Mods / ❖ Classes of Equestria ❖
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 | ||
| ||||||
| 1.0.0 | 299 | Mar 30th at 1:06 PM | Empty | mlpclassesFS_v1.0.0-DEMO.zip | 1-click install | |
I do like this mod i hope it gets updated sometime soon its such a good addition to the kemono and mlp mods
"Connection with nature" should be "Connection with flora" Animals are a part of nature too.
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:
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.
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.
Blacksmith: severe penalties for solo play, easily mitigated in multiplayer through different player specialized roles or brute force.
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.
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.
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).
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.
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.
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.
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.
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).