Naloren Pack

A place to post your add ons and ideas for them

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nsrr
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Re: *POSSIBLE SPOILERS* Naloren 0.2.3

#31 Post by nsrr »

v0.2.4

Updated hook for loading items into the Lost Merchant randart creation.
Fixed spelling.

nsrr
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Re: *POSSIBLE SPOILERS* Naloren 0.3.0

#32 Post by nsrr »

v 0.3.0
Added the Thrust talent for Tridents. Thrust will deal weapon damage in a range 3 beam. Has a base cooldown of 6 turns and no activation cost.
Lash now has a range of 5 and a base cooldown of 6 turns.
Lash and Thrust are now learned when equipping a Whip or Trident, respectively, if you know Naloren Guard Training.
Naloren Guard Training now grants a chance to completely negate damage rather than Defense.

--

Updated for better compatibility with Gladiator (coming soon to a ToME near you). While Gladiator will not add Whips and Tridents itself, as I had originally planned, it does also implement Lash and Thrust and adds a few talents specific to Whips and Tridents which might be more appealing with Naloren to add them as regular drops.

64legos
Thalore
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Re: *POSSIBLE SPOILERS* Naloren 0.3.0

#33 Post by 64legos »

There is a small bug with whips and lash. Normally, when you switch weapon sets, it adds and removes lash if you have a whip equiped. However, if you have TWO whips equiped, it will add two effective talent levels, but only take one level away.

I currently have lash with an effective talent level of 15.

nsrr
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Re: *POSSIBLE SPOILERS* Naloren 0.3.0

#34 Post by nsrr »

64legos wrote:There is a small bug with whips and lash. Normally, when you switch weapon sets, it adds and removes lash if you have a whip equiped. However, if you have TWO whips equiped, it will add two effective talent levels, but only take one level away.

I currently have lash with an effective talent level of 15.
Ah, shoot, I just pushed a small patch to fix an error which occurred for some people with Gladiator and Naloren running at the same time. I could have taken care of this too.

Fortunately it's a small bug with no real impact. Levels in Lash have no affect on the talent, so at most you might keep the talent even if you take off both whips. It only works with a whip anyway, so that is sort of moot. I'll have to make the change to Gladiator as well and I have a small list of other changes for its first patch, so I will fix this at the same time, probably within the next couple of days.

Thanks for the report!

64legos
Thalore
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Re: *POSSIBLE SPOILERS* Naloren 0.3.0

#35 Post by 64legos »

64legos wrote:There is a small bug with whips and lash. Normally, when you switch weapon sets, it adds and removes lash if you have a whip equiped. However, if you have TWO whips equiped, it will add two effective talent levels, but only take one level away.

I currently have lash with an effective talent level of 15.
This bug was fixed with Gladiator talents, but has not been fixed with Naloren Guard Training.

nsrr
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Re: *POSSIBLE SPOILERS* Naloren 0.3.0

#36 Post by nsrr »

64legos wrote:
64legos wrote:There is a small bug with whips and lash. Normally, when you switch weapon sets, it adds and removes lash if you have a whip equiped. However, if you have TWO whips equiped, it will add two effective talent levels, but only take one level away.

I currently have lash with an effective talent level of 15.
This bug was fixed with Gladiator talents, but has not been fixed with Naloren Guard Training.
:oops: Whoops, I should have thought of that myself! I'll get it patched, thanks for keeping me in line :mrgreen:

nsrr
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Re: *POSSIBLE SPOILERS* Naloren 0.3.2

#37 Post by nsrr »

64legos wrote:There is a small bug with whips and lash. Normally, when you switch weapon sets, it adds and removes lash if you have a whip equiped. However, if you have TWO whips equiped, it will add two effective talent levels, but only take one level away.

I currently have lash with an effective talent level of 15.
Patched. I realize it was only a cosmetic issue, but I could have easily fixed this quite a while ago. I apologize for the delay.

nsrr
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Re: Naloren 0.4.0 *POSSIBLE SPOILERS*

#38 Post by nsrr »

Updated for compatibility with Embers of Rage, and tweaked or reworked all racial talents.

0.4.0
--
Reduced global speed bonus slightly [from 12% to 10%].

Reworked or tweaked all racial talents.

[Spirit of the Tides]
Die-at value now scales up to about 45% of your maximum life, up from 25%.
If Embers is active, the talent will also affect Steam Power. This will be noted in the description when Embers is active, as well.

[Naloren Guard Training]
Taking the fifth talent point will now change the requirement for learning the Armour Training talent to Constitution, as well as the requirement to equip Heavy armor.

[Mercurial]
Completely reworked.
Now grants defense and crit shrug based on Con [0.75 def per Con and 0.20% crit shrug per Con].
Now grants the 'Mercurial' effect when afflicted by any negative effect. This effect increases movement speed and grants a chance to remove one negative effect each time you move. The effect lasts for 3 turns and has an 8 turn cool down.

