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Mr1k3

Very Important Vintarian
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Everything posted by Mr1k3

  1. Since the topic of class balance was brought up via a poll on the news forums, I thought it might be interesting to further discuss the topic in a bit more detail since I am currently also looking into renovating aspects of my "more-classes" mod. I feel like some further discussion here will help the development for a proper class system for either a modded or base game setting. I feel it is important to note that from the data so far shows that the commoner is the most popular class by a large margin, which is expected for several reasons that I will be getting into, but it still highlights a point that the entire system needs to be balanced in a way where the commoner lies in a completely neutral area, meaning that no other class should be a complete upgrade or downgrade compared to them. This core philosophy should be the foundation to the entire system in order to preserve a freedom of choice and remove any "metas" for sake of an authentic sandbox experience. The preference of the commoner over the other classes is to be expected to a degree, as some people do not care for the system and that should be preserved as stated before, but currently it is being influenced by other aspects- first and foremost the inability to change classes through in-game means. Currently I am a little worried about further diluting the pool of classes with my mod due to an ever-increasing degree of option paralysis that is amplified even more so when you are unable to change your class though "legitimate means", and while a series of commands can be used to enable class changing, it is up to a server/players discretion to administer this command. The ability to change classes through in-game means was stated to be planned in an earlier devlog, but it is critical in a renovation to the system for this to be added alongside it. This system should be difficult enough to avoid constant or free class changing because that may bring exploits or more importantly develop a want/need to change class to another before you can harvest/do something, otherwise it would tarnish the sandbox theme, yet the system should not be impossibly difficult or grindy for the average player to achieve. What should define a class? Classes as they currently stand are not that far off in statistics from the commoner, meaning they don't hold nearly as much influence on game play as I have them tuned in moreclasses. Should the system remain like this or should the system be tuned to be more influential on aspects of game play? I personally love the way the malefactor class plays and feels in moreclasses as it allows a completely different method of play over the commoner (a huge emphasis on stealth and getting in and out of combat without engaging an enemy), yet remains balanced in a way to not be straight up "better" than the normal play-style. Classes should also hold enough perks/downsides to be able to have their own individually unique play-style, and I consider the tailor as a good example of a class not deep enough to really be their own "class", as they stand they feel and play just like a commoner that can make clothes. It's also important to note that the entire system must be balanced around not only these aspects, but both be viable in a multiplayer and co-op setting. Classes should have an area/areas of expertise/incompetence but these should not be tuned to a degree that would make the class either nearly-useless or the only option in those areas, otherwise it would have too large an impact on selection for each game mode. Wrapping things up, these are some thoughts/philosophies I've developed over my time modifying this system. As usual balancing is the most important thing to consider here and the ultimate goal, and a system this deep requires multiple iterations and lots of testing in order to find a balanced area. Coming up with these classes and especially what downsides they should have is particularly difficult from my experience, but with enough work any class or idea can eventually make it to this goal. As always I'd like to hear what other people think.
  2. Adds a new type of ingot mold called the "foundry" it comes in two sizes- one can solidify 24 ingots at once and the other does 12 at once. The foundry must be filled completely for you to receive the ingots when they cool, otherwise it just holds the amount poured into it until you eventually fill it all the way. I got annoyed with having to make a billion ingot molds, having to find the space for all of them, then having to pour over and over again, so here's the solution! Heres my patreon if you'd like to support me: Patreon Made with any tool-tier metal- bronze, iron, steel: Download: https://mods.vintagestory.at/show/mod/1197
  3. 2.2.8: Fixed temporal sword needing mining glove schematic fixed drill/mining glove having no ceramic mining speed bonus like normal pickaxes
  4. 1.1.2 update: I will no longer be updating the hardcore version as I need to find a better way to implement harder recipes into a single mod. But it's not efficient to keep up with essentially two versions of the same mod, and I just feel like the hardcore version is not really worth maintaining unless I get enough people who want it. New weapons for 1.15 update: Added the Katar- a very short range weapon capable of insane amounts of damage, it's a hit and run weapon so the risk of getting hit is high but that risk rewards you with up to 15 damage at the steel tier meaning it can one-shot surface drifters! Not all is crazy though as they suffer from not only that tiny range but also in their durability, it's also hindered by a slow attack speed like the spear. Added the Throwing-Spear- This spear is meant for throwing, meaning it does even more damage when tossed than the standard spears double damage, its also able to fly a bit farther. Throwing spears can be made from every tool metal and in primitive versions with flint or obsidian. You must forge metal spear heads on an anvil but each ingot will give you 72 spears in total which is important because they are a single-use item meaning they will break when they hit anything and cant be retrieved. They do less damage and have less ranged when used as a direct weapon as compared to a vanilla spear. Other changes this update include slight buffing to scrap weapons and the club, overall tweaks to increase damage across the board but also reduced range overall. The halberd and heavy spear are now fully implemented with respect to attack speeds, they will now attack at the rate of the spear with a similar animation. Also removed resin from pine logs recipe, flax twine to rope, and the plank needed to make the macuahuitl so now it takes a whole log.
