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MoreClasses-Gameplay changing classes


Mr1k3

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MoreClasses is a mod designed to completely overhaul the class system and has one major goal: Make each class have a unique play style.

All vanilla classes have had their upsides and downsides increased in potency for each class to have a stronger defined role, in addition to this five new classes have been added and the tailor class has been removed and their recipes made available to all, I just could not find a place for them in this overhaul unfortunately.

Heres my patreon if you'd like to support me: Patreon

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Further class info:

Spoiler

Hunter-

Kept the class close to vanilla other than increased potency

Malefactor-

Some pretty major tweaks to this class, prioritizes a stealthy ranged and armor-less play style

Clockmaker-

Major buffs all around, now they actually do more damage to mechanicals because I removed the melee damage penalty, but still a class not well suited for combat. They now get more rusty gears from their sources and the biggest change is now they have a ton of alternate recipes, these recipes let you craft 2x the chutes/mechanical parts (like wooden gears and such) so they are really great at getting a mechanical power system up in running quick.

Blackguard-

Huge buff to melee damage and now they get extra healing, most importantly they now can craft various sets of tools that let them craft and repair their respective armor from any durability to full. Blackguard armor has also been buffed to have slightly less negatives and a buff to protection values. Sword recipe has also been changed.

Vanguard-

New class, meant to be an alternate to the blackguard for combat enthusiasts. They have combat buffs more oriented to defense rather than offense because of their lesser health, they have access to the same tools that blackguards do and can also create and repair their forlorn armor with it, forlorn armor has been buffed to have way less negatives and still have good protection though not as much as a blackguard set. Sword recipe has also been changed.

Miner-

A new class dedicated to mining, they get more ores and can dig at double the speed, they can also make a copper pan which lets them sift sediments like the normal pan but using this pan lets you find more minerals than usual and at much higher rates. They also can make cheaper ore bombs, blasting powder, and can craft bright waterproof lanterns. They don't have much health so you should wrap those metals you mine around yourself before delving too deep, but at least you don't have to bring as much food with you on your expeditions.

Farmer-

New class, has a bunch of upsides relating to the harvesting of food, they can craft soil boosters that improve soil, they get bonus drops from cultivated crops planted on farmland and they also get more drops from animals, they also can turn produce directly into seeds via the crafting grid and can craft terra preta, they are ill suited for combat however, among some other minor downsides.

Lumberjack-

New class, designated primarily as a builder, they can make the previously inaccessible wallpaper among some other missing recipes (like the paper lantern and wagon wheels), they also have alternate recipes for making boards and firewood that use half the tool durability and give you bonus outputs, they also can make sticks from firewood.

In addition to this builders dream of perks they also have a much easier time grafting fruit trees and getting tree seeds, they even come with a 10% chance to get double logs when harvesting trees, they do have some ranged weapon penalties among a few other minor negatives but they are not too handicapped by them.

Blacksmith-

New class, if you enjoy metallurgy this is your class, the blacksmith is a well rounded class that can not only mine ores with better efficiency but put them to use easier, They have a chance to get double the charcoal per layer when harvesting pits, is the only one that can repair standard metal armor with that handy tool kit that the van-and-blackguard also have access to but they can only use it on their sets). They are also accomplished stonemasons, meaning they can make pretty much all bricks (even refractory, red, and brown) with about double the standard efficiency, they can also directly turn stone pebbles into stone bricks and make mortar at a better rate in the grid, meaning they are a pretty decent option if you enjoy building with stone. Their downside consists of making them a little less capable in the raw wilderness but hopefully you can forge a suit of armor before you need to take it on directly.

 

Some more images:

Spoiler

armd.png.25be44b161150972a4fe1f3d07be848f.pngsoilboost.png.fec2148322c228ef6ec678402fe17904.pngcahbe.png.d2fa6b30ea82d07946756c1c70f74041.png

This mod requires delicate balance in many aspects, and as such some things may be under/over-tuned, so as always feedback is greatly appreciated

A really important note is that if you change your class via "/player [name] allowcharselonce" and using ".charsel" certain attribute changes may not be applied, you only need to restart the world to fix this issue, this does not affect the new world character selection only when you change classes with commands! Also if you update the mod you must re-select your class through these commands if any changes were made to them, they will not have the new changes unless you do so.

Downloads:

https://mods.vintagestory.at/show/mod/449

Edited by Mr1k3
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  • Mr1k3 changed the title to MoreClasses-Gameplay changing classes
1 hour ago, Reina said:

Hiya!

