ToME: the Tales of Maj'Eyal

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 Post subject: Inferno Race Pack
PostPosted: Mon Mar 07, 2016 5:41 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
So, I realised I had seven races, and I was sick of being clogged with addons. Here they are compiled together!

Felings (Cat Halflings) - Thread
Effigies (Golems with souls embedded in them. Think Al from Fullmetal Alchemist.) - Thread
Rhaloren (Renegade elves with a blight affinity) - Thread Overloads Mark of the Spellblaze to give dialogue to the Grand Corruptor
Yaech (Hateful, water dwelling Yeeks) - Thread
Returned (A natural equivalent to undeath, they are a cursed race created by Eyal) - Thread
Reborn (A natural equivalent to undeath, they are a blessed race created by Eyal)
Shadow (Undead dark/light based races. A fork of Emaster's addon.) - Original Thread
Vampire (Undead who can access much necromancy regardless of class. Heavy generic investment. Also has a celestial, corrupted, melee, wilder, psionic, cursed, plagued, demonic, temporal, arcane, and fossil counterpart. (!)) - Thread
Bulkling (Yeeks who can Hulk Out) - No separate addon
Lunars (Celestial wolfpeople!) - No separate addon
Hoardlings (Draconic Dwarves) - No separate addon
Duergar (Psionic/Afflicted/Rogue stabby darkness dwarves) - No separate addon
Bloodruned (Bloody Doomdwarves) - No separate addon

Also included is Undead Heritage, which causes undead to be able to select their original race and gain their racial talents. Also modifies the Embers Prodigy Rakshor's Cunning. Needs to be edited for their races; mea culpa.
Undead Heritage is disabled by default; enable it using Game Options and then start a new race. (Returned and Effigies also gain this option, and are not valid options.)
Due to the vast numbers of vampires, they can be removed from the birth screen via game options.

Felings
Inspired by the IRC and coded in a day, the Felings are a race of enhanced halflings that take on feline form.

They receive the following benefits:
-3 Strength, +3 Dexterity, -3 Constitution
+2 Magic, +2 Willpower, +3 Cunning
Life per level: 10
Experience penalty: 10%

And the following talents:
Skin Like Silk
You shrink down into a feline form, granting you speed and agility (+%d Dexterity and Cunning), subtlety (+%d stealth power), but reducing your physique (-4 Strength and Constitution).
Before talent level 5, this talent will function as an instant talent with duration %d, rather than a sustain.

Eyes Like Saucers
You are both small and difficult to harm, and indisputably too cute to strike. Whenever you would receive damage (from any source) greater than %d%% of your maximum life you reduce that damage by %0.1f%%.

Claws That Catch
Whenever you cause a severe wound (A critical melee hit, or one dealing at least %d%% of their max health), you 'twist your claws', causing the enemy to bleed for %d%% bonus damage over five turns.

Land on Your Feet
You are incredibly mobile. When you move through any means other than normal movement, you leap %d spaces from your landing point.
This only applies once per turn. The range scales with talent level.

Effigies
We have the technomancy.

The spirits of the dead bound into golem form, the Effigies are perfect for angsting about how you didn't ask for this. They're also perfect for actually getting to try out golem talents!

Effigies come in Warrior and Arcanist varieties.
Both receive:
-2 Dexterity, +2 Constitution
The Effigy Racial Tree
Phase Door and Teleport: Angolwen
Mana regen, cut/poison immunity, water breathing, and the Construct type (Which may or may not do anything, I just know there's a place to say they are one)
a 20% experience penalty
The Undead Heritage tree, if you use that addon.

Warriors Receive:
+2 Strength, +2 Magic
The Golem/Fighting tree, including Knockback, Taunt, and Crush.

Arcanists Receive:
+4 Magic
The Golem/Arcane tree, including Eye Beams and Reflective Skin.

The Golem/Effigy tree is:

Voratun Hide
Grants armor and all resist per level

Mana Barrier
Halves your current mana, grants a shield giving approximately (mana) absorption.

Repairing
Heal!

Arcane Force
Strike with weapons and as a spell, with range two. Arcane damage. Scales with higher of spell/mindpower.

Rhaloren
Renegade Shaloren with an affinity for blight.

Stats: +1 Con, +2 Magic, +1 Willpower, +1 Cunning
Life: 10
EXP Penalty: 25%

Talents:
Tainted Blast
A beam of damage. Half of the damage is blight, and half of it is your highest damage type.
Antimagic changes it to half nature, and from a spell to a wild-gift.

Hackily, this talent also improves your faction rep with Rhaloren and lowers it with Zigur. You may speak to the Grand Corruptor, allying with him or turning against him, and doing the latter will make
Zigur your friends and Rhaloren foes once more.

Shield of Taint
Passively boosts spell save and nature resistance.

Blood Tithe
Instant active, provides life drain.
Antimagic changes it from a spell to a wild-gift.

Sanguine Aura
Instant active, converts your damage into blight, gives +% blight damage and blight resist pen. Code was borrowed from the Shadow Race addon.
Antimagic changes it from blight to nature and from a spell to a wild-gift.

The Returned
Sometimes, the greatest protectors and enemies of nature are resurrected when they die, rewarded or cursed with power in Eyal's name. The cursed examples are known as the returned.

