Mods / Fantasy Tweaks

Tags: #Other #Tweak
Author: Seralth
Side: Both
Created: Oct 18th at 11:54 AM
Last modified: Oct 20th at 4:15 AM
Downloads: 369
Follow Unfollow 14

Recommended download (for Vintage Story 1.21.5):
fantasytraits1.8.0.zip  1-click install


This adds traits to various races that support player model lib,allowing you to have both a vanilla class and its benifits and downsides along with additional racial ones.

 

Currently, requires and supports kobolds from

and Racial Equality

 

Supports combat overhaul and smithing plus optionally.

 

The balance is attempted to be reasonable when xskill, canjewelery, enchanting and other mods adding futher player power are also included. As this is ment to be used on a server with a heavy fantasy focus. 

 

Not suggested being used with racial ability or mods that change the classes. Not because it doesn't work, more that I will not balance around them and don't test with them. So use them at your own risk.

 

This was based on the racial traits mod from rhino1998 https://news.kalataka.ru/show/mod/32884 , This includes a lot of corrections and fixes to the strings for the trait descriptions as well as the added support of kobolds and rebalancing to every race.

 

If you have any suggestions for better balance, feel free to suggest them. I'll also happily add other races that support player model lib if you suggest them.

Spoiler!

⛏️ Dwarf

Combat Overhaul

Advantages:

  • +4 Max Health

  • +15% Melee Damage

  • +15% Mining Speed

  • +15% Ore Drop Rate
  • +10% Mace Proficiency

  • +10% Axe Proficiency

  • +10% Crossbow Proficiency

  • +10% Armor Manipulation Speed
  • -5% Head & Torso Damage Taken

Disadvantages:

  • −10% Walk Speed

  • +10% Animal Detection Range

Smithing Plus

Advantages:

  • +20% Reduces Tool Repair Penalty
  • +20% Smithing Quality

Vanilla

Advantages:

  • +4 Max Health

  • +15% Melee Damage

  • +15% Mining Speed

  • +15% Ore Drop Rate
  •  

Disadvantages:

  • −5% Walk Speed

  • +10% Animal Detection Range

🌿 Elf

Combat Overhaul

Advantages:

  • +5% Walk Speed

  • +10% Jump Height

  • +10% Less Fall Damage

  • +15% Bow Proficiency, Draw, Accuracy

  • +15% Manipulation Speed

  • +25% Steady Aim

  • −25% Animal Detection Range
  • +5% Armor Manipulation Speed

Disadvantages:

  • −25% Melee Damage

  • +5% Damage Taken

Smithing Plus

Disadvantages:

  • -10% Smithing Quality

Vanilla

Advantages:

  • +5% Walk Speed

  • +10% Jump Height

  • +10% Less Fall Damage

  • +25% Ranged Weapon Damage

  • +10% Bow Draw Strength

  • −25% Animal Detection Range

Disadvantages:

  • −25% Melee Damage


🧩 Goblin

Combat Overhaul

Advantages:

  • +15% Manipulation Speed

  • +15% Firearm Proficiency

  • +15% Steady Aim

  • −10% Animal Harvest Time

  • +10% Forage Drop Rate

  • −20% Hunger Rate

  • +10% Rusty Gear Drop Rate
  • +10% Whole Vessel Loot Chance
  • +10% Vessel Contents Drop Rate

Disadvantages:

  • −2 Max Health

  • -10% Armor Mobility (moves slower in armor)

Smithing Plus

Advantages:

  • +20% Reduces Tool Repair Penalty

Vanilla

Advantages:

  • −10% Animal Harvest Time

  • +10% Forage Drop Rate

  • −20% Hunger Rate

  • +10% Rusty Gear Drop Rate

Disadvantages:

  • −2 Max Health


⚔️ Human

Combat Overhaul

Advantages:

  • +10% to all weapon proficiencies
    (bows, crossbows, firearms, swords, spears, javelins, maces, clubs, halberds, axes, quarterstaff)

  • +10% Steady Aim

  • +10% Armor Manipulation Speed
  • +10% Armor Duability Loss

Disadvantages:

  • None

Vanilla

Advantages:

  • +10% Melee Damage

  • +10% Ranged Damage

Disadvantages:

  • None


💪 Ork

Combat Overhaul

Advantages:

  • +8 Max Health

  • +15% Javelin, Club, mace, Halberd Proficiency

  • +5% Melee Damage

  • +25% Armor Mobility (moves faster in armor)
  • -15% Torso Damage Taken

Disadvantages:

  • −20% Steady Aim

  • +25% Hunger Rate

  • -15% Ranged Accuracy

Vanilla

Advantages:

  • +8 Max Health

  • +25% Melee Damage

  • +25% Ranged Damage

Disadvantages:

  • +20% Hunger Rate


🐉 Kobold

Combat Overhaul

Advantages:

  • +20% Melee Damage

  • +5% Walk Speed

  • +5% Ore Drop Rate

  • +10% Spear & Two-Handed Sword Proficiency

  • +15% Jump Height

  • +15% Fall Damage Resistance

  • +5% Armor Mobility (moves faster in armor)
  • +5% Armor Manipulation Speed
  • -5% Torso Damage Taken

Disadvantages:

  • −2 Max Health

  • +10% Hunger Rate

  • +10% Leg damage Taken

Smithing Plus

Advantages:

  • +20% Reduces Tool Repair Penalty

Vanilla

Advantages:

  • +20% Melee Damage

  • +5% Walk Speed

  • +5% Ore Drop Rate

  • +15% Jump Height

  • +15% Fall Damage Resistance

Disadvantages:

  • −2 Max Health

  • +10% Hunger Rate

 

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.8.0 fantasytraits 215 Oct 20th at 4:15 AM fantasytraits1.8.0.zip 1-click install

Buffed goblins with vessel loot drop rate and chance, and humans with addtional armor durability reduction

1.7.0 fantasytraits 37 Oct 19th at 4:42 AM fantasytraits1.7.0.zip 1-click install

Added support for Smithing Plus, fully optional. 

Removed dwarf armor movement speed penalty and adjusted movement speed and damage reduction. Dwarfs are now slower but tankier with bonuses to smithing if smithing plus is enabled.

 

Goblins and kobolds also have bonuses to repair with smithing plus now. 

1.6.0 fantasytraits 17 Oct 19th at 2:14 AM fantasytraits1.6.0.zip 1-click install

Balanced Orcs, with them being so defense focused a blackguard orc was too powerful with the melee damage bonuse. Reduced from 25% to 5%

1.5.0 fantasytraits 15 Oct 19th at 1:13 AM fantasytraits1.5.0.zip 1-click install

Fixed a few vanillia traits and some bow traits across all races.

1.4.0 fantasytraits 10 Oct 19th at 12:47 AM fantasytraits1.4.0.zip 1-click install

Fixed steady aim values being inverted, fixed armor movement penalties being inverted, rebalanced some races to use damage taken instead of armor movement penalties as their downsides. Made the upsides more pronouced of most races so they fill a niche more strongly.

1.3.0 fantasytraits 34 Oct 18th at 3:30 PM fantasytraits1.3.0.zip 1-click install

Added rusty gear drop rate to goblins

1.2.0 fantasytraits 13 Oct 18th at 3:05 PM fantasytraits1.2.0.zip 1-click install

Corrected trait.json to reflect correct infomation in mod description.

 

1.1 had a WIP accidently used instead of the correct one.

1.1.0 fantasytraits 14 Oct 18th at 1:12 PM fantasytraits1.1.0.zip 1-click install

Updated balance reducing numbers across the board to be more realistic most things should now be 5 to 15% bonuses instead of 50%. As well as streamlined language file to allow for easier trait modification by user. Now supports everything by +/- 5% (-25% to +25%  and health by +/- 1 (-10 to +10)

1.0.0 fantasytraits 14 Oct 18th at 11:57 AM fantasytraits.zip 1-click install

First Release


11 Comments (oldest first | newest first)

💬 Seralth , Oct 19th at 3:25 AM

rhino1998 I see your logic, its making me lean towards no armor movement penalty or bonus, but instead just a manupilation bonus. They are effective at over coming natural weakness, but they have no innate advantage. 

 

I dont currently use gloomeclasses, but that is good to know and will go into the pile of notes i have growing. Im actively working on adding smithing plus support to provide dwarfs, goblins and maybe kobolds improvements to metal crafting. 

 

I have been humming and hawing over giving humans a 10% expMULT for xskills tho. I wanted to look into it more indepth and see if i could give the races bonus XP towards perfered activities. But im also not sure as I also like the idea of a elf who really gets into mining and uses xskills to make up the gap. 

 

I also wanted to take a look at CANjewlery and the minecraft enchanting mod i saw to see if theres anything i could play with there as well. If i could give elves the ability to enchant or cast magic better. That would be ideal. 

Dwarfs should be tanky, forge masters, elves magical archers and masters of husbandry, goblins are the traders and economical masters, humans are just the nutural choice with a bit of qol for combat, orcs are your big hungry warriors with zero benifit to non combat tasks, and kobolds are glass cannon underground dewellers, good at digging and combat but lack the skill of the dwarves.

So i have lots of work to go!

💬 rhino1998, Oct 19th at 3:11 AM

W.R.T dwarves & armor, my logic was that they have thick, stocky thighs, so while their legs are short, they're capable of moving the armor effectively w/o affecting their movespeed as much. (Also they're short so there's less weight in the first place for an equivalent thickness of armor). At no point would the armor make them faster though. I fully agree they're a slow race.

Regarding elves, fair enough

💬 rhino1998, Oct 19th at 3:04 AM

Found a few more stats which could be tweaked

xskills has `expMult`

GloomeClasses has `fireDamage`, `rustedDamage`, `damageFromMechanicals`, `surfaceStabilityLoss`, and `caveStabilityLoss`

💬 Seralth , Oct 19th at 2:49 AM

The idea of dwarves is while they are adept at wearing heavy armor being able to perform actions quickly in it. They are very short, and thus heavy blunky armor does not lend its favor to their shorter stature. Basically a short, heavily armored turtle. Killing it is hard, hurting it is hard. But its not going to chase after you like say a screaming 8ft orc. They may require a bit more benifit to natural damage reduction. They should be tanky not mobile. 

 

After all they are a creature that spends much time not moving much. Slowly digging though the underground, or standing in front of a forge. A enemy can sneak up onto them and well... its a 4ft metal rock. Its not dying fast. Dwarfs are ment to be a mix of a combat and a economy race. 

 

Elves i wanted more focused as a ranged combat class. I might readd the armor movement penalty, im currently actively testing elfs a lot as range is hard to balance. A elf wearing plate isn't unheard of in fiction either. Normally its enchanted and sleak but plate none the less. They should innately be frail and thus even with plate actively want to avoid being in a melee. Which will get the player to perfer lighter armors anyways. They should want to avoid being hit, but have the option of armor if they must.

 

Also Thank you for the infomation on teady aim. It appear i need to update my strings and flip things back then. 

 

I actually have vessel loot currently in one of my test for goblins, currently playing around with healing effectiveness as a offset for hungerrate, since blackguard has such a large penalty as is. I want to try to avoid situations where any given class+race results in some absurd benifit or negitive if it doesnt fill a theme strongly.

 

If armordurability loss works into the negitive i might actually give that to dwarfs, but as the server im designing this for uses smithing plus, i might just go with that. I have only looked over some of the other mods breifly thus far. 

 

Thanks for the contuined help rhino1998 its more then i could have asked.

💬 rhino1998, Oct 19th at 2:28 AM

In other media I usually see dwarves armored quite heavily so I'm surprised that you actually intended for them to have worse armor mobility. For elves I usually see them in light armor.

Originally I gave elves better base speed but worse armor affectedness so they'd prefer lighter armor, and dwarves (while slower by default) would be able to wear heavier armor with less of a downside (especially when also using a class that reduces armor impact). In theory a very heavily armored dwarf could be faster than a very heavily armored elf.

