Mods / The Remnants

Tags: #Other #Tweak
Author: MrFistycuffs
Side: Both
Created: Jan 10th at 7:15 PM
Last modified: Feb 3rd at 11:47 PM
Downloads: 5161
Follow Unfollow 131

Latest release (for outdated Vintage Story v1.20.0):
Remnants 1.0.3.zip  1-click install


 

The Remnants 


Dragged by force through a boiling seam,
Their screams were lost in portal's gleam.
Behind they left, the Rot consumed,
Ahead, unknown, the past entombed.
 
The eldritch maw, a binding snare,
No choice, no mercy lingered there.
Through twisting void, their bodies cast,
No longer chained by time held fast.
 
Their paths now scattered in era new,
With lands untouched and nature grew.
Yet deep in ground, the Rot yet wait,
An ancient curse, a lingering fate.

 

Includes Five Brand New and Five Reimagined Classes


  • Made with multiplayer in mind to help fill the gaps left by the base game class system, but still kept single player balancing in mind for some unique playing experience.
  • Each class has been given a more focused role within a community, as well as unique crafts to given to each of them.
  • Designed with compatibility in mind, this mod is fairly lightweight, and should be compatible with most content mods, as long as there is no conflicts with a listed recipe or rebalance for the base game classes.
  • Note: When you start a new world to select a class, your starting gear will populate in your hotbar. As you scroll through the classes, it will fill up your hotbar but don't worry! When you select the class you want to start with it will only give you the appropriate items. 
 

New Classes 

The Serf

A farming & husbandry focused class, the Serf is imagined as those who feed and provide for the masses of the settlement they serve, with great bonuses to harvesting both produce and animals.

   

Starting Gear: Copper Scythe

The Hedge Knight

A defensive combat focused class, the Hedge Knight is imagined as those who desire to protect those around them, holding off the hordes of enemies as their allies continue their work or escape.

*Includes a buff to the Forlorn Hope Estoc, to make its durability comparable to the blackguard shortsword.

Starting Gear: Wicker Shield, Scrap Mace

The Wanderer

An exploration focused class, the Wanderer is imagined as those who want to live and explore the far reaches of the wilderness, staying away from civilization for extended periods of time.

 

*The Lantern accepts a variety of Jonas parts and scrap lantern to be crafted.

Starting Gear: Scrap Spear, Poultices

The Ironmonger

A mining & industry focused class, the Ironmonger is imagined as those who delve deep in caverns to harvest the riches they find, often being the most important member of a mining expedition.

 

*Makeshift bomb is made with any clay, blasting powder, and a crucible.

Starting Gear: Ore Blasting Bombs

The Yeoman

A ranged combat focused class, the Yeoman is imagined as those with expertise in using bows, providing invaluable ranged coverage of their allies or long range defense of their settlement.

 

*Includes a rebalance of the bows, the longbow has been buffed and is class specific, with the recurve being allowed for all classes.

Starting Gear: Crude Bow, Crude Arrows


Reimagined Classes

The Malefactor

A pure loot gathering focused class; the Malefactor is imagined as those who are solely designated for gathering materials and supplies from the wilds & ruins and bringing it home.

 

*Wicker pack can also be made with papyrus.

Starting Gear: Copper Knife

The Woodsman

A forestry & foraging focused class; the Woodsman, (formerly the Hunter), is imagined as being those whose domain is focused on the wilderness surrounding any burgeoning settlement.

 

Starting Gear: Sling

The Gearsmith

A Technical & crafting focused class; The Gearsmith, (formerly the Clockmaker), is imagined as those whose knowledge of mechanicals makes them highly valuable in processing scraps & maintaining systems.

 

*Rusty gear craft will accept any hammer and chisel.

Starting Gear: Scrap Bomb, Scrap Weapon Kit

The Guildsman

A general utility & crafting focused class; the Guildsman, (formerly the Tailor), is imagined as those who prefer tasks behind the safety of walls, perfect for those who want to leave the dangerous tasks in the wilds to others.

Starting Gear: Rusty Gears

The Blackguard

A high damage combat focused class, the Blackguard is imagined as those whose primary desire is slaying all manner of dangers, both natural & otherworldly.

Starting Gear: Scrap Blade, Bandages

Roadmap & Future Additions

  • New items for each character, along with new bits of lore to help uncover the past of the Seraphs.
  • New classes to expand into additional areas of the game.
  • Ensure future compatibility with popular overhaul mods.

Known Issues

  • Known issue with Combat Overhaul update, causing the weapon classes to not be assigned to each class appropriately, currently working on issues, which may or may not be an easy fix.

