Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Sver on April 28, 2018, 09:46:02 am

Title: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 28, 2018, 09:46:02 am
"Weapons of war are not designed to kill people, they're designed to win battles."
-- Sun Tzu, if he played Dwarf Fortress

Bored of your legendary militia slaughtering the gobs one to forty (https://youtu.be/Tl9J8J4uE1s?t=2710)?
Feel like there's little else to military beyond cladding all your miners in steel?
Combat is just too fast and random to follow what's going on?
Then this mod is for you.

DF Combat Reworked focuses mainly on giving distinct strengths and weaknesses to each weapon, expanding upon the progression of equipment, better pacing and predictability of combat, as well as amplifying the difference between slight and serious wounds, but it also has some additional features here and there.

Note that the mod is designed to work around mostly vanilla material properties. As such, this mod is incompatible with major material reworks (such as Grimlocke's), but compatible with most other mods that use vanilla materials as a reference (such as ZM5's creatures).

Features:
* Full rework of vanilla melee weapons, giving them more realistic weights, attack variation and properties. A couple of new weapons added to provide more variety within each skill. Most two-handed weapons now use pikeman skill for properly shieldless npc spawns. All attacks are much slower to make skill, movement speed and bleeding more important factors in combat, as well as to achieve a greater disparity between long and short weapons. Weapons now feel more unique and each has their own niche. Body size requirements were altered to account for the Bug 5812 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5812).
* Full rework of vanilla ranged weapons and ammo. No more 1 kg bulletspeed projectiles tearing limbs off. Archers aren't as encumbered by their ammo now. Arrows can go in deeper than bolts, but bows loose their effectiveness with increased ammo weight, while crossbows benefit from it.
* Full rework of vanilla trap components and weaponizable tools. The former are still very good (just not as insanely good), and the latter are a bit more on par with the smallest weapons now.
* New types of ranged weapons: sling, spear-thrower, longbow, arbalest and hand ballista, making the deadliness of ranged units vary greatly. New types of ammo, including sling bullets and javelins. Bolts and arrows are split into different types for greater situational effectiveness.
* Ranged weapons now have 'weapon sets', giving archers the opportunity to carry an offhand melee weapon.
* More powerful and versatile weapons require more metal to make.
* Full rework of vanilla armor and clothing. Armor is generally lighter, mail only gives 95% coverage (so it's no longer a metal second skin) and new types of armor provide for more 'protection vs weight' choices for militias and adventurers alike. Clothing is lighter too and its coverage now makes more sense. Leather clothing now grants a bit more protection and wood items are slightly less fragile.
* Clothing as a whole has been thoroughly simplified. Now there are only 1-3 garments per each bodypart, with one set being intended for cold climates, another being the lightest and the last being the standard one. Most garments take the same layer, meaning dwarves no longer pile up rotting clothes on themselves.
* Legwear has been reworked to account for the Bug 10784 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10784). All non-metal pants were removed from entity usage and replaced by belts to prevent soldiers from loosing their pants in combat (no joke): belts can be made from any armor/clothing-grade material, including metal, and their low blockchance prevents them from getting damaged too often. Some bodywear types now cover legs as a replacement for pants.
* Shields are split into 5 types: more protection means more weight, yet none provide the 100% block.
* Metal armors and shields now require significantly more metal, but the mod's changes to tissues and materials make them worth it.
* Bodies have been reworked to include shoulders and hips integral to the torso to allow for more balanced armor coverage. Facial features (except for eyes) are now integral to the head and, thus, are protected by helmets and cannot be targeted individually. Fingers and toes can no longer be severed, to reduce clutter.
* Pain and bleeding for many tissues are reworked. Damage to eyes and internal organs now matters a lot more and heals slower, damage to cartilage and teeth produces some pain, while pain from skin and bones was slightly reduced. Pain and bleeding were completely removed from fat, since all the tissues now suffer from fire on their own. Also includes DF Revised tissue enhancements, with some changes.
* Skulls and other head tissues are slightly thicker to make heads less fragile. Spines and joints have thicker bones. Throats have a layer of fat and cartilage to make them more resistant to slight cuts. Vertebrates' digits have no muscle (only sinew), as in real life.
* The strength of nerves is significantly increased to stop the upper spine from snapping after a single punch to the head. Muscles, sinews, fat and skin/scale are now more resistant to force pulling/bending. Cartilage and chitin are more durable, chitin can also be used as a shell for crafts and armor. Bone, hair and teeth are now edible/stealable by vermin, so they will gradually disappear from both the ground and the stockpiles, unless guarded or processed.
* The positioning of facial features and ribs is better defined, making wounds in those areas more sensible. No longer a maul will smack an individual lip, no longer a stab to the right lung will fracture the left ribs.
* Better temperature points for some organic materials. Skin suffers more damage in extreme climates. Hair, skin and cloth ignite faster. Fat ignites a bit slower. Burning wood lasts longer.
* A boost for elves: stronger, armor-piercing arrows and massed pike-and-shield infantry to offset the weakness of wood and make their numbers advantage really shine.
* Optional, but included by default: New reactions for ammo and weapons. Arrows and bolts can be made for cheap, 4x the amount per bar, by making arrowhead kits in the Metalsmith's forge and them combining them and a log of wood in the Bowyer's workshop. Also, separate reactions for daggers and hand ballistas for better game balance.
* Optional, but included by default: Equipment rebalance for npcs. Melee npc uniforms can include padded armors, and archer uniforms can include mail and plate.
* Optional, but included by default: Stone weapons for subterranean tribes. Flint, obsidian and malachite weapons have replaced the wood ones for subterranean animal peoples, so as to make them a bit more capable in combat.
* Optional, but included by default: Dwarves and humans bring dogs as siege minions. Every other war-trainable pet can be used as such, so why not the dogs?
* Optional: Metal rework. New types of iron, bronze and steel, balanced between each other to ensure a much more realistic balance of armor and metallurgy; also, anvils can now be made at the Smelter. New metals and reactions are included by default to make humans, goblins and kobolds more on par with dwarves, so there is good reason to progress your smithing industry beyond iron. The strictly optional part (aka Full metal rework) makes vanilla metals unusable for military purposes, renames them and the new metals for a cleaner interface, and rebalances the trade values for most metals. Details (http://www.bay12forums.com/smf/index.php?topic=170474.msg8118699#msg8118699).
* Optional: Siege engines. A variety of onagers (https://i.imgur.com/llvqAJE.gif) and a flamethrower (https://i.imgur.com/klnDUBu.jpg) are available to add as siege minions to any civ of your liking. The normal, stone-hurling onager is given by default to humans and dwarves, as they lack a reliable pet for breaching doors otherwise. Details (http://www.bay12forums.com/smf/index.php?topic=170474.msg7957487#msg7957487).
* Optional: New weaponizable tools for those who prefer their Adventure Mode civilians to be more dangerous.
* Optional: Adrenaline interaction (with some tweaks) from the Grimlocke's History & Realism Mods (http://www.bay12forums.com/smf/index.php?topic=146737.0) is included with the author's permission. It gives a substantial boost in willpower and endurance to all live creatures in combat, making fights longer and invaders less affected by the randomness of their physical stats.
* Optional: Tactical civilization presets. Several entity files for human and goblin civs have been composed to include specific combinations of weapons and armor, so as to amplify the strengths of certain weapons and give the invaders more functionality and character. Details (http://www.bay12forums.com/smf/index.php?topic=170474.msg7957488#msg7957488).

Spoiler: Changelog (click to show/hide)

Overview:
Tips, notes and full lists of weapons and armor! (http://www.bay12forums.com/smf/index.php?topic=170474.msg7771053#msg7771053)
Metallurgy flowchart for new metals (https://i.imgur.com/W7Wmj30.png)

Goals and limitations:
(what this mod aims to do and what it doesn't)
 - This mod aims to create a more balanced and sensible combat experience. A one closer to reality, but without too much focus on the the scientifically accurate values behind the scenes - rather, a one that makes sense in action. That means: less powerful pulling; less absurdly powerful weapons, projectiles and trap components; less block-it-all shields; reasonably powerful armor.
 - This mod aims to add meaningful variety to weapons and armor. I'm willing to add more types of items in the future, as long as they are functionally distinct and aren't just for flavor.
 - This mod aims to make weapons more balanced and versatile for the AI use by expanding the variety of attacks. Some of these attacks are 'unlucky' to prevent certain weapons from becoming overpowered. This mod doesn't aim to balance them against the mind of a savvy adventurer - that I leave to your own conscience.
 - This mod aims to make armor more important by both balancing it against weapons and making serious wounds much more, well, serious. A guy with a blade in his heart shouldn't be able to fight just as good for another hour and then suddenly drop dead.
 - This mod aims to be as compatible with other mods as possible, but without sacrificing its important features.
 - This mod doesn't deal with unarmed combat in any way, although there's room for it in the future. DF Revised deals with it to some extent and I highly recommend to install it first. When Revised is not up to date, my mod will come packaged with its unarmed rebalance for civilized creatures at least.
 - This mod doesn't deal with candy much, so it is very possible there can be some exploits or weirdness involving it. There isn't much I can do about it without changing important parts of the mod - and candy is too rare for that.
 - The mod aims to keep the vanilla spirit, while achieving all of the above. That means simple item names, less focus on adding new materials and not touching anything outside of items, materials and tissues (at least, not in the core part). Has been partially compromised by the body rework already, but we'll see.

Compatibility:
 - This mod is incompatible with any mod that alters vanilla weapons, tools, trap components, armor or clothing. If installing above such mods, always overwrite the files.
 - This mod is incompatible with any mod that alters the vanilla entries in body_default.txt. If a mod just adds new entries to the same file, I advice copying them over to a separate file and using my mod's body_default.txt.
 - This mod is incompatible with any mod that alters the vanilla entries in tissue_template_default.txt. But, if you don't like my tissue changes, you can safely ignore the mod's file.
 - This mod is partially incompatible with any mod that alters the vertebrate body detail plan or the material properties of vanilla cloth (plant fiber, hair, silk). If you have a mod that alters the b_detail_plan_default.txt or material_template_default.txt, below are the specific installation instructions on how to avoid problems.
 - It is strongly unrecommended to use this mod with any mod that adds new weapons, new weaponizable tools, new trap components, new armors or new types of cloth, as those will most likely break the overall balance and may cause issues like undestructable padded armor. Mods that add more variety to leather or metals are ok, as long as you mention them when reporting an issue.

Any other mods should be fully compatible. If you experience trouble, let me know.
Note to modders: mod's items, aside from the padded armors, don't actually require changes to material_template_default.txt, b_detail_plan_default.txt or tissue_template_default.txt. If you want to use just them in your mod/comp, there should be no problems.

Downloads (DFFD):
- Standalone (http://dffd.bay12games.com/file.php?id=13710) - just the raws for manual installation, the old way.
- Light Edition Pre-installed (http://dffd.bay12games.com/file.php?id=14989) - for those who want the core experience without too large of a difficulty spike.
- Full Edition Pre-installed (http://dffd.bay12games.com/file.php?id=14988) - with most of the optionals and all the suggested tweaks in place, this is the build I play personally.
- Vanilla+ (http://dffd.bay12games.com/file.php?id=14987) - just the raws for manual installation, but without any extra items, creatures, materials, tissues or reactions.


Manual Installation - Main:
0. Recommended if you play vanilla-ish DF: DF Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) by Taffer, as a base over which to install this mod. Revised fixes a lot of bugs and inconsistencies, while staying true to the vanilla DF spirit. It is fully compatible! If you only use Revised, you can safely ignore the spoilers below and just overwrite everything with my mod's files.
  Ignore this point as Revised in not up to date with the latest DF yet. My mod currently includes Revised's relevant changes by default.

1. If you have no mods that alter either b_detail_plan_default.txt and/or material_template_default.txt, ignore this point and the spoilers below, and proceed to point 2.


2. Place the text files from the mod's main folder in .../%DF folder%/raw/objects. Overwrite when prompted (unless it's one of the conflicts above).

3. Open the mod's 'for civs' folder. Here you can either choose to use my personal equipment presets for entities or assemble your own using the full list. Or, if your entity_default.txt is unmodified, you can simply copy the one from the folder (Revised or vanilla).
  3.1. If you choose to use my presets, just follow the instructions inside each file. They're simple, but may vary a little, depending on a civ.
  3.2. If you choose to pick the items on your own, make sure you don't have any duplicate lines (with vanilla items) in your entity file once you're done.

  Manual Installation - Suggested Tweaks:

-- Replace/add flavor profession names for civilized creatures, as pikemen now don't only use pikes, bowmen don't only use bows and lashers don't really use lashes. Open the creature_standard.txt and add the following:
Spoiler (click to show/hide)

-- As it is very easy to train absurdly high level militias, I recommend buffing up potential enemies a little. Open the creature_standard.txt and add the following:
Spoiler (click to show/hide)
If you find it too challenging, I would still recommend to keep this buff first, but go to .../%DF folder%/data/init/d_init.txt and lower the INVASION_SOLDIER_CAP number to that of your population size or lower, as fighting small groups of skilled enemies is much more fun than hordes of fodder. You can also set INVASION_MONSTER_CAP there to your liking: this one only affects siege minions, like trolls - not mounts.

-- Tweak the most common enemy entities (such as goblins) for more diversified combat situations. In entity_default.txt (or a custom entity file):
Spoiler (click to show/hide)
The way ambushes work, this will increase the amount of smaller skirmishes for you to gain loot and troop experience before a full-blown siege. It will also give an incentive to rely on military a bit more (rather than the usual trap supremacy), as uncontrolled surface will get overrun with lingering ambush parties, and sieging invaders will be more considerate.

  Manual Installation - Optional Features:

- Vanilla clothing. If you are using a mod which requires the vanilla clothing items or just not a fan of the simplification, place the item_old_clothing_sver.txt from 'optional old clothing' folder in .../%DF folder%/raw/objects. Old civ presets and the full list of removed clothing items are also contained in the same folder, so you can use them to edit the entity files to your liking.

- Full metal rework. Place all the files from 'optional full metal rework' folder in .../%DF folder%/raw/objects and overwrite when prompted. See "Features" section above for more info.

- Siege engines. Add siege engines to civilizations:
Spoiler (click to show/hide)

- Powerful weapon-tools for Adventure Mode. Place the file from 'optional tools' folder in .../%DF folder%/raw/objects and add their entries (from the bottom of the full list of items.txt) to any entities you wish. These only affect Adventure Mode, making villagers carry more formidable weapons.

- Adrenaline. Place the file from 'optional battle interactions' folder in .../%DF folder%/raw/objects and do the following:
Spoiler (click to show/hide)
This will make pain and fatigue matter less, thus, making the combat longer in general.

- Tactical civilizations. Add the "tactical" human/goblin civilizations:
Spoiler (click to show/hide)

- Crude armors. Give "crude" armors to non-player civs to reduce looting metal yields. If you don't like the increased metal requirements of the mod's armor, you can use these for player civs too, without breaking the mod's balance too much, as these armors are also of reduced effectiveness.
Place the file from 'optional crude armors' folder in .../%DF folder%/raw/objects and add their entries (tagged in the full list of items.txt by =SVER_CRUDE_ARMOR=) to any entities you wish.

- Removing Default Optionals.
Spoiler (click to show/hide)

Thanks and credits:
DF Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) by Taffer and the others - bug fixes, tweaks and a good base
Coherent Weapons and armor Mod (http://www.bay12forums.com/smf/index.php?topic=160026.0) by Jazzpirat! - ideas for attacks and weapons
DF Material Helper (https://putnam3145.github.io/helper) by Putnam - material helping
Burneddi - add-recipe script for DFhack (http://www.bay12forums.com/smf/index.php?topic=164123.0)
History & Realism Mods (http://www.bay12forums.com/smf/index.php?topic=146737.0) by Grimlocke - adrenaline tweak, joint size, material strengths and lots of ideas
OldGenesis (http://www.bay12forums.com/smf/index.php?topic=156059.0) by Deon, TomiTapio and the others - lessening the clutter
thefriendlyhacker - temperature tweaks for materials
DF Vanilla-Spice Revised (http://www.bay12forums.com/smf/index.php?topic=173907.0) by Warlord255 - bog iron idea
Urist DaVinci, peasant cretin, Robsoie and Orkel - attentiveness and research on combat and the related mechanics of the game
Lindybeige (https://www.youtube.com/channel/UC9pgQfOXRsp4UKrI8q0zjXQ), Shadiversity (https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q), Metatron (https://www.youtube.com/channel/UCIjGKyrdT4Gja0VLO40RlOw), Skallagrim (https://www.youtube.com/channel/UC3WIohkLkH4GFoMrrWVZZFA), scholagladiatoria (https://www.youtube.com/channel/UCt14YOvYhd5FCGCwcjhrOdA), KnightErrant (https://www.youtube.com/channel/UC1T4KJG1L_kTrP9RcdU5Csw), SnapJelly (https://www.youtube.com/channel/UCHTZ3HbTYTeGY8rii6KfMHw), Tod's Workshop (https://www.youtube.com/user/todsstuff1), Brandon F. (https://www.youtube.com/channel/UC9NNB_Hd4zPR-QDfnNOChwg), Fandabi Dozi (https://www.youtube.com/channel/UCnniUmgeeFG6Bcir8ootwRQ), Roland Warzecha (https://www.youtube.com/channel/UCnXjzhYu7VgA-R3XVpT2XTQ), JoergSprave (https://www.youtube.com/channel/UCVZlxkKqlvVqzRJXhAGq42Q), ThegnThrand (https://www.youtube.com/channel/UCNz5BlP5XafcfOWGbxCAgxQ) and everyone who made thoughtful comments on their videos - inspiration and many of the ideas behind the mod.

Any contents of this mod are free to be used, changed or included in other mods or compilations. Just make sure to specify your personal changes when reporting a problem.
Title: Re: Sver's DF Combat Reworked
Post by: Sver on April 28, 2018, 09:46:36 am
Current poll:

Exactly what it is, no additional info this time.



Previous poll:
Title: Re: [44.09] Sver's DF Combat Reworked
Post by: Warlord255 on April 28, 2018, 06:02:57 pm
Interesting - DF Revised has/had some features along these lines, but also attempted to address creature attacks as a source of hilarious imbalance (removing bites from non-monstrous humanoids, for example). Do you have any opinions there?
Title: Re: [44.09] Sver's DF Combat Reworked
Post by: Sver on April 28, 2018, 06:46:27 pm
DF Revised does a good job on unarmed combat indeed, as biting and scratching in vanilla is just insane. I also suggested Taffer to bring back the halved velocity for punches/kicks, like it was in the earlier versions. Horn attacks could really use some nerfing too, as right now they can pierce pretty much any armor (and I'm talking vanilla armor here, to be clear, although it is true for the mod too), which most likely has to do with a very small contact area; but I was planning to do a bit more testing there first.

However, Revised weapons are mostly very close to vanilla, especially in terms of weight and velocity, both of which play a large role in the quite unbalanced mechanics for force pulling and armor wear; and armor is too heavy to layer it for extra durability. Also, the pain from tissues in Revised is significantly reduced overall - and I don't exactly agree with it, hence, a different approach in my mod.
Title: Re: [44.09] Sver's DF Combat Reworked
Post by: Taffer on May 04, 2018, 12:14:16 am
Halved velocity for all humanoid attacks is back in Revised. I also just committed an identical nerf to horn and tusk attacks, but it was too late to make it into v1.6.0.

I'm very interested in your work, and impressed with the effort that went into it. Thank you! I'm genuinely looking forward to seeing how much I can integrate into Revised, and seeing what changes you made to Revised's tissues file.
Title: Re: [44.09] Sver's DF Combat Reworked
Post by: Sver on May 05, 2018, 09:31:32 am
v1.1 Released

Major changes:
* Added new weapons: headhunting axe, hawk axe, mallet, polehammer, bladed spear, executioner sword.
* Added a new weapon set: stakesman arms (longbow + mallet).
* Added new armor parts: skullcap, arm plates and shin guards. The first one is a 'secret helm' to be worn under a larger helm. The latter are cheaper, lighter, somewhat less protective variants of arm defenses and high boots.
* Added bones to neck. Thickened the bones for spine.
* Readjusted the weights and attack properties of axes, hammers and maces, including the two-handed "pike" variants. They were a bit off and velocities were still too high.
* Significantly increased the material strength of nerves (NERVE_TEMPLATE; only used in spine) to stop the necks from snapping after a single punch to the head.

Minor changes:
** Lowered the velocities and readjusted the contact areas of all stabbing attacks.
** Slightly increased the velocities of all two-handed weapons.
** Slightly increased the contact area of short spear.
** Limited the penetration depth of spear and long spear.
** Gambeson now covers upper legs instead of upper arms and neck.
** Decreased the layer size of gauntlets and bracers. Bracers are no longer [SHAPED].
** Slightly increased the blockchance of cap (helm).
** Readjusted the layer permits for all helmets and decreased the layer size of padded coif to account for the new addition.
** Gave proper armor levels to shields.
** Increased the pain from nervous tissue damage (only used in spine).
** Removed pain from 'spine tissue' (as it turned out to be the kind of 'spine' that grows on a hedgehog's back).
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
Post by: Sver on May 06, 2018, 03:50:39 pm
A separate post, because character limit.
Full list of armor is here.

Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
Post by: Taffer on May 24, 2018, 10:19:14 pm
Out of curiosity, why the VASCULAR and PAIN_RECEPTORS changes? Is it to make combat faster and deadlier? This likely makes combat much harsher on anything without armor, which may or may not be desirable.

The new values for nerves seem a little high. They're sturdier than stone with the new values.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
Post by: Sver on May 25, 2018, 06:38:22 am
Out of curiosity, why the VASCULAR and PAIN_RECEPTORS changes? Is it to make combat faster and deadlier? This likely makes combat much harsher on anything without armor, which may or may not be desirable.

Yes, it's more of a balancing-fun-realism change to make body armor and internal organs (other than heart and lungs) more important. Personally, I never really liked it how living creatures in DF fight on with all their viscera masterfully minced - and live happily ever after, unless they've got both of their lungs pierced. It's a matter of taste, obviously. I just think it was ruining the entire premise of body armor.
Also, multiple heavy blunt strikes to the body can be incapacitating thanks to the increased organ pain, which is, imao, more realistic and makes blunt weapons not as overspecialized. There is also an interesting thing that a couple of good punches (even with my beloved halved velocity) can disable a foe without killing them - or drawing any blood whatsoever.

The new values for nerves seem a little high. They're sturdier than stone with the new values.

I admit, the values are a bit of a placeholder for now. However, they do function the way I intended (EDIT: No, wait, it's with the upcoming change. You're right, they are too high in v1.1, but should work alright in the version I'm currently uploading): no more neck-snapping head punches (as even bruising of spine's nervous tissue causes complete, suffocating paralysis), while spines remain perfectly shearable - with enough force, that is. I'll try to find more reasonable values in the future, but, for now, they work alright.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
Post by: Sver on May 25, 2018, 07:20:13 am
v1.2.1 Released

Major changes:
* Optional: Added new weaponizable tools for those who prefer their Adventure Mode civilians to be more dangerous. They are included in the full list of items (on the very bottom), but you'll need to add them to the entities yourself.
* Added new weapons: hewing axe, greatsword (old one was renamed), broad spear, war knife.
* Added new weapon sets: highwayman arms (crossbow + morningstar), mountaineer arms (arbalest + hewing axe), nomad arms (bow + scimitar), adventurer arms (bow + longsword), mercenary arms (longbow + estoc).
* Crossbowman arms now use war knife instead of war cleaver.
* Reworked all blunt weapons to have slower attacks, but higher velocities (1.5x modifier). Maces are now faster than hammers. War hammer and morningstar now have 'loose bashes' again, to compensate for their sheer power.
* Reworked the attack properties of scourge and flail to be more on par with other blunt weapons. In general, now they are well-suited for perepetual, quick, not too powerful strikes, while also being able to land very heavy and slow ones, sometimes.
* Reworked the 'cut' attacks for swords to be more like a quick slash of opportunity: more velocity and penetration, larger contact areas.
* Increased the contact area for all 'thrust' attacks (to match the blade width; very pointy weapons suffer less). Those which don't give extra penetration no longer have bad multi-attack.
* Increased the material requirements for most metal armors.
* Increased the material requirements for all shields.
* Increased the blockchance of medium, large and tower shields.
* Increased the tensile, torsion and bending strength of muscle (MUSCLE_TEMPLATE) and gave more realistic values to sinew (SINEW_TEMPLATE). Force pulling/bending/twisting is now weaker and biting off limbs is harder. Severing ligaments/tendons is harder.
* Decreased all strengths of nerves (NERVE_TEMPLATE), except for tensile, torsion and bending, to that of the new sinew. Spines can be severed again.
* Removed the previously added bones from the neck, as it appears the upper spine does have it's own bones.

Minor changes:
** Renamed 'greatsword' (old one) back to 'two-handed sword'. 'Greatsword' is a really big weapon now.
** Renamed 'sledgehammer' back to 'maul'. 'Sledgehammer' is a tool now.
** Lowered the material requirements for all longbow weapon sets.
** Increased the material requirements for hawk axe.
** Fixed some inconsistensies with attack prepare and recover times (mostly for two-handed).
** Fixed some inconsistensies with 'cleave' attack penetrations.
** Fixed some inconsistensies with weapon material requirements (halberd, poleaxe, polehammer, glaive, war cleaver).
** Fixed some inconsistensies with shaft bash attacks and lowered their velocity.
** Readjusted the contact areas for some ammo types.
** Decreased the penetration of pike.
** Made two-handed sword a bit larger. 'Slash' and 'slap' attacks now receive no multi-attack penalty to simulate the anti-pike zweihander technique.
** Added a blunt 'hook' (with wing) attack to spear and long spear.
** Decreased the contact area of bladed spear 'stab'.
** Added 'thrust' attack to short sword.
** Gave more realistic weights to arming sword and longsword.
** Made estoc lighter and stiffer (velocity). Moved it to sword skill.
** Made war cleaver heavier and more powerfull overall.
** Slightly increased the velocities for longsword.
** Increased the velocity for headhunting axe 'snatch' attack. Fixed the damage type to EDGED.
** Slightly lowered the two-handed limit for bearded axe.
** Readjusted the attack properties of scimitar.
** Mail hauberk now also covers facial features.
** Plackart no longer covers upper legs, but provides a higher blockchance.
** 'Legplates' were renamed to 'tasset' and no longer cover lower legs, but provide a higher blockchance. They were added to my entity lists.
** Mail skirt now also covers upper legs.
** Increased the weight of brigandine.
** Fixed the weight of plate helmets as they were a bit heavier than intended.
** Lowered the layer permits for helm and enclosed helm.
** Some clothing coverage fixes.
** Reworked the 'cut' attack for large serrated disc: more velocity, less penetration.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
Post by: Sver on May 25, 2018, 07:22:49 am
Notice: I leave the old poll up, as way too few people have voted yet. If you'll find that the hammers/maces in the new version are too strong, feel free to vote (or re-vote) for a smaller modifier. Otherwise, enjoy.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
Post by: Sver on May 25, 2018, 08:23:09 am
The new values for nerves seem a little high. They're sturdier than stone with the new values.

To be more clear: the values for tensile, torsion and bending strengths (all affecting the force pulling/twisting/bending) are that high because, in DF's material and tissue mechanics, there is no middle ground between a broken spinal nerve and a completely undamaged one. Bruising is the lowest damage threshold, yet a nerve reaching it becomes completely disabled already, causing the loss of stance, weapon/shield holding and the inevitable suffocation; and, as it appears, this cannot be prevented by any sort of armor or individual attributes. With my changes (as in v1.2.1), necks can be severed or smashed by a direct strike, but they can never be snapped by a strike to the head. This solution seems the most balanced one to me, given the circumstances.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on May 26, 2018, 01:50:23 pm
A separate post, because character limit.
Here be tips and notes on playing with this mod and on the combat in DF in general, as well as the full list of items in the mod, with some useful info.

Spoiler: Tips and notes (click to show/hide)
Armor Types, Roles and info (http://www.bay12forums.com/smf/index.php?topic=170474.msg7753842#msg7753842)
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: flyteofheart on May 26, 2018, 11:40:45 pm
this is such a fantastic mod. bless. combat has bothered me a long time

im just curious if theres something that can tell me exact covering of each new bit of armor? if im layering i dont want to accidentally leave shins exposed for example due to not knowing what is left uncovered

as far as attacks, more documentation on which attack is ideal for each weapon would be great. theres a lot of options now and i used to just target body parts and lop them off or just target crushing skulls with heavy weapons. im not sure thats the best strategy anymore 
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on May 27, 2018, 04:20:23 am
Thank you :)

Exact coverage and blockchances for each armor piece are explained under the 'Full list of armor' in the top post. In general, if an armor piece covers multiple bodyparts, that means it also covers everything in between: if footwear covers upper legs, it covers the whole leg; if handwear covers upper arms, it covers the entire arm etc.
'Shin guards' are named this way just to make sense, but otherwise they're just a cheaper and less protective version of high boots. Although, unlike the latter, they can also be put over the greaves or high boots for additional defense (which may or may not be important, depending on what metals you have available and what kind of enemies you are fighting).

I have this planned, but am busy working on the other aspects right now. The thing is, attack properties still get major rewamps sometimes, and updating the table with each new release would take quite a bit of time.
But as a rule of thumb:
1) 'hack' (axes, halberd) - a slow, powerful, focused edged attack that usually doesn't go in very deep (but deep enough for humans and below). Good against weak armor and humanoids.
2) 'slash' (swords and the like) - a slow, but less powerful edged attack with a larger contact area and pen. depth. Good against unarmored enemies.
3) 'cleave' (axes, some swords) - a slow, powerful edged attack with average area and good penetration. Compared to hacking, it's not as good vs armor, but is a bit better against large creatures.
4) 'cleanly slash' (swords) - a quick, low-mometum edged attack that leaves long, shallow cuts and rarely gets stuck (if ever). Good against unarmored enemies. Compared to slashing, it won't cut the limbs off, but is faster and tends to open arteries anyway.
5) 'cut' (swords, spears) - a fast, weak edged attack. Mostly useless for an adventurer, but one can occassionally benefit from it's speed to charge/chase more effectively.
6) 'stab' (swords, spears, polearms, some blunt weapons) - a quick, low-momentum edged attack with small area and deep penetration. Can pierce through weak armor and is a go-to for tearing internal organs.
7) 'thrust' (swords, spears, polearms) - like a stab, but with larger area and even deeper penetration (usually). Situationally good when going after internal organs, especially against larger creatures.
8) 'bash' (hammers, maces, some polearms, longsword) - usually the ideal attack for maces. Very high momentum, doesn't draw much blood, but doesn't get stuck either. Good against mail/chain armor, necromancers and inorganic enemies.
9) 'strike/fluke' (war hammer, polehammer) - the ideal attack for war hammer and situationally good for polehammer. Very high momentum, very focused edged attack. Doesn't go in deep, but can pierce most armors, at least, when the opponent is prone. In theory, it's generally better than bashing, but I haven't tested it extensively yet.

The rest are usually not very useful for an adventurer.

Going after the limbs and head is still a viable strategy, especially since most enemies in Adventure mode are very poorly armored. In my mod, though, attacking the upper/lower body is much more bountiful than in vanilla and is likely to temporarily disable a foe, which can be important in large fights. Perepetually cutting into the internal organs will kill most living creatures pretty quick.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: flyteofheart on May 29, 2018, 04:38:10 am
Thanks a ton. This will help me so much. I will start using it immediately :) Copying the whole post to a text file so I can use it offline haha.

Do you know how compatible this would be with other mods? Like if I install this, and then careful not to overwrite anything, install a mod that adds new civs/creatures, will they use the new combat system? Or would I have to go back and mod those creatures too?

Thanks for your work. Combat has long annoyed me in DF for being too easy or too weird.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on May 29, 2018, 05:17:18 am
Do you know how compatible this would be with other mods? Like if I install this, and then careful not to overwrite anything, install a mod that adds new civs/creatures, will they use the new combat system? Or would I have to go back and mod those creatures too?

The exact incompatibilities are explained in the top post.
Overall, my mod doesn't touch the creature files themselves, but makes changes to organic body detail plan, tissues and some materials. Thus, unless the mod in question uses very specific, custom defined body layers, tissues or materials, it will integrate with mine seamlessly. EDIT: and if it does, it's probably for a reason, so there is no need to worry.
If you're adding new civs, I suggest giving them some of my mod's new weapons and armor - but it's not mandatory and there should be no conflicts regardless.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Burneddi on June 03, 2018, 11:09:02 am
Could you consider adding some more sword options for dwarven civs? Currently short swords and war knives seem to be the only ones they can use. It'd be nice if they got scimitars as an extra one-handed option and longswords as a two-handed sword, or something.

PS: motivated by this mod and my civ not knowing how to make any of the cloth armor like gambesons, I wrote a small DFHack script to teach dwarves how to make items unknown to them without messing with entity_default.txt or re-embarking. It should be included with DFHack in a release or two, but in the mean time you can get it here (https://www.reddit.com/r/dwarffortress/comments/8o6l44/dfhack_script_to_enable_crafting_of_unknown_items/).
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on June 03, 2018, 12:00:43 pm
Could you consider adding some more sword options for dwarven civs? Currently short swords and war knives seem to be the only ones they can use. It'd be nice if they got scimitars as an extra one-handed option and longswords as a two-handed sword, or something.