+2 Str, Mag, Cun. -2 Con. Low Life Rating (reduced by another one by their first talent.)
Have access to Cursed Body and Cursed Aura from chargen. (Also have Undead Heritage if active.)

Racial Talents:
Reknit
Activate for a negative HP threshold, returning you to 1 if below when it ends.

Dismal Aura
A Gloom-like costless sustain, this will occasionally either silence nearby foes, reduce their defence, or reduce their resists. (It also benefits from the gloom mindpower bonus.)

Hateful Power
+damage/resist pen for common elements they wield. (mind/darkness/blight)

Directionless Vengeance
Blight damage everything in a moderate radius... including you.

The Reborn
Sometimes, the greatest protectors and enemies of nature are resurrected when they die, rewarded or cursed with power in Eyal's name. The rewarded examples are known as the reborn.

+2 Str, Wil, Con. -2 Mag.
Have access to Call of the Wild and a high mastery for antimagic if they unlock it.

Racial Talents:
Verdant Form
Activate for flat damage reduction.

Aura of Growth
A Gloom-like costless sustain, this will occasionally pin nearby foes while granting life regen to you and allies.

Power of Eyal
+damage/resist pen for common elements they wield. (acid/nature/arcane)

Eyal's Judgement
Mana Clash everything in a moderate radius. Including you, if you use dirty arcane magic...

Shadow (Copypasted original description, mostly)

"Shadows are magical creatures created by spellcasters to be used as tools to help them achieve their goals.
Even if they don't have a physical body they still can use mundane objects as they please.
They are resistant to darkness damage but they are vulnerable to strong lights, their bodies will cover any source of light.
They have a strong affinity to negative energy but their body can react to positive energy."

Specifications:
Undead Race (No infusions, no antimagic)
Life per level: 10
Poison , Disease, Fear Immunity.
No need to breathe.
+4 Dex, +2 Mag and +2 Cun.
Damage Resistances: 20% Darkness and -20% Light.
Impossible to have a positive Light Radius **
Experience Penalty: 25%
Access to stealth category talents (At 1.1 unlocked, or extra 0.1 if class knows the category).
Shadow special talents.
Reacts to positive and negative energy levels.

New Talents:

Absorb Shadows (Passive)
Increases Magic and Cun by 2 points per level.
Increases Max Negative energy by 5 points per level.
At talent level 5 increases player size by 1.

Shadow Aspect (Passive)
Increases infravision by 1 point per level, stealth power by 2 points per level and physical and spell saves by 5 points per level.

Shadow Mending (Spell)
Healing spell, equal to healing light in term of power.
Has a negative energy cost.

Cover in Shadows
Instant Buff. For the duration of the buff player converts damage to darkness damage (Up to 100% at talent level 5)
Increases darkness damage and penetration. (2% per level and 5% per level)

If you possess more Positive energy than Negative energy the shadow will be a luminiscent shadow, which:
Allows you to have a light radius and gives a bonus depending on Shadow Aspect level.
Changes base Negative and Positive resistance (20% light, -20% darkness damage resistance.)
Switches darkness racials for light equivalents.

Lightspawn
Largely as/a reflection of above, but receive Radiance instead of Stealthy, Con instead of Dex, and a racial shield instead of heal.

Yaech
Presenting the watery not-quite-yeeks in all their hateful ways. Ideal cursed, excellent psions, and I expect they'd be decent necromancers or celestials too.
-Water Breathing
-Slightly better life/stats than yeek
-A 0% exp penalty, however.

Cruel Thoughts
Long cooldown, pins target.

Sight of the Way
Have you ever looked at the coding for preternatural senses? Have you? Cause it turns out that the talent doesn't really DO anything. The relevant code calls IT instead.
tl;dr, taking points in Sight of the Way gives you points in Preternatural Senses. Ugly but functional.

Vengeful Shadow
You go bump in the night better than they do. Mind/Darkness/Blight/Cold resist and resistpen.

Mortify
You apply one of six fears to each foe adjacent to you, using the higher of spell and mindpower.

Bulklings
What happens when halflings turn yeeks into the incredible hulk? Bulklings happen.

-2 Str, +2 Dex, -2 Con
+4 Will, +4 Cun
Life rating 8
Experience 1.0 (As Cornac, I think)

Transform
Instantly grow to size Big, losing willpower and cunning, but gaining more Strength and Constitution, along with other benefits from this tree. Changes your tile to a lovely ogre-sized one provided by Rexorcorum.

Psionic Leap
Targeted jump. While transformed, you strike adjacent enemies for weapon damage on landing. Transform now grants movement speed.

Fury of the Way
Minor passive attack speed buff, that increases as your life goes down. Transform now grants global speed.

Shatter
Normally, deals mind damage in a PBAOE and reduces mental saves. While transformed, instead deals weapon damage in a cone. Transform now grants physical power.

If you find any bugs, please tell me and I'll update asap.

Lunars
When the moon's blessing strikes you, you become a holy wolf-person. aww. yiss.

