New version is up.
The biggest change is that I have spun the exotic weapons off into its own addon. Naloren can still reveal exotic mastery, and gain special techniques when equipping a whip or trident, with their second racial talent. However, this add on no longer adds whips and tridents as drops, or in stores. That is all now handled by a new add on, creatively called "nsrr's Exotic Weapons" (now up on te4.org and the Steam workshop).
Over all, I regret adding the exotics to this add on in the first place. I made the add on because I wanted to bring the Naloren race to life, and I don't want anyone to be discouraged from using it because it dilutes the loot pool (something that I personally don't like). I should have made a separate add on in the first place, but, alas, hindsight is 20/20, and all that.
I feel like the racial talents are in a place now where they bring something unique and new to the race choices, and can be used to facilitate a variety of builds. Next, I would like to give these guys a home by adding their own starter zones, a town, and a bit of lore (some day the name of their second talent will make sense to more people than just myself
I have just about zero experience in those areas, though, so that may be a while yet
Whips and Tridents are no longer added by this add on.
[Spirit of the Tides]
Power bonuses now scale with the higher of Dexterity or Constitution, rather than the highest of all stats. Maximum power bonus increased.
[Naloren Guard Training]
Now grants 'only' 15 max encumbrance per level, down from 20.
Now reduces fatigue by 2.5 per level, down from 3.
Now grants 0.23 Defense per point of Constitution, down from 0.75 (oops).
The 'Mercurial' effect will no longer proc from effects of type "other".
The Fluid Motion effect will now last for one turn starting after
the turn it is applied.
The Flounder effect now has a 50% chance to shove hostile actors and apply the Unbalanced effect whenever they act, down from 75%.