Racial variants mod

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Dinre
Low Yeek
Posts: 8
Joined: Tue Jan 21, 2014 7:50 pm

Racial variants mod

#1 Post by Dinre »

After playing a bit with my Humans Extended addon, I think that I like the idea of racial variations being added on top of existing races, but I don't like the current implementation.

I would like to expand a mod to be able to apply a certain amount of racial variants to any existing race, and I would like to get more ideas added to the mix.


This is what I am currently thinking about:
- Make the racial variants independent of race and add as a modifier of a selected race (this would make it more future-proof and addon-friendly)
- Add variants that change how the game is played
- Add variants that can dismay or delight the player (maybe add randomly?)
- Maybe change to challenge paths, instead of racial variants


The Humans Extended addon had the following three Cornac variants:
- Gifted: 20% XP boost
- Experienced: 65% XP penalty (functionally caps character at level 42); stat, class, and generic points that would have been rewarded at levels 43-50 are all given at birth
- Stunted: 10% XP penalty, -1 life rating, -1 to all stats


Any thoughts? What other ideas are out there?

Faeryan
Sher'Tul
Posts: 1308
Joined: Wed Jan 07, 2004 5:01 pm
Location: Finland

Re: Racial variants mod

#2 Post by Faeryan »

How about something like Cripple or Mutated, both with different amounts of equipment slots? Cripple one handed variant could only use a single one handed item while a mutated one could have extra ring finger or even a head. Or maybe so crooked body it can't wear any armor but has 4 hands.
Stronk is a potent combatant with a terrifying appearance.

Dinre
Low Yeek
Posts: 8
Joined: Tue Jan 21, 2014 7:50 pm

Re: Racial variants mod

#3 Post by Dinre »

Oh, man. Crippled really interests me. That's an excellent idea. Mutated would probably be a bit more involved, since it would add additional equipment slots (meaning it would be more likely to break after an update). It's easier to take away than to add, since taking away doesn't need to impact the interface's layout.

Perhaps missing an arm, finger, etc. would be better named "maimed" or something to indicate the loss of a function rather than a birth deformity. Some thought would also need to go into how the lack of a slot impacted other things. For instance, if a leg is missing, should movement speed and maximum encumbrance be decreased? If a finger is missing, does that also prevent proper use of a weapon in that hand? Or do we forgo all the extra thought and just lock the slot?

This also gives me ideas for a "naked" challenge path...

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

Re: Racial variants mod

#4 Post by Zonk »

What about something like Decadent/Decaying which works a bit like Experienced, with the character starting extra strong, BUT at every level up you get penalties.

Like, using the level up function, every levelup reduces your maximum health (after the regular life rating gains) by 10%, lowers resistance and so on... Basically, the player still gains in power with level up, but it's much reduced/balanced by penalties.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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

Re: Racial variants mod

#5 Post by wildwolfofdark »

Perhaps make 'Maimed' class a Russian Roulette of what could be damaged. A hand, a finger, a leg, etc.

Mutation class doesn't have to really have extra slots, per se. I mean mindslayer has one for telekenetically wielding a weapon, why not use some of that coding, so long as it doesn't break?

Of course having a permanently blind character would be interesting as well.

I do like the thought of this mod adding more of a range of challenges. Perhaps if the mod does well, DarkGod will decide to change up the Birth screen to add in character defects and flaws for more fun? Maybe add a little more bonus to some, like being blind but having exceptional hearing (infravision but creatures show up as a ? block)

Dinre
Low Yeek
Posts: 8
Joined: Tue Jan 21, 2014 7:50 pm

Re: Racial variants mod

#6 Post by Dinre »

These are great ideas. Keep them coming while I work on how to implement them.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Racial variants mod

#7 Post by Doctornull »

I don't really like the Experienced balance mechanic, since it's possible to overcome any XP penalty with enough grinding, and IMHO grinding should be discouraged. Just give it a flat-up boost at birth and let the fact that it's Experienced be visible in the character log. (Though if you could change the level cap INSTEAD of giving an XP penalty, that would make grinding irrelevant and then I'd be on board.)

Gifted could get +2 to all stats or something, too.

Stunted is great as-is.

---

Some other ideas:

Veteran: - life rating and saves; + class and generic talent points at birth

Aethereal: -10% damage resist (all), -10% damage all; +resource regen (life, mana, stamina, psi), +10% global speed
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

The Revanchist
Uruivellas
Posts: 762
Joined: Sun Nov 03, 2013 12:14 am

Re: Racial variants mod

#8 Post by The Revanchist »

Not sure you'll find a use for it, but how about:

Harmonic; Innate damage affinity, perhaps balance by a penalty to damage. If you really want to be cruel, also have a natural "empathic" effect, where an enemy is harmed by harming you. I'd expect some big drawback, though...

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