Mods / Fantasy Origins: Races and Traits

Tags: #Creatures #Other #Tweak
Author: Keye
Side: Both
Created: Nov 7th at 3:11 PM
Last modified: Nov 22nd at 5:04 AM
Downloads: 530
Follow Unfollow 34

Recommended download (for Vintage Story 1.21.5):
fantasyorigins0.0.4.zip  1-click install


This is my first mod and a work in progress. I plan to cover several standard fantasy races and want to try and make each race feel unique and distinct, potentially with subraces to add more options to them. I also plan to add an exclusive class for each race that tries to follow vanilla balancing.

Currently this adds the following races:

 

Spoiler!

Beasts

Kobolds: A diminutive reptilian race, they are quick scavengers who lurk in caves and other dank places. Their diminutive size means they're quicker than most other races and can fall with grace, but armor severely hinders them.

  • Scavenger: +20% loot from foraging, wild crops, rusty gears, and vessels.
  • Troglofauna: 50% slower stability loss underground, +10% damage to mechanicals.
  • Diminutive: Walk speed penalty from armor increased by 75%, -2 health, 50% less fall damage and doubled distance before taking damage, +25% walk speed, -10% animal detection range.
  • Reptilian: -25% hunger rate, +20% slash resistance, +20% blunt resistance, -25% pierce resistance, -2°C temperature penalty.

 

Lizardmen: A proud reptilian species that thrive in the desert dunes. Lizardmen are larger and stronger than most races but many lack the tact needed for more delicate works.

  • Reptilian: -25% hunger rate, +20% slash resistance, +20% blunt resistance, -25% pierce resistance, -2°C temperature penalty.
  • Brutish: +20% melee damage, walk speed penalty for wearing armor reduced by 25%, -10% loot from foraging, -10% loot from vessels.
  • Carnivore: +15% animal loot, +25% harvesting speed, +60% nutrition from protein, -25% nutrition from vegetables, fruits, and grains.

 

Dwarves

Hill Dwarves: A short humanoid race that were formed from the soil and stone of the world. They thrive underground and in armor, but their stony skin causes them to sink in water and walk slower than most.

  • Geogenesis: Temporal stability does not drain in caves, +25% mining speed, +33% slash resistance.
  • Dense: Walk speed penalty from armor reduced by 67%, +5 health, unable to swim, -15% walk speed.

 

Deep Dwarves: [WIP]

 

Elves compatible with Goblin ears (and friends)!

Moon Elves:  A tall humanoid race born of the moonlit night. Moon Elves are lithe, agile and empowered by the moon, but their lunar connection causes instability below ground and their healing is reduced in bright light.

  • Agile: +20% bow drawing speed, +15% sprint speed.
  • Lunate: +20% speed at night, -20% damage taken at night, -75% healing rate in bright light.
  • Celestial: 100% faster stability loss while underground, -10% melee damage.

 

Sun Elves: [WIP]

 

And it also adds the following exclusive classes:

 

Spoiler!

Galvanizer (Deep Dwarf [WIP currently on Hill Dwarf]): Break a thing, and you have fragments. Break those fragments, and you have dust. Break the dust, and then break what remains.
The remnants of the Dwarven miners and smiths. They can strike stone with practiced efficiency and effortlessly extract ore. A life in the mines has costs: shortness of breath and sight.

  • Hardy: +10% mining speed, +5 health.
  • Precise: +25% damage against mechanicals.
  • Geologist: +25% mining speed, +25% ore drop rate. [WIP break ore into nuggets without a hammer]
  • Nearsighted: -15% ranged damage
  • Heavyhanded: -10% loot from vessels, -15% loot from foraging, -20% wild crops.
  • Blacklunged: -15% sprint speed.

 

Gallowglass (Hill Dwarf): My heart beats with the steadiness of a drum and the certainty of a judge's sentence. Once again I put my strength to use.
The fearless and fervent Dwarven mercenaries who loaned their strength to clan chieftains in ages past. As sellswords and raiders they excel in combat and pillaging, but their bragging can lead to conflict.

