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Poll

On the topic of rebalancing Weapon Tiers... (please read the second post before voting)

Increase the amount of Tiers, e.g. make better weapons cost more
- 1 (20%)
Remove redundant weapons
- 3 (60%)
Do both
- 1 (20%)

Total Members Voted: 5


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Author Topic: [44.xx] Sver's DF Combat Reworked (update v1.6)  (Read 24642 times)

Sver

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[44.xx] Sver's DF Combat Reworked (update v1.6)
« on: April 28, 2018, 09:46:02 am »

Yet another armor-weapon-combat mod? Why, yes!
This mod focuses mainly on realistic weapon/armor weights, distinct weapon purposes, better paced combat and the ability to create durable, multi-layered uniforms, but has some additional features here and there.

Please note that the mod is still work in progress, some features are experimental and some may not work exactly as intended. Any help and field testing will be highly appreciated.

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.
* Full rework of vanilla ranged weapons and ammo. No more 1 kg bulletspeed projectiles tearing limbs off and 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.
* Larger, more powerful and more 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 of 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.
* 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.
* 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 the eyes and internal organs now matters a lot more and heals slower, damage to cartilage and teeth produces some pain, while pain from the skin and bones was slightly reduced. Pain and bleeding were completely removed from fat, since all tissues now suffer from fire on their own. Also includes DF Revised tissue enhancements, with some changes.
* Skulls are slightly thicker to make heads less fragile. Spines, ribs 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.
* 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: New types of steel! Humans and goblins are now more on par with dwarves, so there is good reason to progress your smithing industry beyond iron. Dwarves still get their very own overpowered type of steel, albeit, for armor only.
* 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: Siege engines! A variety of onagers and a flamethrower 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.
* Optional: War horses! A bit larger than a common horse, disciplined and armored in iron mail or rarer steel plate, these animals will help the invaders bring all the fun of a cavalry charge to your fort.
* 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 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.

Spoiler: Changelog (click to show/hide)

Overview:
Tips, notes and full lists of weapons and armor!

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 'fake' 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 and probably never will. DF Revised deals with it to some extent and I highly recommend to install it first.
 - 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 the 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, 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. If running such mods simulatiously with mine, make sure the issue is not a compatibility one before reporting it. I don't provide support or balancing for other mods.

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.

Download:
DFFD

Installation:
1. Strongly recommended: 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.


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.

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. Open the creature_standard.txt and add the following:
Spoiler (click to show/hide)

5. Suggested: 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.

6. Suggested: readjust the use of certain metals for better realism and challenge. In the inorganic_metal.txt:
Spoiler (click to show/hide)

7. Suggested: 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.

8. Optional: 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.

9. Optional: if you are using DFhack, Burneddi wrote a script that teaches your dwarves how to craft all of the mod's items in Fortress mode, regardless of whether your civ can create them or not, which is very handy for armor and roleplaying (as it can add single specified items too). You can get it here. Included in DFhack as of version 0.44.10-r2.

10. Optional: add siege engines to civilizations:
Spoiler (click to show/hide)

11. Optional: place the file from 'optional warhorses' folder in .../%DF folder%/raw/objects and do the following:
Spoiler (click to show/hide)

12. Optional: 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.

13. Optional: 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.

14. Optional: add the "tactical" human/goblin civilizations:
Spoiler (click to show/hide)

15. Optional removals:
Spoiler (click to show/hide)

Thanks and credits:
DF Revised by Taffer and the others - bug fixes, tweaks and a good base
Coherent Weapons and armor Mod by Jazzpirat! - ideas for attacks and weapons
DF Material Helper by Putnam - material helping
Burneddi - add-recipe script for DFhack
History & Realism Mods by Grimlocke - adrenaline tweak, joint size, material strengths and lots of ideas
OldGenesis by Deon, TomiTapio and the others - lessening the clutter
thefriendlyhacker - temperature tweaks for materials
Urist DaVinci, peasant cretin, Robsoie and Orkel - attentiveness and research on combat and the related mechanics of the game
Lindybeige, Shadiversity, Metatron, Skallagrim, scholagladiatoria, KnightErrant, SnapJelly, Tod's Workshop 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.
« Last Edit: November 03, 2019, 03:33:34 am by Sver »
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.

