Mods / Aldi's Classes [RP PATCH]
Author: Aldi
Side: Both
Created: Oct 26th at 5:19 PM
Last modified: Oct 27th at 10:18 AM
Downloads: 347
Follow Unfollow 5
Recommended download (for Vintage Story 1.21.1 and 1.21.2 - 1.21.5):
aldiclassesrppatch1.0.0.zip
1-click install
This is a PATCH that caters to another playstyle than the "main" idea:
Aldi's Classes
You NEED Aldi's Classes for this patch to do anything.
IMPORTANT
- If your world is currently using the unpatched main mod you need to grant the players who use classes, that get disabled here a .charsel to a class that's still avialable.
- Otherwise the client will crash on .charsel
Because of this Patch Mod this older standalone mod is now obsolete but will stay for backwards comp reasons
Classes that get added:
- Miner
- Potter
- Blacksmith
- Mason
Classes that get removed:
- Handwright
- Earthshaper
- Deepforger
- Shadowstrider
Crafting changes:
- Blacksmith gets "steelworker" and is the only one to make iron doors for steel
Please read the description of the original mod for class descriptions, dependencies and more!
You'll find a lot of specialised classes that support and supply each other. Every class has a role in an economy. No jack of all trades. Balanced for big servers with trading communities.
Do you want to play on a fantanstic server using this mod? (If you run a server with my mod, tell me and get featured here!)
- Almenore (discord link) (US)
- Madhouse (discord link) (AU/NZ)
- Do you want your public server to be listed here? Tell me!
- As always, tell me in the comments or directly in discord if there are any balancing or other issues!
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.0.0 | 296 | Oct 27th at 10:18 AM | aldiclassesrppatch1.0.0.zip | 1-click install | ||
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| 0.0.1 | 51 | Oct 26th at 5:20 PM | aldiclassesrppatch0.0.1.zip | 1-click install | ||
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Emeron wow no idea why I had the carpenter in mind and didn't look twice..sorry for that.
I will rebalance the meson though, I didn't look at him like that so far because, frankly, I dont use builder classes myself so I let others give me feedback.
On Treadweaver: yeah I hate the vanilla tailor and I actually just had someone else be a clothier because there currently is no satisfying way to implement a class balanced around a system (flax) that's not balanced at all.
But I had so much fun trying to imitate a process that's kinda unique that I created him. I'm still working on smaller details though.
Nonetheless, if you have more feedback or want to talk about the future of my mod more, feel free to message me on discord directly or in the vs discord under my mods' post. There, others can join in, too :)
Well, I pointed out the Mason having a total of 25% melee increase, across two traits (Sturdy + Strong Arms), not the Carpenter. ;)
Though I will admit, having both Lumberjack and Carpenter feels a little bit redundant, even though I understand the two are entirely different ends of the production spectrum. I probably would've handed the charcoal bonus to the Blacksmiths and lumped wood gathering into Carpenter myself, but I am not much of a modder (yet, anyways...), so thats just idle musings on my part. That and having one guy doing both logging and charcoal burning is more tidy overall, than splitting it up across classes, I will concede that much.
Though in a similiar vein, I feel like Threadweaver (and Tailor) are often kinda overlooked in class mods. In the vanilla game, they are absolutely shafted beyond their ability to make Tailored Gambesons (which are super useful in vanilla gameplay). But sometimes when you weave mods into it, things kinda get bleak... With Combat Overhaul in particular, a mod far from unpopular, Tailored Gambeson isn't even that good because it only offers a slight increase (and more colors) over the non-tailored Gambeson, and still offers the same penalties! Mods like Tailor's Delight and Dressmaker gives the Tailor more things to craft, but beyond having a lot of things locked to them, the Tailor (and derivatives) rarely get anything else to contribute. Rare as it is, I like class mods that give the Tailor a bonus very specifically to growing Flax, or maybe animal products for more hides (even tho that is coupled with getting more meat, which isn't as fitting). But now I am simply rambling about a pet peeve of mine, apologies.
It is definitely a rough thing to try and balance, and I for certain do not have clear cut answers there, especially since its such a hugely subjective thing in the first place. I agree with the sentiment that 'laborers' should not be defenseless, especially with temporal storms lurking out there, and I agree also that the dedicated Fight Guy:tm: and more 'explorer' classes should have a place, especially with great mods such as Better Ruins giving many interesting places that should be explored and looted.
And also massive thanks for the stone path consideration, I'm sure roadmakers everywhere will be VERY happy having an alternative to the Paver's Blueprint from Better Ruins! ;)
Emeron hey, thank you for your feedback! You misread the carpenter, he "only" gets +15%. Personally I use small buffs like this as subtle hints as to how this class should be played but doesn't have to be played.
I agree, it's really not easy to balance combat classes in an environment of a building game. You don't want the builders to be powerless because that's boring; you don't want them to be as good outside of town as explorers because why would you chose an explorer? Are combat classes even worth it? The combat isn't even that enjoyable imo, too.
Sooo yeah I'm taking in every little feedback I can get to balance this out!
And I will add stone paths to the mason and earthshaper no problem. Seems like an easy choice noone ever mentioned ;)
I'm looking forward to playing on a server that intends to go with this mod+patch, even if it shares a lot of elements with some other class mods the changes I've seen so far are still looking quite exciting to me. The Innkeeper, the class I intend to play, is basically a complete package of all the things I could hope for in a class, so thats great in my book.
Though I find it a bit odd how Mason gets to roll around with +25% melee damage and very little downsides.
Meanwhile the Mercenary gets +30% melee damage, is effectively barred from using ranged weapons, and has no non-combat bonuses. That latter part is something I find to be quite common in class mods; the 'laborer' classes getting all kinds of goodies, while the 'combat' classes basically only getting combat bonuses and very little else. The bonus loot is a nice touch, I will admit. Mason being able to nearly compete in raw damage output with a dedicated melee combat class, while also not having penalty to ranged combat, feels a bit off to me.
On the other hand, any possibility of Mason possibly getting a bonus to producing Stone Paths? I find that to be an often overlooked thing, given how important roadwork is for large roleplaying servers and the like.
Thank you for your work, and even if my rambling here does not fit your vision of the patch or core branch of the mod, I'll all the same be looking forward to seeing it develop.
On this Mod I will post patchnotes here because there will not be many: