New undead Abomination race

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Pants-Off Dance-Off
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New undead Abomination race

#1 Post by Pants-Off Dance-Off »

This is a new Undead race called Abomination. It is a new release, so balancing will be most likely required (I play mostly on Insane difficulty, because the amounts of rares and randbosses is so much fun, so would appreciate feedback on how this feels in other difficulties), however it is intended to be strong-ish, but not OP.

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Type: Undead
Sub-type: Abomination

Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down.
Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects.
They have access to special abomination talents, that improve as they grow in size and constitution and they start with the following bonuses:

Category size: Medium (but can grow :twisted: )
Starting stat bonuses/penalties: 
Str +2 
Dex -1 
Con +6 
Wil -2
Mag +2

Racial Immunities: 
+ 25% stun resistance
+ 50% blindness resistance
+ 100% fear resistance
- 25% confusion resistance penalty

Innate resistances:
10% arcane
10% darkness

Hit points per level: 13
Exp penalty: 25%


Racial Talents: 

1: Redundant Organs
Passive
Flavour text: Your unholy amalgamation of different body parts is composed of several redundant vital organs and nervous systems. 
Common ailments that compromise individual systems are less effective on you, as you quickly remove the damaged or tainted 
parts and replace them using the corpses of your foes. The extra amount of lungs also allow you to stay submerged for far longer than
ordinary individual creatures.
- large poison resistance bonus (currently 10% per soft level)
- medium disease resistance bonus (currently 15% per soft level)
- small stun resistance bonus (currently 5% per soft level)
- medium extra air bonus (currently 10 per soft level) 
- small (but considerable early-game) 'only die below -x HP' bonus (currently 30 points per soft level)
- +1.0 life regen per soft level
- The first point in Redundant Organs increases your healing factor by 3% for every size category above 'Medium'


2: Millipede
Passive
Minimum level required: 8
Flavour text: As the multitude of fallen minds that compose you harmonizes, you learn to better move your extra pairs of legs more
naturally and graciously, allowing you to attach even more such appendages to yourself as your prowess grows. Additionally, you can now tear away any appendages holding you in place, freeing yourself, but also damaging yourself in the process.
- grants an activatable instant ability to remove a pinning effect in exchange for bleeding X health over Y turns (health amount decreases with talent level, bleed duration increases with size category resulting in less damage per turn)
- 20% off-balance immunity per soft level
- Medium movement speed bonus (8% per soft talent level)
- small global speed penalty (3% per soft talent level)
- +1 extra size category every 2 soft talent levels
- 1 extra boots slot unlocked at soft talent level 6 (needs category point investment)
- +1.0 life regen per soft point
- The first point in Millipede increases your healing factor by 3% for every size category above 'Medium'

3: Assimilate
Active
Flavour text: You learn to shed off your damaged and incapacitated parts and incorporate your fallen enemies to yourself during battle.
- Heal X HP for each enemy killed for the next Y turns (heal amount scales with size category, duration with Con)
- Convert X% of damage received into bleeding damage over Y amount of turns, for Z turns (damage % scales with Con, smearing length scales with size category, effect duration scales with talent level)
- at raw talent level 5 becomes an instant action
Passively
- +1.0 life regen per soft point
- The first point in Assimilate increases your healing factor by 3% for every size category above 'Medium'


4: Hecatonchires
Passive
Flavour text: You further master the melding of fallen minds with your own and the magical creation of necessary nerve endings, vastly increasing your proficiency with the arms, tentacles and other such appendages you assimilate from your fallen enemies.
Additionally, you can now tear away any appendages rendered unable to hold your weapons, rearming yourself, but also damaging yourself in the process.
- grants an activatable instant ability to remove a disarm effect in exchange for bleeding X health over Y turns (health amount decreases with talent level, bleed duration increases with size category)
- small global speed penalty (3% per soft talent level)
- +1 extra size category every 2 soft talent levels
- wield dual-handed weapons with 1 hand at raw talent level 5
- 1 extra gloves slot at soft talent level 6 (needs category point investment)
- +1.0 life regen per soft point
- The first point in Hecatonchires increases your healing factor by 3% for every size category above 'Medium'

Known bugs:
-The values for the global speed penalties seem to be slightly lower than intended.

To-do list (if ppl like this add-on at all):
-Better custom tiles, current one is just a placeholder (preferably changing based on size category, no need to display equipment) -> Would really love some external help for this, if anybody feels like it, to be properly credited, of course
-Custom lore-friendly start with new starting area and corresponding lore with a better alternative to having to wear Cloak of Deception
-Custom lore-friendly Embers start with new starting area (different than regular) and corresponding lore
-Possibly further tweak inventory slots and make more unlock as you grow in size category
-New quest(s)
-Alternate escort reward option: Absorb them into your own body (maybe make them turn into randbosses or run away once the selection is made).
This could either reward the player with the respective talent tree from that escort's reward type, unlocked but at ~0.4-0.6 mastery, or increase HP per Con point ratio.

