Horizon's Gate

Horizon's Gate

Elite Passives
37 Comments
ToastGhost 30 May @ 6:50pm 
You're most welcome. Your work is much appreciated.
Prominence  [author] 30 May @ 1:40pm 
ToastGhost, it was due to a missing = sign. I have updated the mod, so when Steam downloads the update for you, the issue should be resolved. Thank you for the report!
ToastGhost 29 May @ 8:25pm 
Strange interaction I noticed - Ranger elite skill, "Preperation" also increases healing received by 60%, and exp gained by 60%! Noticed my Ranger was leveling way faster and getting more healing, and after some testing realized it came from preperation.
Soler Boy 28 Apr @ 7:38pm 
thanks! and sorry for making more work for you.
Prominence  [author] 28 Apr @ 7:06pm 
Soler Boy, I'm not entirely sure why it was behaving the way it was. I think the most recent update introduced some ways to make passives mutually exclusive. Power Sequence was the problem, as it was somehow spreading its incompatibility with Pure Mind to other passives. I've corrected it by making Power Sequence a purge effect and not a dispel.
Prominence  [author] 28 Apr @ 5:37pm 
I'll look into it. I have some theories.
Soler Boy 28 Apr @ 5:35pm 
None of the elite passives work that i have learned on my characters can be equipped with pure mind.
Prominence  [author] 28 Apr @ 5:10pm 
Soler Boy, Pure Mind should only be incompatible with one of them: Power Sequence. Is it incompatible with all of them?
Soler Boy 28 Apr @ 4:38pm 
am i missing somthing? i can't seem to equip the "pure mind" sage passive with elite passives!
Welk 8 Nov, 2024 @ 3:56am 
Ok thanks for the reply!
Prominence  [author] 8 Nov, 2024 @ 3:48am 
Welk, I don’t have any plans to add elite passives to classes from mods made by other people. The official Gatemaster class is the one exception, and that has already been implemented. Mafe is working on a passives mod of his own, though. But I’m not sure whether he’s adding more to his modded classes or not.
Welk 8 Nov, 2024 @ 1:48am 
Would you also include an elite passive also on Mafe's Gatefisher fishing mod too?
Prominence  [author] 6 Oct, 2024 @ 2:50pm 
Sly-Scale, in my testing, it's working just fine. Elemental Fury isn't overwriting anything. The benefits remain. I think there may be a misunderstanding about how Enchanted Armor works. It provides an armor boost to the unit with the passive that increases for nearby weapon enchantments on allies. Beyond that, it also gives the unit with the passive a special bonus for whichever enchantment they have on them. Due to how enchantments work, you can't move more than one of these bonuses in effect at a time.

It almost seems like you're expecting the passive to provide those secondary effects (like Warmth for Fire Enchant) to other units, not just the unit with the Enchanted Armor passive on. That's not how it was designed. It only provides benefits to the unit with the passive on, but it does derive those benefits, at least in part, from nearby allies having enchantments on them. The goal with this passive was to reward maintaining multiple enchantments on your team.
Sly-Scale 6 Oct, 2024 @ 2:28pm 
So to recap what I was saying below: "Elemental Armor" feels more like it should be named "Elemental Conduit," where the recipient forms a fragile conduit that is broken by subsequent enchantments from the caster.
Sly-Scale 6 Oct, 2024 @ 2:19pm 
To the OP,

Ah. I don't cast enchantments during combat; since those enchantments last so long, I can afford to buff the team up before walking down a suspicious-looking hallway. Seems like those enchants were balanced around "skipping" your turn in combat to score some bonus damage later... not considering if players just did it out of combat.

Doubling your damage is crazy strong in Horizon's Gate, and I'm petty enough to load (or retreat) when caught without my pre-buffs. Mainly because it's faster than the slog of abusing Warden spells, like Barrier, to take control of an uphill battle.
Sly-Scale 6 Oct, 2024 @ 2:19pm 
Just was bummed that when I equipped Elemental Armor on my party of 5, and then casting weapon enchantments from a single Enchanter while outside of combat, didn't give all of them Elemental Armor. The buff itself would simply get removed from older targets, then disappear entirely from casting Elemental Fury.

I didn't use Elemental Armor for more than one combat, just because I wasn't getting Warmth off the right enchantment. (I forget if it was the ice or fire weapon enchant that got Warmth.)
Prominence  [author] 6 Oct, 2024 @ 3:08am 
I went back and forth on it for a while. It was originally going to be a normal passive for them, but then it was too powerful.

This is a game where normal attacks aren’t ever supposed to be obsolete. So I don’t think there’s anything wrong with giving the player some tension about whether they want to use the class’ attack abilities or just use a normal attack. Of course you can also put the passive on a different build as well. And one further option is to lean in to the way the Samurai can combo (wordplay intended) with the Assassin from Class Academy.
Mysterious Mr Mustache 5 Oct, 2024 @ 10:30pm 
Just curious if it was for intentional balance that the Samurai's elite passive doesn't synergize with the Samurai's offensive abilities. It is an amazingly powerful passive, but it makes me a little sad the Samurai can't make full use of it.
Prominence  [author] 11 Apr, 2024 @ 4:40am 
Sly-Scale, I think this might be due to an unclear tooltip description for the passive. You are supposed to get +Physical and Magic Defense from nearby enchantments active on allies and yourself (within 4 tiles). You are only supposed to get one of the other bonuses depending on which enchantment is active on you (not on nearby allies). And it has to be a weapon enchantment, like the status effects from the Enchanter class.