My presets are designed to stay closer to vanilla/generic fantasy, hence, I decided not to give the dwarves those weapons that Toady deemed "undwarfy", such as swords longer than a short sword. Also, the current variety covers all the common swordly specializations, as my dwarven preset includes: 'short sword' for general swordsdwarfship, 'war knife' for swift cutting/slicing and 'war cleaver' for chopping (all use SWORD skill); additionally, there's the 'falx' (PIKE skill) to fill the role of a two-handed slashing weapon.

However, my presets are simply there for convenience and I'm not forcing them on anyone. If you prefer your dwarves to have different (or simply more) weapons, you are free to add them - that's what the full list of items.txt is for. Only the 'greatsword', 'executioner sword' and 'longbow' (plus it's sets) are completely too big for dwarven usage.

PS: motivated by this mod and my civ not knowing how to make any of the cloth armor like gambesons, I wrote a small DFHack script to teach dwarves how to make items unknown to them without messing with entity_default.txt or re-embarking. It should be included with DFHack in a release or two, but in the mean time you can get it here (https://www.reddit.com/r/dwarffortress/comments/8o6l44/dfhack_script_to_enable_crafting_of_unknown_items/).

Yeah, I saw it on reddit, very useful and neat, good work! I thought about posting a link here, but then figured you'll probably post it yourself sooner or later. Thanks for linking my mod, btw ;)
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Burneddi on June 06, 2018, 05:24:29 pm
Would it be possible to add in-game descriptions for items by way of supporting DFHack's view-item-info (https://github.com/DFHack/scripts/blob/master/view-item-info.lua)? As someone who's not exactly a medieval period geek, I find myself constantly scratching my head trying to figure out what exactly some of the items added by this mod are. Of course writing descriptions for them would be a pretty big effort, so I understand if you don't want to do it.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on June 06, 2018, 06:16:54 pm
Well, I certainly will write some descriptions, eventually, but I'm way too unfamiliar with DFhack to implement them in there myself.

So, yeah. Once I'm done with some major stuff that I'm currently working on, at least, the descriptions will be added on this page. But to make them appear in-game I'd need someone who has any clue how that stuff works.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Burneddi on June 06, 2018, 11:47:48 pm
Well, I certainly will write some descriptions, eventually, but I'm way too unfamiliar with DFhack to implement them in there myself.

So, yeah. Once I'm done with some major stuff that I'm currently working on, at least, the descriptions will be added on this page. But to make them appear in-game I'd need someone who has any clue how that stuff works.
That particular part of DFHack is very simple; the only thing you'll have to concern yourself with is a file that contains a single Lua table. You can take look at the default item-descriptions.lua (https://github.com/DFHack/scripts/blob/master/item-descriptions.lua) file in DFHack which contains descriptions for items in the base game. It's not too dissimilar to raws, being a similar kind of text-based markup. Basically, what would need to be created would look like this (excuse the crappy example descriptions paraphrased off of Wikipedia):

Code: [Select]
descriptions = {
  ITEM_ARMOR_GAMBESON_SVER = {
    "The gambeson, also known as the aketon,",
    "the padded jack, or the arming doublet,",
    "is a padded defensive jacket, that can be",
    "worn both separately and underneath mail or",
    "plate armour. It is a thick, quilted jacket,",
    "and can also double as a winter coat."
  },
  ITEM_ARMOR_BRIGANDINE_SVER = {
    "Brigandine is a form of armour made of heavy",
    "cloth or leather lined with metal plates.",
    "It was commonly worn over a gambeson and",
    "a mail shirt, though even then it did not",
    "offer protection as good as plate armour.",
    "It is, however, lighter and offers greater",
    "mobility than plate, making it favoured by",
    "soldiers who prefer to fight unencumbered."
  }
}

Saving that file as more-item-descriptions.lua and putting it under DFHack's scripts folder will cause DFHack to display descriptions for gambesons and brigandine:

(https://i.imgur.com/iqumlul.png)

Anyway, if you end up writing descriptions and can't figure out how to put them in yourself, hit me up and I can help you out. You can either PM me on Reddit or on IRC (I'm on eg. Freenode with this nickname)—I might miss it if you message me on the forums. Just keep in mind these descriptions limit you to 9 lines that are a maximum of 50 characters long.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on June 07, 2018, 05:30:41 am
Doesn't look too difficult. Thank you!

Just one more question: considering the character and line limit, would you prefer the descriptions to be be more flavorful (like your example wiki ones), more technical (like the vanilla DFhack ones) or something else?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Burneddi on June 07, 2018, 10:16:20 am
Doesn't look too difficult. Thank you!

Just one more question: considering the character and line limit, would you prefer the descriptions to be be more flavorful (like your example wiki ones), more technical (like the vanilla DFhack ones) or something else?
Technical with a hint of flavour would probably be the best. It'd be ideal if players could get by without reading external descriptions or figuring out the different size, coverage and permit values, but that can be difficult to achieve. Here's what I would consider the essential information I'd be looking for myself:

Oh, also, apparently only the lines near the bottom are limited to 50 characters. Not sure what the exact character limits for the lines near the top are; some of the vanilla descriptions have lines over 70 characters long.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on June 07, 2018, 10:33:55 am
Got it :)

I don't think there will be too much problem packing it into ~450 characters.

Edit: also, PM'd a question.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on June 10, 2018, 07:04:41 pm
A new poll is up.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Xilian on June 14, 2018, 06:54:05 am
This mod really looks great!

So I was wondering, what is the major differences between this and Grimlocke's combat mod? in regards to the combat itself and the properties of the armour and weapons.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on June 14, 2018, 12:44:45 pm
Thank you :)

I've never really played or arena-tested with the Grimlocke's mod, so I can only compare it by the raws and the feature list. So, please, take note, that these are mostly my musings and/or personal opinion. Grimlocke's mod does some thing that my mod doesn't, such as reworked material properties of metals, lowered bone density and interactions that make creatures more resistant to fatigue and pain. All of these probably affect how armor and weapons really perform in combat. All tests for my mod are done with vanilla metals, densities and creature attributes in mind, so I can only judge the raws from this perspective.
* Melee weapons. In Grimlocke's mod they seem much more powerful: even sword slashes have small contact areas, very deep penetration and very high velocity. As a result, Grimlocke's weapons are not as functionally different between each other as the weapons in my mod. In my mod, each weapon type has a distict combat purpose (heavy armor breaking, light armor breaking, quick bloodletting, limb chopping, organ damage) in which it excels, then certain subtypes excel in two things at once, but to a lesser degree, and so on; in Grimlocke's mod, most axes and swords would probably perform very similar. As the weapons in my mod are weaker, successful hits aren't always as deadly (thus, a bit less luck based combat) and it's harder to fight off large beasts, especially inorganic ones; in Grimlocke's mod, the weapons seem to be very deadly against everything. Regarding attack speed, in Grimlocke's mod short weapons are easier to parry with, while long weapons are harder to defend against; my mod uses a more simplistic system, where weapons have a gradually growing advantage the longer they are.
* Ranged weapons and ammo. My mod has more variety and functional distinction for ranged weapons: there is a steady progression of power and material cost (and/or min body size limit). My ammo is a lot lighter and shoot velocities are lower, thus, archers in my mod are not as slow, but not as deadly either. Also, in my mod it is possible to have archers with offhand weapons (so called "weapon sets"), so it's entirely possible to train squads that both fight and shoot just as good, and out-of-ammo invaders retain some level of danger.
* Unarmed attacks. My mod doesn't touch creature files at all. Compared to Revised (which I recommend to use together with my mod), Grimlocke's unarmed attacks are significantly weaker, although, even in Revised they are quite non-deadly. Due to tissue changes in my mod (see below), bruising multiple internal organs may render the opponent temporarily disabled, so unarmed combat may serve as a viable non-lethal way of fighting, while in Grimlocke's mod it's plainly nerfed.
* Armor. My mod has a bit more functional differences between armor pieces and more possible combinations. Also, my mod has a broader variety of plate armors, allowing for cheap, lightweight additions to put over existing uniforms, including other plate. These additions partially protect the main armor piece from damage, which might be quite useful when the armor is made from a low-grade material. Armor in my mod is generally lighter, thus, armored soldiers don't get tired as quickly. Some body armors in my mod protect facial features to a varying degree (helms are unable to do this within the game's mechanics), up to metal plate, making actually full plate armor achievable.
* Tissues. My mod does some tissue rebalancing that Grimlocke's mod doesn't. Force transitioning mechanic is significantly nerfed in my mod, which means no more neck snapping from a punch to the head and no more open joint fractures from a strike to the limb; without these fixes even the very best armor would be pretty lame, because it offers zero protection from force transitioning. Additionally, organ wounds have much more severe effects, so torso protection is vitaly important. Together, these changes make the armor in my mod much more powerful and important, while in Grimlocke's it mostly functions the same as vanilla. In my mod, a good enough armor can finally compete with the all-blocking power of a shield, making two-handed weapon wielders viable; doing the same in Grimlocke's mod is not a very good idea, as almost any hit can still deliver debilitating damage. Also, broken fingers in my mod don't cause as much agony, limb damage causes a bit less agony and skulls are more durable (all of this makes combat less inane and luck based).
* Shields. In Grimlocke's mod they are a lot less protective (22% max blockchance, compared to 85% in my mod) and don't seem particularly balanced between each other. In my mod, there is a steady progression of blockchance and weight, thus, larger shields are encumbering, but quite useful. This makes fighting certain creatures (such as dragons) easier in my mod, at least, with due preparations.

Something like this.

EDIT: Grimlocke has posted an answer that addresses some of the wrongful assumptions I've made here, so I suggest to check it out (http://www.bay12forums.com/smf/index.php?topic=170474.msg7818074#msg7818074).
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Xilian on June 15, 2018, 03:21:16 pm
Thank you very much for the comprehensive answers! I like the way your mod approaches combat in general

* Ranged weapons and ammo. My mod has more variety and functional distinction for ranged weapons: there is a steady progression of power and material cost (and/or min body size limit). My ammo is a lot lighter and shoot velocities are lower, thus, archers in my mod are not as slow, but not as deadly either. Also, in my mod it is possible to have archers with offhand weapons (so called "weapon sets"), so it's entirely possible to train squads that both fight and shoot just as good, and out-of-ammo invaders retain some level of danger.

Regarding the ammo, doesn't the very small size basically make them unable to harm armoured targets, or does the power of the (cross)bows make up for that? Or does the coverage of armour make up for this by sometimes allowing projectiles to bypass armour (like hitting through gaps in the armour)?

* Unarmed attacks. My mod doesn't touch creature files at all. Compared to Revised (which I recommend to use together with my mod), Grimlocke's unarmed attacks are significantly weaker, although, even in Revised they are quite non-deadly. Due to tissue changes in my mod (see below), bruising multiple internal organs may render the opponent temporarily disabled, so unarmed combat may serve as a viable non-lethal way of fighting, while in Grimlocke's mod it's plainly nerfed.
I heard halving velocity modifier of unarmed attacks already solves a lot of issues, do you recommend this with your mod too?

* Armor. My mod has a bit more functional differences between armor pieces and more possible combinations. Also, my mod has a broader variety of plate armors, allowing for cheap, lightweight additions to put over existing uniforms, including other plate. These additions partially protect the main armor piece from damage, which might be quite useful when the armor is made from a low-grade material. Armor in my mod is generally lighter, thus, armored soldiers don't get tired as quickly. Some body armors in my mod protect facial features to a varying degree (helms are unable to do this within the game's mechanics), up to metal plate, making actually full plate armor achievable.
This seems a lot in line with battles often not having too many casualties until a rout broke out.  I take it you lowered the weight of your armours by lowering the size, doesn't this also make the armours weaker and easier to broke by repeated hits?

* Tissues. My mod does some tissue rebalancing that Grimlocke's mod doesn't. Force transitioning mechanic is significantly nerfed in my mod, which means no more neck snapping from a punch to the head and no more open joint fractures from a strike to the limb; without these fixes even the very best armor would be pretty lame, because it offers zero protection from force transitioning. Additionally, organ wounds have much more severe effects, so torso protection is vitaly important. Together, these changes make the armor in my mod much more powerful and important, while in Grimlocke's it mostly functions the same as vanilla. In my mod, a good enough armor can finally compete with the all-blocking power of a shield, making two-handed weapon wielders viable; doing the same in Grimlocke's mod is not a very good idea, as almost any hit can still deliver debilitating damage. Also, broken fingers in my mod don't cause as much agony, limb damage causes a bit less agony and skulls are more durable (all of this makes combat less inane and luck based).
* Shields. In Grimlocke's mod they are a lot less protective (22% max blockchance, compared to 85% in my mod) and don't seem particularly balanced between each other. In my mod, there is a steady progression of blockchance and weight, thus, larger shields are encumbering, but quite useful. This makes fighting certain creatures (such as dragons) easier in my mod, at least, with due preparations.

Something like this.

I like the overall approach you did regarding making battles longer and less luck focused. So I wonder, how often do armours break in combat, and how much of a problem does exhaustion become in prolonged big fights?
Also to calculate weapon sizes and contact areas in attack do you use specific formulas, or do you kinda improvise per weapon so it feels right? Lastly, is it possible for me to use this mod and build upon it, for example I have made a custom human entity that takes inspiration from early Chinese imperial dynasties, thus I'd like it to have armour and weapons in line with this. For example armours were often not plate but coat of plates or lammelar and a lot thicker than european armours, their crossbows also tended to be a theoratically more powerful than their european counterparts. Hence, by your permission I'd like to use your mod and build upon by following the way you made armour and weapons and incorporate it into my new civilisations and mettalurgy.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on June 15, 2018, 06:07:22 pm
Regarding the ammo, doesn't the very small size basically make them unable to harm armoured targets, or does the power of the (cross)bows make up for that? Or does the coverage of armour make up for this by sometimes allowing projectiles to bypass armour (like hitting through gaps in the armour)?

It's a bit of both. Regular bows and crossbows will not be able to do much against serious armor, but longbows and arbalests, especially with piercing ammo, perform pretty good. On the other hand, serious armor is expensive to make (and a full set is very rarely generated on invaders) - and cheaper, lower tier armors have gaps. Simultaneously, my mod still has heavy and powerful ranged options, such as atlatls (javelin throwers) and hand ballistas. Slings also perform well against armor, although they are more luck based than other ranged weapons.

I heard halving velocity modifier of unarmed attacks already solves a lot of issues, do you recommend this with your mod too?

This is what Revised does, yeah. Revised also removes biting and scratching from civilized creatures, because of how ridiculous those are within the game's mechanics. Both of these fixes work well with my mod.

This seems a lot in line with battles often not having too many casualties until a rout broke out.

Yep, one of the mod's main goals is to tone down the quick and random lethality of the vanilla DF combat and make the choice of armor less streamlined. Also, I feel like this has a positive effect on the storytelling aspect of the game, as there is now more room for mistakes in combat: having multiple viable armor choices gives the troops more character, and many militias who would have inevitably died in vanilla may end up wounded, yet saved by their comrades.

I take it you lowered the weight of your armours by lowering the size, doesn't this also make the armours weaker and easier to broke by repeated hits?

Short answer: no, lowering the layer size doesn't make the armor any weaker.
Long answer: due to how DF combat formulae handles armor thickness, there is no settling point of difference between the layer size values of 1 and 20 (20 being vanilla for plate), unless the armor in question is sized for a creature with a body size value of seven figures. Essentially, the layer size will only start to matter when worn by something the size of an ogre - and the armor sized for such a creature will be so thick that the difference in protection becomes irrelevant. Also, the weight will render the wearer immobile anyway.

So I wonder, how often do armours break in combat, and how much of a problem does exhaustion become in prolonged big fights?

There are too many variables for any combat situation to give a definitive answer here. In short, plate armors break less often than they do in vanilla, and exhaustion is much less of a problem even for the heaviest armor choices. Both still occur, but, in general, armor in my mod is more durable (due to weakened weapons) and less of a liability.
It should also be noted that exhaustion depends on many, many different factors and still plays one of the most decisive roles in combat - and will continue to do so until Toady teaches the AI to preserve stamina.

Also to calculate weapon sizes and contact areas in attack do you use specific formulas, or do you kinda improvise per weapon so it feels right?

Generally speaking, I use real life weapon examples, with the help of modern replica shops and extensive googling.
For the weapon sizes, I've calculated that for an iron weapon to weight somewhere close to 1 kg in the game, the size must be about 150. I set all sizes based on this ratio and the real life weight of the prototype weapon.
For the basic edged attacks, I use the prototype's edge length and, in case of axes, axe head lenght, converting them from inches to raw-units by a ratio. This ratio is based on a number that I've found (after some testing) to be a quite reasonable penetration depth for the short sword (2000), equated to a reasonable blade lenght for the short sword (20 inches). Thus, I multiply a real life value in inches by 100 to get a game-friendly value. It turned out to work surprisingly well in practice.
Things start to get a bit more complicated when it comes to stabbing and other special edged attacks, although the same ratio is used for the most part. As a general guideline, stabbing contact areas equal the prototype's blade width divided by 10; thrusting equals blade width; clean slashes have blade length multiplied by 10 and have limited penetration; cuts are equal or half of blade length and their penetration equals blade width. And then, some attacks have it more arbitrary.
For blunt and pseudo-blunt (fluke/spike strikes) attacks I mostly use arbitrary numbers that are given with the game mechanics in mind. Penetration depth of fluke/spike strikes is capped by the prototype's fluke length, although it is occasionally made lower, for balancing reasons.
The way I calculate velocities is all over the place, but the most important numbers here are the prototype's total length in inches and the total weight in kg. If you give me these two numbers and describe the weapon, I can calculate the velocities for you. Or you can just use the velocities from the closest analogue in my mod.
For attack prepare and recover times it's best to simply use analogues, as those are even more all over the place than the velocities.
I also used to have some genius formulae which I've used to calculate the proper shoot forces for ranged weapons, but I've lost it. So, again, analogues all the way.

As for armor, I got to say that DF item modding lacks the possibility to properly implement lamellar armor and the like, as the armor is either rigid (like plate) or elastic (like mail) - there is no achievable middle ground. My mod does it in a half-assed way: lamellar armor can deflect blunt force (so, essentially, it's rigid), but has a relatively high chance (33%) to let any attack path through; on the other hand, it is relatively light, while covering many bodyparts. I've yet to come up with any way to implement it better.
Layer sizes for my armor are generally made with weight in mind, but you can safely use them by analogy (10 for plate, 6 for mail and so on), as thickness doesn't really affect combat performance anyway. One way to simulate functional thickness, though, is to have the same armor pieces layered upon each other, so keep it in mind for layer permits and the [SHAPED] tag placement.

And yes, you do have my permission, as it is stated in the main post. Regarding making new items in the groove of the mod, I might also be able to give more precise answers to more precise questions =)
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Xilian on June 27, 2018, 10:25:59 am
Thank you very much for all the answers.

I have been modding in weapons of my own based on the formulas you described and it has been going well so far. However, if you don't mind I have some more questions regarding the ammo. I take it the contact area is a value of the blade width ratio of the used arrowhead. However the penetration depth is based on what, is it part of the shaft length? As for the javelins, are these calculations based on the ammo calculations or weapon calculations for spears?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on June 27, 2018, 11:06:17 am
However, if you don't mind I have some more questions regarding the ammo. I take it the contact area is a value of the blade width ratio of the used arrowhead. However the penetration depth is based on what, is it part of the shaft length? As for the javelins, are these calculations based on the ammo calculations or weapon calculations for spears?

Contact area for the broadhead ones equals arrowhead blade width, yes. For other types of ammo, it's a bit more arbitrary: they are given with armor-breaking mechanics in mind and can be safely copied for any other ammo that you intend to be armor-piercing.

For penetration, arrows and bolts use part of the shaft length, yes. Piercing types get about one half of the length and broadhead types get about one third.

Javelins are a specific case. Let's just say that the contact area is taken from the sharpest spear in the mod, the penetration is based off the metal part of the pilum (https://en.wikipedia.org/wiki/Pilum) and the velocities are given with pilum's specifics in mind (e.g. the bending shank).
In the upcoming version, there'd be a new type of javelins based on the fletched javelins (http://mediaephile.com/images/a1249.jpg). For them, attacks will be like these:
Code: [Select]
[ATTACK:EDGE:125:1670:stab:stabs:NO_SUB:700]  shank can bend on hit
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:125:3500:thrust:thrusts:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:800:125:cut:cuts:NO_SUB:50]
[ATTACK_PREPARE_AND_RECOVER:3:3]

with the shaft length in mind being about 60 inches, thus, penetration is either a bit more than one half of the shaft or is one half of the previous value - depending on the attack. Contact area is the roughly calculated head width (couldn't find a precise source) and velocity is applied on the same principle as for arrows.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on June 28, 2018, 08:22:07 am
v1.3 Released

Major changes:
* Optional: Adrenaline interaction (with some tweaks) from the Grimlocke's History & Realism Mods (http://www.bay12forums.com/smf/index.php?topic=146737.0) is included with the author's permission. It gives a substantial boost in willpower and endurance to all live creatures in combat, making fights longer and invaders less affected by the randomness of their physical stats.
* Thickened joints and ribs and gave a bit more reasonable thickness to spine, courtesy of DF Revised.
* Lots of small fixes to material templates, courtesy of DF Revised.
* Increased the strength of cartilage (to that of bone/sinew) for a bit more durable fingers, toes and such.
* Several tissue fixes: fat does not bleed; damage to bone causes more bleeding; removed pain from brain (as it's effects appear to be redundant).
* Added a new type of ammo: war darts. They are used by atlatls and are better suited agaist flesh than armor, very effective against large beasts.
* Added new weapon sets: shepherd arms (sling + mace), ravager arms (sling + headhunting axe), trapper arms (atlatl + hawk axe), beasthunter arms (atlatl + executioner sword), ambusher arms (atlatl + spear).
* Lowered the velocity for all 'thrust' attacks (to that of normal stabs) and gave them slower recover, as they were too good at cutting off limbs.
* Rearranged the multi-attack bonuses/penalties for all weapons. Changed some prepare and recover times accordingly.
* Readjusted the speed for all trap components and made them generally slower.
* The 'hook' attack for halberd was replaced with 'strike' (with spike). A new 'hook' attack is more in line with other weapons.
* Expanded the attacks for falx. Now it can also 'snatch' and 'cleave'.
* Increased the velocity for hammerhead bolts (1.25x modifier).
* Added another "fake" attack to (sling) bullets to make slings more random.
* Renamed 'mail hauberk' to 'mail coat' and 'mail byrnie' to 'mail shirt' for simpler naming and changed the tags accordingly.
* Renamed 'tasset' to 'tassets' as that is more appropriate. Now it only gives 60% block, but requires less bars. Also, lowered its weight. Actually added it to the entity lists, as I forgot to do it the first time.
* Renamed 'plackart' to 'lower plate' for simpler naming and changed the tag accordingly. It now grants 100% block, but requires more bars. Also, lowered its weight.
* Changed the tag for greatsword to fit its name, for easier searching in the entity files. Goodbye, Grutte Pier reference

Minor changes:
** Renamed 'giant club' to 'war club', in accordance with the new DF Revised.
** Renamed 'atlatl dart' to 'thorn dart', to emphasize the wood-only focus.
** Renamed 'hat' to 'warm hat', as that is a more precise description.
** Fixed the 'hook' attack for horned axe having too high velocity.
** Fixed the skill for javelinman arms to DAGGER.
** Lowered the material requirements for broad spear and bladed spear.
** Raised the two-handed size requirement for hatchet to 18000.
** Made glaive a bit slower on attack, but easier to parry with. Overall speed stays the same. Also, removed the 'hook' attack.
** Made hawk axe a bit less penetrating.
** Made war cleaver a bit better at damaging armor.
** Some attack renamings for scimitar and war cleaver.
** Made large arrows heavier and a bit less penetrating.
** Slightly lowered the weight for plate armor, breastplate and chestplate, to simulate their efficient weight distribution.
** Made lamellar armor a bit heavier.
** Lowered the weight of gambeson and padded armor to a more realistic value. Now even more layering possible!
** Slightly inceased the layer permit of pauldrons.
** Fixed the shin guards layer type to COVER and slightly increased their layer permit.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Sver on June 28, 2018, 08:35:26 am
A new poll is up.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3)
Post by: Sver on June 28, 2018, 12:24:04 pm
A-and...

v1.3.1 Released

Added war darts to entity lists. A very small fix, as I simply forgot to do this.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Sver on July 19, 2018, 08:11:34 am
The development is coming along, and for the next release we already have an optional metal rebalance (more reaistic values, higher cost for armor and weapon grade metals, new steel types for better progression and more dangerous invaders, etc.), extensive fixes/balancing for ranged weapons and ammo and some ongoing balancing for weapon attack speeds to make the Fighter skill and movement speed more important in combat and generally make combat better paced. If I'll have enough time, I might also add some new reactions for larger bolt and arrow stacks, as well as the long promised reactions to make spears cheaper to forge.

My plan is to wait for the next Revised release with more detailed bodies, so I could include the required armor rework right away. Before that, it would be highly appreciated if more people would vote on the legwear question, so we could have a definitive winner.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: fonzacus on July 27, 2018, 02:09:00 pm
great mod overall, it eases the pain when marksdwarves arent smart enough to switch to their 2nd weapon.

the more sensible naming thing is nice with the update. i also took it a bit further by renaming chain mittens and chausse to mails, and gave leggings a padded prefix for a bit more 'sensibilty'.

id like to request some magic. is it possible to have an unholy baby of a quiver/flask/backpack? or probably a ranged weapon set + quiver? recently ive been seeing a few dwarves having missmatches from usually quivers, and sometimes flasks. it happens from time to time in vanilla. DT says the dwarf was missing specific quiver/flask. removing them/their equipment usually fixes this.

i played a lot long time ago and have always been careful around miners, woodcutters and hunters so it isnt that.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Sver on July 27, 2018, 02:26:22 pm
Thank you =)

Yeah, I went with "chain", because mail is, in fact, a more vague term (it can simply mean "armor"), and vanilla has "chain leggings", so the naming convention stayed the same. I don't have anything against players renaming/modifying stuff to their liking, though.

Unfortunately, I can't do anything about that. Quivers, flasks and backpacks cannot be modded, at least, not through the raws alone.
I've never really run into this issue, but then again I almost never use the "Carry food/drink" options, because my militias are usually within the stockpiles' reach anyway.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: wickys on July 27, 2018, 06:05:19 pm
How does this mod differ itself from Grimlocke's realism or any of the other realism mods? Or is this a kind of cherry pick of the best parts of all of them in one?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Sver on July 27, 2018, 06:40:36 pm
This post (http://www.bay12forums.com/smf/index.php?topic=170474.msg7786085#msg7786085) and the next two are my take on what the differences between this mod and the Grimlocke's one are, plus some related questions and answers.

Overall, the mod is mostly my personal musings and opinionated balancing, although, it does borrow from several other mods - where it's credited.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: Grimlocke on July 28, 2018, 06:02:06 am
Hi there! Noticed this mod some time ago, and just got around to reading up on what exactly it does. I havn't played much DF in the last year or so, but its still interesting to see someone else's take on this given the amount of time I've spent piddling around with the game melee combat balancing.

Mostly, you've got a more modest but still worthwhile take on the whole 'historic-ish combat rebalance', which really ought to help people integrate this with other mods. With mine that's kinda fallen in the toilet a lot of the time because the changes I made aren't all obvious, not that well documented but still instrumental to making the balance scheme work. (particularly the materials rebalance, which nobody ever extends to modded materials)

That said, I do take issue with some of the assumptions you made in this post:
Spoiler (click to show/hide)

I say assumptions, because a lot of this would have proven false with some basic arena testing. For instance, while 'my' weapons are significantly more powerful than in vanilla, so is the armor. Swords have a smaller contact area because the game processes the larger ones in... strange ways, making large-contact area weapons really weak against even basic protection. Swords and other light weapons are still pretty useless against anything above mail armor, facial features are fully protected by helmets since I've made facial features embedded, joints don't break without some very significant force (I did it through material and joint bodypart modification instead).

I guess this is a sign my documentation and raw commenting is kinda crappy. Ought to fix that one of these days.

Your shields might be a tad bit overpowered, since that block chance is a base value that increases with shield user skill. Even with my fairly modest shield stats, skilled shield users generally have an advantage over two-handed weapon users, both armored and especially unarmored. Two-handed weapons generally only have an advantage against poorly skilled shield users, or armored, low weapon skill combat where the one-handed weapons fail at breaking through armor.

Anyhow, keep up the good work. I might reverse-inspire some features when/if I get back into DF modding :)
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Sver on July 28, 2018, 07:02:32 am
Oh shit, here comes Grimlocke himself! :D
I mean, your mod was one of the initial inspirations for me, so it's really nice you've stopped by.

Regarding my post, those are, indeed, assumptions, as I've clarified in the beginning. I'll link your comment there to make it fair.

Your mod is obviously more vast and, thus, has a balance that is more "self-oriented", while my mod tries to keep the focus on vanilla. That's pretty much why I've kept the relatively larger contact areas: they offer the desired disparity between the weapons, so, say, an axe can hack through padded armor right away, while a sword needs at least 3 slashes for the same feat. Also, I've felt that average contact areas don't really need a boost, as, in vanilla, limbs go flying off way too often and it's getting especially ridiculous at higher skill levels. But that's obviously just my opinion again.

If you don't mind, I've got a couple of questions regarding how you've resolved the issues with joints and facial features:
1) Does making facial features internal has any side effects, aside from making them covered by helmets? Are they no longer available for being targeted (say, by an adventurer)? Do HFs still lose them more often than limbs in worldgen? Can they be wrestled (gouged etc.)?
2) How exactly did you strengthen the joints against the constant "force pulls limb, tearing the muscle" without altering the materials? Did you do something similar to prevent the necks from snapping?

While balancing the shields, I was refering to this study on shield blocking (http://www.bay12forums.com/smf/index.php?topic=134779.0), plus my knowledge of the fact that blocking with a shield is an action and drains stamina. The study suggests that there is about 1.5x disparity between a buckler and a shield at high skill levels, while on low skill levels there is almost no difference, so I've reasoned that this disparity only grows larger with higher blockchances. In the end, however, my shields are mainly balanced around the stamina and encumbrance question: large shields can become a serious liability when the heavily armoured user is outnumbered, but are great otherwise. As in my mod a proud owner of good, full plate armor is pretty much invinsible (aside from wresting/biting), until xe falls to the ground from over-exertion, stamina is the primary concern for most humanoid-on-humanoid battles. It is possible I will cut the blockchances a bit for the future version, though, even if not by much.
Also, small weapons in my mod are much weaker than in vanilla, while two-handed ones are reasonably strong - essentially, "if you want to do a lot of damage, go with two-handed, if you want to play safe, go with weapon and shield". This should be further magnified by the future update with attack speed rebalance, which I'm currently working on. I do agree, though, that at Legendary skills there is almost no difference between anything really, but this is an inevitable part of game mechanics.

Thanks for your insights!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Grimlocke on July 28, 2018, 08:59:30 am
Fair points regarding the balancing, keeping the general idea close to vanilla has its merits if only for mod integration and player familiarity.

As for the questions: I made the facial features embedded rather than internal, though these are functionally quite similar. Eyes were already embedded, and can still be gouged. The other parts can still be damaged on head-hits, but can't be independently targeted or cut off any more. Its a tradeoff, but my soldiers gradually running out of ears and noses annoyed me more than the lack of ability to bite off someone's nose in adventurer mode (fun as that was). I tried other solutions for a while, among which trying to make ears and noses 'cover' the head the same way eyelids cover eyes, but that feature seems to be a bit broken. This solution seemed the least broken, even though it came at the cost of hilarious adventure mode shenanigans.

Joint damage is a bit different from other damage, in that its currently the only thing using the torsion, bending and tensile material properties (for twisting, bending and pulling respectively). My solution was to change those in the material templates for muscle and other tissues used by joints, and increase the joint bodyparts in size to have their relative strength make sense. This also takes effect on necks and creatures that don't have joints (which take joint-damage on bodypart one step towards the upper or lower body).

As for shields, first time I'm seeing that shield research topic! Thanks for the link, I'll have a read through this later today. Now that I think about it, with my current balancing scheme its fairly rare for fights to go on long enough to run soldiers out of stamina. I wonder if there are ways to make fights more tiring in a shorter amount of time without affecting running stamina? My armor is overall a little weaker, because the DF AI doesn't quite understand how to aim for weak spots in armor and fights would just go on forever. Being out of the game when poleaxed in the head is not entirely unrealistic either, and I just like the idea that a hard enough hit with an iron maul is going to be a bad day no matter the armor :)

Anyhow, I'll experiment with the shields some later and maybe release that along with some other stuff I havn't been bothered to finish up properly and release. Feel free to ask me stuff!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Sver on July 28, 2018, 10:04:20 am
My solution was to change those in the material templates for muscle and other tissues used by joints, and increase the joint bodyparts in size to have their relative strength make sense.

Huh, I didn't notice it the first time looking over your raws. I got pretty much the same solution, although, I've just plainly increased the sturdiness of muscle and sinew. The thing is, I went with much higher numbers. Is FRACTURE:22000 enough to prevent limbs from being disabled by force transfer all so often? Or do you intentionally keep it not too high, so that torn muscles will still occur from time to time? I'm having a hard time finding a sweet spot where light weapons cannot break armoured limbs, while heavy weapons can.
And it's pretty much the same with the nervous tissue: it got tiring to see almost any successful strike (including punches) to the head end up in inevitable death by suffocation, but increasing the material strength high enough made it so that not even a poleaxe can deal with it.

