[b41] Faerie custom race

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Kaballah
Cornac
Posts: 32
Joined: Sun Jul 22, 2012 10:36 pm

[b41] Faerie custom race

#1 Post by Kaballah »

So, here is a thing I did, mainly for myself, but in case anyone else would like to play with it:

Faeries are tiny, winged beings distantly related to Elves.
They are frail and quick, and rely on their brilliant wits and lightning reflexes for survival.
* Unbreathing
Stat modifiers:
-6 Strength, +6 Dexterity, -6 Constitution
+0 Magic, +0 Willpower, +6 Cunning

Life per level: 6
Experience penalty: -15%
Size: Tiny

Talents:
* Flight, sustained
All faeries have wings and are able to fly. This allows faster movement, and makes the faerie harder to hit. It also allows the faerie to fly over pressure-sensitive traps.
Movement speed buff = Talent * (Dex/5)
Defense buff = Talent * (Dex/10)

* Fey Luck, passive
Luck bonus = Talent * 4

* Fey Speed, activated
Duration = 5 + Talent
Global Speed bonus = Talent * (Dex/4)%
Pinning immunity while running

* Fey Dodge, passive
A mildly improved form of Halfling's Duck and Dodge talent.
Last edited by Kaballah on Tue Jul 24, 2012 12:48 am, edited 2 times in total.

Kaballah
Cornac
Posts: 32
Joined: Sun Jul 22, 2012 10:36 pm

Re: [b41] Faerie custom race

#2 Post by Kaballah »


PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: [b41] Faerie custom race

#3 Post by PureQuestion »

the way you did the global speed passive will not work as you have it planned, at all. Passives don't update it in any form, so the effect is that every time you level it up, you gain (self:getTalentLevel(t) * (self:getDex() / 1000)), which means a) each level will give more than the last b) The higher you pump your dex, the more you gain from each level up, but only if you pump it before.

Kaballah
Cornac
Posts: 32
Joined: Sun Jul 22, 2012 10:36 pm

Re: [b41] Faerie custom race

#4 Post by Kaballah »

Thanks for catching that, I'll try to figure out how to fix it (any suggestions)?

I figure this should probably be an effect in timed_effects but I don't see a way to reliably force a passive to recalculate when stats change. I guess I could make it a sustain instead?
Last edited by Kaballah on Mon Jul 23, 2012 4:19 pm, edited 1 time in total.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [b41] Faerie custom race

#5 Post by edge2054 »

Instead of using an on_learn you can build a function called updateSpeed into the talent. Have on_learn and on_unlearn call it to make sure the speed is right and have onStatChange call it in actor when dex changes.

Kaballah
Cornac
Posts: 32
Joined: Sun Jul 22, 2012 10:36 pm

Re: [b41] Faerie custom race

#6 Post by Kaballah »

Oh, thanks, I'll try that.

Kaballah
Cornac
Posts: 32
Joined: Sun Jul 22, 2012 10:36 pm

Re: [b41] Faerie custom race

#7 Post by Kaballah »

Okay, I've decided to make the Fey Speed talent an activated, similar to Shaloren/Shaloren Speed and added protection from pinning while it's running. The global speed bonus is quite a bit larger, (Talent * Dex /2)% but it's a rank 3 talent so I think that's OK (feedback welcome here).

Also added icons for everything.

http://te4.org/games/addons/tome/faerie ... ustom-race

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [b41] Faerie custom race

#8 Post by edge2054 »

+250% global speed (potentially) for nine turns is a lot.

That's 22 turns of effective buff time.

Kaballah
Cornac
Posts: 32
Joined: Sun Jul 22, 2012 10:36 pm

Re: [b41] Faerie custom race

#9 Post by Kaballah »

Well on the other hand, this race has the lowest hitpoints of any (lower than yeek) and it's a rank 3 talent. Is it too much?
e: testing it with 66 dex (maximum before equipment) it comes out to +165% for 10 turns. Too much? There's a little flaw with the info too, it shows it should last 9 turns but it actually lasts 10, I'll fix that.

e: err nope, it's 1/2 dex after all

Kaballah
Cornac
Posts: 32
Joined: Sun Jul 22, 2012 10:36 pm

Re: [b41] Faerie custom race

#10 Post by Kaballah »

I talked with Edge and a couple of others in game chat, and it was suggested that I nerf the Fey Speed global speed bonus and try to add a talent cooldown reduction that scales the same way. I went ahead and nerfed the speed to 15% of Dex, but decided not to try the cooldown reduction idea. I'd have preferred to do it the way Metamagic/Quicken Spells is handled, but the effect it applies is only available for spells; I see a way to do it for a bigger selection of talents (basically a big if/or/then structure to examine talent types, the way Lethality/Snap works) and reduce those talents' cooldowns by the inverse of the global speed buff, but gosh that seems terribly clunky, so no.

http://te4.org/games/addons/tome/faerie ... om-race-v2

Kaballah
Cornac
Posts: 32
Joined: Sun Jul 22, 2012 10:36 pm

Re: [b41] Faerie custom race

#11 Post by Kaballah »

I uploaded a minor update to have the Flight skill actually give the character the "fly" attribute:

http://te4.org/games/addons/tome/faerie ... om-race-v3

For most things this won't matter, but as I'm doing the "puddle" type map effects for glue and grease grenades, it doesn't make sense that flying over a puddle of glue would get you stuck.

Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: [b41] Faerie custom race

#12 Post by Hunter »

I can't get it to show up. I'm using the latest version of ToME, and tried v3 and v2 of this add-on. Dropped in add-ons folder, and have several other add-ons that work fine. It's just not appearing as an option in the enable add-ons area. Is there something special I need to do with this one?

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