Guns guns guns! Also fancy clothes and item descriptions. Fixed the arty, get em while they're fresh.╔═╗ ╔╗ ╦ ╔╦╗ ╦ ╔═╗ ╔═╗ ║╔═ ╔═╗ ╗ ╔═╗ ╗ ╔ ╦ ╔═╗ ╔╦╗ ╔═╗ ╔╗ ║ ║ ╔╗ ╔╗ ╔═╗ ╔═╗ ╦ ╦ ╔═╗ ╔╦╗ ╔╦╗ ╔═╗ ║ ╔═╗
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Revision 7b
- Replaces the weapons, armor and clothing with historically accurate ones from 15th century Europe.
- Alters combat to be both more realistic and interesting.
- Adds (optional) historic ferro-metallurgy
- Adds guns and artillery now!Main features: (green stuff is new stuff)
Tons of weapons! - Numerous weapons added for each weapon skill, two-handed versions for all weapon categories safe daggers
Tons of armor! - Including padded armor and cuir bouille (boiled leather) armor.
Period accurate gunpowder weapons! - That's right, working, balanced and interesting gunpowder weapons. Arquebusses and Handgonnes, as well as...
Fixed artillery! - Bombards, organ guns and more can be installed as building and fired at great distance & potential harm.
Throwing weapons - War darts equipped along with a spear can be hurled at the enemy, they rarely break and hold up well in melee
More shields - Shields of various sizes, each size up giving more protection but also adding encumbrance.
Equipment encumbrance - Heavy armor, full coverage helmets and large shields now encumber the user's skills and endurance somewhat.
Period accurate clothing - Gowns, hosen and really fancy headwear complement the historic setting of this mod.
In-game item descriptions for all this - The item info screen now has a detailed description of all the weapons, armor and clothing added by this mod.
Various ammo types - Both broad and pointy arrows, ball ammunition and shot for gunpowder weapons.
Added a number of civilian weapons - By making them tools with various uses civilians now carry daggers and cudgels.
Added and modified trap components - Tridents, forks, giant hammers & more.
Rebalanced weapons - Reduced massive contact areas, regulated the armor penetration to be more realistic and gave weapons a realistic weight.
Rebalanced armor and clothing - Armor thickness is now more consistent, armor can be worn over other armor only where feasible.
Altered metals - High-impact edged attacks can now break bones even when they fail to cut through the armor, padded and leather armor actually works.
Rebalanced unarmed combat - Contact area of all unarmed attacks in the game increased, lowered bone density, and reduced velocity of entity creature attacks.
Adrenaline simulation - An interaction gives creatures in combat a substantial boost in willpower. Fights are longer and less luck-of-draw.
Added collarbones and hipbones - Internal 'limbs' between the limbs and body. Breakable, realistic, and enables some other mod features.
Moved flails to the whip skill - And made whips and scourges tool instead of weapons.
Moved two-handed polearms to the pike skill - Forcing the silly entity equipment system to not use a shield along with them.
Removed armor pants - Moved leg protection to foot-worn armor, lower body protection was already on upper body armor.
Changed leather armor to boiled leather armor - This is not regular tanned leather, but a hard, almost plastic-like material. Can be worn as addition to mail armor, or by itself if your desperate.
Latest Version Download here!Older versions:
Revision 6c (43.05)Revision 6b (43.05)Revision 5bRevision 4cRevision 3bWeapons file with fixed secondary attacks, goes with 3cRevision 2Initial release versionHow-to-use
- Grab dfhack, either from its own page
http://www.bay12forums.com/smf/index.php?topic=164123.0 or from any of the all-in-one packs out there.
- Copy the contents of '1 - Arms and Armor' to /raw
Overwrite all, the base mod is ready for use.
Note: The mod now ships with a number of scripts, all of which go in the raw folder (or hack/scripts/modtools in case of the two located in the modtools folder)
- Add the following line to dfhack.init in the base DF folder: sc-script add SC_WORLD_LOADED raw/scripts/grims.init
If no dhack.init exists, rename dfhack.init.example to it.
- For the metallurgy mod, copy the contents of '2 - Metallurgy' to /raw as well.
Be sure not to do it in reverse order, that would make a mess of things.
I do not know what happens when you use only the metallurgy parts. Some custom re-fitting would likely be needed, but I won't be doing that.
- Compatibility patches are still being worked on
- The 3rd folder contains a file with all the entity tags for this mod. Useful if you want to integrate this mod with other mods.
