Dying Light

Dying Light

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Special properties and invisible weapon stats
I was wondering if weapons have special properties or invisible weapon stats. It might be a placebo effect, but I strongly feel like weapons like medieval swords have more range than weapons like cleavers. Also, with swords it seems to be easier to slice zombies in half horizontally than with machetes, for example. Both swords and machetes can cut zombies in half vertically if you do a jumping attack, but cleavers seem to be unable to do that. I also wonder why swing speed is never mentioned in the game. Do you guys know of any more properties?
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Showing 1-12 of 12 comments
Nathan Feb 26, 2018 @ 7:28am 
Taken from Data/Scripts/inventory/inventory.scr
Item("Melee_KhopeshAGen_AI", CategoryType_Melee) { Visibility(true); ItemType(ItemType_Stick); WeaponBuildType(WeaponBuildType_Metal); PhysicsScript("single_dropped_inventory.phx"); Condition(54); Damage(15.0); CriticalProb(0.0); CriticalDamage(0.0); DamageRange(180.0 *0.01); Force(0.0); PhysicsDamage(25.0); StaminaUsage(0.0); SwingSpeed(0.9); HeadSmashProb(0.0); HeadCutProb(1.0); ArmsCutProb(1.0); LegsCutProb(1.0); DamageType(DamageType_Blunt); RepairPrice(157); UpgradePrice(1147); Mesh("wn_khopesh_a.msh"); SkinTag("Weapon_Craft0"); AnimPrefix("Stick"); HudIcon("machete_a"); MinDamageAngle(30.0); MaxDamageAngle(10.0); MinDamageMult(1.0); MaxHitSeverity(HitSeverity_Medium); MinHitSeverity(HitSeverity_Light); HorizontalAttackDamageMul(1.0); TwoHanded(false); HolderElement("r_thigh"); HolderOffset([0.0,10.0,10.0] *[0.01, 0.01, 0.01]); HolderAngle([0.0,0.0,-90.0]); DestroySound("break_metal_weapon_00.wav"); AiHitSound("Machete"); use HitEffects_Sharp(); BloodSplatFactor(0.25); use PickupSounds_Default(); DamageSize(10.0); StatsType(StatsType_Cut); LootType(LootType_Sharp); FF_EffectName("Hit_Blunt"); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); OwnerType(OwnerType_AI); Reparable(true); Color(Color_Green); TransformInto("Melee_KhopeshAGen"); } Item("Melee_MacheteD2_AI", CategoryType_Melee) { Visibility(true); ItemType(ItemType_Stick); WeaponBuildType(WeaponBuildType_Metal); PhysicsScript("single_dropped_inventory.phx"); Condition(54); Damage(15.0); CriticalProb(0.0); CriticalDamage(0.0); DamageRange(180.0 *0.01); Force(0.0); PhysicsDamage(25.0); StaminaUsage(0.0); SwingSpeed(0.9); HeadSmashProb(0.0); HeadCutProb(1.0); ArmsCutProb(1.0); LegsCutProb(1.0); DamageType(DamageType_Blunt); RepairPrice(157); UpgradePrice(1147); Mesh("wn_machete_d.msh"); SkinTag("Weapon_Craft0"); AnimPrefix("Stick"); HudIcon("machete_a"); MinDamageAngle(30.0); MaxDamageAngle(10.0); MinDamageMult(1.0); MaxHitSeverity(HitSeverity_Medium); MinHitSeverity(HitSeverity_Light); HorizontalAttackDamageMul(1.0); TwoHanded(false); HolderElement("r_thigh"); HolderOffset([0.0,10.0,10.0] *[0.01, 0.01, 0.01]); HolderAngle([0.0,0.0,-90.0]); DestroySound("break_metal_weapon_00.wav"); AiHitSound("Machete"); use HitEffects_Sharp(); BloodSplatFactor(0.25); use PickupSounds_Default(); DamageSize(10.0); StatsType(StatsType_Cut); LootType(LootType_Sharp); FF_EffectName("Hit_Blunt"); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); OwnerType(OwnerType_AI); Reparable(true); Color(Color_Green); TransformInto("Melee_MacheteD2"); }
Blade Master Feb 26, 2018 @ 7:34am 
Nothing special.

But some easter egg weapons have special effects, or Content Drop #1 weapons. For example EXPcalibur's charged attack has extreme power, it can cause zombies to fly dozens of meters away.

https://www.youtube.com/watch?v=6iE8lJL4xNM

There's also Twilight Phantom, if I remember correctly it shines against volatiles or something like that, I can't recall, been very long since I played with it.

