Mods / Hatrune's Classes

Tags:
Crafting Other
Author:
Hatrune_Cubic
Side:
Both
Created:
Jun 14th 2025 at 6:33 PM
Last modified:
May 29th at 2:29 PM
Downloads:
1426
Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
Hatrune'sClasses_0.3.0.zip  1-click install
For testers (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
Hatrune'sClasses_1.0.0-dev.1.zip  1-click install

 

 

Would be nice to hear all opinions or ideas :3

 

 REQUIRES:  Player Model Lib

 

(Screenshots are outdated)

Welcome to Hatrune's Classes!

 


Features:

  • 4 New classes! Forlorn Hope, Rotwalker, Surgeon, Miner
  • Changing commoner to make game a little more immerse
  • Forlorn Hope estoc making it possible to obtain the same way as Blackguard shortsword

 


Languages:

  • English

 


Support for other mods:

 


Roadmap:

  • Gilded pickaxes for the miner, or at all expanding it making him more useful
  • Some other classes are in plans too (but not every might get to the mod)

 


Known issues:

  • None

 


 

Thanks for all the support!

(Any bigger feedback, fixes or help please send on my discord: hatrune_cubic, thanks!)

Mainly making mods for personal use or for friends,
so often requests for a new stuff might not be accepted.
(including support for other mods)
Unless there's a huge demand or someone got a really great idea that I've liked!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.0-dev.1 hatrunesclasses
1.22.0 - 1.22.2
21 May 29th at 2:29 PM Hatrune'sClasses_1.0.0-dev.1.zip 1-click install

Fixes:

  • Fixed support for Xskills (and 1.0.0 version for slowly working on a kind of bigger update)
0.3.0 hatrunesclasses
1.22.0 - 1.22.2
130 May 8th at 4:49 PM Hatrune'sClasses_0.3.0.zip 1-click install

Changes:

  • Player Model Lib as a dependency now, made possible to change some stats of classes. (Full rework in near future)
0.2.5 hatrunesclasses
1.21.2 - 1.21.4
295 Oct 7th 2025 at 6:00 PM Hatrune'sClasses_0.2.5.zip 1-click install

Added:

  • Modicon.

Changes:

  • Added a TO DO skills to Rotwalker and Surgeon.

Fixes:

  • Fixed position of Estoc blade on tongs.
0.2.4 hatrunesclasses 109 Oct 1st 2025 at 4:11 PM Hatrune'sClasses_0.2.4.zip 1-click install

Fixes:

  • Fixed commoner.
0.2.3 hatrunesclasses
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
493 Jun 22nd 2025 at 7:24 AM Hatrune'sClasses_0.2.3.zip 1-click install

Changes:

  • Changed stats for the Miner and Surgeon

 

Fixes:

  • Fixed refractory bricks recipe
  • Fixed pronunciation of melee in the traits
0.2.2 hatrunesclasses
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
86 Jun 20th 2025 at 9:04 AM Hatrune'sClasses_0.2.2.zip 1-click install

Added:

  • Added Forlorn Hope estoc smithing and grid recipe
  • Added negative and positive traits for the commoner for more immersive gameplay
  • Now the Surgeon has a description!

Changes:

  • Changed traits of some classes

 

Fixes:

  • Fixed traits of some classes
0.2.1 hatrunesclasses
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
94 Jun 16th 2025 at 2:45 PM Hatrune's Classes_0.2.1.zip 1-click install

Quick update

Added:

Changes:

  • Small change for Rotwalker stats
0.2.0 hatrunesclasses
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
41 Jun 16th 2025 at 1:22 PM Hatrune's Classes_0.2.0.zip 1-click install

Added:

  • 3 New classes! (Forlorn Hope, Rotwalker, Surgeon)

Changes:

  • Changed miner stats
  • Changed some words in lang file
0.1.1 hatrunesclasses
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
60 Jun 15th 2025 at 7:53 AM Hatrune's Classes_0.1.1.zip 1-click install

Added:

0.1.0 hatrunesclasses
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
97 Jun 14th 2025 at 6:35 PM Hatrune's Classes_0.1.0.zip 1-click install
  • Initial release

17 Comments (oldest first | newest first) (threaded | flat)

Hatrune_Cubic , Mar 11th at 8:59 PM

Sunconure11
For now no clue how to get working config so we will see xd

Panaqolus, Mar 11th at 8:11 PM

Any plans on adding a config to this? I would like to use some of the classes that don't overlap.

Hatrune_Cubic , Oct 8th 2025 at 7:39 AM

Aldi

That's just a different mod that by accident i forgot to turn off
Dark UI

Aldi, Oct 7th 2025 at 9:52 PM

hey there I'm the creator of a class mod, too and am still learning. How did you change the background of the class selection? I can't find a file in your mod that seems to be responsible. I need to know :D
Ty for the information on "healingeffectivness" I didn't know this attribute existed. I couldn't find a complete list of every attribute so im looking into every class mod to find a new one.

Hatrune_Cubic , Jul 26th 2025 at 6:04 PM

Ajec Nope its not i noted it a while ago i have totally forget to fix it, but thanks

Ajec, Jul 13th 2025 at 9:33 PM

This mod makes commoner not drop any ore when mined. Changing its oreDropRate from -1.0 to 0 fixed it.

Not sure if this is intentional.

