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Species Diversity Mod - Manual

Dec 12th, 2020 (edited)
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  1. INTRODUCTION
  2.  
  3. Species modification intended to enhance the difference between the species,
  4. both for playing as them AND for fighting against them. Special attention was
  5. given to differences in movement, as well as status & elemental properties.
  6. The latter is likely to affect fighting AGAINST them, more than playing AS them.
  7. While the former is more likely to affect player use of species.
  8.  
  9. Choice of species is immutable, unlike equipment or class. Therefore, my
  10. ideal was for each species to feel different enough to be a different "game".
  11. Hence, the focus on movement, which is not easily imitated through equipment or
  12. the class system. Ideally, the species are still general enough that the player
  13. can still choose to go all-in with a team of only one species and still have a
  14. diverse team thanks to the class system. Some species may still be more general
  15. than others though.
  16.  
  17. Having species specific interaction with equipment & classes, or having
  18. weapon or element skills was considered, but discarded. To do such an idea
  19. justice would require an entirely separate mod.
  20.  
  21. A new game is recommended for this mod. The actual changes to the species
  22. should work, even if loaded into a pre-existing game. This is NOT guaranteed
  23. though. Furthermore, your previous team compositions & class choices may not
  24. be a desirable composition or class choice with this mod in place. So,
  25. again, a new game is recommended.
  26.  
  27. With this mod, no species needs to be unlocked. All are selectable on
  28. character select screen from the get-go.
  29.  
  30. All species were balanced with each other, instead of some species being
  31. balanced to be "better" or "worse". This does conflict with Horizon's Gate
  32. choice to have some species be found in many ports, while others are less
  33. commonly found or just plain hard to find. Therefore, a mod to change the
  34. port locations of species is recommended. (It doesn't have to be mine.
  35. If someone else makes such a mod, that would work too. Mine's is rudimentary,
  36. but allows one to find all species in the early game areas. Just don't use
  37. multiple "port locations of species" mods in one game).
  38.  
  39. ANYONE WHO WISHES TO USE THESE SPECIES MODIFICATION IN THEIR MOD IS FREE
  40. TO DO SO, PROVIDED ONLY THAT THEY CREDIT ME FOR MY WORK. This mod, after all,
  41. was partly intended to spur on people's creativity when creating combat
  42. situations to challenge the player.
  43.  
  44.  
  45.  
  46. THANKS
  47.  
  48. Thanks to Eldiran for creating the game.
  49.  
  50. Again, thanks to Eldiran for coding help. Especially thanks for
  51. helping me get Aphest and Zyla working correctly.
  52.  
  53. Thanks to rcfox too with coding help when I was first starting
  54. out with this mod, as well as bug fixes post release.
  55.  
  56. Special thanks to McFrugal & RyMarq for MUCH balance & design
  57. feedback, as well as RyMarq for some playtesting.
  58.  
  59.  
  60.  
  61. SPECIES, GENERAL
  62.  
  63. Human, Scurio, and Fareem were three of the four original playable
  64. species in the first game of the series (Voidspire Tactics), while Reave,
  65. a Falpa, is your first mate in Horizon's Gate. Therefore, these four species
  66. are made simpler than the other species, including having no elemental
  67. properties.
  68.  
  69. The rest of the species are more complex. Though Rasmen, the 4th
  70. original playable species, is in a weird super-position of being
  71. both complex and not complex.
  72.  
  73. If a species has an elemental resistance, then they also have a status
  74. immunity to any of the debuffs that "belong" to said element. Likewise, if
  75. they have a weakness, then said debuff will last longer on the species.
  76. The Balancer class' abilities are also affected by said elemental properties,
  77. though in reverse since they are buffs (not debuffs).
  78.  
  79.  
  80. TEMPLATE
  81. Pro: The defining positive attribute(s) of the species
  82. Con: The defining negative attribute(s) of the species
  83. Element: Elemental properties
  84. Status: Status properties
  85. Other: Lesser changes, either for minor balance concerns or for flavor
  86.  