+2 Str, +1 Dex, +1 Cun
Life rating 12, size cat 4
Experience 1.2 (this is -20%, iirc)

Moonlit Dance
Call upon the light of the moon to quicken your movement and strike down your foes. You gain a %d defence bonus, and deal a bonus %0.2f silver damage the first time you deal damage in a turn.
The effects last for 8 turns. Silver damage is physical, but deals 120%% damage as light, ignoring light resistance, against demons, horrors, undead and titans. (works against undead, not tested on others)
The bonuses will increase with your Strength, Magic, or Cunning (whichever is higher).

Light in the Dark
In the name of the moon, you will punish the darkness.

You glow brightly when times are their darkest, increasing your lite radius by %d.
You also deal %d%% bonus damage to tainted creatures - demons, horrors, undead, and titans. (also not 100% sure this works)

Midnight Blessings
You are always spurred to action, ever onwards. You have no time to wait.

Your resource regeneration rates are increased.
-Mana regen is increased by %0.2f.
-Life and stamina regen is increased by %0.2f.
-Equilibrium decays towards zero at a %0.2f faster rate.
-Positive and negative energy regen is increased by %0.2f.
-Psi regen is increased by %0.2f.
-Your willpower for the purposes of paradox anomalies is increased by %0.2f.
-You gain an additional %0.2f vim on killing a foe.
-You gain %0.2f hate the first time in a turn you are dealt damage.
(Addon resources may or may not benefit.)

((Melody gains +0.5/talent point because I couldn't make it curve, Focus should gain a bonus to Concentration focus gain))

Silver Hand (Seems to work, but it's hacky)
You will fight the darkness with hand and claw if necessary - and do so with distinction.
Your unarmed attacks deal additional damage equal to %d%% of your Magic.

At raw talent level 5, your attack speeds increase by 10%%.

Hoardling
Hoardlings are the offspring of dwarves and dragons, bought together by shared love of gold.

+2 Con, +3 Will, +4 Cun
-3 Dex
12 life per level
25% exp penalty

Talents
Auric Breath
You breathe a golden energy in a frontal cone of radius %d. Any target caught in the area will turn partially to gold, taking %0.2f physical damage.
The damage will increase with your Strength, Magic, or Cunning, and the critical chance is based on Magical or Mental crit rate.
All kills grant you an additional 0.5 gold. Killing a foe with this talent transforms them into a golden statue, granting %0.2f gold.

Stone Wardens with the Stone Fortress talent also slow their enemies by %d%% for two turns.

With Metal, Armed
Like dragons, dwarves' ire is hard to raise and harder to quell.
When you deal damage, you have a 15%% chance to increase your damage dealt by %d%% for 5 turns.

Through Gold, Empowered
Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Power based on the amount of gold you possess.
+1 Power every %d gold, up to +%d (35ish). (currently +%d. Recalculates on rest.)

By Treasure, Scaled (Thanks to Rexorcorum for the dragon tile, previously seen in Draconians!)
You are festooned with metal and gemstones. This mimicry of scales improves your armor by %d, and deals %0.2f physical damage to anyone striking you in melee.
In addition, you may draw on the full power of your racial link with dragons, taking on the form of a mighty dragon.

While in this form, your size is increased by %s, your life regen by %d, your armor hardiness by %d%%, and the cooldown of your Auric Breath talent is reduced by %d.
The passives will scale with Strength, Magic, or Cunning.

Duergar
The darker side of the dwarven empire, Duergar are untrusting and malicious, with links to the Dream Forge and to Afflicted powers, but they're also very fond of knives.

+3 Dex, +3 Con, +4 Cun
-2 Str, -2 Mag
12 life per level
25% exp penalty

Talents
Shadowforge
Duergar are masters of the mind; warriors from the shadows with an affinity for mental creation.
By activating this talent, you gain the ability to deal bonus damage once per round. You deal %0.2f darkness, %0.2f fire, and %0.2f mind damage.
This damage scales with the better of your mindpower and your spellpower.

Stone Wardens with the Stone Fortress talent also have a %d%% chance to blind their foes for 2 turns.

Night of Blades
Masters of the night, Duergar can cause massive destruction when they get the drop on someone.
When you score a critical hit, you have a 15%% chance to increase your critical damage multiplier by %d%% for 5 turns.

Miser's Frenzy
Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Speed based on the amount of gold you possess.
+1%% Speed every %d gold, up to +%d%% (~25%). (currently +%d%%. Recalculates on rest.)

Deepsight
Weave darkness (power %d) in a radius of %d, blocking all light but the most powerful and allowing you to sense foes within %d for the next 5 turns.

Bloodruned
Dwarves that have been mutilated, tainted, and reforged by demonic influence, the Bloodruned are very difficult to kill. Ashes users will use the Ashes opening with them.
(Note: I couldn't test whether they work fine without Ashes installed due to an unrelated bug, but they should.)

+4 Mag, +4 Con, +2 Dex
(Meant to have -2 Wil, -2 Cun. OOPS.)
12 life per level
25% exp penalty
Unique tiles courtesy of Rexorcorum!
Unique magic mechanics, handled by their first talent

Talents
Scarlet Flow
The Bloodruned are no strangers to suffering.
By activating this talent, you increase your healing factor by %d%% for the next five rounds and instantly heal for %d.

Stone Wardens with the Stone Fortress talent also gain %d%% damage resistance for five rounds.

