Inferno Race Pack

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

Re: Inferno Race Pack

#31 Post by Toles of Maine Exits »

Maybe you can get the locked trees in the first and third talents, and then the second and fourth ones unlock some of them? To balance the shift in power between talents, you could nerf the current abilities of the second and third talents and have the fourth one passively buff them back to where they are now. That way no one talent seems like it only exists to give talent trees either.

astralInferno
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Re: Inferno Race Pack

#32 Post by astralInferno »

Which part would you recommend nerfing? The swallow-alike is already pretty weak, and the third has such small numbers it doesn't make much of a difference.

Toles of Maine Exits
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Re: Inferno Race Pack

#33 Post by Toles of Maine Exits »

I was thinking that if you invest in the fourth talent, it makes the abilities of the second and third the same as they are now. You could make the Mockery of Life-type abilities' instakill threshold static, only adding scaling with talent level when you get the respective Master of Death-type talents to, say, 3 or so. The Cold of the Grave- type abilities could only give resistance unless you max the fourth talent, where it gives the dam. pen. too. Sounds weak by itself, until you factor that the MoL-types would also unlock some trees, and the CotG-types would give some locked trees.

astralInferno
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Re: Inferno Race Pack

#34 Post by astralInferno »

1.1.3
-Awoken verdant talents updated. Thorns should now work, Fertilise should now work (but doesn't for me. Not sure base Fertilize does either.), Hedge should now work. No promises that pitcher plants get melee damage, though. (Don't seem to)
-As a note, the two versions of Thorns will only work with their OWN category. You shouldn't be able to have both woodland and woodlandclone, so this should be a non-issue.
-Awoken now start with a wild and a regen infusion in their inventory.
-Awoken second talent now offers Zigur access and Wild-Gift/Seasons plus its songs at level 5. Seasons is a Spell tree (although the first talent, iirc, isnt.)
-Vampire bonus trees reworked. Talent 1 and talent 3 now automatically unlock, using the same paradigm as Moroii's Solipsism. (If you had it unlocked, +4 mastery instead of the old +2. If you had it locked, +2 mastery and unlock instead of unlock. If you didn't have it, you now get it at 0.8 mastery instead of the old 1.0 (assumed? shoulda checked this tbh)
-Furthermore, talents 1-3 now give bonuses at TL 4 instead of 5, to reduce the points crunch slightly. Could reduce to 3 if there's heavy demand.
-Exceptions: Awoken and Deathsires gain an EXTRA bonus from their cloak-of-deception talent - Seasons/Zigur and Soulforge. Therefore, those talents still need to go to 5 for a bonus.
-Undead races (Shadows/Lightspawn and all Vampires) now have 1.1 racial mastery. I had never noticed undead racials were at 1.1.
-Shadows have talent icons again. Whoops.
-Shadow/Lightspawn racial talents correctly use Undead talent prereqs instead of racial talent prereqs.
-Vampires now get Chill instead of Grave if using necrofriends

Keltknight
Posts: 1
Joined: Tue Sep 13, 2016 7:45 pm

Re: Inferno Race Pack

#35 Post by Keltknight »

Two things of note I found. First, I could not actually start a new game with this without turning on Verdant, Deathknight, and Nullpack. It seemed to be implied that those were optional, but apparently not, or I am missing something. Second, it seems the Bloodborn vampire is locked for me, what does it take to unlock it?

Toles of Maine Exits
Wayist
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Re: Inferno Race Pack

#36 Post by Toles of Maine Exits »

None of the new Trench Strider talents have a level requirement, but all of the preexisting trees still do. Is this intended?

astralInferno
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Re: Inferno Race Pack

#37 Post by astralInferno »

Keltknight wrote:Two things of note I found. First, I could not actually start a new game with this without turning on Verdant, Deathknight, and Nullpack. It seemed to be implied that those were optional, but apparently not, or I am missing something. Second, it seems the Bloodborn vampire is locked for me, what does it take to unlock it?
I made a mistake that means it won't work without Verdant, I'll fix that ASAP. It should work with the other two turned off; if not, what's the error?
Bloodborn require you to unlock both undead and corruptors. Or. They should. Currently they require you to unlock ANORITHILS and corruptors. I'll fix that asap too. :oops:

As for the Trench Strider, wrong thread, but thanks. I must have mis-copied the talents.

astralInferno
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Re: Inferno Race Pack

#38 Post by astralInferno »

1.1.4
-Should now function without Verdant...
-Bloodborn now require undead unlocked instead of celestials. Oops...

astralInferno
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Re: Inferno Race Pack

#39 Post by astralInferno »

1.1.5
-Bloodborn unlock altered to match the spelling error in canon. ¬_¬

Apologies, Keltknight, I didnt actually fix it last time.

Toles of Maine Exits
Wayist
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Re: Inferno Race Pack

#40 Post by Toles of Maine Exits »

[quote="astralInferno"As for the Trench Strider, wrong thread, but thanks. I must have mis-copied the talents.[/quote]
****. I had both of your threads open at the same time when I found that, I must've just clicked on the first Inferno I saw. My bad :P

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

Re: Inferno Race Pack

#41 Post by Chronosplit »

Here's another one-off thought I had about Vampires. Since a good few subraces are coming out, and they all have similar abilities... why not do this in a similar way to Draconian? You rise up from your grave at the quest start without a racial tree, and upon defeating the half-finished bone giant (or whatever boss is there) you're given a choice of "paths" to take.

I'm not really sure if the addon checks are harder to do with this than it would in the race selection, but this might even open the door to more flexibility with the race/more paths.

astralInferno
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Re: Inferno Race Pack

#42 Post by astralInferno »

Hm. that's not an impossible idea, but it makes some of the weirder choices tough. Like, it would require you starting without stat boosts, since those vary by type of vamp (I think some of them have a +0 in something, so they'd need a +0 all round). Most difficult of all would be Awoken, though, since they have different parameters to everyone else. Plus, of course, Sunwalkers don't even use the undead start.

Also, Draconians code is terrifying. xD

Hellcommander
Archmage
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Joined: Tue Nov 09, 2010 7:43 pm

Re: Inferno Race Pack

#43 Post by Hellcommander »

Do the Effigy races have a typo in there exp description or are there exp multipler set wrong (description says the have a -20 exp penalty which would be 0.80 exp multiplier instead of the 1.20 that it is correctly set)
edit:reading the description from here though confirms that its just a minor typo

astralInferno
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Re: Inferno Race Pack

#44 Post by astralInferno »

Whoops. I'll try to fix that next update. :)

astralInferno
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Re: Inferno Race Pack

#45 Post by astralInferno »

1.1.7
-Effigy experience penalty is now listed as 20% (1.2x exp needed) rather than -20% (0.8x exp needed.) This is a description only change.
-Effigies are now flagged 'No inscriptions' rather than 'runes only', allowing them use of steamtech inscriptions. (And Taints.)
-Three new types of dwarf! The draconic Hoardlings, the untrustworthy Duergar, and the demonic Bloodruned.
-Vampires now at least 50% sexier. (Update to talent icons, color pass on base vampire.)

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