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- INTRODUCTION
- Species modification intended to enhance the difference between the species,
- both for playing as them AND for fighting against them. Special attention was
- given to differences in movement, as well as status & elemental properties.
- The latter is likely to affect fighting AGAINST them, more than playing AS them.
- While the former is more likely to affect player use of species.
- Choice of species is immutable, unlike equipment or class. Therefore, my
- ideal was for each species to feel different enough to be a different "game".
- Hence, the focus on movement, which is not easily imitated through equipment or
- the class system. Ideally, the species are still general enough that the player
- can still choose to go all-in with a team of only one species and still have a
- diverse team thanks to the class system. Some species may still be more general
- than others though.
- Having species specific interaction with equipment & classes, or having
- weapon or element skills was considered, but discarded. To do such an idea
- justice would require an entirely separate mod.
- A new game is recommended for this mod. The actual changes to the species
- should work, even if loaded into a pre-existing game. This is NOT guaranteed
- though. Furthermore, your previous team compositions & class choices may not
- be a desirable composition or class choice with this mod in place. So,
- again, a new game is recommended.
- With this mod, no species needs to be unlocked. All are selectable on
- character select screen from the get-go.
- All species were balanced with each other, instead of some species being
- balanced to be "better" or "worse". This does conflict with Horizon's Gate
- choice to have some species be found in many ports, while others are less
- commonly found or just plain hard to find. Therefore, a mod to change the
- port locations of species is recommended. (It doesn't have to be mine.
- If someone else makes such a mod, that would work too. Mine's is rudimentary,
- but allows one to find all species in the early game areas. Just don't use
- multiple "port locations of species" mods in one game).
- ANYONE WHO WISHES TO USE THESE SPECIES MODIFICATION IN THEIR MOD IS FREE
- TO DO SO, PROVIDED ONLY THAT THEY CREDIT ME FOR MY WORK. This mod, after all,
- was partly intended to spur on people's creativity when creating combat
- situations to challenge the player.
- THANKS
- Thanks to Eldiran for creating the game.
- Again, thanks to Eldiran for coding help. Especially thanks for
- helping me get Aphest and Zyla working correctly.
- Thanks to rcfox too with coding help when I was first starting
- out with this mod, as well as bug fixes post release.
- Special thanks to McFrugal & RyMarq for MUCH balance & design
- feedback, as well as RyMarq for some playtesting.
- SPECIES, GENERAL
- Human, Scurio, and Fareem were three of the four original playable
- species in the first game of the series (Voidspire Tactics), while Reave,
- a Falpa, is your first mate in Horizon's Gate. Therefore, these four species
- are made simpler than the other species, including having no elemental
- properties.
- The rest of the species are more complex. Though Rasmen, the 4th
- original playable species, is in a weird super-position of being
- both complex and not complex.
- If a species has an elemental resistance, then they also have a status
- immunity to any of the debuffs that "belong" to said element. Likewise, if
- they have a weakness, then said debuff will last longer on the species.
- The Balancer class' abilities are also affected by said elemental properties,
- though in reverse since they are buffs (not debuffs).
- TEMPLATE
- Pro: The defining positive attribute(s) of the species
- Con: The defining negative attribute(s) of the species
- Element: Elemental properties
- Status: Status properties
- Other: Lesser changes, either for minor balance concerns or for flavor
- *Found: Where the species tends to be found with my "Port Location of Species"
- mod enabled
- *Found: Species found at this port at Low Port Wealth;
- Species seen at Medium;
- Species seen at High
- (only lists ports in the opening, searth, jascias, and runewald areas)
- Explanation of species.
- Glitches: Explanation of any glitches, bugs, or other oddities.
- SPECIES
- HUMAN
- Pro: +25% exp
- Con: n/a
- Element: n/a
- Status: n/a
- Other: n/a
- *Found: Seartiel Seas
- *Found: Searth, Dolor; Granserf, Port Otype; Fivili
- Unchanged in essentials, just the species attribute being more pronounced.
- No special movement options because his movement is "as the game gives."
- Easy to use & versatile.
- Glitches: n/a
- FALPA
- Pro: +10 MP, Phases Thru Obstacles & Units
- Con: n/a
- Element: n/a
- Status: n/a
- Other: Lasting Shelter (Guard, Ward, Regen, Preserve,
- Negate, and Aegis all last 50% longer)
- *Found: Dominio
- *Found: Wraele; Port Midos; Fantlin
- The other generalist species, with no downside and a nice combination of
- abilities.
