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True Beastmaster (TamerPlus)
   
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6 Oct @ 6:08am
6 Oct @ 4:51pm
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True Beastmaster (TamerPlus)

Description
This mod upgrades the vanilla Tamer skill into a full-blown Beastmaster passive.


How it works:
Upgraded Tamer (now called Beastmaster) is activated the same way you use vanilla Tamer: go find a critical (<25% HP) creature and stand next to it. Instead of simply gaining the beast as an uncontrollable ally, however, the tamed creature will be permanently added to your party and crew, if you have room in your party. Recruited creatures can be controlled directly, equipped with items, and even leveled up (the default "none" class has been expanded to allow for leveling HP or Fist skill).

Only vanilla creatures are supported at this time. Any creature that can be tamed that is not supported by this mod will simply be tamed the normal, vanilla way. Creatures will also be tamed the vanilla way if your party is full.

Additionally, having a unit with Beastmaster in your party will allow any recruited creature to access new abilities and traits. Sometimes it's a whole new ability; sometimes it's an additional effect to existing abilities. All vanilla tameable creatures (except one) have a new Beastmaster-exclusive upgrade.


Classes, abilities, and passives:
Tamed creatures have only the "none" class by default, which has no abilities or features. They also cannot normally select the Sailor class. However, Sailor will be unlocked once a tamed creature receives 500 "splash" Sailor XP from other crewmates - and any other class can also be unlocked by receiving splash XP from other crew this way.

Every tameable creature has, at most, 2 innate abilities. Tamed creatures cannot receive additional classes from Ability Crests, so feel free to take classes and learn new abilities at your leisure.

All innate abilities have been given icons, descriptions, and names for ease of use.

The passive abilities of tamed creatures CAN be unequipped, so be careful! These innate passives cannot be re-obtained once removed!


Gear:
Tamed creatures can be equipped with items, and in fact it's encouraged to do so. They will tend to be weak at first, especially when playing on RUIN. They come with an elevated unarmed strength of 5 (compared to unarmed strength of 2 of most humanoids), so they're usually OK without a weapon.

Some tamed creatures now have extra abilities that use items from their inventory.


Other notes on Creature Crew:
Tamed creatures behave exactly like humanoid crew in most respects.
They can be:
  • deployed as part of your landing party
  • leveled up, equipped, and customized
  • revived (all creatures, including ones that normally disappear on death, can be revived)
  • left at a supply port to serve as staff
  • dismissed and rehired
  • they need to eat (and get paid) every day
  • and they can be used to board or defend your ship from boarders.


Quirks and oddities:
I don't recommend uninstalling the mod from a save. Recruited creatures are converted to a new creature type which will cease to exist without the mod installed. All such creatures will revert to the "dummy" actor type, at which point I can no longer guarantee their usefulness.

Creatures will revert to their basic colors when recruited. I don't have the ability to fix this, so please feel free to use Build Mode to correct the coloration of unique creatures if you wish.

Selecting a creature's innate abilities with the mouse can be nonresponsive. To solve this, use keyboard hotkeys - I don't know of another way to resolve this issue.

Getting your creatures back from a supply port staff position can be weird. Replacing them with another crewmate works.


Recommended Mods:
Prom's More Status Effects Please adds more effects to many monster abilities and serves as a way to ramp their power into later game parties. Beastmaster should be loaded ABOVE/BEFORE More Status Effects Please.


Library: Beastmaster bonuses
This is a complete list of all Beastmaster bonuses.

Spide:
Basic attack: +Immob
Burrow: +Immob

Spider:
Basic attack: +Stun against Immobilized targets
+Re-web ability

Web Spider:
Web shot: +Poison against enemies
Web shot: Convert other tamed Spiders into Web Spiders (does not poison)

Pillpok:
Roll attack: Double damage

Hexapede:
+Roll attack ability
+Refuel ability

Hexabomb:
+Roll attack ability

Netchal:
+Netchal Tower stack ability

Gangle:
+Drain ability

Reylock:
+Water Gun ability

Bloodweaver:
+Hide ability

Botfly:
Basic attack: +Push
+Fly Lick ability

Bitfly:
+Swarmado ability

Zoar Bat:
+Squeak ability

Krask:
+Oil Spit ability

Heatles:
+Dig ability

Urzibel:
+Dig ability

Anzibel:
Basic attack: +antiUndead effect

Snaevar:
Basic attack: +antiUndead effect

Sprax:
+Hide ability

Loper:
Bone Spit: +Bonemeld effect

Aelomander:
+Force ability (when deflated)
Inhale: +Regen

Gojer:
Basic attack: +Shatter

Worms (all)
Basic attack: +Regen

Groach:
+Consume Ore ability

Sogbogger:
+Hide ability

Sogbogger (grass):
None

Pillpok Larva:
Roll attack: Double damage
6 Comments
Wave  [author] 8 Oct @ 12:57am 
Please let me know if you (or she) have any thoughts to share regarding this mod. I'm always happy to receive feedback. And bear in mind the quirk with selecting innate actions... clicking on them doesn't work in combat. Nothing I can do about it other than report it as a modding-related bug and hope it gets fixed, unfortunately.

I hope you get well soon!
[ELL]-Finalis 8 Oct @ 12:51am 
Yer welcome~ The missus sends her thanks. This is pretty much what she wanted, but instead of a class it's conveniently on the pet class already in the game~ Based.

I'ma try to come back around more often again. Been sick a lot lately. But might be on the upswing!
Wave  [author] 7 Oct @ 11:46pm 
Thank you for the kind words, ELL :lunar2019piginablanket:

It's good to see you around here again.
[ELL]-Finalis 7 Oct @ 10:15pm 
What the hell, Wave. Holy hell. I go away for a bit and you do something absolutely ridonkulous.

Never change, comrade~
Wave  [author] 7 Oct @ 11:17am 
@Tsungi
I hope it lives up to your expectations!

Expanding the party slots permanently in any way is not balanced, even on RUIN. It can be fun, but it's definitely not balanced. Even a single extra party member pushes the action economy quite far in your favor.

However! That's not to say you shouldn't do it, if that's how you'd like to play.

Part of the intended balance/fun of Beastmaster is having to reduce your deployed units so that you have room to recruit your new friend. It can be pretty tough to win some encounters with only 4 or even 3 units. The mod is able to adapt to your chosen max party size, though, so if you up the max to 6, you can bring 5 player units and still recruit one.
Tsungi 7 Oct @ 7:11am 
Oh man I've been waiting for a mod like this! Would you say Ruin is well balanced with a party larger than the base 5? I usually run with 6 since in vanilla you can bring a 6th along during some of Prominence's modded areas.