You can see all special effects of Content Drop #1 weapons here - http://steamcommunity.com/games/239140/announcements/detail/1458463163095758313

Fenris shines when the cut limb effect is on.

Kuai Dagger gives same parkour effect you get during Parkour Fever challenges, if you're holding it in your hands.

Last Wish fires exploding rounds with last bullet, you can keep on using this effect by pressing attack and not letting the Last Wish reload with more bullet than 1.
Henry Swanson Feb 26, 2018 @ 7:34am 
Thanks for the info! It looks interesting, but this is comparing a machete with another machete. Not exactly what I was looking for, but I do see stats for range and horizontal damage, so it looks interesting.
Henry Swanson Feb 26, 2018 @ 7:38am 
Originally posted by BladeMaster:
Nothing special.

But some easter egg weapons have special effects, or Content Drop #1 weapons. For example EXPcalibur's charged attack has extreme power, it can cause zombies to fly dozens of meters away.

https://www.youtube.com/watch?v=6iE8lJL4xNM

There's also Twilight Phantom, if I remember correctly it shines against volatiles or something like that, I can't recall, been very long since I played with it.

You can see all special effects of Content Drop #1 weapons here - http://steamcommunity.com/games/239140/announcements/detail/1458463163095758313

Fenris shines when the cut limb effect is on.

Kuai Dagger gives same parkour effect you get during Parkour Fever challenges, if you're holding it in your hands.

Last Wish fires exploding rounds with last bullet, you can keep on using this effect by pressing attack and not letting the Last Wish reload with more bullet than 1.

My previous reply was to Nathan, by the way.

Looks interesting. I knew about the EXPCalibur, but not about the other ones as I don't have them yet.

My question, however, was more about the normal weapons in the game. Maybe I wasn't being clear enough. Nathan's reply is close to what I would like to know, but only compares two weapons of the same sort.
Nathan Feb 26, 2018 @ 7:49am 
Originally posted by Henry Swanson:
Thanks for the info! It looks interesting, but this is comparing a machete with another machete. Not exactly what I was looking for, but I do see stats for range and horizontal damage, so it looks interesting.
Oh Sorry! Here's one named sword at least in the inventory_gen file :D
Item("ZZZZ3_Melee_LongswordfolBGen", CategoryType_Melee) { GameVersion(8); Visibility(true); ItemType(ItemType_TwoHandedCloseStick); PhysicsScript("single_dropped_inventory.phx"); UpgradeLevel(0); Condition(40); CriticalCondition(12); Damage(789.0); Force(35.0); CriticalProb(0.0); CriticalDamage(2.0); DamageRange(180.0 *0.01); DamageToPhysicsObjects(35.0); PhysicsDamageMul(1.0); StaminaUsage(0.2); ConfusionProb(0.0); HeadSmashProb(0.0); HeadCutProb(1.0); ArmsCutProb(1.0); LegsCutProb(1.0); WeaponBuildType(WeaponBuildType_Metal); DamageType(DamageType_Cut); CutTypesGroup(CutTypesGroup_SharpHeavy); Flags(1); InventoryMeshHq("wn_longsword_b.msh"); InventoryMesh("wn_longsword_b.msh"); Mesh("wn_longsword_b.msh"); SkinTag("Weapon_Craft0"); AnimPrefix("Stick2Close"); HudIcon("weapon_long_sword"); MinHitSeverity(HitSeverity_Medium); MaxHitSeverity(HitSeverity_Heavy); HorizontalAttackDamageMul(1.0); TwoHanded(true); HolderElement("spine2"); HolderOffset([25.0,10.0,15.0] *[0.01, 0.01, 0.01]); HolderAngle([90.0,20.0,90.0]); DestroySound("damaged_sharp_weapon_XX.wav"); AiHitSound("machete"); use HitEffects_Sharp(); use PickupSounds_Default(); DamageSize(5.0); StatsType(StatsType_Cut); FF_EffectName("Hit_Stick2Close"); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); Reparable(true); RepairTags("Weapon_Craft4"); RepairPart("Craft_MetalScrap", 1); AllowedRepairs(3); SoundDamagedHit("damaged_sharp_weapon_XX.wav"); ThrowBeginSound("machete_throw.wav"); Color(Color_White); GenLevelMin(1); GenLevelMax(1); AchType(AchType_BaseballBat); DismantleResultItem("Craft_MetalScrap"); DismantleResultItemCnt(2); CraftingSlots(1,0); UniqueFxNameBase("long_sword_b"); RestrictionFlags(0); RagdollBehaviorPrefix("Stick2Close"); HandInertiaFactor(1.8); Price(17260); GenType(GenType_MeleeWeapon); }

And a Machete from that same inventory_gen file since it has slightly different properties:
Item("Melee_MacheteCGen", CategoryType_Melee) { Visibility(true); ItemType(ItemType_Stick); PhysicsScript("single_dropped_inventory.phx"); UpgradeLevel(0); Condition(35); CriticalCondition(11); Damage(159.0); Force(18.0); CriticalProb(0.0); CriticalDamage(2.0); DamageRange(155.0 *0.01); DamageToPhysicsObjects(50.0); PhysicsDamageMul(1.0); StaminaUsage(0.16); ConfusionProb(0.0); HeadSmashProb(0.0); HeadCutProb(1.0); ArmsCutProb(1.0); LegsCutProb(1.0); WeaponBuildType(WeaponBuildType_Metal); DamageType(DamageType_Cut); CutTypesGroup(CutTypesGroup_SharpBodyCutsOnCharge); Flags(3); InventoryMeshHq("wn_machete_c.msh"); InventoryMesh("wn_machete_c.msh"); Mesh("wn_machete_c.msh"); SkinTag("Weapon_Craft0"); AnimPrefix("Stick"); HudIcon("weapon_machete"); MinHitSeverity(HitSeverity_Light); MaxHitSeverity(HitSeverity_Medium); HorizontalAttackDamageMul(1.0); TwoHanded(false); HolderElement("r_thigh"); HolderOffset([0.0,10.0,10.0] *[0.01, 0.01, 0.01]); HolderAngle([0.0,0.0,-90.0]); DestroySound("damaged_sharp_weapon_XX.wav"); AiHitSound("machete"); use HitEffects_Sharp(); use PickupSounds_Default(); DamageSize(4.0); StatsType(StatsType_Cut); FF_EffectName("Hit_Sharp"); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); Reparable(true); RepairTags("Weapon_Craft4"); RepairPart("Craft_MetalScrap", 1); AllowedRepairs(3); SoundDamagedHit("damaged_sharp_weapon_XX.wav"); ThrowBeginSound("machete_throw.wav"); Color(Color_White); GenLevelMin(1); GenLevelMax(1); AchType(AchType_Machete); DismantleResultItem("Craft_MetalScrap"); DismantleResultItemCnt(1); CraftingSlots(1,0); UniqueFxNameBase("machete_c"); RestrictionFlags(0); RagdollBehaviorPrefix("StickSharp"); HandInertiaFactor(1.8); Price(8240); GenType(GenType_MeleeWeapon); }
Last edited by Nathan; Feb 26, 2018 @ 7:53am
Blade Master Feb 26, 2018 @ 7:51am 
Originally posted by Henry Swanson:
Originally posted by BladeMaster:
Nothing special.

But some easter egg weapons have special effects, or Content Drop #1 weapons. For example EXPcalibur's charged attack has extreme power, it can cause zombies to fly dozens of meters away.

https://www.youtube.com/watch?v=6iE8lJL4xNM

There's also Twilight Phantom, if I remember correctly it shines against volatiles or something like that, I can't recall, been very long since I played with it.

You can see all special effects of Content Drop #1 weapons here - http://steamcommunity.com/games/239140/announcements/detail/1458463163095758313

Fenris shines when the cut limb effect is on.

Kuai Dagger gives same parkour effect you get during Parkour Fever challenges, if you're holding it in your hands.

Last Wish fires exploding rounds with last bullet, you can keep on using this effect by pressing attack and not letting the Last Wish reload with more bullet than 1.

My previous reply was to Nathan, by the way.

Looks interesting. I knew about the EXPCalibur, but not about the other ones as I don't have them yet.

My question, however, was more about the normal weapons in the game. Maybe I wasn't being clear enough. Nathan's reply is close to what I would like to know, but only compares two weapons of the same sort.

All good.

I was referring to normal weapons with,

Originally posted by BladeMaster:
Nothing special.

At least this is what we know so far. No hidden stats, at least nothing significant, just different perks which are easily figured out by simply using the weapon.

It's been pretty long since I experimented with weapons, but if Cleavers don't cut zombies in half, that makes sense since these are kind of short and small, lacking power.

