Mods / MoreClasses

Category: #Cosmetics #Crafting #Tweak
Author: Mr1k3
Side: Both
Created: Apr 6th 2021 at 3:05 AM
Last modified: Jan 27th at 9:15 PM
Downloads: 5105
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MoreClasses is a mod designed to completely overhaul the class system and has one major goal: Make each class have a unique play style.

All vanilla classes have had their upsides and downsides increased in potency for each class to have a stronger defined role, in addition to this five new classes have been added and the tailor class has been removed and their recipes made available to all, I just could not find a place for them in this overhaul unfortunately.

Class overview (out of date stats)
classes23.thumb.png.fe0260572be773d887afe8fa7f4a5715.png

 

Further class info:
Hunter-

Kept the class close to vanilla other than increased potency

Malefactor-

Some pretty major tweaks to this class, prioritizes a stealthy ranged and armor-less play style

Clockmaker-

Major buffs all around, now they actually do more damage to mechanicals because I removed the melee damage penalty, but still a class not well suited for combat. They now get more rusty gears from their sources and the biggest change is now they have a ton of alternate recipes, these recipes let you craft 2x the chutes/mechanical parts (like wooden gears and such) so they are really great at getting a mechanical power system up in running quick.

Blackguard-

Huge buff to melee damage and now they get extra healing, most importantly they now can craft various sets of tools that let them craft and repair their respective armor from any durability to full. Blackguard armor has also been buffed to have slightly less negatives and a buff to protection values. Sword recipe has also been changed.

Vanguard-

New class, meant to be an alternate to the blackguard for combat enthusiasts. They have combat buffs more oriented to defense rather than offense because of their lesser health, they have access to the same tools that blackguards do and can also create and repair their forlorn armor with it, forlorn armor has been buffed to have way less negatives and still have good protection though not as much as a blackguard set. Sword recipe has also been changed.

Miner-

A new class dedicated to mining, they get more ores and can dig at double the speed, they can also make a copper pan which lets them sift sediments like the normal pan but using this pan lets you find more minerals than usual and at much higher rates. They also can make cheaper ore bombs, blasting powder, and can craft bright waterproof lanterns. They don't have much health so you should wrap those metals you mine around yourself before delving too deep, but at least you don't have to bring as much food with you on your expeditions.

Farmer-

New class, has a bunch of upsides relating to the harvesting of food, they can craft soil boosters that improve soil, they get bonus drops from cultivated crops planted on farmland and they also get more drops from animals, they also can turn produce directly into seeds via the crafting grid and can craft terra preta, they are ill suited for combat however, among some other minor downsides.


Lumberjack-

New class, designated primarily as a builder, they can make the previously inaccessible wallpaper among some other missing recipes (like the paper lantern and wagon wheels), they also have alternate recipes for making boards and firewood that use half the tool durability and give you bonus outputs, they also can make sticks from firewood.

In addition to this builders dream of perks they also have a much easier time grafting fruit trees and getting tree seeds, they even come with a 10% chance to get double logs when harvesting trees, they do have some ranged weapon penalties among a few other minor negatives but they are not too handicapped by them.

Blacksmith-

New class, if you enjoy metallurgy this is your class, the blacksmith is a well rounded class that can not only mine ores with better efficiency but put them to use easier, They have a chance to get double the charcoal per layer when harvesting pits, is the only one that can repair standard metal armor with that handy tool kit that the van-and-blackguard also have access to but they can only use it on their sets). They are also accomplished stonemasons, meaning they can make pretty much all bricks (even refractory, red, and brown) with about double the standard efficiency, they can also directly turn stone pebbles into stone bricks and make mortar at a better rate in the grid, meaning they are a pretty decent option if you enjoy building with stone. Their downside consists of making them a little less capable in the raw wilderness but hopefully you can forge a suit of armor before you need to take it on directly.

 

This mod requires delicate balance in many aspects, and as such some things may be under/over-tuned, so as always feedback is greatly appreciated

A really important note is that if you change your class via "/player [name] allowcharselonce" and using ".charsel" certain attribute changes may not be applied, you only need to restart the world to fix this issue, this does not affect the new world character selection only when you change classes with commands! Also if you update the mod you must re-select your class through these commands if any changes were made to them, they will not have the new changes unless you do so.

