Mods / Class Overhaul

Tags: #Crafting #Other #Tweak
Author: IdiotMage
Side: Both
Created: Oct 31st at 3:30 AM
Last modified: Nov 25th at 4:49 AM
Downloads: 947
Follow Unfollow 48

Latest release (for Vintage Story 1.21.5, potentially outdated):
classoverhaul_0.0.17.zip  1-click install


I've always been rather unhappy with the vanilla classes because they are all basically just commoner but slightly different and it's really boring!

This mod is my attempt at fixing that.

 

If you have any suggestions for any features I should add to the classes, be sure to let me know in the comments.

 

IMPORTANT:

Some features of this mod is not compatible with any "trait acquirer" mod and are locked to specific classes regardless of their traits.

If adding this to an existing world, be sure to run the .charsel command, otherwise character stats might be stuck as vanilla.

 

Also if you like this mod, please check out my other mod; Temporality Plus

-Clockmaker-

 

>Broken Clock - new trait

Clockmakers cannot naturally regain temporal stability.

 

>Rustworld Alignment Node - new craft

Restores +10% temporal stability when used and gets consumed.

 

>Stable Clock - new craft

Restores +20% temporal stability when used, has a 5ish minute cooldown.

Only usable by Clockmakers.

 

>Tuning spear - buffed craft

The Tuning Spear no longer has a 1 locust limit.

note: despite my best efforts, its pretty hit or miss weather or not it will work.

 

>Jonas Parts - new craft

All jonas parts are now craftable.

 

>Backtreck Watch - new craft

When used for the first time, it sets a point and will return you to the point upon subsequent uses, as long as it has fuel.

You can insert a temporal gear into the watch the same way youd add one to the night vision mask to add fuel. Each gear gives 1 use.

It should be noted, each use will also cost 75% temporal stability and should teleport other players within a 3 block radius with you. (untested)

The Backtreck Watch is only usable by the Clockmaker.

 

>Quickstep Watch - new craft

When used, teleports the player to the block they are looking at within a range of 30 blocks as long as it has fuel.

It uses temporal gears as fuel, and you can add them the same way youd add fuel to the backtreck watch, each gear gives 75 uses.

It should also be noted that each use will consume 5% of your temporal stability and the Quickstep Watch can also be used to travel through walls.

The Quickstep Watch is only usable by the Clockmaker.

 

>Barrel Ageinator - new craft

When used on a barrel thats activly aging something, it advances the barrels time by 10 days.

Each Ageinator has 3 uses and can be used by any class.

 

-Blackguard-

 

>Merciless - new mechanic

Gain +2% melee damage for every 1% of movement speed lost.

 

>Ravenous - new mechanic

Gives a flat +10% hunger rate.

For every 100 saturation above 500, gain 2% melee damage, 3% hunger rate, and 4.5% mining speed.

For every 100 saturation below 500, lose 4% melee damage, 6% hunger rate, and 9% mining speed.

 

>Soldier - changed trait

The soldier trait has been nerfed, now only giving +10% melee damage instead of +30%.

 

-Tailor-

 

>Mender - changed trait

Mender now gives special recipes to get extra healing items.

 

>Temporal Bandage - new craft

When used, it immediatly restores 5 health while ignoring healing penalties/buffs.

If a non-tailor uses it, it consumes 10% of the users temporal stability.

If a tailor uses it, it only consumes 5% of the users temporal stability and heals all players within a 5 block radius. (untested)

 

If you use a temporal bandage while at max health or if youre missing less than 5 health, you receive an overheal.

Overheal provides damage immunity for 1 hit, it cannot be stacked and doesnt protect against damage from eating poisonous foods.

 

>Tailored Gambeson - buffed craft

Tailored Gambeson now gives 2c heat per piece when worn, normal gambeson has also been buffed to give 1c heat per piece.

 

>Tailor - new mechanic

When crafting any wearable item, they can provide bonus stats:

+armor durability

+movement speed

+mining speed

+healing effectiveness

-hunger rate

 

wearable items crafted by tailors also get their name attached to it, and tailors are also able to reroll stats by crafting the item with a sewing kit. doing this will fully repair the item.

the items stats wont be revealed until the item is equipped.

 

note for people who play solo: the stats wont get added if the game is paused when the item is crafted.

 

-Hunter-

(his current stuff is super lame, il make him cool eventually)

 

>Focused - changed trait

Focuseds accuraccy and distance have been buffed.

+200% accuracy, +50% distance.

 

>Bowyer - changed trait

Added recipes to tripple arrow production.

