Horizon's Gate

Horizon's Gate

Total Race Overhaul
King Joshington  [developer] 8 Feb, 2022 @ 2:53pm
In-Depth Race Changes
I created this mod with the following goals in mind:
  • Pay more attention to placement and position in battle, encouraging what I think of as "skirmishing".
  • Apply more elemental play, forcing you to think more carefully about equipment or specializing into certain skills in order to mitigate damage.
  • More variability in the speeds between species.
  • Give every race a unique quirk that would make them feel different ...
  • ... and give a powerful and meaningful reason to try different races in team composition.
Note: in Vanilla, base TTA (Time To Act) is 30 for most races. This has changed! -TTA means your turn arrives faster, +TTA means slower.


Races
Aphest: 26 TTA
Race trait: Lonewolf: You hunt alone!
On turn start, counting both enemies and allies within 2 tiles:
+4TTA per actor (slows your turn) (max:+16)
-2 move if 2+ actors present
-1 phys/magAtk per enemy and per ally starting from 2+ allies (max: -4)
Weak to Electric & Stun lasts longer
Aphest are now long range skirmishers. They are quick and mobile and start off prepped for magic or range work. But suffer if they get cornered by the enemy and they can't easily benefit from group buffs/heals.

Wilderi: 38TTA
Race trait: Alpha: Heart of the pack!
On turn start, counting both enemies and allies within 2 tiles:
+2 move, -3 TTA per actor (speeds your turn up)
Race trait: Emboldened: Cheer up, you won!
Morale boost when killing an enemy!
Weak to Wind; Immune to Sleep.
Frozen lasts -50% as long.
Wilderi are the opposite of Aphest - they are close up skirmishers. They need help getting to the enemy because of their reduced range. They become faster the more they are surrounded by friend or foe.

Rasmen: 30TTA, -15% Weapon Accuracy
Race trait: Other-Sense: But how?!
On turn start, +5% Weapon Accuracy per enemy within 2 tiles (stackable)
Race trait: Dervish: Dodge ninja!
Every time damage is taken:
-1 Phys & MagDef for 60TTA
+ Phys & MagEva for 66% of damage taken for 30 TTA
Weak to Wind; Immune to Blind, Silence.
Rasmen are also skirmishers but of the mystic ninja kind. They have strong defenses that are eroded as they take damage, but they compensate by gaining evasion each time they are hit. At some point, they have to take a break to regain their defenses or keep relying on the luck of the dodge.

Falpa: 30TTA
Race trait: Galvanic: Volskarn infusion!
+3 Skill Level for 90TTA when hit with the corresponding element (Fire, Ice, Wind, Electric, Ruin)
+3 Mana Regen per turn
Race trait: Navy Seal: Slippery!
Slip past enemies on the battle field and Buffs last 50% longer (Innate Lasting Shelter)
Resist Water & Earth; Weak to Fire & Lightning; Immune to Wet & Itchy.
Chilled & Frozne last -50%
Buffs last +50%
Poison & Stun last +50%
Falpa are able to do anything. Their minor mana regen is good for melee and ranged classes or for longer battles as a caster. They are highly mobile and can phase through enemies, allowing for back attacks or quick retreats. Their elemental skill gain gives them damage reduction and also a boost to power if they have a corresponding spell.

Crub: 30TTA (essentially unchanged from Greg's original mod)
Race trait: Crub: Crub Life!
Permanent regen in combat
Crab walk (-1 move but +2 move in straight lines)
+1 move when starting near water (Innate Sea Legs)
Weak to Electric & Stun lasts +50%; Immune to Water, Wet, Poison, Itchy, Decay.
Their regen and immunity to poison make them a tough little tank. However, their strange gait has to be accounted for. I find they are good with ranged melee (whips, spears, flails) or ranged or magic.

Diecast 42TTA (slowest!)
Race trait: Determined: Will not be deterred!
Immune to: Stun, Burn, Oil, Push, Pull, Rotate
Race trait: Heavy Hitter: Packs a wallop!
Stun for +2TTA when using smashing weapons (fist, flail, shield, hammer - but not whips)
Race trait: Graven: Volskarn Jolt!
-5TTA every time you receive magic damage
Resist Fire & Wind; Weak to Ice & Water; Warmth, Wet, Chill, Frozen last +50%; Immune Ice Carapace.
Diecast are slow but hit hard and with the right weapons can interrupt casters. In battles against magic wielders, they will move faster as they are struck by magic.