Compatibility

Combat Overhaul

Added compatibility with Combat Overhaul, all weapon proficiencies should apply properly with the appropriate weapons. Written with Armory and the other Combat Overhaul additions in mind.

Ensure that “Modify Vanilla Classes” setting to true! It is on by default, and setting it off can cause crashing.

Traits are separated along the lines of three types of classes,

 

Combat Focused 

Hedge Knight

Yeoman

Blackguard

 

Middling at Combat

Ironmonger

Wanderer

Woodsman

 

Not Combat Focused

Serf

Guildsman

Gearsmith

Malefactor

 

 

 

 

 

 

 

 

 

 

XSkills

Added appropriate skill experience buffs/debuffs for each character.

Butchering 
Long Bow and Recurve bow have correct trait requirements for the new crafts using animal sinew.

Other Mods You Should Check Out

 


Disclaimer: I have never made mod before my brain is smal. Please let me know if there are any bugs you discover in the comments, or feel free to message me on the VS discord.

Inspiration: "Division of Labor" by ironphildo69, and everyone helping me out in the official discord! <3 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.3 3007 Feb 3rd at 11:47 PM Show Remnants 1.0.3.zip 1-click install
v1.0.2 918 Jan 25th at 11:34 PM Show Remnants 1.0.2.zip 1-click install
v1.0.1 349 Jan 24th at 12:29 AM Show Remnants 1.0.1.zip 1-click install
v1.0.0 887 Jan 10th at 7:32 PM Show Remnants 1.0.0.zip 1-click install

48 Comments (oldest first | newest first)

💬 Grant_Grimm, 3 days ago

Got a question here: can hedge knight craft the estoc? I got one but its running now on durability, do I just repair it when it breaks?

💬 Grant_Grimm, 5 days ago

Vigilance I think I will end up waiting for the mod author to fix this before trying to go about this myself.

💬 Vigilance, 5 days ago

Grant_Grimm Hmm, I'm not a super-expert on this stuff. It's worth mentioning that it could go a little deeper than I assumed, since my changes aren't with theremnants at all but a patch I apply afterwards using CO and remnants as dependencies, having my patch apply afterwards and ultimately replacing anything that might be out of wack. You look like you're missing a curly bracket compared to my modinfo, unless you just didn't include it? Let me try, just for fun, to modify remnants directly instead. Will report back.

Edit: Can confirm that just throwing a curly bracket on the end fixes it. Happens to the best of us. I did not personally include the "side" and "required" lines, as such:

ie: "dependencies": {"combatoverhaul": "*"
}
}

 

Rag_Maggot I don't personally think it's super wise to alter CO/overhaullib like that, since at least re: server usage it makes things difficult, not to mention the potential for weirdness from making a lib load after its dependency.

💬 Rag_Maggot, 5 days ago

I got a fix for CO being weird for this mod and the fix itself is weird too, heres what I did

In combat overhaul remove overhaullib as a dependancy
but in overhaullib add CO as a dependency

that way yeoman and hedgeguard actually work with their intended class picks.

(All of this is done in modinfo file within the zip files)
imageimage
The main issue returns if the mods load order changes. Like remenants DOES read the mods but in incorrect order so it goes "HUH?" and fails to apply correctly and gives vanilla default CO traits to the first 0-4 ID classes (vanilla class slots)

💬 Grant_Grimm, 5 days ago

Vigilance Are you able to share the file?

 

I tried running this:

 

{
"type": "Content",
"modid": "theremnants",
"name": "The Remnants",
"version": "1.0.3",
"authors": ["MrFistycuffs"],
"description": "Adds a series of custom flavor classes heavily inspired by the Vintage Story lore. ",
"dependencies": {
"combatoverhaul": "*"
},

"side" : "Universal",
"requiredOnClient": true,
"requiredOnServer": true
}

 

and it didn't work

💬 Vigilance, 5 days ago

Alright, so since I've been using this class mod for my own server, I was personally invested in trying to resolve the traits issue people are reporting. I (with the help of my resident nerd) have narrowed down that the issue is a simple dependencies thing. The mod was loading after Overhaullib, but not after Combat Overhaul, leading to some things being overwritten, due to some funny stuff in the order of how mods are loaded (since it loads all mods without dependencies first, then loads mods with dependencies after)

I managed to fix this issue with my own personal patch by just setting an actual dependency in modinfo.json for CO, and then it loaded in the correct order and restored Yeoman to being an archer (being the most egregious example of mismatched traits) and I suspect it'd probably work the same for your mod too.

