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User Name Group Member Since File Listings Comments
Rosebud Regular User Aug 25, 2016, 01:22:28 pm 8 1
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# Title Added/Updated Downloads
Per Day
File Rating Views File Size Comments
1  Sver's DF Combat Reworked - Light Edition Apr 03, 2020 0.17 106 Unrated 805 14.27 MB 0
2  Sver's DF Combat Reworked - Full Edition Apr 03, 2020 0.76 458 Unrated 1,343 14.32 MB 0
3  Sver's DF Combat Reworked - Vanilla+ Apr 03, 2020 0.26 158 Unrated 746 58.7 KB 0
4  Sver's DF Combat Reworked - Standalone Apr 03, 2020 1.22 1,603 4.5 / 5.0 4,614 217.7 KB 0
5  Sver's DF Combat Reworked v1.3.1 (Legacy) Nov 28, 2018 0.05 56 Unrated 460 71 KB 0
6  WIP Weapon files (DF Combat Reworked) Sep 09, 2018 0.06 72 Unrated 419 6.8 KB 0
7  Rosebud's Combat Rebalance and other stuff Jan 27, 2017 0.05 82 Unrated 1,343 492.5 KB 2
8  Feirn race mod Aug 25, 2016 0.03 60 Unrated 515 139.5 KB 0
IP: logged
 Rosebud's Combat Rebalance and othe (v )  » posted under Rosebud's Combat Rebalance and other stuff on Sep 14, 2017, 03:09:53 pm
Taffer wrote:
I only just noticed this mod compilation. Would you kindly explain some of your changes, if you're willing? I'm very interested in further balancing vanilla arms and armor in Revised, and I never have enough time to test as much as I'd like to.

Feel free to message me on the bay12forums if you prefer.

Hey. Sorry for being so late, I'm not a regular visitor here.
Anyway here are the combat changes explained:
1) Since weapons and armor are now closer to their real life weights, encumbrance is significally reduced.
2) Armor for different body parts has varying thickness, so aimed attacks and lucky strikes matter a bit more.
3) Plate armor isn't completely incvincible to weapons of the same material anymore - perepetual hits (around 50 piercing bolts launched from a windlass crossbow) will start to wear it.
4) Chainmail armor can be penetrated with 1/100 chance, so it's not a "metal second skin" anymore (due to elasticity, it almost never breaks, unlike plate, which is silly, but inevitable).
5) Variety of armors allows for more optimal protection-vs-weight choices as an adventurer.
6) Weapon roles. Battle axes land focused, powerful strikes, but often get stuck. Swords have broad variety of attacks, but are best used to make opponents bleed to death with a couple of clean slashes (which are very unlikely to get stuck). Polearms are faster to simulate reach and easiness to wield, but aren't flexible. Hammer and mace groups got a few more edged types so they wouldn't be so useless against unarmored targets; vanilla mace and maul now strike harder to compete with the war hammer. All weapon groups have a bit more variety, so player can adjust their role a bit, without training a new skill from zero.
7) Weapon attack properties were recalculated to be closer to their real life counterparts, so unnaturaly large beasts are now harder to kill (you're unlikely to chop a dragons head off with an axe right away).
8.) New types of shields - the more the protection the more the weight.
9) Ranged weapons got a few new types and are generally nerfed, along with ammo. No more 1kg bulletspeed projectiles tearing heads off, so adventurer isn't immidiately doomed by encountering a master archer.
10) Some two-handed weapons were reassigned to Pikeman skill, because otherwise the game will always spawn their users with a shield; this way npcs will use them properly.

That's all, as far as I can remember.

Btw I was planning to upload a slightly renewed version soon. No major changes, but got some further balancing together and fixed some mistakes in my earlier calculations.
comment last edited by Rosebud on Sep 14, 2017, 03:11:15 pm

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