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Mod in Progress - Weapon Overhaul

thefifthof5thefifthof5 Member Posts: 2
edited June 2023 in General Modding
Hello everyone, this is my first attempt to make a mod.

My idea:
One thing about this game that has always bothered me was the way weapons work. They don't really make a lot of sense.
A one-handed club does the same amount of damage as a short sword or a two-handed spear. I know there are weapon proficiencies, but those didn't get introduced until the second game.
A lot of the weapons do the same amount of damage without really any difference between them.
I want to make a mod that gives the weapons more distinction between them. Allowing you more tactical choices with the weapons you use.

There are 4 categories for damage Piercing, slashing, crushing, and Missile.

Piercing - Does low damage but penetrates armor.
Slashing - Does high damage, but low damage against armored opponents
Crushing - Does medium damage against both armored and unarmored opponents.
Missile will pretty much stay the same but I may tweak the values a little.

Also, I want to make more distinctions between one-handed and two-handed weapons.

One-handed weapons will do less damage than most two-handed weapons

-Two-handed weapons will do more damage but will be slower and with higher strength requirements.

With this mod, I am not creating anything new just changing the existing values so I believe it shouldn't be too difficult. I have no idea how long it will take me.

-Update I have attached a readme of the changes I will be making.

Changes:
Piercing Weapons: Low to high damage good against armor.
Daggers* - 1d3
Short sword* -1d4
Wakizashi* - 1d5
* get a bonus .5 to APR
Axe 1d8 (Now piercing damage)
Spear 1d10
Halberd 1d12 (piercing damage only)

Slashing Weapons: Average to High Damage but weak against armor
Ninja-to* - 2d3: 2-6 (*.5 bonus to apr)
Long Sword - 2d4: 2-8
Scimitar - 4d2: 4-8
Bastard Sword - 2d5: 2-10
Katana - 5d2: 5-10
Two-Handed Sword - 6d2: 6-12

Crushing Weapons: Low damage will need strength to compensate. Medium range damage.
Club* -1d2: 1-2
War Hammer -1d2+2: 3-4
Mace - 1d2+3 4-5
Flail - 1d2+4 5-6
Quarter Staff* 1d2+1 2-3
* Bonus .5 apr

Post edited by thefifthof5 on
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