My armor is overall a little weaker, because the DF AI doesn't quite understand how to aim for weak spots in armor

I'm not sure if I've seen what I've seen, but throughout the armor-vs-shield testing I've been noticing that the AI have been consistently focusing on bodyparts not covered by armor. I've staged several 1x1 fights between a human who worn almost full plate armor with no shield and a lightly armored human with a large shield: the shield user very often attacked the facial features, which were uncovered. There was a similar pattern in the other test, where one side had no hand protection. I'm not 100% sure that wasn't just a coincidence, though: as in, there were many blocked strikes in those tests, and they could've been aimed at something else.
And, if any consideration, AI got pretty good with removing armor from unconscious opponents. That is another benefit of two-handed weapons, btw - units with a weapon and a shield cannot do this.

How exactly the armor in your mod is weaker?
In my mod, there are several weapons which can pierce right through plate of the same material, even if only when the target is prone. Seemed fair enough to me, taking into account that plate in my mod is very expensive to make, and any damage to it is a hole in the fort's smithing resources. Together with the armor-removal AI and more protective shields, this creates a system where fights are long, but will immediately speed up the moment one of the sides looses their ground. I personally love the fights this way. Not a fan of wall-to-wall combat, where, in the end, it's all about the relative skills/stats and some luck. In this system, both sides flail on each other with only occassional casualities, until either one side starts getting tired/panicked or the other gets some tactics up and outmaneuvers the foe.

Now that I think about it, with my current balancing scheme its fairly rare for fights to go on long enough to run soldiers out of stamina. I wonder if there are ways to make fights more tiring in a shorter amount of time without affecting running stamina?

I don't really think there is any way to separate those. It's either longer fights (with the help of stronger defenses and/or slower weapons) or lower stamina in general. As you see, I went with longer fights.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Grimlocke on July 28, 2018, 10:47:56 am
Is FRACTURE:22000 enough to prevent limbs from being disabled by force transfer all so often? Or do you intentionally keep it not too high, so that torn muscles will still occur from time to time? I'm having a hard time finding a sweet spot where light weapons cannot break armoured limbs, while heavy weapons can.
And it's pretty much the same with the nervous tissue: it got tiring to see almost any successful strike (including punches) to the head end up in inevitable death by suffocation, but increasing the material strength high enough made it so that not even a poleaxe can deal with it.

The values I have make for only very occasional damage by joint/tendon/nerve damage, mainly very heavy blunt weapons get it on good hits. I'd have it be a bit more common, but the joint damage scales only with amount of force applied in total, not force/area, so it was impossible to make it also happen on smaller contact area weapons and not be all sorts of broken.

I doubt my values will copy over to a vanilla kind of balancing scheme though. As I said, I also increased the size of the joint bodyparts, since the smaller the part is the easier it was to crush which made joints very weak compared to the neck, so that weighs in as well. Basically in your case, just increase the force until the ingame behaviour makes sense.

I'm not sure if I've seen what I've seen, but throughout the armor-vs-shield testing I've been noticing that the AI have been consistently focusing on bodyparts not covered by armor. I've staged several 1x1 fights between a human who worn almost full plate armor with no shield and a lightly armored human with a large shield: the shield user very often attacked the facial features, which were uncovered. There was a similar pattern in the other test, where one side had no hand protection. I'm not 100% sure that wasn't just a coincidence, though: as in, there were many blocked strikes in those tests, and they could've been aimed at something else.
And, if any consideration, AI got pretty good with removing armor from unconscious opponents. That is another benefit of two-handed weapons, btw - units with a weapon and a shield cannot do this.

Hm, the AI has a really strong and weird preference for attacking tiny bodyparts, usually with unarmed attacks or other secondary attacks. I'm fairly sure this is due to the 'critical attack chance' though, the thing that gives a randomly attack on a random bodypart greatly increased odds of hitting. The AI almost always seems to use those if they come up. That mechanic doesn't weigh likelihood by bodypart size, and there are a lot more small bodyparts (fingers, toes, face parts) than large ones, so the AI does a lot of biting enemies in the toe and such (with both standing and wearing a helmet...)

I haven't ever noticed the AI prefer unarmored bodyparts, but admittedly its been a while since I tested that. I'll give it another science later.

How exactly the armor in your mod is weaker?
In my mod, there are several weapons which can pierce right through plate of the same material, even if only when the target is prone. Seemed fair enough to me, taking into account that plate in my mod is very expensive to make, and any damage to it is a hole in the fort's smithing resources. Together with the armor-removal AI and more protective shields, this creates a system where fights are long, but will immediately speed up the moment one of the sides looses their ground. I personally love the fights this way. Not a fan of wall-to-wall combat, where, in the end, it's all about the relative skills/stats and some luck. In this system, both sides flail on each other with only occassional casualities, until either one side starts getting tired/panicked or the other gets some tactics up and outmaneuvers the foe.

With the setup I went for, most fights is an exchange of parried and blocked hits, hits glancing off armor until finally one gets a shot on a limb, either disarmed the opponent or dropping them on the floor. Its fairly similar, but shorter and a large skill disparity can make you almost unassailable in adventurer mode as long as you can keep from being outnumbered. Being outnumbered is probably bad news in both these mods though, since you just get spammed, knocked on the floor and turned into canned soup. This is historically accurate though, and how things should be :)
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Sver on July 28, 2018, 11:57:04 am
So it's the BP size of the joints... interesting. Well, I may look into it once the new version of Revised gets released - there'd be some body alterations I'd like to include, might as well look into other similar tweaks.

Yeah, it's possible that the melee AI just goes after smaller bodyparts because they are easier to damage.

Thanks again for all you answers!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: fonzacus on July 30, 2018, 01:39:58 pm
weapon balancing does seem like a tough issue, as id consider wep sets OP. what if you removed all solo weps? i love them BTW because it 'imitates' dwarves using their secondary weapon instead of bashing with their crossbow, while also using a shield. id give my militia marksman arms and my guards highwayman arms. currently im in a more serious play through, but i might test out 2 armies using only wepsets.

more 'hidden' (or removed) body parts would be a blessing IMHO, i hope you do make magic. thered be much fewer teeth, ears nose ETC to haul. having them hidden for all creatures would make my gameplay better, not too sure about others. im anti hunter, so i send out my noob squad to hunt game from time to time.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Sver on July 30, 2018, 04:02:40 pm
Weapon sets are a bit OP on paper, but they require additional ranged training to be used effectively, so there's that: unskilled marksdwaves waste a lot of time reloading and receive attacks while doing so. Also, AI armies treat weapon sets as ranged weapons and, thus, equip their users in light armor with no shield, so removing standalone melee weapons is not a very good idea. In the next version, as a small countermeasure, the metal cost of all weapon sets will be increased by one bar, so setting up all-purpose squads will be even more expensive (it is already more expensive than setting up melee squads). In the end, their efficiency is highly dependent on how much metal the player has on their hands and how serious the invaders are. Both of these variables are within the player's control (worldgen mineral setting and using my recommended natural skills for invaders), for those who prefer more challenge. Obviously, for the forts with nigh-endless supply of iron, it's easy to go for the best equipment right away, but I guess that's how it should be. This too will be somewhat counterbalanced by the next version, as new types of steel will beef up some invaders and motivate the player to actually go for steel.

I will probably set up a poll regarding "internalizing" facial features, once I get to that, and see what the general consensus is.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
Post by: peasant cretin on August 06, 2018, 05:14:03 pm
Thank you :)
* Ranged weapons and ammo. My mod has more variety and functional distinction for ranged weapons: there is a steady progression of power and material cost (and/or min body size limit). My ammo is a lot lighter and shoot velocities are lower, thus, archers in my mod are not as slow, but not as deadly either. Also, in my mod it is possible to have archers with offhand weapons (so called "weapon sets"), so it's entirely possible to train squads that both fight and shoot just as good, and out-of-ammo invaders retain some level of danger.

Curious about this. The tick counts for "reload"/delay after firing (http://www.bay12forums.com/smf/index.php?topic=163596.msg7453871#msg7453871) change if we manipulate SHOOT_FORCE and/or SHOOT_MAXVEL?

I've never seen anyone mention this before :o If this is so, that's quite a find!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Sver on August 06, 2018, 05:23:43 pm
No, it doesn't. By "slow" I simply meant the move speed, unfortunately. Much lighter ammo equals much lower encumbrance. Sorry if I was unclear there.
There is no way to alter the reload speed/delay using the raws, as far as I am aware.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Sver on September 15, 2018, 01:07:33 pm
v1.4 Released

Notice: I've decided to post an update before the inevitable armor rework that is coming with the next release of DF Revised and its body changes. "Internalized" facial features (to reduce bodypart clutter) will also arive with it.
The most important change here is the weapon speed rebalance, and I would really like to get some feedback on it before progressing further. Testing this new system on both modded and purely vanilla set ups showed no problems in arena mode, but any actual gameplay reports and personal opinions will be appreciated.

Major changes:
* Weapon speed rebalance!
Spoiler: Details (click to show/hide)
* Ranged weapons rebalance! Nothing to be too excited about yet, but the framework for future updates is created: bows are best suited for iron/steel ammo, crossbows gain power as the ammo weight rises, while slings and atlatls are kinda all over the place (but less op than they were). Also, armor-piercing capabilities of ammo were seriously nerfed.
* New types of steel! Idea credit to Jazzpirat!.
Spoiler: Details (click to show/hide)
New steels are optional, but recommended and, thus, included by default. If you don't like this feature, you can simply delete all the =SVER_STEELS= marked lines from your entity_default.txt.
* Stone weapons for subterranean tribes! Well, not really stone, but made with a workaround as "fake" metals. Flint, obsidian and malachite weapons have replaced the wood ones for subterranean animal peoples, so as to make them a bit more capable in combat. Their arsenal was also expanded to include some axes.
This is optional, but recommended and, thus, included by default. If you don't like this feature, you can simply delete all the =SVER_ROCKWEAPONS= marked lines from your entity_default.txt and add back the [WOOD_WEAPONS] tag.
* Legwear rework, to account for the Bug 10784 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10784). "Belt" is now legwear instead of bodywear and can be made of cloth. All non-metal pants were removed from my entity lists; skirts were left as they were, but you can remove them, if you want. "Shirt" and "warm coat" have been replaced in my entity lists by the new "clothes" and "warm clothes" bodywear types. "Padded armor" now also covers legs. No items were deleted (aside from the bodywear belt), so you can still get artifact thongs sometimes.
* Added new weapons: dagger-axe and parrying dagger. The former is a pole weapon (pike) best used against weak armor and humanoid limbs. The latter is mostly for adventurers - an offhand weapon very well suited for multi-attacks.
* Added a new elven weapon: enchanted lance. It uses the pikeman skill and is essentially a pike on steroids.
* Added new types of ammo: ballista balls and sling boulders. Similar to each other, these are heavy projectiles, which mostly deliver blunt trauma or shallow abrasions.
* Removed the broad spear all together, as the stabbing attack changes made it obsolete. "Boar spear" optional tool now resembles short spear.
* Stakesman arms now use maul instead of mallet.
* Increased the material requirement for all weapon sets by exactly one bar (except for the dagger ones). It's a balancing measure to make the all-capable troops a bit more expensive to set up. From roleplaying perspective, it's for the weapon-holding equipment. You can still make them from one piece of wood, if needed.
* Readjusted the weight of all bolts, arrows and sling bullets for more realistic values. Arrows are now heavier than bolts, except for the hammerhead.
* Readjusted the area and penetration of most 'stab' and 'thrust' attacks to account for the new 'jab' attack. All areas are now capped at 17 to prevent limbs from being cut off by stabs; arming sword and bladed spear are exempted to make them more distinct, but are still capped at 20. 'Thrust' velocities are now equivalent to 'stab', but the penetration is still deeper; weapons with no extra penetration got this attack removed (except some specials). Stabs now also have lower velocity to make them less armor-piercing. Stabbing area cap credit to Grimlocke.
* Removed 'loosely bash' attacks from war hammer and morningstar, as these weapons turned out to be fairly balanced as is.
* Applied an additional 1.5x modifier to all 'club' attack (maces) velocities. Same for all of the maul and scourge attacks.
* Reworked the (elven) club and war club. They are now more similar in terms of weight and velocity, but the war club is better at destroying armor.
* Decreased the contact areas of maul, mallet, mace and flanged mace.
* Readjusted the contact areas of morningstar - a bit worse than war hammer now. Also, increased the main velocities, minimum size and two-handed limit.
* Seriously decreased the 'slash' penetration for scimitar and war cleaver. Now they are all about swift shallow cuts rather than just being weird variations of regular swords. They are also slightly better at cutting through weak armor now.
* Tassets are no longer [SHAPED] and the layer type has been changed to COVER. They can now be worn over a lower plate for additional protection.
* Removed shin guards from all entity lists. Due to a bug, AI has issues with wearing two pairs of footwear at once, which renders this item useless.
* Removed visors from all entity lists. Too often they were worn without a helmet.
* Renamed 'bullets' to 'sling bullets' and changed the tag accordingly.
* Renamed 'large arrows' to 'ballista bolts' and changed the tag accordingly.
* Renamed 'executioner sword' to 'great cleaver' and changed the tag accordingly.
* Changed the tag for war cleaver to fit its name.

Minor changes:
** Sane melting and heatdam points for fat by thefriendlyhacker. Less melting, more burning.
** Made teeth (TOOTH_TEMPLATE) edible/stealable by vermin, so they will gradually disappear from both the ground and the stockpiles now. Idea credit to OldGenesis (http://www.bay12forums.com/smf/index.php?topic=156059.0).
** New type of clothing: surcoat. A COVER-layer, tunic-like bodywear, just for fun.
** Set all adjectives for elven melee weapons to 'enchanted' to justify why they are so overpowered if made into metal artifacts.
** More "gamey" material cost distribution. Increased cost: hand ballista - 12 bars (still can be made of wood though); arbalest - 5 bars; poleaxe, polehammer - 4 bars; hawk axe, headhunting axe, war hammer, flail, crossbow - 3 bars; bearded axe - 2 bars. Decreased cost: greatsword - 4 bars; two-handed sword, falx, longsword, estoc - 3 bars; arming sword, scimitar, great cleaver - 2 bars; maul, war cleaver - 1 bar.
** Decreased smelting returns for hatchet, mace, mallet, spear, bow and longbow.
** Increased the two-handed limits: glaive - 105000; headhunting axe, war hammer - 60000 (smaller dwarves will need both hands).
** Increased the layer permit of doublet to that of other padded armors.
** Simplified the goblin clothing (in entity_default.txt and my preset) to lower the amount of post-siege clutter. Idea credit to Essential DF (http://www.bay12forums.com/smf/index.php?topic=133456.0).
** Equivalents of vanilla items (which are using their tags; e.g. not my new stuff) were highlighted by =VANILLA= in their respective raws and in the full list of items.txt, for easier search by those players/modders who don't want to use new items.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
Post by: Sver on September 15, 2018, 01:31:24 pm
A new poll is up.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on October 02, 2018, 12:32:19 pm
A question for those who have played with this mod on game version 0.44.10 or later:

How deadly do you find tanrums, tavern brawls and the like? Do you think they are less deadly than in vanilla or the opposite?
I would really like to know whether my material and tissue changes alleviate the deadliness of the new stress system or actually make it worse.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: HumanScholar on October 14, 2018, 04:30:53 pm
This is a cool mod; thanks for all your work! I'm giving it a try and I have a couple of questions:

1. My hunters have equipped various weapon sets, and they go out and hunt for a while, but eventually on one of their trips back to get ammo they seem to fall into a bugged loop. They stand on top of the ammo they want and switch between "No Job" and "Pickup Equipment" extremely quickly, never picking anything up. It's not in a bin, and it's definitely the appropriate ammo type. Does this sound familiar? I'm playing on top of Meph's tileset/launcher, which I think does some light modding in the background, but I was pretty careful about copying in this mod's changes.

2. I'm overwhelmed by the weapon options! Could you suggest a couple of weapon sets/melee weapons for general purposes?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on October 14, 2018, 06:36:26 pm
1. My hunters have equipped various weapon sets, and they go out and hunt for a while, but eventually on one of their trips back to get ammo they seem to fall into a bugged loop. They stand on top of the ammo they want and switch between "No Job" and "Pickup Equipment" extremely quickly, never picking anything up. It's not in a bin, and it's definitely the appropriate ammo type. Does this sound familiar? I'm playing on top of Meph's tileset/launcher, which I think does some light modding in the background, but I was pretty careful about copying in this mod's changes.

Have not run into this problem personally, so I'll need some time to investigate. Could you provide a save via DFFD (http://dffd.bay12games.com)? It would also help if you give the "troublemakers" an indicative nickname in advance. I suspect it might have something to do with the type of weapon set they are using.
Also, is this a single case or did this happen several times already? Do they ever get out of this loop?

2. I'm overwhelmed by the weapon options! Could you suggest a couple of weapon sets/melee weapons for general purposes?

It really depends on your playstyle and the availability of iron/flux on your map. As a general guideline:
1) If you have enough steel, you can go straight for hawk axes (each costs 3 bars). Unless you go to war with humans or have to fight a lot of giant beasts, it is a very effective weapon. And it is one-handed. It would still be good to have some pikes (1 bar each) and/or falxes (3 bars each) to fight off giant beasts, but take note that those cannot be used with a shield; the main difference between the two is that the falx can chop off limbs, but the pike is way faster.
2) If you do go to war with humans, you better make some tempered steel polehammers and/or poleaxes (both are 4 bars each) and give it to your best-armored soldiers; poleaxes are more versatile, but a tempered steel polehammer leaves little chance to any average-sized creature, no matter the armor. Neither of the two can be used with a shield though. Tempered steel war hammers (3 bars each) might do as a one-handed alternative, but they will be noticeably weaker.
3) If you don't have an easy access to steel, then it's best to have mixed weapon squads:
For anti-armor weapons, morningstars (2 bars each), polehammers and war hammers perform well no matter what material is used. Pick one. The former two are two-handed, but pack a stronger punch.
For something more bloody, use short spears (1 bar each), short swords (2 bars each) or battle axes (1 bar each) - and that's where you better put your iron, if you have any. Pick one or two, depending on your personal preference - although, talking legendary weapon skills, swords definitely win out with their versatility.
Pikes and falxes are once again your trusty friends against huge beasts, but if you are really short on metal, consider using horned axes (2 bars each) - those are decent against beasts and humanoids alike, but are not as exhausting to use as pikes (super-fast weapon is a double-edged sword, metaphorically) and are cheaper than falxes.
4) If you have a very small military, I would advice to stick to weapon-and-shield combos. Having a shielded squad and a two-handed squad is viable, though, if you got good armor.
5) If you have a large, well-armored military, halberds (4 bars each) and pikes are a nice and lazy way to mass-equip it. Aside from the human war occassion above, these two types of weapons will take care of most situations. It would still be good to keep a shielded squad or two on hand for dragons and such; short spear is a good choice of weapon for those.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: HumanScholar on October 15, 2018, 01:07:11 am
That's a great rundown, thank you! For weapons of a broad type (like 1H axes), does increasing expense indicate a series of better, higher-tier weapons that should always be preferred, or are there still subtleties in use cases? For example, should a Battle Axe or a Hatchet (both 1) always be ignored if a Hawk Axe or Headhunting Axe are within reach? ...Although as I write this, I realize I don't know the distinction between axes of the same expense anyway. I will go with your recommendations and learn as I go along!

Let me look at uploading that save. Would you need the Meph launcher/packaging as part of one big zip, or do you think the save folder itself is enough? (I don't know how much data gets duplicated into the saves.)

The problem with picking up ammo seemed to happen eventually with most or all of my hunters. They didn't get out of the loop as far as I saw, but maybe I didn't give them long enough before removing their ambush labor and appointing a new hunter.

Edit: I've got one guy in a permanent loop: he goes to "Pickup equipment," stands on top of the ammo stack flickering back and forth to "No job," eventually gives up and wanders a dozen tiles away, and then starts all over again.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: thefriendlyhacker on October 15, 2018, 02:15:47 am
...
Edit: I've got one guy in a permanent loop: he goes to "Pickup equipment," stands on top of the ammo stack flickering back and forth to "No job," eventually gives up and wanders a dozen tiles away, and then starts all over again.
Just out of curiosity, what sort of weapon is he carrying (and what sort of ammo does it use)?  Also, what sort(s) of ammo (if any) are already in his quiver?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: reducer on October 15, 2018, 06:23:48 am
My dwarf civ is unable to create greaves - is this intended? I believe it's due to this mod, but I'm not certain.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on October 15, 2018, 06:54:13 am
Let me look at uploading that save. Would you need the Meph launcher/packaging as part of one big zip, or do you think the save folder itself is enough? (I don't know how much data gets duplicated into the saves.)

The save folder itself should be enough. One more thing I need to know: what version of the game you're using?

As a temporary measure, I would recommend you disable all your hunters and wait until they stockpile their equipment. Then make sure that only one type of ranged weapon and ammo is available to them (using the forbid): as in, only crossbow- and arbalest-based sets, plus any type of bolts (except for 'ballista bolts' - those won't do). Then enable hunting back again and see if it's gonna work. Just make sure to keep the rest of the stuff forbidden and don't forget to report the results, please =)

For weapons of a broad type (like 1H axes), does increasing expense indicate a series of better, higher-tier weapons that should always be preferred, or are there still subtleties in use cases? For example, should a Battle Axe or a Hatchet (both 1) always be ignored if a Hawk Axe or Headhunting Axe are within reach? ...Although as I write this, I realize I don't know the distinction between axes of the same expense anyway.

Yes, exactly so. If you have enough Hawk Axes and/or Headhunting Axes at hand, then you don't really need lower-grade axes. The difference between the two in question is that the Headhunting one is somewhat better (Hawk is more realiable vs armor though), but a dwarf needs to be of an average size (60000) or larger to be able to wield it one-handed. For comparision, strictly two-handed axes can easily compare to both, even though they are cheaper - as a counterbalance for the lack of shield.
Also, a Battle Axe is invariably better than a Hatchet. The purpose of the Hatchet is to be a very light and cheap weapon, doubling as a tool for woodcutters, that is easy to embark with; however, it gives diminished smelting returns.
All-in-all, while I tried to make each weapon as distinct as possible, they still share one thing in common: they kill, one way or another, but always better than the bare fists. So, just have fun and roleplay with different troops.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on October 15, 2018, 07:03:04 am
My dwarf civ is unable to create greaves - is this intended? I believe it's due to this mod, but I'm not certain.

Yes, it is possible. Greaves are footwear in this mod, thus, some civs may pick high boots as their choice of plate footwear instead. If you worry about upper leg protection, use tassets or mail skirts for pants and/or mail coats for bodywear. Or open the entity_default.txt and set all the armors you want to FORCED, like [SHOES:ITEM_SHOES_GREAVES_SVER:FORCED] - this will guarantee they'll be available for crafting; but you'd need to regen the world for this change to take effect. Also, there's the add-recipe script in DFhack, which allows making any items you wish available for crafting even in an existing save.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: reducer on October 15, 2018, 09:35:26 am
Thanks for the response!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: HumanScholar on October 15, 2018, 05:30:30 pm
Sver, here's my save with the hunters bugged while picking up ammo: http://dffd.bay12games.com/file.php?id=14071 (http://dffd.bay12games.com/file.php?id=14071)

When I have time a little later I'll try the recommendation to forbid all weapons and ammo except for a single type and let you know how that goes.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on October 16, 2018, 08:45:44 am
@HumanScholar Hi there!

So, trying out a couple of things, I've come to the conclusion that the problem is not caused by the mod in particular, but rather by the usual stupidity the game has with the hunting equipment. For whatever reason, the hunters are dead set on trying to pick up a wrong ammo type and failing - and not even removing this type of ammo from the hunters' ammunition tab (on the military screen) can fix the problem.
For your particular save, the only workable resolution is to disable the hunters, forbid all hand ballistas and all ballista bolts, enable hunters back on and stick to using/producing only the crossbow- and arbalest-based sets, with any of the fitting bolts (piercing, broadhead, hammerhead - all three should work OK alongside).
Alternatively, use ranged military instead of hunters. Just make sure to customly define the weapons instead of using the 'individual choice ranged' - I know it can be a pain in the butt to do, but dwarves are notoriously bad at managing themselves.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: HumanScholar on October 16, 2018, 02:23:20 pm
Ok, I will give this a try. Is there a way to make just a crossbow/arbalest, without a set, out of wood or bone? I assume making the various ranged sets out of bone or wood at the bowyer's shop is sort of useless, given those materials' unsuitability for melee weapons.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on October 16, 2018, 02:33:25 pm
I purposefully removed the "pure" variations of ranged weapons from the entity lists to prevent invaders and other NPCs from spawning with them (hand ballista being the notable exception, because it has no sets).
You're correct, bone and wood are pretty useless in melee, however, there is no any other downside to making sets from these materials. They still take a single bone/log to make, just like the "pure" crossbow/arbalest would. For convenience, you can just produce Arbalester Arms and/or Crossbowman Arms, as they're pretty self-descriptive.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: HumanScholar on October 21, 2018, 06:45:58 am
Still playing this and having fun!

What's the status with clothing right now? The mod has a "clothes" item, but there's obviously still all the little individual pieces. Is some of that meant to be modded out?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on October 21, 2018, 07:51:06 am
The 'clothes' item was added as a substitute for trousers when they got removed to avoid the annoying bug with trousers being worn over breastplates and such. It's a type of bodywear which also provides the coverage for legs. However, it's only bodywear - to prevent bad thoughts from incomplete clothing you still need legwear (belts or skirts) and footwear (boots or the like).

As you can see, I've set up a poll regarding whether or not to simplify the entirety of clothing in a similar manner. Simplification is winning so far. So, yeah, I will probably remove most of the stuff in the next release, leaving just about two-three types of clothing for each bodypart (a special, insulating one and one or two of the common type).
All the "deleted" stuff will be moved to a separate optional file for those who'd like to keep the old variety of clothing.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on October 31, 2018, 07:30:22 am
As the old poll has been hanging for quite a some time already, and I'm moving on to the armor/clothing update, one last related question here needs to be resolved first.

A new poll is up.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Ziusudra on October 31, 2018, 11:50:37 am
Is this question due to the bug Grimlocke describes here (http://www.bay12forums.com/smf/index.php?topic=146737.msg7642833#msg7642833)?

What about making everything internal except noses? Would that give the nose armor coverage but still allow an uncovered one to be bitten off? Would the eyes then not be able to be gouged out?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on October 31, 2018, 12:59:44 pm
Yes. Except, as far as I could observe, the eyes suffer from this coverage issue too.

I've described the difference between "internal" and "embedded" in detail in the second post of the thread. "Embedded" bodyparts can be targeted, but cannot be severed. "Internal" bodyparts cannot be severed or targeted and, thus, can only be damaged when their parent bodypart is hit (which, on the bright side, makes internal facial features correctly covered by helmets).
This means a non-internal, non-embedded nose can be individually targeted and severed, unless protected by body armor (with [UBSTEP:2] or higher); the helmet will never protect it due to the aforementioned issue. Internal eyes would not be individually targetable - and that includes wrestling, so, yes, they would not be able to be gouged out either.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Taffer on November 12, 2018, 02:44:51 pm
* Optional, but included by default: Stone weapons for subterranean tribes! Flint, obsidian and malachite weapons have replaced the wood ones for subterranean animal peoples, so as to make them a bit more capable in combat.

Would the flint, obsidian, and malachite weapons make sense for elves? I don't know how this would work out in practice though, and I'd rather not add even more testing to my (rushed) release schedule. I might need to give elves better (or possible) access to those materials, and I don't think that's a great plan.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 12, 2018, 04:41:57 pm
I would advice against it, at least, for now. Since those aren't actual stone and are just "fake metals", it's hard to tell what the implications would be for the elves and all their weird mechanics. And the genuine stone weapons seem to be inconceivable for the AI.

Elven weapons still call for some better balancing, and I'm working on it, but it seems that they will be either weaker than their metal analogues or completely op (e.g. capable of piercing steel plate). I'm leaning towards the former, because: (1) the armor in my mod is expensive and will become even more so in the next version, and (2) the elves still have the best assortment of war beasts, which are pretty dangerous vs armor due to their latching bites. So, I will probably revamp their arsenal to include some kind of fast and choppy weapon instead of the current club, to ensure they can, at least, cause bleeding in poorly armored targets; the war club, which I've made spiked, will probably remain and receive a buff as their only meaningful anti-armor weapon.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 22, 2018, 07:35:50 am
Just wanted to report that the work on the next update is going slowly, but steadily, with the most recent version of Revised taken into account.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Truncatedurist on November 24, 2018, 02:39:56 am
When I install the raws for this I get error raw/objects/text/book_instruction.txt NOT FOUND. So I found that text file in another df install and pasted it in there when done it still shows up any way to solve this?

Edit: found actually intact raws and realized I pasted it in the wrong folder I'm stupid. Edit2: Turns out I'm not stupid somehow the text folder got deleted.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 24, 2018, 05:00:12 am
My mod doesn't touch the text folder - it's just a bunch of .txt files that are supposed to be dropped into .../raw/objects, there are no replacing folders. So, it's certainly something else.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Burneddi on November 25, 2018, 04:02:54 pm
I was doing some merging myself to patch the new version of Revised to work with this mod, and noticed that a couple of items in item_tool.txt have had their tile value changed: for instance, [ITEM_TOOL:ITEM_TOOL_MINECART] should have [TILE:254] and [INVERTED_TILE], but in this mod it's changed to [TILE:28] and no [INVERTED_TILE]. Wheelbarrows have a similar thing, going from tile 29 to tile 153.

What gives?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 25, 2018, 04:07:28 pm
Yes, I've noticed it in the patch notes. Regardless, thanks for reporting! :)

The cause is that I've messed up and used a wrong item_tool file as a base for version 1.4 - a one using a tileset. This will be fixed in the next verion, but there shouldn't be any problems with it, aside from the misleading graphics.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Burneddi on November 25, 2018, 08:57:51 pm
I must say, I find the omission of pants a bit strange! Personally I would prefer if pants just existed like they used to, as their absence bothers me much more than the fact that they're worn over armour (which I'd never noticed until now, and doubt I'll notice it even now that I know of it!). I went through some trouble changing it back myself in entity_default.txt and hopefully got it right, but it'd be nice if this process was made easier similar to the =SVER_STEELS= etc. tags.

Perhaps instead of removing the default pant lines entirely, prefix them with a tag similar to that (or some symbol such as { like Revised does) so the game interprets them as a comment?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Augur on November 25, 2018, 09:12:10 pm
Hello! So far I think I've gotten everything working correctly. However, how do I change pikeman/dwarf profession titles to greatarmsman/dwarf? The instructions didn't include where that's located and I couldn't find it
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 26, 2018, 05:18:49 am
I must say, I find the omission of pants a bit strange! Personally I would prefer if pants just existed like they used to, as their absence bothers me much more than the fact that they're worn over armour (which I'd never noticed until now, and doubt I'll notice it even now that I know of it!). I went through some trouble changing it back myself in entity_default.txt and hopefully got it right, but it'd be nice if this process was made easier similar to the =SVER_STEELS= etc. tags.

Perhaps instead of removing the default pant lines entirely, prefix them with a tag similar to that (or some symbol such as { like Revised does) so the game interprets them as a comment?

Hm. The thing is, the clothing will get simplified altogether in the next verion, with all the unused stuff getting moved into an optional folder. In the same folder, I can make a preset file for each civ (containing the old clothing lines) and tag the new clothing in entity_default.txt as something like =SIMPLE_CLOTHING= to make it clear which lines should be overwriten if you want old clothing. Would that be alright?

Hello! So far I think I've gotten everything working correctly. However, how do I change pikeman/dwarf profession titles to greatarmsman/dwarf? The instructions didn't include where that's located and I couldn't find it

1) Open the creature_standard.txt
2) Search for PROFESSION_NAME
3) Delete all the dwarven lines with this tag and replace them with these:
Spoiler (click to show/hide)
4) Search for CASTE_NAME:goblin
5) Right under it add the prof. lines:
Spoiler (click to show/hide)
6) Search for CASTE_NAME:human and repeat the point 5.
7) Search for CASTE_NAME:elf and repeat the point 5.
8) Search for CASTE_NAME:kobold and repeat the point 5.

I'm assuming here that you don't use any mods which already add some profession names to creatures other than dwarves. If you do, search for them (in the same file) and replace any conflicting lines.

These changes won't cover animalmen, but for them I think I'll add an optional in the next verion, which will add the profession names and some other tweaks using the variations file.

Btw, if you also want the higher difficulty (the NATURAL_SKILL tags), they can be added right next to the PROFESSION_NAME tags.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: DWARFFRAWD on November 26, 2018, 08:30:34 am
This mod can be compatible with taffer revision 2.0.0 too?

Or incomptible?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 26, 2018, 09:25:56 am
Incompatible with 2.0.0 for now. I'm currently working on the update.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: fonzacus on November 26, 2018, 10:01:43 am
kudos for all the work on this mod, and thanks for including what i suggested as a feature request poll. looks like the poll is shifting favourably for the time being.

currently on a break from playing DF due to a bit of rage quiting a while back (FPS death).
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Burneddi on November 26, 2018, 01:06:14 pm
This mod can be compatible with taffer revision 2.0.0 too?