  87. *Found: Where the species tends to be found with my "Port Location of Species"
  88. mod enabled
  89. *Found: Species found at this port at Low Port Wealth;
  90. Species seen at Medium;
  91. Species seen at High
  92. (only lists ports in the opening, searth, jascias, and runewald areas)
  93.  
  94. Explanation of species.
  95.  
  96. Glitches: Explanation of any glitches, bugs, or other oddities.
  97.  
  98.  
  99. SPECIES
  100.  
  101. HUMAN
  102. Pro: +25% exp
  103. Con: n/a
  104. Element: n/a
  105. Status: n/a
  106. Other: n/a
  107.  
  108. *Found: Seartiel Seas
  109. *Found: Searth, Dolor; Granserf, Port Otype; Fivili
  110.  
  111. Unchanged in essentials, just the species attribute being more pronounced.
  112. No special movement options because his movement is "as the game gives."
  113. Easy to use & versatile.
  114.  
  115. Glitches: n/a
  116.  
  117.  
  118. FALPA
  119. Pro: +10 MP, Phases Thru Obstacles & Units
  120. Con: n/a
  121. Element: n/a
  122. Status: n/a
  123. Other: Lasting Shelter (Guard, Ward, Regen, Preserve,
  124. Negate, and Aegis all last 50% longer)
  125.  
  126. *Found: Dominio
  127. *Found: Wraele; Port Midos; Fantlin
  128.  
  129. The other generalist species, with no downside and a nice combination of
  130. abilities.
  131.  
  132. Glitches: Innate Support Abilities (see "Glitches" below)
  133.  
  134.  
  135. SCURIO
  136. Pro: -6 Time
  137. Con: -10 HP, -5 MP
  138. Element: n/a
  139. Status: Immune to Disable
  140. Other: +1 Jump
  141.  
  142. *Found: Jasce Rivers
  143. *Found: Jascias, Ravitus; Fivili, Fantlin; Towerwall, Wraele
  144.  
  145. Standard frail speedster. Highest turn count amongst the species, but frail.
  146. Which probably makes him difficult to use, but with high potential. Immunity to
  147. Disable limits the opponent's ability to prevent him from acting. The +1 Jump is
  148. mostly for flavor.
  149.  
  150. Glitches: HP/MP Bar (see "Glitches" below)
  151.  
  152.  
  153. FAREEM
  154. Pro: +2 Move, +5 HP
  155. Con: +6 Time
  156. Element: n/a
  157. Status: Immune to Immobilize
  158. Other: n/a
  159.  
  160. *Found: Rune Lake
  161. *Found: Chrysol Farms; Bette Sands; Runewald, Dolor
  162.  
  163. Mostly the same, but with a more pronounced movement bonus and a nice
  164. HP boost. Fairly simple class to use, but the more pronounced time penalty
  165. forces more forethought when playing the species. Immunity to Immobilize
  166. limits the opponent's ability to prevent him from moving.
  167.  
  168. Glitches: n/a
  169.  
  170.  
  171. FERREN
  172. Pro: Quick Strike, Start with Negate and Aegis
  173. Con: +6 Time, -5 MP
  174. Element: Resist Ice/Bolt, weak to Fire
  175. Status: Immune to Chill, Freeze, Stun. Ice Carapace lasts longer.
  176. Burn & Oil last longer. Immune to Warmth.
  177. Other: +3 mg.def, +15 mg.eva
  178.  
  179. *Found: Seartiel Seas, Arctic
  180. *Found: Port Alphe; Searth
  181.  
  182. A specialized magic tank who opens combat with a bang, but lacks endurance
  183. and whose magic tanking may or may not see use in any given combat situation.
  184. Still, immunity to Chill, Freeze, and Stun are rather nice. Use to quickly gain
  185. momentum / advantage in combat.
