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Found 3 results

  1. -Collaborative Classes Revised- PLEASE NOTE: Any version earlier than 2.0.0 will not be compatiable with versions after and including 2.0.0 Why the revision? I after testing the mod I felt that the amount of classes were too large and that this stopped most people from playing the mod, this is one of the reason for the change but also due to balanceing issues and general feedback. This is my first mod so thank you for both your time and understanding. Collaborative Classes is a mod that aims to bring a stronger focus on classes in vintage story. This includes changing the postives and negatives of the classes to be more focused on collaborative gameplay. Many of the classes now specialize in only a few particular things, with a set of negatives to things they are not good at. With the aim of the mod to promote trading and collaboration on servers, I would recommend not playing in single player. Mod Includes: Revamps the classes to be more focused around collaboration and trading within a community. Adds reinforced tools (2x Durability) that require mulitple classes to craft. (Tools for All Classes) Miner can turn Crystalized Ores into Gem Bits for other classes to use in recipes. Miner can craft a hybrid pick that both mines and can be used as a weapon Mercenary can turn Gem Bits into sellable gems. Mercenary can make smaller denominations of rusty and temporal gears (for player trading) Mercenary can craft superior copper and iron weapons Mercenary can mend metal armor Gatherer can craft dye which can be made into coloured chiselable blocks Gatherer can craft seeds (quite expensive) Hunter can make bone masks Hunter can mend leather armor Download: https://mods.vintagestory.at/show/mod/453 Classes: Features: Things (Hopefully) To Come: Finish Gem-Cutting Trait & Recipes. Done Bone tools/weapons for hunter. Scraped Idea Seed recipes for gatherer. More Classes Such As Cook. or maybe adding recipes for food to existing classes? Need a coder More Gem Bits recipes for Gatherer, Hunter, Miner Additional Items For Mercenary. Done Get Feedback=Better Mod? Potential Issues: Any mod that adds/changes classes or traits WILL clash with this mod. BUT should work with xskills and xlib mods Any mod that edits the game lang file MAY clash with this mod. Reinforced tools won't use other mods crafting recipes. Loading up an old world and opening the traits tab WILL crash your game This mod will only work on fresh worlds Credits: Thanks to BluryFace for some great models - (https://www.twitch.tv/blury_rng) If anybody is looking to help or want to make a addon to this mod, absolutely, message me and I will be glad for the help/support ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog: Collaborative Classes Revised 2.0.1.zip
  2. 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: New classes: Vanguard and Blackguard Armor: 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: https://mods.vintagestory.at/show/mod/449
  3. I know the class system is still pretty early in development, but I'd like to see something akin to Project Zomboid's trait system in which the player is given a pool of points to spend on traits. Positive traits subtract from this pool while negative traits add to it, where only a point pool greater than or equal to zero is considered valid. This means that if you want to have more powerful traits, you'll also have to balance them out with negative ones. Another interesting point this system raises is that you can even choose to only pick negative traits if you want to go for a challenge run! In addition to traits, Project Zomboid also allows the player to choose between a variety of occupations, which provides a baseline set of skills, stats, and trait points, with more powerful occupations having lower, or even negative trait points, which will force you take negative traits to balance them out. This system is most similar to the current class system, and can be useful for players who don't want to spend too much time theorycrafting a build and just want to get into the game. The current system already supports these kinds of traits, but locks them to specific classes, making them exclusive to that class and that class only. One thing I especially liked about Project Zomboid's character creation system was how much freedom you had into making your character, which also had the double role of enabling a lot in terms of roleplay. The types of traits available in Project Zomboid were also very interesting in and of themselves, with traits like "deaf" or "blind" having especially debilitating effects. Naturally, the types of traits available in Vintage Story should match its gameplay, but I believe this system has the potential to bring a large amount of variety to it. Another thing I also liked the idea of was being able to gain/lose certain traits depending on your actions, such as weight traits based on how well you ate. This could also open the door to more interesting rewards, with some more unique or esoteric traits only being acquired via exploration to completing certain challenges. If we do eventually get things like boss monsters or dungeons, these would be pretty attractive rewards to entice players to take them on. On the other hand, some traits could be earned via completion of special "achievement-like" actions, like ultra-distance projectile shots or crafting special items. Of course, of the things I think Vintage Story absolutely shouldn't take away from this system is the concept of locking abilities behind arbitrary skill requirements as Project Zomboid does, such as being unable to craft certain items until you reach a designated level in the appropriate skill or having an appropriate class. Such a system sets up artificial barriers, and while it is possible to create some interesting gameplay out of that (such as unlockable recipes), I don't think is very fun compared to the freedom that Vintage Story currently provides, where knowledge and resources are the primary roadblocks to progress instead.
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