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Implements a class system into the game. Classes range from relatively tame to ... well, let's say more interesting.
Implements a class system into the game as a replacement for the default Artifact/Booster system.
A diverse range of classes of varying sanity are available to suit many playstyles. Build a team that complements each other and tackle your next challenge.
Should be compatible with custom rundowns that do not override the booster system, but currently this will require a manual install.
Currently, this mod comes packaged with a copy of Prisoner Armamentarium to make the melee/foam focused classes more interesting. It will by default load you into a copy of Rundown 5 (ext) with all maps unlocked. I'm currently trying to decouple the two whilst having them still be compatible (sorry!).
I hope you enjoy this mod as much as I did brainstorming it!
The games booster system will be replaced with a class/subclass system.
You must choose both a base and a sub class (or no class at all).
You must choose a subclass that aligns with your base class - this is determined by the three letter code at the start of a booster's name. For example, if you select the "PTH - Pathfinder" base class, you can choose between the "PTH - Lightbringer" or "PTH - Scavenger" sub-classes.
In the rare case where a class states it has three parts (name will include "1/3" "2/3"), you also need to take the Aggressive booster that corresponds to that class. Currently this only applies to Masochist.
Striker - Aggressive class that takes very high amounts of damage but can fully regenerate all health.
Squad Support - Support class that is more effective with foam and mines, and has varied sub-classes. Class penalty varies.
Engineer - Turret specialist that gains benefits when hacking tool is out. Does less damage with guns.
Pathfinder - Infection-resistant exploration specialist. Gains benefits with consumables and biotrackers. Loses a hefty chunk of starting ammo/tool.
Marksman - Firearm specialist. Deal more - but take more - damage.
Sniper - Long-range specialist. Do more damage and shrug off projectiles - as long as you can stay away from your foes.
Tank - Beefy frontliner. Gain damage reduction at the expense of firearm damage.
Duskwalker - Walk safe in the dark and pick your fights. Gain huge damage reduction when your flashlight is off - but also deal very little damage and progress scans slowly. Learn to quickly 'dodge' attacks by going dark. Your foam less plentiful but incredibly potent - use this fact to render giants safe to kill.
Masochist - Embrace the pain. Enemy attacks will heal you (10 from shooters and 20 from strikers). However, go over 80% or under 40% health and the next enemy attack will instantly kill you! Stay in that safe health range by finding other creative ways to take damage (there are quite a few). Or, if you're insane, stay in the danger zone to take advantage of a humongous damage buff...
Using R2Modmanager is simplest.
Many thanks to Kasuromi and Endskill for the Custom Boosters mod.
Huge thanks to Dex for Tweaker, currently used in the packaged Prisoner Armamentarium.