Mods / Agi's Classes
Author: Aginoka
Side: Both
Created: Jan 23rd at 4:34 AM
Last modified: 3 days ago
Downloads: 644
Follow Unfollow 33
Latest file for v1.20.3:
agiclasses.zip
1-click install
Agi's Classes seeks to set itself apart from similar mods by adding recipes as a driving incentive. To such an end a large sum of recipes have been added for some of the classes, with the intent of adding more as the mod develops. Additionally, a primary goal with this mod is to make classes interact with each other on a more dynamic level, wherein compinations of classes can achieve goals otherwise impossible alone.
Every class, Returning and New have been redone from the ground up, completely rebalanced and granted new boons and banes alike. As such, it should hopefully feel different than other similar mods even when you're using a class you've played a thousand times before.
Additionally, Agi's Classes seeks to add completely new classes unseen in other mods, for instance: Recreant, Defector, Olympian, Doctor, Gourmet. And hopefully more in the future.
Due to the large amount of recipes added, this mod walks a line between a class mod and a recipe mod, though nearly no recipes are universal other than those done within the world, such as Barrel Aging and so on.
Recipes can be found in a handbook tab named Agi's Classes.
Agi's Classes is still in active Development, though no bugs should be present changes to both content and balance should be expected.
Agi's Recipe Board
Most Recipes in the following list are comprised of Myriad Recipes, for instance the Cobblestone recipes houses every stone variant. As such, there are technically hundreds of new recipes.
Agi's Classes Custom
Designed as a looter/Utility Class, specializing in travel and production. Defector recipes often provide cheapened methods of producing aesthetic/utility structures, such as Cobblestone or Bricks.
"What is a man with honour but a prisoner to thought, I wonder, to live is to take, our flesh is grown from the flesh of another grown before us. We survive only as long as we can take from what surrounds us, so long as we tread on the lessers. The considerate, he empathetic, the weak, beyond meerly gone the lot of them, simply now the soil I use to tread, afterall, to tread on one another is what keeps us alive, it's what makes us Human."
A Master of the early game, Recreants gain a large swath of recipes to assist in surviving the wilds, and some to assist in later game. Their speed allows them to avoid damage in combat more easily rather than simply tanking hits, leading to a run-and-gun style combat experience.
Recreants were a sort of leech on populated areas, dashing in to steal something and fleeing back to secluded shacks and hideouts in the woods. Often Sickly, Recreants find great difficulty in strength based activities, thus being inept at ranged or melee combat, and languishing when burdened by armor. Regardless, their experience roughing it in the woods exceeds nearly all others, as such their capacity to construct primitive technology is incredible.
Designed specifically to use Spearsm Olympians are a general combat type. Their high throwing damage mixed with moderate melee benefits seeks to strike a balance between running in and shooting from affar. Though, their intensive metabolic rate may lead to early struggle in the wilds.
Olympians were showmen, but above all else they were Athletes. Training constantly to be the most fit among their peers. Their dedication to their craft is such that their body has been honed to a fine edge, fit to take on any task thrown at it. Though, it came at a cost, requiring a great input of food to keep their physique. Furthermore their life-time of training was done in scant clothing, and when forced into restrictive attire their methods of traversal falter severely.
Doctors have little in regards to physical ability, but make up for this deficit in their crafting abilities. Doctors are capable of making myriad new Poultices and Bandages to aid in Woundcare. Though their abilities are greatly enhanced with the assistance of an Alchemist, Doctors can manage well enough alone owing to their amazing healing ability.
"The end times are no stranger to a Doctor, they see the end every day. Though their job may be to delay such fates, it is ineviitable. In the end, the job of a Doctor can never truly be complete, for one day, afterall, every patient will die."
"In Development" The Gourmet will produce spices and additives to food which enhances their nutritional value. Aided by Alchemists, they may even be able to make foods which grant substantial benefits.
Reworked Classes
Hunters have an incredible ability to deal ranged damage, have access to cheaper Arrows, and even an increased movement speed to avoid assailants. This is countered by their high food needs and reduced health. Hunters straddle the line between triving and starving early on. No longer excelling at harvesting, Hunters are specialized in securing kills to be harvested by a more experienced Butcher.