I was wondering what counts as 'foraging' for the classes? Like does farming crops count? Picking up sticks and what not?

Also do you plan to continue adding classes as the mod continues to develop?

Thanks! :D

From what I can recall foraging applies to the amount of mushrooms you harvest and the amount of berries you get, not sure if it does much else. For the wild crop drop rate trait, I don't know if it effects player planted crops or not.

If there's enough content in lore/traits yeah I would add a new class, I just don't want to create too many classes that would just over saturate the roster. Even now some classes are not that well flushed out yet and I'd rather make a couple well thought out classes than a bunch of shallow ones.

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2 hours ago, Mr1k3 said:

From what I can recall foraging applies to the amount of mushrooms you harvest and the amount of berries you get, not sure if it does much else. For the wild crop drop rate trait, I don't know if it effects player planted crops or not.

If there's enough content in lore/traits yeah I would add a new class, I just don't want to create too many classes that would just over saturate the roster. Even now some classes are not that well flushed out yet and I'd rather make a couple well thought out classes than a bunch of shallow ones.

Oh okay, thanks! If you don't mind my asking, are you able to make new traits? What sort of stuff are you able to add? I think a Blacksmith class would be super cool! Though maybe clockworker already partially fills that role in a round-about way, though they focus on technology items rather than general smithery right?

Have you had any thoughts about integrating this mod or a version of this mod with x-skills or anything? Like there is a talent under smithing that is particular to the clock maker class. It's really cool! :D

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1 hour ago, Reina said:

Oh okay, thanks! If you don't mind my asking, are you able to make new traits? What sort of stuff are you able to add? I think a Blacksmith class would be super cool! Though maybe clockworker already partially fills that role in a round-about way, though they focus on technology items rather than general smithery right?

Have you had any thoughts about integrating this mod or a version of this mod with x-skills or anything? Like there is a talent under smithing that is particular to the clock maker class. It's really cool! :D

Well I'm currently just able to use the traits that are included in the game since I wouldn't know where to start adding my own through c#, that also goes for cross mod integration like that, I would like to do c# stuff but I always have so much fun just making models, sounds, and textures that I don't really put as much effort into learning it as I should, lol. Just been pushing every last json limitation because I'm so comfortable with using it.

The blacksmith is a class I've had a lot of suggestions for, but not much elaboration on what they would have trait wise, I would probably start with adding exclusive forging tools at least. But I'd like to hear your ideas as well.

4 hours ago, l33tmaan said:

Forager feels slightly underwhelming. Any chance you could make the bonus apply to grown crops, or is that an intentional decision?

Well its one of the least finished classes, they could really use some tweaks for sure. I don't know if a planted crop droprate increase would be that much better for them since they can already make a ton of seeds to grow more crops than other classes. Might be pulling away from a "forager" type class and more into a general farmer but I could start looking into exclusive fertilizers or letting them craft terra preta, but I still need to keep some balance so that would probably come with reworked negatives.

Edited by Mr1k3
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This is a cool mod but I'm kinda sad that there's still no good class options for players particularly interested being the guy/gal that farms, cooks, or supports other players. This is also an issue applicable to the base game as well. Nothing seems to make you better at cooking, farming, medical crafting, or general crafting, and if you already have an immersive mod that lets you convert crops into seeds (which anyone should be able to do by default since the grains are the seeds and stuff) then the forager has nothing for them that's especially useful after the immediate start of the game (since their bonuses are limited to wild crops and berries only).

Maybe instead of a forager, a farmer or homemaker archetype would be nice. That said, I'm note sure I like the new vintage class system or where it seems to be heading in the modding community as it pertains to class-only crafting. Tweaking statistics to urge in a particular gameplay direction seems fine, but gating crafted items behind classes just rubs me the wrong way. Could a class perhaps be able to "cut corners" and make a recipe more efficiently? I could get behind that probably (since it would effectively translate to a passive like "uses X% less materials to craft *this item*") but why can nobody else craft a thing even with someone around who can show them how?

 

Edited by Ashiel
Fixed typo
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I do think exclusive forging tools would be cool. Multitools would be amazing, I think! Could also be neat to have a battle hammer. I'm not sure what other sorts of items are able to be added to the game, but so far blacksmithing has been my favorite. So has mechanical engineering. I really hope they add more mechanical blocks. :P

Also I wanted to give some feedback on the hunter class. I feel like the hunter class should have some sort of move speed bonus still, since they are chasing animals and running through the forest, and movement reinforces the hunting theme. 😆

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12 minutes ago, l33tmaan said:

Honestly, I think you could roll Hunter and Forager into one class and introduce a blacksmith/homesteader/whatever. Cooking and/or building bonuses, among other domestic "I never plan to leave the base" bonuses would be welcome.