- Glitches: Innate Support Abilities (see "Glitches" below)
- SCURIO
- Pro: -6 Time
- Con: -10 HP, -5 MP
- Element: n/a
- Status: Immune to Disable
- Other: +1 Jump
- *Found: Jasce Rivers
- *Found: Jascias, Ravitus; Fivili, Fantlin; Towerwall, Wraele
- Standard frail speedster. Highest turn count amongst the species, but frail.
- Which probably makes him difficult to use, but with high potential. Immunity to
- Disable limits the opponent's ability to prevent him from acting. The +1 Jump is
- mostly for flavor.
- Glitches: HP/MP Bar (see "Glitches" below)
- FAREEM
- Pro: +2 Move, +5 HP
- Con: +6 Time
- Element: n/a
- Status: Immune to Immobilize
- Other: n/a
- *Found: Rune Lake
- *Found: Chrysol Farms; Bette Sands; Runewald, Dolor
- Mostly the same, but with a more pronounced movement bonus and a nice
- HP boost. Fairly simple class to use, but the more pronounced time penalty
- forces more forethought when playing the species. Immunity to Immobilize
- limits the opponent's ability to prevent him from moving.
- Glitches: n/a
- FERREN
- Pro: Quick Strike, Start with Negate and Aegis
- Con: +6 Time, -5 MP
- Element: Resist Ice/Bolt, weak to Fire
- Status: Immune to Chill, Freeze, Stun. Ice Carapace lasts longer.
- Burn & Oil last longer. Immune to Warmth.
- Other: +3 mg.def, +15 mg.eva
- *Found: Seartiel Seas, Arctic
- *Found: Port Alphe; Searth
- A specialized magic tank who opens combat with a bang, but lacks endurance
- and whose magic tanking may or may not see use in any given combat situation.
- Still, immunity to Chill, Freeze, and Stun are rather nice. Use to quickly gain
- momentum / advantage in combat.
- Glitches: HP/MP Bar (see "Glitches" below)
- Innate Support Abilities (see "Glitches" below)
- APHEST
- Pro: Act Twice per Turn
- Con: +18 Time
- Element: n/a
- Status: Immune to Silence, Blind, Dispel, Cancel/Distract
- Other: +1 to all elemental skills
- *Found: Seartiel Seas, Arctic
- *Found: Granserf; Port Alphe; Searth
- The slow, but strong type, with a boost to elementals that's mostly
- for flavor. Another one that's potentially difficult-to-use but with
- strong potential. The immunities limit the opponent's ability to nullify
- his actions.
- !WARNING! If you attempt to use one "charge" action and then another
- action, you will cancel out the "charging" action. Such an Aphest would
- then only have one action per turn, and would be very sad. Please only
- use "charge" attacks on your second action. Unfortunately, it's not
- feasible to code a way to prevent this from happening, so alls I can
- do is warn you.
- Glitches: Many. Doesn't currently work as intended.
- DIECAST
- Pro: +10 HP, +3 (Mg.)Atk
- Con: +10 Time, -1 Jump
- Element: Resist Fire/Wind, Weak to Ice/Water
- Status: Immune to Burn & Oil. Warmth lasts longer.
- Wet, Chill, and Frozen last longer. Immune to Ice Carapace.
- Other: Bulwark (immune to push, pull, rotate, negative morale)
- Blockade (inflict -Move to enemy in front of you when ending turn)
- Stunning Blow (Stun for 2 Time when attack with fist, whip, hammer)
- *Found: Jasce Rivers
- *Found: Towerwall; Ravitus; Jascias
- The stonewall species; great defense & attack, but horrible move & time, with a
- surprisingly nasty debuff in -1 Jump. Still, immunity to the push game limits the opponent's
- ability to force him out of position and away from combat, but the species is still vulnerable to
- Warp, Chill, & Freeze.
- Glitches: HP/MP Bar (see "Glitches" below)
- Innate Support Abilities (see "Glitches" below)
- BURALK
- Pro: "Flight", +1 Move, -3 Time
- Con: -2 (Mg.)Atk
- Element: Immune to Earth, Weak to Fire/Wind
- Status: Pushes, Pulles, and Rotations are doubled.