The Hunter spent their days doing as their name states, day in and day out. Trying their hardest to secure food for their Families, for their Settlements. And as is the nature of our world, quite often falling short. Most Hunters have never truly butchered their own meat, rather opting to take it home within the safety of light and walls, resting while the experienced handle the dirty work.
Malefactors make a great middleground between exploration and combat. Their Hunger and Health make require special care to manage, but once such struggles are overcome the Malefactor is nearly bereft of true downsides.
The Clockmaker has been enhanced to have a greater utility in constructing. Now benefiting from the Carpenter Trait and enhanced gear Yields, the Clockmaker expresses great value when provided the required safety.
Boasting a great combat ability, the Mercenary is so effective at their killing they destroy what remains, ruining many of the potential drops he would otherwise yield. Asside from such shortcomings however, the Mercenary is second to none in combat, perhaps tied with The Olympian.
"The world runs on money, thought the masses at times foregone. For what purpose in life has the man with not but coin, and nary a skill forbye his blade. Fortruth such man more than all adorns the golden shackle. A Blade for hire, a death for coin, a man for nothing, hollow without the ruler of kings, empty without money."
A Simple Farmer, excelling at exactly what you'd expect of them. Using their enhanced yields they can more than compensate their appetite, and with extensive history getting their hands dirty, they tend to prefer melee.
The Lumberjack has a straightforward goal, unlike other Classes their intent is very single-tracked, Trees. As such they have greatly enhanced Tree Chopping abilities, but suffer at ranged engagements.
The Blacksmith may have comparatively few benefits, yet has perhaps the strongest of all boons, a complete lack of Detriments. Blacksmiths are good at Smithing, of course, but also do generally well in all aspects.
Tailors Have few downsides, but rather pleasant upsides, reducing the costs for fabrics a good bit.
"Tailors need more work and will be enhanced later"
Stonemasons are the best at mining and stone-work. Though years of hard work has lessened their ability to move. Though, conditioned for carrying heavy weight, they can easily move in Armor as though they had none.
"I've built a thousand walls, shaped countless stones, I've seen cities grown and I have seen them fall. The strongest wall is not the longest lasting, the greatest built neither, nor the most hidden. Indeed, the longest lasting are those built by the humble, by the grounded, by the sane and pure. But look around and tell me, how many kingdoms do you see, how many walls are left?"
Alchemists are amazing support, capable of crafting alchemical substances which other classes can use to construct their own exclusive recipes. Even bereft of support, their high foraging ability allows them survive well enough without assistance, though they suffer severely in self-defense.
"Oh, the world has ended has it? yet the earth remains, the ground sustains. I remain rooted within it. Roots strengthen the ground, bolster the earth. So long as we all remain, such as I, rooted deep within it's depths, no end shall find it, no force shall move it. Fortruth we are greater in purpose to the world than meer roots, we are the spine of earth, we serve to uphold it's majesty at all times, now more than ever."
Class Synergies are any interaction wherein multiple classes are required to reach a goal. As the mod develops I seek to add more and more of these to incentivise teamwork and group-play. Currently, fairly few of these exist, most notable of present combinations is Alchemists with both the Doctor and Defector.
Alchemists can produce three Powders using plants and specific fluid mediums. These are Callahan, Heinrich and Holland Powders. These powders can be fermented in a Barrel to yield their specific Extractives. Doctors can use these extractives to make new, Tincture Bandages, which heal much more than their standard counterparts. Defectors can use it to produce Vintage Beef through Alchemic Fermentation. This diagram shows the relations of these recipes.
Finish The Gourmet.
General Balance tweaking where needed.
More recipes for each Class.
the basis for the mod was built upon the MoreClasses mod originally made by Mr1k3 and would not exist without his work.
Known issues:
- Alchemist Trait accidentally unnamed, this does not affect gameplay and will be fixed next update.