Or incomptible?
I've made a quick and dirty merge for Revised 2.0 since I'm an impatient person: http://dffd.bay12games.com/file.php?id=14128

I merged all the new changes in using KDiff and adjusted the LBSTEP and UBSTEP values for Sver's armours to account for the new hips and shoulders where necessary (hopefully I did it correctly). This also has the adrenaline option merged in, and the entity_default.txt is the recommended one for Revised (though merged to account for any new changes to Revised)—if you want different options, you'll have to edit stuff yourself (and be wary of compatibility issues). The adrenaline interaction should be fairly easy to remove though, just do the installation steps for it but in reverse.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Broms on November 27, 2018, 10:07:58 am
Hey, has anyone put together a uniform list like Sver's older post which is listed as outdated as of 1.21?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 27, 2018, 10:43:17 am
Armor in the mod gets revamped so often that I kinda gave up on that concept - it's just too much extra work with each update. I may return to it once I slow down with reworking the armor, but that might not be soon, as I plan on writing (at least, contemporary) weapon descriptions first.

For now, it's better to refer to the full list of armor and measure the layers and bodypart coverage yourself, especially if you want your troops to really be safe. Other than that, you can just put together a full mail + helmet uniform using this:

    mail coat  (5 bars)  or  mail shirt  (2 bars)
    full helm  (5 bars)  or  mail coif  (1 bar) + any helmet
    chain mittens  (1 bar)
    chain chausses  (2 bars)
    belt  (1 bar)
    padded armor x3  (3 cloth)
    padded coif  (1 cloth)
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Broms on November 27, 2018, 11:31:23 am
Thanks Sver! Any chance you have any updates to share or details regarding simplified clothing?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 27, 2018, 12:45:11 pm
As it goes by now, there'll be three types of clothing per each bodypart: a light one, a regular one and a warm one; with the exception for legwear, where it's either a belt or a skirt, as the pants are simulated by bodywear. However, most civs will probably get only one type per bodypart, because they share the same layer. So, an average dwarf or goblin will wear a total of 7 items (including headwear and gloves, and counting each glove/boot separately), instead of the vanilla 13-15, effectively reducing the amount of clothing management and post-siege hauling required.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Broms on November 27, 2018, 01:07:43 pm
Sounds awesome I look forward to it!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Burneddi on November 27, 2018, 08:30:42 pm
Hm. The thing is, the clothing will get simplified altogether in the next verion, with all the unused stuff getting moved into an optional folder. In the same folder, I can make a preset file for each civ (containing the old clothing lines) and tag the new clothing in entity_default.txt as something like =SIMPLE_CLOTHING= to make it clear which lines should be overwriten if you want old clothing. Would that be alright?

I was thinking more along the lines of what Revised does in the new version, where everything that's removed from the files is actually just commented out. But as long as I can restore clothing to how it's in the vanilla game, I'll be happy. I quite like the flavour the clothing variety in the base game brings (eg. in my desert fort I had all my dwarves dress up in togas), and really don't care about the bug associated with legwear because my dwarves practically never wear armour on top of regular clothing anyway (do people even do this? I just find it confusing to layer clothes and armour pieces as the mechanics behind it are very opaque in fortress mode, so I avoid it as best I can).
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 27, 2018, 08:58:17 pm
I was thinking more along the lines of what Revised does in the new version, where everything that's removed from the files is actually just commented out. But as long as I can restore clothing to how it's in the vanilla game, I'll be happy. I quite like the flavour the clothing variety in the base game brings (eg. in my desert fort I had all my dwarves dress up in togas), and really don't care about the bug associated with legwear because my dwarves practically never wear armour on top of regular clothing anyway (do people even do this? I just find it confusing to layer clothes and armour pieces as the mechanics behind it are very opaque in fortress mode, so I avoid it as best I can).

The issue stemmed from the padded leggings, really. I figured that people who conserve metal (and thus, don't forge mail skirts or lower plates if the lower body is already covered by torso armor) would get annoyed by padded pants getting damaged through breastplates as much as I am. Also, invaders always mix clothing with armor - and I know a lot of people don't even read the combat logs, but I do and I hate it when their loincloth gets torn despite being supposedly covered by armor! :P

May try the comment thing, though. I'm a little hesistant because of how much clutter it will create in the entity files, but we'll see.

Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Burneddi on November 28, 2018, 10:20:45 am
The issue stemmed from the padded leggings, really. I figured that people who conserve metal (and thus, don't forge mail skirts or lower plates if the lower body is already covered by torso armor) would get annoyed by padded pants getting damaged through breastplates as much as I am.
Oh, right. For some reason I did not even realise this applied to armour pants, too, even though I went through the raws to merge the new version of Revised.

I gotta say I just don't like the thought of my dwarves not wearing pants, and I think it makes the armour coverage/layering system even more confusing and unintuitive than it already was (what covers the legs now? I see some things are designated as "fake pants" in the raws, but not everything) ...but on the other hand I also don't like the thought of going through the trouble of adding pants into the mod myself. Guess I'll just have to get used to it.

Also, don't breastplates have LBSTEP:0? They shouldn't be protecting loincloths in the first place, right?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 28, 2018, 11:11:45 am
I gotta say I just don't like the thought of my dwarves not wearing pants, and I think it makes the armour coverage/layering system even more confusing and unintuitive than it already was (what covers the legs now?

It is, indeed, confusing, but mostly because the initial solution (as in v1.4) is half-baked. With the simplified clothing it should get pretty straightforward. For now the 'clothes' item is what you want to make sure your dwarves have pants - it's set to FORCED by default, so it should always be available for crafting. The dwarven need to wear legwear is satisfied by the 'belt' item - which is also set to FORCED.
For armor, legs are to be covered with footwear usually: greaves, chain chausses and padded chausses; but only one type of garment, because the AI can't comprehend putting greaves over chausses, for some reason.
And then 'padded armor' also covers the legs fully. The reason why other padded bodywears (gambeson, doublet) do not is a complex one: padded garments are more vulnerable at limbs that at the torso, so I've gave them varied coverage to allow the player to create cleverly layered uniforms: say, a 'gambeson' over a 'padded armor' will not suffer any damage from strikes to the limbs, so the torso will still be somewhat protected even after the 'padded armor' breaks completely; and at the same time, 'gambeson' will take damage from strikes to the torso, delaying the disintegration of 'padded armor'.

Also, don't breastplates have LBSTEP:0? They shouldn't be protecting loincloths in the first place, right?

[LBSTEP:0] bodywear still covers the lower body. In the combat log, it will even say "the attack is deflected by breastplate", yet the loincloth will suffer damage. The same thing will happen no matter how high the LBSTEP value is. As I said, it's weird all around.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Burneddi on November 28, 2018, 01:16:43 pm
Do you happen to have older versions of the mod available? I'm itching to play some DF and am thinking of cobbling together a pants-enabled version for myself, and using the old pants as a base for that would probably make it a lot easier. The last version I have is 1.2.1, so I seem to have missed 1.3 entirely.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 28, 2018, 01:59:51 pm
Sure, here you go (http://dffd.bay12games.com/file.php?id=14130).
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Augur on November 28, 2018, 02:13:47 pm
Hey I've been playing this for the last couple days and it's been good. A few questions though: some weapons like a horned axe I have, have multiple types of attacks that seem to be the same thing (eg hack, cleave, cleanly slash), is that the case or are there differences I don't know about?

Then, I'm not sure if this is normal but I ended up defeating a necromancer tower using my horned axe mainly, and have like ~80 kills on it, though I don't seem to have increased my greatarms skill (1/3 gain from competent) or axeman skill (at all)? My crossbow and archery skills seem to be going up normally (as did my butcher skill a fair bit lol)

Also for the moment I've been using this as my general armor setup for my adventurers, I think Im doing everything correctly?
Spoiler (click to show/hide)
For all of this I just generally go with the highest quality material I can use which I assume is tempered/dwarven steel though I've read that it's useful to have copper as an under layer to defend against striking blows?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 28, 2018, 02:42:15 pm
Hey I've been playing this for the last couple days and it's been good. A few questions though: some weapons like a horned axe I have, have multiple types of attacks that seem to be the same thing (eg hack, cleave, cleanly slash), is that the case or are there differences I don't know about?

Yes, there are some: 'hack' attacks are better at piercing armor, 'cleave' attacks go in deeper (good against huge creatures), 'slash' attacks have the highest combined contact and penetration (very good against huge creatures) and 'cleanly slash' attacks are shallow, but almost never get stuck in the opponent. In case of the horned axe, though, the 'slash' works more like the 'cleanly slash' does.

Then, I'm not sure if this is normal but I ended up defeating a necromancer tower using my horned axe mainly, and have like ~80 kills on it, though I don't seem to have increased my greatarms skill (1/3 gain from competent) or axeman skill (at all)?

The weapon skill for horned axe is set correctly in the raws, as I've checked, so the reason is most likely an in-game one. For instance, the skill rises with each successful hit - not the kills, if i recall correctly, so, if you've dealt each zombie in with a tiny amount of strikes, that might be the culprit of the small gain here.

Also for the moment I've been using this as my general armor setup for my adventurers, I think Im doing everything correctly?

Yep, quite a legit uniform, at least, for when you cannot find plate garment of good metal. If you happen across a decent 'plate armor' or 'breastplate', they are generally lighter and more protective than a lamellar armor over two mail coats; even more so for arm and leg protection (gauntlets, greaves and such), because those parts are more vulnerable to blunt trauma.

cave spider silk padded coif/armor
1 chain coif, helm (heaven found full helm to see if it layers)

A full helm wont layer over both the padded coif and mail coif - if you happen to find a full helm, then choose one.

For all of this I just generally go with the highest quality material I can use which I assume is tempered/dwarven steel though I've read that it's useful to have copper as an under layer to defend against striking blows?

Dwarven steel is absolute best for armor, tempered steel and (regular) steel closely follow. But yes, copper chainmail garments underneath the steel ones can strengthen this uniform against the heavier blunt strikes somewhat.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Augur on November 28, 2018, 05:32:00 pm
Oh also something I've noticed too -- shields seem to have an inordinate amount of wealth associated with them in comparison to the amount of bars that they need in construction?

Spoiler (click to show/hide)
Which is 8 bars of normal steel vs...

Spoiler (click to show/hide)
5 bars of tempered steel (Which, if it were fine quality if I'm correct would come out to 2760?)

I know what I'd produce for trade atm if I made a fort rn

[EDIT] I just noticed a couple threads about enemies in adventure mode being really passive at times and to test it out I did a vampire mission and they just ran from me. That necromancer tower I dismantled, too, I noticed that the necromancers were more interested in raising chopped off bits of themselves and comrades than directly attacking me. Would that skill buff to enemies affect adventure mode behavior and, if so, I assume I'd have to make a new world right?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 29, 2018, 06:38:44 am
Yeah, the way the economy works in DF is rather bizarre for now (for instance, a sword's base price is solely tied to its weight), so I'm just ignoring it. Modded shields can easily be the prime export, although, they probably still cannot beat the infamous ☼quarry bush roast[64]☼.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 29, 2018, 06:45:20 am
[EDIT] I just noticed a couple threads about enemies in adventure mode being really passive at times and to test it out I did a vampire mission and they just ran from me. That necromancer tower I dismantled, too, I noticed that the necromancers were more interested in raising chopped off bits of themselves and comrades than directly attacking me. Would that skill buff to enemies affect adventure mode behavior and, if so, I assume I'd have to make a new world right?

Yep, that should help, at least, until your adventurer reaches a really high weapon skill level. It appears that the creature hostility in Adventure Mode is seriously impacted by their relative skill level - if they are much weaker than you, the enemies would rather flee.

And yes, applying these changes would require generating a new world.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Augur on November 29, 2018, 10:02:12 pm
Sorry for all the posts but I also just noticed that Wren harpies' race is noted as "Nothing", not sure if that's something I should post here or in Revised.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on November 30, 2018, 05:57:37 am
Revised - that's something from the 2.0.0. Probably some description tag is missing.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Taffer on November 30, 2018, 06:01:54 pm
Sorry for all the posts but I also just noticed that Wren harpies' race is noted as "Nothing", not sure if that's something I should post here or in Revised.

I'll fix that. I fixed that (https://gitlab.com/dwarf-fortress/revised/commit/2bc6f6d066ef8f27554f5fd6e5e09414c7d7f111). If you have a preference about "wren harpy" vs "wren woman" and "wren harp" vs "wren man", I'd love to hear it (in the Revised thread).

Cheers!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Burneddi on December 04, 2018, 12:50:52 pm
4) Suggested: replace/add flavor profession names to civilized creatures, as pikemen now don't only use pikes, bowmen don't only use bows and lashers don't really use lashes.
Spoiler (click to show/hide)

Random feedback on this: I thought that "greatarmsdwarf" sounded a bit silly, so personally I've gone with "armsdwarf" (and "armsman") instead, and "Armsmaster" for the master title. I'm not sure if it's historically accurate (I don't think there's any real definition for armsman though), but in the context of the game I think it sounds a lot better than greatarmsdwarf or -man.

Also flailsman loses its plural for the master title, so personally I went with Flailsmaster instead.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on December 04, 2018, 01:12:49 pm
Random feedback on this: I thought that "greatarmsdwarf" sounded a bit silly, so personally I've gone with "armsdwarf" (and "armsman") instead, and "Armsmaster" for the master title. I'm not sure if it's historically accurate (I don't think there's any real definition for armsman though), but in the context of the game I think it sounds a lot better than greatarmsdwarf or -man.

I don't mind people going their own way with these - I just suggested the ones I personally use. As for historical accuracy, neither "armsman" nor "greatarmsman" are an accurate way to describe some sort of "various two-handers user", because there were no generic terms for that. Though, "greatarmsman", as awkward as it is, at least makes it clear that "this guy uses big toys".

Also flailsman loses its plural for the master title, so personally I went with Flailsmaster instead.

I was going back and forth on that one, but, in the end, decided to follow the example of the swordsman/Swordmaster pair. I don't really know which is grammatically correct for flails in this context.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Augur on December 06, 2018, 02:13:24 pm
I did my own titles for elves/goblins/kobolds; greatarmselves/gobs/bolds lol

Had a question -- is this mod (http://www.bay12forums.com/smf/index.php?topic=140713.0) compatible with Revised and your mod? If so, what order should I install them in? I would assume that mod, then revised, then finally your mod. Thanks!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on December 06, 2018, 04:51:19 pm
Should work alright with my mod as long as you overwrite his item_weapon.txt with mine and then manually add my item presets into his entity_default.txt.

I'm not sure about Revised, as I have no idea what changes All Races Playable makes to the creature files. They'll probably need manual merging, e.g. editing the conflicting files to include the features from both mods.
Alternatively, you can go on and overwrite everything from his mod by the Revised files, except his entity_default.txt. Then open both his and Revised entity_default.txt files and manually add the Revised changes (tagged with "Revision", iirc) into the ARP file. This way you'll loose the whatever creature changes ARP makes, though. My mod, as usual, will need to be installed after all of that.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on February 17, 2019, 06:24:47 am
Dropping in to say that the work on the mod is still ongoing. Right now I'm working on several features that I have been putting off for a long time, and playtesting the whole thing. I just don't see much point in making a release right now, as both the Revised and the DF itself are somewhere about to make new releases, which would prompt me to tweak the mod again. However, if there would still be no updates for Revised/DF before I'm done, I'll upload the new version regardless.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Burneddi on March 23, 2019, 02:18:41 pm
Any updates on the next update? Looks like Revised was recently updated, and I'm getting antsy over here!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on March 24, 2019, 05:51:55 am
I'm currently very busy with the life stuff, so I can't really say when, but yes, the work on the update is steadily going: I need to clean up the files a bit, since some features got stuck in a half-baked state, and then merge them with the latest Revised, but other than that it seems good to go.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on April 07, 2019, 04:51:42 pm
Alright, so it appears that the only thing left to update is the thread itself - with the installation instructions for the new features in particular...
Should get it done pretty soon.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on April 13, 2019, 05:13:34 pm
v1.5 Released

Major changes:
* Full support for Revised v2.1.0!
* Body rework!
Spoiler: Details (click to show/hide)
* Armor rework!
Spoiler: Details (click to show/hide)
* Weapon set rebalance! Sets that use crossbow, arbalest, bow or longbow and a one-handed weapon now require both hands, although, larger than average humans and exceptionally large dwarves will still be able to use them with a shield. Sets that use a two-handed weapon are all strictly two-handed now, except for spear-thrower sets. Sling and spear-thrower sets with a one-handed weapon use the default weapon limits. Some sets no longer require an extra bar of metal to forge.
* Material cost for weapons has been thoroughly rebalanced. Weak melee weapons no longer give diminished smelting returns. All weapons have been categorized into six tiers, which equal the number of metal bars required to make them, on the basis of their qualities. Weapons capable of piercing good armor or severing limbs of huge creatures are particularly expensive.
* New reactions for cheaper ammo production! You can now forge arrowhead kits in the Metalsmith's Forge (4 per 1 bar of metal) and use them (and a log of wood) to create arrows and bolts in the Bowyer's Workshop. Yes, this means you can now make arrows as dwarves: restricting their availability has been meaningless at best.
* Changed an optional: war horses can no longer be encountered in the wild to prevent them being used by elves. You can add them to any civ you want, following the installation instructions.
* Humans and dwarves will bring dogs as siege minions now.
* Greatly expanded on the list of optional weaponizable tools.
* Added new weapons: spiked staff, heavy spear and recurve bow. The first is based off the flemish goedendag (https://i.imgur.com/wanovGD.jpg) and is a heavier, punchier variation of mace, which can also be used for thrusting; it's two-handed and uses the pike skill. The second is based off sarissa (https://i.imgur.com/lWCoBpB.jpg) and is a stronger variation of pike; it's two-handed, yet uses the spear skill, so invaders will use a shield with it. The third is nearly identical to the longbow, but has a lower size requirement, allowing its use to smaller races, such as elves.
* Added new training weapons: knobstick (hammer skill) and quarterstaff (pike skill).
* Removed the overpowered elven weapons. Elven weapon preset now consists of the heavy spear and the weapon set of recurve bow + estoc. Their arrows are still extra-good and they only use tower shields now. Essentially, they use pike-and-shot tactics, although, their melee is there just to tie the enemy in combat (for a fairly short time), while the archers and the beasts do the killing.
* Removed daggers from all civ presets, as they seem to increase the disarmed "Recruit" unit spawns (a unit receives Knife User as their weapon skill, which has no assigned military unit type). Added separate reactions to forge them in Fort Mode. To appear as loot in Adv Mode, you'd need to add them manually as tools ('hunting dagger' and 'swordbreaker' from my optional tools file).
* Removed the hand ballista from the dwarven preset; it is henceforth unrecommended to add as is to a player civ. Added separate reactions for it in the Metalsmith's Forge, which will require a ballista part, 6 units of thread, 6 bars of metal (bronze and above) and 4 mechanisms of the same metal.
* Enormous corksсrew attacks have been seriously nerfed, but now it only requires a single bar of metal to forge. Magma pumps in the mod are no longer needlessly expensive.
* Added a 'loosely hack' attack to all one-handed axes, to make them a bit weaker, but removed the 'slap' attack.
* Added a 'closely hack' attack to bearded axe, to make it a bit weaker. Also, increased the contact area of 'hack' attack.
* Reworked the attacks for headhunting axe and dagger-axe, to make them a bit weaker. Also, dagger-axe got a quick 'jab' attack.
* Added a 'slap' attack to pike: slow and blunt, but the velocity is capable of breaking joints. Also, increased the velocity of 'thrust' attack, but made it much slower.
* Added a 'hack' attack to great cleaver: slow, but good against weak armors.
* The earlier nerf to piercing ammo has been rolled back for now, as it turned out to be way too weak this way. Better balancing shall be done in the future.
* Significantly boosted the 'clean slash' and other similar attacks. Now they are quite good vs light armor and average creatures' limbs.
* Boosted the 'cut' attack for swords and the glaive. Now it's a bit better vs light armor.
* Readjusted the contact areas for all pommel strikes to make them a bit stronger.
* Increased the velocity of special anti-armor strikes (halberd, poleaxe, polehammer) to make them a bit more capable against tougher armors. However, their penetration depth has been lowered.
* Increased the 'slash' velocity for some of the swords.
* Removed the 'thrust' attack from hewing axe, but made it relatively cheap to forge. Now it's the cheapest weapon cabable of severing the limbs of large beasts, although, it is not as good vs armor anymore.
* Reverted the stabbing penetration nerf for two-handed sword, as the area difference was insignificant anyway.
* Reverted the stabbing area nerf for greatsword. Its stabs can occasionally cut off limbs again.
* Readjusted the speeds and lowered the penetration for hooked attacks of falx.
* Significantly increased the velocity for prong attacks of bladed spear and readjusted their speed a little.
* Scimitar and war knife can cut off limbs again. They are still better against light armor than other swords, but are weaker against huge creatures. Scimitar is better overall, but the knife is cheaper.
* Made the war cleaver attacks a bit weaker, so now it's more of a cheaper kind of sword.
* The strength of chitin (CHITIN_TEMPLATE) has been increased by large, as I've always found giant insects and insect-based FBs underwhelming. Now though, they really are bad news. Chitin armors (possible thanks to Revised) are tougher too now.
* Skin and scale (SKIN_TEMPLATE, SCALE_TEMPLATE) are less vulnerable to force transfer now and will usually get dented instead of tearing. Also, strengthened them against compressive force to prevent the throat bleeding from strangling.
* Hair (HAIR_TEMPLATE), natural or wool, provides more cushioning against blunt strikes.
* Bone and hair (BONE_TEMPLATE, HAIR_TEMPLATE) are now edible by vermin, so bodies left out in the open will eventually disappear completely.
* Better temperature points for some organic materials. Skin suffers more damage in extreme climates. Hair, skin and cloth ignite faster. Fat ignites a bit slower. Burning wood lasts longer.
* Teeth are now defined to be in front of the head, where the rest of the facial features are. Also, replaced TEETH with TOOTH in STANDARD_HEAD_POSITIONS (b_detail_plan.txt), as "TEETH" bp category does not exist in the game.
* Renamed 'atlatl' to 'spear-thrower', changed the tag accordingly and changed the ammo type token to THROWING_DART_SVER. As pretty much nothing is left from Jazzpirat's work, I've decided not to pull them into the mod's raws. They're still credited in the top post, though.
* Renamed 'headhunting axe' to 'hooked axe' and changed the tag accordingly. As badass as it is, the original name is way too long and specific.
* Renamed 'hewing axe' to 'broadaxe' and changed the tag accordingly. 'Hewing axe' is a tool now.

Minor changes:
** Added the [AMBUSHER] tag to human entity, so that they also engage in smaller skirmishes.
** Tempered steel reaction now takes 2 bars instead of 1 (iron is required now) and an additional bar of coal.
** Dwarven steel reaction now produces 2 bars (per 3 taken) instead of 1 and takes 2 additional bars of coal. Also, fixed the reagent IDs.
** Added descriptions for new steels' smelting reactions, like in Revised.
** Further lowered the contact areas for maul and mallet.
** Increased the contact area for flanged mace to prevent it from crushing strong armors too easily. Same for poleaxe 'bash' attack.
** Increased the velocity for mallet and the polehammer's 'bash' attack.
** Swinging-only weapons (such as axes) are now slower on attack, to simulate predictability. However, their special attacks received a commensurate speed bonus.
** Committed attacks (such as axe hacks) are now slower on recover.
** Slightly readjusted the speeds for two-handed sword, greatsword, poleaxe, polehammer, scourge, flail, whip and parrying dagger.
** Made trap components a bit slower.
** Multi-attack bonus for greatsword and two-handed sword swings is back on menu, to simulate them bashing off enemy weapons.
** Maul now has a multi-attack penalty.
** Increased the penetration for glaive stabbing attacks a bit.
** Fixed several two-handed weapons having an incorrect velocity bonus.
** Fixed the 'hook' attack for some two-handed weapons having incorrect velocity.
** Fixed the 'slap' attack for some weapons having incorrect contact area.
** Fixed the halberd 'strike' attack being faster than intended.
** Fixed the longsword multi-attack bonus on guard bashing to be a debuff instead, as was intended.
** Fixed the estoc 'cut' attack penetration being bigger than intended.
** Fixed the incorrect velocity for whip.
** Made the hand ballista strictly two-handed.
** Raised the two-handed limit for scimitar up to the average dwarf size.
** Lowered the minimum size for long spear, so it can now be used by kobolds.
** Impact elasticity of cartilage is now higher, because default elasticity caused weirdness when striking at fingers/toes.
** Readjusted the strengths of new steels a little bit.
** Some of my goblin presets now include whips again. Where there's a whip, there's a way.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on April 13, 2019, 05:19:45 pm
Introducing a new optional feature - Siege engines!
Well, not really, but inorganic creatures functioning as the ones.
(separate post for linking purposes)

- Siege onager. Hurls very dense and heavy boulders at long distances (up to 4 targets at once) and spills limestone dust at close range. Can inflict serious damage to a group of troops with the dust, but is otherwise easily countered by shields and fortifications.
- Fire onager. Hurls fireballs at long distances (up to 4 targets at once). Extremely dangerous in grassy environments and if hits something, but is very slow to reload.
- Plague onager. Hurls chunks of infected flesh at long distances (up to 4 targets at once) and spills buckets of infected blood at close range. While incapable of direct damage, the substance it spills can cause a variety of bad effects and harm the morale. The spilled blood will continue to cause trouble until cleaned up.
- Siege flamethrower. Shoots firejet at very close targets, piercing its hull will cause a huge release of flame. Extremely dangerous, especially in grassy environments, and is fairly quick to reload, but has a very limited range.

All siege engines have the same cabability at destroying buildings as trolls, yet are very slow and incapable of climbing, jumping or swimming. Onagers are essentially wooden wagons reinforced with a thin layer of iron; when challenged in melee, they will retreat almost immediately. Siege flamethrower is a hollow iron wagon, but is much smaller than an onager and, thus, more fragile in general.

Siege engines are optional, however, the siege onager is given by default to humans and dwarves, as they lack building-destroyer minions otherwise. If you don't like this feature, you can simply delete its entries from your entity_default.txt, marked by =SVER_SIEGE=.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
Post by: Sver on April 13, 2019, 05:21:43 pm
Introducing a new optional feature - Tactical item presets for civilizations!
(separate post for linking purposes)

As there are no rarity tokens for a civ's weapons, such as the ones existing for armor, I've made a bunch of tactically sound item presets for humans and goblins. Other than their equipment and general strategy (and occassional lack of mounts for certain human presets), they are identical to default human/goblin civs.

- "Armored."
  -- Goblins will field a decently armored force of various cut-and-slash two-handed polearm users, with large amount of strong missile troops.
  -- Humans will field a well-armored force of top-class two-handed polearm users, also with large amount of strong missile troops, but won't bring mounts or dogs.
Spoiler: Tips for dealing with (click to show/hide)

- "Disablers."
  -- Goblins will field a lightly armored force of fast polearms and anti-armor melee weapons, with decent amount of various missile troops. In Full Edition of the mod, they will never attack openly, ambushing in large numbers instead.
  -- Humans will field a medium-armored force of various anti-armor melee troops and strong anti-personnel ranged troops.
Spoiler: Tips for dealing with (click to show/hide)

- "Pike."
  -- Goblins will field a force of decently armored melee support troops, a few of cleaver-and-shield users, and a large amount of strong missile troops, and will also bring morale-decreasing plague onagers. They will always opt for sieging camps, instead of rushing.
  -- Humans will field a decently armored force of versatile two-handed melee support troops and strong anti-armor missile troops, but won't bring dogs. They will always opt for sieging camps.
Spoiler: Tips for dealing with (click to show/hide)

- "Shielded."
  -- Goblins will field a lightly armored force of shield-bearing swordsmen, with large amount of strong anti-armor missile units. In Full Edition of the mod, they will never attack openly, ambushing in large numbers instead.
  -- Humans will field a poorly armored force of one-handed melee troops with big shields and few ranged troops. They will never attack openly, ambushing in large numbers instead.

- "Sidearms."
  -- Goblins will field a lightly armored force of anti-personnel weapon-and-shield melee troops and a few two-handed polearm users, along with various missile troops. In Full Edition of the mod, they will never attack openly, ambushing in large numbers instead.
  -- Humans will field an unevenly armored force of high-tier weapon-and-shield melee troops, along with a few strong missile troops, but won't bring dogs.

- "Turtle."
  -- Goblins will field an overly armored melee force with shields and punchy oversized weapons, with a small amount of strong missile troops, and will also bring morale-decreasing plague onagers.
  -- Humans  will field a slow, medium-armored force of swordsmen with big shields, along with large amount of hard-hitting missile troops, but won't bring mounts. They will always opt for sieging camps.

- "Waves."
  -- Goblins will field a combined force of fast polearms and swords with shields, as well as a decent amount of various missile troops, unevenly armored. They will always opt for sieging camps, instead of rushing.
  -- Humans will field a combined force of fast polearms with shields, punchy two-handers and a decent amount of various missile troops, all lightly armored.

These are the ones I've came up with so far, taking into account the game's combat and AI mechanics. Any ideas for similar combos are welcome.

You can use these together with the default civs or use the cropped entity_default.txt to only have the tactical civs, in any combination to your liking.

IMPORTANT NOTE: DF puts civs from entity files into the world one by one - and each tactical entity type will take up its own slot. What that means is, if you use all of the tactical types at once, you'll have 7x more* human and goblin civs each than dwarven or elven civs - yet, only one human and one goblin civ would make the first contact with you on their own. Thus, if you gen a world with a low number of civs, I suggest to use only 1 or 2 types at a time. However, if you gen with a higher civ cap (30-35 is about right if you use the cropped entity_default.txt and all of the tactical types), you can simply edit the tactical civ's raws to have [MAX_STARTING_CIV_NUMBER:1] or any other low number.

* As of v1.7 human tactical civs have [MAX_STARTING_CIV_NUMBER:2] by default. Since goblins have a different spawn mechanic that is dependent on worldgen events, their number was kept at base limit.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on April 13, 2019, 05:38:49 pm
That was a pretty big one, so, if you notice any problems, or mistakes, or if there's important info missing/unclear in the top post - installation instructions in particular - please report.

The "Tips and notes" section is yet to be updated.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: SalmonGod on April 13, 2019, 08:36:05 pm
Thanks so much for this!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on April 14, 2019, 02:06:47 am
Aand I forgot to update the steel-related files. The changes are fairly minor though, so don't worry if you missed out. A new archive has been uploaded, with the only altered files being inorganic_steels_sver.txt and reaction_smelter_steels_sver.txt.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Taffer on April 14, 2019, 11:13:27 am
Looks like I have some work to do! I'm really enjoying what I'm reading so far. Thank you! I'll comment better when I have time to start merging things.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Warlord255 on April 19, 2019, 06:28:41 am
Hey! So i'm having a bit of a weird bug... for some reason, my dwarves aren't able to use battle axes. Like, at all. Instead, my default "embark now" is giving me metal bows (which are listed under digging implements, where picks are just weapons?) and metal training axes, neither of which can cut down trees. The issue persists across multiple world gens. Has anyone else using this mod had an issue?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on April 19, 2019, 01:26:20 pm
I do a basic playtest on any new version's archive before uploading, so I can say with certainity that it's not an integral issue with the mod.

With what I gather, this sounds like duplicate raws - check if you have an item file from another mod containing any vanilla items.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Warlord255 on April 19, 2019, 10:01:53 pm
Hm. Renaming the file seemed to jigger it back into place. A strange bug, but thankfully resolved for now.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on May 15, 2019, 04:29:00 am
A new poll is up.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: DerMeister on May 15, 2019, 04:49:12 am
Add weapons for ogres. Giant axe - made from trap component giant axe blade and log. War log - club, made from full log, but some smaller in handle, is training weapon for made only from wood. Lüber - made from two chains and trap component disk, use lasher skill. Giant's pike - made from log and trap component spike. Goblin star - made from spiked ball and log. Log bow - shoot ballista arrows. Siege sling - throw cannon balls, made from ropes and cloth/leather.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on May 15, 2019, 05:39:47 am
Yeah, I've been pondering an idea of an optional giant civ with equally giant weapons - to go along with the rest of the "tactical" civs. Not sure how giant exactly, though. Vanilla ogre size seems a bit overkill.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: DerMeister on May 15, 2019, 07:43:36 am
Yeah, I've been pondering an idea of an optional giant civ with equally giant weapons - to go along with the rest of the "tactical" civs. Not sure how giant exactly, though. Vanilla ogre size seems a bit overkill.
Vanilla goblins have ogres and trolls.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on May 15, 2019, 08:23:05 am
Indeed, but the way they are treated by the game, they won't receive any weapons intended for them. Rather, there would be some goblins wielding oversized weapons.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: DerMeister on May 15, 2019, 09:10:51 am
Indeed, but the way they are treated by the game, they won't receive any weapons intended for them. Rather, there would be some goblins wielding oversized weapons.
In goblin fortress mode equipment work normal. Goblins need trolls for use big weapons.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: DerMeister on May 16, 2019, 11:51:29 am
Yeah, I've been pondering an idea of an optional giant civ with equally giant weapons - to go along with the rest of the "tactical" civs. Not sure how giant exactly, though. Vanilla ogre size seems a bit overkill.
Make skulking aboveground civ of ogres. They use weapons from trap components, wear only loincloth or not wear any clothes, send thief to fortress with big pop, live on swamps in kobold-like aboveground sites.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on May 16, 2019, 02:02:33 pm
In goblin fortress mode equipment work normal. Goblins need trolls for use big weapons.
Make skulking aboveground civ of ogres. They use weapons from trap components, wear only loincloth or not wear any clothes, send thief to fortress with big pop, live on swamps in kobold-like aboveground sites.

