Mods / The Remnants
Author: MrFistycuffs
Side: Both
Created: Jan 10th at 7:15 PM
Last modified: Jan 10th at 7:32 PM
Downloads: 412
Follow Unfollow 47
Latest file for v1.20.0-rc.8:
Remnants 1.0.0.zip
1-click install
The Remnants
No choice, no mercy lingered there.
Through twisting void, their bodies cast,
With lands untouched and nature grew.
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, should be compatible with most content mods, as long as there is no conflicts with a listed recipe or rebalance in the base game.
- 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
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
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
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
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
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
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
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
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
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
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
- The "Recovered Lantern" cannot be used on an elk or boat, the way it was implemented before could cause crashing when placing it on the ground, wall, etc. I have disabled that feature for now until I find a patch that is stable. As of right now it will act as a pre-1.20 lantern.
Other Mods You Should Check Out
- My friend made a mod too! "Expanded Molds" By RowdyArt, a man with a larger brain than I, whom came up with a lovely array of new bulk molds for mid to late game bulk metal casting.
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* |
---|---|---|---|---|---|---|
v1.0.0 | 412 | Jan 10th at 7:32 PM | Show | Remnants 1.0.0.zip | Install now |
Can this mod be made compatible with Combat Overhaul, please?
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.
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!
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.
+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.
Hey, are there any plans of making this compatible with Xskills? Specifically for the different skill bonuses for each class.
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).
Love the poem!
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
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!
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 !!
ok, I'll test it out and let you know.. thanks!
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.
This is some great stuff. Love your visioning and balancing for this mod. :)
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.
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.