Inferno Race Pack

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astralInferno
Uruivellas
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Re: Inferno Race Pack

#16 Post by astralInferno »

1.0.9 (what happened to 0.8? no-one knows)
-Sunwalkers didn't actually get their third str/dex point.
-Bulklings now use an ogre-derived tile if you don't have embers, hopefully. Credit goes to Rexorcorum, as always. Sadly, Rexes slightly modified equipment tiles couldn't be made to work without an ascii coming up. Hopefully I can fix this at some point.
-Added two new vampire variants that allow you to play a Blood Mage (Doctornull's Nullpack) or a Deathknight (Razakai's Deathknight) derived vampire. Obviously, they require those addons to turn up.
-I'll be honest I did not vigorously test the learn/unlearns for these. They're mostly copypasted, so. Fingers crossed.
-Question: It seems quite likely/possible that I'm going to make more vampire variants. Should I have them linked to a game option to prevent bloat (So only the base Vampire appears by default)? Give them their own birth category? I'm tempted to give them their own birth category.
-Possibly one or two other changes done before I started keeping a 'changes' doc inside the file.
-Vampires (and new vampires) now use the Sunwalker intro text - Vampires are ancient, powerful things.
-Vampire biting talents now do a damage type rather than physical.
-Fixed a minor typo in vampire talent 3.

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: Inferno Race Pack

#17 Post by Chronosplit »

Crazy thought: actually since the idea is combining all your race addons into one, why not make the individual parts of the package optional? Doing that means you really won't ever need to update the standalone addons at all anymore for anyone still using them, and everyone gets what they want if they don't want to see them all on the screen (or what have you). Everyone wins.

rexorcorum
Graphical God
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Location: There and Back again

Re: Inferno Race Pack

#18 Post by rexorcorum »

astralInferno wrote:Sadly, Rexes slightly modified equipment tiles couldn't be made to work without an ascii coming up. Hopefully I can fix this at some point.
Huh?! Care to elaborate a bit, cause I don't think I understand. The equipment pics were for the previous yeti-based doll, so now you shouldn't use them, if that is what you're saying, just hook the new doll to the ogre_male dir. Or if an "@" is showing on the doll, that generally means the "base_01_shadow.png" is missing or I've made it far too transparent (which was the original case with the ghosts addon and that's why I know of it :))
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Inferno Race Pack

#19 Post by astralInferno »

Chronosplit wrote:Crazy thought: actually since the idea is combining all your race addons into one, why not make the individual parts of the package optional? Doing that means you really won't ever need to update the standalone addons at all anymore for anyone still using them, and everyone gets what they want if they don't want to see them all on the screen (or what have you). Everyone wins.
If there's a call for this, I can absolutely do it!
I figured it wasn't really necessary, as all a race you're not using does is sit on the loading screen.
rexorcorum wrote:
astralInferno wrote:Sadly, Rexes slightly modified equipment tiles couldn't be made to work without an ascii coming up. Hopefully I can fix this at some point.
Huh?! Care to elaborate a bit, cause I don't think I understand. The equipment pics were for the previous yeti-based doll, so now you shouldn't use them, if that is what you're saying, just hook the new doll to the ogre_male dir. Or if an "@" is showing on the doll, that generally means the "base_01_shadow.png" is missing or I've made it far too transparent (which was the original case with the ghosts addon and that's why I know of it :))
I have it set to use the original yeti doll if Embers is installed! But if I hook up the gnar doll folder to look at yeti stuff, the modified equipment pics overwrite the existing ones for everyone, which is non-ideal. If I just have them in a new file, I get a @ on the doll and it doesn't have graphics for anything you didn't change, like weapons. (Maybe I could just copy-paste the yeti folder? idk)

rexorcorum
Graphical God
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Location: There and Back again

Re: Inferno Race Pack

#20 Post by rexorcorum »

And why not just scrap the yeti one and use the ogre-base?
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

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

Re: Inferno Race Pack

#21 Post by astralInferno »

So, good news and bad news.

Good news: A new patch, featuring four new races, one of them Completely new!
Bad news: By the end of my test cycle I was nearly weeping. Testing was therefore not very stringent.

