Hello yes it is I Bringing back my first mod into orbit. First of all, I want to thank @DrPvtSkittles for their convenient template. You saved me a lot of time unpacking and searching. The telvakians are a race of intelligent, yet volatile plasma-filled pawns created underneath a decayed earth. They are controlled by a single queen, invading worlds that suffered a recent armageddon in order to salvage materials and to create more of their kind. There are imps who are accidentally created with cores who can resist their queen's control. This makes them too dangerous for their colony, and are immediately destroyed if they present any sign of resistance. That is unless they escape to the stars. They have three major parts; those are their core, the mantle, and the bed-rock skin that serves as their shell. There are two variations of imps: the workers, and the soldiers. The soldiers have more ventilation. Their queen fertilizes her eggs inside a planet's core, destroying its magnetic field and creating a planet hot enough for the larva to thrive. The larva consumes any materials in its path whether it is organic or inorganic. Consuming the earth and ore changes their coloration. They extract DNA from the organic materials they consume as a larva. Years of evolution will result in a near copy of the alien species that once originated the planet. Once a planet's resources are depleted or the planet gets too hot, they will relocate their queen to another planet and start their colony over. They are agendered, and are not attracted to each other. But they can learn how to "feel" emotion. Workers are generally more patient, less aggressive than the soldiers, and make great babysitters. Rogue telvakians are very curious in nature, and are willing to learn new ideas and techniques. Though isolated from their colony, if they don't find something of at least worth sentimental value - they will grow disoriented and extremely dangerous. You can calm a telvakian by playing sweet/smooth jazz to them. Coding for future content is done ( thanks @Audiophillie )!! All what's left is art assets. Player sprites are finished. Racial abilities
HELL YEAH BABYYYYYY!!! I'm SUPER excited for the mod. Glad that you're not giving up on my favorite race of all time. I'LL DEFINITELY BE THE FAN OF YOUR WORK TILL THE END OF TIME ITSELF! PS.Just want to ask one question; What are their cutural style? just so I can make my character's backstory that actually make sense.
It's not a problem !! They're cultural style is definitely inspired by decopunk elements. Perhaps even cyberpunk. Their architecture is built inside caves with a lot of casino inspired elements, but they still retain a modern punk appearance if that makes any sense. I think Transistor is a good example of what I'm going for. LOL
Thank you!! Since there's only one person doing the art assets (coughmecough), I'd give it late spring or sooner depending on my schedule yeeee.
Oopsie I should have mention that, huh. Basically (and hopefully) no later than a few months from now. xD;
Hi guys, small updatee Since we barely progressed during the holidays, we did finish creating a frackin' races patch for them once they get released. :'D It involves the new "gender specific" update as well. So I drew something to celebrate. hehe Do note that some things may be modified later though!! Since they act like ants, they have two playable types: workers and soldiers. Both classes have the current effects: Able to eat any food type except robofood. Immunity to burning, radiation burn, and bee stings. When on cold planets, hunger burns faster… but they get a rage buff 40% weakness to cold 15% weakness to electricity 200% fall damage taken (so roughly double this time and not 5x more like last time LOL oops; ) Worker class (”Male gender”; the one with seemingly less vents): 20% physical resistance 15% more damage with maces, hammers, and axes When at low health, energy and defense increases gradually 10% slower than normal Soldier class (”Female gender”; more ventilation in the front): 5% physical resistance 15% more damage with assault rifles, shotguns, and rocket launchers 10% faster than normal When at low health, damage and critical chance increases gradually Starve 10% faster than normal Thank you for reading!!
Need to ask this, how long does it take to finished one "art assets"? and will you ask for volunteer for your work? Also, if you're the one who create all the art...does that mwean u draw gud??!?!?!?! DRAW MEEEEE(jk)
It really depends what I'm working on. The most tedious part (and most important imo) of a race mod is their ship (from T3-T8) and their mech. Tiered Armor is also important. As well as their scattered settlements and lore. What's technically not highest priority are their weapons since Chucklefish removed racial weapons after 1.0 unfortunately. So when I do release them, don't expect too much of new weapons;; (but that doesn't mean I won't add them!!)
I'm extremely happy to see the return of these guys. They're tied for my all time favorite race against the slimes because they are the only race that had me adopt an extremely different style of play with their FR patch (rope and grappling hooks for daaays). I'm slightly sad to see that the reduced jump height isn't listed in their new racial abilities, but it's not a huge deal.
Unfortunately, we found that too many people really disliked the reduced jump height (trust me, I thought it was cool too) but since they take double damage from falling, rope and grappling hooks are still going to be a necessity! Though hopefully with the inclusion of the class-based system in the FR patch you'll still find reason to change up your play style ;p
How was the progress, right now? Will the race has its own side mission? Also, do you mind if I ask for updates once a month? I'm just a big fan of this mod and I can't wait for the release! >_<