Furrae Races

A place to post your add ons and ideas for them

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

Re: Furrae Races

#31 Post by nuku »

They're likely to be the next up then. I'd love some feedback on the three we have though, so do play.

Taelzen
Wayist
Posts: 20
Joined: Sun Jan 13, 2013 5:02 am

Re: Furrae Races

#32 Post by Taelzen »

Derpwolves are basically a wolf race of Moon-Moons. :D

As for race ideas, why not Bears?

Could build it around synergy with berserker-like gameplay. A bearserker. :D Barry the bear enters bearserking and lays waste to all enemies with his bear hands.

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

Re: Furrae Races

#33 Post by wildwolfofdark »

Lol'd at the skunks being unwashed bastards, and the hooters joke.

Owl
Snake
Skunk
Bear
Squirrel

In no particular order. But yes, the wolves are working very well. Only thing I'd ask is if there was a way to make the Wolf Ally a sustain, as in the wolves won't die due to time out, only health. Could make the cool down be 100/80/50/30/10 respectively if you wanted. I haven't gotten any of the updates today but I plan on testing out more. :D

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

Re: Furrae Races

#34 Post by nuku »

Working on skunks right now!

Bear, perhaps later. Skunk aura is throwing me for a loop though. Work darn you, work!

As for persistent wolves, wouldn't that overpower things?

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

Re: Furrae Races

#35 Post by wildwolfofdark »

If DarkGod has a way to increase sustain costs per level, then no. Question would be what 'element'? Stamina, Equilibrium, etc. Maybe half your max HP. lol If it was a class, I'd say use Equilibrium. But since it isn't, I'd suggest a high cool down instead? Maybe 100/90/80/70/60? Makes it so you can't just keep popping out new ones at will every 10 turns. So if you end up in a fight with a boss that does AoE damage and kills them, you can't run around a corner and wait a few turns to summon more. I have to admit I did hide around a few corners and had the pack take care of enemies while I stood there.

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

Re: Furrae Races

#36 Post by nuku »

Skunks are live! Say hello to our most fragrant Furrae race, the Blackbacks.

As for the wolves, well, if you can wait 10 turns, you can probably wait 20, or would that have crashed the tactics?

Seian Verian
Higher
Posts: 51
Joined: Sat Dec 21, 2013 5:40 pm

Re: Furrae Races

#37 Post by Seian Verian »

In my game, the felines show as having a three talent racial tree. Sudden Dash, Feline Leap, and Land on your Feet.

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

Re: Furrae Races

#38 Post by nuku »

Skunk has 3. I just loaded mine up, made a feline, and I see four.

sudden dash, feline leap, land on your feet, nine lives.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Furrae Races

#39 Post by Sradac »

maybe look at the Wight race to see how the Aura was done for that one. It was pretty good if I remember right

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

Re: Furrae Races

#40 Post by nuku »

Thanks, but the skunk aura is already up and working now. Yay for the stink!

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Furrae Races

#41 Post by Zonk »

While not a furry, I think this sounds like a fun concept. Since someone mentioned reptiles, I wonder if an insectoid race would be vaguely appropriate. Or even a plant-person? Might be too much of a stretch, though.
You could also have you own versions of Turtles and Rabbits, though addons that add them as playable races exist already.

(Oh, and do feel free to look at the Wight aura code of course, though that is based on the Gloom code anyway. It is heavily unoptimized though, but shouldn't cause any massive slowdown or anything when used in moderation)
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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

Re: Furrae Races

#42 Post by nuku »

Everyone likes bunnies, but I was actually considering a furrae class to round out this addon.

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

Re: Furrae Races

#43 Post by wildwolfofdark »

Hmmm, furry classes you say? lol Might be interesting with the races. I haven't had much time to play for the last few days since I work on a farm. So far I'm happy there's been so much done on this addon.

Also, with the wolf, waiting 20 turns would break some tactics. Setting your character up as a tank with pack members as backup does work surprisingly well. Summoner can hold all the wolves and summons so long as the summons happen first. Wyrmic is fun with the wolves.

Perhaps the people that have already made the turtle and bunny addons would be willing to help/merge their addons with yours to make it a bigger project? Would love to see several classes per race as well as possibly running into NPC furries as escort missions or something and getting access to their trees. :3

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

Re: Furrae Races

#44 Post by nuku »

You are full of ambition, I like you.

The first class will be Animal Kin, a summoner that can make their own pet by charming an animal permanently and even bring them back from death if they fall in battle.

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

Re: Furrae Races

#45 Post by wildwolfofdark »

One request... Kitty Cannon. :3

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