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Sindusk

Armoury - Weapon & Armour Tweaks

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ArmouryDownload (Google Drive)

 

While primarily consisting of bug fixes and minor tweaks, this should give server owners the control over weapons and armour that has been desperately missing from our modding community for some time.

 

  • Primary Features
    • Change Weapon Swing Timer - Ever get sick of being capped to 3 seconds per swing minimum? Think it's too fast? Now you have the power to change that. Allow knives to hit every second, or once every 10 seconds.
    • Enable Non-Player Crits - Crits are fun. Why limit them to PvP? Let yourself feel stronger by allowing yourself to critically strike the animals and monsters of the world. Be careful though, if you do this, they can critically hit you back!
    • Rare Swing Timer Reduction - Rare weaponry is exceptionally useless by default, offering a pitiful crit chance increase. Well without this mod, you can't crit NPC's anyway. Beyond that, the crit increase is still bad. So I've fixed that! Now you can allow rare, supreme, and fantastic weaponry to actually reduce the swing timer of the weapons. That supreme huge axe you made specifically for that unique slaying now actually does something special! The amount they reduce swings by is configurable, and defaults to 0.2 seconds per rarity level.
  • Bug Fixes
    • Armour Limit Buff Bug - Go into your server. Equip a full set of plate. Take all the plate off. Look at your buff bar. This fixes that.
    • Armour Limit Spell Effect Bug - Similar to the above, spell effects always show as "Bonus" instead of "Penalty" in the Spell Effects, even when the value is negative. This fixes that.
    • Saved Swing Timer Removal - Ever shield bash, then immediately get two hits off in succession? That's because the swing timer is actually still ticking when the shield bash action is ticking. This removes that interaction, and others, by reducing the swing timer back to 0 as soon as you land a hit, ensuring that you don't cheese the system with free hits for no reason. This option is configurable for those who feel this maneuver is skillful and not a bug.
  • Configurable Weapon & Armour Settings
    • Armour Reduction Values - Edit the damage reduction values on all types of armour, from cloth to dragonscale. Want dragonscale to be better than glimmersteel plate? This allows you to do that. On the topic of moon metals, damage modifiers from moon metal on plate gear (and others, if applicable) is also modifiable here.
    • Armour Limit Factor Values - Sick of having that -30% penalty to spellcasting while wearing plate? This allows you to edit those values for all types of armour. Remove the penalty entirely, or make it worse. The choice is yours.
    • Armour Movement Rate Values - Edit individual pieces of armour and adjust their movement penalties. For example, I like to reduce the penalty on plate breast plates and leggings from 9% to 8%. This mod allows me to do that.
    • Custom Weapon Values - Edit weapons and tune them to exactly how you want them. Values to modify: Base damage, swing speed, crit chance, reach, weight group (useless value I think?), parry percent, and skill penalty. This makes a great deal possible:
      • Remove the skill penalty from sickles to bring them in line with other weaponry.
      • Buff the damage of knives so they're viable weapons in combat.
      • Nerf the parry rates on swords to bring them more in line with other weaponry.
      • Allow previously incapable weapons to crit, such as small axes or legs (for when you get that kick inbetween theirs).

 

Included .properties file, including a write-out of all default weapon stats for reference:

Spoiler

classname=mod.sin.armoury.ArmouryMod
classpath=armoury.jar
sharedClassLoader=true
#If true, will print debug messages and log heavily.
debug=true

# -- Mod configuration section -- #
#enableNonPlayerCrits: Allows critical strikes against non-player characters. In vanilla Wurm, creatures can only deal critical strikes against players.
# Note: this will allow creatures to crit creatures as well, so tamed/charmed/dominated creatures can also be critically hit by aggressive mobs.
enableNonPlayerCrits=true
#fixArmourLimitBuffBug: Go into a server without this enabled. Equip a full set of plate. Take it off. Look at your buff bar. This fixes that. It's added as an option in case a WU update breaks the hook.
fixArmourLimitBuffBug=true
#fixArmourLimitSpellEffect: Similar to the above, the Spell Effect in the Spell Effects window of the game doesn't show armour limits properly. This helps correct that mistake. Option in case WU update breaks the hook.
fixArmourLimitSpellEffect=true

