Fell Seal: Arbiter's Mark

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SypherZent

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SypherZent

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About this mod

This mod introduces a brand new class called Saiyan, inspired by the DragonBall Z Universe by Toei Animation. I do not own any rights to DragonBall Z, and this mod is NOT endorsed by Toei Animation. This is purely a fan-made work meant for entertainment purposes. I have done my best to make this class different from the base classes. Enjoy!

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Changelogs
--- TABLE OF CONTENTS ---

0) KNOWN ISSUES
1) MOD INFO
2) SKILL DESCRIPTIONS
3) INSTALLATION
4) PATCH NOTES



--- KNOWN ISSUES ---


1) Charge ability needs a Size field now. Used to be able to cross the map, now only goes 1 tile distance. (Major Bug; Will be fixed in next update).
2) Instant Transmission generates an error log due to having a Power field defined in the skill definition (Minor Bug; does not affect gameplay).

Note: Due to complications, I haven't had time to update the mod for the latest game update. I'll work to get the mod updated & tested during June.



--- MOD INFO ---


This mod introduces a new class called Saiyan.

Saiyan class has some unique concepts that are not seen in base classes in the game. Please read further.

Here are some differences to note:

1) Super Saiyan and Super Saiyan 2 forms are not compatible with other buffs in the game, such as ATK+, MATK+, etc.
If the form already provides the buff, you can't stack the same buff on the character, even if it's from a different spell.

2) Super Saiyan and Super Saiyan 2 forms are not compatible with each other. If you activate one and try to activate the other, it will fail (it will say Miss, like trying to cast same buff on yourself). I did this on purpose, because it doesn't make sense to stack both forms (in DBZ lore, I mean).

3) Transformation automatically gives another turn. Might seem overpowered, but try it out. It feels a lot different from other classes.

4) Instant Transmission doesn't use Teleport effect. I couldn't figure how to get it from the boots/movement to use it as an effect for a skill. So, as the skill description says (see SKILL DESCRIPTIONS below), the character will fly off the screen to the top, and then land at the location (any tile on the map). This skill consumes the turn, so probably best used to make a quick, tactical retreat.

5) Kamehameha and Super Kamehameha scale with distance, like other skills in the game. The closer the enemy, the more damage.

6) Soaring fist actually does the opposite. The farther the enemy, the more damage.

7) Saiyans cannot equip weapons. Sure, you can work around this with passives, but it's recommended to try it as it is. It's balanced for unarmed.

8) Another balancing detail: The skill costs are high. I added the costs of skills that gave similar effects, since these are compound, and I used that to determine the cost values. It should be rewarding in the long run (since most of the classes cost so little it's easy to unlock everything very fast IMHO).

9) In the screenshots, disregard the stats and mastery rewards. That information is stale (sorry!).

Ok, that's it for the technical notes. Now for the skills...



--- SKILL DESCRIPTIONS ---


Ki Blast - Fires a Bullet of energy. Deals 0.8x Magical (MND) damage to the target.

Ki Mastery (Passive) - Your mastery of Ki causes your kinetic energy to overflow, allowing you to naturally levitate. Also increases the character's base MND value by 14+1*Level. Does not stack with Mind Expert.

Kamehameha - Fires a Beam from a distance. Deals 0.8x to 1.6x Magical (ATK+MND) damage, based on proximity (closer enemy = more damage).

Super Saiyan - 
Perform the Super Saiyan transformation, temporarily giving Haste, MAtk+, and Mirage, but adds Exhausted. Also removes all debuffs. Cannot be used in conjunction with Super Saiyan 2.

Soaring Fist - Soars into the enemy with a flying fist. Deals 3.25x to 0.65x (ATK) damage, based on proximity (farther enemy = more damage).

Spirit Bombs - Summon a spirit bomb that disintegrates when entering the atmosphere, breaking into smaller spirit bombs. Deals 2x Holy (MND) damage to all enemies on the map.

Super Saiyan 2 - Perform the Super Saiyan 2 transformation, temporarily giving Atk+, Def+, but adds Slow, Exhausted. Also removes all debuffs. Cannot be used in conjunction with Super Saiyan.

Power Up (Passive) - You silently power up at the start of each match, giving you 15 MP. Additionally, you recover 1 MP each step. Also increases the character's base ATK value by 15+1*Level. Does not stack with Attack Expert.

Instant Transmission - Leaps off the screen, then teleports to any tile on the map with a smooth landing.

Super Kamehameha - Fires a Beam from a distance. Deals 0.6x to 1.8x Holy (ATK+MND) damage, based on proximity (closer enemy = more damage). Also uses all MP and deals more damage the more MP used.



--- INSTALLATION ---


1) Extract the .rar you download into your '...\Fell Seal\customdata' directory.
Note, the Fell Seal directory with 'customdata' folder in it is in 'My Documents' for me.
Search your computer, I'm not sure if this varies.


This mod utilizes the following files:
...\customdata\Abilities.xml
...\customdata\Jobs.xml
...\customdata\languages\en\abilities.txt


If you have other mods installed that replace the same files contained in this .rar, then I'm afraid they won't be compatible for now.
You can try playing them separately and keeping backups of the files.



--- PATCH NOTES ---


v0.81 Change Log

-Instant Transmission can now target water.
  Make sure you're hovering or that you can swim!
-Kamehameha and Super Kamehameha have a larger window of elevation for targeted tiles.
  Now, 1-2 elevation won't prevent the beam from hitting enemies in a line that could visibly be hit.
-Ki Blast vertical range increased to 18 (was 12).
  This feels much better during the battle of Thespeiros.
-Super Kamehameha has been rebalanced.
  The damage is more dependent on mana. Kamehameha will be better around 12-15 mana range.
  If you have 25+ mana, you will notice that Super Kamehameha gets better.
-The cost of Spirit Bombs has been increased to 46 (was 36).
  This should require an additional turn to charge up the mana. It was too easy to use at 36 mana.
  Note: It will still be easy to use if you have Power Up or Mana Font and 6 move (and use them every turn).
-Characters will now properly appear unarmed if not using a weapon.
  Previously they were always holding a dagger.