Mods / Hatrune's Classes

Tags: #Crafting #Other
Author: Hatrune_Cubic
Side: Both
Created: Jun 14th at 6:33 PM
Last modified: Jul 1st at 6:43 PM
Downloads: 379
Follow Unfollow 17

Recommended download (for Vintage Story 1.20.0 - 1.20.3, 1.20.4, 1.20.5 - 1.20.7, 1.20.8 - 1.20.10 and 1.20.11 - 1.20.12):
Hatrune'sClasses_0.2.3.zip  1-click install


 

 

Would be nice to hear all opinions or ideas :3

 

Welcome to Hatrune's Classes!







My other mods:
Re-Alloy
Gildening Tools

 


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!

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
0.2.3
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
196 Jun 22nd 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
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
48 Jun 20th 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
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
53 Jun 16th 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
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
4 Jun 16th 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
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
20 Jun 15th at 7:53 AM Hatrune's Classes_0.1.1.zip 1-click install

Added:

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

8 Comments (oldest first | newest first)

💬 Hatrune_Cubic , Jul 2nd at 12:47 AM

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

💬 Hatrune_Cubic , Jul 2nd at 12:46 AM

TriTachyon

Dang i tought i did only one thanks XD

💬 TriTachyon, Jul 1st at 7:25 PM

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

💬 Xozkov, Jun 26th 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 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 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 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 at 12:18 PM

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

 (edit comment delete)