Prismacore Wyvern
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Mod ID: 1226137
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Prismacore Wyvern

An element infused combination of a Voidwyrm and a Crystal Wyvern.

An unstable cross between a Voidwyrm and a Crystal Wyvern, introducing the Prismacore Wyvern!

So yeah high level of what this is, I really liked using Blood Crystal Wyverns in ASE and wanted to have something to fill that gap for me in ASA but didn't want to try and port the Crystal Wyverns (or use one of the existing mods which do this) as I'm still hopeful we'll get a WC remaster of them someday. So my aim here is to fill the Crystal Wyvern gap but still have a creature that will fill a niche even after Crystal Wyverns are officially added back.


Stats and Abilities

All stats are based off of a Crystal Wyvern, many haven't even been changed a very small damage boost and tighter turning circles are the biggest differences.

Again not wanting to directly copy a Crystal Wyvern these Prismacores' breath acts similiarly to a blood wyvern but is especially nasty to Tek/Tek Composed creatures. These creatures are the only ones which will provide a healing buff to the Prismacore and will take additional damage (full calculation for this below).

I'm toying with the idea of additional abilites being added later but this is a big maybe as I don't personally enjoy creautes with lots of abilities and prefer creatures to have their niche.

Things to know
Feeding
Being unstable Tek creatures Prismacores only eat Metal Ingot, Scrap Metal Ingots, Electronics, Element Dust and Stabalised Crystal Element (see below). They cannot be force fed these items but they can be force fed meat to restore a very small amount of health but this will restore no food.

Food will also slowly auto restore if in range of a powered generator. This is to balance the fact their food cannot be put in troughs.

Babies
Babies will ask for similiar resources for cuddling, as you can't put these items in your 0 slot cuddles can be performed through the radial menu. They have no cuddle interval and will need more cuddles depending on their level, 1x rates should result in ~10 cuddles for a 150 with less being needed for lower levels and more for higher levels. Cuddle amount multiplier is respected so you can alter this with that config setting. If you want to feed babies from a trough they will eat chitin but it is their least effective food.

Taming
Prismacore Wyverns behave similiarly to Crystal Wyvern's in the wild. They are passive unless provoked. Prismacores can be tamed in a variety of ways, they can be passive tamed using Stabalised Crystal Element (see below). Knock out tamed with this priority of food: Stabalised Crystal Element, Element Dust, Electronics, Metal/Scrap Ingots. They will also lay eggs in Wyvern nests if they spawn around them. Do note for max possible levels and effectivness you will need to passive tame them.

They have a high torpor drop rate so bring narcs if knockout taming. If you want some estimates I have tried to make feeding Stabilised Crystal Element similiar to feeding a rex kibble at level 150, for Narc estimates try a Spino.

Miscellaneous
Has a passenger slot. Materials have been updated for ASA to properly display damage markings. Breath and other effects have been converted and updated to new effect system. The "glow" of the crystals have seen alot of tweaking to try and get them looking good on every map at night and day, feedback on this is apreciated, if a perfect setting isn't possible I'll add an option to allow the rider to raise or lower the glow as desired. Prismacore Wyverns are not immune to each other's breaths but do not heal their attacker, as they are Tek creatures though they do take buffed damage. You are required to be level 65 in order to passive tame them.

New Items
Stabalised Crystal Element
Right so far I've mentioned this several times but what is this Stabalised Crystal Element? Unlocked at level 65 it is a new item crafted in the Fabricator using Element Ore, Element Dust, Cementing Paste and Crystal. This serves the same role as Primal Crystals do with Crystal Wyverns. But how will you get Element Ore without going to Aberration?

Infused Stone
A Prismacore's feces is an item called "Infused Stone" these can be cracked open to potentially reward a number of different items, such as Element Dust and Element Ore.
Pegomastax have been buffed to allow them to pickup infused stones along with Gacha Crystals, this can be toggled in their radial menu. A cryo and uncryo is needed for the new option to be available.