- The 4th folder contains some legacy items and a nifty armor man civ, a whole bunch of suits of armor walking around by themselves. You can dismantle and wear them if your human sized.
Compatibility notes for integration with other mods by Amostubal:
http://www.bay12forums.com/smf/index.php?topic=146737.msg7617631#msg7617631Changelog:
7b: Fixed the fixed artillery.
- Fixed an issue where the script choked on items not having a weight calculated and issues with targeting not considering floors when shooting down/up and seeing fortifications as walls.
also made some small improvements to the scripts performance, and fixed a rare instance of ammo being fired but not being removed from the barrel.
7a: Added tons of stuff, including dfhack scripts.
- Two scripts with easy customization: modtools/ranged-mod and modtools/arty-mod
ranged-mod can modify ranged weapons in more ways than this mod even had use for. you can now add handgonnes, but also burst-fire rifles, miniguns, explosive table throwing slings, etc.
arty-mod turns buildings with the appropriate reactions into artillery pieces, letting dwarves load them and blast enemies to oblivion with them. artillery operators will become fearless of the enemy while they do so.
run modtools/ranged-mod -usage or modtools/arty-mod -usage in the dfhack terminal for more details.
- Implementation of the above two in the form of handgonnes, arquebusses, arbalests and war darts as well as bombards, organ guns, swivel-mounted serpentines and light ballistas. They have longer reload times, produce smoke and muzzleflash and are less accurate than bows and crossbows, but hit with quite a bit of punch.
- New ranged weapon functionality extended to default weapons. Bows, crossbows, etc now have damage falloff, differing fire rates and accuracy as well as quality scaling that make them actually hit harder, faster and more accurate as their ammunition and the weapon itself are of higher quality.
- Fashion! Gowns, chapperons, liripipes and hosen added to complete the historic weapons & armor. Added advantage is most terms for medieval fashion apply to both genders, most of what comes with this mod is mens fashion (I'm steering clear of hennins for now) but gowns and such were worn by both women and men so the 'warrior in a dress' thing is no longer a thing.
- 783 lines of item descriptions now help in making clear what exactly poleaxes, liripipes and arquebusses actually are.
- Equipment encumbrance added through the stock dfhack script modtools/item-trigger. Heavier armor will cost some endurance but also add toughness, large shields will cost strength to simulate them getting in the way of weapons.
- Numerous fixes which I may or may not have forgotten by now. 7a is obviously not save compatible.
Patch for non-metallurgy steelmaking
- Entity reaction tokens for steelmaking in the non-metallurgy version went missing. Added them back in, the reactions should show up in existing games. This patch is not required for the metallurgy version.
Revision 6c changes: various bugfixes and 44.02 compatibility
- Updates the mod to 44.02.
- Added descriptions to metallurgy reactions.
- Added an alternative reaction for glass and charcoal powder that uses a jub instead of a bag.
- Fixes: Meteoric iron production, mysterious iron boulders, various language errors and various small adjustments to equipment (such as reduced greatsword sizes).
Revision 6b changes: fixes and DF Revised patch
- Added compatibility patch for Dwarf Fortress Revised, which is pretty much the successor to Modest Mod.
Still requires both mods. Install Revised first, then my base mods, then the patch.
- Fixes: Placed aluminum back into the non-metallurgy version, made neck nervous tissue less vulnerable, actually put in the correct material template file (doh).
- Oops, one extra fix added later: Removed micro-reduce steel reaction.
Revision 6a changes: 43.05 fixes, weapon and material rebalance
- 43.05 Proper Compatibility!
Modified joints to be larger, and bodypart materials to have higher resistence to bending, pulling and twisting. Joints will still break, but only with pretty substantial amounts of force.
Various modification, since 43.04+ seems to have slightly upset the previous balancing scheme.
- Weapon Rebalancing and Diversification:
Blunt and spiked weapons substantially more useful, and now the primary anti-armor tool.
Increased the range of attack speed from 4 to 11 prepare+recover time.
Speed and damage spread more evenly. Weapons are still sorted according to type, then handedness (1h or 2h), then weight.
Added duplicate entries for 'priority' attack. The AI will do more spiking with a military pick, and more bashing with a warhammer. Stabby swords stab more, slashy ones mostly slash.
Moved weapons to legacy file: Light battleaxe, bearded axe, broad falchion and voulge. All due to pre-dating our 15th century setting by too much.
