Jupiter Hell

Jupiter Hell

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Custom Class : Medic Class
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1 Aug, 2023 @ 1:16pm
7 Aug, 2023 @ 11:36pm
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Custom Class : Medic Class

Description
Greeting,

This mod will add a brand new class in addition to the three vanilla one : the para-medic.


- The para-medic has a gameplay based on health management and healing.

- The traits are mostly based on survivality but reduce the range of aggressive skills which can make the para-medic hard to play at the beginning of a run but can quickly become a tanky one with the right combinaison.

- The resource of the para-medic is the Blood Pouch which the medic can use to heal himself like a last resort medkit.

- The medic will also heal slowly himself while waiting when his health is below 25%.

- Also, the medic can assemble three small medkits into a large one.


Have fun !


This mod includes :

- New model texture

- New skill sets and special traits

- New items


Github link :

https://github.com/mamijomale/Jupiter-Hell-Medic-Class
27 Comments
_TheBunnymaster_ 6 Oct @ 2:46pm 
Just checking in on my favorite mod for this game. Any progress?
mamijomale  [author] 13 Oct, 2024 @ 3:46am 
Yeah, it has been a while I didn't have updated the mod (shame on me).
I'm definitely not surprised to learn about it not working at a moment updates after updates.
Also, it does redefine Large Medkits and Large Stimpacks since their vanilla properties don't allow stacking. It makes sense it has such results with a new challenge ribbon.

Well, I guess it's time to schedule some evenings to fix it all. I can't tell how much time this will take, but whenever it's ready, you'll know it! :)

For now, if you're using this mod and things go okay, enjoy yourself, but be wary, and keep sending the logs in case I miss something. You can also find me on Discord in the JH group, don't be shy to ping me there or send a DM.

Cheers!
Same_difference 12 Oct, 2024 @ 4:53am 
Medic doesn't work with the 1.8 new challenge ribbons. Large Medkits and Large stimpacks don't get added to the no healing items used ribbon stats.
Sleekie 8 Dec, 2023 @ 12:20pm 
I also had a crash when taking An Apple A Day L3.

00:00:34.16 [CRITICAL] lua::function_base::call : call failed - [string "moreClasses_ktrait_master_an_apple_a_day:on..."]:10: attempt to index field 'health' (a number value)
00:00:34.16 [CRITICAL] Abort called : lua::function_base::call : critical error!
00:00:34.16 [CRITICAL] in D:\a\1\s\nv\src\lua\lua_function.cc:74 (void __cdecl nv::lua::function_base::call(int,int))
00:00:34.16 [CRITICAL] Aborting...
brickey.8 26 Oct, 2023 @ 5:49pm 
The problem with blood saving is, I spend most of my time with the blood meter near full anyways, and cash out everything above the max before leaving a level. I only really dip into the reserves if I'm getting hurt. If my health is high enough that part of a small medkit would be wasted then my blood is probably high enough that I won't be able to carry it to the next level. Granted it's probably better with large medkits, but as I pointed out allowing the player to use it at low health allows exploits so you probably need to forbid that anyways.
mamijomale  [author] 26 Oct, 2023 @ 1:59pm 
I think I need a discord server for the mod to receive feedbacks and full reports ^_^"

To balance the blood, I could nerf some abilities by capping/reducing the amounts of collected resources

Also, I'm glad you underlined the fact we do have advantages for early game with some skills and late game with others : it's what I wanted! B)

For the two skills mentionned, they actually does have their potential. Though it relies on the situation :

- HP for Blood: useful if you're overhealed, or find medkits you can't carry (make blood from HP and heal with the kit which you'd have left behind)
- Healing upon waiting: save the day if you are low on health and not yet in a fight, or just granting you a little chance to make it if you play bulky. I admit this might be more helpful for new players


There are other classes I have in work in progress, one still require the ultra skills. Others are just exisiting on paper.

Also thank you very much 茜打C.Da! ;)
茜打C.Da 20 Oct, 2023 @ 7:45pm 
真不戳,多了一个职业太爽了
brickey.8 19 Oct, 2023 @ 4:54pm 
Blood Saving needs a minimum health threshold (ie can't activate below 50%). As is, it can be used to farm infinite health by just going below level that First Aid heals you to and then waiting to regenerte your health. Also, if you use it with less than 10 HP and "Mister Hyde" it'll leave you at 0 HP and you become completely invincible (nothing would damage my HP, my blood or my armor).
brickey.8 16 Oct, 2023 @ 3:52pm 
It's a very ambitious mod (literally the only full class on the workshop so far), so I'm not surprised there's some bugs.

If I could supplement my bug reports with some balance feedback: The fact that humans are common early on and rare late-game makes the medic feel a bit unbalanced. Callisto is an absolute joke because field rescue is so strong early on, but it becomes weak later on unless you have traits that generate extra blood. The fact that revived enemies in Nightmare drop more blood is probably not great for balance. Most non-blood skills scale up fine, and PHD in particular shores up the late game. By comparison all three base game classes have about the same resource generation for the whole game (unless they take traits that grant extra). I'm not sure this can be fixed without fundamentally changing how you gain blood.

Several traits like those that boost the "heal by waiting" or the one to trade HP for blood look bad on paper but I haven't actually tried them.
mamijomale  [author] 16 Oct, 2023 @ 12:46pm 
Thank you very much for the detailed report on bugs! I'll take a look on these numerous ones for the next updated! :D