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MoreClasses-Gameplay changing classes


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

Currently the mod changes all existing classes to have much more influence on your progression by tweaking their upsides/downsides and also adds 4 new classes. The original classes have changed quite a bit and might as well be considered new classes entirely, but they have not changed from their original role.

Current class changes:

Spoiler

The commoner class has not changed, it was intended to be the baseline character and remains as such.

The Hunter:

hunt.png.4fd6b1aeb54819c941bdeade56172444.png

The hunter fills the role of a generalist survivor, they get minor ranged buffs including access to a quiver and the crude bow/arrows. Their unique trait is that they can harvest more resources from slain animals and even do so faster.

Malefactor:

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One of my personal favorites, the malefactor class has been made into a stealth-focused scavenger, they are very good at avoiding combat and looting things, its important for them to evade combat too as they have very little health and have very poor armor durability.

Clockmaker:

clock.png.7bfcae7f28118d5bd0df02a89fd0b192.png

The clockmaker was rather under-powered in the base game and hopefully they will now fit a better role. Most aspects about them have remained unchanged but a huge buff to their playstyle is the fact that they can now craft chutes, and some mechanical parts twice as efficiently, as in they get double output from their exclusive alternate recipe. They can also craft hoppers and scrap weapons with lower costs, and are able to craft metal parts from metal scraps. The goal is to make this class a supportive role for easily establishing mechanical functions to a base. They are probably best suited for multiplayer.

Blackguard:

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The blackguard has not gotten many major changes, they should fit into a better combat-focused role from their increased positives and their negatives should keep them from getting out of hand. This class and the vanguard get exclusive access to their armor sets, the blackguard gets their blackguard armor which statistically is superior to all base plate armors and on top of that bolsters higher protection and durability.

 

New classes:

Spoiler

The miner:

dsfsdf.png.e4b2d43061680c9581288b77117f86a4.png

The miner is an obvious addition, they would of course have better ore drop rates and higher mining speed, they also have some nice exclusive recipes. The miner can create blasting powder from rot, charcoal, and saltpeter, as an early game way of creating it, in addition to this early game blasting powder they can also craft bombs from clay and dry grass, but again with lower efficiency. A major ore bomb buff is their ability to use wood planks to make bombs rather than expensive linen with the same efficiency. The miner has very little health though and depends on using armors made from all the ore you will be mining.

The miner also has access to two new lanterns:

minerlan.thumb.png.26683f969766acdce8e98385ebaf5751.png

The metal mining lantern and simple mining lantern are waterproof and also give better brightness compared to other light sources in their tier. Good items to provide to a multiplayer team.

Forger:

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A solid pick, the forager offers impressive gathering skills and can easily stock up on berries and wild crops for themselves or a team, they can even craft seeds from harvested produce. A large drawback for this character though is that they will not easily be able to get proteins and must either rely on their team or soybeans for those nutrients. They also have pretty substantial negatives in mining, and lower sword damage.

Vanguard:

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The vanguard is supposed to act as the forlorn hope faction's class, much like the blackguard they have very similar stats but in different areas. Like their blackguard counterparts they have access to their unique armor set which offers much less limiting drawbacks at the cost of less protection and durability. With lower health but better armor durability, you will be best off in combat playing defensively with armor as opposed to the blackguard's head on approach way of fighting.

Archer:

arch.png.6bb76c25527307d92385d47b978c2e8c.png

A ranged purist, the archer is a simple class based around using a bow, they are like a hunter but instead of many small increases to several areas they have major buffs to their bow skills and are best suited for sniper-like playstyles.

Vanguard and Blackguard Armor:

Spoiler

As stated these classes have access to unique armor sets, they can be distributed to your team if you have the resources to maintain them. Each armor set offers superior stats to any plate armor in the game but need to be progressively restored to their max level. Each state of the armor has a different access point in the game and are based around early, mid and late game.

To support its difficulty to create and upgrade each piece of armor in any state can always be repaired by any class with "tools", tools can only be created by blackguards and vanguards but any class can repair their armor with these tools, only the blackguard/vanguard classes can make and upgrade the armor though. The tools have different tiers and have increased durability for each upgrade and act like repair kits for these armor sets, they are also required to restore armor to its next state.

Example:

armordfgh.png.a9ca4d8d9f7c9bb87805854aa4d8d603.pngbbgr.png.78ea3e3fff90f5a582e8c75e3127d11f.png

This mod is still in development, and certain things may not be balanced which is why I'm releasing the mod for others to test. 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:

MoreClasses1.0.0.zip

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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