Bloodruned draw power from their own body, fuelling magic with their own life force. They gain only 0.6 spellpower per point of Magic, and 0.9 spellpower per point of Constitution.
They qualify for most Magic based talents with Constitution. (Should be all. Due to implementation problems, won't work on anything with a function for its require.)

As Long As It Flows
Hurting a Bloodruned is easy. Killing them is all but impossible.
Each time you receive a direct heal (not a life regeneration effect), you automatically gain %d life regen for 5 turns. This stacks up to three times.

In addition, each point in this talent increases the life you gain from points of Constitution by 0.5.
This gain is retroactive.

Auric Runes
Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases flat damage resistance based on the amount of gold you possess.
+1 flat damage resistance every %d gold, up to +%d. (25ish) (currently +%d. Recalculates on rest.)

Runebrand
Lashes out with fire and blood, doing %d%% weapon damage as fire, and causing a burst of %0.2f blight damage in a radius of %d around the target.
You heal for 50%% of the damage dealt with each half of the attack.
The darkness damage scales with spellpower.

Vampire
Vampires have a small bonus to everything, and their racial talents provide access to necromantic powers as they increase in power. Any vampire may also be a necromancer, and true vampire necromancers are at the pinnacle of their craft.

+2 Str, Dex, Con, Cun
+4 Mag, Wil
(All Vampire variants use these stat bonuses as a baseline)
Undead traits
40% exp penalty
+15% cold/darkness resistance, -15% light resistance.

Talents
Vampire
+(Level) to all stats
At level 4, access spell/necrosis, or boost mastery if you have it.

Mockery of Life
Bite the foe, dealing darkness weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 4, you appear human without needing the cloak of deception.

Cold of the Grave

Increased cold/darkness resistance and penetration.
At level 4, access spell/grave (or chill if using necrofriends), or boost mastery if you have it.

Master of Death
Gain or improve talent categories. New categories at levels 1 (Necrotic Minions), 3 (Nightfall), and 5 (Shades). By increasing your mastery before taking the fifth level, an additional benefit is available.

Sunwalker
Celestial counterpart to vampire. Receive +3 Strength and Dexterity, but only +2 Willpower.
Light/fire resistance, and -darkness. Begin in the Sunwall.

Sunwalker
+(Level) to all stats
At level 4, access celestial/chants, or boost mastery if you have it.

Beyond the Pale
Bite the foe, dealing light weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 4, you appear human without needing the cloak of deception.

Light of the Returned

Increased light/fire resistance and penetration.
At level 4, access celestial/sun, or boost mastery if you have it.

Master of Light
Gain or improve talent categories. New categories at levels 1 (Radiance), 3 (Glyphs), and 5 (Eclipse). By increasing your mastery before taking the fifth level, an additional benefit is available.

Bloodborn (Require Nullpack)
Corrupted counterpart to vampire. Receive +4 Constitution, but only +2 Willpower.
Bight/fire resistance, and -nature.

Bloodborn
+(Level) to all stats
At level 4, access corruption/blood magic, or boost mastery if you have it.

Feast in Blood
Bite the foe, dealing blight weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 4, you appear human without needing the cloak of deception.

Blood and Fire
Increased blight/fire/acid resistance and penetration. Fire and acid are half the blight resist.
At level 4, access corruption/blood spear, or boost mastery if you have it.

Knight of Blood
Gain or improve talent categories. New categories at levels 1 (Blood), 3 (Trauma), and 5 (Pyre). By increasing your mastery before taking the fifth level, an additional benefit is available.

Deathsire (Requires Deathknight)
Melee counterpart to vampire. Receive +4 Strength, but only +2 Willpower.
Darkness/cold resistance, and -fire.

Deathsire
+(Level) to all stats
At level 4, access spell/reaping, or boost mastery if you have it.

Spirit Feed
Bite the foe, dealing cold weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 5, you appear human without needing the cloak of deception. Also gain Soulforge and access to its tree.

Champion of Death
Increased cold/darkness resistance and penetration.
At level 4, access spell/necrotic might or boost mastery if you have it.

Herald of Death
Gain or improve talent categories. New categories at levels 1 (Undeath), 3 (Desecration), and 5 (Soulforge). By increasing your mastery before taking the fifth level, an additional benefit is available.

Awoken (Requires Verdant)
Wilder counterpart to vampire. Receive +4 Willpower and Cunning, but just +2 Mag.
Acid/nature resistance, and -blight.

Awoken
+(Level) to all stats
At level 4, access wild-gift/call of the wild, or boost mastery if you have it.

Essence Feed
Bite the foe, dealing nature weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 5, you appear human without needing the cloak of deception, and become friendly to Zigur. Also gain the four season songs, and access to the spell category they're from.

Forest of Thorns

Increased acid/nature resistance and penetration.
At level 4, access wild-gift/woodland, or boost mastery if you have it.

Champion of the Wild
Gain or improve talent categories. New categories at levels 1 (Hunter), 3 (Slime), and 5 (Jungle). By increasing your mastery before taking the fifth level, an additional benefit is available.

Moroii
Psionic counterpart to vampire. Receive +5 Willpower and Cunning, but no con bonus.
mind/darkness resistance, and -physical. (less than other -, as physical is common)
Begin with one point in Solipsism.