  186.  
  187. Glitches: HP/MP Bar (see "Glitches" below)
  188. Innate Support Abilities (see "Glitches" below)
  189.  
  190.  
  191. APHEST
  192. Pro: Act Twice per Turn
  193. Con: +18 Time
  194. Element: n/a
  195. Status: Immune to Silence, Blind, Dispel, Cancel/Distract
  196. Other: +1 to all elemental skills
  197.  
  198. *Found: Seartiel Seas, Arctic
  199. *Found: Granserf; Port Alphe; Searth
  200.  
  201. The slow, but strong type, with a boost to elementals that's mostly
  202. for flavor. Another one that's potentially difficult-to-use but with
  203. strong potential. The immunities limit the opponent's ability to nullify
  204. his actions.
  205.  
  206. !WARNING! If you attempt to use one "charge" action and then another
  207. action, you will cancel out the "charging" action. Such an Aphest would
  208. then only have one action per turn, and would be very sad. Please only
  209. use "charge" attacks on your second action. Unfortunately, it's not
  210. feasible to code a way to prevent this from happening, so alls I can
  211. do is warn you.
  212.  
  213. Glitches: Many. Doesn't currently work as intended.
  214.  
  215.  
  216. DIECAST
  217. Pro: +10 HP, +3 (Mg.)Atk
  218. Con: +10 Time, -1 Jump
  219. Element: Resist Fire/Wind, Weak to Ice/Water
  220. Status: Immune to Burn & Oil. Warmth lasts longer.
  221. Wet, Chill, and Frozen last longer. Immune to Ice Carapace.
  222. Other: Bulwark (immune to push, pull, rotate, negative morale)
  223. Blockade (inflict -Move to enemy in front of you when ending turn)
  224. Stunning Blow (Stun for 2 Time when attack with fist, whip, hammer)
  225.  
  226. *Found: Jasce Rivers
  227. *Found: Towerwall; Ravitus; Jascias
  228.  
  229. The stonewall species; great defense & attack, but horrible move & time, with a
  230. surprisingly nasty debuff in -1 Jump. Still, immunity to the push game limits the opponent's
  231. ability to force him out of position and away from combat, but the species is still vulnerable to
  232. Warp, Chill, & Freeze.
  233.  
  234. Glitches: HP/MP Bar (see "Glitches" below)
  235. Innate Support Abilities (see "Glitches" below)
  236.  
  237.  
  238. BURALK
  239. Pro: "Flight", +1 Move, -3 Time
  240. Con: -2 (Mg.)Atk
  241. Element: Immune to Earth, Weak to Fire/Wind
  242. Status: Pushes, Pulles, and Rotations are doubled.
  243. Burn & Oil last longer. Immune to Warmth.
  244. Other: Glows
  245.  
  246. *Found: Jasce Rivers
  247. *Found: Fantlin; Jascias
  248.  
  249. Probably the overall "best" movement of all species. Flight is a MAJOR boon
  250. to a species manuevering into whatever desired position, and you could potentially
  251. turn his weakness to push and pull into a positive. But it comes with a severe
  252. attack cost, and also some defensive vulnerabilities. Also, it is not "true"
  253. flight; he can bypass obstacles and terrain, but cannot hover (end his turn)
  254. over said terrain.
  255.  
  256. Glitches: "Flight" cannot fly over enemy units. Technically not a
  257. glitch, but it is odd and noteworthy. Oh well.
  258.  
  259.  
  260. WILDERI
  261. Pro: +1 Move and +3 Quicker Turn per Morale
  262. Con: -20% exp
  263. Element: n/a
  264. Status: Immune to Sleep
  265. Other: Revel (+1 Morale for 50 Time if KO a unit)
  266.  
  267. *Found: Only in Rune Lake
  268. *Found: Runewald, Bette Sands; Dolor, Nordock (nowhere else)
  269.  