Sver

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Re: Sver's DF Combat Reworked
« Reply #1 on: April 28, 2018, 09:46:36 am »

Current poll:

All melee weapons in the mod are divided into six Tiers, equating the amount of metal bars required to make them, based on their killing potential and overall combat performance. There are two little issues with this system right now, though, which accumulated as a result of back and forth balancing and tiny tweaks over the mod's updates:

1) Some weapons don't really belong to their Tier, being slightly weaker/stronger then the rest within it, but not enough to justify moving them into a neighbouring Tier with noticeably weaker/stronger weapons. As a result, some weapons become the best/worst choice for a given price, and I don't like it.

2) Some weapons, although mechanically different, provide nearly identical strengths and weaknesses when compared to another weapon, what I'm on the fence to call a needless bloat of variety and delete the doubles for good. The main candidates for removal are:
* War club (previously mallet) - almost identical to mace, but a bit weaker.
* Long spear - like heavy spear, but weaker.
* Broadaxe - does the same thing as great cleaver, just in a slightly different way.
* Arming sword - a copy of short sword that is skewed towards swinging, instead of thrusting, but still not as good at it as war cleaver/war knife.
* There might be more, these are just the most egregious due to being in the same Tier as their double.

The two non-exlusive solutions is expanding the overall amount of Tiers to spread the variety across and simply deleting the "slightly better/worse" variants. Doing both would allow for an extra-fair price system, but risks making top-class weapons a tad too expensive, as subtle adventages would push many relatively weak weapons upwards. So I'd like to hear what you all think :)



Previous poll:
« Last Edit: November 02, 2019, 11:13:27 am by Sver »
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.

Warlord255

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Re: [44.09] Sver's DF Combat Reworked
« Reply #2 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?
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Bonfire Mod 2.0: Now with "accidents!"
http://www.bay12forums.com/smf/index.php?topic=58806.0

Better Bugmen 1.2 - Now with Battle Beetles and War Worms!
http://www.bay12forums.com/smf/index.php?topic=169946.msg7713750#msg7713750

Sver

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Re: [44.09] Sver's DF Combat Reworked
« Reply #3 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.
« Last Edit: April 29, 2018, 07:09:09 am by Sver »
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.

Taffer

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Re: [44.09] Sver's DF Combat Reworked
« Reply #4 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.
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Taffer's Tilesets: better colours, improved yet faithful graphics.
Dwarf Fortress Revised: balance, fixes, and convenient features. Every creature has a better description!

Sver

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Re: [44.09] Sver's DF Combat Reworked
« Reply #5 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).
« Last Edit: May 10, 2018, 12:14:03 pm by Sver »
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.

Sver

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Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
« Reply #6 on: May 06, 2018, 03:50:39 pm »

A new poll is up.
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.

Taffer

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Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
« Reply #7 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.
« Last Edit: May 24, 2018, 10:44:03 pm by Taffer »
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Taffer's Tilesets: better colours, improved yet faithful graphics.
Dwarf Fortress Revised: balance, fixes, and convenient features. Every creature has a better description!

Sver

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Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
« Reply #8 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.
« Last Edit: May 25, 2018, 07:25:23 am by Sver »
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.

Sver

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Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
« Reply #9 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.
« Last Edit: May 25, 2018, 09:46:08 am by Sver »
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.

Sver

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Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
« Reply #10 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.
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.

Sver

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Re: [44.xx] Sver's DF Combat Reworked (update v1.1)
« Reply #11 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.
« Last Edit: May 25, 2018, 01:38:06 pm by Sver »
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.

Sver

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Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« Reply #12 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)
Spoiler: Full list of weapons (click to show/hide)
Spoiler: Full list of armor (click to show/hide)
« Last Edit: November 21, 2019, 04:16:41 am by Sver »
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.

flyteofheart

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Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« Reply #13 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 
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Sver

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Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« Reply #14 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.
« Last Edit: May 27, 2018, 04:52:30 am by Sver »
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.
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