[Whitewater]
Reworked.
No longer instant (uses standard speed, 100% of a turn).
Floor effect now lasts for 8 turns, up from 5.
Fluid Motion now increases movement speed by 300%, down from 400%.
The Flounder effect has been completely reworked. Afflicted targets will have a 75% chance to be pushed onto a random, empty, adjacent tile each time they act. If the target is pushed, they will become Unbalanced for 3 turns, causing all talent use to fail.

nsrr
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Re: Naloren 0.4.0 *POSSIBLE SPOILERS*

#39 Post by nsrr »

Mercurial will trigger upon entering a zone with a 'zone effect'. It only triggers once, however, and these effects will not be shed when moving with the buff up, so it's not terribly broken, but also not quite what I want. I may make the trigger ignore effects of type 'other', and/or change it so it only triggers if the actor is afflicted with two or more effects in one turn.

Also, I flubbed the numbers on the defense and crit shrug per point of Con. The description in the OP is correct, for the time being, but these are not actually the values I intended. It was planned to be the equivalent of 2/3rds the normal gain from Dexterity, but I mixed up Defense and Accuracy (and then went 3/4ths for some reason?). I think the crit shrug value is correct for what I had intended, but I may have mixed that up too, considering how badly I flubbed the Defense number.

These are mostly notes for myself, since I plan to wait a bit before I update. I have this feeling that if I update it right away a genuine bug will pop up as soon as I do. Also, I'm trying to get a feel for how Mercurial and Whitewater play. The combination should be a pretty powerful status cleanse if used tactically, but I want to see how it actually plays out, and that may take a little while (although the Kruk Nalore Radiant EoR run I'm working on is going pretty well, so maybe not /that/ long).

nsrr
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Re: Naloren 0.5.0 *POSSIBLE SPOILERS*

#40 Post by nsrr »

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 :lol: ).

I have just about zero experience in those areas, though, so that may be a while yet :P

Changelog:

v0.5.0
[General]
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.

[Mercurial]
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".

[Whitewater]
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%.

uightpt
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Re: Naloren 0.5.0 *POSSIBLE SPOILERS*

#41 Post by uightpt »

Thrust is still usable when disarmed, and appears to deal full weapon damage as though using the trident, not one's fists. I'm not certain this is intentional.

nsrr
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Re: Naloren 0.5.1 *POSSIBLE SPOILERS*

#42 Post by nsrr »

v0.5.1
[Spirit of the Tides]
Buffed die_at scaling a bit.

[Naloren Guard Training]
Cosmetic rename: 'Naloren Combat Style'
No longer gives you a point in Armour Training. Rather, this talent itself now allows you to equip heavy armor, boots, gauntlets and helms when known.
Tweaks to numbers.

[Mercurial]
Buffed move speed, nerfed chance to shed effects, increased cooldown.

[Whitewater]
The Unbalanced status applied if a Floundering target is pushed now conveys a 75% talent failure chance, down from 100%.
Movement speed bonus from Fluid Motion effect reduced to 150%, from 300%.

nsrr
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Re: Naloren 0.5.3 *POSSIBLE SPOILERS*

#43 Post by nsrr »

v0.5.2
---
???

v0.5.3
---
Reduced exp penalty to 15%

nsrr
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Re: Naloren 0.5.3 *POSSIBLE SPOILERS*

#44 Post by nsrr »

I've started to (slowly) work on version 1.0 of this add-on, which will incorporate all of the ideas I originally had for this project, but didn't have the experience to code, plus some new things I've thought of along the way.

Step one is a town for the Naloren to call home, along with an associated dungeon. So far, so good. The town is laid out (but still has several things to be added that are going to take a little longer). The dungeon has been created as well, and now I've run into something I should have realized sooner: how to balance a dungeon? I've run it several times myself and tweaked and tuned and it feels like it's in a pretty good spot, but it could use more testing and more opinions.

I've decided to share what I have up to this point in case anyone wants to give the dungeon a go and share their thoughts. The add-on is in a working and stable state, but is far from complete, so I don't want to upload it to te4 just yet. Anyone interested can grab the attached zip to try it out. If you choose to play as a Nalore (with no special start, e.g. Archamage, Celestial), you can just hit auto-explore after your character is created and it will bring you to the dungeon entrance. Other races can freely access the town (for now), but note that the town and dungeon are both underwater zones with no bubbles for air. The town, New Shellsea, can be found east of Last Hope. The dungeon entrance can be found by heading to the north wall of New Shellsea and then east.

I won't give away too much about the dungeon, but I will say that it has both a default and alt version. Any feedback would be greatly appreciated :)
Attachments
tome-nalorenrace.zip
(138.19 KiB) Downloaded 472 times

nsrr
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Re: Naloren 1.0.0 *POSSIBLE SPOILERS*

#45 Post by nsrr »

There's still more I would like to add to this add-on at some point, but the changes to removeEffects functions necessitated an update and I had quite a bit of content that was ready to implement. So, here it is!

New town: New Shellsea.
Naloren will start here.

New dungeon: Abyssal Caves
Naloren will be sent here for their starting quest. Entrance is within New Shellsea.

New items: Whips and tridents.
A shop in New Shellsea will sell exotic weapons. Two new artifacts have been introduced.

New friends: All races will have access to New Shellsea. Look for a new NPC on the world map east of Last Hope.

New foes: There are two versions of the Abyssal Cave, each with a unique theme, enemies, and boss.

Big thanks to rexocorum for the artwork on one of the new artifacts and all of the new enemies!

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