  5. 2.2.7 fixed schematics sometimes being used up by setting their durability to a crazy high number made some recipes shapeless
  6. 2.2.6 changes: Tweaked trader buy/sell values for several items to be a little more balanced Increased cost of all temporal armors, turns out I missed the mark I wanted to hit with the recipes so now they should actually be end/lategame only (more steel/ancient plating and combat armor now takes steel plate armor in recipe). Turns out making an item that removes the need to eat in a game that focuses primarily on food destroys the purpose of most of the game, with this in mind the stasis pack now only reduces hunger drain by 50%, on a positive note it now slows you down 5% less and only cuts healing effectiveness down by 50%, still a very strong item. Made the accelerator boots faster by 25% but now they make your hunger drain 35% faster, this is to emphasize use of them with the stasis pack, the increase is really not so bad when you compare it to standard plate armor. Combat helmet and legs now give a +5% to hunger rate now +25% overall for full set of combat armor/forcefield, however the combat leggings now give +5% more movement speed for a total of +20%, so they now cancel out the slow from the helm and chest.
  7. Released a hotfix 2.2.5 which fixes a typo in the trader json, trader was not being loaded because of it.
  8. 2.2.4 update: New armor sets New schematic/trader system New recipies Had to remove custom torch sounds since it was causing crashes sadly.
  9. 2.0.2 changes: Enabled new drifter sounds, should be much more pronounced so you can better tell when drifters are near. Also now they have a very distinct aggro sound so you can learn when one is about to charge. Slightly reduced spawn sizes and chance for lesser drifters so hopefully constant swarms from nowhere are less likely, mixed with their buffs should still have similar difficulty. Now uses a patch rather than a full file replace, hopefully everything works but sometimes the modmaker does weird stuff so let me know if something isn't right. But as a plus other mods that modify drifters should work with this mod.
  10. Updated OrePulverizer: Added crystalized ores to the list. Fixed conflicts with new crushed items, eg: cassiterite. Now you can use a hammer to crush nuggets for their pulverized dust when applicable, other stuff like olivine still needs to be crushed in the pulverizer as similar to vanilla.
  11. 2.0.2 changes: Added new peat processing chain, now peat can be dried once mined then improved with further processing New peats either burn longer at lower temps or burn hotter for a shorter duration, bituminous peat is a low-end charcoal substitute. Refined peat is meant for long duration low temp cooking eg: cooking. Fire logs recipe now only output 8 instead of 16, but burn time was doubled to 40 real minutes. For recipe consistency. Added descriptions to items.
  12. NoMolding update: molds now use dry grass instead of flint added clay oven to grid cost balance- now molds should roughly cost about as much as if you were to manually mold them. Some recipes are slightly more expensive, some are slightly less but only by around 2-3 clay. now fire clay can be used for the recipes Stackables update: Bowls with food are no longer stackable because of a duplication issue when eating out of stacked bowls.
  13. So for some reason the 1.0 patch of mushroom mod was increasing mushroom spawns in some biomes to insane levels, I've released a 2.0 version of the mod now that fixes that here: https://mods.vintagestory.at/show/mod/440
  14. I guess the difference is these recipes are balanced around a vanilla style and the progression is straightforward, also those recipes from that mod seem very linen intensive, these recipes are not supposed to be much more expensive than vanilla, but to utilize items you get in each age and gate the progression behind them. I wanted to pad out each tier of backpack since I usually skip from basket to linen sack in my games . Really its just up to preference at the end of the day.