💬 Lain, May 3rd at 5:27 PM

Agreed-This mode is beautifully interwoven with the game, and masterfully crafted. Keep it up! I really enjoy the lore and flavour text, defo waiting for this mod to update. :DD

💬 LambdaE, Apr 26th at 2:19 AM

take your time! i appreciate your work and would rather its done where you're comfortable and able to. thank you~!

💬 MrFistycuffs , Apr 22nd at 8:54 PM

LambdaE 

I think you are right, been working on it and it looks like that is the update that broke it so digging in to when I have free time. 

Sorry everyone else too! I have been working on it when I have free time, which I have not had much of the last few weeks. Thank you for your patience.

💬 Shifty_Broccoli, Apr 20th at 4:46 PM

Please make it current base game version, or make it 1.20.x \/\/\/

💬 Sandclan, Apr 18th at 4:19 AM

anyone got a fix for the split of combat overhaul?

💬 LambdaE, Apr 11th at 11:25 PM

yeah same here, i think the issue started when combat overhaul split into requiring the overhaul lib

💬 A_Whisper, Apr 10th at 7:11 PM

Same issue as the two below. Some classes have their traits swapped, bugged, or otherwise not as they should be.

💬 K0TTINY, Apr 10th at 12:20 AM

GratLurking yeah i noticed that as well

💬 GratLurking, Apr 9th at 5:04 PM

I dunno when or how it happened, but the last time I booted up a creative world (today), the Yeoman's traits were replaced by the Hedge Knight's traits, though it retained it's starting bow. Has anyone seen this happen before?

💬 Anotzibartschad, Mar 22nd at 12:41 PM

Cuánto cabrón! / Orígenes de los memes

💬 Shizukesa, Mar 19th at 7:45 PM

I thought the best mod on classes held to vanilla tones, but should we expect compatibility with eden instinct in the foreseeable future?

💬 Bartandules, Mar 6th at 3:43 AM

I absolutely love the mod, but I agree with WeatherAlchemy as far as the commoner class goes. I don't need the other classes, but I would like the option for a class with no abilities again.

💬 WeatherAlchemy, Feb 24th at 3:09 AM

So, I think there is a very fundamental issue with you taking out the base game classes. Namely, the fact that the Commoner class doesn't exist. Consequently, my friend and I are now in a situation where he can't change out of the Remnant classes, but I, in the Commoner Class cannot change to a remnant class because the game crashes. 

 

I don't quite understand the point of removing the commoner class when the entire point of itwas that it has no buffs or debuffs, particularly as your current implementation seems to make it impossible to add the mod mid playthrough, and nor do you have any warnings against adding the mod to a preexisting world.

 

I have genuine regrets about installing this mod, given that this implementation innately screws over the player should they need to remove the mod for one reason or another, or wish to change class from a Vanilla class. 

💬 WeatherAlchemy, Feb 20th at 3:16 AM

I feel the need to point out that the Class flavor texts all ending with "Forever Alone" is very out of place with the idea of the mod being intended for multiplayer use. I think that the classes and the flavor text are great other than that slightly... Idk, hammy? Bit. 

 

That said, it's no where near being an actual issue with the mod lol.

💬 Coda_Vanistok, Feb 5th at 7:00 AM

@Sevie A member of my server made a workaround by re-adding in the vanilla classes that were missing, and stripping them of all of their traits with a language modification to note "This class will be removed!" in it for my members to see.

It allowed us to use the allowcharselonce command for everyone without wiping data or causing any visible conflicts. I wouldn't imagine this would be a good idea for the base mod, but you could make a third mod that does something similar to install temporarily.

💬 sevie, Feb 4th at 4:08 AM

Coda_Vanistok, the only way i could figure out how to add this to an existing server is by wiping the player's data (inventory, class, character, ect) and having them rejoin.
to wipe a player's data: /player [playername] wipedata
you can also try: /player [playername] allowcharselonce (although this did not work for me on release 1.0.0, as it would crash on the class selection page.)

💬 Coda_Vanistok, Feb 1st at 11:29 PM

So is there a way to drop this into an existing server? I am getting a class error clientside, due to Commoner and others being renamed I'd imagine.

💬 MrFistycuffs , Jan 25th at 6:56 PM

Sirix

Looks like that was an issue with checking the "Modifiy Vanilla Classes" false, it will cause crashing until you turn it to true, save settings, and restart your world or make a new world. This is due to how compatibility works between the classes and CO, if you uncheck “Modify Vanilla Classes”, the mod is now still trying to add a trait which no longer exists, still working on my ConfigLib files, but the mod will always work fine as long as you have that “Modify Vanilla Classes” setting to true. I updated the CO compatibility section to make sure people know to do that.

