v1.5 ReleasedMajor changes:*
Full support for Revised v2.1.0!*
Body rework!(1) In accordance with the Revised update, upper body now includes shoulders and lower body includes hips as their internal parts. This means that certain body armors will cover neck, but not the upper arms, and that strikes to the torso may disable limbs. Strikes to the head may also occassionally damage shoulders through force transfer.
(2) Facial features, including teeth, are now internal; eyes are exempted from it by popular demand. Facial features can no longer be individually targeted or severed in combat (reduces post-siege clutter), but strikes to the head can sometimes damage them. This also makes them covered by helmets instead of sleeved body armor. Head tissues were readjusted to account for this. Idea credit to Grimlocke.
(3) Fingers and toes are now embedded and can no longer be severed (reduces post-siege clutter). Idea credit to Grimlocke.
(4) Added some "outer" fat, cartilage and muscle to throats to make them less vulnerable against slight cuts (as any damage to throat's skin opens a major artery).
(5) Better balance for joint breaking. Ligaments, tendons and muscle are more likely to get strained/sprained, but are still resistant to tearing from force transfer.
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Armor rework!(1) Armor items were revamped pretty much entirely. Most body armors now cover neck, but not the arms. Complete, 100% protection is no longer possible, although, the only parts which cannot be entirely covered are the eyes, and certain garments give them partial protection. As in Revised, winged animal men will also have their wings unarmored.
(2) The material costs of all armor and, by extension, weapons, shields and trap components were readjusted and generally raised. The cheapest nigh-full plate armor now takes a wholly 45 bars; 47 with some meager plate protection for eyes. The cheapest full mail armor with a skullcap is 19 bars; 21 with some mail protection for eyes.
(3) To make it a little more fair, some invaders will now wear more padded armors instead of always dressing in plate and mail. On the other hand, invader archers will sometimes wear more serious armor.
(4) Made cloth padded armors a bit stronger and silk a bit weaker. Silk is still better, but should not be tougher than copper anymore. Both allow for more blunt transfer when struck by an edged attack.
(5) Shield blockchances have been lowered slightly, with the maximum being 75% now. For comparision with armor, the best (tower) shield takes 26 bars to make, but since the type of metal is almost irrelevant, it can easily be made with more dispensable metals, such as copper.
(6) The impact strength of wood and leather has been lowered, so non-metal shields will break in combat again.
(7) Clothing 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. Unused items have been relocated to an optional file - .../optional old clothing/item_old_clothing_sver.txt, for those who'd prefer to keep their clothing varied. Civ presets can be found in old clothing presets.txt, in the same folder.
( 8 ) After a big think, all of the armor items in my dwarven preset have been set to FORCED to ensure the whole variety is always available to the player, as long as they have the materials.
(9) My default goblin preset for armor now mostly consists of cheaper, weaker garments. Since goblins are so numerous and persistent in their desire to genocide the player, I've decided to avoid making them too powerful.
* 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 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 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.