 

>Fake Grass - new craft

It's like grass, but fake.

 

>Wooden Spikes - new craft

Entities that walk on these or fall on them get hurt.

 

-Malefactor-

 

>Rogue - new mechanic

Press [F] to perform a quick dodging manuever. This button can be rebound in the settings menu and has a 2 second cooldown.

 

>Climbing Tool - new craft

Allows the user to climb whatever blocks they are looking at. Malefactors are faster when using this item than other classes.

 

>Sling - buffed craft

Can now use beenades as ammo.

New lead slugs can also be crafted as ammo, dealing heavy damage.

 

>Pilferer - changed trait

Pilferer now gives +50% chance to obtain cracked vessels and +25% rusty gear droprate, as opposed to the original +12% and +10%.

 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I want to continually revise previous classes on occasion.

 

I understand that some of these changes may be very powerful, however i think that if a class is to be unique and fun it should excell at the one thing its meant to do and not just be slightly better than average.

Afterall, what good is a blackguard if they dont even guard? or a clockmaker who doesnt make clocks?

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.0.17 classoverhaul 196 Nov 25th at 4:49 AM classoverhaul_0.0.17.zip 1-click install

-tweaked tailor

0.0.16 classoverhaul 8 Nov 25th at 4:10 AM classoverhaul_0.0.16.zip 1-click install

-quickstep gets more uses

-fixed tailor not being able to use emblems

0.0.15 classoverhaul 33 Nov 24th at 8:57 PM classoverhaul_0.0.15.zip 1-click install

-reworked tailor again

-improved locust ai. they still kill eachother it just happens less frequently now. i dont know how to make them stop, it might be hardcoded. sorry. il figure it out eventually.

0.0.14 classoverhaul 123 Nov 14th at 9:40 PM classoverhaul_0.0.14.zip 1-click install

-reworked tailors rng

0.0.13 classoverhaul 48 Nov 13th at 8:41 PM classoverhaul_0.0.13.zip 1-click install

-reverted blackguard changes, reworked old system

0.0.11 classoverhaul 13 Nov 13th at 6:15 PM classoverhaul_0.0.11.zip 1-click install

-nerfed blackguard

0.0.10 classoverhaul 32 Nov 13th at 4:45 AM classoverhaul_0.0.10.zip 1-click install

-nerfed clockmaker

-changed blackguard

0.0.9 classoverhaul 53 Nov 11th at 7:08 PM classoverhaul_0.0.9.zip 1-click install

the tailors armor durability boost was actually making armor LESS durable. whoops.

this update should fix that. you may need to recraft any item that had the buff, sorry!

0.0.8 classoverhaul 34 Nov 11th at 5:28 AM classoverhaul_0.0.8.zip 1-click install

-added new crafts

-added lead slug

0.0.7 classoverhaul 35 Nov 10th at 8:13 AM classoverhaul_0.0.7.zip 1-click install

-added stuff, changed things

0.0.6 classoverhaul 83 Nov 8th at 1:16 AM classoverhaul_0.0.6.zip 1-click install

added HER

0.0.5 classoverhaul 17 Nov 8th at 12:12 AM classoverhaul_0.0.5.zip 1-click install

-fixed malefactor recipe

-added hunter recipes

0.0.4 classoverhaul 54 Nov 6th at 8:11 AM classoverhaul_0.0.4.zip 1-click install

malefactor update

0.0.3 classoverhaul 42 Nov 3rd at 10:05 PM classoverhaul_0.0.3.zip 1-click install

-added new clockmaker trait

0.0.2 classoverhaul 83 Nov 2nd at 3:19 AM classoverhaul_0.0.2.zip 1-click install

-added new crafting ability to tailor

-tuning spear can now tame infinity locusts

0.0.1 classoverhaul 93 Oct 31st at 4:51 AM classoverhaul_0.0.1.zip 1-click install

-added EVERYTHING


24 Comments (oldest first | newest first)

IdiotMage , Dec 2nd at 9:57 PM

Satomi the amount of buff he gets is randomly selected from 2-6%, with scaling rates for how good the buff is.

2% - common

3% - uncommon

4% - rare

5% -epic

6% legendary

 

reason behind low rates and low numbers is because tailor can add stats to any piece of clothing, and you have a lot of cosmetic slots so it adds up quickly once you start tailoring cloths.

Satomi, Dec 2nd at 8:28 PM

2% on everything seems a bit weak for tailor...