  15. BackpackPack is a mod intended to be a successor to "QOL Tweaks BetterBackpacks", it is designed to fill in gaps in the backpack progression and even drastically increase the base games backpack capacity with the plus version. It replaces all of vanillas backpack recipes with improved versions and adds some early and late game backpack progression. Heres my patreon if you'd like to support me: Patreon This mod has two versions- the "BackpackPack" and the "BackpackPackPlus"; The normal version keeps the storage capacity of vanilla backpacks and keeps the newly added backpacks in line with those numbers. The second, or "Plus" version uses numbers similar to the original "QOL Tweaks Betterbackpacks" mod meaning backpacks give you much more storage that is about double of the base games numbers. Use the normal version if you like vanilla storage numbers, and use plus if you like huge inventory sizes. Backpack Progression: (Quantity slot amounts are shown as PLUS version, N/A to standard version) Storage Numbers: Mod is usable on existing worlds, however backpacks existing before the mod was installed and across the two versions will need to be replaced (by re-crafting or spawning them in) to have their storage numbers be updated. The two versions are exclusive to each other, as they have different mod id's so if you load a world that had the standard version with the plus version the other versions items will simply cease to function, but the currently loaded version will work fine, you may want to refund the cost of the items though if you make the switch intentionally. You wont loose the items from mistakenly loading the wrong mod though, just load back up the version you had when you made the items and they will function as normal. Character backpack graphics (as in being shown on the back) seems to be buggy for some reason, if you want your backpack to show on your back you will have to re-log otherwise nothing will show up on your back, seems to be some issue with the base game. Downloads: Standard Full link: https://mods.vintagestory.at/show/mod/1061 Plus Full link: https://mods.vintagestory.at/show/mod/1060
  16. Actually, upon further testing mushroom mod does have an effect on mushrooms, looks like I was just mistaken that it was reverted because it was not.
  17. Adds new explosives to the game, currently adds- the blasting barrel, rock blasting bomb, and the shrapnel bomb. Also adds the alternate blasting powder recipes merged from my craftables mod, now the amount of blasting powder you get is determined by the quality of "coal/charcoal" you use. So using anthracite will give you much more powder per recipe than just using charcoal. Also adds the ability for you to use rot in place of sulfur for a reduced powder output. Heres my patreon if you'd like to support me: Patreon Bombs: The shrapnel bomb is a niche use damaging explosive with the same damage radius as the blasting barrel, it deals 30 damage point blank and about 15 damage to things at least 5 ish blocks near the detonation site then falls off from there. It deals damage based on line of sight so cover is very effective. The rock blasting bomb is the inverse to the ore blasting bomb, meaning it breaks rock rather effectively, breaks soil and wood less so and cannot destroy ores. It has the same explosion radius as the ore blasting bomb. The blasting barrel is a huge explosive designed to carve out massive chunks of rock, its similar in every way to the rock blasting bomb in that it cannot break ores, but it has a power of about 5x comparatively. Rock blasting bomb compared to the blasting barrel by crater size: Download on the mod DB: https://mods.vintagestory.at/show/mod/1035?saved=1#tab-files
  18. Appears to be working on current 1.15 release, might need to update the khopesh mold to be fireable but I'll wait to add that in a larger update.
  19. Updated crafting re-balance, other mods should be working. I need to re-do how the mods are split here anyways but still mainly focusing on updating other mods.
  20. Currently works fine in 1.15, future updates TBD.
  21. Fixed crashing issue, should work fine in 1.15 now with current release. Also changed doped coal to use the new sulfur powder.
  22. Stackables updated to 1.15, better archery updated to 1.15, mushroom mod is no longer needed in 1.15. other mods appear to be working fine on 1.15 currently please let me know if you do experience issues though.
  23. 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.
  24. 1.0.1- Tweaked axes to have more damage but less durability/range compared to a sword. Fixed some tools that had no durability.
  25. No, you could still use this mod in a vanilla setting without any problems. Since I have not increased the damage of any drifter, the only new thing that could be somewhat challenging would be the speed increase. The health boost would mean around 4 extra hits on a nightmare drifter with a steel sword, so while not super tanky you would feel it. But then again their spawn cap has been reduced, so you'd have fewer to deal with.
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