v1.7 ReleasedMajor 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!
- Another revision of sets, getting rid of redundant weapons and emphasizing set purposes. Added more sets with recurve bow.
"Ranged Weapons, Weapon Sets and info" list has been updated.
- Lower two-handed size limit for crossbow sets. Dwarves who are slightly larger than average (or average humans and above) will be able to equip shields with them.
- Bow and crossbow sets using one-handed weapons with high two-handed size limit (aka "inefficient") are now
strictly two-handed.
- Sets using two-handed weapons with low two-handed size limit (aka "efficient") now use their own, non-strict limit.
* New metal rework! Comes in two parts, one of which is included by default, and the other as an optional.
More details here!* New optional, included by default: Ammo from cheap materials!
- Hammerhead bolts, ballista balls and sling boulders can now be made from non-economic stone (at the Craftdwarf's Shop by a Stonecrafter, requires multiple stones per task) and clay (at the Kiln by a Potter, requires fuel).
-- Materials are standardized into "heavy rock" and "baked clay" respectively, for game-mechanical reasons.
-- Heavy rock provides optimal momentum for sling boulders, and baked clay does the same for ballista balls. Their other qualities are subpar compared to metal.
-- Ammo from these materials is identified as "wood" for stockpiling purposes.
- Sling bullets can now be made by alloying tin with lead or zinc. The metals are first assembled into a "casting kit", then cast into stacks of bullets. All reactions are performed at the Smelter by a Furnace operator.
-- 1 tin + 4 lead/zinc = 20 cast lead/zinc bullet casting kits >> + fuel = 20 stacks of 25 cast lead/zinc bullets
-- Cast lead provides good momentum, but is otherwise quite weak. Cast zinc has higher edged power than vanilla iron, but very poor momentum.
* 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 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".
* Major buff for stabbing attacks!
- Much higher attack velocities.
- Reduced the amount of attack types for all stabbing-only weapons to just one or two to streamline their performance in combat.
- Removed 'jab' from some swords and polearms, but made their 'stab' a bit faster and gave it good multiattack modifier.
- Removed 'stab' from two-handed sword and greatsword.
- Removed 'thrust' from spiked staff.
- Poleaxe, polehammer, dagger-axe and longsword now use 'feint and jab' instead of 'jab'.
* Ammo rebalance!
- Removed most of the unlucky attacks.
- Increased contact area for piercing bolts, bodkin arrows and javelins to make sure they aren't too good vs armor. More precise testing will be done in the future.
- Buffed ballista bolts by giving them a 1/2 chance for a broader, bloodier hit.
- Buffed sling bullets by giving them a 1/3 chance for a narrow, penetrating hit.
- Higher area and lower penetration for edged sling boulder strikes, but lower area for blunt strikes.
* Major buff for blunt attacks!
- All blunt-type attacks now use a x3.5 valocity modifier, instead of x1.5, making them much more powerful.
-- Maul can now break necks.
-- Mace can now damage iron armor.
-- Many secondary attacks can now break joints and apply minor damage to armor.
- Secondary blunt attacks, such as pommel strikes, now have larger, more realistic contact areas to offset the buff.
* 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" with more precise information.
** Replaced the old and uninformative "Full list of armor" with a new section:
"Armor Types, Roles and info"!
** 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.