[1.7.0] Faetouched Collection v1.2.1 "Those Abandoned, Those Ensnared"

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
Mr Frog
Thalore
Posts: 125
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Faetouched Collection v1.1.0

#31 Post by Mr Frog »

Erenion wrote: Sat Sep 18, 2021 9:03 am yesss.... give me my bug food....
In due time, friend.

Mr Frog
Thalore
Posts: 125
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Faetouched Collection v1.1.0

#32 Post by Mr Frog »

The "glass cannon" phase specialist category was, predictably, difficult to get to an actually playable state but I can now deem it not entirely unviable

...now i just need to test the other 3 advanced cats lol

Mr Frog
Thalore
Posts: 125
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Faetouched Collection v1.1.0

#33 Post by Mr Frog »

Progress Update:
-no i am not dead
-yes i am still working on this
-Moonchild is basically finished as of about an hour ago
-next up is the new Fetch race
-after that is done 1.2 will be out

astralInferno
Uruivellas
Posts: 780
Joined: Mon Jan 27, 2014 10:40 am

Re: [1.7.0] Faetouched Collection v1.1.0

#34 Post by astralInferno »

glad you're alive! looking forward to more fae stuff! ♥♥♥

nsrr
Sher'Tul
Posts: 1030
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: [1.7.0] Faetouched Collection v1.1.0

#35 Post by nsrr »

Mr Frog wrote: Sun Nov 14, 2021 7:16 am Progress Update:
-no i am not dead
-yes i am still working on this
-Moonchild is basically finished as of about an hour ago
-next up is the new Fetch race
-after that is done 1.2 will be out
:D

Mr Frog
Thalore
Posts: 125
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Faetouched Collection v1.1.0

#36 Post by Mr Frog »

Fetch is now completed in rough form, just gotta playtest it a few runs
Fetches are hollow facsimiles of mortalkind crafted by faeries for their own often-mischievous ends.
Empty and incomplete, a Fetch lacks a true identity, their existence transient as a reflection in a lake. The rare and powerful among them can even mimic others' powers at will; most, however, eventually wither and die, their purpose forgotten even by their creators.
They possess the Fractured Facade talent which allows them to modify their talent cooldowns once in a while.
Stat modifiers:
-1 Strength, -1 Dexterity, -1 Constitution
-1 Magic, -1 Willpower, -1 Cunning
Life per level: 9
Experience penalty: 20%
Damage Resistance: -15%
Anti-magic weakness
Wow, that's a lot of negatives to their stats! They must be capable of doing something very powerful c:

Mr Frog
Thalore
Posts: 125
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Faetouched Collection v1.1.0

#37 Post by Mr Frog »

Hmm, I might do another test run of Fetch but my first had so few problems that I kind of want to call it good. Gonna do some bugfixes then I think, fingers crossed, we might actually finally be good to go :0

Mr Frog
Thalore
Posts: 125
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Faetouched Collection v1.2.0 "Those Abandoned, Those Ensnared"

#38 Post by Mr Frog »

So, here it finally is! This is a pretty exciting update for me, because it brings this addon to the finished state I initially set for it: 2 new classes, 2 new races. But even though it may be "finished", don't think I'm done. The madness of the faerie realm has only begun to show its full spectrum of possibilities! I have many more ideas stockpiled and fermenting. I do think I'll be taking a break from this addon, though. I've been looking at nothing but pink sparkles and rainbows for almost a year now, and I think I can appreciate such things more when I'm less saturated by it :) Do look out for another small content update planned for the not-particularly-distant future.

Beyond the new race and class, we have a bunch of bugfixes, reduced difficulty for the Old Maid encounter, and some adjustments and QoL improvements to how Caprice works. Enjoy, adventurers!