Re-added a military-use rondel and bollock dagger. Their non-existence was causing some issues with thieves being unarmed, and tool-type weapons are not equipable in fortress mode.
- Armor Modifications:
Moved padded gloves and boots to legacy, due to most likely not existing. Increased protectiveness of shoes and gloves, though not to the level of the padded versions.
Added 'munitions grade' armor to goblins. This makes invasions a bit more of a challenge, as they will wear armor even as civilian clothing.
- Material Changes:
ALL non-deep metals as well as leather now have the same shear yield, but different impact yield/fracture and different shear fracture. This makes iron armor not simulate gingerbread when hit with something better than iron, it will be inferior but still useful.
Leather armor now gives protection against lighter edged blows. It will still get chewed up a LOT faster than metal, but should be more useful and a good addition to cloth armor if your low on metal.
Reduced max edge on iron, a bit less on steel, and left at default (10000) for crucible steel.
A certain overly colourful metal has been nerfed. It will go through steel with enough force, but a slight flick with a saber won't decapitate an armored man anymore. Avoid using it for ammo.
- Other Stuff:
Case-hardening steel now yours a billet that will need to be hammered. This simulated folding the non-uniform case hardening product into something more homogeneous and actually useable.
Actual documentation for weapons and armor, including which armor can go over which other armors! It doesn't look pretty, but I hope it clears things up a bit.
Moved leaf arrows and trefoil arrows to legacy. They were pretty much redundant in terms of functionality.
Increased the surface broadhead bolts, hopefully resulting in less wasted ammunition of irritating pond crawlers and such.
I may be forgetting some stuff... Surprise features!
Revision 5b changes: Oops, stray SHAPED tokens
- Removed misplaced SHAPED token in two of the helmets. No idea how they got there in the first place, but gone they are.
Revision 5a changes: Lots of changes to armor, addition of metallurgy and collarbones!
- Added the historic metallurgy module!
Adds buildings: Bloomeries, Blast furnaces, Puddle furnaces, a Crucible furnace and Finery forges.
Adds the various iron smelting and refinement processes that were in use around the middle of the 15th century.
Adds materials: Pattern-welded steel, Crucible steel and Meteoric iron.
Either charcoal, or flux + mineral fuel is required to smelt iron. Have a use for all those trees and make some elves cry!
Dwarves posses some exotic metallurgical knowledge: Crucible steel and puddle furnaces. These are not native to medieval Europe, but neither are dwarves.
Just ferro-metallurgy for now. Information about 15th century methods for smelting other metals is somewhat spotty, and I need to read up on it first.
Removed weapon and armor usage from bronze and silver. Weapons made from these metal were not a thing in late medieval Europe.
If you want them back in, copy the tags over from another weapon and armor metal.
- Armor additions and removals:
Added Ocular kettle helm: A kettle helm that reaches over the eyes and has eye slits to look through. Covers slightly more than the visored sallet, but also slightly thinner.
Added mail and plate Bevors: A piece of armor covering the bottom of the face and throat), these can be worn under kettle helms, sallets and great helms.
Added mail sleeves: The same as mail mittens except they cover the whole limb. Can be used in combination with coat of plates.
Added boiled leather helmet and limb armor: Their exact history is spotty due to their nasty habit of rotting away, but it shows up on various effigies and images.
Removed ALL spangenhelm-derived helmets, due to them being woefully displaced in time for this mod.
- Armor layering and coverage changes.
Worked out some glitches with armor not always wanting to be worn over clothing which should be wearable under it (socks, shirts, etc).
Partial plate limb armor can be worn over mail limb armor (as they were historically).
Visored sallet no longer has 100% coverage, but can be worn with bevor.
Mailed bascinet and mail coif can now only be worn under great helms.
Increased body armor thickness quite a bit.
Cuirasses, coats of plates and brigandines now protect only the upper and lower body and the neck.
- Collarbones!
An internal limb connecting the upper body with the arms of every humanoid body.
Can be broken with a severe hit on the upper body, breakage will incapacitate the attached arm.
Enables me to let body armor protect the neck without also extending to protect the upper arms.
Added a layer of muscle around ribs and collarbones to keep them from shattering from minor damage.
- Restructured the mod archive to be less messy.
- Trapcomp file in included by default now. Nerfed serrated disks to be just a bit less game-breaky.
- Dropped support for items only version.