Combat Overhaul Compatibility: It seems to me that the only way to make it compatible would be to make Combat Overhaul a requirement. I would prefer Agi's Classes to be standalone and versetile if at all possible, as such I do not plan to fix the compatability issue unfortunately.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.9.3 | 255 | 3 days ago | Show | agiclasses.zip | Install now | |
v0.9.1 | 237 | 5 days ago | Show | agiclasses.zip | Install now | |
v0.9.0 | 152 | Jan 23rd at 4:42 AM | Show | agiclasses.zip | Install now |
Im running in to an error where the recipes for the "Tailor" trait is still showing as the "Clothier" trait. So the tailor in my server is not able to utilize the decreased crafting cost. I am running this with Primitive Survival and Better prospecting.Any ideas why the reduced cost for Linen and Flax related stuff is only applying to the "Clothier" trait and not the "Tailor" trait?
Aginoka I also went about the route of seeing if Combat Overhaul had any advice or if they could work on something on their end. I hope a solution is found, so the workaround isn't necessary, but hope an easy answer is found.
I also suggest making a page for this mod on the official VS discord, and reaching out to Combat Overhaul over the discord on their own discord page in the VS discord server. They have also helped people work on compatibility issues without making their mods dependant on Combat Overhaul, very recently, and are more likely to listen both on that discord, and if the request is from the mouth of the mod maker themselves.
mertagam Yeah, it really is the too much work issue, honestly. I think that this mod technically works with Combat Overhaul IF you scroll through the character select leftwards and avoid looking at the Hunter. So I don't think solving it would be "difficult," but development being as much effort as it is already, I don't want to have to develop for two versions. I'm already writing three books and managing like four mods for other games, so it's just more work than I have time for, unfortunately.
That being said, I have noticed another class mod appears to be capable of enabling and disabling a compatibility patch for Combat Overhaul through a config, and I might look into that if the solution doesn't take too much time away.
I was wondering if it would possible for you to release a seperate page for the mod that works with combat overhaul, since you said if you make it compatible with combat overhaul the mod can't be standalone, why not have 2 pages? One that works standalone and one that works alongside combat overhaul? Or am i missing something/its just too much work?
TheUSDoctor Certainly, though that's true of most games.
I hope to have the update out sometime within the next few days, between 26th and 30th or so. Hopefully the changes save you from a headache. If you do have any major hang-up trying to modify it after release I don't mind trying to give advice where I can.
@Aginoka that works for me, thanks for the heads up ^^. its a shame there isn't better documentation for this game's coding lol
TheUSDoctor Unfortunately I was also unable to find information about how to make the mod as well, very little documentation actually exists for Vintage Story. I had to figure it out by referencing the original Moreclasses mod from way back, trial and erroring my way through.
In the next update I release, 0.9.2, the entire Class and Trait codebase will be entirely overhauled. I did this to make development easier which also means people can modify it more easily. If modifying my Mod would suit your needs then please go ahead, it should be much easier to interpret now. I will also add small descriptions to try and help you within the files.
If you don't want to modify mine, I can't really provide any more help unfortunately. There simply isn't much information online about this topic.
Hi, I was wonder if you could make a cheat class with some of the positive traits from this mod as a seperate mod, I was trying to do it myself as a personal mod but have had no luck so far finding any information on what I should be doing, so i decided I would just ask the author of the mod im using as a base. if not thats fine, but could you possibly then direct me towards the information you used to help you make this one?
TooSmalley Certainly not how I thought that would work. Thank you for reporting it, I'll have it fixed next update.
Edit: Issue Fixed, thanks again for reporting it.
Found a problem with the defector class. The 100% picked up cracked vessel buff means you cant open them at all.
BlueByte ""Translated""
Bonjour, joli mod ! bien que je ne l'utilise plus... je trouve personnellement que les bonus que vous avez attribué sont beaucoup trop fort ! il faudrait une version survie, car la c'est vacance...es possible ?
Cain1 I'll see what I can do to fix it eventually, but I have limited knowledge of Vintage Story's error handling and I have not used Combat overhaul.
CTD on trying to select a different class when used with Combat Overhaul.