-race-specific themed class designed around fun things such as tossing your own body parts, incorporating certain enemy types for different bonuses and abilities and more! (provided I don't go crazy attempting to code it)

Any and all feedback is greatly appreciated!

Huge thanks to all the lovely people in the #tome irc who babysitted me through coding this!
Last edited by Pants-Off Dance-Off on Thu Dec 29, 2016 3:18 am, edited 7 times in total.

Melac
Wayist
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Re: New undead Abomination race

#2 Post by Melac »

Been trying this race, seems really fun.
Looking forward to the stuff you have planned!

But upon getting my second boots slot, I was stripped of all equipped gear. And not just to inventory, it was just gone.
So you may want to look into that?
It might be some conflict with my own list of addons, or the fact I'm playing a reaver, with a larger weapon in the off hand.
Sorry I can't give more info.
Last edited by Melac on Sat Dec 24, 2016 10:58 pm, edited 1 time in total.

Pants-Off Dance-Off
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Re: New undead Abomination race

#3 Post by Pants-Off Dance-Off »

Melac wrote:Been trying this race, seems really fun.
Looking forward to the stuff you have planned!

But upon getting my second boots slot, I was stripped of all equipped gear. And not just to inventory, it was just gone.
So you may want to look into that?
Thanks, will do. That's odd, it didn't happen when I was playtesting on dev mode. I'll add it to the known issues for now. In the meantime, make sure to remove all equipment before getting the new slots. :oops:

Melac
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Re: New undead Abomination race

#4 Post by Melac »

Upon checking a second time, after loading my file:

It also gave me the extra gloves slot I shouldn't have unlocked until capping Hecatonchier.

Pants-Off Dance-Off
Yeek
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Re: New undead Abomination race

#5 Post by Pants-Off Dance-Off »

Melac wrote:Upon checking a second time, after loading my file:

It also gave me the extra gloves slot I shouldn't have unlocked until capping Hecatonchier.
Yep I'm testing all this right now. Only unlocking the gloves without the boots also does the same thing.

The silver lining, though, is that while the equipped gear vanishes from the inventory screen, it is actually still considered equipped by the game so it's not entirely gone. But still a pretty major bug. :x

Pants-Off Dance-Off
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Re: New undead Abomination race

#6 Post by Pants-Off Dance-Off »

Managed to fix the strange speed interactions (although the values are still slightly off from what they should be for some reason).

Also fixed the items disappearing and simultaneous unlocking of both extra slots issue. However I have yet to figure out a way of making the new unlocked slots show up on different coordinates in the equip doll screen. This means both slots overlap, so you wont be able to see whats in the second slot in your inventory screen, although the effects from the second gloves/boots will apply as normal. This whole issue was caused by trying to make them show up in separate locations. Considering this is more of a cosmetic issue, and the bug was affecting functionality, I chose to leave it like this until I can figure out a way of having the slots show up separately and in different coordinates, without making all the equipment vanish.

Big thanks to HousePet for helping me!

Frumple
Sher'Tul Godslayer
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Re: New undead Abomination race

#7 Post by Frumple »

Maybe consider having the slots there and in place on character creation, but not usable until proper talent investment? If you're trying to dynamically add them in, anyway. I know (at least one of) the old-ish Xorn mods managed to have appropriately placed extra slots, albeit somewhat janky in functioning, if you're looking for code example of something doing at least the first bit of that. How well done or applicable they are to what you're trying to do, I couldn't say, but it might help.

Not sure how you'd go about it, but another possibility might be to have four races instead of one (one normal, one with an extra foot slot, one with an extra glove slot, and one with both), then basically golem-swap your character into the appropriate new body and void the old one when you hit an applicable talent breakpoint. Possibly could fiddle with either golem code or dreamscape code to figure out a way to do it.

Pants-Off Dance-Off
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Re: New undead Abomination race

#8 Post by Pants-Off Dance-Off »

Frumple wrote:Maybe consider having the slots there and in place on character creation, but not usable until proper talent investment? If you're trying to dynamically add them in, anyway. I know (at least one of) the old-ish Xorn mods managed to have appropriately placed extra slots, albeit somewhat janky in functioning, if you're looking for code example of something doing at least the first bit of that. How well done or applicable they are to what you're trying to do, I couldn't say, but it might help.

Not sure how you'd go about it, but another possibility might be to have four races instead of one (one normal, one with an extra foot slot, one with an extra glove slot, and one with both), then basically golem-swap your character into the appropriate new body and void the old one when you hit an applicable talent breakpoint. Possibly could fiddle with either golem code or dreamscape code to figure out a way to do it.
Thanks for the ideas, I'll give that a try. Although I'm not sure what part exactly you mean of golems. Haven't played alchemists in a loooong time.

On a side-note: tiny update to the mod with warnings to unequip current gloves or boots before unlocking their respective new slots. Otherwise they remain equipped forever, but disappear completely (meaning you can essentially have 3 equipped at a time, since the game creates two empty slots, rather than keeping the already used one for whatever reason).