I ain't really keen on making stuff which will only ever be usable in other mods. So, yeah, something like you suggested most likely, although, I think I would pick trolls over ogres, because ogres are really damn huge for any weapon to make sense at that size. It is unfortunate DF doesn't allow for some sort of weaponizable spiked boots...
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: DerMeister on May 16, 2019, 02:21:35 pm
In goblin fortress mode equipment work normal. Goblins need trolls for use big weapons.
Make skulking aboveground civ of ogres. They use weapons from trap components, wear only loincloth or not wear any clothes, send thief to fortress with big pop, live on swamps in kobold-like aboveground sites.

I ain't really keen on making stuff which will only ever be usable in other mods. So, yeah, something like you suggested most likely, although, I think I would pick trolls over ogres, because ogres are really damn huge for any weapon to make sense at that size. It is unfortunate DF doesn't allow for some sort of weaponizable spiked boots...
DF allows weapon pants :)

Trolls civ will be underground. I prefer blizzard man civ. All as ogre civ, but for glacier and tundra. Blizzard man weapons also usable by trolls. 

Ogres also good for giant bow, powerful as ballista.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on May 17, 2019, 03:11:38 am
Trolls civ will be underground. I prefer blizzard man civ. All as ogre civ, but for glacier and tundra. Blizzard man weapons also usable by trolls. 

Yes, but kobold-like civs live in caves anyway, so this isn't much of a stretch.
And there is a problem with Blizzard men civs in that they don't procreate without modification, leading to their civs quickly disappearing. A sasquatch/yeti civ, perhaps?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: DerMeister on May 17, 2019, 03:23:45 am
Trolls civ will be underground. I prefer blizzard man civ. All as ogre civ, but for glacier and tundra. Blizzard man weapons also usable by trolls. 

Yes, but kobold-like civs live in caves anyway, so this isn't much of a stretch.
And there is a problem with Blizzard men civs in that they don't procreate without modification, leading to their civs quickly disappearing. A sasquatch/yeti civ, perhaps?
Kobold live in caves, but "CAVE" site type can be aboveground. Good for small or even large tribes.

Blizzard men can learn, sasquatch/yeti - cannot. Will not intelligent creatures use weapons? But idea is good, if they will use weapons.

I make civ of harpies, they can live even 10000 years. Not many creatures live in glacier.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Thuellai on May 21, 2019, 07:35:52 pm
If I want to implement the light/heavy split myself, it's just a matter of making the 'light' weapons use CROSSBOW and the 'heavy' weapons use Bow, and then adding appropriate PROFESSION_NAME tags to the civilized races, right?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on May 22, 2019, 01:41:30 am
Yep, that's pretty much all there is to it.

The reason I've made it into a poll is because this will impact the army compositions of "tactical civs" from the latest version.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on May 22, 2019, 02:07:02 am
The Tips and notes post (http://www.bay12forums.com/smf/index.php?topic=170474.msg7771053#msg7771053) now includes a tiered list of melee weapons, with a short, thesis summary of each.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: DerMeister on May 22, 2019, 03:54:13 pm
I make ogre weapons for vanilla.
Code: [Select]
[OBJECT:ITEM]

[ITEM_WEAPON:ITEM_WEAPON_AXE_GIANT]
[NAME:axe:axes]
[ADJECTIVE:giant]
[SIZE:2600]
[SKILL:AXE]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:100000:10000:hack:hacks:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100000:10000:slap:slaps:flat:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:1000:10000:strike:strikes:pommel:750]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_FLAIL_GIANT]
[NAME:slungshot:slungshots]
[ADJECTIVE:giant]
[SIZE:1500]
[SKILL:MACE]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:10:200:strike:strikes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_LUEBER]
[NAME:lueber:luebers]
[SIZE:2000]
[SKILL:WHIP]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:100000:10000:saw:saws:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_LOGBOW]
[NAME:log bow:log bows]
[SIZE:3000]
[SKILL:SWORD]
[RANGED:BOW:BALLISTIC]
[SHOOT_FORCE:3000]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:300500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:100000:40000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_WARLOG]
[NAME:war log:war logs]
[SIZE:5000]
[SKILL:MACE]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:8]
[ATTACK:BLUNT:200:2000:bash:bashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_AMMO:ITEM_AMMO_GIANT_ARROWS]
[NAME:ballista arrow:ballista arrows]
[CLASS:BALLISTIC]
[SIZE:600]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Burneddi on June 04, 2019, 03:53:13 am
Dropping by to say thanks for the old clothing option. The mod installation procedure is getting quite lengthy with all the optional stuff, so I can only imagine it must be a bit of a pain to maintain it all... so thanks!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Andimar on September 10, 2019, 07:22:37 pm
Hey there!

I was wondering... Which armor parts should I take to be completely covered as if I was wearing full plate?

Breastplate, Greaves, Mail Skirt (for the hips), Full Arm Defenses and Full Helm?

For a total cost of 59 metal bars (if using simple iron)?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on September 11, 2019, 07:45:00 am
All correct, but you can replace the Mail Skirt with a metal Belt. The bodies are not three-part yet, so the hips will be protected by the Breastplate anyway.
That would be 45 bars (of any metal below Tempered Steel, which is more demanding).

You can also add Pauldrons for 2 bars to get a 20% blockchance when eyes are hit, with only a small additional weight; Mail Cape is similar, giving a 50% chance, but it cannot stop heavy strikes. Padded Armor, Doublet and Aketon also fully protect the eyes for little weight, but they fare poorly against sharp strikes. If encumbrance and metal are not a concern, Body Plates give 60% blockchance for 8 bars, but I'd say that's overkill for an otherwise full plate: eyes don't get hit that often, unless the wearer is already loosing in some way.
Padded Armor + Mail Cape is probably the best option here, although, you'll need to replace the damaged Padded Armor from time to time.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: sum1won on October 08, 2019, 09:06:04 am
Ptw

Edit: Im planning on using this mod, but would like to add scales or boiled leather as a non-metal substitute for some of the shaped armors.  Can I get your feedback on a few questions?

1.)
I haven't modded df, but I figure I need to add a new material, a reaction to create that material, and a reaction to turn it into armor, and make sure  those reactions are added to the entity file.  Is there anything I am missing? 

How do I avoid scales/boiled leather being usable for other leather goods, like bags or trousers?  Can I do it by having the material-change reaction affect the prepared armor instead?


 Any suggestions as to raw values and material quantities?   Anything else I should be aware of?
Title: Re: Sver's DF Combat Reworked
Post by: sum1won on October 08, 2019, 04:42:11 pm
Current poll:

Currently, all ranged weapons and their sets in the mod are assigned a skill based on their vague mutual alikeness of whether they require to be loaded, then aimed and then shot (like crossbows) or loaded, aimed and shot at the same moment (like bows and throwing weapons). As I personally see it, this has two issues: (1) the Bowman (aka Skirmisher) skill is an unintuitive mess, and (2) the way worldgen hunters/adventurers work, they mainly train the Crossbowman skill, which, in the mod, contains 2/3rds battlefield ranged weapons, rather than those fit for hunting.

However, only these two skills, Bowman and Crossbowman, are properly recognized by ranged npc unifroms.

As such, I've came up with two alternative skill distributions for ranged weapons, based on their nature/purpose, rather than mechanics:

"Light" vs "Heavy".
In the other words, "hunting/skirmish" vs "battlefield". "Light" would include crossbows, bows, slings and javelins/darts; using the Crossbowman skill as a base (renamed to "Skirmisher"), to match the way worldgen treats it. "Heavy" would include arbalests, longbows and hand ballistas; using the Bowman skill as a base (renamed to "Marksman/Marksdwarf").

"Stringed" vs "Throwing".
Not as much in terms of realism mechanics, as in tune with the balance of the mod, where sling and spear-thrower weapon sets allow for shields. "Stringed" would include crossbows, arbalests, bows, longbows and hand ballistas; using the Crossbowman skill as a base (renamed to "Marksman/Marksdwarf"), as stringed weapons are probably more fit for hunting than the throwing ones. "Throwing" would include slings and javelins/darts; using the Bowman skill as a base (renamed to "Skirmisher").

The only downside in both cases is the displacement of bows/crossbows from their usual respective skills. As such, "no to both" remains an option :)

Also, feel free to comment and propose your own ideas.

I like both of these proposed changes.  The only direct difference is where the bow and crossbow fall.  String groups them with the big guns, light/heavy leaves the big guns alone.


 I think the string distinction is more intuitive and lore-logical.  The main advantage for light/heavy is a possible balance concern in connection with the weapon sets.  It doesn't allow crossbowmen+bowmen to easily switch to heavier weapons, and hunting crosstraining will be more difficult  If you want the split to be flexibility/better melee options (and sometimes shields) vs ranged power, it's probably the way to go.  The most obvious thing is thing is when it comes to bow setd, which have some pretty potent 2h options.  (Longbows, not being available to dwarves, are irrelevant to player choice in fortress mode).

Separately, can you add info on ranged weapons to post 13, similar to what you have for melee?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on October 09, 2019, 07:52:10 am
Im planning on using this mod, but would like to add scales or boiled leather as a non-metal substitute for some of the shaped armors.  Can I get your feedback on a few questions?

I haven't modded df, but I figure I need to add a new material, a reaction to create that material, and a reaction to turn it into armor, and make sure  those reactions are added to the entity file.  Is there anything I am missing?

...

Anything else I should be aware of?

If you want to have only the specific (normally metal) armors made of the new material then that's all correct. There is a couple things to consider, though:

1) There are two elements to every material: the template and the material itself. The material itself is defined either within a creature or within an "inorganic" file. Adding creature-variable materials is much more tedious, so I recommend the latter. You can use the [USE_MATERIAL_TEMPLATE:LEATHER_TEMPLATE] as a base to which you then add overrides, basically.

2) Unless you add the [SPECIAL] tag to the material, it will be used by the AI too, but only in the conventional way. To illustrate, if you make boiled leather that is otherwise just leather with extra durability, the AI will make "boiled leather lamellar armor" and "boiled leather bag", but never "boiled leather breastplate", even if you give them the reaction. If you don't want caravans bringing "boiled leather bags", add this tag.

3) In contrast to the previous point, if you add [ITEMS_ARMOR] (not normally present on leather) to the material, but won't add [SPECIAL], the AI will make all sorts of armor from boiled leather as long as they have the reaction to make the material - the specific armor-making reactions aren't necessary; and worldgen artifact armors will sometimes be made of boiled leather regardless of any reactions.

4) There are subtleties to how the uniform system treats a material which aren't always intuitive. For instance, there's a high chance that you'd have to specify a boiled leather breastplate as 'brown breastplate' for it to be equipped.

5) There are probably other things I haven't memorized, so you'd have to test that.

How do I avoid scales/boiled leather being usable for other leather goods, like bags or trousers?  Can I do it by having the material-change reaction affect the prepared armor instead?

The simplest way is to have each reaction take normal leather (and whatever else you wish to be required) as a reagent, yet a boiled leather armorpiece as a product. Reactions are flexible like that, they don't require consistency between the reagent and the product.

Any suggestions as to raw values and material quantities?

My mod operates within the vanilla material properties, so my suggestion would be to look at normal leather and copper values and make something inbetween. As for the amount of leather required, that's up to your personal preference - just note that all textile (padded) armors only require a single piece of cloth.
If, however, you intend to make boiled leather stronger than copper, you can equate the number of leather pieces to the number of metal bars required to forge the same garment. For the sake of balance.

Quote from: sum1won
The main advantage for light/heavy is a possible balance concern in connection with the weapon sets.  It doesn't allow crossbowmen+bowmen to easily switch to heavier weapons, and hunting crosstraining will be more difficult  If you want the split to be flexibility/better melee options (and sometimes shields) vs ranged power, it's probably the way to go.

That is an interesting perspective I haven't even considered!
Hm-hm... so far, the poll results are quite divided and I was on the verge of just letting this idea go for the sake of keeping it vanilla and, thus, newbie-friendly. I'll have to ponder it for some time in the context of skill versatility. Especially since the ongoing two-handed vs one-handed rebalance will promt some changes to weapon sets.

Quote from: sum1won
Separately, can you add info on ranged weapons to post 13, similar to what you have for melee?

Not in the same way, no. Ranged weapons don't differ as much within their own group as the melee ones, and they also have ammo that is different yet sometimes similar across variations. The info is already there, it's just randomly spread around in the top post, and in Tips, and in the weapon list. I've yet to come up with a conscise way to put it all together under a single spoiler, but it needs to be done for sure.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: sum1won on October 14, 2019, 08:03:41 pm
--boiled leather tips--
Thanks!  I got sidetracked by some other changes I wound up making, but I'll dig into this at some point.


That is an interesting perspective I haven't even considered!
Hm-hm... so far, the poll results are quite divided and I was on the verge of just letting this idea go for the sake of keeping it vanilla and, thus, newbie-friendly. I'll have to ponder it for some time in the context of skill versatility. Especially since the ongoing two-handed vs one-handed rebalance will prompt some changes to weapon sets.
Cool, looking forward to it!

I've been digging into the raws, and was wondering why slings appear to fire edged weapons? 
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on October 15, 2019, 05:32:34 am
I've been digging into the raws, and was wondering why slings appear to fire edged weapons?

To simulate abrasions. Also, so that slings perform a bit better overall, particularly against clothing. The way damage types work in DF, blunt damage is extremely weak unless applied with great force, and is largely held back by the lack of bleeding wounds and damage to elastic equipment, such as clothing and mail. Thus, only a select few weapons and ammo types are blunt-only (those that generally strike with huge velocity).
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on October 23, 2019, 10:41:45 am
The mechanical part of the update is done, so what's left is to apply these changes to weapon sets and civs and then merge the Revised v2.2.0 files in. Should be soonish.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
Post by: Sver on November 02, 2019, 11:25:51 am
v1.6 Released

Major changes:
* Full support for Revised v2.2.0!
* Weapon velocity and size limits rebalance!
Spoiler: Details (click to show/hide)
* A buff for stabbing-oriented weapons! They were way underpowered.
Spoiler: Details (click to show/hide)
* Rebalanced production for new steels!
Spoiler: Details (click to show/hide)
* Multiattack modifiers, both good and bad, were thoughtfully redistributed for all weapons based on attack and weapon design specifics.
* New type of ammo: crescent arrows. Leave wide, shallow wounds, good for causing bleeding in small to average creatures, but really weak against armor.
* Readjusted the costs of armor a bit. Garments with 100% protection now cost more, except for footwear and full helm. Handwear is generally cheaper, as well as most gear with a low blockchance. Full plate armor with no eye protection still takes 45 bars. Full mail armor with a skullcap and no eye protection is now 17 bars.
* Added 'loosely hack' attack to bearded axe, to make it a bit weaker, but removed the 'slap' attack.
* Removed 'thrust with spike' attack from flanged mace to make it more bashing-oriented.
* Replaced 'jab' attack with 'feint and jab' for scimitar.
* Spike strikes for halberd, poleaxe and polehammer were nerfed to minimize penetration depth.
* Reduced penetration for morningstar 'bash' attack.
* Increased area for maul. Was too good at damaging armor.
* Seriously reduced penetration and increased area for hatchet.
* Reduced area for hooked axe 'strike with spike' attack, now better at piercing armor.
* Cushioning properties for cloth (THREAD_PLANT_TEMPLATE), silk (SILK_TEMPLATE) and hair (HAIR_TEMPLATE) have been dialed down to standard 1x elasticity (compared to vanilla 2x elasticity). Lower elasticity was making them a tad too powerful.
* Made fat (FAT_TEMPLATE) as strong as skin against force transfer, for layer consistency.
* Chitin (CHITIN_TEMPLATE) can once again be used as a shell - for moods, certain items and armors. It no longer yields leather. This differs from its use in Revised as bone, but I felt like there aren't enough interesting materials for shell armor in the game, and chitinous creatures are rare and dangerous enough to justify it.
* Bone is back in place of cartilage for fingers/toes/fins, as "finger bone agony" has been fixed.
* Removed muscle from vertebrate's fingers/toes, but thickened the skin. In reality, fingers/toes only have sinew, not muscle.
* Renamed 'mallet' to 'war club' and changed the tag accordingly. Also, reduced its contact area. It really didn't feel like a tiny tool hammer belongs on a battlefield.

Minor changes:
** A bit more info in Melee Weapon Tiers (http://www.bay12forums.com/smf/index.php?topic=170474.msg7771053#msg7771053).
** Removed biting from war horses.
** Some adjustments to optional tactical civs.
Spoiler: Details (click to show/hide)
** Added aketons and quilted tunics to dwarven preset.
** Replaced full helm with mail coif for elves, as it protects better for wood.
** Made training weapons heavier.
** Fixed some incorrect attack speeds.
** All 'closely hack' attacks are a bit quicker now.
** All 'shove' attacks now use the same speed as 'feint and jab'. Also, reduced its area for several weapons.
** Removed 'slap' attack from horned axe.
** Removed 'hook' attack from hooked axe, broadaxe and falx.
** Minor speed readjustments for hooked axe, poleaxe, polehammer and two-handed sword.
** Slightly reduced velocities for poleaxe.
** Increased minsize requirement for spear-thrower and all its sets. Also, slightly increased it for sling.
** Replaced 'bash' (with handle) attack for spiked staff with a pommel-like 'strike' attack.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on November 02, 2019, 11:27:41 am
A new poll is up.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on November 04, 2019, 05:03:44 pm
I'd also like to point all those who like Fort mode combat, but are tired of the cumbersome siege clean up, towards the .../%DF folder%/data/init/d_init.txt
There are two values which control the amount of invaders in a token siege:
1) INVASION_SOLDIER_CAP controls the number of civilized soldiers, such as goblins. This also ties into the maximum possible number of mounts (equal to that).
2) INVASION_MONSTER_CAP controls the amount of minions, such as trolls. This does not impact mounts.

A good starting point is to set these values in such a way that they, combined, would equal your estimated population (say, 80, for a siege-eligible minimum), but if that's still too many corpses, making it double-tripple the estimated number of your own soldiers is a good pick too.

To counterbalance the reduction in numbers, I recommend applying a buff to invader skills and gains (unless you have already done so following my suggestion in the installation instructions). Open the creature_standard.txt and add the following:
Spoiler (click to show/hide)

This will keep combat challenging and fun while reducing the tedium and stress of post-siege clean up.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: OOTN on December 06, 2019, 02:59:08 am
This and revised are my first foray into modding the game and I'm interested to know how many people actually use the adrenaline mod. Is it too much?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on December 06, 2019, 06:46:38 am
Adrenaline mainly impacts two things: how long it takes to take down a defensive unit (which makes specific counters like anti-armor weapons more important), and how the invaders compare to a trained militia. There's also an impact on how live organic creatures compare to undeads and inorganics, but its kinda too subtle.

In general, I would recommend to try out your first run with my mod without the adrenaline, and only take it for the second run if you feel the combat is still too easy.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Oxidus on December 26, 2019, 02:22:08 pm
Can you please add a DF with this mod already installed? There is way too many things to do in instructions and I don't really understand them.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on December 26, 2019, 02:35:21 pm
You only really need to do this for the main experience:

Quote
2. Place the text files from the mod's main folder in .../%DF folder%/raw/objects. Overwrite when prompted.
3. Open the mod's 'for civs' folder. Here you can either choose to use my personal equipment presets for entities or assemble your own using the full list. Or, if your entity_default.txt is unmodified, you can simply copy the entity_default.txt from the folder (Revised or vanilla).

The rest is various optionals, modules and the like, to be assembled with personal taste in mind - that's why there's no pre-installed version.

I can package you the comp I personally play with, if you don't mind it being quite punishing difficulty-wise.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on December 31, 2019, 06:33:36 am
So, with the next DF release in January pretty much confirmed, and lots of real life stuff going on, I'll get back to working on the mod somewhere after the new release. Two pre-installed editions (basic and hardcore) will be included with the next mod update.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: fest88 on January 18, 2020, 04:57:54 am
Hello! I have a question. Is the masterwork and your mod good compatible?
How to install your mod on a masterwork?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on January 18, 2020, 02:26:16 pm
There is way too much overlap for a successful merge, I think. You can try manually merging the file contents from my mod into the Masterwork's files and make sure none of the Masterwork's modded weapons remain, but that'll probably prove to be too much work.

The modular race mods such as Meph's ☼Warlock Tower☼ should be compatible though - just install them first, then overwrite with my mod, except for the entity_default.txt (and other entity files) which will require manual editing for the items.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: fest88 on January 19, 2020, 04:05:57 am
Thanks for the answer. I made several manual installation attempts, but all failed. On the download loading screen, before creating a map, a crash occurs.
I hope in the future you will be able to agree with the authors of the masterwork or mepf mods on the integration of your projects.
Thank you very much for your work and greetings from the Russian DF community!
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on January 19, 2020, 05:24:51 am
Thank you  :)

I'll try to do a merge once I have time and see if the conflict is easily resolvable or not. Probably not, if the problem lies in the many new reactions in Masterwork, but it won't hurt to try at least.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Molay on January 19, 2020, 10:12:57 am
I'd just like to express my interest in a bundle where this mod is successfully merged with mephs warlock tower. I realize that a full mw merge would be too time consuming, particularly with all the changes looming in the not so distant future. While I never delved deeply into modding, I think warlock tower may not be too big hassle perhaps, unless your mod interacts weirdly with magic?

If you do make such a merge, I'd recommend to include the fix for beak dogs. They have the never pet tag, but require the always pet tag.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on January 19, 2020, 12:30:55 pm
Does Warlock tower add any new weapons? If not, it should be compatible as is - the only possible issue is that you won't be able to craft my new weapons from bone, as those are custom reactions. All the vanilla ones should be craftable though.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Molay on January 20, 2020, 02:10:10 pm
I'm 99% all weapons are vanilla. It's just a slightly larger selection (compared to dwarf race limitations).

Would bone weapons behave as expected? I.e. is bone material for weapons balanced for your mod? Where would it rank; copper? Below copper?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on January 20, 2020, 05:18:53 pm
Bone weapons gonna be below copper in performance, and bone armor will be below cloth padded armor. Warlock Tower also has special bone mats like bonemold, but those should behave as expected, as my mod doesn't make any changes to metals. So, the only missing feature would be making my non-vanilla additions in Meph's workshops such as Bone Forge. As far as I understand, vanilla Forge and smithing aren't removed from the Warlocks, so you should still be able to make my stuff the traditional way.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: fest88 on February 13, 2020, 01:25:55 pm
Hello!What percentage of ingots is obtained by remelting your weapons and armor?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on February 13, 2020, 02:41:32 pm
100% smelting return applies pretty much universally, so no more no less than used to forge them.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: fest88 on February 14, 2020, 10:16:05 am
Thanks! Its good news!
P.S. I hope that in the new version the spears will become a little better)
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on February 14, 2020, 12:39:50 pm
Better balance for stabbing weapons is something I've been mulling over for quite a while, but there are only minor movements with it for now - only for high tier weapons. I'm wary of making low tier stabbers a tad too powerful, but there's no denial that the current velocities are too low. The exact values will become more clear when I get to testing a new balance for metals.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on February 18, 2020, 05:37:40 pm
Just a heads up that major stuff planned for the next mod release is finished, so now it's just the drag of updating civ presets and writing up some more documentation for the thread...

Anyway, it seems that DF v0.47 is going to receive more little fixes and additions for some while, so I'm not too hasty to package the update, and may well get other prompted things done in the mean time, such as stabbing buff, or better trap balance, or more cheap ammo reactions. We'll see.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: scaredyneko on February 21, 2020, 06:12:44 pm
Thank you for your great work. The mod makes the experience of playing DF much more enjoyable.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Taras on February 24, 2020, 03:39:38 am
For inspiration you could search videos 'Fantasy Re-Armed', this will give you ome ideas about weapon sets for every civ in game.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on February 24, 2020, 04:45:21 am
Thank you for your great work. The mod makes the experience of playing DF much more enjoyable.

Glad to hear!

For inspiration you could search videos 'Fantasy Re-Armed', this will give you ome ideas about weapon sets for every civ in game.

Watched those some time ago  :)

Unfortunately, though, many of the realistic conventions Shad points out do not apply in DF, while some other things come into play. For instance, the whole elf question revolves around them only having random wood instead of metal, which pretty much downgrades their damage to zero - so I've turned them all into fast supporting units, while the heavy lifting is done by their pets. I did amplify their extra-skillfulness in the optional combat boost, but with wood weapons it's just not enough.
Another good example of such divergence is how the game handles armor and shields. Unless taken to the extreme, armor thickness does not matter in the game's combat, while weight scales rapidly with the size, which means smaller races get armor that is just as protective, but much lighter than that used by larger races. On the oppostite end, shields have a fixed volume and blockchance, meaning their protection scales with the user, while their weight does not, which is beneficial for larger races. The opposite of realism perspective.

Meanwhile, I've had to make sure that dwarves have access to a wide enough variety of equipment to allow the player to pick their own style. Same for kobolds, to give a feeling of mix-and-match stolen weapons they're supposed to use from lore perspective.

And then there's the problem of how non-player armies mix and randomize equipment, but that I was able to partially resolve through the "tactical civs" thing. And yeah, I'll likely make them even more thematic in the future, like giving more of an Isengard flavor to goblin pike-and-shot civ.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Taras on February 24, 2020, 05:26:57 am
Thank you for your great work. The mod makes the experience of playing DF much more enjoyable.

Glad to hear!

For inspiration you could search videos 'Fantasy Re-Armed', this will give you ome ideas about weapon sets for every civ in game.

Watched those some time ago  :)

Unfortunately, though, many of the realistic conventions Shad points out do not apply in DF, while some other things come into play. For instance, the whole elf question revolves around them only having random wood instead of metal, which pretty much downgrades their damage to zero - so I've turned them all into fast supporting units, while the heavy lifting is done by their pets. I did amplify their extra-skillfulness in the optional combat boost, but with wood weapons it's just not enough.
Another good example of such divergence is how the game handles armor and shields. Unless taken to the extreme, armor thickness does not matter in the game's combat, while weight scales rapidly with the size, which means smaller races get armor that is just as protective, but much lighter than that used by larger races. On the oppostite end, shields have a fixed volume and blockchance, meaning their protection scales with the user, while their weight does not, which is beneficial for larger races. The opposite of realism perspective.

Meanwhile, I've had to make sure that dwarves have access to a wide enough variety of equipment to allow the player to pick their own style. Same for kobolds, to give a feeling of mix-and-match stolen weapons they're supposed to use from lore perspective.

And then there's the problem of how non-player armies mix and randomize equipment, but that I was able to partially resolve through the "tactical civs" thing. And yeah, I'll likely make them even more thematic in the future, like giving more of an Isengard flavor to goblin pike-and-shot civ.
This videos are good, because they about thinking. What effective weapon giant will use versus human army? Long stick/staff as blunt, scythe as edged weapon, bows and slings as ranged weapons, buckler and greaves for prodect lower body from enemy's spear. So, example, you could make tactical civ of ettins/ogres/cyclops with this equipment.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on February 24, 2020, 06:21:28 am
Expanding upon civilizations for more variety of combat situations is on my to-do list, but there's just a ton of balancing stuff to do beforehand. I don't wanna rush new features.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Taras on February 24, 2020, 06:39:52 am
Expanding upon civilizations for more variety of combat situations is on my to-do list, but there's just a ton of balancing stuff to do beforehand. I don't wanna rush new features.
If you will do expanding with logic, logic will make realistic balance for you.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on February 24, 2020, 07:03:41 am
Quite the opposite, because game mechanics. Taking giant races as example, there is no difference between giving them a scythe-like weapon or a big-ish axe, because in DF there are no AoE weapon strikes and no simulation of reach (outside of the attack speed crutch I use), and large attack contact area is a detriment when fighting human-sized creatures and below. So any such addition requires lots of brainstorming and testing for it to make sense, which isn't in priority since I still need to fine-tune already existing features of the mod.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Taras on February 24, 2020, 08:19:48 am
Quite the opposite, because game mechanics. Taking giant races as example, there is no difference between giving them a scythe-like weapon or a big-ish axe, because in DF there are no AoE weapon strikes and no simulation of reach (outside of the attack speed crutch I use), and large attack contact area is a detriment when fighting human-sized creatures and below. So any such addition requires lots of brainstorming and testing for it to make sense, which isn't in priority since I still need to fine-tune already existing features of the mod.
Difference will be for you, for logic and for further versions. Even if in current version scythe will work as axe. Probably, for imitation AoE you could make faster weapon using.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on February 28, 2020, 05:01:03 pm
So I did end up adding more cheap ammo reactions and rebalancing stabbing in the meantime. Gonna need some fine-tuning, but seems to work alright in general. The latter also prompts a much needed full re-evaluation of weapon costs, and I can already see that there's no way to stuff them all into the same old 6 tier restriction; and with obsolete weapons already removed, this closes the current poll. I'll try not to go too far on the amount of tiers though.

Anyway.
A new poll is up!
This time more informal.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on March 23, 2020, 03:11:52 am
Hello!What percentage of ingots is obtained by remelting your weapons and armor?

Have to correct myself here a bit: according to wiki (https://dwarffortresswiki.org/index.php/DF2014:Melt_item#Yield), the "default" percentage of ingots obtained by smelting weapons and armor is 90% (and unfortunately can only be raised straight to 120%, not 100%). Generally, this won't create any losses with remelting-reforging, as DF rounds up the numbers, but some expensive items (6 bars and above, presumably) might experience a 1-2 bar net loss. I'll make sure to verify this later.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: DWARFFRAWD on March 23, 2020, 08:26:41 am
hey! this mod does compatible with 47.04?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on March 23, 2020, 08:44:58 am
Not yet officially, although, you can edit the item_tool.txt and entity_default.txt to include the stuff added in 0.47.xx (altars, dice, new entity tags) - otherwise there should be no conflicts.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: vettlingr on March 26, 2020, 11:26:16 am
Do you have a version of your mod that just adjusts vanilla content and doesn't add too much extra stuff?
I was thinking about using you methods as a baseline for a mod.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on March 26, 2020, 12:08:22 pm
Well, all vanilla items are highlighted by =VANILLA= in their respective files (but note that ranged and training weapons, including vanilla ones, have been moved to separate files). They can be fairly safely pulled out for use without anything else, but still provide for better combat pacing and sensible attacks.

Also, the mod's item_tool.txt and item_trapcomp.txt files can be just copied over, as they contain no new stuff, just the rebalance of vanilla items.

If you mean also in terms of which changes I'd consider "core" to the mod's overall balance, then copy these files:
* b_detail_plan_default.txt
* body_default.txt
* material_template_default.txt
* tissue_template_default.txt

With these you'd also get better force transfer balance, more sensible wounds, more realistic wood/leather/cloth strengths and fire damage values for organic mats.
The only non-vanilla stuff there are shoulders and hips for humanoid bodies, which tweak armor coverage (add 1 more step for bodywear/legwear before they proceed unto upper arms/legs) and amplify the importance of torso armor.

Either way, I'd suggest you wait until my next release, as it should be soon enough and with lots of improvements to weapon balance. Then I can also package a vanilla-ish build based on your answer.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on April 01, 2020, 06:27:38 am
Just a heads up: since Toady went on to work on the Steam DF for now as it seems, I'm wrapping up the next mod release in a few days.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Uthimienure on April 01, 2020, 06:41:42 am
Just a heads up: since Toady went on to work on the Steam DF for now as it seems, I'm wrapping up the next mod release in a few days.
I'm looking forward to it  :)
And I'm interested in similar to what vettlingr said, a vanilla-only mod that I can drop in.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on April 01, 2020, 07:16:30 am
What's your opinion on the mod's body rework, by the way? Meaning the addition of shoulders, hips and covered facial features. Should I keep those in the "Vanilla+" version or remove them too?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Uthimienure on April 01, 2020, 08:07:01 am
I'll start by saying I've never played your mod. My DF experience began with 44.12 and I've played LNP, Meph, Masterwork until 47.XX came out. Then I played vanilla for a while, then CavEmp, and now I'm into Fall From Grace, which is the furthest I've strayed from the vanilla weapons/armor, and I'm really enjoying Fall From Grace. That being said...

All my life (and I'm not young anymore, lol) I've been very interested in "old-style" games that simulate personal combat pre-gunpowder. If you've heard of RuneQuest, GURPS, etc... I spent lots of my youth's free time making my own game, kind of a super-detailed medieval combat game based off of the best parts of about a half-dozen paper & pencil RPGs.

Your original post intrigues me greatly and I intend to play your full mod when released. But just in case it's too "over the top" for me, I would like to fall back on the vanilla-only thing.

I'm just beginning to explore DF's raws because I wanted to get answers to questions about how Fall From Grace's details work. And I've added the tiny code for "more leather mod" into most everything I play... that's all I've done with scratching the surface of DF.

Now that you know my life story, I'll answer your question with a question:

Does your body rework include all humanoid creatures, or just dwarfs?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Uthimienure on April 01, 2020, 08:25:58 am
One other thing, will your full mod include an updated (to 47.04) version of DF Revised, or is that not available yet?

Installation:
1. Recommended if you play vanilla-ish DF: DF Revised by Taffer, as a base over which to install this mod. Revised fixes a lot of bugs and inconsistencies, while staying true to the vanilla DF spirit. It is fully compatible! If you only use Revised, you can safely ignore the spoilers below and just overwrite everything with my mod's files.


