Playable Naloren Race

Playable Naloren Race

Adds Nalore as a playable Elf subrace.

The Naloren have an affinity for water and are adept with mail armor, whips and tridents. They are also known for their great speed and dexterity. Notable talents include the ability to unlock Exotic Weapon Mastery with a generic talent, breathe water, and the ability to equip mail (heavy) armor by meeting the requirement with Constitution rather than Strength. Other talents provide defense and mobility, many of which scale with Dexterity and/or Constitution.

Spirit of the Tides:
For a few turns, increases all powers (physical, mind, spell, and, if you have EoR, steam) and only die when reaching a negative value which scales as a percent of your max life.

Naloren Guard Training:
Passively increaces your max encumbrance, reduces fatigue, and grants one point in Armor Training, and reveals Exotic Weapon Mastery. Wearing mail (heavy) armor will grant you a bonus to movement and attack speeds, and give you a chance to completely negate damage. Taking the fifth talent point changes the requirement for wearing heavy armor and learning Armor Training from Strength to Constituion.

Mercurial:
Constitution will grant Defense and Critical Shrug-off Chance at 2/3s the rate of Dexterity (0.23 def and 0.20 crit shrug per Con). In addition, when afflicted with a negative status effect, you gain a temporary bonus to movement speed and each time you move while the bonus lasts, you will have a chance to shed one negative effect.

Whitewater:
Call on the surging tides to aid you, creating an area of rushing water lasting for 8 turns. You and allies within the area will gain 300% movement speed for one turn, refreshed each turn you remain in the area. Foes in the area will have a 50% chance to be pushed onto an adjcent tile each time they act; if pushed, they will fail all talent use for two turns afterward.

Naloren start with +4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag and a life rating of 10. They have a global speed bonus of 10% and a 30% exp modifier.

Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951.


Playable Naloren Race forum discussion thread
Playable Naloren Race on Steam's Workshop
See addon usage in the character's vault.
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Name Module Version Required Released File
v1.0.3 1.6.7 2020-12-08 01:16
tome-nalorenrace.teaa
v1.0.2 1.6.7 2020-11-05 05:23
tome-nalorenrace.teaa
v1.0.1 1.6.7 2020-10-31 18:21
tome-nalorenrace.teaa
v1.0.0 1.6.7 2020-10-30 02:59
tome-nalorenrace.teaa
v0.5.3 1.6.7 2020-05-15 05:09
tome-nalorenrace.teaa
v0.5.2 1.6.0 2019-11-16 01:32
tome-nalorenrace.teaa
v0.5.1 1.5.10 2018-06-25 20:34
tome-nalorenrace.teaa
v 0.5.0 1.4.8 2016-10-19 21:21
tome-nalorenrace.teaa
v0.4.0 1.4.8 2016-10-10 06:24
tome-nalorenrace.teaa
v0.3.2 1.4.2 2016-07-16 00:23
tome-nalorenrace.teaa

Starting area too hard

I don't mind a challange and I understand if thematically the Naloren starting dungeon is meant to be hard but I think it's too hard, even on normal. Especially since it's mandatory. I just wondered if maybe a rebalance of it would be in place or at least to make the dungeon optional as a quick fix. I really like the race!

Hard Start

Thanks for the feedback, and I'm glad you enjoy the race :)

Believe it or not, I've actually nerfed the starting area a few times already! My intention is for the dungeon to be a bit more interesting than most t1s, but I really don't want it to be *too* difficult. Feedback is helpful to find the right balance. Could I ask what in particular you had difficulty with? One version more than the other (demons or horrors), the boss, mob concentration, mob talents? Or perhaps something else? I've run the dungeon several times myself and I know what I find to be the tricky parts, but I'd be interested to know what made it difficult for you. More work is definitely planned for this addon, so let me know what your experience was and I'll make a note of it as I continue to work on the add-on and tweak the dungeon.

For thematic reasons, I would prefer to keep the dungeon mandatory, but I *do* have another add-on to get around that: https://te4.org/games/addons/tome/start_selector

Thanks again for the feedback :)

Feedback as requested

I definately appriciate thematics, so I understand you want to keep it. I also do like the dungeon.

The issue with it however, is that many of the enemies are meant for higher level chars. Now that is not so much an issue by themselves but where it gets hard is the combination of enemies and their abilities. You get blinded, pulled in and swarmed, especially by those that keep being spawned by that one enemy. The water imp is ok even if it hits hard. And I think the electric eel also has a damage over time detrimental effect? Yea it's really how those enemies combo that makes it particularily difficult on a new character. Making me stuck inbetween enemies with low health and no way out. So it becomes difficult to explore or proceed even carefully due to the aformentioned. Each of the enemies by themselves are manageble and perhaps even two of them but not so much all of them at once.

So all in all I like the dungeon but it's difficult to counter the obstacles found in it at a low level due to having fewer options to deal with what the game throws at you. So it doesnt feel like I was stupid or build my char wrong but just that it was too much.

Any chance this might get an

Any chance this might get an update to the current paradigm of EXP penalties in TE4, i.e., probably halved?

Can I upload a copy with lower Exp penalty (15%)?

I did a quick and dirty edit of the exp penalty (1.30 -> 1.15) for my local copy (so online was disabled for that character). Nsrr, if you're reading this, would you mind if I upload my copy? All credit still goes to you for the actual addon, I just edited the experience penalty number in your code.

Not at all

I wouldn't mind at all, but I'll just update it myself. I've been putting it off because I want to give these guys a proper update... But I've been thinking that for more than a year and keep getting distracted with other projects. This is a quick change, though, and something I would incorporate in a more thorough update anyway. Expect an update soon.

Nice but an LUA bug found.

Really like the feature set for the race, the heavy armor mechanic is unique for race specials as far as I can see. However there is a lua error that comes up when trying to access the wonderous emporium, this is before its yet open. I will test again when it is open to see if the bug is still there. - To confirm i've tested a second character level 1 with no other addons, and the LUA error is still present before it is open.

Thanks

Thanks for the feedback, glad you enjoy it. I believe the update just released (v0.2.4) should take care of this problem, but let me know if it does not.