 

Cuddly_Khan

Working through that now through ConfigLib, although at the moment you cant sync server settings for patches that apply to assets in config folder, so it would only work for singleplayer without being a pain for everyone on a server. Right now I was going to release a “Lite” version of my mod that is a mirror, just with no starting equipment, that way people can just select which one they would prefer.

💬 Cuddly_Khan, Jan 24th at 1:11 PM

Would it be possible to add two config options, one that disables the starting gear, and another that disables starting with clothes? 

💬 Sirix, Jan 24th at 12:45 PM

When I click on the traits tab I get a crash related to "quarterstaffProficiency". This is with combat overhaul installed and it happens regardless if I have Modify Vanilla Classes set to true or false.

Running on 64 bit Windows 10.0.19045.0 with 32678 MB RAM
Game Version: v1.20.1 (Stable)
1/24/2025 7:44:11 AM: Critical error occurred
Loaded Mods: backpackpackStandardcontinued@1.0.0, BetterGrass@0.0.3, scrapblocks@1.1.0, bettertraders@0.0.9, chargedjump@1.0.4, combatoverhaul@0.1.11, dodgemaster@1.0.2, elephantidae@1.0.2, sirenia@1.0.13, spheniscidae@1.0.5, immersiveorecrush@2.0.2, long-term_food@0.1.5, manualscraping@1.2.1, manualtoolcrafting@1.3.1, morecrystals@1.3.0, primitivesurvival@3.7.5, qolcraft@2.0.0, theremnants@1.0.1, sirixbetterstorage2123@1.0.0, spyglass@0.5.2, TemporalTechnology@1.0.4, terraprety@6.0.1, game@1.20.1, vsimgui@1.1.7, apegrapes@1.2.0, armory@0.1.1, betterruins@0.4.6, carryon@1.8.0-pre.1, TrapdoorLadder@1.0.0, commonlib@2.6.1, configlib@1.4.3, danatweaks@3.3.10, foodshelves@1.4.4, hydrateordiedrate@1.7.1, maltiezcrossbows@0.6.1, rivers@4.1.0, rockstratavariety@0.0.1, statushudcont@3.2.2, th3dungeon@0.4.0, creative@1.20.1, survival@1.20.1, weatherthestorm@1.1.0, xlib@0.8.8, autoconfiglib@2.0.2, playercorpse@1.11.0, xinvtweaks@1.6.9, xskills@0.8.9
System.Collections.Generic.KeyNotFoundException: The given key 'quarterstaffProficiency' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.CharacterSystem.<>c__DisplayClass15_0.b__1(String code) in VSSurvivalMod\Systems\Character\Character.cs:line 148
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1.GetEnumerator()+MoveNext()
at Vintagestory.GameContent.CharacterSystem.getClassTraitText() in VSSurvivalMod\Systems\Character\Character.cs:line 150
at Vintagestory.GameContent.CharacterSystem.composeTraitsTab(GuiComposer compo) in VSSurvivalMod\Systems\Character\Character.cs:line 136
at Vintagestory.Client.NoObf.GuiDialogCharacter.ComposeGuis() in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 128
at Vintagestory.Client.NoObf.GuiDialogCharacter.onTabClicked(Int32 tabindex) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 151
at Vintagestory.API.Client.GuiElementHorizontalTabs.SetValue(Int32 selectedIndex, Boolean callhandler) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementHorizontalTabs.cs:line 288
at Vintagestory.API.Client.GuiElementHorizontalTabs.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementHorizontalTabs.cs:line 271
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 689
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 469
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 562
at Vintagestory.Client.NoObf.GuiDialogCharacter.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 158
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 393
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1908
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 50
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 422
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 392
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1878
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 337
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 906
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 201
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Cuddly_Khan, Jan 24th at 4:41 AM

Thank you so much for the update!

💬 MrFistycuffs , Jan 24th at 12:52 AM

Izenhof CHR3S Brutus MikeSyrup AzuliBluespots Windle bringitonwimps

Well you don't have to worry about it anymore lol, all the weapon traits should apply based on each class now if you have CO installed.

💬 Izenhof, Jan 23rd at 11:03 PM

Where is this magical config file to disable the "modify vanilla classes"
The config does not seem to exist

 

The closest is the following but changing it does not change anything


"code": "modify_vanilla_classes",
"type": "boolean",
"ingui": "combatoverhaul:setting-modify_vanilla_classes",
"default": true

💬 MrFistycuffs , Jan 20th at 4:33 PM

CHR3S

Brutus

MikeSyrup

Its “Modify Vanilla Classes” option, then restart your world and the traits will correct themselves.