Version For Game version Downloads Release date Changelog Download
v1.2.4 2853 Jan 27th at 9:15 PM Show MoreClasses_v1.2.4.zip
v1.2.3 370 Jan 27th at 11:43 AM Show MoreClasses_v1.2.3.zip
v1.2.2 300 Jan 24th at 8:05 AM Show MoreClasses_v1.2.2.zip
v1.2.1 225 Jan 21st at 1:44 PM Show MoreClasses_v1.2.1.zip
v1.1.1 686 Jul 30th 2021 at 12:01 PM Show MoreClasses1.1.1.zip
v1.1.0 156 Jul 30th 2021 at 6:51 AM Show MoreClasses1.1.0.zip
v1.0.0 515 Apr 6th 2021 at 3:09 AM Show MoreClasses1.0.0.zip

15 Comments (oldest first | newest first)

Vinter_Nacht, Apr 5th at 2:38 PM

I was wondering if you might be able to make it so that your crop patches do not apply if Fields of Gold is present?
Due to some of the current and intended changes I make to crops, this would be the easiest way to allow compatibility between them.
This would allow me to easily apply the farmer's bonus, as appropriate, to the crops.

macoto_hino, Feb 23rd at 1:59 PM
Mr1k3, Jan 27th at 9:15 PM

1.2.4-

Hotfix for blacksmith recipes

  • Hopefully fixed all class related recipe issues, the blacksmith should be able to make double the refractory bricks using their custom shaped recipe, I did the same in the last update for the lumberjack, but I could only fix the issue by setting the vanilla recipes from shapeless to shaped, so be sure to put stuff in the right order in the grid for refractory, firewood, boards, and sticks.
  • Also I forgot to mention last update that the carpenter can now make the off version of the paper lantern with a shapeless grid recipe, and turn it back on with the same recipe
  • Added Russian translations courtesy of Orlin! Should be up to date as of this patch.
Orlin, Jan 27th at 6:06 PM

Hello, this is a russian translation for MoreClass v1.2.3

folder: assets\game\lang ru.json

folder: assets\moreclasses\lang  ru.json

Mr1k3, Jan 27th at 11:43 AM

1.2.3-

Clarification, and minor tweaks update

  • Added handbook entry for the mod, includes information on how to change class, general tips for some classes (clarifying some unclear things), and information on how drop-rates are affected by stats. Hopefully helps people better understand some things with this mod
  • Tweaked all alternate "exclusive" recipes to be shown in their own grid in the handbook, also added this to the armor repairing so no more flashing back and fourth armor recipes. This change to other recipes should give the player better understanding of what recipes they have access to, instead of being hidden behind an alternating recipe list
  • Tweaked a load of trait-breakdowns clarified ore drop chances based off the 1.25 drop rate most ores have, and for example now a reduced ore rate by -0.2 tells you that you don't have any chance at double ores, rather than an unclear "-20% drop rate" and a reduced rate of -0.1 is shown as "-12.5" meaning you have half the chance at double ores, also clarified what "forage drop rate" applies to (to the best of my understanding)
  • Following my increased knowledge on drop calculations, most foraging "wild-crop and foraging" perks have been intensified or slightly decreased, now you should see more of a gameplay impact on these drop chances since they were way too low to notice.
  • Should be fixes for the lumberjack recipes, should be able to create all boards from all logs, also can now make firewood from 2 different wood type inputs, buffed stick recipe by multiplying the recipe by 2 which halves the axe durability usage
  • Some very very minor perk value adjustments here and there
  • fixed quiver not being shown in handbook or its recipe, the hunter still has access to it and now that is stated in the handbook even though I cant easily fix the perk not showing it
  • adds french translations courtesy of Ailin78 (they might be slightly outdated sorry Ailin78)
Blackmare, Jan 25th at 11:41 PM

What about some kind of digging/claymaker class that gets more terra preta blocks, peat and clays while also having more efficient clay forming abilities?

as for a tailor class, could maybe roll them into a crafting class that combines tailoring and leatherworking to again have more efficient recipes either for dyes or linens.

kreezxil, Jan 25th at 3:01 PM

Now we need some mage and healer classes and this will be even better! :) Great job so far!