Changes for v.1.2.0 "Those Abandoned, Those Ensnared":
Added the Moonchild class: a dichotomous caster that alternates between stalling foes with Light magic and shattering foes with Cold magic as their Caprice shifts! Seek unity in your fractured halves to overpower your enemies on both defensive and offensive fronts!
Added the Fetch race: fragile replicas of mortals with poor stats but metamorphic abilities! Twist the elements to suit your mood, and complete your hollow self with others' borrowed powers!
Fatigue no longer modifies the Caprice cost of talents. Instead, it penalises your maximum Caprice. The formula is [total Caprice] = [base Caprice] / (1 + Fatigue * 2). For example, at 10% Fatigue your maximum Caprice will be reduced by 1/6. At 25% Fatigue your Caprice will be reduced by 1/3. At 50%, it will be reduced by 1/2. This was done so that massive armour is more of a trade-off; with the old behaviour, high Fatigue could actually be helpful, as it would let you bleed off excess Caprice more easily, so there wasn't any real reason to not go with the heaviest armour possible (to a point, obviously).
Learning a Faerie talent without the Caprice tree known and unlocked will grant you an inferior version of Twist of Fate, "Faint Hope", for free, as a small mercy to Wanderers and Fetches. Learning Twist of Fate through normal means will permanently overwrite this talent; it is a direct upgrade so this hopefully won't make anybody sad :)
Caprice now always checks/updates its state after FOV is called using a custom callback to fix issues where you see an enemy but it doesn't start up until you act again (this may also fix some lingering issues with Guidance)
Resting will now try to reset your Caprice back to zero if possible
Wyrds will not trigger if you have Hidden Resources or Highborn's Bloom active
Wyrd: Chicken Run chickens now have 70% global resistence penetration. Cower before the unstoppable horde!
Enemies in the Queen's Claim can now generate with the Moonchild spells Shackle, Glittering Shards, or Fey Kiss
The Old Maid now has Mist Spiral natively instead of Mistweaver, and so no longer has a 1/3 chance to pull Mist Lance and potentially hit the player with 50% confusion before they likely have any way to clear it
Reduced the Old Maid's life rating slightly
The damage dealt when a Titania image explodes in Queen's Claim now increases with the game's difficulty (specifically the level modifier)
Exploding Titania images now stun for 1 turn longer
The real Titania in Queen's Claim is now explicitly prevented from acting, to prevent the player dying horribly if they kill the Old Maid while Chicken Run is active, prompting the Queen to rush to the aid of her precious toy and most likely obliterate it in the crossfire (she will now simply watch idly while you get shredded by angry poultry, which is much more on-brand)
Pumpkins no longer follow you between maps
Fixed Wyrd: Terrible Wounds never doing anything to targets that ever had their 'invulnerable' field initialised at any point to any value (so, nearly everything)
Fairy Advisor now handles nonstandard resists and affinities (most notably Absolute) more flexibly
Fairy Advisor will now simply say nothing if the enemy has no notable stats for whatever reason
Twilight Flash now has stat and level reqs as is normal
Fae's Mischief (Weal) no longer errors when making a melee attack without a defined weapon, eg Skullcracker
Stopped a number of particle effects from changing size on saving and reloading (due to accidentally overwriting a global parameter with a value derived from itself)
Queen's Claim's BGM ("Her Laughter") has less extreme panning
The Old Maid is now properly flagged as female for pronoun purposes
Fixed mistake in Pot of Gold's description ("Lucky Blow" > "Lucky Shot")
Fixed typo in Luminaire's description

Ghostdog
Low Yeek
Posts: 9
Joined: Tue Aug 07, 2018 8:51 pm

Re: [1.7.0] Faetouched Collection v1.2.0 "Those Abandoned, Those Ensnared"

#39 Post by Ghostdog »

So Mr. Frog, thank you again for a wonderful addon. I have left my impressions and appreciations on the addon page.
I hope you don't mind I leave some feedback about the latest class Moonchild and race Fetch.

I must admit I am quite stubborn. So when there was the update, I took the combination Moonchild Fetch. Well it did not work at all. Died many many times. Let me explain.

It worked fine in the first few areas of the Queens Gambit. Until I encountered the Old Maid. First attempted, She hit, I died. Many attempts thereafter it was the same.. Moonchild Fetch quickly died.
Yes I did use the Titania images. It did stun the Old Maid, but she could still follow and kill. It was ok in areas that I could maneuver, but not in places where's there was a dead end.

I think the Old Maid is fine when you are a Charmed; you are able to escape by using Pixilate. When the Old Maid is in front of a Moonchild, there is no escape.

Moonchild does not have escape abilities (that I know), does not have shield protection (until level 4 - Gold Curtain). You either damage using cold or control the battlefield using light.

The addition of Fetch makes it more difficult. Fetch does not have escape, healing or protection. It does have powerful abilities and will become more powerful in the future.

So I suppose not all races fits all classes. Am I correct in my assumptions?

Just my 2 cents. Look forward to hear from you.

EDIT; After putting in more hours, trying different races and specializing in certain areas, I discovered;

Moonchild is actually a Glass Glass Cannon, which forgoes any protection, movement etc. Basically it is kill the opponent first and fast enough so he cannot damage you.
You are very vulnerable and can be easily killed by enemies.

At the start Moonchild is not suitable for all starting areas (like Fearscape) and cannot deal with some the endbosses (Fear scape endboss). Other starting areas you can go, but must still take the utmost care (avoid auto exploring).
If you start with runes, you cannot heal. If you start with regeneration or healing, then you dont have an extra buffer (shield).

