Mods / Apo Class
Author: AeroCooLex
Side: Both
Created: Apr 14th at 4:46 PM
Last modified: Jun 6th at 9:39 AM
Downloads: 575
Follow Unfollow 8
Latest release (for Vintage Story 1.20.11, outdated):
ApoClass_v_0.0.15.zip
1-click install
A basic mod on the publicly available Dedova Village (Дедова Деревня) server. This mod contains patches and changes exclusively for this server. IP: 202.181.148.104:27076 version game 1.20.11
Mod Content:
- Added new classes;
- Added new traits for classes and exclusive recipes with items;
- Added interaction with all assembly mods (download all mods from the link);
- 95% of mods have been translated into Russian;
- The terms of the game on the server are licensed
The main idea is to increase the interaction between players, the linearity of the gameplay, and more interaction with the ENT of the game.
DESCRIPTION FROM THE SERVER'S TELEGRAM CHANNEL:
Therefore, as I wrote earlier, the concept of season 2 will be based on linearity, the relationship between the players and the interdependence between them. but even if someone decides to survive in isolation, they are also given the opportunity to go through the assembly and ENT, albeit with a lot of time and labor.
And so, the concept of survival is as follows: in the new season, the main mod is a mod for modified classes with modified characteristics, their own unique abilities and recipes. Let's look at the recipes in more detail, namely, now not all items, both vanilla and mod, are available for crafting by one player, for example, only a "Blacksmith" can craft a pickaxe without using a special item (blueprint). And only the "Paladin" class and many more examples can get the "Holy Grail" in the crafting grid (which, by the way, gives a very, very good hill). Only a "Tech Hunter" can craft Jonos's devices, and so on. The introduction of this practice is aimed at complicating the gameplay, as well as creating market relations between players (if you notice that your class has an exclusive recipe, use it to your advantage, develop a business selling these items). Now even the most common axe-type items will be in the price.
Next, the crafting of items that are most used by players has been changed, now it will not be possible to skip the development stage and speedrun to reach the iron in 3 game days.
This season, the sneaky idea is that the vintage world has just experienced a war with Rot (Rust) after this war, almost everything that was before was destroyed, all technology, all knowledge, etc. Therefore, there will be no electric mods, magic mods, production machines, etc. this season. With one exception - ViesCraft Machines. I explain why he is the one. First of all, this mod has undergone changes regarding crafting and balance. Secondly, it fits most into the theme of vintage, since cars are still needed for movement (well, there is little such content in the moddb expanses) and they work on the basis of vanilla temporal energy, and not added by the mod. And thirdly, the crafting of these machines is a grinder, it's worth working hard to assemble it. This mod fits into the ENT, I'll explain why, because by the time players reach the creation of these machines, it may already be a game year, in short, Tech Hunters have found and mastered this once-lost technology during this time. (I declare that any talk about adding mods to machines, machines, electricity, even with modified crafting, WILL SIMPLY BE IGNORED! This assembly has acquired its own concept, which we will not change). Further, as for crops, food, and so on, there will be no cooking or fancy food this season, for the simple reason that such a variety is already boring and almost no one uses it. Requests, pleas, etc., etc. to add them will also be ignored. The idea for this season is to show players the importance of plain vanilla food as a resource. As for crops, the settings will remain the same regarding growth rate and storage time. These are also 2 important factors affecting the value of food and supplies.
Then we go, in principle, the rules for survival are still the same, we live in a village, who wants a cottage, go ahead after building a house in the main village. We are also settling in no closer than 2 chunks to the spawn, but also not too far. the beginning of the roads will be laid by the administration, and then, as always, by themselves, using handles. If you want to live in the same house with cigar tobacco, no one is against it (just don't steal chunks). do not forget to privatize your territory, the server will be publicly available!!!!
The next point is that the only mod for portals will be the Darknecromancer mod, portals are randomly generated in the world every about 15k blocks. The activator of this portal with interesting crafting will be fun.
Another fun tool will be two interesting mods for immersive chopping and tree sawing (enjoy)
Of the utilities, most of the mods have been translated into Russian, and if they remain untranslated, they will be translated during the game and updates.
As for the creatures, some classes have exclusive recipes for creating interesting creatures like "Recreated Eidolon". It has also become much more dangerous to walk around the lands, and not only wolves and bears are dangerous, but also orcs, who are not subject to the influence of Rust, but because of the rifts that have opened, they have come to us from other worlds. Also, since the war has recently ended, but the echoes of the influence of Rust are walking through our lands.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.0.15 | apoclasses | 44 | Jun 6th at 9:39 AM | Empty | ApoClass_v_0.0.15.zip | 1-click install | |
| 0.0.14 | apoclasses | 14 | May 25th at 3:20 AM | ApoClass_v_0.0.14.zip | 1-click install | ||
Reduced the chance of blueprints dropping from drifters, shivers, bowthorns and bells.
Added the ability to craft a titanium sponge using a blueprint.
Sharpeners are now crafted only from redwood, purplewood and sequoia planks.
| |||||||
| 0.0.13 | apoclasses | 43 | May 17th at 5:34 PM | Empty | ApoClass_v_0.0.13.zip | 1-click install | |
| 0.0.12 | apoclasses | 27 | May 17th at 6:49 AM | ApoClass_v_0.0.12.zip | 1-click install | ||
Balance changes regarding the Repairme mod | |||||||
| 0.0.11 | apoclasses | 60 | May 4th at 8:23 AM | ApoClass_v_0.0.11.zip | 1-click install | ||
Added warning when selecting a class | |||||||
| 0.0.10 | apoclasses | 40 | May 1st at 10:02 AM | ApoClass_v_0.0.10.zip | 1-click install | ||
|
add English, add minor edits | |||||||
| 0.0.9 | apoclasses | 27 | May 1st at 8:56 AM | Empty | ApoClass_v_0.0.9.zip | 1-click install | |
| 0.0.8 | apoclasses | 21 | May 1st at 8:24 AM | Empty | ApoClass_v_0.0.8.zip | 1-click install | |
| 0.0.7 | apoclasses | 53 | Apr 25th at 4:34 PM | ApoClass_v_0.0.7.zip | 1-click install | ||
Added a recipe for Blacksmith's Mixture via a blueprint.
The principle of using blueprints has been changed, now they have durability. Each use during creation consumes durability. | |||||||
| 0.0.6 | apoclasses | 39 | Apr 21st at 4:24 PM | Empty | ApoClass_v_0.0.6.zip | 1-click install | |
| 0.0.5 | apoclasses | 32 | Apr 20th at 1:47 PM | Empty | ApoClass_v_0.0.5.zip | 1-click install | |
| 0.0.4 | apoclasses | 41 | Apr 18th at 11:56 AM | ApoClass_v_0.0.4.zip | 1-click install | ||
minor edits and changes | |||||||
| 0.0.3 | apoclasses | 22 | Apr 17th at 5:48 PM | Empty | ApoClass_v_0.0.3.zip | 1-click install | |
| 0.0.2 | apoclasses | 26 | Apr 16th at 5:48 PM | ApoClass_v_0.0.2.zip | 1-click install | ||
Fixed some bugs, the main fix does not crash the client after trying to view recipes using blueprints.
Added patches and recipes for some mods used in the build | |||||||
| 0.0.1 | apoclasses | 34 | Apr 14th at 4:48 PM | Empty | ApoClass_v_0.0.1.zip | 1-click install | |
AeroCooLex per mod site TOS
Aloy
Will be added laterneeds EN translation for the mod