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 Dwarf Fortress File Depot » Major Mods » Grimlocke's Historic Arms & Armor (0.42.xx) - R4c
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File Listing: Grimlocke's Historic Arms & Armor (0.42.xx) - R4c
Last Updated: Jan 02, 2016, 09:14:31 pm
First Created: Dec 02, 2015, 02:46:33 pm
File version: Revision 4c
For DF version: N/A
Downloads: 310 (488) Size: 94.3 KB
Views: 3,680 (4,114) Type: RAR
Home:  DF Forum Thread
Rating (0 votes): Unrated

Grimlocke's Historic Arms & Armor
Revision 4c

Replaces the stock weapons and armor with historically accurate late 14th, early 15th ones from the European continent.
Alters combat to be both more realistic and interesting.

Main features:
70 weapons - Numerous weapons added for each weapon skill, two-handed versions for all weapon safe daggers and spears.
33 armor pieces - Including padded armor and cuir bouille (boiled leather) armor.
11 ammo types - Various contact areas, most types are just for 'flavour'.
5 shields - Not much I can do with these yet, but some other types added for flavour if nothing else.
Added a number of civilian weapons - By making them tools with various uses civilians now carry daggers and cudgels.
Added and modified trap components - Optional, well everything is, but can be easily left out.

Rebalanced weapons - Reduced massive contact areas, regulated the armor penetration to be more realistic and gave weapons a realistic weight.
Rebalanced armor and clothing - Thickness kept equal among armor pieces making protection much more even. All clothing is now elastic.
Altered metals - High-impact edged attacks can now break bones even when they fail to cut the armor, lower edge values increase momentum cost for edged attacks.
Rebalanced unarmed combat - Contact area of all unarmed attacks in the game increased, lowered bone density, and reduced velocity of entity creature attacks.
Added adrenaline simulation - An interaction gives creatures in combat a substantial boost in willpower and endurance. Fights are longer and less RNG-dependant.

Moved flails to the whip skill - And made whips and scourges tool instead of weapons.
Moved two-handed polearms to the pike skill - Forcing the silly entity equipment system to not use a shield along with them.
Removed armor pants - Moved leg protection to foot-worn armor, lower body protection was already on upper body armor.
Removed leather armors - No kids, regular tanned leather doesn't protect you for a damns worth.

DF Forum Thread

Older versions (DF 40.23):
Revision 3b
Weapons file with fixed secondary attacks, goes with 3c

Revision 2
Initial release version

1: Copy the contents of either 'Full Version' or 'Items only version' into your raws folder and overwrite.
The full version includes the combat balance mod, which alters the default weapon/armor metals, bodies, and entity creatures.
The Items only version only alters the weapons, armor, clothing and cloth materials (required to make padded armor work at all).
This version will be more compatible with other mods, but has more of the flaws that the stock game has with combat.
Only the armor and clothing is the same with these versions.

2: Go to folder 2.
If he have not changed entity_default, copy the entity_default into the raws folder.
If you have, or if you have custom entities, open up the 'ent tags' give your entities the appropriate weapons and armor.
I would recommend not giving an entity every single weapon and armor as thing will get very cluttered.
Only give the wooden weapons (quarterstaff, club, stake and threshing flail) to entities that use only wooden weapons.

3: Add the optional item_trapcomp file if you want traps with tridents, trip hammers and other stuff!
It's pretty funny I can tell you.

More is to come!
- In-game item description, as made possible by the modder Raidau. Maybe ASCII images if I feel creative.
- Small bodyparts still don't behave right. Fingers and toes are too vulnerable and facial features for some reason refuse to be covered by the helmet.
- Expanding the east European selection, adding Middle Eastern, Central Asian and Dark ages weapons and armor.
- I plan to give DFhack scripting a go to try and modify the uniforms entities use. That would solve so, so many problems. Long term project...
- Splitting all the above into modular mods.

Revision 4c changes: more minor fixes and changes
- Fixed stupid duplicate gloves for real this time
- Less awkward armor names / more descriptive armor names!
Renamed 'gauntlet and bracers' to 'arm harness'
Renamed 'boot and greave' to 'leg harness'
Renamed 'plate armor' to 'plate curass'
Renamed 'hauberk' to 'mail coat'
Renamed 'haubergeon' to 'mail shirt'
- Fixed bismuth bronze. It has the same properties as regular bronze, as it has in the stock game.
- Rearranged some armor and clothing layering. Still works the same but easier to keep track of for me.

Revision 4b changes: 42.01 compatibility!
- Fixed some stock files getting mixed up into the download and making a duplicate item

Revision 4 changes: 42.01 compatibility!
- List of updated files:
- If you run 42.01 with the old version, update now as parchment, drunkenness and other possibly important things might not work!

Revision 3c changes: just a quick fix!
- Removed flat strikes until the AI can handle them responsibly
- Cleaned up pommel/butt/butt-spike attacks. They are now consistent and not completely useless in some cases.

Revision 3b changes: bugs & balance!
- Adjusted weight on some weapons (mostly axes).
- Adjusted material cost of axes, maces and the bardiche.
- Increased the surface of most blunt weapons to increase pulping damage.
- Increased protectiveness of all limb armor (to simulate limbs yielding more to impact).
- Reduced edge value of all weapon metals to 500, which increases momentum cost for cutting through armor and tissue.
This means padded and leather armor now offer at least some protection against lighter blows.
- Added CAN_BE_MUTUAL to the adrenaline interaction, which seems to make it a bit more reliable in dwarf mode at least.
- Added thin layer of muscle and fat to the head, having none caused skin-less creatures to have no tissue on their head.
- Fixed invincible head bug. I'm not sure what caused it in the first place, but its gone.
- Made finger and toes internal. For some reason they do not come up in combat logs at all now.
I think is slightly better then losing a hand because a child scratched your thumb off.
- Added spinted limb armor. This was actually a Rev3 change but I forgot to mention it.

Revision 3 changes:
- Added numerous modifications to combat! See feature list.
- Rebalanced weapons to work with the above.
- Added early variant of the arming sword, for a more complete set of earlier medieval equipment.
- Added a stake to the wooden weapons.
- Reduced weight of some swords and axes.
- Made all helmets a bit thicker.

Revision 2 changes:
- Added modified cloth and leather materials for the padded/leather armors to work properly.
- Numerous balance adjustments.
- Adjusted entity_default to divide the items a bit more sensibly.
- Added a number of armor pieces:
Armets, late-medieval Italian full helmet.
Barbutes, late-medieval Italian helmet modelled after the Corinthian helmet.
Partial plate armor, earlier plate armor with 83% coverage.

- Renamed and repurposed a number of weapons to less obtuse names:
glaive faussard -> short glaive
pronged warhammer -> short polehammer (this also became two-handed)
poleaxe -> light poleaxe
polehammer -> crow's beak
pronged polehammer -> polehammer
bill-guisarme -> bill-hook
faussard -> military scythe

- Removed the following items:
ITEM_WEAPON_SWORD_CLEAVER_FAUSSARD (highly debatable existence)

Any criticism or comment, be it positive, negative or neither, is very much appreciated!
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