With the way Shrouded Heart and Sympathy works, I guess the Glass Cannon is extra emphasized. Basically if Caprice goes up you will deal and also take less damage. However if Caprice goes down you will take more and also deal more damage. Together with Bitter Cold, you are able to deal a big chunk of damage.

Only in the advanced trees, you will be able to find more capabilities like extra healing, turns, removing detrimental effects etc.

EDIT I have tried Moonchild Doomelf. Fearscape is very challenging. The normal demons are still manageable as long as you use shield before an encounter. If you forget to do that, you will be one shot killed.
I cannot defeat the Planar Controller; the starting abilities of Moonchild are mid ranged. The only defense is a Shield. You need to get close to do damage. But if you get close the Planar Controller will teleport to you and burn you.

I have tried the Arena at the Derth. The 2nd challenger one shot killed me.

Mr Frog
Thalore
Posts: 125
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Faetouched Collection v1.2.0 "Those Abandoned, Those Ensnared"

#40 Post by Mr Frog »

I do expect to do some further balance adjustments but I spent way too long on this class and need to play literally anything that isn't Faetouched for a bit before I can come back to it :) Currently considering small buffs to Shackle and Rainchill to take the edge off of the earlygame but that will wait until after I've taken a look myself with fresher eyes. Thank you for the comments! I'll certainly doublecheck Moonchild Doomelf, since I know that start is Nasty.

Ghostdog
Low Yeek
Posts: 9
Joined: Tue Aug 07, 2018 8:51 pm

Re: [1.7.0] Faetouched Collection v1.2.0 "Those Abandoned, Those Ensnared"

#41 Post by Ghostdog »

Mr Frog wrote: Mon Nov 29, 2021 7:04 am I do expect to do some further balance adjustments but I spent way too long on this class and need to play literally anything that isn't Faetouched for a bit before I can come back to it :) Currently considering small buffs to Shackle and Rainchill to take the edge off of the earlygame but that will wait until after I've taken a look myself with fresher eyes. Thank you for the comments! I'll certainly doublecheck Moonchild Doomelf, since I know that start is Nasty.
You are welcome. And yeah take a well deserved break.

I have been trying again Moon Child with different combinations and also Fetch.

About the abilities of Fetch, it was not possible to progress too far (Moonchild Fetch or Doomed Fetched), because the race is too squishy. But damn.. Fractured Facade is very useful. I am always happy to have it.. and kinda miss it when taking other classes.

As for Moonchild, let me preface this with; "Many Moonchildren died to bring us this information" if you know where it is from :)

Somehow my best experience was with Moonchild Hobbit (critical damage) and Moonchild Thalore (extra healing). Still with any race combination Moonchild is still very squishy.
Normal enemies are fine. But with elites, they often one shot kill me. I am quite surprised when I do so.. even while I am using shields.
There is nothing that I can do about it. It is due to their abilities or items or classes combinations (Old Maid gunner).

The survivability of a run depends on the Allmighty RNGesus. Having good drops of items and inscriptions of shields, healing or movement mean a viable run. Placement of the Titana images and how far they are when you trigger Old Maid, is life and death. Without the blessing of RNGesus you literally cannot survive. Still with them, you still can get one shot killed.

My best run was Moonchild Hobbit level 12. When I reach that level? I had great fun.

The class, the abilities and resource system is brilliant. To understand its combination and consequences. All in all it is quite a challenge to wrap the mind around it.

When playing a new class I often try to figure out the intention of the creator.

With Moonchild, I figured;
*Light is healing, protection, control by stunning and slowing and incremental damage
*Cold is purely damage, as much as possible
*Even if you put all the points in the first 10 levels in Shrouded Heart and Sympathy, I dont think you will be able to unlock either Enlightened Heart nor Burdened at level 10.
*Mistform is both the offensive and defense generic tree; When Caprice increases you receive less damage, while when it decreases you deal more damage. Except with some abilities that provide healing or shield, Moonchild has poor mobility, defense and shield.
*It is possible to use Light abilities when Caprice decreases and Cold abilities when it increases. It is not optimal, but you are not bound by it.
*It is possible to have a purely Light build (Spring Moon, Goldenlight and Jubilation) without using Cold, because Light has the protection and healing. With the DoT it is quite viable (lvl 12). But it is not possible to have Cold build, as the cold abilities do not have anything pertaining survivability.
* I understood this when trying Bereavement.. it encourages you to have your life as 50% or lower.. Without light's protection and healing, focusing only on Bereavement is not viable.

