Suffice to say, the moment I heard how much support there’d be for mods in Stonehearth, I started making plans for a little collection of mods (ie magic, high-tech, military, etc). Long way to go still, but here’s most of the stuff I’ve done to date . Most of the profession stuff of course is little more than re-colours of default game clothing, but… well anyway, let’s look at lots of pictures
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A paladin, totally not based on World of Warcraft (ahem). Didn’t do a female version of this, on the basis that (a) a skirt would look silly, and (b) armour for women is actually not very different to a man’s.
A cleric, complete with halo. Actually, the halo is something I could see replaced with something animated, but it’ll do for now .
Mage clothing. I’ve actually done a bunch of re-colours of this for different mage varieties. This one is for an arcane mage… not very Stonehearth-lore-friendly I know .
Naturally, every mage needs his (or her) wand.
Want to be a mage? Well you probably want to pull up a chair and start reading. Featuring a couple of (thick) pages, a book, ink pot & quill, and a microscope plus test tubes. Based on the standard game’s table.
Similar to the above, but this is for alchemists. Lots of gold & lead piled on the table, plus a little crucible and brick-enclosed fire below it. You can just make out the voxels for the fire inside - it’s so small I figured that telling the game to place actual, honest-to-god particle effects in there probably wasn’t worth the effort.
And now an altar, so you can train up some clerics & paladins. A recoloured default game table, BTW.
Oof, this is a big one. Still a long way from complete, but think of it as a miniature Palace of Westminster. I’m thinking of doing the interior as a wholly separate model so that I can add in a lot more detail (think 3x the size, then scaled down & put inside). We’ll see. As to what it does… well you’ll be able to promote a handful of civilians to MPs, who’ll then spend their days in here, eating, drinking, and being merry. Oh, and providing some yet-to-be-determined buffs to your settlement.
Finally, an elven mage and his magic sword. Sword is twice the size of regular ones, meaning it can be scaled down to fit in more detail than you’d otherwise get in-game. This is actually a special, one-only hero unit you can call on to do terrible, terrible damage to your enemies. Well, provided you can actually amass enough resources to hire him.
Now for some more high-tech stuff.
From Glascow, meet the steelworker. These overall-and-cap-equipped workers will be able to produce large quantities of high quality steel. Why do you need loads of steel? Well, this is the high(er than medieval)-tech section now, so get used to less magic & more panzer divisions.
The south coast of England meanwhile is represented by sailors. These hardy souls don’t have clothing for their lower arms you’ll note. As to whether they get used, hmm. Ocean-going ships will be a very big undertaking I think, if only for the infrastructure required to build them.
Sometimes you need more than a hammer to fix things. This will probably go to the Engineer (way, way below).
“The scum of the Earth” according to the Duke of Wellington, otherwise known as the humble soldier. Armed with a firearm of some description, a bayonet, and (for the really big threats) a brass band. Okay so I made that last bit up, but basically these are your rank & file regulars.
Equipped with expensive rifles instead of muskets and what might even pass for an attempt at camouflage, Sharpe’s Rifles the greenjackets are your army’s snipers.
As crewmen for vehicles & artillery, an undone jacket & small cap seems preferable to a shako & all that. What? Of course tank crews can wear proper smart uniforms. How else will you pick them out easily on the battlefield? More seriously, it keeps the theme with the rest of the army units, and I think the brighter & more colourful design works better for games like Stonehearth.
These could be French uniforms, but in fact I needed a means of easily distinguishing between different infantry roles. Snipers are greenjackets, regulars are redcoats, crewmen get their caps, and special weapons guys get blue coats. Not shown here is a variation of the blue jacket uniform, but without a hat and with more gold frogging - for the pistolero, a kind of dual-wielding scout / harassment solo soldier.
Most important of all, the officer (of course). Equipped with bicorn(e) hat and enough stiff upper lip to deflect bullets. From himself, obviously. Not the rank and file. More seriously, officers will provide non-stacking combat buffs to your soldiers, making them useful to have in small quantities. I’m also tempted to make them almost suicidally brave - tropes about callous officers aside, a lot of the young buggers would volunteer to lead forlorn hopes and the like.
Moving on from the armed forces now, time to meet the archaeologist. He (or she) will probably be armed with a pistol, but I’m thinking some kind of unusual melee weapon seems apt too. Maybe one he could use as an impromptu tool as well - like a whip!
The humble engineer, always ready to fix your crazy lava catapults, tanks or whatever it is you’re using. Does the plumbing on the side. As planned, he’s actually a level-up option for the scientist (below), but we’ll see. No real idea why I picked orange for his overalls, it just seemed appropriate for some reason.
Here’s a physicist, though not of the Gordon Freeman variety. I’ve actually done a bunch of different scientist types for the Stonehearth class system (physics = red, chemistry = green, biology = blue), but they’re mostly re-colours. Scientists will have a variety of roles - biologists & chemists will provide various buffs through things like a better understanding or organic chemistry. The physicists will be for those who want a bit more mad science and/or explosions in their game.
Yes, it’s a calculator, probably the item required to make a physicist or scientist out of a regular civilian.
To do… quite a bit still, although I’ve got most of the professions done (9 to go, although some are quite similar to others). Then it’s more weapons & tools, a few vehicles (horse artillery if horses are added or someone else has one, a tank or two) and some more structures (mostly mad science stuff), etc. Plus a few other odds & ends before I start worrying much about the coding side of it all too much.