Mods / ❖ Classes of Equestria ❖

Tags: #Creatures
Author: FunnySoup
Side: Both
Created: Mar 26th at 8:09 PM
Last modified: 6 days ago
Downloads: 329
Follow Unfollow 49

Recommended download (for Vintage Story 1.21.5):
mlpclassesFS_v1.0.1-DEMO.zip  1-click install


About Classes of Equestria mod:

 

Version: 1.0.0 DEMO

Language: English, Russian

 

Adds 11 new classes with unique traits to play with the Kemono and PonyRaces mods. Each class has its

own characteristics and I really want to adjust the game balance towards a variety of characters wagering and

RP component. Like many people here, I'm just diving into creating mods and some technical issues, localization

or balance are not perfect. I'm reviewing the comments and will be happy to hear your ideas on how to improve

the modification. The mod is indirectly created by those who inspire me.

 

Notes:

  • The sling recipe is available to everyone. So far, I don't understand who can make the fabric on the rope unique.
  • In the future, when I figure it out, I plan to add loric items. Most likely a separate mod. The first in line is the stone soup of the Pie family, which will be available to the geologist. Delicious!
  • Don't forget to invite your friends to the game

 

Let's build new worlds together, bring our own perspective to them, and develop ourselves creatively!

 

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.1 30 6 days ago mlpclassesFS_v1.0.1-DEMO.zip 1-click install
  • I removed the debuffs on the hunger rate, in my opinion, the satiety in the game goes away quickly enough. I replaced them with an additional reduction in the effectiveness of treatment.
  • Updated it to the new version to make everything work.
  • I realized that I really need help with the technical part. The choice of influencing modifiers in vanilla does not suit me, can anyone help me understand how to expand the functionality?
1.0.0 299 Mar 30th at 1:06 PM Empty mlpclassesFS_v1.0.0-DEMO.zip 1-click install

5 Comments (oldest first | newest first)

💬 wormychan, Jul 24th at 1:17 AM

I do like this mod i hope it gets updated sometime soon its such a good addition to the kemono and mlp mods

💬 Dusk_Holloway, Apr 12th at 5:24 AM

"Connection with nature" should be "Connection with flora" Animals are a part of nature too.

💬 Vesk, Apr 3rd at 1:36 AM

Thank you for the kind words and taking the time out of your day to make this mod! If you're looking for more variety of modifiers, one option could be piggybacking off of the XLib/Xskills mods, which adds many such modifiers and are both lightweight and are highly compatible. Some options using XLib/Xskills could be:

  1. Baking Xskills modifier(s) into starting Class Traits during Class Selection. (e.g. adding a "Processing<Metalworking" effect to the "Blacksmith" class). This would be seamless and allow such effects to be present from gamestart.
  2. Add/change Class Restriction(s) to Xskills Trees/Perks (e.g. so 'only' Blacksmith could take 'Metalworker' perk, or Rank 3/3 of 'Metal Recovery'). This would be easy implement since Xskills already has this class restriction system gating perks/ranks; the downside would be that change may largely/exclusively effect Xskills' perk selection and not Traits during Class Selection (like the more vanilla-styled approach you've gone for currently).
  3. Copying how Xskills integrates changes you might want to emulate. If you do this extensively I'd recommend giving Xskills credit, but from my personal experiences modding I've found it easiest to learn by copying from others and changing what needs to be changed. This would work for Xskills' effects, but many still require XLib to work correctly depending on what you decide to do.

 

I'd recommend changing the color of these Traits which have both a positive and negative effect(s) (e.g. to 'Pink' like you've done for Shaman's "Connection with Nature"), or breaking them into two separate Traits for readability: Master Metallurgist, Lightness, Shamanic Traditions.

 

Typos:

Master metallurgist -> Master Metallurgist

inventor -> Inventor

Follower of the mechanization -> Follower of the Mechanization

The inept shooter -> The Inept Shooter

Demanding organism -> Demanding Organism

Mining operations -> Mining Operations

Creative way -> Creative Way 

Creative nature -> Creative Nature

Spirit of adventurism -> Spirit of Adventurism:

Connection with nature -> Connection with Nature

The vow of non-possessiveness -> The Vow of Non-Possessiveness:

Diligent Training -> Diligent training:

 

Settler: fine if a bit boring (though I'm biased and find vanilla's Commoner boring)

Thrower: Very Strong, but apt to get one-shot from bears, mid-tier enemies, or during Storms; likely very powerful especially in multiplayer but quite frustrating on hardcore especially with storms enabled. Since you've made Sling craftable for all classes, this makes Thrower quite powerful even early (Oiled Hide -> Pelt -> Sling). I like the similarities and differences vs vanilla "Hunter", especially the armor penalty is interesting. Vintage Story has a design problem with low health classes like this getting one-shotted, particularly on higher game modes (e.g. "Wilderness Survival" where enemies deal 150% damage) or vs Bears or high tier enemies: not sure what the fix is for this since it's a vanilla issue.