Moroii
+(Level) to all stats
At level 4, access psionic/solipsism, or boost mastery if you have it. (Grants category more efficiently than normal, due to it being important)

Feast of Dreams
Bite the foe, dealing mind weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 4, you appear human without needing the cloak of deception.

Phantasmal Nightmare

Increased mind/darkness resistance and penetration.
At level 4, access psionic/psychic assault, or boost mastery if you have it.

Nightmare Architect (This name is way too cool for a passive.)
Gain or improve talent categories. New categories at levels 1 (Slumber), 3 (Feedback), and 5 (Nightmare). By increasing your mastery before taking the fifth level, an additional benefit is available.

Plaguetouched (Requires my celestial class pack)
Corrupted counterpart to vampire. Receive +4 Constitution, but no cun bonus.
blight/acid resistance, and -nature.

Plaguetouched
+(Level) to all stats
At level 4, access corruption/reaving-combat (!), or boost mastery if you have it.

Infectious Fang
Bite the foe, dealing blight weapon damage with a 20%% chance to disease and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 4, you appear human without needing the cloak of deception.

Plaguebearer

Increased acid/blight resistance and penetration.
At level 4, access corruption/plague, or boost mastery if you have it.

Plague Herald
Gain or improve talent categories. New categories at levels 1 (Sanguisuge), 3 (Torment), and 5 (Sickness). By increasing your mastery before taking the fifth level, an additional benefit is available.

Forsaken
Cursed counterpart to vampire. Receive +5 willpower and cunning, but no magic bonus.
darkness/physical resistance, and -mind.

Forsaken
+(Level) to all stats
At level 4, access cursed/gloom, or boost mastery if you have it.

Devour Hope
Bite the foe, dealing mind weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 4, you appear human without needing the cloak of deception.

Accursed Might

Increased darkness/mind resistance and darkness/physical/mind penetration.
At level 4, access cursed/rampage, or boost mastery if you have it.

Terror in the Night
Gain or improve talent categories. New categories at levels 1 (Shadows), 3 (Cursed body), and 5 (Gestures). By increasing your mastery before taking the fifth level, an additional benefit is available.

Chronophage
Temporal counterpart to vampire. Receive +4 mag, +3 will, +3 cun.
temporal/physical resistance, and -arcane.

Chronophage
+(Level) to all stats
At level 4, access chronomancy/energy, or boost mastery if you have it.
Begin in Point Zero.

Aeon Feed
Bite the foe, dealing temporal weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 4, you appear human without needing the cloak of deception.

Snipping the Thread

Increased darkness/mind resistance and darkness/physical/mind penetration.
At level 4, access chronophage/temporal combat, or boost mastery if you have it.

Temporal Mastery
Gain or improve talent categories. New categories at levels 1 (Fate Weaving), 3 (Spacetime Weaving), and 5 (Speed Control). By increasing your mastery before taking the fifth level, an additional benefit is available.

Hellforged (Requires Ashes DLC)
Demonic counterpart to vampire.
fire/darkness resistance, and -nature.
Use the Ashes start.

Hellforged
+(Level) to all stats
At level 4, access corruption/black-magic, or boost mastery if you have it.

Soulfire
Bite the foe, dealing fire weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 4, you appear human without needing the cloak of deception.

Hell Hath No Fury

Increased fire/darkness resistance and penetration.
At level 4, access corruption/doom covenant, or boost mastery if you have it.

Exiled From Hell
Gain or improve talent categories. New categories at levels 1 (Spellblaze), 3 (Fearfire), and 5 (Infernal Combat). By increasing your mastery before taking the fifth level, an additional benefit is available.

Manawraith
Arcane counterpart to vampire.
Arcane/blight resistance, and -physical.
Use the Archmage start.

Manawraith
+(Level) to all stats
At level 4, access spell/aegis, or boost mastery if you have it.

Mana Drain
Bite the foe twice, dealing arcane and manaburn weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 4, you appear human without needing the cloak of deception.

Arcane Symphony

Increased arcane/blight resistance and penetration.
At level 4, access spell/arcane, or boost mastery if you have it.

Magical Mastery
Gain or improve talent categories. New categories at levels 1 (Conveyance), 3 (Divination), and 5 (Meta). By increasing your mastery before taking the fifth level, an additional benefit is available.

Ancient
Earthern brawler counterpart to vampire.
physical resistance, and -mind.

Ancient
+(Level) to all stats
At level 4, access technique/unarmed training, or boost mastery if you have it.

Bloody Knuckles
Bite the foe, dealing physical weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with acheivements.
At level 4, you appear human without needing the cloak of deception.

Fossilized Form

Increased physical resistance and penetration.
At level 4, access technique/pugilism, or boost mastery if you have it.

Brother of Stone
Gain or improve talent categories. New categories at levels 1 (Magical Combat), 3 (Earth), and 5 (Unarmed Discipline). By increasing your mastery before taking the fifth level, an additional benefit is available.

