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Tetere's Class Tweaks

TBy Tetere

Tweaks the vanilla classes, with a bigger focus on Tailor/Clockmaker.

Tetere's Class Tweaks

Description

<p>A collection of small tweaks to the vanilla classes, with an emphasis on giving Clockmaker and Tailor more unique strengths, though Blackguard, Malefactor, and Hunter also get very minor changes.</p> <p>All versions past 1.0.5 have <a href="https://mods.vintagestory.at/configlib">ConfigLib</a> support, allowing just about every aspect of the mod to be toggled on &amp; off at user discretion.</p> <div class="spoiler"> <div class="spoiler-toggle"><strong><span style="font-size: 18pt;">Changelogs:</span></strong></div> <div class="spoiler-text"> <p>1.0.5: Added ConfigLib support for just about every single tweak. Removed Tailor's animal harvesting loot penalty, but kept the speed penalty.</p> <p>1.0.4: Removed duplicate recipe file for Malefactor Scrap Bombs that was causing a bunch of weird issues. Always double check your files, everyone. Or else you lose your mind trying figure out whats causing recipes from other mods to break a day later and have to put out a hotfix once you realize your mistake.</p> <p>1.0.3: First release for 1.20. Changed new 1.20 mobs to count as Mechanicals for the purpose of Clockmaker's Precise trait, and gave Malefactor cheaper, pre-iron age Scrap Bombs that use a lot more sulfur per craft instead of iron oxide at the cost of 25% reduced yield. Removed Clockmaker Mechanical damage fix backport, due to it being backported from 1.20 in the first place.</p> <p>1.0.2: Cleaned up patch files for much nicer compatibility with other mods, removed accidentally left-in bit of file name in drifter patch. (Sorry, PatchDebug users!) All future versions will be for 1.20. Also changed modinfo file, so the mod shouldn't be considered as required on both client and server anymore.</p> <p>1.0.1: Added new scrap weapon crafts to Malefactor, befitting its 'Improviser' trait.</p> <p>1.0.0: Initial release.</p> </div> </div> <p><strong>DETAILED CHANGES:</strong></p> <p>&nbsp;</p> <div class="spoiler"> <div class="spoiler-toggle"><span style="font-size: 18pt;">Clockmaker</span></div> <div class="spoiler-text"> <p>Backported fix for Damage vs Mechanicals from 1.20 release candidates.</p> <p>Drifters and the new 1.20 mobs now count as Mechanicals, turning Clockmaker into a specialized combatant for fighting the supernatural.</p> <p>Armor walk speed penalty increased by 25%, nullifying the 10% walk speed boost when wearing full plate. Lighter armor will not fully nullify the movement speed bonus, but will have a more noticable effect than before.</p> <p>Rusty gear drop rate boosted by 20%, to further reward fighting drifters. Also provides a small boost to panning.</p> <p>Clockmaker is now specialized to fight the supernatural with ease, but will still struggle with combat against animals. Blackguard still hits harder across the board, but when it comes to the supernatural Clockmaker is a close second, and without having to deal with the higher hunger rate and foraging debuffs that Blackguard has.</p> </div> </div> <div class="spoiler"> <div class="spoiler-toggle"><span style="font-size: 18pt;">Tailor</span></div> <div class="spoiler-text"> <p>Now has more efficient recipes for poultices and bandages, getting 75% yield for halved resource cost on average. Alcohol soaked bandages unaffected. Their unique clean bandage recipes require shears instead of a knife, the extra precision of shears allowing for less wasted material. The more efficient honey poultice requires a bucket with honey in it instead of a bowl, an unfortunate compromise due to being unable to get the recipe to accept a bowl with less than 0.25 litres of honey. As an unintended bonus, it does make batch-crafting honey poultices far easier.</p> <p>Armor walk speed penalty reduced by 30%. It's not quite clothes, but a tailor should be able to custom fit their own armor to be less encumbering.</p> <p>Healing effectiveness increased by 25%. All that time spent bandaging up after a mishap with a needle taught them a thing or two on how to properly apply bandages and poultices to injuries.</p> <p>Removed animal harvest loot penalty. The speed penalty is kept to represent the Tailor still being squeamish and unused to handling viscera, but atleast now they don't get penalized in terms of items. As a class that seems to want to tend the homestead, having a loot penalty for butchering is rough. The speed penalty will be felt enough as is during longer butchering sessions.</p> <p>Tailor is now the second-best armor wearer, losing in terms of durability and speed only to the Blackguard. It can bounce back from a rough fight quickly with increased healing effectiveness, and can keep a group well-stocked on medical supplies with its new, more efficient recipes. The new healing effectiveness buff almost completely negates the penalty from Tailored Gambison, meaning it is now even stronger for the Tailor specifically. Knowing your own measurements comes in handy!</p> </div> </div> <div class="spoiler"> <div class="spoiler-toggle"><span style="font-size: 18pt;">Hunter</span></div> <div class="spoiler-text"> <p>Animal/mob detection range reduced by 20%. Animals are skittish, and will run at even the slightest sound. Being quieter lets you get closer to line up the perfect takedown shot. As a bonus, it makes it much easier to escape from any fight that goes wrong.</p> <p>Armor walk speed penalty increased by 25%, nullifying the 10% walk speed boost when wearing full plate. Lighter armor will not fully nullify the movement speed bonus, but will have a more noticable effect than before.</p> <p>Hunter now has reduced detection range to get closer to animals before they run away, making it easier to line up spear throws and bow shots. In return, armor now slows them down further. They will still be faster than most other classes in lighter armor, but heavy armor will be much more cumbersome.</p> </div> </div> <div class="spoiler"> <div class="spoiler-toggle"><span style="font-size: 18pt;">Blackguard</span></div> <div class="spoiler-text"> <

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