# -- Armour configuration section -- #
# > Armour Reduction < #
enableArmourReductionModifications=true
#This section allows you to configure the armour damage reduction values for each armour type. The values displayed here are the damage reduction multiplier at 100QL, scaling down using the Wurm formula.
# For example: plate is by default 0.7, giving 70% damage reduction to incoming attacks for a 100QL steel plate set.
# I have my own personal tastes when it comes to the armour reduction, so I will leave the default configuration commented out if you wish to use it, then include my personal setup.
# Final note: Unarmoured reduction is applied to most creatures, and scales using Oakshell. While the option is here, I recommend leaving it set at the default 0.05.
unarmouredReduction=0.05
#Default configuration (Worn armour):
#clothReduction=0.4
#leatherReduction=0.5
#studdedReduction=0.55
#chainReduction=0.6
#plateReduction=0.7
#drakeReduction=0.7
#dragonscaleReduction=0.75
#Custom configuration (Worn armour):
clothReduction=0.3
leatherReduction=0.45
studdedReduction=0.5
chainReduction=0.55
plateReduction=0.6
drakeReduction=0.625
dragonscaleReduction=0.675
#These are either unused or applied to creatures, not worn by players. I do not recommend changing them unless you know what you're doing
scaleReduction=0.5
ringReduction=0.55
splintReduction=0.6
# > Material Modifiers < #
#These are additive modifiers to damage reduction for moon metals.
# For example, adamantine by default gives 0.05, meaning 5% damage reduction on top the 70% that plate gives. Adamantine plate would give 75% damage reduction.
adamantineMaterialMod=0.05
glimmersteelMaterialMod=0.1
seryllMaterialMod=0.1
# > Limit Factor < #
#enableCustomArmourLimitFactors: This will enable or disable the usage of the section below entirely.
enableCustomArmourLimitFactors=true
#These values are meant to determine the bonus or reduction to spellcasting and archery while wearing armour.
# ** Valid values are between -0.99 and 0.3 only. Anything lower than -0.99 risks damaging the calculations in the game. Anything over 0.3 will simply apply as 0.3.
# I personally do not like the original setup of them, and will only leave a commented out "vanilla" setup, then using my own below.
#Vanilla Setup:
#clothArmourLimitFactor=0.3
#leatherArmourLimitFactor=0.3
#studdedArmourLimitFactor=0
#chainArmourLimitFactor=-0.15
#plateArmourLimitFactor=-0.3
#drakeArmourLimitFactor=-0.3
#dragonscaleArmourLimitFactor=-0.3
#Custom setup:
clothArmourLimitFactor=0.3
leatherArmourLimitFactor=0.3
studdedArmourLimitFactor=0.15
chainArmourLimitFactor=0.0
plateArmourLimitFactor=-0.15
drakeArmourLimitFactor=0.15
dragonscaleArmourLimitFactor=0
# > Movement Modifications < #
#enableArmourMovementModifications: This will enable or disable the usage of the section below entirely.
enableArmourMovementModifications=true
#This section will allow you to edit the percent reduction on all the default armor pieces.
#Simply add a property "armourMovement" then a dash and number. No two properties can be the same, so ensure they are all unique.
#> Setting plate body armour to 0.08 movement instead of 0.09
armourMovement-1:breast plate,0.08
#> Setting plate leggings to 0.08 movement instead of 0.09
armourMovement-2:plate leggings,0.08

#Full list of vanilla Wurm armour piece names:
# cloth hood ; cloth sleeve ; cloth jacket ; cloth shirt ; cloth glove ; cloth pants ; cloth shoe
# leather adventurer hat ; leather cap ; leather sleeve ; leather jacket ; leather glove ; leather pants ; leather boot
# studded leather cap ; studded leather sleeve ; studded leather jacket ; studded leather glove ; studded leather pants ; studded leather boot
# chain coif ; chain sleeve ; chain jacket ; chain gauntlet ; chain pants ; chain boot
# great helm ; basinet helm ; open helm ; plate vambrace ; breast plate ; plate gauntlet ; plate leggings ; plate sabaton
# drake hide cap ; drake hide sleeve ; drake hide jacket ; drake hide glove ; drake hide pants ; drake hide boot
# dragon scale sleeve ; dragon scale jacket ; dragon scale glove ; dragon scale pants ; dragon scale boot