1.0.1
The rhaloren superload no longer causes a fatal lua error on entering a level that triggers it. Hopefully.

1.0.2
The rhaloren superload no longer procs on locked categories, or errors on non-rhaloren.

1.0.5
-New race: BULKLINGS
-These Yeeks, a remnant of ancient halfling experiments, carry a burning rage within them. When they let it take control, they grow large enough to grapple an ogre and win.
-Were coded for months, but I couldn't work out how to get the sprite to change (Thanks again to Rex for making their model!) I came across the way to do it by chance in Embers code.
-Feling's first talent was actually based on theirs.

1.0.6
-Updating with changes to vampires and yaech.
-Vampires category granting talents shooould be less prone to abuse.
-Vampires no longer have a ghost category.
-Sunwalker receives same fixes as vampire cats.
-Sunwalker final talent grants different categories.
-Yaech now actually get telepathy rather than hackily receiving Preternatural Senses.

1.0.7
-Update to Vampire/Sunwalker tile replacement; no longer does so if you have a custom tile.
-Sunwalkers will now default to a Higher tile if you don't have Midnight, rather than giving you a nonexistent tile.

1.0.9 (what happened to 0.8? no-one knows)
-Sunwalkers didn't actually get their third str/dex point.
-Bulklings now use an ogre-derived tile if you don't have embers, hopefully. Credit goes to Rexorcorum, as always. Sadly, Rexes slightly modified equipment tiles couldn't be made to work without an ascii coming up. Hopefully I can fix this at some point.
-Added two new vampire variants that allow you to play a Blood Mage (Doctornull's Nullpack) or a Deathknight (Razakai's Deathknight) derived vampire. Obviously, they require those addons to turn up.
-I'll be honest I did not vigorously test the learn/unlearns for these. They're mostly copypasted, so. Fingers crossed.
-Question: It seems quite likely/possible that I'm going to make more vampire variants. Should I have them linked to a game option to prevent bloat (So only the base Vampire appears by default)? Give them their own birth category? I'm tempted to give them their own birth category.
-Possibly one or two other changes done before I started keeping a 'changes' doc inside the file.
-Vampires (and new vampires) now use the Sunwalker intro text - Vampires are ancient, powerful things.
-Vampire biting talents now do a damage type rather than physical.
-Fixed a minor typo in vampire talent 3.

1.1.0
-I messed up Deathsire. They were getting +4 Will still.
-On discussion with Razakai, Soulforge is a space-filling tree. It now comes free with the cloak effect on their second talent.
-They get Spell/Soul at first level of Herald of Death, and Undeath takes Soulforge's place as level five.
-Added Lunar race.
-Added damdesc to Bulkling and Effigy talents.
-Moved vampires to their own birth category.
-Sunwalkers now start in the sunwall!
-Added 'Awoken' and 'Moroii' vampire variants!
-Split Returned into Returned (A cursed race) and Reborn (A wilder race). This will hopefully mitigate the part where they get like four generic talent categories.

1.1.1
-Fixed a mistake in a race's ability bonuses, I think.
-Fixed undead heritage.
-Finally removed extraneous orcs from undead heritage? (didn't check they still show up for non-embers users)

1.1.2
-So I gave awoken druid talents and the ability to go Ziguranth.
-druid talents are spells.
-I made cloned versions of the druid talents that aren't spells. Awoken will learn these instead, unless they already have the original ones. This includes adventurers.
-Hedge and Pitcher Plants might be broken (the former nonfunctional, the latter marginally), but then my testing shows them as broken without my meddling too, so. who knows.

1.1.3
-Awoken verdant talents updated. Thorns should now work, Fertilise should now work (but doesn't for me. Not sure base Fertilize does either.), Hedge should now work. No promises that pitcher plants get melee damage, though. (Don't seem to)
-As a note, the two versions of Thorns will only work with their OWN category. You shouldn't be able to have both woodland and woodlandclone, so this should be a non-issue.
-Awoken now start with a wild and a regen infusion in their inventory.
-Awoken second talent now offers Zigur access and Wild-Gift/Seasons plus its songs at level 5. Seasons is a Spell tree (although the first talent, iirc, isnt.)
-Vampire bonus trees reworked. Talent 1 and talent 3 now automatically unlock, using the same paradigm as Moroii's Solipsism. (If you had it unlocked, +4 mastery instead of the old +2. If you had it locked, +2 mastery and unlock instead of unlock. If you didn't have it, you now get it at 0.8 mastery instead of the old 1.0 (assumed? shoulda checked this tbh)
-Furthermore, talents 1-3 now give bonuses at TL 4 instead of 5, to reduce the points crunch slightly. Could reduce to 3 if there's heavy demand.
-Exceptions: Awoken and Deathsires gain an EXTRA bonus from their cloak-of-deception talent - Seasons/Zigur and Soulforge. Therefore, those talents still need to go to 5 for a bonus.
-Undead races (Shadows/Lightspawn and all Vampires) now have 1.1 racial mastery. I had never noticed undead racials were at 1.1.
-Shadows have talent icons again. Whoops.
-shadow/Lightspawn racial talents correctly use Undead talent prereqs instead of racial talent prereqs.
-Vampires now get Chill instead of Grave if using necrofriends

1.1.4
-Should now function without Verdant...
-Bloodborn now require undead unlocked instead of celestials. Oops...