This might also be due to testing outside of combat. It functions most reliably in combat, I'm finding. Though the exact +defense numbers sometimes seem a little off. I'll look into it further.
Sly-Scale 11 Apr, 2024 @ 2:47am 
I have about 15 other mods installed (at an order consistent with your instructions,) but one of them adds +1 to the max party size. That might be causing it.

It's gonna take more playtesting but I won't soon be able to get around to it. I'm not too worried about it though, I just slapped on a competing passive and made my guys off-class as Balancers.
Sly-Scale 11 Apr, 2024 @ 12:27am 
A little more testing of Elemental Armor reveals that no, you can't even run multiple Enchanters with the Elemental Armor passive. It's not a limit of 1 Elemental Armor per caster, it's a limit of 1 Elemental Armor in existence.

Probably means the Enchanter undead plants down in Ahlvarza's ruins can wipe your Elemental Armor, as well.
Sly-Scale 11 Apr, 2024 @ 12:18am 
So uh... I've got a bug to report.
The Elemental armor passive doesn't affect more than one party member. I haven't equipped more than 1 elite passive on the same character, but I do have most of my party equipped with it. Here I thought: buff up before combat, get that sweet armor boost, get Warmth and Ice Spikes on them. Turns out, the armor and secondary effect are both lost when you enchant someone else.

It doesn't matter if that other character has Elemental Armor equipped or not, the effect is lost. It's also lost entirely (with no new recipient) when Elemental Fury is cast.

The result is an underwhelming package, on a passive that really should be handing out +3 armor and +3 magic armor, with 5 instances of Ice Spikes or Warmth that can get refreshed by Elemental Fury. None of that happens to all of them... just to one of them.

At least my party members got a nice chunk of elemental training, on the way to 2,000 Enchanter XP.
Sly-Scale 3 Apr, 2024 @ 1:20am 
Beaten the game once without mods, so consider me a fresh mod enjoyer.

I'm on a new playthrough and I haven't had the Elite passives in my face for much more than a few hours, and let me tell you, Prominence: you did a wonderful job of the presentation.

It's in the yellow text for the description, the golden icon, the art style being consistent with the rest of the game. It's in the ridiculous 2,000 XP price tag that really gets me looking forward to mastering that class. Like it isn't just, "Oh now you get to turn XP into stars." It's better than that, and also it's way down the line.

I picked up most of your mods (barring most of the class additions; the basegame has enough to offer) and since I've beaten the game once, I've halved how much XP I get. So those Elite passives are gonna be just staring at me forever.

(I might bump up the XP rate back up to 75%, though...)
Prominence  [author] 17 Jan, 2024 @ 3:29am 
This mod has swelled to the point where adding more passives is unwieldy. Each one that I add requires me to add a line of text to every other one that I’ve already created. There are ways to streamline this, but I consider this mod largely complete at this time. I am open to balance suggestions though, and will of course do my best to fix any undiscovered errors that may arise through use of this mod.
Necro Cheesecake 16 Jan, 2024 @ 8:53pm 
Do you take requests? Would you be able to add a passive to The Exemplar by Deason Red?
Prominence  [author] 9 Oct, 2023 @ 3:07am 
Thank you, Trobs. I’ll see about preventing those interactions. The base game has certain passives that aren’t allowed to work together, so it shouldn’t be too out of line to make these exclude each other.
Trobs 9 Oct, 2023 @ 1:44am 
This is amazing!

Small balance concern: Mechanist's Power Sequence works a bit too well with Thaumaturge's Inversion from your Wild Magic mod. Throw in Pure Mind and it can get a bit out of hand.
Prominence  [author] 4 Oct, 2023 @ 2:58am 
Deason Red, they are only for the player’s crew.
Welk 4 Oct, 2023 @ 12:26am 
Thanks!
Deason Red 3 Oct, 2023 @ 8:37pm 
Are any of these applied to base game enemies or is it all for player characters?
Prominence  [author] 3 Oct, 2023 @ 3:27pm 
Welk, I have acted upon your suggestion. The Gatemaster now has an elite passive. Please note that the Elite Passives mod must be below the Gatemaster mod in mod load order.
Prominence  [author] 3 Oct, 2023 @ 11:51am 
Welk, that sounds like it wouldn’t be hard to code. I’ll look into it.

Fićek, I’ve thought about it, but I think I would have to add the passives to the respective mods themselves.
Fićek 3 Oct, 2023 @ 11:24am 
Ohh yeah, as always it was worth the wait. Thank you so very much, I was wondering will there be an update to include classes from your other mods?
Welk 3 Oct, 2023 @ 8:10am 
Ok thanks. I have an idea for an elite passive of gatemaster: Random chance to create random flying animate weapons that fight for you just like zoar bats every turn: could be 5% or 10% chance. It could be steel or mithril or corpryst etc. Is it hard to code?
Prominence  [author] 2 Oct, 2023 @ 1:59pm 
I'll think about it, Welk! It's not a class I have much experience with. And if I do add it, I don't think I'll be able to add it to the table in the mod description. I'm hitting some text limits, lol.
Usuzumi 2 Oct, 2023 @ 3:19am 
The Prominence is in!!
Welk 1 Oct, 2023 @ 9:16pm 
Can you create an elite passive for Gatemaster class mod by Eldiran pls?