As of swing speed, it depends on how long and big the weapon is. For example you swing swords (At least sacrificial ones) faster than khopeshes for example. Each category seems to have its own swinging speed, you simply experiment it and figure out which one is best for you.

I prefer Vicious Saber in invasions, at least for now. But yeah, medieval swords definitely have longer range compared to cleavers.

I mean it's obvious, look at the weapons, you don't need stats to tell.

https://i.imgur.com/rCrGfsm.jpg
https://i.imgur.com/NGMFGMx.jpg
Henry Swanson Feb 26, 2018 @ 8:17am 
Very helpful Nathan. Could you please post the stats of a cleaver, a crowbar and a baseball bat?

Originally posted by BladeMaster:
I mean it's obvious, look at the weapons, you don't need stats to tell.

https://i.imgur.com/rCrGfsm.jpg
https://i.imgur.com/NGMFGMx.jpg

Haha yeah, fair enough! :steamhappy:
Nathan Feb 26, 2018 @ 8:30am 
Originally posted by Henry Swanson:
Very helpful Nathan. Could you please post the stats of a cleaver, a crowbar and a baseball bat?
Inventory_gen file again:
Item("Melee_CleaverAGen", CategoryType_Melee) { Visibility(true); ItemType(ItemType_Stick); PhysicsScript("single_dropped_inventory.phx"); UpgradeLevel(0); Condition(30); CriticalCondition(9); Damage(76.0); Force(14.0); CriticalProb(0.0); CriticalDamage(2.0); DamageRange(140.0 *0.01); DamageToPhysicsObjects(20.0); PhysicsDamageMul(1.0); StaminaUsage(0.13); ConfusionProb(0.0); HeadSmashProb(0.0); HeadCutProb(1.0); ArmsCutProb(1.0); LegsCutProb(1.0); WeaponBuildType(WeaponBuildType_Metal); DamageType(DamageType_Cut); CutTypesGroup(CutTypesGroup_Sharp); Flags(11); InventoryMeshHq("wn_cleaver_a.msh"); InventoryMesh("wn_cleaver_a.msh"); Mesh("wn_cleaver_a.msh"); SkinTag("Weapon_Craft0"); AnimPrefix("Stick"); HudIcon("weapon_cleaver"); MinHitSeverity(HitSeverity_Light); MaxHitSeverity(HitSeverity_Medium); HorizontalAttackDamageMul(1.0); TwoHanded(false); HolderElement("spine2"); HolderOffset([-25.0,-10.0,15.0] *[0.01, 0.01, 0.01]); HolderAngle([90.0,200.0,90.0]); DestroySound("break_wooden_weapon_00.wav"); AiHitSound("knife"); use HitEffects_Sharp(); use PickupSounds_Default(); DamageSize(2.0); StatsType(StatsType_Cut); FF_EffectName("Hit_Sharp"); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); Reparable(true); RepairTags("Weapon_Craft4"); RepairPart("Craft_MetalScrap", 1); AllowedRepairs(3); SoundDamagedHit("damaged_sharp_weapon_XX.wav"); ThrowBeginSound("weapon_light_throw.wav"); Color(Color_White); GenLevelMin(1); GenLevelMax(1); AchType(AchType_Axe); DismantleResultItem("Craft_MetalScrap"); DismantleResultItemCnt(1); CraftingSlots(1,0); UniqueFxNameBase("cleaver_a"); RestrictionFlags(0); RagdollBehaviorPrefix("StickSharp"); HandInertiaFactor(1.8); Price(4619); GenType(GenType_MeleeWeapon); } Item("Melee_CrowbarAGen", CategoryType_Melee) { Visibility(true); ItemType(ItemType_Stick); PhysicsScript("single_dropped_inventory.phx"); UpgradeLevel(0); Condition(35); CriticalCondition(11); Damage(88.0); Force(25.0); CriticalProb(0.0); CriticalDamage(2.0); DamageRange(155.0 *0.01); DamageToPhysicsObjects(35.0); PhysicsDamageMul(1.0); StaminaUsage(0.19); ConfusionProb(0.0); HeadSmashProb(1.0); HeadCutProb(0.0); ArmsCutProb(0.0); LegsCutProb(0.0); WeaponBuildType(WeaponBuildType_Metal); DamageType(DamageType_Blunt); CutTypesGroup(CutTypesGroup_Holes); Flags(3); InventoryMeshHq("wn_crowbar_a.msh"); InventoryMesh("wn_crowbar_a.msh"); Mesh("wn_crowbar_a.msh"); SkinTag("Weapon_Craft0"); AnimPrefix("Stick"); HudIcon("weapon_crowbar"); MinHitSeverity(HitSeverity_Light); MaxHitSeverity(HitSeverity_Medium); HorizontalAttackDamageMul(1.0); TwoHanded(false); HolderElement("r_thigh"); HolderOffset([0.0,10.0,10.0] *[0.01, 0.01, 0.01]); HolderAngle([0.0,0.0,-90.0]); DestroySound("damaged_sharp_weapon_XX.wav"); AiHitSound("wrench"); use HitEffects_Default(); use PickupSounds_Default(); DamageSize(3.0); StatsType(StatsType_Cut); FF_EffectName("Hit_Blunt"); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); Reparable(true); RepairTags("Weapon_Craft4"); RepairPart("Craft_MetalScrap", 1); AllowedRepairs(3); SoundDamagedHit("damaged_sharp_weapon_XX.wav"); ThrowBeginSound("weapon_light_throw.wav"); Color(Color_White); GenLevelMin(1); GenLevelMax(1); AchType(AchType_Machete); DismantleResultItem("Craft_MetalScrap"); DismantleResultItemCnt(1); CraftingSlots(1,0); UniqueFxNameBase("crowbar_a"); RestrictionFlags(0); RagdollBehaviorPrefix("StickBlunt"); HandInertiaFactor(1.8); Price(5366); GenType(GenType_MeleeWeapon); } Item("Melee_BaseballBatBGen", CategoryType_Melee) { Visibility(true); ItemType(ItemType_TwoHandedCloseStick); PhysicsScript("single_dropped_inventory.phx"); UpgradeLevel(0); Condition(35); CriticalCondition(11); Damage(41.0); Force(35.0); CriticalProb(0.0); CriticalDamage(2.0); DamageRange(165.0 *0.01); DamageToPhysicsObjects(35.0); PhysicsDamageMul(1.0); StaminaUsage(0.19); ConfusionProb(0.0); HeadSmashProb(1.0); HeadCutProb(0.0); ArmsCutProb(0.0); LegsCutProb(0.0); WeaponBuildType(WeaponBuildType_Wood); DamageType(DamageType_Blunt); CutTypesGroup(CutTypesGroup_Holes); Flags(3); InventoryMeshHq("wn_baseballbat_b.msh"); InventoryMesh("wn_baseballbat_b.msh"); Mesh("wn_baseballbat_b.msh"); SkinTag("Weapon_Craft0"); AnimPrefix("Stick2Close"); HudIcon("weapon_baseball"); MinHitSeverity(HitSeverity_Medium); MaxHitSeverity(HitSeverity_Heavy); HorizontalAttackDamageMul(1.0); TwoHanded(true); HolderElement("spine2"); HolderOffset([25.0,10.0,15.0] *[0.01, 0.01, 0.01]); HolderAngle([90.0,20.0,90.0]); DestroySound("break_wooden_weapon_00.wav"); AiHitSound("baseball_wooden"); AttackSurface(SRF_Wood); use HitEffects_Default(); use PickupSounds_Default(); DamageSize(4.0); StatsType(StatsType_Blunt); FF_EffectName("Hit_Stick2Close"); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); Reparable(true); RepairTags("Weapon_Craft4"); RepairPart("Craft_MetalScrap", 1); AllowedRepairs(3); SoundDamagedHit("damaged_sharp_weapon_XX.wav"); ThrowBeginSound("weapon_heavy_throw.wav"); Color(Color_White); GenLevelMin(1); GenLevelMax(1); AchType(AchType_BaseballBat); DismantleResultItem("Craft_MetalScrap"); DismantleResultItemCnt(1); CraftingSlots(1,0); UniqueFxNameBase("baseballbat_b"); RestrictionFlags(0); RagdollBehaviorPrefix("Stick2Close"); HandInertiaFactor(1.8); Price(1529); GenType(GenType_MeleeWeapon); }
Henry Swanson Feb 26, 2018 @ 10:01am 
Ok, very helpful, thanks!

So weapons clearly have range (DamageRange), which is logical. Too bad it's an invisible stat, but as BladeMaster said:

Originally posted by BladeMaster:
I mean it's obvious, look at the weapons, you don't need stats to tell.