# -- Weapon Configuration Section -- #
#minimumSwingTime: This will change the minimum swing timer for weaponry. By default, this is 3 seconds. That means no weapon can swing faster than once every 3 seconds.
# Now you have the power to change that. This can be set to any value you want (in seconds). When I set it to 0 and made a superfast weapon, the results were terrifying.
minimumSwingTime=2.0
#raresReduceSwingTime: If enabled, this will make rare, supreme, and fantastic weapons reduce the swing timer.
raresReduceSwingTime=true
#rareSwingSpeedReduction: The amount of time, in seconds, per rarity level, that rares should reduce the swing timer.
# Example: A value of 0.2 would make a rare reduce swing time by 0.2 seconds, supreme reduce swing time by 0.4 seconds, and fantastic reduce swing time by 0.6 seconds.
rareSwingSpeedReduction=0.2
#fixSavedSwingTimer: This one is hard to explain. Basically, when an action is performed (a shield bash, spell, etc.) the swing timer continues to tick.
# After the action, the player will swing, removing the "first swing" amount from the timer.
# That leaves the rest of the timer, allowing them to swing yet again almost immediately after, even with a slow weapon.
# This option removes this interaction and enforces a "set timer to 0" after each swing, ensuring that swings with weapons must be spaced apart properly.
# Some players might enjoy the "skill" in performing this type of action.
fixSavedSwingTimer=true

#enableCustomWeaponValues: This will enable or disable the usage of the section below entirely.
enableCustomWeaponValues=true
#This section will allow you to edit the damage, speed, crit chance, reach, weight group, parry percent, and skill penalty of the weapons in Wurm.
#Use the property "weapon" combined with the field capitalized ("Damage", "Speed", etc.), then the weapon id to change, a comma, then new value.
#This must use the weapon id because there are clashes with the name, where both huge and small axe are "axe"
# IMPORTANT NOTE: Ranged weapons (bows) do not work off these changes. They are a separate entity entirely. This is only for melee weapons.
#Here's some of my suggested changes as examples for what you can do:
#> Increase scythe damage to 10 from 9
weaponDamage-1:268,10
#> Increase halberd damage to 10.5 from 9
weaponDamage-2:706,10.5
#> Increase long spear damage to 9.5 from 8
weaponDamage-3:705,9.5
#> Increase steel spear damage to 10 from 9
weaponDamage-4:707,10
#> Increase steel staff damage to 9 from 8
weaponDamage-5:710,9
#> Increase shortsword damage to 4.5 from 4
weaponDamage-6:80,4.5

#> Increase scythe speed to 4.5 from 5
weaponSpeed-1:268,4.5
#> Increase large maul speed to 5.25 from 6
weaponSpeed-2:290,5.25

#Crit chance uses the decimal as a percent. 1 is a 100% crit chance. 0.05 is a 5% crit chance. The game forces a maximum of 3% crit in the combat code.
#> Give legs a 0.4% chance to crit, just in case you get lucky on your cheap shot
weaponCritChance-1:19,0.004

#Weapon reach determines the distance in combat for "too close" "good" and "too far" - this is an integer value so please don't use decimals.
#> Change planks to 1 range. Just for science and demonstration.
weaponReach-1:22,1

#I actually don't know what the weapon weight group does. I'll be commenting out my change because I don't want to break anything, but the option is there for you risk-takers!
#> Change "whip of One" to weight group 2
#weaponWeightGroup-1:514,2

#The parryPercent value is a factor in how well the weapon parries. Swords get an innate 4x bonus to this value in the combat code. Otherwise, it's a good indicator for how easy it is to parry.
#> Change sickle parry from 20% to 40%
weaponParryPercent-1:267,0.4

#Finally, the skillPenalty is a combat rating debuff applied to the player wearing this in their main hand. A skillPenalty of 2 will reduce the player's CR by 2 in combat just for wearing the weapon.
#While CR is generally considered an integer by the community, it actually works as a floating point value, so decimals do in fact work with skill penalty.
#> Reduce skill penalty on sickle to 1.0 from 2.0. Maybe it's good again?
weaponSkillPenalty-1:267,1.0
#> Reduce skill penalty on scythe to 0.5 from 2.0.
weaponSkillPenalty-2:268,0.5

# - My custom server settings - #
## Weapon Damage ##
#> Increase two hand sword damage to 10.5
weaponDamage-100:81,10.5
#> Increase butcher knife damage to 3.75
weaponDamage-101:93,3.75
#> Increase sacrifical knife damage to 4
weaponDamage-102:792,4
#> Increase longsword damage to 6.75
weaponDamage-103:21,6.5
#> Increase small maul damage to 5.5
weaponDamage-104:291,5.5
#> Increase small axe damage to 5.5
weaponDamage-105:3,5.5
#> Increase medium maul damage to 8.5
weaponDamage-106:292,8.5
#> Increase large axe damage to 8
weaponDamage-107:90,8
#> Increase carving knife damage to 5.5
weaponDamage-108:8,5.5

## Weapon Speed ##
#> Increase longsword speed to 3.75
weaponSpeed-100:21,3.75
#> Decrease sacrifical knife speed to 2.5
weaponSpeed-101:792,2.5
#> Increase small axe speed to 2.75
weaponSpeed-102:3,2.75
#> Increase medium maul speed to 4.75
weaponSpeed-103:292,4.75
#> Decrease carving knife speed to 2.75
weaponSpeed-104:8,2.75

## Weapon Crit Chance ##
#> Allow small axe to crit at 0.8%
weaponCritChance-100:3,0.008
#> Allow carving knife to crit at 2%
weaponCritChance-101:8,0.02

## Weapon Parry ##
#> Increase small axe parry to 50%
weaponParryPercent-100:3,0.5
#> Remove carving knife ability to parry
weaponParryPercent-101:8,0

## Weapon Skill Penalty ##
#> Remove the small axe skill penalty
weaponSkillPenalty-100:3,0
#> Increase carving knife skill penalty to 3
weaponSkillPenalty-101:8,3