Ailin78, Jan 24th at 8:54 AM

Hello, this is a french translation for MoreClass v1.2.2

fr.json

Good day ;)

Mr1k3, Jan 24th at 8:05 AM

1.2.2-

I cleaned up trait info on select screen, clarified some unclear bonuses (like bow draw strength, animal seek range) and added handbook entry links for most perk-craftable items

major changes- re-worked bonus drops, before a +10% increase to rusty gear drop rate on a 2% chance gave you a nearly pointless +0.002% increase, I didn't know this, so now I increased these bonuses by a huge amount so you actually get double rates when stated, should make rusty gear and tree seed drop rates actually get doubled now, so sort of a huge buff to classes that had those or related perks

  • hunter- gave them that extra 10% damage to ranged weapons to make it a clean 50%, now gets more ranged projectile velocity
  • malefactor- sling buffed with 2x durability, gave them 10% faster ranged weapons but also hit them with a -25% projectile velocity decrease, reduced bonus vessel contents rate, and forage/wild crop drops by 5%, but now they have a true doubled rusty gear drop rate (so a 10% chance becomes 20%)
  • clockmaker- gave more mechanical bonus damage, and now they not only have a doubled rusty gear drop rate but a doubled temporal gear drop rate as well (currently only applied to drifters) slightly increased negatives of the inaccurate perk
  • blackguard- given them back the +25% less armor speed reduction perk that they had in vanilla, can now craft a broken set of blackguard armor with black bronze, now have a +5% hunger drain and are affected by the inaccurate perk changes
  • vanguard- given a 50% reduction for armor speed penalties, increased hunger drain by +5%, can now craft a broken set of forlorn hope armor with bismuth bronze
  • miner- keeping up with the inaccurate perk changes, they got hit a little harder by ranged negatives
  • farmer-buffed extra produce rate by +5% changed foraging drop rate from 20-15% and gave it to wild crop drop rate 20-25%, hit with inaccurate perk changes. Can now craft soil boosters which are both efficient fertilizers and permanently boost soil max fertility by 20/40% once, similar to potash, halved output of craftable terra preta to compensate a bit
  • lumberjack- actually get a doubled tree seed drop rate, given a new perk that makes branchy leaves have a 50% change to give a second stick, also slightly increases normal leaves stick drop rates from 2% to 3%, hit with inaccurate perk changes
  • blacksmith- reduced melee damage bonus by 5%, armor durability bonus by 5%, but given a +20% reduction to armor speed penalties
NoliP, Jan 21st at 2:27 PM

Nice!

Would love to see the rest of your mods updated :-) (especially better drifters)

Mr1k3, Jan 21st at 1:53 PM

Major update, refer to newly edited post for more details.

  • removed tailor, archer, forager classes
  • added farmer, lumberjack, and blacksmith class
  • tweaks and updates to other classes stats
  • class armors are no longer exclusive, only repair kit is, either class can repair either armor, but only the blacksmith can repair all metal armors.
  • gave miner class new copper pan for better panning drops
  • powerful "DropModByStat" perks implemented on new classes, offers new powerful ways to change game play (eg: bonus charcoal drops, and planted crop bonus drops)
TheNiteFox, Jan 11th at 4:41 PM

Would be nice if Malefactor & Clockmaker got updated to match the new recipes they have in 1.16. 

NoSkillz, Sep 2nd 2021 at 4:57 PM

I am kind of interested on how to make a custom class, mostly for my own personal use, do you have any tips or guides on how to do it?

Mr1k3, Jul 30th 2021 at 12:03 PM

Small update to the update, did a little more tweaking and did a little more buffing across the board, also replaced a forager downside because "nervous" was being overused enough already.

Mr1k3, Jul 30th 2021 at 6:54 AM

Updated to 1.15, buffed the malefactor and miner quite a lot so they now only have a -5 health penalty. Slight tweaks here and there to overall balance, worked in tweaks to vanilla changes on the antique armors so basically forlorn solders can make their respective sword now. Also buffed and integrated the tailor class to the mod.

delete edit