given in this mod. :(
Dray`Gon 23 Apr, 2015 @ 8:39am 
I was running both this mod and the Verdant pack mod using the Werebeast class when I got this error.

Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: /engine/interface/ActorTalents.lua:806: attempt to index local 't' (a nil value)
stack traceback:
/engine/interface/ActorTalents.lua:806: in function 'getTalentRange'
/data-verdant/talents/gifts/treantaspect.lua:34: in function
</data-verdant/talents/gifts/treantaspect.lua:31>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:145 in function </engine/interface/ActorTalents.lua:138>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:271 useTalent
At /engine/interface/PlayerHotkeys.lua:169
At /engine/interface/PlayerHotkeys.lua:161 activateHotkey
At /engine/HotkeyIconsDisplay.lua:357 onMouse
At /mod/class/uiset/Minimalist.lua:1944 fct
At /engine/Mouse.lua:56
Star-X 21 Mar, 2015 @ 3:32pm 
Scratch that, didn't realise that you start off as a higher and turn into a Draconian after the first dungeon.
Star-X 21 Mar, 2015 @ 2:09pm 
Addon doesn't seem to work, I load as a Higher instead of a Draconian.
AuraOfDawn  [author] 11 Jan, 2015 @ 1:47pm 
I have been away for a bit, so work has been slow (read: nonexistent) though a defiler subrace is the next thing slated to happen, with the barest of beginning frameworks laid down. (yes, I know you all want to play your doombringer draconians, and it will be glorious. As George R R Martin says 'They're coming'. Though hopefully faster.)

As a teaser, the tentative subrace will be called 'scion' and involve those who have draconic powers due to stolen corrupted essence from real draconians, presumably far back in their own ancestral lines. Tweaks to the overall racial will exist for scions, though follow a similar fomat to the forms used now on standard draconians. If all goes as planned, they will have an arrray of corrupted forms to choose from, and be allowed to play any class type except wilder.

However, due to a lack of my own programming knowledge, I can't really say how quickly or if I'll be able to finish them. But I'll try.
Horagen81 10 Jan, 2015 @ 9:25pm 
Thanks Aura Of The Dawn for taking it over and make it avaliable :)
garyriley1982 10 Jan, 2015 @ 3:17pm 
been enjoying this race, any idea when a further update regarding the 'to do' stuff will be happening?
AuraOfDawn  [author] 15 Sep, 2014 @ 7:04pm 
https://steamhost.cn/steamcommunity_com/workshop/discussions/-1/613936039623631512/?appid=259680

That'll mention a little bit about what the different types do.
As for what I meant by weight, each class is assigned certain forms. Each form is assaigned a weight.

The game uses this number for each form, to decide how likely random is to give you that form. (100 is not 100%, unless it is the only form. Just how heavily that form is considered. For example, if you had 4 forms with weights 100, 50, 30, and 20, you would receive form 1 50% of the time, 2 25% of the time, form 3 about 15% and 4 about 10% of the time.)

Furthermore, any forms assigned a weight below '20', will only be available if you hit random. Forms with a weight equal to or above 20 appear on the list to be chooseable directly. (The exception to this is the more 'advanced, complicated' forms being random-only if you are playing on standard, whereas in enhanced, they follow the normal weight-20 rule)
CaptainKronos 15 Sep, 2014 @ 6:22pm 
Prox dropped the amulet and I used it and selected the random feature and got an Earthern based character.

I forgot to ask, what did you mean when you mentioned weight? Also, what would one of the other options, Razor, do for my charcter?

Thanks.
AuraOfDawn  [author] 15 Sep, 2014 @ 12:56am 
Only need to kill Prox. It'll be dropped by the first dungeon boss you reach. To be even safer, you could go do Norgos Lair, generally easier. (Though trollmire's a close second, so long as you skip Bill till later) If you happen to play on the ID campaign, you have to wait until a 'boss' (normal boss, not randboss) enemy spawns, and get them to drop the amulet.
CaptainKronos 14 Sep, 2014 @ 10:36pm 
Ah, many thanks. I'll try to kill Bill then as I'm on the first level of Trollmire at present. As a Draconian Berserker I hope to be able to do this first time (fingers crossed).
AuraOfDawn  [author] 14 Sep, 2014 @ 5:51pm 
This is because you haven't learned to tap into your ancestral draconian powers yet. Clear your first boss and it should drop a necklace of dragon teeth. Activate this to choose your draconian form. This is class based, and operates off a weight system. Not every form is available to every class. Additionally, there's an option under gameplay options about the kind of form selection you get. It defaults to 'standard' in which basic forms are easy to obtain while more advanced ones (no matter how high the weight) are only available if you play roulette with random. You might consider changing it to 'enchanced' where any form with enough weight can be directly obtained, though there will still be some less-common forms that can only be obtained via random. Each form has a different set of 3 talents, which is why they aren't shown yet.

(I recommend 'enhanced' for best experience, thoguh I left standard as the default based off the way the original addon's author had it set up.)
CaptainKronos 14 Sep, 2014 @ 4:10pm 
Hello. Downloaded this addon and have encountered a slight difficulty. I can choose the Draconian except only the Channel Power talent is showing, the other three talents (according to the Charcter Vault on the website) are missing. I'm playig a Draconian Berserker and it's playing OK except for the missing three talents. Thanks.
Mostcus 27 Jun, 2014 @ 1:37am 
thank you!
AuraOfDawn  [author] 27 Jun, 2014 @ 1:17am 
That depends on what you want to make the race do. At eh very least, if it's a new race, you're going to need to create a new racename.lua file, or alter an existing one if it's a new subrace (for instance, a new type of human). Things like helath gain, starting stats, etc, will be set here as well. If your race has new racial talents, you'll also need to make those new talents in their own racial file and have them included as well. And if you want your race to look different, you'll also need a set of graphics files for them. That's at a bare minimum. For more detailed instructions on file structure, you can either drop by the IRC channel #tome on Rizon, or checking out the addon page on the wiki http://te4.org/wiki/Addons .

Beyond that, specific questions can be posted to the addons section of the forums for tome, http://forums.te4.org/viewforum.php?f=50 .
Mostcus 27 Jun, 2014 @ 1:09am 
How i create my own race with workshop support?
DatMattNips 26 Jun, 2014 @ 8:23am 
Draconian bulwark level 35 and everything is going smooth so far! awesome addon, recommend for anyone looking for another race to play