But seriously, as I read through your OP, it sounds like you are doing for DF the same thing I was doing when I created the game described in my previous post, so I'm pretty sure your mod will be awesome.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on April 01, 2020, 08:44:20 am
Quote
All my life (and I'm not young anymore, lol) I've been very interested in "old-style" games that simulate personal combat pre-gunpowder. If you've heard of RuneQuest, GURPS, etc... I spent lots of my youth's free time making my own game, kind of a super-detailed medieval combat game based off of the best parts of about a half-dozen paper & pencil RPGs.

Heheh, I could be writing that as well  :D
Down to having my own little tabletop project with realistic 15th century combat being one of the primary focuses.
Although, I was and still remain more on the "experience" side of things than "numbers" - e.g. that it is generally more important that the gameplay conveys an intended feeling rather than sticks to scientifically accurate numbers. Why I am telling that, it's because my mod is quite full of this approach, which is most noticeable in the sheer amount of metal, coal and other stuff required to make anything better than a rusty pitchfork. Which may or may not be something you agree with.

Quote
Does your body rework include all humanoid creatures, or just dwarfs?

All humanoid creatures, including animal man variants. I strive to make the mod as adaptable as possible to whatever playable bird people someone might want to pick in Adventure Mode or mod in Fortress Mode. There are some little crunchy-fluff-type tweaks here and there, like beaks and (snail) stalks still sticking out of the helmets, or the eponymous bird people's joints being more fragile than those of land-dwelling races, because it makes them a tiny bit more interesting in my opinion.

Addressing the primary reasons why the body rework was added in the first place:

1) In vanilla DF, there's a bug with helmet coverage where it does not protect anything that's "on" the head - only the things which are "inside" the head. However, skulls and heads are kind of separate entities as far as the game is concerned, so it is possible to make facial features protected by helmets with putting them "inside" heads, but "outside" skulls. Hence, the "internal facial features".

2) One of the peeves I've had with the combat in DF is that limbs are much more critical to survival than torsoes, because torso wounds rarely really impact a creature's ability to fight as much as loosing a weapon, a shield or stance does. Adding "internal limbs" in the form of shoulders and hips to the torso allows torso wounds to sometimes impact the limbs too, making torso protection more important overall.

I hope this explanation makes it more clear.

Quote
One other thing, will your full mod include an updated (to 47.04) version of DF Revised, or is that not available yet?

Taffer hasn't updated his mod so far, so that installation point shall be obscured for now. However, my mod's next release will include a couple of relevant features from Revised, such as its quality-of-life reactions, improved morale and rebalanced unarmed combat for civilized creatures, updated for DF 47.04.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Uthimienure on April 01, 2020, 09:12:24 am
Thank for your your thoughtful reply!
I can hardly wait to try your mod.

(https://i.ibb.co/T0PzqbF/Sver-kindred-spirit.png)
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on April 01, 2020, 09:33:58 am
I very much appreciate that  :D
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 03, 2020, 07:26:08 pm
v1.7 Released

Major changes:
* Full support for Dwarf Fortress v0.47.04!
* Mod's installation now includes Revised's unarmed combat and morale tweaks, as well as its quality-of-life reactions; as a temporary measure until Revised is updated. Also, copied over hair styling for humans, elves and goblins from Revised to my entity files, as it's a plain improvement.
* Removed redundant weapons: broadaxe, war club, flanged mace, long spear, arming sword.
* Removed redundant armor: aketon.
* Weapon set readjustment!
Spoiler: Details (click to show/hide)
* New metal rework! Comes in two parts, one of which is included by default, and the other as an optional. More details here! (http://www.bay12forums.com/smf/index.php?topic=170474.msg8118699#msg8118699)
* New optional, included by default: Ammo from cheap materials!
Spoiler: Details (click to show/hide)
* New optional, included by default: Bulk reactions for cheaper metal belts! They can now be made in batches of 3 by combining 1 metal bar and 1 piece of leather. Performed at the Metalsmith's Forge by a Metalcrafter.
* New optional: "crude" armors to reduce smelting yields from siege loot. Amount of metal bars returned from smelting crude armors is based on the garments weight (e.g. volume) in bars - rather than its combat effectiveness, as it is for normal armors. Also, crude plate armors are heavier than normal ones, but not less protective, while crude mail armors are 5% less protective, but weight the same.
* Optional War Horses are discontinued for now. There's a write up for their rework in the future.
* Optional Siege Engines now use wrought iron from the new metal rework for their armor. Also, removed NOEMOTION and NOFEAR from them, but added 1-lvl Discipline to simulate the hypothetical crew better.
* Optional Tactical Civilizations have been remade to be more "thematic" rather than balanced, thus, providing for more varied challenge and more unique feel to each of them. Some goblin tactical civs now also use plague onagers from Optional Siege Engines. Human tactical civs are now limited to spawn only 2 per type by default.
* New trap component: spike-covered cage. Inspired by the iron maiden (https://en.wikipedia.org/wiki/Iron_maiden) and similar devices, it delivers a barrage of quick little stabs.
* Buffed all trap components, but also made them more expensive. See "Trap Components and info" (http://www.bay12forums.com/smf/index.php?topic=170474.msg7771053#msg7771053).
* Major buff for stabbing attacks!
Spoiler: Details (click to show/hide)
* Ammo rebalance!
Spoiler: Details (click to show/hide)
* Major buff for blunt attacks!
Spoiler: Details (click to show/hide)
* Removed "unlucky" attacks from all weapons except pick, flail and scourge. As part of the new weapon cost rebalance.
* Redesigned flail and scourge. Flail is now the one-handed "spiked ball chained to a short handle" thingie, a little less unlucky and with readjusted attack speeds and velocities. Scourge is now the two-handed "baton chained to a long pole" thingie, with reworked attacks to make it into a powerful anti-armor and anti-shield weapon.
* Redesigned large dagger. Gave it larger area, but much greater velocity too. Now it causes more bleeding, can break joints and damage some armors. Also, gave it a higher two-handed size limit and removed pommel strike.
* Rebalanced the short sword to be inbetween the removed arming sword and the old-version short sword in all matters.
* War hammer, polehammer and poleaxe bashes are much more powerful and can break joints now, but no longer have a multi-attack bonus.
* Removed the weak edged 'hook' attack from hawk axe and dagger-axe, their other attacks took on its speed and multi-attack bonus instead.
* The 'snatch' attack for hooked axe, dagger-axe and falx got better speed and a multi-attack bonus.
* Recurve bow is now slightly stronger than longbow, but costs much more metal to make.
* Higher weight for hammerhead bolt. The optimal material is now the new hardened bronze (density 8810), instead of silver.
* Partial plate (e.g. all rigid armor with below 100% blockchance) is now much lighter, to make it a more viable choice.
* More detailed and realistic coverage for ribcage.
* More detailed and realistic relative positions and coverage for facial features.

Minor changes:
** Updated the "Tips and notes" and "Melee Weapon Tiers and info" (http://www.bay12forums.com/smf/index.php?topic=170474.msg7771053#msg7771053) with more precise information.
** Replaced the old and uninformative "Full list of armor" with a new section: "Armor Types, Roles and info" (http://www.bay12forums.com/smf/index.php?topic=170474.msg7753842#msg7753842)!
** A bit more weapon options in my dwarven preset.
** Decreased melee velocity for ammunition to be in line with other one-handed weapons.
** Readjusted whether or not some weapons can be made out of stone (obsidian in vanilla, also chert and malachite with the new optional metal rework).
** Minor tweaks to some attack speeds.
** Reduced area for all 'slap with flat' attacks. Except for falx, where it was slightly increased.
** Buffed 'spike strikes' (hawk axe, halberd, poleaxe, polehammer, flail) a little bit.
** A bit lower speed and bad multi-attack modifier for maul.
** Buffed the poleaxe 'hack' attack to represent its sturdier blade.
** Made parrying dagger better at piercing weak armor.
** War knife is a little better vs limbs.
** A bit higher contact area and penetration for glaive to make it better against beasts.
** Slightly reduced contact areas for spiked staff to make it stronger.
** Buffed crossbow and arbalest very-very slightly.
** A bit lower penetration for barbed arrows.
** Slightly readjusted properties of crescent arrows.
** Increased penetration for blowdarts.
** Increased minimum and two-handed size limits for hatchet.
** Cuirass can now be made of bone/shell/chitin.
** Tassets can now be made of shell/chitin.
** Chestplate is now "under" layer, to be worn underneath mail, and can be combined with other plate armors. Recommended use for weak, but dense metals (copper, bronze), as they're good at repelling blunt force, while mail will protect it from cuts.
** Mail cape and quilted tunic are now "cover" layer, so they protect plate armor underneath from edged wear.
** Slight increase to layer permit for cap (helmet) to allow for an additional padded coif underneath.
** Lower layer permit for pauldrons to avoid excessive stacking.
** Fixed dwarves in my entity presets not having training weapons.
** Doublet will now be worn by invaders sometimes, as was aketon.
** Fixed incorrect colors for optional "rock" metals. Also, they are no longer made into inappropriate (metal) objects.
** Fixed arrowhead kits being possible to decorate.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 03, 2020, 07:26:44 pm
Introducing a new feature - Metal rework!
Comes in two parts, one of which is included by default, and the other as an optional.
(separate post for linking purposes)

Default part:

- New metals: rusty iron, wrought iron and hardened bronze. Dwarven steel has been removed, and tempered steel has been adapted into the new metals' balance.
- All metals (except rusty iron) have their Shear (edged resistance) values set to that of tempered steel, but their Impact (blunt resistance), Sharpness (edged power) and other values vary. This sets a better balance for armor penetration, preventing "gamey" oddities such as steel cutting through work-hardened bronze plate. Also, none of them can be made into crafts or such, their only civilian uses being constructions and tools.
  -- Rusty iron is light, brittle, with very poor edge; implying a work-hardened iron that has corroded overtime, thus, it's a bit tougher, although less sharp than vanilla iron. Very cheap, intended mainly for embark items. It cannot be made into ranged weapons or armor.
  -- Wrought iron is still brittle and with poor edge compared to tempered steel, but is cheaper. Good for mail, hacking/stabbing weapons and piercing ammo. All-purpose.
  -- Hardened bronze is dense, hard, with decent edge and durability, but dependent on trading for tin/copper. Good for high-impact weapons/ammo, and small armorpieces. All-purpose.
  -- Tempered steel is durable, flexible, with good edge, but very costly to make. Good for everything. It cannot be made into mining picks.
- New metals have much more elaborate creation processes, requiring multiple industries be involved. Here's a crappy mspaint flowchart. (https://i.imgur.com/W7Wmj30.png)
  -- Wrought iron and tempered steel take a lot more coal per bar than hardened bronze, as theire creation process requires higher temperature and multiple reheatings. They also both need "maintenance materials" (grease and wax as water-repellents and lubricants, vinegar and sand as rust remedies), with wrought iron being more needy in amount, although not being dependent on wax, unlike tempered steel.
  -- Tempered steel takes additional coal to increase carbon content.
  -- Hardened bronze needs molds to be cast into, taking 3 mold parts per bar, but does not require any maintenance.
- New ore: bog iron. Idea credit to Warlord255.
  -- Can be found in veins in some aquifer-bearing topsoils. "Deep Soil", "Light Aquifer", "Shallow Metal(s)" and the absence of "Sand" is a good four-point indicator that a location has bog iron. Veins can sometimes surface out of the ground, but otherwise require prospecting through the aquifer. Open quarries with drains are recommended for easier mining.
  -- Smelts into 4 rusty iron bars (at 100% chance) and 0-4 iron bars (at 88% chance).
  -- Very heavy. Wheelbarrows/minecarts recommended for transportation. Caravans are unlikely to bring it.
- Anvils can now be made at the Smelter.

Optional part:

- All metals except rusty iron, wrought iron, hardened bronze, tempered steel and candy are no longer usable for military purposes.
- Wrought iron and rusty iron can now be made into crafts, furniture etc.
- Vanilla iron is no longer usable for anything but anvils.
- New metals (except rusty iron) have been renamed into their "unprefixed" counterparts for cleaner item/equipment interface.
  -- "Wrought iron" to "iron".
  -- "Hardened bronze" to "bronze".
  -- "Tempered steel" to "steel".
- Vanilla iron, bronze and steel have been renamed for distinction.
  -- "Iron" to "bloomery iron".
  -- "Bronze" to "soft bronze".
  -- "Steel" to "mild steel".
- All iron-bearing ores additionally yield rusty iron, essentially doubling all iron yields.
- Increased Sharpness for chert and malachite to make them usable for stone weapons, as is obsidian in vanilla.
- Mod's reactions that used to require vanilla metals (like copper for copper daggers) now require the full list of components for a new metal (for instance, you can forge hardened bronze daggers directly from tin and copper). This is mainly for backwards compatibility with entity files, but also allows to save up a bit of fuel and, sometimes, metal.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 03, 2020, 07:31:33 pm
A new poll is up.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Chaosegg on April 04, 2020, 09:36:48 am
This mod looks exactly like what I want in a game...
in this game...
in all games?
It would be great to have someone like Sver working on all my games!

Major/big thumbs-up, and I'll report back  after I've given it a proper test run.


P.S.
I just installed clinodev's Vetlinger-packaged pack from the DFFD and began a fort to see how I liked his graphics compared with my usual Ironhand.
Definitely more stylish, pretty and "cool", though I've a few things I might change about some of the stone/gem icons if given the opportunity.
Overall, 97% awesome, and a realism mod to add-on to it would only triple the size of my inner-grin.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Taffer on April 04, 2020, 02:02:36 pm
Taffer hasn't updated his mod so far, so that installation point shall be obscured for now.

Working on it. I'm trying to take my time to really think about what features I want to focus on, and what I want to revert. Also trying to report things on the bug tracker; for all the community wants to fix things, not all of these raw fixes were ever reported to Toady.
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Sver on April 04, 2020, 04:13:33 pm
Working on it.

Good to hear! Didn't mean to poke you about that though - I know these things take time and effort.

Also trying to report things on the bug tracker; for all the community wants to fix things, not all of these raw fixes were ever reported to Toady.

You mean, the sort of fixes Revised works around, like that "item-thieving creatures 'steal' their own clothes and turn around at the map border"?
Title: Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
Post by: Taffer on April 04, 2020, 04:16:36 pm
Good to hear! Didn't mean to poke you about that though - I know these things take time and effort.

You didn't, I was just reading your thread and noticed your comment.

You mean, the sort of things Revised works around, like that "item-thieving creatures 'steal' their own clothes and turn around at the map border"?

Just a few textual fixes so far. I've never actually seen that bug in action before; verifying it is on my to-do list for the next release, because I want to either revert the change or report it. Have you seen it? Thanks for the reminder!
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 04, 2020, 05:34:47 pm
Just a few textual fixes so far. I've never actually seen that bug in action before; verifying it is on my to-do list for the next release, because I want to either revert the change or report it. Have you seen it? Thanks for the reminder!

I haven't really seen it and I don't think anyone did, because the very nature of this bug is that the player never sees these creatures appear on the map unless they spawn without items - as they spawn in nature. One way to test it, I guess, is giving every civilized race but dwarves [CURIOUSBEAST_ITEM], set up a tavern zone at embark and see if any non-dwarf visitors come and how they behave.

I know for a fact that [CURIOUSBEAST_GUZZLER] causes issues on civilized creatures though, so adapted-into-society bear people and whatnot will behave weirdly: such as grab a barrel of booze and then idle with it aimlessly, not drinking and not doing anything.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 05, 2020, 06:01:02 pm
A small update to the New Metallurgy Flowchart (https://i.imgur.com/W7Wmj30.png) - made it more clear that bags, buckets, barrels/pots, and seeds of the plant/fruits used in the reactions are consumed permanently.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Uthimienure on April 12, 2020, 09:07:00 pm
I just finished the first fortress using LNP 47.04 with your vanilla mod installed. It worked fine with no problems I could see.
The 17 citizen fort ended when everyone died in a siege led by 2 bleak zombies (human lasher & goblin bowman) with about 8 undead corpses.
Our military:
4 dwarfs in steel mail with steel weapons at skill levels 2 to 3.
3 dwarfs with no armor, steel weapons at skills around 3, one went into a trance and did well before dying.
We destroyed all of the undead corpses, but the 2 bleak zombies were unstoppable and killed everyone.
The lasher bleak zombie was nothing but a pulp but kept on going and going and going...
Fun was had by all.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 13, 2020, 06:01:06 am
Yeah, early undead sieges are murder. Them new zombies seem even more so - regular undead though, in one of my test forts they were dealt with by a swarm of unarmed civilians and one very aggressive bard  :P
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 18, 2020, 07:23:17 am
Hello there! Just wanted to ask a lazy newb question. What if I put your pre-installed mod right over the game included into PeridexisErrant's Starter Pack 0.47.04, overwriting files? is it gonna work or is it a bad idea? Thanks! :)
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 18, 2020, 08:19:18 am
Don't do that! But you can do it like this:

1) Download the pre-installed mod edition of your choosing.

2) Unpack it somewhere, open the unpacked folder, then the "raw" folder inside.

3) There you'll find "graphics", "interaction examples" and "objects" folders. Copy only the "objects" folder.

4) Paste it into .../%your PeridexisErrant's Starter Pack folder%/raw/. It should prompt you to merge "objects" folders - agree, then agree to overwriting files.

Like that, it should work.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 20, 2020, 11:47:37 am
Thank you sir, seems to be working that way!

But man, it probably has nothing to do with the mod, but the day the first summer comes I get the undead siege of 3 ghouls and 3 corpses. I didnt even dig enough room for a dining hall yet lol. Of course I had no chance stopping that with 2 picks and a rusty axe. Very tough luck I guess.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 20, 2020, 01:19:52 pm
That is unfortunately just the deal with DF v0.47. There's an awful lot of necromancers.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 20, 2020, 02:24:40 pm
Yeah well this is Dwarf Fortress so I'll just accept the fate and try again with hopes of not being hit by the truck THAT early again.

This situation led me to an idea of sorts though. How hard would it be to introduce to the game some very basic rudimentary weapons made out of wood at the carpenter workshop? Say, basic clubs and wooden spears with fire hardened tips. Low performance of course, but something better than fists and readily availible before you find any weapon grade metals. Would be quite natural in my opinion.

I personally don't like adding stuff on embarking, prefer the standard default preset. So it could be just me, but still. This elementary step has always been absent from DF warfare for some reason. Like you start in the forest but you can't make yourself a sharpened pole to defend against wildlife. Feels wrong.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 20, 2020, 05:25:15 pm
The problem with wooden weapons in DF is that they are basically worse than bare fists, because fists are considered to be made of bone, which is a superior material. Granted, you can't make melee weapons out of bone either - this is something I have planned as reactions for the future; might as well throw wooden reactions in too, I guess, maybe with a bit stronger "fake wood" as the end product's material.

Otherwise, if you want to get things bleeding without metal, your best bet are wooden ranged weapons with wood/bone ammo - or rock/clay ammo in case of slings.

Or you can use wooden weapon sets as effectively wooden melee weapons; some of them, like the large dagger sets (such as "marksman arms"), might even be decent. This is something I want to patch out in the future, but right now it is a possible use for them. You can also butcher some dogs and make the same out of bone - they'd be better than wood anyhow.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on April 20, 2020, 07:29:58 pm
The problem with wooden weapons in DF is that they are basically worse than bare fists, because fists are considered to be made of bone, which is a superior material. Granted, you can't make melee weapons out of bone either - this is something I have planned as reactions for the future; might as well throw wooden reactions in too, I guess, maybe with a bit stronger "fake wood" as the end product's material.

Otherwise, if you want to get things bleeding without metal, your best bet are wooden ranged weapons with wood/bone ammo - or rock/clay ammo in case of slings.

Or you can use wooden weapon sets as effectively wooden melee weapons; some of them, like the large dagger sets (such as "marksman arms"), might even be decent. This is something I want to patch out in the future, but right now it is a possible use for them. You can also butcher some dogs and make the same out of bone - they'd be better than wood anyhow.
For better wooden weapons you may just set more speed, like whip has 5.0, bigger size of weapon and smaller contact area.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 20, 2020, 08:00:04 pm
To be honest, for a single purpose, it's easier adding a new material than an array of specialized weapon-copies. Less maintenance and unintended consequences (such as artifacts) this way.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on April 21, 2020, 06:00:34 am
To be honest, for a single purpose, it's easier adding a new material than an array of specialized weapon-copies. Less maintenance and unintended consequences (such as artifacts) this way.
You may just boost wood to real fire-hardened wood, but make training weapons with the worst weapon characteristics. This will be simpler than adding hardened counterpart for each wood type in game.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 21, 2020, 01:24:16 pm
There is a bit more in play here. To make wooden weapons worthwhile and sensible, the wood used would need to have a fixed density, much beyond that of vanilla wood. So reflecting the variety of natural woods in the new material(s) would be mostly meaningless, as their variety is almost entirely about their densities.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on April 22, 2020, 08:07:18 am
There is a bit more in play here. To make wooden weapons worthwhile and sensible, the wood used would need to have a fixed density, much beyond that of vanilla wood. So reflecting the variety of natural woods in the new material(s) would be mostly meaningless, as their variety is almost entirely about their densities.
Have vanilla wood realistic density or not? If have, there is no ways to make wood really better, but a way to make realistic - some types of wood was used for tools and weapons due to their big density.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 22, 2020, 11:37:18 am
There is a bit more in play here. To make wooden weapons worthwhile and sensible, the wood used would need to have a fixed density, much beyond that of vanilla wood. So reflecting the variety of natural woods in the new material(s) would be mostly meaningless, as their variety is almost entirely about their densities.
Have vanilla wood realistic density or not? If have, there is no ways to make wood really better, but a way to make realistic - some types of wood was used for tools and weapons due to their big density.

Vanilla wood density is fairly realistic. The problem arises because weapon volumes are balanced towards being made out of a solid hunk of material - so, the volume that results in a reasonable weight for an iron spear would also result in a way too light wooden spear, as DF does not support multi-material weapons. Thus, if I'd want to allow wooden weapons that (1) would not result in weird artifacts, such as 10+ kg iron spears, and (2) would not be as useless as simply making weapons out of vanilla wood, new "fake wood" with higher density and shear properties seems like the best solution.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on April 22, 2020, 04:35:55 pm
There is a bit more in play here. To make wooden weapons worthwhile and sensible, the wood used would need to have a fixed density, much beyond that of vanilla wood. So reflecting the variety of natural woods in the new material(s) would be mostly meaningless, as their variety is almost entirely about their densities.
Have vanilla wood realistic density or not? If have, there is no ways to make wood really better, but a way to make realistic - some types of wood was used for tools and weapons due to their big density.

Vanilla wood density is fairly realistic. The problem arises because weapon volumes are balanced towards being made out of a solid hunk of material - so, the volume that results in a reasonable weight for an iron spear would also result in a way too light wooden spear, as DF does not support multi-material weapons. Thus, if I'd want to allow wooden weapons that (1) would not result in weird artifacts, such as 10+ kg iron spears, and (2) would not be as useless as simply making weapons out of vanilla wood, new "fake wood" with higher density and shear properties seems like the best solution.
Fake wood is bad solution, not best. Or you will add 71 new type of fake wood? You may just make shear properties of vanilla wood more realistic (maybe, from fire-hardened wood), but also downgrade training weapons as weapons. Also you may enlarge wood maximum sharpness.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 22, 2020, 06:49:10 pm
As I said earlier, there's really no point in making the "fake wood" as variable, as that would be 1% flavor, 99% interface clutter. The only differences between wood types in DF is their density, color and temperature properties - the problem with the former I've already covered, and the latter two don't matter for equipment.

How to go about vanilla wood properties is another topic that I'm going to tangle in the future. Right now, it's applicability causes an awful lot of balance problems - I can't make it stronger, as that would make wooden shields and weapon sets too good, and I can't keep it weak, as that keeps wooden ammo and elven weapons fairly useless. Contemporary plan is to remove military uses from basic wood entirely (to prevent AI usage and shield/weapon set exploit), add various wood processing reactions to give elves and subterraneans their own military grade "fake woods", and wood-to-item reactions for the player to create actually decent weapons, ammo, shields and maybe armor out of it. I may account for interesting uniques there, such as fake feather wood for super light wood armor, or fake nether-cap for magma-safe equipment (not sure about this one though, it's not of much use since the wearer still burns).
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on April 23, 2020, 08:27:25 am
As I said earlier, there's really no point in making the "fake wood" as variable, as that would be 1% flavor, 99% interface clutter. The only differences between wood types in DF is their density, color and temperature properties - the problem with the former I've already covered, and the latter two don't matter for equipment.

How to go about vanilla wood properties is another topic that I'm going to tangle in the future. Right now, it's applicability causes an awful lot of balance problems - I can't make it stronger, as that would make wooden shields and weapon sets too good, and I can't keep it weak, as that keeps wooden ammo and elven weapons fairly useless. Contemporary plan is to remove military uses from basic wood entirely (to prevent AI usage and shield/weapon set exploit), add various wood processing reactions to give elves and subterraneans their own military grade "fake woods", and wood-to-item reactions for the player to create actually decent weapons, ammo, shields and maybe armor out of it. I may account for interesting uniques there, such as fake feather wood for super light wood armor, or fake nether-cap for magma-safe equipment (not sure about this one though, it's not of much use since the wearer still burns).
What is wrong with wooden shields? In real life the most of shields was wooden or covered by wood. Density of wood solve the problem: why papaya wood is bad for weapons, when dense wood is better. If you make wood just sharper, you not boost nor shields, nor blunt weapons. So you really can upgrade basic wood, especially if you want remove vanilla wooden shields from civs (exclude elves and cavern animal people). This will be simpler for code and for play.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 23, 2020, 12:06:49 pm
What is wrong with wooden shields? In real life the most of shields was wooden or covered by wood.

They are too cheap for what they can do. In real life shields had to be leather-covered or otherwise reinforced to hold up in combat, and still got damaged fairly frequently. In DF as it stands, that's just 1 log of wood. They do wear out in combat due to shield-bashing, but they also come with the benefit of very low encumbrance compared to metal shields, which overall makes metal shields unattractive as an option. Also, there's literally no reason to make smaller wooden shields, because, again, even the tower shield is very light when made of wood. Shields also have hardcoded trade value attached to their volume, which basically allows the player to turn wood into gold. All of these need to be fixed, but the only way to go about it is to remove the relevant item tags from basic wood. Which would call for creating new "fake wood" to give the elves and cavern people something to make shields out of.

Density of wood solve the problem: why papaya wood is bad for weapons, when dense wood is better.

None of the vanilla woods are dense enough to make for a decent weapon, unless the weapon in question has its volume rebalanced towards being made of wood (e.g. much higher than for metal weapons). There are three reasons why I don't want to add new weapons for it:

1) Weapon tweaking is probably the most labor-intensive part of the mod's development and I really wouldn't want to bloat it more than it already is. To clarify: each time I make some broad tweak to, say, stabbing attacks, each weapon needs to be tweaked into it one by one; 1 additional weapon turns into a miriad of additional steps when updating.

2) Artifacts. Sure, the chance of those exact "wooden" weapons being picked for a metal artifact is pretty low, but I really don't want to have a 10+ kg metal spear, even as just a possibility. Can probably be prevented by marking the weapon as "training", but then onto the third point...

3) Player has little control over which types of wood they have on the map - and, without some serious reaction clutter, as well as strockpile microing, would have little control over which types of logs are actually used in production. This discourages me from going into too much nuance between the wood densities. After all, realistically speaking, materials that are too light for weapons would simply not be used, whilst heavier materials would be made into different shapes and sizes to account for their density. This isn't something that can be easily reflected in DF, which rather encourages streamlining all wood into single product "fake wood" with universally decent properties.


If you make wood just sharper, you not boost nor shields, nor blunt weapons.

This is correct, but the deal is I would like to have functional wooden blunt weapons - for the sake of common sense realism, if nothing else.

Also, this change will affect wooden weapon sets -> which I already plan to make non-available -> which is only possible through the removal of all wooden ranged weapons (hardcoded reactions) -> which promts creating custom "fake wood" for standalone wooden ranged weapons (because they're reasonable to have) -> which means I can use the same fake wood for other new wood-related reactions to reduce clutter and ensure universal balance -> which would allow me to remove/rebalance some elven-specific items, further reducing clutter. It's all tangled together.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on April 23, 2020, 02:38:46 pm
What is wrong with wooden shields? In real life the most of shields was wooden or covered by wood.

They are too cheap for what they can do. In real life shields had to be leather-covered or otherwise reinforced to hold up in combat, and still got damaged fairly frequently. In DF as it stands, that's just 1 log of wood. They do wear out in combat due to shield-bashing, but they also come with the benefit of very low encumbrance compared to metal shields, which overall makes metal shields unattractive as an option. Also, there's literally no reason to make smaller wooden shields, because, again, even the tower shield is very light when made of wood. Shields also have hardcoded trade value attached to their volume, which basically allows the player to turn wood into gold. All of these need to be fixed, but the only way to go about it is to remove the relevant item tags from basic wood. Which would call for creating new "fake wood" to give the elves and cavern people something to make shields out of.

Density of wood solve the problem: why papaya wood is bad for weapons, when dense wood is better.

None of the vanilla woods are dense enough to make for a decent weapon, unless the weapon in question has its volume rebalanced towards being made of wood (e.g. much higher than for metal weapons). There are three reasons why I don't want to add new weapons for it:

1) Weapon tweaking is probably the most labor-intensive part of the mod's development and I really wouldn't want to bloat it more than it already is. To clarify: each time I make some broad tweak to, say, stabbing attacks, each weapon needs to be tweaked into it one by one; 1 additional weapon turns into a miriad of additional steps when updating.

2) Artifacts. Sure, the chance of those exact "wooden" weapons being picked for a metal artifact is pretty low, but I really don't want to have a 10+ kg metal spear, even as just a possibility. Can probably be prevented by marking the weapon as "training", but then onto the third point...

3) Player has little control over which types of wood they have on the map - and, without some serious reaction clutter, as well as strockpile microing, would have little control over which types of logs are actually used in production. This discourages me from going into too much nuance between the wood densities. After all, realistically speaking, materials that are too light for weapons would simply not be used, whilst heavier materials would be made into different shapes and sizes to account for their density. This isn't something that can be easily reflected in DF, which rather encourages streamlining all wood into single product "fake wood" with universally decent properties.


If you make wood just sharper, you not boost nor shields, nor blunt weapons.

This is correct, but the deal is I would like to have functional wooden blunt weapons - for the sake of common sense realism, if nothing else.

Also, this change will affect wooden weapon sets -> which I already plan to make non-available -> which is only possible through the removal of all wooden ranged weapons (hardcoded reactions) -> which promts creating custom "fake wood" for standalone wooden ranged weapons (because they're reasonable to have) -> which means I can use the same fake wood for other new wood-related reactions to reduce clutter and ensure universal balance -> which would allow me to remove/rebalance some elven-specific items, further reducing clutter. It's all tangled together.
You try to make mod with balance or with realism? Spear will not be 10 kg, if you boost only speed (why vanilla whip is so deadly).
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 23, 2020, 03:20:43 pm
You try to make mod with balance or with realism?

Main focus is on the balance, some focus on sensibility - not realism per se, as that would be frankly unachievable and/or completely drag away from what vanilla DF setting is. The overall goal is to have things behave as sensible as possible in action, but try to ensure that as much of the equipment and materials has its use and doesn't just exist for the sake of existing.

Spear will not be 10 kg, if you boost only speed (why vanilla whip is so deadly).

I just explained why I wouldn't want to add more weapons, especially with a different formula for velocities that would require individual recalc each time. It's not as simple as applying a constant modifier.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on April 24, 2020, 03:31:31 pm
You try to make mod with balance or with realism?

Main focus is on the balance, some focus on sensibility - not realism per se, as that would be frankly unachievable and/or completely drag away from what vanilla DF setting is. The overall goal is to have things behave as sensible as possible in action, but try to ensure that as much of the equipment and materials has its use and doesn't just exist for the sake of existing.

Spear will not be 10 kg, if you boost only speed (why vanilla whip is so deadly).

I just explained why I wouldn't want to add more weapons, especially with a different formula for velocities that would require individual recalc each time. It's not as simple as applying a constant modifier.
If you not want drag away from vanilla setting, you may not boost elven weapons at all or boost wood only a little (to bone-like properties). Prior elven weapon is bow, prior elven melee are war animals.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 25, 2020, 07:42:02 am
Prior elven weapon is bow, prior elven melee are war animals.

That is the idea. Right now, though, elven arrows are poorly balanced, because of how contact area works - increasing wood sharpness will allow me to increase that too, ensuring better balance; maybe I could even remove the gimmicky unique elven arrows and give them normal ones instead, that would be great. Also, allow their melee spears to stab through skulls at least so they aren't completely helpless - right now they're better off using their bare fists, which is silly.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: erwin on April 25, 2020, 09:37:08 am
Hi, I'm trying out your mod. Is there an overview over the metals? How to create rusty metal helm?

I have hematite that yields bloomery iron. Then in the smelter I can do collect scrap metal that yields rusty iron bars. I have 6 rusted iron bars. I though that I can forge rusted metal helm. But I can't. It says "Needs 6 rusted metal bars".
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 25, 2020, 10:47:35 am
Hello! Here's an overview over the metals. (http://www.bay12forums.com/smf/index.php?topic=170474.msg8118699#msg8118699) I assume you are playing Full Edition, so the "Optional part" in that post applies too.