💬 CHR3S, Jan 20th at 11:09 AM

@RowdyArt And the single option would be?

💬 RowdyArt, Jan 19th at 2:38 PM

For anyone wanting compatibility with CO it is possible to disable the CO trait overhaul included in that mod with a single option ticked to "off" in the config settings. This will allow the traits from this mod to show through properly and you will still be able to play with all CO features.

💬 MikeSyrup, Jan 19th at 4:03 AM

Can this mod be made compatible with Combat Overhaul, please?

💬 Brutus127, Jan 18th at 9:09 PM

Loving the mod, but with combat overhaul installed it seems as if Yeoman has vanilla blackguard traits, hedge knight seems to have the vanilla hunter stats and the Ironmonger has vanilla clockmaker stats.

💬 MrFistycuffs , Jan 18th at 5:16 PM

AzuliBluespots Cuddly_Khan

Working with mod authors to try and see what ways foward I have for compatibility patching, CO has alot of moving parts that touchs a lot of parts of the game, including the class system. 

 

EndlessOats

That.....is a very good idea, I never thought about that! I think it is because I have always played with the game option of always drop clutter items on. But I will put it on the list!

💬 sevie, Jan 15th at 9:30 PM

very unique! i like how the different classes feel like their debuffs are actually related to their professions, instead of just being tacked on like vanilla ones. having two combat-focused classes to choose from is also really nice, and adds some much needed variety to multiplayer servers.

that being said, i wish the guildsman didn't have such crippling debuffs! i get the reason for them being fragile, but personally i would never pick a class with such heavy debuffs, even as a challenge (coming from someone who regularly plays as a tailor). the -25% melee damage makes it too much for me.

💬 AzuliBluespots, Jan 15th at 1:32 PM

+1 on the combat overhaul compatibility, this is a really interesting take on classes, and if it has a synnergy with Combat Overhaul, it's going to be my go-to class mod for a while.

💬 Cuddly_Khan, Jan 15th at 1:31 PM

Hey, are there any plans of making this compatible with Xskills? Specifically for the different skill bonuses for each class.

💬 EndlessOats, Jan 12th at 11:43 PM

Pretty cool, but I notice that with the Wanderer class you can craft lanterns out of jonas lights, but there's no buff that makes it so you can pick them up without them shattering. I think the idea of a mobile class is kind of broken by the requirement of a quern in order to make glue for making what's supposed to be an "on the fly" kind of item. Consider adding a buff that makes it so they can pick up ruins/just jonas lights without glue regardless of world setting (or even just have a chance to).

💬 DanekJovax, Jan 12th at 1:59 PM

Love the poem!

💬 Windle, Jan 12th at 1:41 PM

glad to hear it !! ive been reading the new entries and such of all the new and overhauled classes and i can imagine them having really fun and varied weapon proficiencies that fit both the playstyle and their lore :DD

💬 MrFistycuffs , Jan 12th at 12:18 AM

Windle

I will look into it, never used the combat overhaul mod myself, but the idea of custom proficiencies are too good to not get compatibility for!

💬 Windle, Jan 11th at 5:39 AM

this looks suuuuper interesting and i really like the addition of a wandering class !! are there any plans with adding compat with https://mods.vintagestory.at/combatoverhaul ? would be cool to see what this mod would look like with their weapon proficiency system !!

💬 bringitonwimps, Jan 11th at 2:20 AM

ok, I'll test it out and let you know.. thanks!

💬 MrFistycuffs , Jan 11th at 1:43 AM

bringitonwimps 

Should be, the remnants replaces the base game classes, and the all classes mod adds to that list, just loaded it up with both no problem, and there shouldn't be any conflicts with recipes, but let me know if you run into serious issues. 

💬 Inflectus, Jan 11th at 1:36 AM

This is some great stuff. Love your visioning and balancing for this mod. :)

💬 bringitonwimps, Jan 11th at 1:05 AM

do you know if this will be compatible with the all classes mod?.. I like this but I don't want to force all my players to reclass again, already moved from more classes to all classe once.

💬 _Mason, Jan 10th at 10:05 PM

Oh wow, this looks by far like the best class mod I've seen yet. I especially love how the base classes were reworked and the idea of giving each class some starting equipment.

I'm definitely going to follow this, want to see how it expands in the future.

 (edit comment delete)