So I suppose the path of the Moonchild can best be seen with its advanced trees;
*Jubilation - for when you specialize in light damage.. It kinda punishes you when you use cold.. or decreasing Caprice.
*Bereavement - for those that have sadomasochist tendancies. High risk for high reward. Greater damage if you have lost life or have negative effects. Vendetta is the only aspect that have some protective qualities with some caveats.
*Moonbow is all about increasing damage.. but you need to remain longer in a status; in a positive (light) or negative (cold) state in order to fully benefit it.
*Prismlight is all about getting effect when switching the Caprice state.. so I suppose abilities like Fey Kiss become more important. I like this tree.. depending on the Caprice state the effect is different. The effects are useful.

Conclusion; Although specialization in Light is possible, the class is meant to be played with both Light and Cold abilities. However the player may choose to put points in the support abilities of both cold and light or focus on only one (Golden Light or Silver Light).

Mr Frog
Thalore
Posts: 125
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Faetouched Collection v1.2.0 "Those Abandoned, Those Ensnared"

#42 Post by Mr Frog »

Oh my! Thanks for the detailed analysis.

I did a few test runs after RIP'ing my Doomed run (at A+E...) and I didn't have a whole lot of trouble as a Doomelf Moonchild on Nightmare; the boss is a bit spooky but he doesn't do a ton of damage and Doomelf racial lets you escape when needed. The mooks ARE pretty nasty in the first floor, for the normal Fearscape start reasons (getting yoinked repeatedly across the map is Not Good).

Fetch Moonchild was another matter. I also ran afoul of the dreaded Gun-Maid :lol: Many one-shots were had (I swear I did nerf her, but it doesn't feel like I did lmao) I might see if I can fix that soonish, and generally restrict the Old Maid to either 2h or hand-to-hand (the latter was my intent from the start but I couldn't figure out the code for boss inventories lol). She might also see an overall damage reduction, because I do agree that even with the Titania images providing support she does too much damage for an early boss with the amount of HP she has; unless you luck out and get enough enemies to reach level 4 you will indeed not have many utilities to draw from so the fight boils down to a DPS race.

My intent was for Cold specialisation to be possible, but as you say it's quite terrifying and probably not worth the risk, lol. You basically have to gamble on whether you can nuke something before it hits you, because if it hits you you will be very unhappy, and this goes for every single encounter. More stubborn targets like the Master can be very problematic because you are inevitably going to get hit and it will Suck (the Master is the entire reason Bereavement works the way it does, actually). I don't even know how you could beat the final bosses with a pure Cold spec. You ABSOLUTELY need some of Light's support spells to survive even if they're not the focus of your build. Dreadfell in particular is a nightmare because many of the enemies there resist Cold. Beyond that your breakdown of the trees' functionality is basically correct. The lack of mobility was a conscious choice but I can't remember the exact motivation beyond that it felt right.

You cannot in fact get the 2nd tier Mistbound talents at level 10; I think the absolute earliest you can get them is 16, possibly a bit earlier if you get absurd luck with the Elixir of Foundations. If you're trying to rush the 2nd tier, it's probably better to max one of the 1st tier talents before putting points in the other to minimise turbulence early on, as they interact multiplicatively.

Thanks for the feedback!

Mr Frog
Thalore
Posts: 125
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Faetouched Collection v1.2.1 "Those Abandoned, Those Ensnared"

#43 Post by Mr Frog »

Small li'l update, mostly intended to rein in the Old Maid a bit. Among other things, she is now banned from using guns. Hooray!

Changelog for v1.2.1:
The Old Maid now has innate -10% movement speed, to make it possible to flee if you happen on her in a bad place (ie. always)
Fixed the Old Maid always being equipped with random gear upon spawning, instead of always being unarmed; note that she was always intended to fight hand-to-hand with her nasty, nasty claws, and is statted to match, but this will at least stop her from spawning with guns :)
The Old Maid's unarmed damage has been reduced, as she actually consistently uses it now and it was very high
The Old Maid's "greetings" are now properly integrated into the translation framework
Fractured Facade's description no longer falsely claims that the cooldown multiplier scales with talent level (whoops)
Fixed Fortune talents always doing Physical damage regardless of weapon element (thanks jjormang!)
NPCs will no longer learn Faint Hope if applicable

E: Small fix for a mistake I realised just now, remain toasty

Changelog for v1.2.2:
Fixed incorrect handling of Faint Hope's player restriction preventing it from being learnable at all; it is now learnable by any actor in the player's party as a compromise

E: One last little fix (hopefully) for a serious issue with Fae's Madness sometimes suiciding

Changes for v1.2.3:
Fae's Madness (Weal) will no longer sometimes cause the user to damage themselves by attempting to attack a target that had already died during the attack
Fae's Madness (Weal)'s description now says "all targets" instead of "all enemies" to not give the impression it won't friendlyfire (it does)

Post Reply