I'm afraid rusty iron cannot be used for armor - it's only purpose are crappy, yet relatively cheap weapons and ammunition. Also, civilian stuff, like furniture.

'forge rusted metal helm' and similar reactions require rusted metal - which is a type of divine metal (http://dwarffortresswiki.org/index.php/DF2014:Divine_metal) in vanilla DF.

If you want to make some cheap protection, make wooden tower shields and plant/wool cloth armors. Here's an example uniform:

   1x one-handed weapon of your choosing
   1x wood tower shield
   1x padded armor
   2x doublet
   2x gambeson
   1x padded chausses
   1x belt (any material, although iron is preferable)
   5x padded coif (can be replaced by 1x padded coif + 1x iron/bronze skullcap)
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: NordicNooob on April 25, 2020, 01:32:00 pm
Hey, so, suggestion: make wax obtainable from a more ubiquitous method, perhaps either through fat somehow (maybe not recommended since grease can come from fat) or, if you want to make them a bit more useful, dimple cups. That, or exploit some cavern resource: perhaps a specific type of cavern shroom could have a waxy "bark", thus making their logs a good source of wax?

Currently wax is sometimes unobtainable: even if you just do a simple glacier or mountainous embark your only source of wax would be traded bayberries, which isn't a reliable source: trade can be cut off pretty easily. You can't raise bees or grow aboveground crops there. You could argue that flux is sometimes the same way: it's not on every embark. However, flux can still spawn in every environment-it's entirely your choice if you want flux or not, since it's independent of biome. But with wax, you can't just say "hey, how about I go for a glacier, but take it easy and go for metal-rich so I can get a lot of steel."

Of course, it's still up to you, and I can't say it's a huge issue because of the rarity of glacier embarks and the impossibility of full-mountain embarks, as well as trade with something being almost ubiquitous. Also, you do allow steel goblinite, so.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 25, 2020, 02:43:11 pm
The original idea with wax being required for tempered steel was adding a motivation to use beekeeping (it's absolutely worthless in vanilla, outside of pure roleplay) and maintaining some sort of "soft cap" on steel production since flux is no longer a requirement. Bees and flux are alike enough in that part, because bees are pretty widespread, unless the player specifically goes for a challenge embark such as a glacier. Also, steel in the Full Edition is not such a massive milestone as in vanilla - it's good, don't get me wrong, but iron does the job most of the time, and bronze is almost exactly as good, even if more cumbersome; since none of the metals can cut through each other anymore, having no steel is not that big of a deal. In a way, steel is too good to be made easily accessible, I think, because it has no drawbacks compared to iron/bronze, being very sharp and relatively light, while also resistant to all but the strongest of anti-armor weapons.

However, the idea of adding some deep cavern shroom (or better yet, a reaction that utilizes an existing one; blood thorn seems like a good candidate, being present regardless of water) to motivate the player to go there for that sweet wax is enticing, so I'll consider this  :)
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: NordicNooob on April 25, 2020, 05:29:27 pm
Aye, that's all reasonable, I like having the incentive to use bees, beekeeping seems cool. Bayberries are rather widespread and exist basically anywhere with trees, too. I didn't consider that the metal hiearchy was that altered, though yeah, in hindsight I did read that metal-on-metal is still generally pretty tough to penetrate regardless of material (unless using the proper tools for the job), as it should be. Besides, there's always candy if you need a good metal. Speaking of which, is candy less powerful than in vanilla, or still rather strong? I didn't see much about it, other than it hasn't changed much. I'd imagine it's fine if it's still quite powerful, since stuff now takes an absurd amount of wafers to forge; only your best soldiers should get it rather than "oh hey, candy, lemme equip my entire army with it."
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 25, 2020, 05:57:05 pm
Candy is exactly as good as it is in vanilla - still the lightest, sharpest and strongest, still the same process of obtaining and working it. On the subject of wafers, I'm actually on the fence about rebranding candy into regular-style ore for Full Edition, because the bar-wafer conversion rate likely results in some nigh-unreachable quantities of candy required for any decent equipment. Granted, there are also divine metals, which are basically halfway candy, and obtaining them (through vault raiding) does not present a direct threat to the fort's survival, even though it may cost lives.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 26, 2020, 12:44:44 pm
Alright, this time I did quite a run into your mod.

And I have to say, undead are broken.

This time it was 3 years into the game and near 100 fort population.

Large militia of 35 dwarves, all are reasonably experienced and well equipped - multiple layers of padded-leather-bone armor, 4 to 7 point skills, one hammerer veteran of skill 9, and most importantly - everyone is equipped with steel (hammers/maces were bronze) weapons of mostly exceptional/masterwork quality: half the men with spears, the other half - axes, maces, hammers and one swordsman. 5 marksdwarves.

Then one winter the undead siege comes. And look - it is only 2 enemies, a duo of elite human crossbowman doomed ghouls. Alright, I think, they are probably strong, but my boys are well trained and well armed, I can handle this.

Then the massacre ensues. Those doomed ghouls were disarmed pretty quickly, before any casualties on my side, but then they proceeded to slaughter my militia.. with foot kicks.. They were literally just jumping around kicking and jamming hearts through ribs, slowly but steadily. Absolutely no wound could stop them - broken legs, smashed arms, even fractured spines and neck cloven asunder - nope, they just went on and beat everyone 2 vs 35.

My guess is that it's a combination of vanilla buff to undead with the changes in your mod that strengthened them even further.

Now, I like the scarcity of metals you introduced, the variety of weapons, archer sidearms - great idea. I can't play vanilla after this, but the undead seem to be utterly unbeatable. No major mistakes were made on my part, I was well prepared, yet my steel armed militia was utterly deleted by 2 human sized entities that wouldn't go down no matter the damage done to them.

I don't know. Are these enemies unkillable and supposed to be cheesed out with traps and the like? If that's so then it's no fun at all.

Seriously, I enjoy hardcore challenge, I accept taking losses, I love the dramatic effect of it all, but being deleted in an unfair way is very disappointing.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 26, 2020, 01:00:51 pm
Hmm. As far as I am aware, there's nothing particularly extreme in the mod that should result in the undead being much stronger than vanilla. Sure, they got stronger skulls and higher skills, but that is all.

I'd appreciate if you could provide a save file before (if you got backups) and/or after the attack so I could see what the source of the problem might be.

Edit: Also, a couple of clarifications:

- Which edition of the mod you're playing?

- Were the doomed ghouls armored? How well? Especially in regards to head protection.

- Were your guys carrying shields?

UPD: I've run a couple of manual-control tests one the arena. In some cases a steel battle axe can one-shot a unique undead by a single hack to the upper body. So they themselves are likely not that hardcore, rather, it is possible those two guys had very good armor, which would require specific heavy-armor-breaking weapons - halberd, scourge, poleaxe or polehammer, preferably polehammer. Lesser anti-armor weapons, such as maces, won't do, because undead don't bleed or breath - they don't care if you break their necks. Maul may also have enough punch to crush their upper body, as long as they aren't wearing a cuirass/breastplate.

UPD-2: A couple more tests, this time with AI. Unique undead seriously pick up in power if they outskill their living opponents. However, living beings who are just as skilled and have a bit of numbers advantage defeat them with minimal casualities. The general conclusion I could draw is that unique undead are boss-level enemies that are not to be taken lightly, but they got nothing on say, clowns, or similar high-level foes. Their main power comes from arriving way too early, which isn't something that can really be fixed, other than by avoiding tower embarks or turtling until you're ready to face them.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 26, 2020, 01:55:26 pm
Okay, I quit the game without saving and tried again, my autosave was basically 1 day before the attack.

Identical result, everyone is dead.

Yes, these ghouls are wearing steel armor, half plates, boots and some sort of a helmet. My guys are carrying large shields except archers, which are carrying medium ones. But this last time I checked ghoul's wounds - they had fractured skulls, spines and even "fractured brain", yet they they didn't go down.

As for counters they require, come on, that's not dragons or some legendary beasts, it's just human sized undead, the ghouls, a sheer "volume of fire" coming their way and numerical superiority 35 vs 2, brain wounds, spine wounds, this stuff need to be able to take them down. Otherwise this strict rock-paper-scissors kind of thing is simply no fun for this pretty regular type of enemy.

I prepared 2 saves, before and after, how may I provide them?



UPD: Well, if they are supposed to be boss level enemies, yeah. But they just didnt look like that and indeed arrived early. In my first attempt to recreate the situation I set up an ambush in the halls of my fortress where I thought I could fall on them from all sides, lock them down in some corner and prevent them from "kiting" my dwarves in the open. But they just didnt come in lol. After slaughtering my livestock outside they left the map.

Guess I'll continue the game with this kind of conclusion to the encounter, as starting over after the end that unsatisfying is beyond me. Let's hope that furter into the game a veteran army with better anti-blunt armor and some anti armor 2 handers will be able to take such foes down.

P.S. As for the version of the mod I am using, it's your pre-installed version over LNP with no other mods besides my personal tweaks to human caravan arrival and loamy sand being treated as sand.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 26, 2020, 02:17:22 pm
Yes, this ghouls are wearing steel armor, half plates, boots and some sort of a helmet. But this last time I checked their wounds - they had fractured skulls, spines and even "fractured brain", yet they they didn't go down.

The undead don't need a functioning brain either, they can only be disabled by crushing/cleaving asunder of their head or upper body.
Anyhow, they sound quite well armored, so anti-steel weapons are a must.

As for counters they require, come on, that's not dragons or some legendary beasts, it's just human sized undead, the ghouls, a sheer "volume of fire" coming their way and numerical superiority 35 vs 2, brain wounds, spine wounds, this stuff need to be able to take them down. Otherwise this strict rock-paper-scissors kind of thing is simply no fun for this pretty regular type of enemy.

Well, it's DF. The undead here don't need a working spinal cord or, again, even a brain - just their head and upper body needs to remain somewhat intact for them to carry on. This isn't my design decision, though - it's the same way in vanilla. When you get this kind of being in plate armor, you effectively get animated armor, immune to most normal vulnerabilities that could counter a living armor wearer, such as tiredness or stun. It might not be a dragon in terms of pure firepower, but it is sure several times stronger in durability - dragons being creatures of blood and flesh and not a moving hunk of hard steel. It's kind of like trying to take down that liquid bot from Terminator with medieval weapons - you gotta cut/smash the core hunk away to achieve that. And on top of that, Toady gave them magic spells.

I agree that they probably shouldn't be as common as they are, but this isn't the part I can change unfortunately.

I prepared 2 saves, before and after, how may I provide them?

Best way is as a DFFD (http://dffd.bay12games.com/index.php) upload. In the Miscellaneous category.

UPD: In general, I'd say there are a lot of situations in DF, with my mod in particular, where a large number of average troops is not enough to take down a supernatural threat. You'll need to have very well trained warriors with specific equipment fit for the job.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 26, 2020, 02:35:04 pm
Yeah the last time I played Dward Fortress was like a 1.5 years ago, without any mods, and I remember fighting such undead, they were wearing copper armor so dwarves could eventually break through it and smash their skulls or cut off their heads and kill them.

What you are saying does makes sense and I'll jsut treat this Doomed Ghouls as hardcore boss level foe and move on with that. The initial shock and frustration were just too strong. I also wouldn't want to avoid towers, I want all kind of threats and enemies to be present in my game. So anyways, not sure if the saves are needed anymore, now that we clarified the situation.

I'll keep playing your mod and then share some more of the experiences here if that's not too annoying.

Really liking many aspects of it so far, and can imagine all the hard work you've done and probably hundreds of hours investested in all the thinking over and balancing and all.

One very minor thing that doesn't go off my mind tho. I get it's a balancing feature, but still, how do pieces of body armor, such as pauldrons or doublets, protect your eyes? Do they come with a pair of armored glasses or something? :D
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 26, 2020, 03:02:15 pm
Yeah the last time I played Dward Fortress was like a 1.5 years ago, without any mods, and I remember fighting such undead, they were wearing copper armor so dwarves could eventually break through it and smash their skulls or cut off their heads and kill them.

See, those were regular undead you remember, the kind that nowadays gets knocked out by stone-bound books wielded by some warrior poets. Regular undead aren't as tough, they lack skills and are also very slow.
Latest DF (aka Villains Update) just added... these things, and I've noticed around the forum that a lot of players struggle with them even in vanilla. The mod's balance and "sensible degree realism" admittedly makes them even more hardcore.

So anyways, not sure if the saves are needed anymore, now that we clarified the situation.

Yeah, I guess we can skip the bother. Since you've mentioned their armor, I can fairly safely assume that they wore "steel half-armor", "steel high boots" and a "steel open helm" - which is pretty much the best armor a ranged invader can arrive with in the mod. Your dwarves just really got a 52-bars run of bad luck. On the positive note (or not), these unique undead are "historical figures", which means they will likely return in the future sieges to receive your vengeance.

I'll keep playing your mod and then share some more of the experiences here if that's not too annoying.

Sure, I'm all in favor of feedback, whatever it might be. I can get a little carried away when talking the mod's "philosophy" (and my vocabulary can be overly mechanical), but I didn't mean to sound aggressive, if anything  :)

One very minor thing that doesn't go off my mind tho. I get it's a balancing feature, but still, how do pieces of body armor, such as pauldrons or doublet, protect your eyes? Do they come with a pair of armored glasses or something? :D

That is a gimmick of DF's armoring system - body armor/clothing with sleeves somehow covers facial features, while helmets do not. In the mod, all facial features other than eyes got tweaked to be integral to the head (rather than "growing" on it), which makes them properly covered by helmets instead; the eyes got a pass by popular vote, because otherwise you wouldn't be able to gouge them in Adventure Mode. I've decided to embrace it and made certain metal garments extend just enough to "cover" eyes by design - I personally picture it as a wearer covering their face from an attack by their arm, but depending on the rest of the armor kit this can be interpreted as a visor or, well, armored goggles  :P
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 26, 2020, 03:45:45 pm
Anyway, if these exact guys will keep reappearing, your best bet are well-trained, polehammer-wielding troops supported by some axe or mace wielding troops with wooden tower shields. Engage with the shield wielders first, then follow with the polehammers. If you don't have more dwarves to add into military, retrain your speardwarves - they are the least useful against the undead as is, and you can always equip them with spears again when needed. Also, yeah, blunt-resistant torso armor would really help, but that's really long term with how much it costs; although, you might be able to purchase some from caravans, or the required amount of metal in smeltables, at least for your polehammer troops.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Uthimienure on April 26, 2020, 04:38:58 pm
Out of curiosity, would this be as horrifying an experience if it happened using only your Vanilla+ mod?
My fort is approaching 2 years with no sieges yet, and my 25 military dwarfs will all have steel mail soon, with skills of 3-5. migrants showed up with mostly shortsword or spear skilled, there are a couple of maces & axes, and only one hammer (all high-quality steel weapons thanks to a legendary weaponsmith). There's no tower nearby, but Vulpes_Inculta's experience is still scaring me!
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 26, 2020, 04:48:35 pm
Probably not as horrifying, because Vanilla+ uses only the vanilla metals, with their linear balance, meaning you'll almost never encounter enemies with armor that could resist a good enough steel cutter. Also, there's no invader skill boost like in Full Edition, so they should be generally less lethal.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on April 26, 2020, 10:29:38 pm
When will be update?
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 27, 2020, 04:59:38 am
By the gods. What happened is crazy.

So I decided to act as a dirty cheater this one time, making myself an excuse that I was not aware of the fact a small human sized opponent can be that deadly. So I reloaded an autosave and confronted the Ghouls once again. This time I decided to wall in inside my fortress and see if I can wait out this siege.

But before I managed to build a door at my main entrance, one of the CREATURES slipped inside while I wasnt looking.

I mobilized my troops in an instant and we jumped it from all sides, fighting for the very survival of the fortress in it's glorious halls.

I was lucky the other THING has fallen behind hunting some eagles and flies and never participated in the battle. But even this one Ghoul, dammit...

It started dancing around like it did before in the open, but this time it couldn't maneuver so freely and eventually we managed to corner it.

Before that happened though the monster slipped into the tavern and there my brave civilians joined the onslaught.

In the end, the monster fell by a mighty strike of the RUSTY PICK in the head, delievered by one of my brave miners who was all broken and wounded and struck down the creature focusing all the hatred and rage into that blow. A lucky strike at the gap in the helmet after we literally locked it down in the corner by the mass of dwarf bodies.

The end of the day painted me a pretty grim picture. 5 soldiers and 3 civilians are dead,including a valuable clothier and a legendary bone carver. Literally half the population is wounded, my hospital is overwflowing and Im suddenly running low on crutches and splints. My only doctor is down and the survivors, untrained in the art of medicine, are dressing wounds and setting bones en masse. And the monster killed several puppies and both of my cats! Thankfully we've managed to protect the dwarven children, none of which suffered that day.

Grim, but not hopeless. Many may yet die in the hospital, but the dwarves will endure. Thankfully, the other CREATURE never joined it's foul companion and eventually left the map. We will lick our wounds, bury our dead, strengthen our walls and next time we'll be ready for this monsters.

Now looking at the contents of what the creature carried, I see it was not only dressed in steel armor but that armor was all of superiour and exceptional quality. At least it's chestpiece appears to be heavily damaged so it wasn't virtually indestructible as I first thought. Also, that's a lot of steel equipment for us to melt.

But seriously, this things are like White Walker level of threat. Now at least I am fully aware. This was trully a boss fight.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 27, 2020, 08:35:32 am
When will be update?

In quite a while, I think. I'll be taking a break, collect more ideas, see how what's already there is working.

In the end, the monster fell by a mighty strike of the RUSTY PICK in the head, delievered by one of my brave miners who was all broken and wounded and struck down the creature focusing all the hatred and rage into that blow. A lucky strike at the gap in the helmet after we literally locked it down in the corner by the mass of dwarf bodies.

Yeah, their helmets are open on the face, it's just really hard to score a hit in the opening.

Now looking at the contents of what the creature carried, I see it was not only dressed in steel armor but that armor was all of superiour and exceptional quality. At least it's chestpiece appears to be heavily damaged so it wasn't virtually indestructible as I first thought. Also, that's a lot of steel equipment for us to melt.

I think maces and war hammers apply damage to steel armor on a prone opponent, just nowhere near quick enough to gain the upper hand in fighting. Case in point, it's still intact after all that pounding.

That was one hell of an epic take down  :D
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 27, 2020, 09:05:10 am
Yeah we should now officially call ourselves Bastion of Cripple, cause everyone is walking on crutches.

I am now using all the steel salvaged from the monster to forge some glorious polehammers and give my boys (and girls) an edge in the future encounters of such kind.

Which also brings up a question I wanna ask. Could you please clarify which two handed weapons do NOT use pikeman skill? Cause I see a rookie whom I gave a bearded axe is training an axedwarf skill and he's certainly not huge enouhg to use it one handed.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 27, 2020, 09:16:43 am
Which also brings up a question I wanna ask. Could you please clarify which two handed weapons do NOT use pikeman skill? Cause I see a rookie whom I gave a bearded axe is training an axedwarf skill and he's certainly not huge enouhg to use it one handed.
Quote
   Tier 1:
      (p) hatchet - weak, chopping one-handed (high) axe: low pen, light, slow prep, fast rec, damages ie-armor, good vs humanoid limbs, inefficient
      (a) flail - bashing one-handed (avg) lash: no pen bash, 1/4 unlucky, fast prep, slow rec, bad mult, damages and punches through ie-armor (prone), damages br-armor
      (s) spear - average one-handed (high) spear: low pen, narrow, quick, pierces ie-armor, feint, inefficient
      (o) pick - weak one-handed (high) mining tool: low pen, narrow, 1/3 unlucky, slow, worst mult, may pierce ie-armor, inefficient
      (o) whip - cutting one-handed (avg) lash: very low pen, light, fast prep, slow rec, worst mult, damages ie-armor


   Tier 2:
      (a) spiked staff - average two-handed (high) mace-polearm: low pen, no pen bash, narrow, may pierce ie-armor, damages br-armor (prone), may break joints
      (s/p) war knife - weak, cutting one-handed (avg) sword: low pen, quick, bad mult, may pierce ie-armor, decent vs humanoid limbs
      (s) parrying dagger - defensive one-handed (low) dagger: low pen, narrow, light, zero rec, best mult, pierces ie-armor
      (s) short spear - short one-handed (low) spear: average pen, narrow, pierces ie-armor


   Tier 3:
      (p) battle axe - chopping one-handed (avg) axe: low pen, pierces ie-armor (prone), great vs humanoid limbs
      (a) morningstar - piercing two-handed (low) mace: low pen, narrow, slow, may pierce ie-armor, may pierce br-armor (prone), may break joints, efficient
      (b/p) short sword - versatile one-handed (avg) sword: average pen, bad mult, may pierce ie-armor, decent vs humanoid limbs, decent vs beasts
      (s/p) bladed spear - cutting two-handed (avg) spear: low pen, quick, pierces ie-armor, decent vs humanoid limbs, feint


   Tier 4:
      (p/a) hawk axe - piercing one-handed (low) axe: low pen, pierces ie-armor, damages br-armor (prone), great vs humanoid limbs
      (p/b) horned axe - chopping two-handed (high) axe-polearm: average pen, may pierce ie-armor, great vs humanoid limbs, decent vs beasts
      (p) dagger-axe - piercing two-handed (high) axe-polearm: low pen, good mult, pierces ie-armor, great vs humanoid limbs, feint
      (p) scimitar - cutting two-handed (low) sword: low pen, fast rec, bad mult, may pierce ie-armor, good vs humanoid limbs, feint, efficient
      (a/p/s) halberd - versatile two-handed (high) axe-polearm: low pen, heavy, quick, may pierce ie-armor, damages br-armor, damages sr-armor, decent vs humanoid limbs, feint
      (a/s) scourge - bashing two-handed (high) lash: blunt-only, 1/3 unlucky, fast prep, slow rec, worst mult, punches through ie-armor, damages br-armor, damages sr-armor (prone), easily breaks joints
      (a) war hammer - piercing one-handed (high) hammer: low pen, narrow, slow, pierces ie-armor, may pierce br-armor (prone), power-bash (33%), inefficient
      (a) mace - bashing one-handed (low) mace: blunt-only, punches through ie-armor, damages br-armor armor, breaks joints


   Tier 5:
      (p/a) hooked axe - piercing two-handed (low) axe: low pen, slow prep, pierces ie-armor, may pierce br-armor (prone), great vs humanoid limbs, efficient
      (p/s/b) glaive - long, versatile two-handed (high) sword-polearm: average pen, quick, zero rec, best mult, may pierce ie-armor, good vs humanoid limbs, decent vs beasts, feint
      (p) bearded axe - chopping two-handed (high) axe: average pen, may pierce ie-armor, great vs humanoid limbs, broad
      (b) war cleaver - chopping one-handed (avg) sword: average pen, bad mult, damages ie-armor, good vs humanoid limbs, decent vs beasts, broad
      (b/p/s) falx - versatile two-handed (high) sword-polearm: high pen, may pierce ie-armor, good vs humanoid limbs, good vs beasts, feint
      (b/p) two-handed sword - versatile two-handed (high) sword-polearm: high pen, fast rec, may pierce ie-armor, great vs humanoid limbs, good vs beasts
      (s/a) heavy spear - very long two-handed (high) spear: average pen, narrow, very heavy, best speed, best mult, pierces ie-armor, damages br-armor (prone), feint
      (s/b) pike - very long two-handed (high) spear-polearm: very high pen, narrow, pierces ie-armor, feint, pike-whip


   Tier 6:
      (a/p) large dagger - offensive one-handed (high) dagger: low pen, narrow, light, slow, pierces ie-armor, power-thrust (66%), inefficient
      (a) maul - bashing two-handed (high) hammer: blunt-only, very heavy, slow rec, worst mult, punches through ie-armor, damages br-armor (prone), easily breaks joints
      (a) polehammer - strong, piercing two-handed (high) hammer-polearm: low pen, narrow, slow prep, pierces ie-armor, may pierce br-armor (prone), damages sr-armor (prone), power-bash (25%), feint
      (b/p/a) longsword - versatile two-handed (high) sword: high pen, bad mult, may pierce ie-armor, good vs humanoid limbs, good vs beasts, power-thrust (16%), feint, guard-bash


   Tier 7:
      (p/a) poleaxe - strong, versatile two-handed (high) axe-polearm: low pen, slow prep, pierces ie-armor, damages br-armor, damages sr-armor (prone), great vs humanoid limbs, power-bash (25%), feint
      (a/p/b) estoc - stabbing two-handed (high) sword: high pen, narrow, bad mult, pierces ie-armor, may pierce br-armor (prone), power-thrust (33%), feint, guard-bash
      (b/p) greatsword - strong, versatile two-handed (high) sword-polearm: very high pen, very heavy, fast rec, may pierce ie-armor, great vs humanoid limbs, great vs beasts
      (b) great cleaver - strong, chopping two-handed (high) sword: high pen, bad mult, may pierce ie-armor (prone), good vs humanoid limbs, good vs beasts, broad

Two-handed weapons that do use pikeman skill are described as "%type%-polearm" in the list. All other two-handed weapons use their default skill. So non-pikeman 2handers include:
morningstar (mace; large dwarves can use 1h)
bladed spear (spear)
scimitar (sword; large dwarves can use 1h)
scourge (lash)
hooked axe (axe; large dwarves can use 1h)
bearded axe (axe)
heavy spear (spear)
maul (hammer)
longsword (sword)
estoc (sword)
great cleaver (sword)
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 28, 2020, 04:19:59 am
Okay, thanks!

Gotta say though, it's kinda imbalanced that everyone and their mother is wearing steel now.

We just had a horde of 90 corpses coming to siege us. We went out and cut through them like chaff with only minor losses on our side. Each and every one of those corpses was "elite" something wearing multiple pieces of steel equipment for some reason.

So now we got all that salvage from them, that's probably like 2000+ bars of steel. Basically, an unlimited supply for the rest of the game and no more " steel scarcity" immersion.

We had a little adventurer incursion just a month earlier, mostly humans and again, everyone is dressed in superior to masterful steel.

Feels kinda weird how hard it is to manufacture for your dwarves but every human and their corpse is wearing and carrying it in abundance.

Spoiler (click to show/hide)
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 28, 2020, 07:41:02 am
So now we got all that salvage from them, that's probably like 2000+ bars of steel. Basically, an unlimited supply for the rest of the game and no more " steel scarcity" immersion.

Indeed, goblinite creates an imbalance in that regard, I'm still figuring ways to counteract that. On the other hand, I wouldn't want to go too much into the other direction either, as even steel equipment will break from time to time and need replacement. Also, there are multiple uses for huge amounts of metal designed for mid-to-late game, such as full plate armors, unbreakable shields, hand ballistas and various steel ammo (mainly war darts to counter forgotten beasts and the like).

Edit: as to why these zombies are all clad in steel, the reason is the necro who raised them apparently comes from some type of human civilization that only uses steel (there are 2 or 3 like that, I recall). The "lore" behind it is that they're on a Late Medieval tech level.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 28, 2020, 12:35:44 pm
Well vanilla lore is that steel is kind of a rare dwarf exclusive thing and the best humans normally have is iron, if Im not mistaken. I kinda liked it more that way, at least in the Fortress mode. Would be better if non dwarfs were mostly limited to bronze/iron in your mod too. Especially if you are saying you made iron still okay and able to do the job.

But this is only my personal humble opinion.

Guess I'll try adventurer mode now instead :)
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 28, 2020, 01:07:34 pm
Some humans still are limited to that. Other than variety and flavor, them having steel is also more tangible in other editions of the mod, where metals can still cut through each other. I personally like to have some human civs as a possible late game opponent for a confident player to provoke  ;)
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on April 28, 2020, 03:29:06 pm
So now we got all that salvage from them, that's probably like 2000+ bars of steel. Basically, an unlimited supply for the rest of the game and no more " steel scarcity" immersion.

Indeed, goblinite creates an imbalance in that regard, I'm still figuring ways to counteract that. On the other hand, I wouldn't want to go too much into the other direction either, as even steel equipment will break from time to time and need replacement. Also, there are multiple uses for huge amounts of metal designed for mid-to-late game, such as full plate armors, unbreakable shields, hand ballistas and various steel ammo (mainly war darts to counter forgotten beasts and the like).

Edit: as to why these zombies are all clad in steel, the reason is the necro who raised them apparently comes from some type of human civilization that only uses steel (there are 2 or 3 like that, I recall). The "lore" behind it is that they're on a Late Medieval tech level.
I think, only dwarves are Late Medieval, when humans are not.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 28, 2020, 03:58:05 pm
Vanilla DF is abstractly up to mid 14th century, as there's no full plate, but the metallurgy is all over the place. Either way, "tactical civs" in my mod got their own themes and accompanying tech levels.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on April 28, 2020, 04:22:39 pm
Vanilla DF is abstractly up to mid 14th century, as there's no full plate, but the metallurgy is all over the place. Either way, "tactical civs" in my mod got their own themes and accompanying tech levels.
In vanilla DF dwarves caped to absctract 14th century, when humans has lower tech level than dwarves.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 29, 2020, 02:42:24 am
Just got an idea here :)

What if I go to the new Human/Goblin entity files and delete:

[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:TEMPERED_STEEL_MAKING_SVER]  =SVER_METALREWORK=
[PERMITTED_REACTION:TEMPERED_STEEL_MAKING_FLUX_SVER]  =SVER_METALREWORK=

from each one of them that have it. Is it gonna make them use bronze/iron instead of steel but keep them as designed otherwise?

New world and new game of course.



Also, a bit of a feedback on metals. I think it could make sense to reduce grease requirements for Iron a bit. Cause right now, it's arguably MORE expensive to make than Steel, if you have flux on your map. it requires twice as much grease as steel (made with flux), and acquiring tallow for grease takes significantly more effort than just collecting bayberries or burning more charcoal from wood. Therefore I just skip Iron without even considering it. Wouldn't it be better to set it's grease requirement to 2 buckets per smelt, down from 4, same as steel?

Bronze is more balanced in this regards because it requires mostly different resources to make and can perfectly co-exist with iron/steel in your manufacture plan.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 29, 2020, 05:31:58 am
What if I go to the new Human/Goblin entity files and delete:

[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:TEMPERED_STEEL_MAKING_SVER]  =SVER_METALREWORK=
[PERMITTED_REACTION:TEMPERED_STEEL_MAKING_FLUX_SVER]  =SVER_METALREWORK=

from each one of them that have it. Is it gonna make them use bronze/iron instead of steel but keep them as designed otherwise?

As long as you keep an eye on them having at least these also:

[PERMITTED_REACTION:VINEGAR_MAKING_PLANT_SVER]  =SVER_METALREWORK=
[PERMITTED_REACTION:WROUGHT_IRON_MAKING_SVER]  =SVER_METALREWORK=

Since raw metals in Full Edition cannot be used for stuff.

Also, they will become less dangerous than designed, but that's on you ;)

Also, a bit of a feedback on metals. I think it could make sense to reduce grease requirements for Iron a bit. Cause right now, it's arguably MORE expensive to make than Steel, if you have flux on your map. it requires twice as much grease as steel (made with flux), and acquiring tallow for grease takes significantly more effort than just collecting bayberries or burning more charcoal from wood. Therefore I just skip Iron without even considering it. Wouldn't it be better to set it's grease requirement to 2 buckets per smelt, down from 4, same as steel?

Originally I made it this way because, theoretically, you can run an iron industry entirely while turtling, but steel requires some sort of contact with the surface (trade, bees or collecting berries). However, I think you're right in that it probably should be cheaper than the cheapest way to make steel. On the other hand, even with flux steel requires 1 sack of coal per bar more, which is arguably a higher expense than grease.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 29, 2020, 06:39:19 am
Well they should also become more dangerous in a way, cause I won't have unlimited steel and militia in steel full plate after a single encounter with undead chaff :) Not to mention those enemy civs that didnt have steel to begin with, ain't that so?

If by turtling you mean locking yourself away from the surface completely with invasions unable to reach you, IMO that's cheap. And shouldn't be a factor in balancing things like metal costs. Idk if it's considered a viable strategy in DF community but to me it's just an exploit. They will hopefully teach invaders how to dig, eventually :D

And on the grease matter. From my experience with the new metal industry you introduced, grease is the most valuable element of the whole system. Everything else you can get in larger amounts by just throwing more workforce at certain tasks. Coal is nothing but an amount of trees you can chop, collect and burn. Bags you need to put it in can be ordered and brought with the second dwarven caravan by the hundreds. While grease means tallow, and for tallow you need to kill animals, which you usually don't have an unlimited amount of on your map.

Edit: Ah wait, there is also oil. I don't farm often hence why my experience is as such. But still, farming for oil producing products strikes me as more effort than just chopping trees.

P.S. Steel with flux requires 0.5 sacks of coal more per bar if your "new metals.png" table doesn't lie :)
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 29, 2020, 07:16:15 am
Not to mention those enemy civs that didnt have steel to begin with, ain't that so?

Well, those are specifically designed to be weaker :D
But yeah, it's not that big of a deal probably, just lowers the importance of anti-steel weapons.

If by turtling you mean locking yourself away from the surface completely with invasions unable to reach you, IMO that's cheap. And shouldn't be a factor in balancing things like metal costs. Idk if it's considered a viable strategy in DF community but to me it's just an exploit.

There are some less exploity ways, such as using destructable blockades (doors, floodgates, grates), which I view as a fair game. But you're right in that I probably shouldn't focus much on it.