Spawns
Replacements
Prismacore Wyverns will replace 3% of each type of Vanilla Wyvern and Mammoths
Redwoods
Entry weight of 0.08, max percentage of 0.025, colourset copper
Beach
Entry weight of 0.02, max percentage of 0.03, colourset blue
CityTier2_Building_DangerClose
Entry weight of 0.09, max percentage of 0.05
CityTier2_Building
Entry weight of 0.1, max percentage of 0.05
CityCenter
Entry weight of 0.09, max percentage of 0.05

Colorsets are handled in a custom manner, where a spawn area colorset is stated it has a 25% chance of being overwritten


What does this mean in English?
These numbers are to help server admins who may wish to edit the location or frequency of Prismacore Spawns. For regular players these settings result in Prismacore Wyverns being most common in Redwoods and the City on Extinction. With a small chance of finding them where regular Wyverns Spawn and where Mammoths spawn. There is also a slimmer chance of finding them on beaches.

This means every map has at least some spawns for them (except Aberration) if you don't want them to spawn on a particualr map but want the mod installed to allow cluster transfers add this to the server's Game.ini which runs the map you wish to disable spawns on: NPCReplacements=(FromClassName="TekCrystalWyvern_Character_BP_Blood_C",ToClassName="")


Link to Primal Items / Engram Entries


Stats for Nerds
Breath and Bite

Damage scaling works like this Base Damage X ((Melee Damage Levels X 2.5) / 1000 + 1). Melee damage levels take both wild and tamed levels into consideration and cap at 100. So if you have a wild tame with 30 melee and put 70 levels into it's melee you will do the max 25% extra damage to Tek Creatures.

Wild Prismacore's breath do 75% their tamed damage and all Prismacores will do 50% breath damage to players. Combined with the debuff however this is likely still enough to almost kill a player after 1 hit.

Breath Only
If you kill a Tek creature with the breath attack directly (not the "bleed" damage) you will recover 10% of that creatures max HP.

Bleed Damage
Bleed Damage is quite convoluted and I might try and simplify it at a later date but it uses a similiar, more melee damage levels = more damage system, as before with some limites applied to it's max damage, which is raised when the target bleeding is a Tek dino.

Recovering Health
When you recover health with the bleed buff you recieve 100% of the damge as health and 25% as Stamina. This is the same for the health restoration mentioned above but instead this applies to the 10% of the Creatures max halth. So you would restore the full 10% as health and 50% of whatever 10% health from the creature is will also be restored as Stamina.

Feedback and Bug Fixes: Feedback is apreciated for anything that seems broken/unbalanced/out of place. I have spent alot of time trying to nail down anything I've seen while developing but will not be surprised if proper play testing reveal some new issues here and there thanks.


Feature Requests / Plans for the future
This mod took way more time than I expected it to and frankly part of the reason I want it out is so I can actually just play the game again as I've spent the time I'd usually spend playing working on this. So for that reason please don't expect any larger features to be added soon.

With that in mind here are some ideas I've had for potential additions to this mod:

  • More Tek Wyvern variants, suggestions welcome.
  • An Alpha variant of the Prismacore.
  • A Chibi - WIP is included but inacessible unless you spawn it in.
  • New/Secondary abilities.
  • Custom Trait

Requests for new features along these lines are welcomed but will promise nothing in regards to including them, if you think some stats need adjusting a justification why would be really helpful too.


Headcannon Lore
Putting this at the bottom as it has 0 gameplay impact, but personally I like to justify mods in a game's setting.

When the Genesis Ship departed Arat Prime it did so with the combined knowledge of the Terran Federation and the United Republic of Earth. One incompleted design was that of the "Tek Wyvern" a bionic version of the Wyverns the URE were designing for use in the ARKs. This would later be developed and finished by Santiago to create the Voidwyrm which guard the Genesis ship.

Left on earth was however that same incomplete design and once the leftover humans had either been killed by the Titans or ascended into Homo Deus form, the leftover systems controlling the ARKs experiment began to search for ways of better protecting the Sanctuary City. But as time passes more of it falls into disrepair or was damaged by corrupt creatures.

It was at this time which the automated systems used the incomplete Tek Wyvern design to create a new defence system to try and better protect the city. The result with a Prismacore Wyvern an unstable creature needing Element as fuel to keep it's internal power generators funtioning. This need for constant element and materials to maintain itself caused the Wyvern to ironically need to canibalise the other defence creatures of the Sancutary to keep operating and the inefficent energy conversion resulted in strange matter desposits being created by the Wyvern.

The incomplete strucutres of the original design meant the automated system had to fill holes with what it could, finding that the Crystalline lattice of the crystals generated on the Proto Arks served as a suitable stand in Material.