- Burn & Oil last longer. Immune to Warmth.
- Other: Glows
- *Found: Jasce Rivers
- *Found: Fantlin; Jascias
- Probably the overall "best" movement of all species. Flight is a MAJOR boon
- to a species manuevering into whatever desired position, and you could potentially
- turn his weakness to push and pull into a positive. But it comes with a severe
- attack cost, and also some defensive vulnerabilities. Also, it is not "true"
- flight; he can bypass obstacles and terrain, but cannot hover (end his turn)
- over said terrain.
- Glitches: "Flight" cannot fly over enemy units. Technically not a
- glitch, but it is odd and noteworthy. Oh well.
- WILDERI
- Pro: +1 Move and +3 Quicker Turn per Morale
- Con: -20% exp
- Element: n/a
- Status: Immune to Sleep
- Other: Revel (+1 Morale for 50 Time if KO a unit)
- *Found: Only in Rune Lake
- *Found: Runewald, Bette Sands; Dolor, Nordock (nowhere else)
- Turns into a juggernaut of stats with Morale boosts, but that exp loss!
- A compliment to fast-acting species, maintaining the momentum they
- built. Potentially powerful, but also the least versatile of all species.
- Glitches: Wilderi's "Time to Act" will always display 30 when
- his turn comes around. However, how long it actually
- takes him to get his turn should be according to what
- my mod says. If you hover over him on someone else's turn,
- you'll see his Time to Act is according to what my mod
- says. It just doesn't show on his turn.
- ZYLA
- Pro: Start Combat Anywhere. Resistance to Ranged & Back Attacks
- Con: -1 Move
- Element: Weak to Ice
- Status: Immune to Disable & Immobilize.
- Chill and Freeze last longer. Immune to Ice Carapace.
- Other: Poisons on Contact
- *Found: Dominio
- *Found: Port Midos; Wraele
- Zyla's get a free turn at combat start to position themselves in hiding
- anywhere on the field, like a predator lying in wait. (They cannot act on this
- turn, only move). Superb potential & with nice defenses, but a misplay can
- leave them stranded and useless.
- Glitches: The original intent was actually for them to choose any tile
- in the "Choose Formation" phase to start in, even tiles
- outside the normal area. Having a free turn simulates this,
- but they're limited to tiles within 9 spaces for setting
- their ambush. Still, it's workable.
- CRUB
- Pro: Regenerates, +2 Move in Straight Lines
- Con: -1 Move, -5 HP
- Element: Immune to Water, Weak to Bolt
- Status: Immune to Poison, Itchy, Decay, and Wet
- Stun lasts longer.
- Other: +2 p.def
- Sea Legs (+Move if begin turn near water)
- *Found: Rune Lake, Crubtown
- *Found: Nordock; Runewald
- A species with curious movement and defensive play. Great endurance and
- potentially good movement depending on terrain, but linear movement and bolt
- weakness could cripple the guy.
- Glitches: HP/MP Bar (see "Glitches" below)
- Innate Support Abilities (see "Glitches" below)
- RASMEN
- Pro: Ignores all Status Debuffs
- Con: Ignores all Status Buffs
- Element: n/a
- Status: See core attribute(s)
- Other: +15% physical evasion
- Evade cannot drop below 12%, even for back/side attacks
- *Found: Multiple
- *Found: Port Otype, Fivili; Towerwall, Chrysol Farms; Bette Sands
- Rasmen just flat ignores the status game. He cannot be debuffed, but he
- also cannot be buffed. He simplifies the game down to basic movement and
- damage formulas. He's .... boring. Flavorless. Faceless. Perhaps the easiest
- species to use, but perhaps not the easiest to use correctly.
- Glitches: n/a
- GLITCHES
- HP/MP BAR
- For species with reduced max HP or MP, the "True Max HP/MP" still displays as normal.
- That is, it displays the species as having damage to their max HP/MP. This is false, and
- it can cause confusion as to when they DO take damage to their max HP/MP. However, they
- work as intended.
- Innate Support Abilities
- Innate Support Abilities don't actually give said support ability. This isn't possible
- with the game's code as of right now. Instead, they take a backdoor method of simply doing
- the same effect, but without setting the Support Ability. What happens when you equip said
- Support Ability on this species? Depending on the ability, either nothing, or the effect
- will double.
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