1.1.0
-I messed up Deathsire. They were getting +4 Will still.
-On discussion with Razakai, Soulforge is a space-filling tree. It now comes free with the cloak effect on their second talent.
-They get Spell/Soul at first level of Herald of Death, and Undeath takes Soulforge's place as level five.
-Added Lunar race.
-Added damdesc to Bulkling and Effigy talents.
-Moved vampires to their own birth category.
-Sunwalkers now start in the sunwall!
-Added 'Awoken' and 'Moroii' vampire variants!
-Split Returned into Returned (A cursed race) and Reborn (A wilder race). This will hopefully mitigate the part where they get like four generic talent categories.

Lunars are a celestial werewolf race designed for the Primal Chosen class.
They are Giants with +2 Str, +1 Dex, +1 Cun.
They have a 20% exp penalty, are large, and start in the Sunwall. Their talents are: Defence and damage-per-turn boost, light radius and bonus damage vs 'evil' creatures (vs undead def works, others unsure?), resource regen (should work with all resources, including Melody and Focus. should.), and bonus magic ratio on unarmed attacks.

Awoken are undead, but can use wild-gifts, infusions, and go antimagic. They require and gain talents from the Verdant addon.
Moroii are psionic undead. They begin with a point in Solipsism and gain mental talents.

The Returned were suffering from too many generics. Their cursed nature gave them two categories, they had undead heritage, their own racials, and then they were encouraged to go antimagic! no more!
Now, the Returned are pure cursed. they CANNOT go antimagic as their racial talents are spells. They gain cursed aura/form, and do aoe blight damage instead of manaburn. they retain the die-at first talent, but it's now active.
The Reborn are the wilder half. Their first talent is flat damage reduction, their second is an aura of life-regen/enemy pinning, and their fourth is the manaburn aoe. They begin with call of the wild and high mastery optional antimagic.

1.1.1
-Fixed a mistake in a race's ability bonuses, I think.
-Fixed undead heritage.
-Finally removed extraneous orcs from undead heritage? (didn't check they still show up for non-embers users)

astralInferno
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Re: Inferno Race Pack

#22 Post by astralInferno »

1.1.2
-So I gave awoken druid talents and the ability to go Ziguranth.
-druid talents are spells.
-I made cloned versions of the druid talents that aren't spells. Awoken will learn these instead, unless they already have the original ones. This includes adventurers.
-Hedge and Pitcher Plants might be broken (the former nonfunctional, the latter marginally), but then my testing shows them as broken without my meddling too, so. who knows.

Toles of Maine Exits
Wayist
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Joined: Wed Aug 24, 2016 7:41 am

Re: Inferno Race Pack

#23 Post by Toles of Maine Exits »

EXTREMELY minor report (no LUAs or anything, just something strange):
You have an empty undead/vampire tree floating around from before you moved vampires into their own class and started using undead/vampires for their racial instead.

astralInferno
Uruivellas
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Re: Inferno Race Pack

#24 Post by astralInferno »

Actually, that tree exists in base tome! That's why I moved my stuff to vampires.

Toles of Maine Exits
Wayist
Posts: 22
Joined: Wed Aug 24, 2016 7:41 am

Re: Inferno Race Pack

#25 Post by Toles of Maine Exits »

Huh.. What is it used for? In game it's empty.

HousePet
Perspiring Physicist
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Joined: Sun Sep 09, 2012 7:43 am

Re: Inferno Race Pack

#26 Post by HousePet »

Its not used.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
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Re: Inferno Race Pack

#27 Post by astralInferno »

I presume DG has/had plans to add vampires at some point, but only got as far as telling the category it existed.
There's an undead/lich too! But I imagine that's Pretty Strong. ;P

astralInferno
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Re: Inferno Race Pack

#28 Post by astralInferno »

So, has anyone been playing the various vampires who can answer a question for me?

I've been playtesting Awoken, and among other things I've noticed the category point cost is MASSIVE. Like, my +points addon is giving me four extra cat points, but she's past level 30, got the wyrm bile, and I'd still like some more.

Is this making it too hard to make use of their potential bonus categories? I'm tempted to have their 1st/3rd talents grant unlocked categories.

echo42
Cornac
Posts: 43
Joined: Wed Sep 16, 2015 12:56 pm

Re: Inferno Race Pack

#29 Post by echo42 »

Yeah, the vampires are pretty cat point heavy. Also just unlocking the trees takes a lot of generic investment. I probably wouldn't go for the extra trees unless I knew about them in advance and planned to take them.

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

Re: Inferno Race Pack

#30 Post by astralInferno »

would you go for them at talent level 4? Would it have to be 3?
I feel 1 or 2 is just too easy.

(It's all relative, I expect vampires are OP regardless, but. comparatively.)

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