1.1.5
-Bloodborn unlock altered to match the spelling error in canon. ¬_¬

1.1.6
-Weight is now 101 so it's always loaded after verdant and nullpack. if bloodborn cause me any more issues I will scream.

1.1.7
-Effigy experience penalty is now listed as 20% (1.2x exp needed) rather than -20% (0.8x exp needed.) This is a description only change.
-Effigies are now flagged 'No inscriptions' rather than 'runes only', allowing them use of steamtech inscriptions. (And Taints.)
-Three new types of dwarf! The draconic Hoardlings, the untrustworthy Duergar, and the demonic Bloodruned.
-Vampires now at least 50% sexier. (Update to talent icons, color pass on base vampire.)

1.1.8
-Fixed bloodruned not having their stat penalty.
-Fixed Bloodruned prodigy requirements. (Not certain this is the right move. Might just make it not affect prodigies later.)
-Fixed Lunar tile only applying with Midnight active. X-x

1.1.9
-Undead heritage no longer lists redundant kruk races from the all-races-embers addon.

1.2.0
-Bikini werewolves.
-While I was here, added six more vampires. Just cause.
-Added game option to disable vampires, since there's so many.
-Effigies now get manathrust and phase door, so they are guaranteed a way to clear their first zone, but lose a class and generic point on level one.

1.2.1
-Added talent icons for new vampires, oops.

1.2.2 (In a few minutes)
-Fixed a couple of minor new vampire errors.

1.2.3
-Fixed lack of angolwen portal for manawraiths.

1.2.4
-Added new feling tiles! Have I mentioned rexorcorum is a gentleman and a scholar recently?
-Buffed vampires. I don't really have a justification for this, I just want to and it feels appropriate fluffwise. They get +resists caps now, like lichform gives.
-Fixed a bug that no-one had noticed with undead heritage wiping any saved generics when activated! that woulda sucked if it hit someone.
-Added new option for an alternate undead capstone for spell/necrosis!

1.2.5
-How did I mess this up ugh: duergar second talent was an active.
-Buffed that talent. Shalore get ~30% forever along with free critchance, this talent was giving ~40%... less than once every five crits. Given it lasts five turns, 100% critrate at normal spellspeed is insufficient.
-Added a note on how to show the necrosis capstone when using that option.

1.2.6
-Added a default default_wilderness to chronophage to see if it helps? It didn't.
-Aha. Simplified it to work like manawraith.

1.2.7
-Fixed a hellforged bug that could cause you to be neutral to everything.

Future Plans
Change weight to 102 to guarantee oddities interaction works


Last edited by astralInferno on Sun Jun 11, 2017 5:37 pm, edited 31 times in total.

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 Post subject: Re: Inferno Race Pack
PostPosted: Fri Mar 11, 2016 5:15 pm 
Offline
Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
name of this addon is mentioned
was going to be my first game on 1.4.6, but nope.

Code:
error = "Lua Error: /mod/addons/infernoracepack/superload/mod/class/Actor.lua:22: attempt to index field '__show_special_talents' (a nil value)\
  At [C]:-1 __newindex\
  At /mod/addons/infernoracepack/superload/mod/class/Actor.lua:22 learnTalentType\
  At /engine/Birther.lua:407 apply\
  At /mod/dialogs/Birther.lua:297 fct\
  At /mod/dialogs/Birther.lua:196 checkNew\
  At /mod/dialogs/Birther.lua:246 atEnd\
  At /mod/dialogs/Birther.lua:64 fct\
  At /engine/ui/Button.lua:63 fct\
  At /engine/Mouse.lua:58 receiveMouse\
  At /engine/Mouse.lua:98 delegate\
  At /engine/ui/Dialog.lua:657 mouseEvent\
  At /engine/ui/Dialog.lua:399 fct\
  At /engine/Mouse.lua:58 "
seen = true
reported = false


so, i selected race (feling), class(adventurer) and difficulty (normal adventure), and... error.
closing the error, instead of automatically returning to menu, decided to stay on the eternal black screen.
fortunately returning wasn't that difficult. all i and to do was "save and exit".


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 Post subject: Re: Inferno Race Pack
PostPosted: Fri Mar 11, 2016 5:26 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 475
Location: Middle of Nowhere
That "show special talents" makes me suspect it has something to do with exotic mastery. I think I recall encountering something similar with the Nalore. I believe I ended up having to set it equal to nil before trying to set it to show exotic mastery. (Something like " .__show_special_talents = nil or .__show_special_talents ")


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 Post subject: Re: Inferno Race Pack
PostPosted: Fri Mar 11, 2016 6:33 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
Are you using the new version? That should have been fixed in 1.0.1 :(


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 Post subject: Re: Inferno Race Pack
PostPosted: Fri Mar 11, 2016 7:02 pm 
Offline
Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
downloaded today
yes, the version is 1.0.1


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 Post subject: Re: Inferno Race Pack
PostPosted: Sat Mar 12, 2016 1:58 am 
Offline
Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
whooops. Found a host of mistakes.
-The hook that alters rhaloren talents on going antimagic applies whatever race you are. This isn't really an issue, since it affects talents they lack, but when it's broken...
-The hook looks for you knowing antimagic. Having the category locked counted.
-The bit that says 'do you know Race/Rhaloren?' has a check for " .__show_special_talents = nil or .__show_special_talents " like nsrr said
-The bit that says 'do you know Wild Gift/Antimagic didn't.