#Full list of vanilla Wurm weapon names and their stats:
# "whip of One" (ID 514) stats: [6.0 damage], [2.0 speed], [0.0 critchance], [5 reach], [1 weightGroup], [0.1 parryPercent], [0.0 skillPenalty]
# "small axe" (ID 3) stats: [5.0 damage], [3.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [0.3 parryPercent], [0.0 skillPenalty]
# "awl" (ID 390) stats: [1.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "hatchet" (ID 7) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "leather knife" (ID 392) stats: [0.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "carving knife" (ID 8) stats: [1.0 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
# "scissors" (ID 394) stats: [0.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "sickle" (ID 267) stats: [6.0 damage], [3.0 speed], [0.0039999997 critchance], [2 reach], [3 weightGroup], [0.2 parryPercent], [2.0 skillPenalty]
# "scythe" (ID 268) stats: [9.0 damage], [5.0 speed], [0.015999999 critchance], [5 reach], [4 weightGroup], [0.2 parryPercent], [2.0 skillPenalty]
# "hand" (ID 14) stats: [1.0 damage], [1.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "legs" (ID 19) stats: [1.0 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "pickaxe" (ID 20) stats: [1.5 damage], [5.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
# "longsword" (ID 21) stats: [5.5 damage], [4.0 speed], [0.0019999999 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "plank" (ID 22) stats: [0.5 damage], [4.0 speed], [0.0 critchance], [2 reach], [1 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "shaft" (ID 23) stats: [0.5 damage], [4.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "sacrificial knife" (ID 792) stats: [1.5 damage], [2.0 speed], [0.006 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [1.0 skillPenalty]
# "saw" (ID 24) stats: [0.5 damage], [5.0 speed], [0.0019999999 critchance], [2 reach], [3 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "shovel" (ID 25) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [4 reach], [3 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "rake" (ID 27) stats: [0.5 damage], [5.0 speed], [0.0 critchance], [5 reach], [2 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "large maul" (ID 290) stats: [11.0 damage], [6.0 speed], [0.006 critchance], [4 reach], [5 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "small maul" (ID 291) stats: [4.5 damage], [3.0 speed], [0.0019999999 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "maul" (ID 292) stats: [8.0 damage], [5.0 speed], [0.006 critchance], [3 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "crude knife" (ID 685) stats: [1.0 damage], [4.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "crude pickaxe" (ID 687) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
# "branch" (ID 688) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "crude shovel" (ID 690) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
# "crude shaft" (ID 691) stats: [1.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
# "belaying pin" (ID 567) stats: [2.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
# "huge shod club" (ID 314) stats: [8.0 damage], [6.0 speed], [0.0019999999 critchance], [4 reach], [6 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
# "hammer" (ID 62) stats: [0.5 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
# "short bow" (ID 447) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "mallet" (ID 63) stats: [0.3 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
# "bow" (ID 448) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "long bow" (ID 449) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "long spear" (ID 705) stats: [8.0 damage], [5.0 speed], [0.012 critchance], [7 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "halberd" (ID 706) stats: [9.0 damage], [5.0 speed], [0.012 critchance], [6 reach], [8 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "spear" (ID 707) stats: [9.0 damage], [5.0 speed], [0.012 critchance], [7 reach], [4 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "staff" (ID 710) stats: [8.0 damage], [4.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "staff" (ID 711) stats: [2.0 damage], [3.0 speed], [0.0 critchance], [2 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "short bow" (ID 459) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "bow" (ID 460) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "long bow" (ID 461) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "short sword" (ID 80) stats: [4.0 damage], [3.0 speed], [0.02 critchance], [2 reach], [1 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "Sword of Magranon" (ID 336) stats: [15.0 damage], [5.0 speed], [0.015999999 critchance], [4 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "two handed sword" (ID 81) stats: [9.0 damage], [5.0 speed], [0.01 critchance], [4 reach], [5 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "Hammer of Magranon" (ID 337) stats: [18.0 damage], [6.0 speed], [0.015999999 critchance], [4 reach], [4 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "Sceptre of Ascension" (ID 340) stats: [17.0 damage], [6.0 speed], [0.015999999 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "huge axe" (ID 87) stats: [12.0 damage], [6.0 speed], [0.01 critchance], [5 reach], [5 weightGroup], [0.2 parryPercent], [0.0 skillPenalty]
# "axe" (ID 90) stats: [6.5 damage], [4.0 speed], [0.006 critchance], [4 reach], [5 weightGroup], [0.3 parryPercent], [0.0 skillPenalty]
# "staff of land" (ID 986) stats: [8.0 damage], [4.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "crowbar" (ID 1115) stats: [4.5 damage], [3.0 speed], [0.0019999999 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "butchering knife" (ID 93) stats: [1.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [1.0 skillPenalty]
# "crude axe" (ID 1011) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]

 

Download (Google Drive)

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11 minutes ago, Wurmhole said:

This looks really wonderful!  Thank you!

 

Yes indeed. Another mod to give full control over PVP stuff.

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38 minutes ago, Nappy said:

 

Yes indeed. Another mod to give full control over PVP stuff.

I host a PvE server though. This isn't just for PvP!

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4 hours ago, Nappy said:

 

Yes indeed. Another mod to give full control over PVP stuff.

make a new deso pls D:

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9 hours ago, Sindusk said:

I host a PvE server though. This isn't just for PvP!

Of course, my bad. 

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5 hours ago, Ale said:

make a new deso pls D:

Nobody wants another Deso.

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So the server I'm on recently installed this mod, and now Trolls (most notably), and some other mobs have been able to attack multiple times in a very short span. When I was testing earlier a Troll hit me twice, I dodged once, and it hit my wagon, all in the span of 1 second.

My question is, is this intended, a wrong setting, a magical crit I've heard about but been unable to find documentation on, or possible conflict with another mod?

 

Logshots:
Troll - https://photos.app.goo.gl/gGh3g5ASu8miYh5C3

Scorpion - https://photos.app.goo.gl/1rNW0F0cRKXB6lJQ2

3 more Scorpions, compiled into 1 picture. One of them attacked in the span on 2 seconds instead of 1, but I felt it was still noteworthy, since all its other attacks were spaced about 4 to 5 seconds apart - https://photos.app.goo.gl/tDdYukDHrzln45pW2

 

Also, just wanted to thank you for making rare weapons worthwhile, can't wait 'til I can get my spear rare now!