  270. Turns into a juggernaut of stats with Morale boosts, but that exp loss!
  271. A compliment to fast-acting species, maintaining the momentum they
  272. built. Potentially powerful, but also the least versatile of all species.
  273.  
  274. Glitches: Wilderi's "Time to Act" will always display 30 when
  275. his turn comes around. However, how long it actually
  276. takes him to get his turn should be according to what
  277. my mod says. If you hover over him on someone else's turn,
  278. you'll see his Time to Act is according to what my mod
  279. says. It just doesn't show on his turn.
  280.  
  281.  
  282. ZYLA
  283. Pro: Start Combat Anywhere. Resistance to Ranged & Back Attacks
  284. Con: -1 Move
  285. Element: Weak to Ice
  286. Status: Immune to Disable & Immobilize.
  287. Chill and Freeze last longer. Immune to Ice Carapace.
  288. Other: Poisons on Contact
  289.  
  290. *Found: Dominio
  291. *Found: Port Midos; Wraele
  292.  
  293. Zyla's get a free turn at combat start to position themselves in hiding
  294. anywhere on the field, like a predator lying in wait. (They cannot act on this
  295. turn, only move). Superb potential & with nice defenses, but a misplay can
  296. leave them stranded and useless.
  297.  
  298. Glitches: The original intent was actually for them to choose any tile
  299. in the "Choose Formation" phase to start in, even tiles
  300. outside the normal area. Having a free turn simulates this,
  301. but they're limited to tiles within 9 spaces for setting
  302. their ambush. Still, it's workable.
  303.  
  304.  
  305. CRUB
  306. Pro: Regenerates, +2 Move in Straight Lines
  307. Con: -1 Move, -5 HP
  308. Element: Immune to Water, Weak to Bolt
  309. Status: Immune to Poison, Itchy, Decay, and Wet
  310. Stun lasts longer.
  311. Other: +2 p.def
  312. Sea Legs (+Move if begin turn near water)
  313.  
  314. *Found: Rune Lake, Crubtown
  315. *Found: Nordock; Runewald
  316.  
  317. A species with curious movement and defensive play. Great endurance and
  318. potentially good movement depending on terrain, but linear movement and bolt
  319. weakness could cripple the guy.
  320.  
  321. Glitches: HP/MP Bar (see "Glitches" below)
  322. Innate Support Abilities (see "Glitches" below)
  323.  
  324.  
  325. RASMEN
  326. Pro: Ignores all Status Debuffs
  327. Con: Ignores all Status Buffs
  328. Element: n/a
  329. Status: See core attribute(s)
  330. Other: +15% physical evasion
  331. Evade cannot drop below 12%, even for back/side attacks
  332.  
  333. *Found: Multiple
  334. *Found: Port Otype, Fivili; Towerwall, Chrysol Farms; Bette Sands
  335.  
  336. Rasmen just flat ignores the status game. He cannot be debuffed, but he
  337. also cannot be buffed. He simplifies the game down to basic movement and
  338. damage formulas. He's .... boring. Flavorless. Faceless. Perhaps the easiest
  339. species to use, but perhaps not the easiest to use correctly.
  340.  
  341. Glitches: n/a
  342.  
  343.  
  344.  
  345. GLITCHES
  346.  
  347. HP/MP BAR
  348. For species with reduced max HP or MP, the "True Max HP/MP" still displays as normal.
  349. That is, it displays the species as having damage to their max HP/MP. This is false, and
  350. it can cause confusion as to when they DO take damage to their max HP/MP. However, they
  351. work as intended.
  352.  
  353. Innate Support Abilities
  354. Innate Support Abilities don't actually give said support ability. This isn't possible
  355. with the game's code as of right now. Instead, they take a backdoor method of simply doing
  356. the same effect, but without setting the Support Ability. What happens when you equip said
  357. Support Ability on this species? Depending on the ability, either nothing, or the effect
  358. will double.
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