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

In 2 collections by Wave
Wave's Mods - Vanilla Tweaks
13 items
Wave's Mods - Classes
8 items
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).

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 for existing abilities. All recruitable creatures have a new Beastmaster-exclusive upgrade.


How to recruit a monster:
  • First, be sure you have room in your party. The default party size is 5 but TamerPlus supports other party sizes. As long as you have a free spot, you're good to go.
  • Next, make sure the creature you're trying to tame has a recruitable version. All vanilla tameable monsters, and some modded ones, currently have a recruitable version; check the library below for a complete list.
  • Get a party member with Beastmaster equipped (it can be found in the Bat Handler class passives).
  • Finally, get the monster to "Critical" HP (less than 25% Max HP; the HP number will turn red) and end your Beastmaster's turn next to that monster.
  • (New) Non-hostile creatures can be recruited, but temporary creatures (with a Timer) cannot.

If you succeed, the taming process will play a different sound and the monster will join your party immediately! If not, the normal taming sound will play, and the monster (if tameable, but not recruitable) will join as a temporary ally instead.


Classes, abilities, and passives:
Tamed creatures have only the "none" class by default, which has no abilities or features. They will be completely wild and have no abilities when first recruited, not even their innates. They will receive all their abilities the first time you change their class or deploy them in your landing party.

They also cannot normally select the Sailor class. Sailor will be unlocked once a tamed creature receives 200 Sailor XP from other crewmates.

This is like a "training level" for your whole crew. Once you have enough global XP to be able to change a creature's class immediately upon recruitment, then your crew is fully trained for handling creatures.

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.

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 higher unarmed strength, 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.

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.

Creatures with a unique palette will revert to their default palettes if they transform.

Creatures with unique battle music will retain it after being recruited. It can be removed with Build Mode.


Recommended Mods:
The various Beetle types and Haints from Heartwood are supported.
The Burrowers from Burrower Beach are supported.
Outsider
Bloodstone
Delirium
Kestrel
Forgotten
Gossamer
-- Beastmaster should be loaded HERE, after other creature 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

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
+Stampede ability

Worms (all)
Basic attack: +Regen

Groach:
+Consume Ore ability

Sogbogger:
+Hide ability

Sogbogger (grass):
End turn without acting: Create tall grass on dirt or grassy tile

Pillpok Larva:
Roll attack: Double damage

Burrower:
Burrow: +Immob

Haint:
+Life Enchant ability

Sleetle:
+Ice Beam ability

Meatle:
+Plague Vector ability

Repeatle:
Basic attack: +Command nearby Swarms

Rat:
Basic attack: +Command nearby Rats

Reverzibel:
+Dig ability

Varmint:
Basic attack: +Contagious
Passive activation: +Contagious

Ire Candle:
+Spore Puff ability

Chimera:
Combat start: React to high Crew Morale

Bombat:
+Dive Bomb ability
The Bombat's unique "Explosive" passive does nothing and can be removed

Bombit:
New "creature"!
+Rearm ability

Lullafly:
+Hush ability

Storm Watcher:
Every turn: Apply Lightning and Activate to nearby units that share a class or are a tamed Storm Watcher. Needs at least one tile of empty space to work. Only diagonal/grid directions, max range is 4, can't go through units
9 Comments
cymrpg999 13 Oct @ 6:45am 
I see. I dunno. Seems worth separate it as whole new class~ Will try it~
Wave  [author] 13 Oct @ 3:15am 
@cymrpg999
No, this is a rework/expansion of the existing "Tamer" passive, part of the vanilla Bathandler class.
cymrpg999 13 Oct @ 2:47am 
Is this a whole new standalone class?
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.