Ohhh! I actually really like that idea! The hunter could become the survivalist class :D That seems really neat!

And having some sort of class that focuses on base maintenance/building/homesteading would be really neat too!

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  • 3 weeks later...

according to the wiki the foraging bonus applies to:

Quote

things affected by the Foraging bonus include:

  • blueberry, cranberry and all currant berry types
  • saguaro fruit
  • mushrooms
  • sticks, when picked up from the ground
  • resin

I'd really like to see some general classes (similar to Commoner) among all these specialists.

Like a Hermit with no stat changes but access to all custom recipes (useful for singleplayer).

Or a Peon who could get a tiny (up to 5%) bonus to anything not combat, maybe slightly better (maybe 10-20%) hungerrate, but a small (about 10%) malus to anything combat related (nice allrounder civilian).

 

Would be interested in a Metalworker too, who might have a moderately higher (about 20%) hungerrate, but would get some buffs for casting (maybe you'd only need 90-95% of the units to fill a mold as you would spill less) and smithing (maybe tool durability of the hammer is only lost with a 67% chance or items losing heat less fast while in their inventory).

 

Edited by Hal13
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  • 3 weeks later...

Hey, I know that making new classes is super hard to do, but would it be possible to have a 'gestalt' version of this mod that lets you pick 2 classes? I often struggle with what to pick, and I see a lot of other people do as well. Having twice as many bonuses and maluses would be really interesting. People could still pick Commoner if they don't want to get crazy. 

Just IMAGINE how much food a Blackguard/Vanguard would need! 😱

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  • 1 month later...
On 1/24/2021 at 4:32 AM, l33tmaan said:

Hey, I know that making new classes is super hard to do, but would it be possible to have a 'gestalt' version of this mod that lets you pick 2 classes? I often struggle with what to pick, and I see a lot of other people do as well. Having twice as many bonuses and maluses would be really interesting. People could still pick Commoner if they don't want to get crazy. 

Just IMAGINE how much food a Blackguard/Vanguard would need! 😱

That and/or a seperate mechanic that would allow players to recive perks later on would be fun. Something like rare book/scroll drops or expensive trader items, that lets you learn certain skills. Something like "Agriculture for Nitwits" or "Squire's Dairy". For balance sake, they could be divided into slight boosts for it's rarity or "curse scrolls" which would for example: give you a significant boost for mining but makes your hunger rate skyrocket ["Ore Hunger" (?)]. 

I'd download the heck of such mod, just saying...

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  • 3 weeks later...

Hey! I was curious as to what you did to find the different attributes for the character traits. Such as "forageDropRate" and "rustyGearDropRate." Did you find these in the game's JSON files, or is there a place where they are all listed? Any info would be a big help, thanks! 

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3 hours ago, Volphox said:

Hey! I was curious as to what you did to find the different attributes for the character traits. Such as "forageDropRate" and "rustyGearDropRate." Did you find these in the game's JSON files, or is there a place where they are all listed? Any info would be a big help, thanks! 

I started off just using pre-existing class attributes from in-game files, but there is documentation of all base character stats starting at line 183 in: https://github.com/anegostudios/vsapi/blob/master/Common/Entity/EntityPlayer.cs

I'm assuming you would have to know at least a little c# to add any more attributes than those listed there.

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Updated to 1.15, buffed the malefactor and miner quite a lot so they now only have a -5 health penalty. Slight tweaks here and there to overall balance, worked in tweaks to vanilla changes on the antique armors so basically forlorn solders can make their respective sword now. Also buffed and integrated the tailor class to the mod.

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  • 4 months later...

Major update, refer to newly edited post for more details.

  • removed tailor, archer, forager classes
  • added farmer, lumberjack, and blacksmith class
  • tweaks and updates to other classes stats
  • class armors are no longer exclusive, only repair kit is, either class can repair either armor, but only the blacksmith can repair all metal armors.
  • gave miner class new copper pan for better panning drops
  • powerful "DropModByStat" perks implemented on new classes, offers new powerful ways to change game play (eg: bonus charcoal drops, and planted crop bonus drops)
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