IdiotMage , Nov 26th at 10:16 PM

the mod works for me and my friends, mabye you put it in the wrong folder or something

Lethalyn, Nov 26th at 10:08 PM

Not sure why, but wont work for me. I disabled every other mod, yet I have zero class changes. But ok, I use "Folks of Fortune" then.^^ Thanks anyway, as seeing the classes getting a little rework is always great.

MitchellJay, Nov 21st at 9:05 AM

Throughly enjoying the changes you've made so far! Each player on my server has found great love for the overhauled classes. (except the Clockmaster, I was hoping someone would pick it but it seems that is a bit intimidating for peeps. (even though I thought it can be quite well managed and such) 

Our hunter is having a blast and demolishing the local wildlife, our Tailor is doing great work and making sure we are clothed for winter, the Blackguard is fighting everything in sight. And I'm currently in love with Malefactor, ranging out into the wilds and climbing into and out of the deep places of the world before the tier 4s and above get me XD

IdiotMage , Nov 17th at 5:23 AM (modified Nov 17th at 5:24 AM)

OverGrownHell

i probably wont be adding any debuffs to other classes unless it would lead to a unique challenge or playstyle.

clockmaker without his debuff is basically just the most powerful character for free, and not being able to restore stability is a interesting challenge imo.

the clockmaker is able to:

-have an army of locusts

-teleport to anywhere at any time (and bring others with him sometimes)

-skip barrel aging

-access jonas parts and by proxy jonas tech without any grinding outside of getting crafting materials

-stay in temporally unstable areas indeffinitly

 

all of this is late game, so i think it only makes sense that he is relativly weak in the early game.

his debuff isnt even that bad since rustworld alignment nodes are pretty cheap (although very annoying) to craft and you technically dont even need to enter an unstable zone outside of temporal storms or mining high tier minerals.

so, i think its fair.

OverGrownHell, Nov 16th at 11:47 PM

Are you planning on debuff traits for other classes too? The 'no natural temporal stability regen' is absolutely broken considering that means tinkerers can't do ANYTHING early game, since underground loses stability along with random surface areas it is a death sentance for any tinkerer. I'd consider a 'stability regen is halved' or something to balance it while still being negative. 

IdiotMage , Nov 14th at 3:58 PM

ScholarCat

the reworked old system is very close to what i had in mind for the new system, only difference being you dont lose all your buffs at certain hunger threshholds so you dont need to constantly eat to get a buff.

you only lose your buffs and start getting debuffed around 500 saturation, but it also gives you a massive hunger rate bonus the lower your hunger goes too.

 

tl;dr the reworked old system (what we are using now) is very close to the new system (the one with hard hunger cutoffs,) but its more lenient because math

ive done the math, in the new system 2 bars would be the threshhold for being "full," another 3 bars would be "well fed," and anything below that but above 4 bars would be "peckish"

at "full" you had +30% hunger rate, and at "well fed" youd have +20% (or was it 15? i dont remember. its close enough though)

with this reworked version of the old system, 3ish bars accounts for 10% of the hunger rate, but because the other buffs are applied as a curve with the hunger rate debuff, this basically means you wont start seeing less buff until youre at about 5 or so bars lost which means you need to eat a lot less during combat to maintain the buff.

 

the buffs from having high hunger were mainly a thing for early game, since in the early game blackguard wouldnt have access to heavy armor which is their main source of damage. the total damage buff received from food is only about 20+10% (from the soldier trait) which is more or less the same as vanilla, and the total buff received from wearing heavy armor is 64%. together they make about 94% but even with a diminishing buff youl still have a decent melee damage buff, 80% is still really high and so is 70%. in the early game this wont matter as much though since the buff will diminish slower due to having less hunger rate from not wearing heavy armor so it would be easier to stay at +25%.

ScholarCat, Nov 14th at 3:09 PM

IdiotMage

Oof, well fair enough on that, The blackguard did like the new system more, not being at full hunger when not actively fighting or mining having its bonuses.

But you are the author! I still believe a mddleground could work since the much faster hunger rate seems high when you factor in armor, the black guard has to eat while fighting which strikes me as being a bit too arcadey like Skyrim, but as the cook I'll see about making some better lunches for him, we got butchering with blood sausages that seems pretty effective for his adventuring.
Thank you for giving it a shot at some other system though!

