Furrae Races

A place to post your add ons and ideas for them

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wildwolfofdark
Halfling
Posts: 112
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Re: Furrae Races

#121 Post by wildwolfofdark »

Well, the spray, I'd think, should be a cone effect probably doing at most 1/2 of the damage it does as a line. The aura should have some sort of range, maybe 1 at level 1, 2 at level 3, and 3 at level 5, while doing half as much damage. Living on a farm, you can smell a skunk for miles which normally makes people not want to find them. lol Wait, instead of blindness, perhaps fear? lol

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#122 Post by nuku »

Fear is subjective. You normally don't go directly for guys wielding swords bigger than they are or slinging fireballs, but monsters don't seem to mind it. I won't make them suddenly fearful of the local acid spraying skunks.

Skunk spray itself, I was led to believe, IS a line, usually directed at whatever the skunk doesn't like, preferably its eyes.

I can adjust the aura though if it's being overwhelming.

wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Furrae Races

#123 Post by wildwolfofdark »

Skunks have two 'nozzles' that they spray out of that they can direct, so a line does make sense. So the aura is what exactly? The scent or just a close proximity shot?

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#124 Post by nuku »

Cartoonish wavy stink lines.

Which is to say, the scent. I went ahead and spread it out. It now reaches out further, but at half damage. Radius depends on talent level. I will be uploading a patch in not-too-long.

wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Furrae Races

#125 Post by wildwolfofdark »

lol Ok. So, any idea if you're going to make another race/subrace? I know aquatics are lacking. Shark people maybe? Probably a devour ability and can't wear hats due to their shark heads. Perhaps that jellyfish? A ring on each tentacle and maybe a hat? Lack of feet, waist, body, and neck. Paralytic poison? Angler people?

So many possibilities. lol

Can't really think of any extra classes at this time to pitch.

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#126 Post by nuku »

I hadn't known we finished the class we have! I don't think the animal kin can be labeled as done? Do you?

wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Furrae Races

#127 Post by wildwolfofdark »

Can you think of anything to add to Animal Kin? Well, I guess if you get a pet that is the same size category as you or bigger, you could use them as a mount? lol Maybe a spell that summons rabid chipmunks/squirrels for a few turns that do nature and poison damage? Maybe fill the Animal Training slots with balms that can soothe your pets from different kinds of afflictions?

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#128 Post by nuku »

Since you ask, Two things are already in mind at least:

More training options, give your critters magic or sneaky abilities!

The ability to summon things directly in your kennel to the field as a normal summoner does their summons, appearing temporarily then fading away.

wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Furrae Races

#129 Post by wildwolfofdark »

I'm finding myself doing fairly well without even touching the melee summons tree. You could always trade that out unless someone objects. Maybe one or two more attack abilities based on equilibrium? Ok, here's what I'm thinking. It's a ranged attack that does minor nature damage, gets bonuses from Magic Thirst, and restores a minor amount of equilibrium. If you hit an arcane with it, you'll get a little more eq back, as well as chance to silence them based off willpower. Another could be short ranged that shoots roots from the ground, pinning and causing nature and a small chance to bleed.

JerryShaw
Yeek
Posts: 12
Joined: Wed Dec 05, 2012 11:55 am

Re: Furrae Races

#130 Post by JerryShaw »

Nuku!! OMG you totally out did yourself with this addon. I go to work and come back to check up on what's the latest and suddenly you upgraded a cool pretty class into something awesome. The kennel idea is brilliant! I love how you can get more slots and how the animal friends grow in level with you. I also like your idea of turning one of your animal friend into a mount. Since you can have up to three pets, maybe each pet can have a role. For example, the first one can be a mount, the second one can be your carrier (store items you want to hold onto), and the third one can be a guard or take on the role of watchdog helping your to keep an eye out for invisible or stealth opponents. Now it doesn't have to be these roles exactly, but I'm just throwing ideas out there. Also maybe we can make certain stats for these animals determine how effective they are at these roles. For example, the watcher animal friend should have higher cunning to perform better while the mount would require higher constitution. Now this is just a quick idea I'm throwing out there because Nuku is one of the most active addon developer out here at the moment, so I know he will read this and go on to improve this addon no matter what he decides.

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#131 Post by nuku »

If I can figure out a way to 'equip' them and gain passive benefits... that would do the job nicely.

wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Furrae Races

#132 Post by wildwolfofdark »

So then you'd need to make a new slot (no idea how), kennel them, have another ability that converts them into a new item category (example 'mount'), then you'd need to figure out what kind of passives. Would it be stat bonuses or talent bonuses based on pet level? Would it be based on the type of pet you have equipped (canine, mouse, bear, etc)? I guess you could kind of turn them into a charm that puts all other charms on cool down for 1 turn, but have a power cost X/Y for each sub-race. Possibly base the charm tier level off something like pet_level/10=tier ? Probably base the power off of the pet stats?

wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Furrae Races

#133 Post by wildwolfofdark »

Yep... I'm immortal now...

wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Furrae Races

#134 Post by wildwolfofdark »

Strange... It seems like when I reused Take Down Training at a higher level I lost at least 0.40 in each taught mastery my pet already knew. Also putting a category point into Animal Training gives a third kennel slot, and brings the training power up to 18. (but my masteries are at .80 after reusing)

Also, I'm not sure if you really want enemies using your class as I now have two rare snakes. But aren't they adorable? :3 One's an Animal Kin, the other is a Transcended Fist. :D
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nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#135 Post by nuku »

Update:

Blackback's aura is now wider(up to 3) but does half the damage.
Animal training was hit with a bat a few times. It now displays what category mastery it should give, and a better indication of how good a job you're doing. It can never REDUCE category mastery now.

What training would you like to see next?

Also, things that are summoned(such as your animal friend) cannot use befriend anymore, sorry.

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