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.
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.
Japanese translations files😄
MoreClasses_v1.2.4 - game - ja.json
MoreClasses_v1.2.4 - moreclasses - ja.json
1.2.4-
Hotfix for blacksmith recipes
Hello, this is a russian translation for MoreClass v1.2.3
folder: assets\game\lang ru.json
folder: assets\moreclasses\lang ru.json
1.2.3-
Clarification, and minor tweaks update
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.
Now we need some mage and healer classes and this will be even better! :) Great job so far!
Hello, this is a french translation for MoreClass v1.2.2
fr.json
Good day ;)
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
Nice!
Would love to see the rest of your mods updated :-) (especially better drifters)
Major update, refer to newly edited post for more details.
Would be nice if Malefactor & Clockmaker got updated to match the new recipes they have in 1.16.
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?
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.
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.