Revision 4c changes: more minor fixes and changes
- Fixed stupid duplicate gloves for real this time
- Less awkward armor names / more descriptive armor names!
Renamed 'gauntlet and bracers' to 'arm harness'
Renamed 'boot and greave' to 'leg harness'
Renamed 'plate armor' to 'plate cuirass'
Renamed 'hauberk' to 'mail coat'
Renamed 'haubergeon' to 'mail shirt'
- Fixed bismuth bronze. It has the same properties as regular bronze, as it has in the stock game.
- Rearranged some armor and clothing layering. Still works the same but easier to keep track of for me.
Revision 4b changes: minor fixes
- Fixed some stock files getting mixed up into the download and making a duplicate item
Revision 4 changes: 42.01 compatibility!
- List of updated files:
b_detail_plan_default.txt
body_default.txt
c_variation_default.txt
creature_standard.txt
material_template_default.txt
- If you run 42.01 with the old version, update now as parchment, drunkenness and other possibly important things might not work!
Revision 3c changes: just a quick fix!
- Removed flat strikes until the AI can handle them responsibly
- Cleaned up pommel/butt/butt-spike attacks. They are now consistent and not completely useless in some cases.
Revision 3b changes: bugs & balance!
- Adjusted weight on some weapons (mostly axes).
- Adjusted material cost of axes, maces and the bardiche.
- Increased the surface of most blunt weapons to increase pulping damage.
- Increased protectiveness of all limb armor (to simulate limbs yielding more to impact).
- Reduced edge value of all weapon metals to 500, which increases momentum cost for cutting through armor and tissue.
This means padded and leather armor now offer at least some protection against lighter blows.
- Added CAN_BE_MUTUAL to the adrenaline interaction, which seems to make it a bit more reliable in dwarf mode at least.
- Added thin layer of muscle and fat to the head, having none caused skin-less creatures to have no tissue on their head.
- Fixed invincible head bug. I'm not sure what caused it in the first place, but its gone.
- Made finger and toes internal. For some reason they do not come up in combat logs at all now.
I think is slightly better then losing a hand because a child scratched your thumb off.
- Added spinted limb armor. This was actually a Rev3 change but I forgot to mention it.
Revision 3 changes:
- Added numerous modifications to combat! See feature list.
- Rebalanced weapons to work with the above.
- Added early variant of the arming sword, for a more complete set of earlier medieval equipment.
- Added a stake to the wooden weapons.
- Reduced weight of some swords and axes.
- Made all helmets a bit thicker.
Revision 2 changes:
- Added modified cloth and leather materials for the padded/leather armors to work properly.
- Numerous balance adjustments.
- Adjusted entity_default to divide the items a bit more sensibly.
- Added a number of armor pieces:
Armets, late-medieval Italian full helmet.
Barbutes, late-medieval Italian helmet modelled after the Corinthian helmet.
Partial plate armor, earlier plate armor with 83% coverage.
- Renamed and repurposed a number of weapons to less obtuse names:
glaive faussard -> short glaive
pronged warhammer -> short polehammer (this also became two-handed)
poleaxe -> light poleaxe
polehammer -> crow's beak
pronged polehammer -> polehammer
bill-guisarme -> bill-hook
faussard -> military scythe
- Removed the following items:
ITEM_WEAPON_SWORD_CLEAVER_FAUSSARD (highly debatable existence)
ITEM_WEAPON_POLEARM_FAUCHARD_FORK (superfluous)
ITEM_HELM_MASKED_LAMELLAR (superfluous)
Accreditations and misc notes:
- Loads of thanks be to zaporozhets who's worked I've pretty damn heavily drawn from for the ranged-mod and artillery script! His stuff here, check it out
http://www.bay12forums.com/smf/index.php?topic=171742.0 - The entirety of the DFhack team and the folks who write scripts for it.
- Compatibility for the 42.06 creature variation file and the Modest bodies mod gracefully provided by Taffer
- Made possible with glorious Science committed by Urist da Vincy and many others
- Helped along by various members of the community that pointed out errors and potential improvements.
- Any criticism or comment, be it positive, negative or neither, is very much appreciated!
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Anyone is free to use all or parts of this mod in their own projects, or to fork this project if they think I'm making a mess of things! Crediting me is optional, though appreciated.This mod is (partially or entirely) included in:
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A more mundane mod -
Legendary Dwarf Fortress -
Asin's Goblinoids (and Orcs) Mod