  • Pilferer: +15% loot from vessels, +10% rusty gear drop rate, +12% chance to collect cracked vessels.
  • Raider: +30% melee damage, walk speed penalty for wearing armor reduced by 33%, +35% animal detection range.
  • Ravenous: +30% hunger rate.
  • Inaccurate: -25% ranged accuracy.

 

Forgotten (Kobold): The machines stand silent; the building is a collapsing shell. There is something precious here.

Meek yet cunning, the Forgotten Kobolds know how to avoid confrontation and make use of resources others left behind. They're cowardly and worthless in a fight however.

  • Resourceful: +10% animal loot, +25% animal harvesting speed.
  • Technical: -1 temporal gear cost to repair translocators.
  • Overlooked: -25% animal detection range, +20% sneak speed, +10% backwards movement speed, +20% vessel content drop rate, +20% loot from foraging.
  • Nervous: -15% melee damage.
  • Feeble: -15% mining speed, -15% ranged accuracy.

 

Shaman (Lizardman): [WIP]

Please let me know if anything feels unbalanced or underbaked, or if you have any ideas!

 

Requires Player Model Lib 1.5.8 or above: https://news.kalataka.ru/playermodellib
Elf ears currently require (and will stay compatible in the future with) Goblin ears (and friends)

Huge thanks to Soi and Caliber for the Kobold player model and granting such open permission for use!

Thanks to Cultist Simulator for the class quotes.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.0.4 fantasyorigins 276 Nov 22nd at 5:03 AM fantasyorigins0.0.4.zip 1-click install

Kobold:

  • Gained 'Forgotten' exclusive class.
 
Moon Elves:
0.0.3 fantasyorigins 125 Nov 14th at 4:43 AM fantasyorigins0.0.3.zip 1-click install

Hill Dwarf:

  • Geogenesis: Adjusted slash resistance from 20% to 33%.
  • Dense: Adjusted armor movement penalty reduction from 75% to 67%.
  • Gained Gallowglass subclass in preparation to change Galvanizer to a planned Deep Dwarf subrace.

 

Kobold:

  • Reptilian: Adjusted slash resistance from 50% to 20%

 

Lizardman:

  • New subrace added to the Beast category.

 

Preparing for Dwarf subrace and Elfs.

0.0.2 fantasyorigins 81 Nov 9th at 5:57 AM fantasyorigins0.0.2.zip 1-click install

Hill Dwarf:

  • New rock-texture skins.
  • Geogenesis: Added +20% slash resistance.
  • Dense: Adjusted armor movement penalty reduction from 50% to 75%.

 

Kobold:

  • Added custom names for skin colors.
0.0.1 fantasyorigins 48 Nov 7th at 3:14 PM fantasyorigins0.0.1.zip 1-click install

Initial Release


5 Comments (oldest first | newest first)

💬 Cremini, 4 days ago

hey, two things: a) no "boobs" from the female mod. b)these races have classes, but some of the classes sound more like a sub-race than a class, and I use a "general class" mod and wish some of those classes that feel more like sub-races was available under the option sub-class from the playermodellib. otherwise, love the mode, thanks.

💬 Keye , Nov 14th at 12:05 PM

Stoon
That sounds great, I love the Cultist Sim world building and writing so I'll keep an eye out for that!

Krazyfan1

Yes but not for a while since that would require some coding rather than just .json editing. I'd like to get the basics for each race first then add some unique abilities to each though.


TGerror

Thanks! It's a bit slow going but I hope to have the basics for this all ironed out by the new year.

💬 TGerror, Nov 14th at 8:37 AM

yo this is cool idea and mod

I will let you cook on this for a bit more but I like this alot do to I like to play as a kobold

💬 Krazyfan1, Nov 14th at 7:49 AM

neat.

 

any chance for night vision for the Kobolds?

💬 Stoon, Nov 11th at 11:03 PM

I'm working on a massive Cultist Simulator sixth history mod for vintage story so it was cool to see the formula fissive quote here! Guess I'm not the only fan of both games!

 

 (edit comment delete)
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