Buralk: 26TTA
Race trait: Insect: Bug abilities!
Fly-jumps over terrain & obstacles (but not enemies) while moving. Glows!
+30% Res. to slashing (swords, axes, spears, daggers) but -30% for smashing (fist, flail, shield, hammer)
Race trait: Pester: Make them itch!
For enemies within 1 tile all around Buralk:
Turn Start: damage (max:5) if enemy is Itchy
Turn End: inflict Itchy for 30TTA
Weak to Fire & Wind; Burn, Oil last +50%, Get pushed/pulled/rotated 2x further; Immune to Earth, Itchy, Warmth.
Frozen & Stun last -50%
Buralk are mobile units that are encouraged to get up close and personal, spreading their itch. They aren't as strong, but they can take a beating and they wear the enemy down just by being there.

Fareem: 36TTA
Race trait: Snare: Slow your prey!
For a 1 tile visible radius (2 side & 3 front tiles):
On turn start AND on turn end, inflict -1 move to all enemies.
Resist Ruin; Weak to Ice; Receive -30% healing; Chill & Frozen last +50%; Immune to Silence & Decay.
Fareem excel at territorial control and can limit groups if they position themselves right. You'll need to think twice before engaging with them. They are a bit slower, but they have high mobility and extra mana, so they are well rounded to whatever post needs to be filled.

Ferren: 38TTA
Race trait: Vigilant: Never surprised!
Always get the first action in battle.
Start with Negate (ignore first damage)
Start with Aegis (ignore first debuff)
Race trait: Adrenaline: Bring it on!
-6TTA when damage (excludes DoT status effect damage)
Resist Ice & Electric; Weak to Fire; Burn, Oil, Ice Carapace lasts +50%; Immune to Chilled, Frozen, Stun, Warmth.
Ferren start battle with a bang as they are the first to move and can charge in with their protection. Then, they slow right down ... until they are attacked. Each time they take damage, they speed up in the timeline. It's futile to try to pick away at their HP and they need to be dealt with strategically.

Human: 30TTA
Race trait: Ardent: Strong moods!
Morale lasts +25%
Race trait: Clever: Rapid expertise!
20% Experience gained
Race trait: Exposed: I'm only human!
Burn, Chilled, Frozen, Itchy, Poison, Stunned, Wet last +25%
Race trait: Tactical: Plan ahead!
On turn end, until end of next turn:
+2 Phys/MagAtk if no action taken, +2 Phys/MagDef if no move taken
Humans are still fairly basic but their added tactical planning is nice and allows for a turn by turn flexibility in deciding if you want to move or attack or not. Their even higher XP gain allows for them to move through the classes quickly to find the combination you want.

Scurio: 24TTA
Race trait: Temper: Slow boil!
Upon taking damge (stackable 4 times):
+2 Phys/MagAtk for 25TTA
+1 Phys/MagDef for 25TTA
+6 TTA for the next two turns (max: 48TTA)
Heals for +25% Life.
Weak to Ruin, Itchy lasts +50%; Immune to Disable, Immobilize.
Frozen & Stun last -50%
Scurio are quite quick, but also weak if left alone. However, each time they are attacked, they get stronger and tankier. You'll need to think about when to attack and when to leave them alone so their timers reset. Build them up to much and they can hit hard ... if you don't kill them before their slower turn rolls around.

Zyla: 32TTA (combination of Greg and Mafe's work)
Race trait: Ambush: Apex predator!
Before combat starts, get a free move
Start Invisible
Race trait: Spiked: Prickly poison!
Poison melee attackers
+30% Res. to ranged & back atks
Race trait: Pop: Explode on death!
Damage everyone for 10% of your MaxHp
Transfer all statuses to both allies and enemies
Weak to Ice; Chill & Frozen last +50%; Immune to Ice Carapace.
Stun lasts -50%
Zyla are perhaps my favorite and they are pretty unique. You can use their free move and invisibility to penetrate deeper into the enemy territory to see, or to ambush their weaker members, or set up a spell to proc before you draw aggro. Even if they get stranded in enemy territory, their poison spines will hinder melee attackers. And they are now a potential walking status bomb that can allow for some interesting possibilities if you know they are going to die. This works both ways and the enemy Zyla can also cause a world of hurt for your tight packed team if you're not careful.

I'd love to hear what you think, if you end up using this mod. Thanks!
Last edited by King Joshington; 11 Nov, 2022 @ 2:36pm