Meaning that any non-rhaloren adventurer would get the error. And any rhaloren would have their talents given the antimagic names. Without actually changing the effects.

This is mostly fixed now! The antimagic hook checks you /actually/ know it, it defines show special if it doesn't exist yet.
Notable: Talent names change on learning a category. Effects don't change until you put a point on one of them.


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 Post subject: Re: Inferno Race Pack
PostPosted: Mon Mar 14, 2016 10:01 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 342
Ok found an error related to inferno race pack messed up my spawn in level it seems:
Creating random boss Yvaldaba the attack yeti 7 level 1 classes
class Emblazoned rejected due to power source
class Corruptor rejected due to power source
Adding to random boss class Oozemancer Wilder
power types: not_power_source = technique_ranged,arcane power_source = antimagic,nature
Lua Error: /mod/addons/infernoracepack/superload/mod/class/Actor.lua:21: attempt to index field '__show_special_talents' (a nil value)
At [C]:-1 __newindex
At /mod/addons/infernoracepack/superload/mod/class/Actor.lua:21 learnTalentType
At /mod/class/GameState.lua:1960 apply_class
At /mod/class/GameState.lua:2059 applyRandomClass
At /mod/class/GameState.lua:2168 createRandomBoss
At /mod/class/GameState.lua:1544 getval
At /engine/Zone.lua:415 makeEntity
At /data/general/events/glowing-chest.lua:44 f
At /mod/addons/Infinite500/superload/mod/class/GameState.lua:165 afternicer
At /mod/class/Game.lua:962 changeLevelReal
At /mod/class/Game.lua:824 base_changeLevel
At /mod/addons/zomnibus/superload/mod/class/Game.lua:98 changeLevel
At /mod/class/Game.lua:1857
At /engine/KeyBind.lua:242


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 Post subject: Re: Inferno Race Pack
PostPosted: Tue Mar 15, 2016 3:19 pm 
Offline
Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
that's really strange. You are using the current version, right? cause that should be fixed a while back.


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 Post subject: Re: Inferno Race Pack
PostPosted: Tue Mar 15, 2016 6:37 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 342
well was rare bug (has only happened once) and pretty sure it was latest version.


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 Post subject: Re: Inferno Race Pack
PostPosted: Wed Mar 16, 2016 5:14 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
If it's still bugged, it will trigger any time the game tries to make a monster with the Antimagic or Eyal's Fury category. but that should be fixed?


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 Post subject: Re: Inferno Race Pack
PostPosted: Fri May 20, 2016 5:52 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
For anyone using Undead Heritage, there was a bug that prevented undead using Steam inscriptions. This sucked. It's fixed now.


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 Post subject: Re: Inferno Race Pack
PostPosted: Wed Jul 06, 2016 3:29 am 
Offline
Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
1.0.5

-New race: BULKLINGS
-These Yeeks, a remnant of ancient halfling experiments, carry a burning rage within them. When they let it take control, they grow large enough to grapple an ogre and win.
-Were coded for months, but I couldn't work out how to get the sprite to change (Thanks again to Rex for making their model!) I came across the way to do it by chance in Embers code.
-Feling's first talent was actually based on theirs.
-Possess:
-2 Str, +2 Dex, -2 Con
+4 Will, +4 Cun
Life rating 8
Experience 1.0 (As Cornac, I think)

The following talents:
Transform: Instantly grow to size Big, losing willpower and cunning, but gaining more Strength and Constitution, along with other benefits from this tree. Changes your tile.
Psionic Leap: Targeted jump. While transformed, you strike adjacent enemies for weapon damage on landing. Transform now grants movement speed.
Fury of the Way: Minor passive attack speed buff, that increases as your life goes down. Transform now grants global speed.
Shatter: Normally, deals mind damage in a PBAOE and reduces mental saves. While transformed, instead deals weapon damage in a cone. Transform now grants physical power.


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 Post subject: Re: Inferno Race Pack
PostPosted: Fri Jul 08, 2016 5:20 pm 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 109
Idea for Frelings: default red hair, or hair the color of the cat. It would be enough to differentiate it from the stock Halfling, Thalore/Shalore does the same thing.

Also, I'm not sure if you're aware of this (it could be just "I'm so bright that I glow out of the armor"), but the Lightspawn tile doesn't seem to match up with leather armor while the Shadow does. It kind of "bleeds through" the inside of the sleeves.


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 Post subject: Re: Inferno Race Pack
PostPosted: Sat Jul 09, 2016 7:27 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
That's actually a really cool idea. I'll see if I can get something for that. :)

Kinda. I've noticed it happen myself, but they're from the original shadows mod.


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 Post subject: Re: Inferno Race Pack
PostPosted: Fri Jul 15, 2016 6:16 pm 
Offline
Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
1.0.6
-Updating with changes to vampires and yaech.
-Vampires category granting talents shooould be less prone to abuse.
-Vampires no longer have a ghost category.
-Sunwalker receives same fixes as vampire cats.
-Sunwalker final talent grants different categories.
-Yaech now actually get telepathy rather than hackily receiving Preternatural Senses.


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