My decisions were not based around PVP though. It is hard to account for movement generally when people might be using any combination of other movement mods.

Regarding steadyAim, the value is squared in the calculation so a big negative value or a big positive value will both create stability. Instability lies around steadyAim == 0. All the CO armor has negative steadyAim as a detriment.

_clientAimingSystem.DriftMultiplier *= 1 / Math.Clamp(entity.Stats.GetBlended("steadyAim") * entity.Stats.GetBlended("steadyAim"), 0.25f, 4f);
_clientAimingSystem.TwitchMultiplier *= 1 / Math.Clamp(entity.Stats.GetBlended("steadyAim") * entity.Stats.GetBlended("steadyAim"), 0.25f, 4f);

(Also the lang files use positive steadyAim as lowering aim drift)

"game:charattribute-steadyAim-0.5": "50% less aim drift",
"game:charattribute-steadyAim--0.3": "30% more aim drift",

I think the base mod (overhaullib) has a bit of a bug and should clamp steadyAim so it doesn't go strongly negative before squaring.



Regarding other downsides, I'm not sure. Slowness does feel bad. Adding negative proficiencies is kinda pointless as people will prefer weapons they're proficient in anyways. `hungerrate` is okay but too much is bad too. `healingeffectivness` works too (typo is intentional as it is also that way throughout the codebase). Negative `mechanicalsDamage` could be interesting as "weakness". `gliderSpeedMax` and `gliderLiftMax` also exist (not sure how they work). `wholeVesselLootChance` also exists. `armorDurabilityLoss` also exists, although that might be too punishing.
`
Also, SmithingPlus has `sp:smithingQuality` which could be interesting (it affects durability of smithed products) and `sp:toolRepairPenalty`, but that is probably too specific for a race trait. And SleepNeed has `energyrate`

💬 Seralth , Oct 19th at 12:54 AM (modified Oct 19th at 12:55 AM)

Not a nit at all, Thanks for pointing out the armor mobility, i got all sorts of turned around on that. It also got me to double check a few other mods and fix them after comparing them to the combat overhaul github and some ingame testing. So things should be more accurate now to my intentions. Like apprently steadyaim was also inverted. Setting it to -200 entirely removed aim drift which is what the in game description calls it. And i had elves with a positve amount and orcs with negitive! Very backwards from intention.

 

Also after looking though the CO github i think i found the correct attributes but im not 100% sure, to be able to use damage taken values to balance with. I really disliked using armor movement penalties as my primeary downside. Since moving slow feels bad its just not great UX and should be avoided generally but i didn't have a good alterative. Hopfully this works, i dont have anyone to pvp with to really test so heres hoping i got it right on the first try!

 

I do still feel im not quiet on the money with the "theme" of each race tho. So more play testing and blancing will have to be done! Glad you arn't upset that i just kinda forked your mod with out asking. rhino1998

💬 rhino1998, Oct 18th at 11:37 PM

Also, `armorManipulationSpeedAffectedness` could be a fun attribute to tweak for the various races. It affects heavy armor's impact on attack speed and bow drawing (and sling damage/projectile velocity).

There are also stats for various weird things like `playerHeadDamageFactor` (and all the other body parts) and `secondChanceCooldown`/`secondChanceGracePeriod` (not sure what those do exactly tho). `mechanicalsDamage` and `rangedWeaponsAcc` also exist.

(These are all CO stats)

💬 rhino1998, Oct 18th at 11:23 PM

Also, minor nit, but your description (this mod page) for dwarf/elf armor mobility is backwards. Dwarves have "armorWalkSpeedAffectedness": -0.1, which is an advantage which gives a 10% lower impact of armor on walk speed. (and similar, but inverse thing for the elf description). The description/actual trait for the other races lines up correctly tho.

 

💬 rhino1998, Oct 18th at 11:12 PM

Nice, mine was super unpolished. This looks good

💬 Seralth , Oct 18th at 2:55 PM

GON I was actually just working on that!

💬 GON, Oct 18th at 2:21 PM

Could you include what the traits are in your mod description so we can see what it does ? 

 (edit comment delete)
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