  • Ranged Fighter: extremely strong, probably the strongest of all the traits. Much better than Vanilla Hunter's, since projectile speed increases consistency at longer ranges, where as Vanilla Hunter's just increases distance (making longer ranged shots harder to land). The strongest part here is definitely Projectile Speed. Thrower is more consistent and better underground or at short/intermediate ranges than a Hunter.
  • Lightness: Really like the Armor penalty, that's an interesting modifier for mid-late game.
  • Demanding Organism: reasonably balanced. I like that it affects two different systems, though -20% healing isn't much: it could easily be -33% or even -50%, especially since Thrower's playstyle is ranged (even with Bowthorns).

Guardian: decent melee-centric bonuses, roughlty comparable to vanilla Blackgaurd. I wasn't able to determine a difference in blocking radius or armor durability with my testing.

  • Reliable Support: decent melee-centric bonuses, roughly comparable to vanilla Blackgaurd. I wasn't able to determine a difference in blocking radius or armor durability with my testing.
  • Demanding Organism: see above (Thrower).
  • The Inept Shooter: decent ranged penalties without prohibiting it entirely. Might be better with a -damage modifier instead of just speed/accuracy, since a Guardian shooting at close ranges has effectively no penalty here.

Blacksmith: severe penalties for solo play, easily mitigated in multiplayer through different player specialized roles or brute force.

  • Master Metallurgist: ore bonus is more conveniance than powerful since VS ore generation tends to be large, so this is more an early game boost for surface copper than deep ores. Charcoal bonus is quite nice though, and even if it is RNG dependant.
  • Follower of the Mechanization: severe bonus, maybe 'too' severe and could result in a death spiral in singleplayer or solo-multiplayer. -35% crop yield isn't a problem mid-late game (just plant 35% more farmland), but early it can result in all the player's seeds being destroyed (quite frustrating for flax or high value seeds like Pineapple or Rice); this paired with -30% Wild Crop Drop Rate means a Blacksmith will get 'much' less than 30% seeds (49% actually) since 'most' seeds are acquired from wild crops. Animal Harvesting speed doesn't actually matter however, but to feed (most) animals you need to farm so this is parasitic to the above malus. -25% tree seeds likely will result in parity or deforestation too.

Geologist: interesting class identity with difficult challenges to overcome, though easily bypassed in co-op play. Would make quite a fun (if difficult) playthrough, basically just vanilla+ in co-op as a dedicated miner though.

  • Mining Operations: reasonable bonuses, though I think both effects could be improved considerably given the maluses below (especially Stone Soup) e.g. +30% ore, +50-100% mining speed.
  • The Inept Shooter: see above (Guardian).
  • Stone Soup: -40% Crop Yield similar to "Follower of the Mechanization" can lead to a deathspiral in solo play, perhaps moreso than FotM since this affects seeds sold from Traders and found in Vessels/Chests more. -25% Saturation is an interesting malus idea since it doesn't penalize early game survival, but does affect Cooking Pot meals.
  • Farmer: reasonably vanilla farming-centric civilian class. I really like the choice of +Satiety From Meals as a strength, though I think this would make a more interesting playstyle if this was emphasised more: e.g. +100% increased Hunger Rate and +100% Increased Satiety From Meals, creating a much more strongly meal-centric character (e.g. +100% of both). The +farming/foraging bonuses are ok. I think the Hunter/Satiety change recommend above would make Farmer a lot more interesting, but otherwise it probably needs at least another malus to balance out it's strong farming/forage bonuses.
  • Breadwinner: decently strong farming/foraging bonuses, with a nice Satiety perk.
  • Demanding Organism: see above (Thrower).

Inventor: Strangely this "Inventor" is primarily a combat class vs mechanical enemies, with very situational bonuses elsewhere. Probably the hardest class in the mod to play since it has no generalized bonuses to most of the gameplay loops and severe drawbacks.

  • Innovator: Very powerful vs mechanical enemies, but since most enemies are wildlife/drifters/players, this is a pretty situational bonus. Temporal Gear bonuses are very strong as well, but without other mods to add more uses to Temporal Gears or e.g. Craftable Translocators, this suffers from diminishing returns quite quickly. Fire Resistance is interesting too, but that is such a rare effect and isn't a strong enough effect to e.g. allow safer creating Refactory traps for enemies. I think even if this was +100% damage vs mechanical and +80% fire resistance the class would still need other benefits to balance out it's maluses.
  • Follower of the Mechanization: see above (Blacksmith).

Costumer: Costumer falls into the same design pitfall of the vanilla VS Tailor in that it's only benefits are crafting recipes, so it's objectively a vanilla-minus. The main issue with this for VS Clothing is they are largely cosmetic or only have a benefit mid-late game in cold environs or during winter, so it's quite situational and slow to receieve any benefit, especially since clothes (and Tailored Gambesson) craftin is a 'one and done' affair. I think an early game bonus or generalized bonus(es) would help it's identity be a lot more interesting, or at least bring it to parity (e.g. with a Settler/Commoner).