WolfWarrior, Jul 11th 2025 at 7:35 AM

makes sense

Hatrune_Cubic , Jul 11th 2025 at 1:19 AM

WolfWarrior Well mainly i create my mods for my private server and myself, when we're playing with a couple of mods commoner seems like pretty op class compared to others while he can do everything the others got limitations-

And making new friends to experience other classes too instead always picking the commoner

WolfWarrior, Jul 10th 2025 at 1:00 AM

why add an ability to the commoner? the strength of the commoner is that they have no bad cards 😭. why not add a serf or peasant class for the average ability?

Hatrune_Cubic , Jul 2nd 2025 at 12:47 AM

Ohhh its because i havent updated the screenshots yet dont worry about that one

Hatrune_Cubic , Jul 2nd 2025 at 12:46 AM

TriTachyon

Dang i tought i did only one thanks XD

TriTachyon, Jul 1st 2025 at 7:25 PM

Hey, I noticed from the preview that the "Mutated" trait has a typo (Meele > Melee)

Xozkov, Jun 26th 2025 at 9:03 AM

There's no lore for Rotwalkers of course but they're too indistinct from clockmakers in this mod. Based on just their appearance, they seem more like hunters but focused on rust creatures and scrap. Maybe take some inspiration from the Better Scrap mod and allow rotwalkers to craft scrap weapons/exclusive scrap tools (scrap throwing knives?), or a flint falx since 1.21 is adding autoharvest to falxes. The scary trait is pretty cool but I agree that it should increase the detection range and also fleeentity chance of animals, and either raise or lower the detection range of monsters (edit: after going through entity tags, I definitely feel that their damage buff should be more towards rust creatures, with a decreased buff for mechanicals.)

 

As for the Surgeon, it makes more sense for them to have an extra health point or two. Their debuffs should be mainly towards combat but maybe increased damage with knives (if that's possible), and possibly some exclusive type of poultice from flowers? Also, just on an aesthetic note, I think the Delicate trait should be in yellow text and say "Delicate (+15% animal loot, +30% animal harvesting time)", It's a bit odd having ranged velocity be in there. 

 

Petty well balanced overall though! I actually prefer this to all classes and the working classes

Hatrune_Cubic , Jun 22nd 2025 at 7:00 AM

GlooMeGlo

Mostly I did it for balancing reasons, with the Miner, I agree giving them less health might not have been the best choice. The main issue is that there aren’t many traits that perfectly balance the class, so sometimes its really hard to adjust things without making progression too easy.

 

Same goes for the Surgeon. I might tweak some of their stats too. I know how they worked in real life and that they were probably the healthiest out of the everyone but since they can heal more at once, I gave them a slight health debuff to fix that. Still ill try to fix it somehow.

 

I also really appreciate the feedback, and thanks for catching the misspelled "melee" i didnt even notice it!

Grimnir96
Sorry for that i have absolutely forget to remove it from the mod! I was testing some stuff and i left it inside of the files, ill update mod today.

GlooMeGlo, Jun 21st 2025 at 8:41 PM

I'm working on my own class mod, and I have a few questions for you.

- Why does the Miner have a penalty to armor walk speed? He's a miner. They go deep into the earth, and meet more horrors than any other classes. They need more defense and offense than most other classes, excluding combat focused classes. They should at the very least just not be touched in that regard.
- Why does the Miner have a penalty to his HP? Again, miners constantly delve deep into the underground, they're going to meet more high tier monsters than any other class. Nerfing them in this regard is something you do to a class you DON'T want to go mining.
- Why does the Surgeon have a penalty to HP? They're a surgeon. I don't think a medical professional wouldn't be healthy. In fact, most surgeons in literally any war, medieval time period, and even now, have to be quite strong. They deal with severe operations occasionally, that require some force. Just look up a video of a surgeon going to town on a slide hammer to remove a rod from a patient's shin bone. Not to mention, they'll have to force some unwilling or manic patients into restraints, or hold them down. 
- Why does the Surgeon have a penalty to Melee damage? If anything, since they're a surgeon, they'd know where to hit that would do the most damage.

Everything else seems fine, though with the rotwalker to make them more "scary" change the animal detection range so it's increased, and have more animals flee from them. Check the bear flee behavior for that. 

Also, you misspelled melee in the traits. 

Grimnir96, Jun 21st 2025 at 6:44 PM

hi i cant craft the refractory bricks when i have this mod activated and i get this error code

21.6.2025 20:36:01 [Warning] Failed resolving crafting recipe ingredient with code game:mantle in Grid recipe
21.6.2025 20:36:01 [Error] Grid Recipe with output Item code game:refractorybrick-raw-tier1 contains an ingredient that cannot be resolved: Item code game:mantle
21.6.2025 20:36:01 [Warning] Failed resolving crafting recipe ingredient with code game:mantle in Grid recipe
21.6.2025 20:36:01 [Error] Grid Recipe with output Item code game:refractorybrick-raw-tier2 contains an ingredient that cannot be resolved: Item code game:mantle
21.6.2025 20:36:01 [Warning] Failed resolving crafting recipe ingredient with code game:mantle in Grid recipe
21.6.2025 20:36:01 [Error] Grid Recipe with output Item code game:refractorybrick-raw-tier3 contains an ingredient that cannot be resolved: Item code game:mantle

AzuliBluespots, Jun 20th 2025 at 12:18 PM

The commoner rebalance should be vanilla, just so newcomers actually explore new classes.