Kingsvein

Kingsvein

Mockstones
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...).
qududuq  [author] 15 Mar @ 10:03am 
That would have been stats from Teamwork as a side effect of any unlearned ability demos, but teamwork no longer has effects in that case since newest KV update
Redbull 8 Mar @ 6:39pm 
Seems some graphical bug with Waxen class, the text is kinda changing in quick frequency, when hover on the skill description, the characters stats is also flashing
Bofrab 23 Jan @ 3:29pm 
New character options that aren't classes?! That's sick!!!