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: New undead Abomination race

#9 Post by Frumple »

Ah, you can more or less freely swap control between the player and the golem when you're an alchemist. Gives you the golem's talent trees to invest points, changes the ragdoll to only the golem stuff, etc., etc. Thought was something like that triggered when you go past the talent threshold, but just... not being able to switch back. And instantly mulching the previously inhabited actor.

nsrr
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Re: New undead Abomination race

#10 Post by nsrr »

I think the items disappearing were related to 'body' being defined at birth, somehow? If you define a new equipdoll to add co-ords for the extra slots, but don't define the body a birth (forcing it to use the default), then it seems you can change the number of slots later without causing all equipped items to disappear.

The item in the slot that is changing will still disappear, though. Basically, I think when you set body.FEET to something new, you're making entirely blank slots when you run initBody, causing the item that used to be there to vanish into the Matrix.

A solution to this is to check to see if we have something equipped in that slot before we change it. If we do, we take the item off, dropping it in the inventory.

Long story short, I really like the concept here and I really want to try this out in proper working order. So, I spent a bit of time poking around and made a couple of tweaks that seem to have resolved your issues. This version will properly display new slots and will properly remove items from affected slots before updating them, stopping them from vanishing.

Also, as these are pretty drastic changes to the character, I would highly recommend flagging these talents so they are not unlearnable (which I have done in this version), to avoid any possible weirdness (once the bonus slot is added, it's basically impossible to remove, which why I changed the implementation a bit). In the current version, you will get the bonus slot even if you remove the last point before leaving the level up screen. It happens as soon as the point goes in.

Anyway, take a look, try it out, see if does what you intended. Change it however you like, of course. :)
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Pants-Off Dance-Off
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Re: New undead Abomination race

#11 Post by Pants-Off Dance-Off »

nsrr wrote:I think the items disappearing were related to 'body' being defined at birth, somehow? If you define a new equipdoll to add co-ords for the extra slots, but don't define the body a birth (forcing it to use the default), then it seems you can change the number of slots later without causing all equipped items to disappear.

The item in the slot that is changing will still disappear, though. Basically, I think when you set body.FEET to something new, you're making entirely blank slots when you run initBody, causing the item that used to be there to vanish into the Matrix.

A solution to this is to check to see if we have something equipped in that slot before we change it. If we do, we take the item off, dropping it in the inventory.

Long story short, I really like the concept here and I really want to try this out in proper working order. So, I spent a bit of time poking around and made a couple of tweaks that seem to have resolved your issues. This version will properly display new slots and will properly remove items from affected slots before updating them, stopping them from vanishing.

Also, as these are pretty drastic changes to the character, I would highly recommend flagging these talents so they are not unlearnable (which I have done in this version), to avoid any possible weirdness (once the bonus slot is added, it's basically impossible to remove, which why I changed the implementation a bit). In the current version, you will get the bonus slot even if you remove the last point before leaving the level up screen. It happens as soon as the point goes in.

Anyway, take a look, try it out, see if does what you intended. Change it however you like, of course. :)
Oh, that looks amazing, thank you very much for that fix. Not risking losing a great equipped item is a pretty major improvement!

The reason I left them unlearnable is because I felt it fit better with the idea of a really flexible creature, however if it can cause issues like unlocking the extra slots without having the point invested, then I agree it's better to leave them as not unlearnable.

I'll update the version on the addon page with this soon (with due credit, of course). :D


Edit: updated, but ran into an even worse bug with the bleeding effect, that is pretty gamebreaking. What's worse is I've already looked over the code and can't find any problems with it. :(

nsrr
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Re: New undead Abomination race

#12 Post by nsrr »

Yeah, I'll be honest, I didn't look at much besides the code related to the extra slots. The callback inside the passive field caught my eye, but I didn't look at your effects at all. I can give it a gander when I'm back at a computer.

Pants-Off Dance-Off
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Re: New undead Abomination race

#13 Post by Pants-Off Dance-Off »

The bleeding bug has been fixed and will be uploaded later today (once again, huge shoutouts to nsrr and the other folks in the #tome IRC).

I have made a new custom tile for the race (probably still needs some work, but it'll do for now). The problem is the game places an @ symbol behind it, presumably due to trying to make equipment show on it, which I do not want. I've tried a number of things, but no cigar. Anyone know how to fix this?

rexorcorum
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Re: New undead Abomination race

#14 Post by rexorcorum »

The "@" sign comes from not having a shadow. Just put the "base_shadow_01.png" in your folder and you're good to go. Also, very neat concept & class! And - tiles - tempting, always tempting, but alas - too much things in my tentacles these days, I'm afraid.

Cheers and keep up the good work! :)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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Pants-Off Dance-Off
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Re: New undead Abomination race

#15 Post by Pants-Off Dance-Off »

rexorcorum wrote:The "@" sign comes from not having a shadow. Just put the "base_shadow_01.png" in your folder and you're good to go. Also, very neat concept & class! And - tiles - tempting, always tempting, but alas - too much things in my tentacles these days, I'm afraid.

Cheers and keep up the good work! :)
That fixed it, tyvm! :D

New version uploaded!

Now onto making new content and then banging my head against the wall trying to figure out where I messed up. :lol:

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