Edited by RichardTheThird
Screenshots

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4 hours ago, RichardTheThird said:

So the server I'm on recently installed this mod, and now Trolls (most notably), and some other mobs have been able to attack multiple times in a very short span. When I was testing earlier a Troll hit me twice, I dodged once, and it hit my wagon, all in the span of 1 second.

My question is, is this intended, a wrong setting, a magical crit I've heard about but been unable to find documentation on, or possible conflict with another mod?

 

Logshots:
Troll - https://photos.app.goo.gl/gGh3g5ASu8miYh5C3

Scorpion - https://photos.app.goo.gl/1rNW0F0cRKXB6lJQ2

3 more Scorpions, compiled into 1 picture. One of them attacked in the span on 2 seconds instead of 1, but I felt it was still noteworthy, since all its other attacks were spaced about 4 to 5 seconds apart - https://photos.app.goo.gl/tDdYukDHrzln45pW2

 

Also, just wanted to thank you for making rare weapons worthwhile, can't wait 'til I can get my spear rare now!

The attacks you're receiving are from "secondary weapons" according to the combat system. The troll bite is a "secondary weapon" and thus doesn't work on the same timer as the maul. Instead, it has its own, separate timer. So why are they starting to sync up and hit all at the same time? My mod fixes a lot of the issues with weird values, such as the "fix saved swing timer" - which also operates for NPC's. This may cause the secondary and main weapon to "sync up" because the timers are no longer staggered due to constantly being rolling and changing values. When a troll used to switch target positions "troll targets lowercenter", it would swing and then save its swing timer from before.

 

I'm not 100% sold that it's actually what's occurring, it's simply my best guess. Also, in regards to secondary weapons, I've gone ahead and updated the mod with some of the newer features I've created for it:

  • Dual Wield Improvements - This changes dual wield/secondary weapons from swinging once every 2nd round (10 seconds) to swinging at half their normal speed starting in the 2nd round of combat (10 seconds in). This makes dual wield mostly viable, and has been seeing great results on my server so far.
  • Damage Reduction Item ID Override - You can now specify a specific item, by ID, and override its damage reduction value. This allows you to make challenge helms, masks, etc. have damage reduction. Beyond that, you could change the DR for specific body parts in a set to different values, for example having a great helm have more DR than an open helm.
  • Fix for Damage Reduction - I made a big mistake in my initial release, and forgot to call ArmourTweaks.preInit() in the code at all. This meant changes to DR using that version actually had no effect! Sorry for the mistake, it has been corrected. Forgive me!

You can download it at the same location as before, the new file will be updated and have the latest configurations.

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So Trolls have 3 weapons? Is there a way for Players to harness this new way of dealing out lots of blows? It would be nice to kick as well as use a weapon. Trolls are a whole new world of deadly with this mod installed.

Edited by RichardTheThird

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12 hours ago, RichardTheThird said:

So Trolls have 3 weapons? Is there a way for Players to harness this new way of dealing out lots of blows? It would be nice to kick as well as use a weapon. Trolls are a whole new world of deadly with this mod installed.

and so They Should Be!!!!!!

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On 9/22/2017 at 2:39 PM, bigsteve said:

and so They Should Be!!!!!!

There's a fine line between slightly deadlier, and 3x as deadly. That line being Trolls getting 2 more attack timers.

I'm all for everything in the game being able to do more than attack once every few seconds, it makes no sense for a Scorpion to only be able to use one claw at a time, but there has to be some kind of offset to Trolls suddenly having triple their previous DPS without removing the feature entirely.

 

It seems with 75fs, 90ql seryll plate, a long spear with life transfer, and plenty of favor as a Fo priest, Trolls are still not too much of a threat (worst I got was half health, before it died and I bandaged up with cotton). Guess I should care for the newbies, but it's still a rite of passage to be slaughtered endlessly by trolls, isn't it? :P

Edited by RichardTheThird

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