  • Creative Way: basically 'Clothier' trait from vanilla VS Tailor, seems to be working correctly.
  • Creative Nature: most of these maluses are pretty minor except the hitpoints and movement speed, those are quite a big deal. -5HP makes it a lot easier to get one-shot by bears or mid-tier enemies.

Adventurer: fairly generic class with situational or weak benefits and minor drawbacks, becoming worse over time in heavier armor. Would be more interesting if they had more striking benefits/maluses.

  • Spirit of Adventurism: I like the Cracked Vessel centric gameplay, but I think there should be other bonuses (or stronger bonuses) given Ruins/Vessels are finite, and trading Vessels to Merchants isn't always possible, ideal or practical (since merchants have finite stock of Gears). Even if the Vessels aspect was increased to +100% loot/pickup chance (100% pickup is problematic, since then that player 'cant' break them for their contents), the movement speed and damage resistance to falling could be increased. Falling Damage is something players will always avoid, so I think this could easily be -50% Falling Damage and +20/30% movement speed and still be reasonable.
  • Unencumbered: Armor Penalties in VS are an interesting idea, but the design problem with them is mid/late game storms and enemies deep underground will one-shot the player without it, so it's less of a playstyle and more of a non-decision. This low/no armor playstyle is only viable early game or at ranged (less so even ranged with Bowthorns now added).

Shaman: Underpowered class with a focus on forage and self-healing, but is very squishy so it's difficult to benefit from this self-healing and generally becomes weaker as the game progresses. Shamans could use more and stronger bonuses.

  • Shamanic Traditions: Healing Effectiveness only affects the player themselves, so without mods to allow e.g. applying Bandages to allies this trait has severe negative synergy since it also lowers max HP. This benefit could easily be +50% or +100% and it wouldn't be particularly strong until Flax/Bandage spam is possible midgame, even then they're apt to just get one-shot by bears or mid-game enemies.
  • Connection with Nature: -animal loot and +foraging is interesting. I like that it is 'just' +foraging/wild crops and not domestic drops.

Monk: An early game genericist that survives easier in hostile biomes but falls off hard mid/late game in solo-play, especially against more dangerous enemy types.

  • The Vow of Non-Possessiveness: interesting to see a -hunger rate, and actually a pretty strong bonus.
  • Diligent Training: Small melee, ranged, and general combat bonuses. All the values are small, and they're spread across different playstyles so it's hard to capitalize on them all, but they help constantly.
  • Unencumbered: see above (Adventurer).
  • Seclusion: -35% ore is huge, early and late game. Less ore from Surface Copper makes it much harder to enter the bronze age, or even 'remain' in the copper age without further panning. -50% animal loot is annoying for acquiring Animal Fat and Hides, and makes hunting/husbandry pointless except for chicken eggs or milk, which is actually an interesting playstyle but will be frusrating if trying to craft lamps or machinery.
💬 FunnySoup , Mar 31st at 3:41 PM

Vesk

 

Hello and thank you for your attention to my work! I am pleased that the gameplay and its mods are being critically evaluated ^^

I agree that the speed of different actions is not a good limitation for classes, but there is one significant drawback. Probably because of my inexperience.

I did not find a broader list of bonuses (attributes) that are inserted into class traits, and because of this, my hands were significantly tied, and I did not achieve a variety of bonuses.

In general, the difference between a blacksmith and a geologist was supposed to be that a blacksmith understands the principle of working with metals better and because

of this he is more careful (Slowly), but he extracts them more. I don't know how to balance it properly yet.

 

I agree about unique items - I wrote in Notes that when I figure out how to add items (Precisely those that are well-developed, and not somehow),

then they will also be opened by specific classes.

💬 Vesk, Mar 31st at 6:20 AM

Always love to see more class variety, but I think both the balance and flavor for some classes needs a lot of work currently. e.g. "Blacksmith" is objectively better than "Geologist" in every way except mining speed, so there really is no reason to play as a Geologist; which is also a flavor fail in that "Blacksmith" has it no bonuses to forging (ony mining and charcoal harvesting).

A lack of diversity with the negative traits is also an issue: most classes either have "Demanding Organism" or "Followering of Mechanization", which are ok negatives for 1-2 classes, but are being re-used way too much currently and IMO pulls down the appeal of the mod as a whole.

I also disagree with the design approach of making classes "worse" at actions by simply making them perform it slower (except perhaps movement speed). Making two classes equivalent in yields but one merely take longer to perform the action isn't engaging gameplay, it just adds tedium to those playing as that class and forced to undertake that action. I don't think Vanilla Vintage Story has particularly good class design, but in this case I think Vanilla's classes are better designed in this case: especially keeping in mind some players may use this mod in multiplayer and others in singleplayer, so IMO each class should be fun/interesting to play in both, such as reducing yields (or other penalties) would be a more interesting approach.

I understand it's a lot of work to add new content, but one of the biggest features of Vintage Story's class system is also the unique craftable items, so I think adding at least 1 unique craftable per class would be a big step in quality (currently only 2/11 appear to).

 (edit comment delete)
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