NFRP World

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Mounts and flying

NFRP World's creatures are ridden through Giddy-Up, which is recommended. Without Giddy-Up, creatures can't be ridden and the mounted arts and Fly order are unavailable; everything else works.

In short

Riding comes from Giddy-Up. A pawn on a flying mount gets a Fly order over walls and water (25 to 60 cells), caravans with flying beasts travel faster, and the Riders tree hits harder in the saddle.

Riding
  • Giddy-Up lets a pawn ride any tamed adult animal larger than body size 1.2 that has learned Tameness, as long as the animal can carry the rider. Most of NFRP World's big beasts qualify; the jet couatl, Ziz, the couatls and the bulettes are marked rideable on purpose.
  • Workers ride to far jobs and fighters ride into battle, exactly like Giddy-Up's own animals. Giddy-Up's settings decide which animals may be ridden.
  • Long-bodied mounts (the couatls) may need the rider's seat adjusted with Giddy-Up's dev offset editor.
Flying
  • A pawn riding a flying mount gets a Fly order: the pair takes off, flies over walls and water and lands still mounted.
  • Range: 22 + 8 cells per point of the mount's body size, kept between 25 and 60 cells. Both the take-off and landing cells must be unroofed. The order recharges in 900 ticks.
  • Flying mounts: Ziz, couatl, primal couatl, radiant couatl, jet couatl, hippogriff, jungle griffon, kirin, the great and elder gale hawks, and Kishinryuu (it hovers, so a pawn riding it can fly too).
  • Caravans: when every person in a caravan has an adult flying beast of body size 1.2 or more along, world travel takes three quarters of the time.
  • A flight in progress isn't saved: after a save and load mid-air, the rider lands on foot.
Bajutsu (Riders: Saddle Warfare)

The Riders tree has 30 techniques from the NFRP archive's mounted-combat thread; most work only, or much better, in the saddle. See the Riders tree page for every tier.

  • Saddle power: every Riders technique hits harder while mounted, by 0.85 + 0.25 × the mount's body size, kept between ×1.0 and ×1.8. The eight original techniques work as before on foot.
  • Riding (passive): only in the saddle, stronger at Animals 8 and 15.
  • Fighting from the Saddle and Mounted Archery: passives that switch on in the saddle.
  • Beast Bond: the mount's creature arts appear on the rider's buttons, with a third off their cooldowns.
  • Shared Shelter: heals and protective effects on the rider also reach the mount.
  • Aerial Perfection: the Fly order reaches a third farther and recovers twice as fast.
  • Active techniques include Fast Mount, Trample, Rearing Strike, Unhorse (knocks an enemy rider off), Diving Charge, Sky Watch, Ride-by Flurry, Lightning Leap from the Saddle, Strafing Pass, Crusading Steed, Second Breath, Rider's Vengeance, Skyguard Catapult, Snatch and Drop, and Overwhelming Charge.