IdiotMage , Nov 13th at 4:46 AM (modified Nov 13th at 8:34 PM)

ScholarCat let me know if the new update makes it any better

EDIT: nvm, i think i liked the old system better. RIP xskills players

IdiotMage , Nov 12th at 10:42 PM

ScholarCat i dont play with xskills so i dont know how bad it is with that mod, in the next update im going to change how his buffs/debuffs get applied though since i agree its too quick

ScholarCat, Nov 12th at 9:27 PM

The hunger rate change for blackguard seems a bit excessive when used with other mods such as Xskills.
I'm not sure what would be a good middleground though, maybe every 500 Sat for a 5% ratio, since that'd be able to keep natural healing and not make hunger drain drastically.

But its just my thoughts in my friend group playing with the blackguard whose eating out my entire bakery. 

IdiotMage , Nov 12th at 4:33 AM (modified Nov 12th at 4:35 AM)

Sameal yeah, blackguard gets more hungry the more saturation he has to compensate for the buffs he gets from being well fed.

 

DarianStephens i was considering adding age at one point but decided it wouldnt fit well in vintage story. i like your idea of clockmakers being able to use rifts but i usually play with them disabled since i find them to be very annoying.

i have a decent although very simple idea il add in the next update though.

Sameal, Nov 12th at 3:44 AM

IdiotMage my blackguard no armor just base has 140% hunger rate ?

DarianStephens, Nov 11th at 10:40 PM (modified Nov 11th at 10:41 PM)

Hehe, the Clockmaker becomes bootleg Wanda from DST. I'm surprised I haven't seen any mention of that inspiration!

It would be an interesting nerf to her in that game, as well; using her clocks taking some of her age. Maybe not super interesting, since it would just mean you need to use an ageless watch right before/after and would just lead to more accidental deaths (Unless they can't be used at all without the requisite buffer?), but still neat to ponder.

 

I do look forward to seeing how this mod develops in the future; I'm always a fan of things like this which can drastically shake up gameplay, like the Origins mod for Minecraft.

However, I'm not sure that will actually happen so much here. A lot of these abilities, especially the Clockmaker's, seem like they'll only apply later in the game. I really like when things affect your gameplay from the start all the way through. The only thing that would affect early game here is the lower damage and range, and faster movement speed, but not by much.

Maybe that's the point, that they're pretty weak and almost a detriment early, but become a lot more useful and powerful later? I'd still like to see something interesting early, though. Maybe some interaction with temporal storms? The ability to interact with rifts, maybe to recharge the watches or get the occasional rare loot, and make them close faster? That would be quite a risk/reward thing, with the constant attacks from enemies, being less capable of attacking yourself, and having to go out in the danger to benefit.

Perhaps they start with some clock pieces so they can tinker early, or a broken/empty quickstep watch which can be repaired/refuelled with some early game method, perhaps you're able to draw power from the rifts to recharge watches, adding to the risk/reward? Or you can use them at no fuel cost during temporal storms?

 

I dunno, there could be a lot of interesting things, but I really want to see mechanics that affect every stage of the game. I just rambled a bit, but I again really look forward to seeing where this goes!

IdiotMage , Nov 8th at 4:33 AM (modified Nov 8th at 4:36 AM)

yes fricking way, the fumo

OverGrownHell, Nov 8th at 4:29 AM

No fricking way, not the Fumo

IdiotMage , Nov 6th at 6:34 PM

Theolatris

just for you, il add her next update. trust the plan

Theolatris, Nov 6th at 1:35 PM

does the mod include the fumo too?

RedTheKnown, Nov 4th at 5:30 PM

amazing image

traugdor, Nov 2nd at 4:14 AM

Needs more hunter buffs. Need to be able to run 20% faster, and able to craft a special crossbow that only they can use.

Also the resourceful trait needs to be that they get a +50% animal harvesting speed and +15% animal loot.

OverGrownHell, Nov 1st at 11:33 PM

Malefactors should have an 'invisibility' or similar reduced detection range item, maybe a cowl they can make that reduces rot entity detection range for anyone within a set radius? While the Hunter class gets 'special' arrows they can make that gives a slowness debuff? I am excited to see what you add for the classes regardless.

IdiotMage , Oct 31st at 6:53 AM (modified Oct 31st at 6:54 AM)

Aldaz the tinker trait isnt changed outside of the lang files to show the new recipes alongside the tuning spear. any modded recipes should still get added with the new ones regardless of what the trait says unless the mod is weird.

and no, backtreck cannot be rebound. youl need a new one for every location you want to travel to.

Aldaz, Oct 31st at 6:51 AM

Just to make sure, this doesn't change the tinker trait, right? I'd love to throw this on, but I've got other modded things locked behind the Tinker trait.

And can the Backtreck watch be rebound? If I move will I need a new one?

Tailor buff is nice, the poor guy needs it.