P.S. Steel with flux requires 0.5 sacks of coal more per bar if your "new metals.png" table doesn't lie

...Right. Should've said "per reaction".
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Vulpes_Inculta on April 29, 2020, 07:28:30 am
Btw, a quick noobish question about this and the adventurer mode. Say, I turn off the availability of steel for human and goblin civs (basically, vanilla state) and then play as a Human adventurer, am I going to never find a human sized steel armor anywhere? Or can it still be generated somewhere for the looting even if civs don't normally produce it?

If the answer is yes it can, but the details contain adventuring spoilers, please don't go into details :D :D
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 29, 2020, 07:46:55 am
No, the way DF handles it, in Adventure Mode you can only encounter things that civs are allowed to produce. I think there are better than steel armors out there sometimes, not sure if sized for humans though.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Mim on May 14, 2020, 02:30:51 pm
Hello!
So a long while ago I planned to make a The Lord of the Rings mod for Dwarf Fortress. However, I was way over my head and overly ambitious, as I was still relatively new to Dwarf Fortress. With summer coming up, I am going to resume work on the mod.
Anyway, in your mod scimitars are of a size that only large dwarves can wield them. In Tolkien's books (not the movies), orcs are small, certainly smaller than dwarves, for 2 chief reasons:
- Frodo and Sam, who are hobbits, were able to disguise themselves convincingly as orcs
- A an orc-chieftain who is described as huge for an orc is also described as being almost man-high, which means even the biggest orcs aren't as tall as men
So I am going to be using goblin-size creatures for orcs. Now in Tolkien's books orcs also wield scimitars and shields, but they certainly won't be able to do so because of the size of scimitars in this mod. Is it possible you could add a smaller scimitar to the mod, in addition to the current scimitar? This would make sense because historically one-handed scimitars did exist—the word "scimitar" encompasses a wide variety of swords.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Mim on May 14, 2020, 02:31:40 pm
Hello!
So a long while ago I planned to make a The Lord of the Rings mod for Dwarf Fortress. However, I was way over my head and overly ambitious, as I was still relatively new to Dwarf Fortress. With summer coming up, I am going to resume work on the mod.
Anyway, in your mod scimitars are of a size that only large dwarves can wield them. In Tolkien's books (not the movies), orcs are small, certainly smaller than dwarves, for 2 chief reasons:
- Frodo and Sam, who are hobbits, were able to disguise themselves convincingly as orcs
- A an orc-chieftain who is described as huge for an orc is also described as being almost man-high, which means even the biggest orcs aren't as tall as men
So I am going to be using goblin-size creatures for orcs. Now in Tolkien's books orcs also wield scimitars and shields, but they certainly won't be able to do so because of the size of scimitars in this mod. Is it possible you could add a smaller scimitar to the mod? This would make sense because historically one-handed scimitars did exist—the word "scimitar" encompasses a wide variety of swords.
Oh oops, I forgot to make this clear: I really love your mod and hope to integrate it with the The Lord of the Rings mod.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on May 14, 2020, 11:46:30 pm
Hey!
In the mod, the war knife is essentially the smaller, one-handed version of the scimitar, both being swords designed for "swift, but shallow cuts". Whilst integrating, you can simply rename it. Alternatively, you can edit the scimitar's TWO_HANDED and MINIMUN_SIZE values to your liking - there are no side effects from it.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Mim on May 15, 2020, 08:45:10 am
Alrighty! That is perfect.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Thuellai on May 16, 2020, 07:32:34 am
With the metal rework, rusty iron isn't valid for ranged weapons, only iron and above.  Which would be fine in and of itself, except the metal rework metals are all incredibly valuable (standard wrought iron is almost twice as valuable as vanilla gold, steel is FIVE TIMES the value of gold).  The combined effect makes it extremely expensive to bring hunters on embark, since you can't bring non-metal ranged weapons.  All the weapon sets available to me are 500 points, and that's the cheapest option.  It's a real hit.  I'm sure there are balance decisions influencing all of these, but having a way to cheaply deploy hunters would be appreciated - for my own personal tweaks at the moment, I'll likely just make rusty iron an option for ranged weapons (giving a cheap tool option in the same manner as picks and hatchets) and tweak the other mat values down a bit (maybe x3 original value instead of x5 - I know this stuff is intended to be difficult to import, but this is dwarf fortress.  enough rock crafts will brute force any economic system)

Also, while I get the logic behind reducing the value of old iron and steel in the full rework, it leads to some odd situations.  Mild steel remains reasonably complex to produce, but is a worse material for crafts than a lot of other materials that are much easier to gather/have fewer practical uses than the components of mild steel, leaving pretty much no reason to produce it over any other available flavor of crafting material.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on May 16, 2020, 09:30:37 am
I didn't really want to make rusty iron an available option for weapon sets for the same reason I didn't make it an option for shields - it screws the cost-to-breakability balance.
For hunters, you can bring some wood (if none is on the map) and make ranged weapons out of that. Otherwise, bring and slaughter some cheap animals and make those out of bone. Both are cheaper options that stay within the mod's balance.

As for trade balance, I agree that enough spam can override it in practice, but I had to fair out the product values with the required amount of labor somehow. I wish I could edit item trade values directly, but that's just not an option, unfortunately. So right now it's simply balanced along the lines of "how much more metal bars the modded items take compared to vanilla counterparts?"
It also ties into the whole gamey abstraction thing going on in the mod. I'm not as set on the simulation aspect as Toady is, so the physically outrageous amounts of bars (compared to vanilla, and what a metal bar is supposed to represent in it) - and, by extention, their trade values - are not meant to be taken literally (e.g. "a wrought iron ingot is more valuable than a gold ingot"), but rather as an abstraction of the required labor, tools, measures and future maintenance for the end product(s) these bars are made into.

With mild steel specifically, its role in the Full Edition is a placeholder for now. I just arbitrarily made it cheaper, because it became kinda useless. I'll probably try to find some new and reasonable implementation for it in the future and rebalance the values and creation process along with that.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Thuellai on May 16, 2020, 12:42:31 pm
That all makes sense.  Definitely looking forward to seeing mild steel, at least, get more purpose, since it's one of the industries already established.  Losing containers to the various metal-working reactions is a bit rough but I can understand it (it'd take a lot of jank to track materials all the way from making grease to it finally being consumed just so you could return the proper kind of bucket).  Definitely do appreciate the mod, and the way it gives a lot more interaction between varied industries alongside the combat specific stuff.  At least you can bring rusty ammo and hack together wood/bone ranged weapons, I suppose
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Dubya on May 26, 2020, 07:59:47 pm
I think you should take another look at ranged weapons, as my sling bullets were glancing off of unarmored goblin heads and getting stopped by their tattered clothes. Pretty much all the ammo is super small, too small to do any damage. Also, I don't think bayberries are the only way you should be able to craft tempered steel, as not every embark will have them. I personally changed the flux recipe to use vinegar instead of the wax because I happened to embark in such a place.

Also, thanks for the mod, it's great
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on May 27, 2020, 02:54:18 am
Quote
my sling bullets were glancing off of unarmored goblin heads and getting stopped by their tattered clothes

What is the material of the bullets?
Also, sling bullets are a weaker ammo type overall, they have multiple "failure attacks", which are most likely what these glancing off hits are. That's to counterbalance the fact that slings are cheaper than crossbows, and sling ammo can be made from all sorts of throwaway materials.

Quote
Pretty much all the ammo is super small, too small to do any damage.

Ammo is designed to be only really good in large quantities shot, but the proper types of ammo do well against what they're intended to do well against.
If you want more damage, go for war darts or broadhead bolts. For more armor-piercing go for piercing/hammerhead bolts. Also, as usual, the better is the metal used, the better the performance.

Quote
Also, I don't think bayberries are the only way you should be able to craft tempered steel, as not every embark will have them.

Bayberries are an alternative to beekeeping here, which is the main focus and is the intended soft-lock on steel availability, similar to flux in vanilla (now that flux is not a hard requirement). However, I will probably make some deep cavern shroom into a waxable substance in the future.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: DeedsOfFlesh on May 29, 2020, 11:37:49 am
Hey there, i downloaded the standalone version of this mod

Im using the Meph tileset and i think it has a couple mods that are conflicting or maybe i just am doing something wrong.  The issue is my dwarves have no pants at spawn XD and there are no pants at all. anywhere. Combat takes forever, even longer.

What i did was drag the text files into dwarf fortress raw objects and then put the for civs/entity default/ entity default.txt into dwarf fortress raw objects entity default.txt.
I overwrote everything and the game works fine, just i have 0 ways of making pants and combat takes way way too long, even longer than before, so im just asking for any tips/help of maybe doing something wrong.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Mim on May 29, 2020, 12:40:01 pm
Hey there, i downloaded the standalone version of this mod

Im using the Meph tileset and i think it has a couple mods that are conflicting or maybe i just am doing something wrong.  The issue is my dwarves have no pants at spawn XD and there are no pants at all. anywhere. Combat takes forever, even longer.

What i did was drag the text files into dwarf fortress raw objects and then put the for civs/entity default/ entity default.txt into dwarf fortress raw objects entity default.txt.
I overwrote everything and the game works fine, just i have 0 ways of making pants and combat takes way way too long, even longer than before, so im just asking for any tips/help of maybe doing something wrong.
Well, the lack of pants is because Sver removed pants (due to a bug in vanilla). Pants have been replaced with belts.
"* Legwear has been reworked to account for the Bug 10784. All non-metal pants were removed from entity usage and replaced by belts to prevent soldiers from loosing their pants in combat (no joke): belts can be made from any armor/clothing-grade material, including metal, and their low blockchance prevents them from getting damaged too often. Some bodywear types now cover legs as a replacement for pants."
As for combat taking longer, it's probably a feature of the mod. "Combat is just too fast and random to follow what's going on?"
All quotes taken from - http://www.bay12forums.com/smf/index.php?topic=170474.msg7747513#msg7747513
Also, you have indeed installed the mod correctly.

On another note, I do have a complaint for Sver: the metallurgy flowchart posted on Imgur is too blurry for me to read, unless I'm doing something wrong. A higher-resolution flowchart would make me very happy  :D
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: DeedsOfFlesh on May 30, 2020, 01:16:49 pm
aah got u, as for the pants and combat taking longer i have overread most things... anyway thanks for informing
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on June 02, 2020, 11:56:17 am
On another note, I do have a complaint for Sver: the metallurgy flowchart posted on Imgur is too blurry for me to read, unless I'm doing something wrong. A higher-resolution flowchart would make me very happy

Hey! Sorry for the late reply, and thanks for stepping up for me a bit there  :D

As for your problem, imgur has that tendency to change direct image links into indirect ones. Try right click > open image in new tab; that should give you full resolution.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: fest88 on June 07, 2020, 01:53:11 am
Hallo! i'm download u Full DF Combat reworked and find the bug.
Spoiler (click to show/hide)
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Ziusudra on June 07, 2020, 04:37:40 am
That is a vanilla bug. https://www.bay12games.com/dwarves/mantisbt/view.php?id=11456
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Mim on September 22, 2020, 06:45:56 pm
Hi Sver. I can't make any armor or weapons out of mild steel, as far as I can tell. Is this intended?
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on September 23, 2020, 03:38:15 am
Hi Sver. I can't make any armor or weapons out of mild steel, as far as I can tell. Is this intended?

Hi!

Yes, in the Full edition, mild steel is basically "decorative" steel, for magma-proof blocks, crafts, furniture and such, that can be made with fairly undemanding reactions.

Here are the military-grade metals:
Quote
  -- Rusty iron is light, brittle, with very poor edge; implying a work-hardened iron that has corroded overtime, thus, it's a bit tougher, although less sharp than vanilla iron. Very cheap, intended mainly for embark items. It cannot be made into ranged weapons or armor.
  -- Wrought iron is still brittle and with poor edge compared to tempered steel, but is cheaper. Good for mail, hacking/stabbing weapons and piercing ammo. All-purpose.
  -- Hardened bronze is dense, hard, with decent edge and durability, but dependent on trading for tin/copper. Good for high-impact weapons/ammo, and small armorpieces. All-purpose.
  -- Tempered steel is durable, flexible, with good edge, but very costly to make. Good for everything. It cannot be made into mining picks.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Burneddi on October 15, 2020, 06:34:28 pm
Here's my biennial post thanking you for this awesome mod :-) The reworked metalworking seems new to me, can't wait to try it out.

I've probably asked this before and gotten an answer, but is there some reason the suggested tweaks stuff isn't just the default? It's a bit annoying to do by hand, and especially the profession names and enemy buffs seem pretty reasonable to me!

Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on October 15, 2020, 07:41:33 pm
Here's my biennial post thanking you for this awesome mod :-)

Thank you!
It's been two years, huh... Two and a half even. A wild ride, when you frame it like this. I really gotta return to developing this mod, so much progress can be achieved in so little time  :P

I've probably asked this before and gotten an answer, but is there some reason the suggested tweaks stuff isn't just the default? It's a bit annoying to do by hand, and especially the profession names and enemy buffs seem pretty reasonable to me!

It's just that I have always considered them somewhat controversial.

To talk about the profession names specifically, the modded names can obfuscate the default ones, making connecting skills to weapons less intuitive for those who try to get into the mod while using as little documentation as possible. It's a criss-cross reason with why/how the Features section refers to default profession names, when mentioned, and weapon list categorizing Lasher (aka Flailsman) weapons as "lash" type.

Another reason is the whole merging compatibility shtick I'm still trying to maintain. Having the tweak layed out like that allows the player to easily add it into whatever modded creature files they are using.

It would be reasonable, however, to at least add an optional folder with creature_standard.txt where the tweak is applied in the Standalone version; and include it in the Light Edition by default. Marked that on my to-do list!

As for enemy buffs and goblin ambushes, I really think that's just not many a player's cup of tea. There's a good reason Toady removed ambushing from the goblin civs. Meanwhile, skill buffs are not without their oddities, such as histfigs getting mismatched or incomplete equipment oftentimes due to accidentally majoring in multiple weapon skills, or a skill their civ doesn't actually make weapons for, which they acquire as an adventurer; there's also the whole exploitable dissonance between dwarves and other civilized races which is its own can of worms. More obviously, they can make the game much harsher, which is not the mod's core intent - that just being more fun and balanced combat. If I could, I would do away with the enemy skill buffs altogether in favor of handicaping player militia grinding, but with the current tools such as they are, that solution is unfortunately worse. The gist is that the mod's features are actually at their best in low skill on low skill fights, because DF's high skills throw all balance and laws of physics out of the window. But high skill on high skill is the next best thing, because it's symmetrical at least.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Burneddi on October 28, 2020, 05:26:32 pm
Maybe I just messed something up when installing, but I can bring siege onagers as animals on embark and now a migrant brought one as a pet:

(https://i.imgur.com/NdG2fP9.png)

Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on October 28, 2020, 05:43:49 pm
I can bring siege onagers as animals on embark

Intended behavior.

a migrant brought one as a pet

Not intended behavior!
I guess it does no harm though? They aren't particularly powerful if anything; at worst, stray siege onagers may arrive and be sold at a small fortune, but the same goes for visitor equipment and the goddamned shields.

I don't think it is possible to ban migrant pet "siege pieces" specifically. Banning them from being pets as a whole will probably remove them from the embark screen and might have other unintended consequences.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: khripunoff on November 13, 2020, 06:37:19 pm
from item_weapon_sets_sver.txt:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_SCOUT_ARMS_SVER]  anti-beast
[NAME:scout arms:scout arms]
[SIZE:240]
[SKILL:SWORD]
[RANGED:CROSSBOW:ARROW]

Is arrow use intentional here? This is the only occurrence of  [RANGED:CROSSBOW:ARROW] , all other crossbows are [RANGED:CROSSBOW:BOLT]
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iä! RIAKTOR! on November 13, 2020, 07:56:34 pm
I can bring siege onagers as animals on embark

Intended behavior.

a migrant brought one as a pet

Not intended behavior!
I guess it does no harm though? They aren't particularly powerful if anything; at worst, stray siege onagers may arrive and be sold at a small fortune, but the same goes for visitor equipment and the goddamned shields.

I don't think it is possible to ban migrant pet "siege pieces" specifically. Banning them from being pets as a whole will probably remove them from the embark screen and might have other unintended consequences.
You can make onagers that embarkable but aren't pets. Make them EVIL and SLOW_LEARNER, so you get them and also trolls.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on November 14, 2020, 03:49:59 am
Is arrow use intentional here? This is the only occurrence of  [RANGED:CROSSBOW:ARROW] , all other crossbows are [RANGED:CROSSBOW:BOLT]

Nope, that's an error. Thanks for reporting!

You can make onagers that embarkable but aren't pets. Make them EVIL and SLOW_LEARNER, so you get them and also trolls.

Sounds like a solution. I'll try it out, thank you  :)
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Burneddi on November 15, 2020, 04:14:25 am
Had a little bit of time to play with the new metal system. Not super deep into it yet though.

I'm digging it, but I must say I ended up editing it a little to remove the parts that permanently consume bags/buckets/barrels so they just don't require a container. I'm assuming it's a technical limitation that they're consumed for the recipe, but nonetheless I didn't like it eating all my bags :-).
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: ANickel on January 18, 2021, 07:50:43 pm
If I use this mod with a tileset like Vettlingers will it automatically assign backup-tiles to the items present in the mod or will they be represented by ASCII?
I'd love to use this, I have fond memories of it from previous playthroughs but I want to make sure it will work well before I pull the trigger.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on January 19, 2021, 02:44:29 pm
I'm digging it, but I must say I ended up editing it a little to remove the parts that permanently consume bags/buckets/barrels so they just don't require a container. I'm assuming it's a technical limitation that they're consumed for the recipe, but nonetheless I didn't like it eating all my bags :-).

Yeah, multi-reaction tracking of the reagent is impossible; and the way it works is inteded to simulate the containers being used in further maintenance of the equipment, rather than them being eaten by the smelter right away, which is a game's limitation. It is a form of "inventory management", however, so I understand some people may find it bothersome.

If I use this mod with a tileset like Vettlingers will it automatically assign backup-tiles to the items present in the mod or will they be represented by ASCII?
I'd love to use this, I have fond memories of it from previous playthroughs but I want to make sure it will work well before I pull the trigger.

I only ever tried an older version of Vettlingr's tileset, back when it had no weapon graphics yet, so I don't know for sure. His tileset is professionally made though, so I assume it will use some sort of default weapon tile for all non-vanilla weapons - and likewise for armor.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on January 29, 2021, 11:59:08 pm
A heads up: I've started working on the next update a little while back and, well, so far so good! Can't say it's soon to be finished, as there are some rather massive material shenanigans to be undertaken (that should finally resolve the years-old balancing issues with shields, elves, leather armor etc., as well as reintegrate magma into the new metal system). Hopefully, the new DF release is just the kick in the butt I need to get through with all of it  :P
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Wokko on April 18, 2021, 10:47:39 pm
Hi, is this mod compatible with "DF Revised"? I figured since it's in credits it should be, but they both affect the combat, so I don't know. I've read through the "compatibility" section, but I'm confused.

edit: ok, I've read the installation section, it says they are fully compatible in crossed out text, but then that Revised mod is out of date. By "relevant changes included in the mod" do you mean scratches/bites are removed, velocities for humanoids are halved, etc?
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 19, 2021, 03:36:32 am
The current version of this mod is unfortunately incompatible with DF Revised. It includes some changes from it that directly affect combat (the ones you've mentioned), as well as reactions and reaction descriptions, but omitts creature tweaks and the like.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Wokko on April 19, 2021, 04:25:24 am
Thanks.

Quote
- This mod doesn't deal with unarmed combat in any way, although there's room for it in the future. DF Revised deals with it to some extent and I highly recommend to install it first. When Revised is not up to date, my mod will come packaged with its unarmed rebalance for civilized creatures at least.
Could you always include these combat changes by default please? And not only when DF Revised is out of date. I liked those features from Revised (no bites, half velocity), but don't really like all the other features from there.

Your mod is great, thanks for your work.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 19, 2021, 06:38:25 am
So far I am currently conceptualizing where this mod is to go in the near future, but it is likely I'll have to expand the limits of what it is allowed to alter. Which means the changes to unarmed combat are likely to become default, yes.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: DeedsOfFlesh on April 23, 2021, 04:59:45 pm
Hey hey, i really dont know if this was suggested, but do u mind adding this to meph tileset 32x32? or creating an already modded meph 32x32 tileset? Im sorry, i just tried for the third time now and i cant get anything to work. the game doesnt crash, but most features are gone, lots of bugs i dunno, il ltry again maybe u can look into it im a complete newbie to adding mods to df, maybe u can give some insight
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on April 25, 2021, 02:30:51 am
Meph's Tileset is tricky, because it has its own launcher that overwrites the raws. One thing to try is, start the launcher, set all the settings necessary, then write in my mod's files and - most importantly - do not change any settings in the Meph's launcher afterwards. Changing the settings is what most likely causes the mess.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: PFEnthusiast on June 07, 2021, 01:33:04 pm
Hey, I enjoy the mod alot! If you have plans on expanding the mod I would love to see that as well.

I do have a question, which may or may not have already been answered - when multiple goblin factions siege at the same time they tend to fight each other. Is there a way to prevent that?
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on June 08, 2021, 03:02:08 am
Hey!

I suspect it's the [ETHIC:KILL_NEUTRAL:REQUIRED] in their entity raws which is the culprit - if so, changing it to [ETHIC:KILL_NEUTRAL:ACCEPTABLE] might help (will not have any effect on an existing save though). Otherwise, this might be related to the goblin infighting bug - it's similar in nature to the loyalty cascade issues, iirc that's something Toady is looking into.

There's also a possibility that their nations are simply at war with each other, in which case that's the expected behavior.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: DwarfStar on June 14, 2021, 03:17:32 pm
I've been playing a fortress with this mod lately, and I've really been enjoying it. The extra challenge of making steel has been fun and had made me a better DF player...I really had to master the job manager for this fort! I panicked at first because I couldn't find any bees, but I was able to start making wax locally with bayberries. I also think the combat is indeed much better balanced.

I also had a great time playing around with all the armor types. I've got all my units kitted out in masterwork steel: padded coif/full helm/circlet, padded armor/cuirass/mail cape/paudrons, belt/mail skirt/lower plate/tassets, full arm defense/arm plate, and greaves. I like to picture them like bipedal tanks.

But, I have had a couple of issues. The reward for making steel has been soured by the tremendous amount of steel being dumped on my battlefield by the local goblin tribes. I nearly always get two goblin invasions at the same time, who kill each other before they even bother to attack my fort. I saw someone else mention this issue in this thread. I checked, and they are not at war in my game. But the balance problem they present is that they leave massive piles of steel armor and weapons lying around every time.

I've played this fort for 17 years. Every bar of steel I made locally, I made with a manager job, so I can count them easily in my game log. 306. Meanwhile, I have 6117 bars of steel after making more armor and weapons than I'll ever need. Plus, I drastically slowed my melting in the last decade or so since the bar stockpile was overflowing. I have no idea how much steel I have in total, but I have over 100 of each kind of crude steel armor waiting to melt. I might have more then 10000 bars of steel, so I've managed to produce less than 3% of the steel that I own. So if there is a way to get the other civs to stop bringing so much steel to sieges, that would have made the few steel I managed to produce a lot more meaningful and precious.

Another problem is that the humans that joined my fort are a bit...odd. The strangest thing is that quite a few of them are extremely old, like over 110 years. I let a few of them join my fort but I get tired of them dying of old age shortly afterwards. But, all of them, even the centenarians, are ridiculously good fighters. With the bonuses they get to training military skills, they blow all my dwarf units out of the water. Plus, most of them started with legendary skill in various military skills when they emigrated. So, that's taken a bit of fun out of training my squads, because it feels like such a slog compared to training up a squad of humans. It seems like you were trying to give the humans a buff to add challenge, but now with the update where we can have human soldiers ourselves, it's having the opposite of its intended effect.

One last niggle is that it seems weird that it takes fuel to boil bayberries into wax. None of the other "cooking" reactions like making drinks at a still require fuel, so this seemed unintuitive.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Iliithid on September 25, 2021, 02:37:30 pm
I'm all for more difficulty, but did the first contact I ever had with the goblins have to be an elite crossbowman killteam wearing full plate when I'm struggling to make a few bars of iron? Seems like it encourages turtling even more than vanilla would.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Immortal-D on October 02, 2021, 02:58:13 pm
Edit 2: Ok, a real question.  Are the gear reactions for normal iron & steel supposed to be available using the Lite version?  I have the 'military metallurgy' menu for the new stuff, but also the normal iron-pig iron-steel.  Why not just make a normal steel weapon instead of tempered?

Edit: After further testing, the culprit is likely my hard drive.

Has anyone gotten this working on 47.05?  I wouldn't think there would be a significant difference, but copying just the raws will crash on embark.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Orkel on December 16, 2022, 08:24:20 am
Any plans to update this mod for Steam release (currently 50.03)? This was a great mod for combat balance and equipment variety.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Sver on December 18, 2022, 05:59:07 am
Sorry for the late replies everyone, but I figure better late than never.

So if there is a way to get the other civs to stop bringing so much steel to sieges, that would have made the few steel I managed to produce a lot more meaningful and precious.

Yeah, it's a problem I did not figure out how to resolve yet. Even with reduced smelting yields from goblinite, there's just too many goblins to plunder from. I don't think I can really address this in vanilla-ish DF, other than making steel just as easily available to the player or removing well-equipped goblin/human civs entirely and leaving full steel plate as some sort of late game player privilege.

In the "Conceptually Better Mod" (working title) that I am working on at a snail's pace, everything will be much smaller in scale, which should probably make the disparity between the highly-detailed and demanding process of metallurgy and enemy loot much less egregious. There won't be hordes of goblins clad in free steel that they got from Armok knows where.

Another problem is that the humans that joined my fort are a bit...odd. The strangest thing is that quite a few of them are extremely old, like over 110 years. I let a few of them join my fort but I get tired of them dying of old age shortly afterwards.

This is just DF being DF as far as I'm aware, not really something the mod affects. Humans can live up to 120 years, and the game seems to have a bit of a bias towards making historical figures live as long as possible.

But, all of them, even the centenarians, are ridiculously good fighters. With the bonuses they get to training military skills, they blow all my dwarf units out of the water. Plus, most of them started with legendary skill in various military skills when they emigrated. So, that's taken a bit of fun out of training my squads, because it feels like such a slog compared to training up a squad of humans. It seems like you were trying to give the humans a buff to add challenge, but now with the update where we can have human soldiers ourselves, it's having the opposite of its intended effect.

No, this is very much intended, albeit, unsophisticated solution to the problem of player militia typically blowing the rest of the world out of the water with their grinded skills. Goblins received the same buff. As far as human residents go, the intention was very much to encourage accepting mercenary petitions; what's with humans requiring custom-made armor and other resident-type initial babysitting, I felt like the player had zero reason to bother with the mercenaries in vanilla, as they were otherwise but glorified migrants with a wait period. With the buff, they also play neatly into the obscure DF feature of highly-skilled soldiers training their squadmates a lot faster, so the intention was that the player puts each of their mercenaries into newbie squads to get legendary militias faster. As far as my old testing goes, it took ~4 to ~4.5 years to train a squad of 10 Dabbling Axedwarves into Legendary Axedwarves, but it only took 1 year to train a second squad of 9 Dabbling Axedwarves with a Legendary Axedwarf captain borrowed from the first squad.

Basically, what I was trying to achieve was making combat more fair to all non-player-citizens, be they invaders, mercenaries or caravan guards. Since player-citizens' combat skills inevitably gravitate towards Legendary everything, I've decided to make everyone gravitate towards Legendary everything, with player-citizens gravitating there even more rapidly to keep up with invaders' buffs.

In the "Conceptually Better Mod", I'm still messing around with alternate solutions to this problem. It is likely that I will keep the buffs roughly as they are (since skill increase is inevitable, and slowing the skill gain on a playable race specifically instead causes a lot of problems in worldgen), but all creatures indiscriminately will suffer a skill-reduction effect in combat. So, instead of "fair, as everyone is absurdly skilled" it shall be "fair, as everyone is somewhat skilled to a varying degree" - this has the added benefit of further making combat less randomly deadly with ridiculously precise and overpowered hits, as was in the goals of the mod to being with.

One last niggle is that it seems weird that it takes fuel to boil bayberries into wax. None of the other "cooking" reactions like making drinks at a still require fuel, so this seemed unintuitive.

Agreed. This was just some of the future concepts seeping into the original mod. The reasoning I was using was that DF dishes are not necessarily cooked over fire (most of them are just salads), so the question of fuel was left ambiguous - but, there is no such ambiguity when it comes to boiling bayberries, we are absolutely certain that would require heat. Either way, if I was making it today as part of the Combat Reworked, I wouldn't make it require fuel, but oh well.

In the "Conceptually Better Mod", it will most definitely require fuel, but with what I have planned for the rest of the production rework, it should not appear as unintuitive.

I'm all for more difficulty, but did the first contact I ever had with the goblins have to be an elite crossbowman killteam wearing full plate when I'm struggling to make a few bars of iron? Seems like it encourages turtling even more than vanilla would.

The way invaders work is something I've wrestled with a lot, but never truly resolved. I've tried to set it so well-equipped goblin civs only attack the player if they have 80+ pop and a lot of wealth, but I'm not sure if it's working properly, and either way it's not communicated well to the player. It's even worse with necromancers unfortunately - embarks with towers are borderline unplayable in some generated worlds.

Has anyone gotten this working on 47.05?  I wouldn't think there would be a significant difference, but copying just the raws will crash on embark.

No, it would take manually editing at least (iirc) the entity raws (maybe some others too), because there were some stealth edits in them.

Are the gear reactions for normal iron & steel supposed to be available using the Lite version?  I have the 'military metallurgy' menu for the new stuff, but also the normal iron-pig iron-steel.

Yes, it's available in Lite, as it includes the default part of the Metal Rework, e.g.:

Quote
- New metals: rusty iron, wrought iron and hardened bronze. Dwarven steel has been removed, and tempered steel has been adapted into the new metals' balance.
- All metals (except rusty iron) have their Shear (edged resistance) values set to that of tempered steel, but their Impact (blunt resistance), Sharpness (edged power) and other values vary. This sets a better balance for armor penetration, preventing "gamey" oddities such as steel cutting through work-hardened bronze plate. Also, none of them can be made into crafts or such, their only civilian uses being constructions and tools.
  -- Rusty iron is light, brittle, with very poor edge; implying a work-hardened iron that has corroded overtime, thus, it's a bit tougher, although less sharp than vanilla iron. Very cheap, intended mainly for embark items. It cannot be made into ranged weapons or armor.
  -- Wrought iron is still brittle and with poor edge compared to tempered steel, but is cheaper. Good for mail, hacking/stabbing weapons and piercing ammo. All-purpose.
  -- Hardened bronze is dense, hard, with decent edge and durability, but dependent on trading for tin/copper. Good for high-impact weapons/ammo, and small armorpieces. All-purpose.
  -- Tempered steel is durable, flexible, with good edge, but very costly to make. Good for everything. It cannot be made into mining picks.
- New metals have much more elaborate creation processes, requiring multiple industries be involved. Here's a crappy mspaint flowchart.
  -- Wrought iron and tempered steel take a lot more coal per bar than hardened bronze, as theire creation process requires higher temperature and multiple reheatings. They also both need "maintenance materials" (grease and wax as water-repellents and lubricants, vinegar and sand as rust remedies), with wrought iron being more needy in amount, although not being dependent on wax, unlike tempered steel.
  -- Tempered steel takes additional coal to increase carbon content.
  -- Hardened bronze needs molds to be cast into, taking 3 mold parts per bar, but does not require any maintenance.
- New ore: bog iron. Idea credit to Warlord255.
  -- Can be found in veins in some aquifer-bearing topsoils. "Deep Soil", "Light Aquifer", "Shallow Metal(s)" and the absence of "Sand" is a good four-point indicator that a location has bog iron. Veins can sometimes surface out of the ground, but otherwise require prospecting through the aquifer. Open quarries with drains are recommended for easier mining.
  -- Smelts into 4 rusty iron bars (at 100% chance) and 0-4 iron bars (at 88% chance).
  -- Very heavy. Wheelbarrows/minecarts recommended for transportation. Caravans are unlikely to bring it.
- Anvils can now be made at the Smelter.

Why not just make a normal steel weapon instead of tempered?

It's convoluted, but basically, all modded metals are better than vanilla metals. Even the mod's rusty iron is better than vanilla iron. Tempered steel is definitively better than steel.

Any plans to update this mod for Steam release (currently 50.03)? This was a great mod for combat balance and equipment variety.

It's bound to happen in some form eventually, as I am enjoying Steam DF immensely, but not for it's combat and military design, as usual; I miss Combat Reworked. The trouble is, modding is a lot more complicated now: the raws are still the same, but hell if I understand the new raw-loading system and the Steam Workshop and all that, and there's also graphics now, which ostensibly need to be set manually for every new object the mod adds in. It certainly feels like I'm better off starting from the ground up, following the concepts of what I have for the future mod, rather than trying to port the original Combat Reworked to Steam more or less as is. So, what I'm saying is, eventually my rebalance stuff will exist on Steam, not as lean and clean as it is now, but free to be extracted and reused by other modders if they so wish.
Title: Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
Post by: Stimraug on January 26, 2023, 04:06:57 am
Hey, do you think there's anything helpful for you in this bit of science I did?

http://www.bay12forums.com/smf/index.php?topic=181285.0