Then there is swing speed, which is also logical. Not all weapons seem to have that property in the file though, I'm guessing there is some sort of default value for those weapons. I think I get force, which is probably how much zombies move and stagger when you hit them.

A couple of question marks remain. I'm wondering what stats make a weapon able to cut a zombie in half vertically if it has cutting properties. Is this a combination of the range and limb cutting properties?

I'm also wondering why I have found and bought tons of orange weapons and why all of my medieval swords and sacrificial swords always have lower damage than machetes and katanas (around 1100 vs. between 1300 and 1400), since they seem to have the same properties (range, speed and cutting properties). Right now they seem to be objectively worse because of this damage difference.

Edited for clarity.
Last edited by Henry Swanson; Feb 26, 2018 @ 10:02am
Blade Master Feb 26, 2018 @ 10:08am 
Originally posted by Henry Swanson:
Ok, very helpful, thanks!

So weapons clearly have range (DamageRange), which is logical. Too bad it's an invisible stat, but as BladeMaster said:

Originally posted by BladeMaster:
I mean it's obvious, look at the weapons, you don't need stats to tell.

Then there is swing speed, which is also logical. Not all weapons seem to have that property in the file though, I'm guessing there is some sort of default value for those weapons. I think I get force, which is probably how much zombies move and stagger when you hit them.

A couple of question marks remain. I'm wondering what stats make a weapon able to cut a zombie in half vertically if it has cutting properties. Is this a combination of the range and limb cutting properties?

I'm also wondering why I have found and bought tons of orange weapons and why all of my medieval swords and sacrificial swords always have lower damage than machetes and katanas (around 1100 vs. between 1300 and 1400), since they seem to have the same properties (range, speed and cutting properties). Right now they seem to be objectively worse because of this damage difference.

Edited for clarity.

From what I know in order to cut zombies, your weapon simply needs strong enough damage, if it's too weak it won't cut zombies in half. It's been nearly year or two since I focused on Campaign so I can't remember details very well now. Some weapons are not capable of cutting zombies in half.

Medieval and sacrificial swords are no longer available at higher ranks, so this might be the reason. As you level up further into Survivor skill-tree, you unlock new weapons, sadly the weapons you used to see before slowly no longer appear, and unfortunately medieval and sacrificial swords are one of these.
Henry Swanson Feb 26, 2018 @ 10:22am 
Originally posted by BladeMaster:
Some weapons are not capable of cutting zombies in half.

Exactly. So I'm wondering what makes them able or unable to do this. It might be a combination of the range and limb cutting properties. I'm always able to vertically cut in half with strong machetes and katanas, but not with cleavers. I'm guessing they are too short. It might also be that I'm just unlucky and need to be closer to the zombies I want to cut in half. Same goes for cutting horizontally by the way, it almost never happens with strong machetes, but happens often with (weaker) medieval swords.

Medieval and sacrificial swords are no longer available at higher ranks, so this might be the reason. As you level up further into Survivor skill-tree, you unlock new weapons, sadly the weapons you used to see before slowly no longer appear, and unfortunately medieval and sacrificial swords are one of these.

I have been at 25/24/24 for a while now. I'm legend level 9, although I have not yet invested any of those legend points. I still see orange sacrificial swords and medieval swords in the shops quite often, yet they always do lower damage than the katanas and machetes.
Blade Master Feb 26, 2018 @ 10:47am 
Originally posted by Henry Swanson:
Originally posted by BladeMaster:
Some weapons are not capable of cutting zombies in half.

Exactly. So I'm wondering what makes them able or unable to do this. It might be a combination of the range and limb cutting properties. I'm always able to vertically cut in half with strong machetes and katanas, but not with cleavers. I'm guessing they are too short. It might also be that I'm just unlucky and need to be closer to the zombies I want to cut in half. Same goes for cutting horizontally by the way, it almost never happens with strong machetes, but happens often with (weaker) medieval swords.

Medieval and sacrificial swords are no longer available at higher ranks, so this might be the reason. As you level up further into Survivor skill-tree, you unlock new weapons, sadly the weapons you used to see before slowly no longer appear, and unfortunately medieval and sacrificial swords are one of these.

I have been at 25/24/24 for a while now. I'm legend level 9, although I have not yet invested any of those legend points. I still see orange sacrificial swords and medieval swords in the shops quite often, yet they always do lower damage than the katanas and machetes.

I actually didn't knew medieval and sacrificial swords come back after unlocking Legend skill-tree, though they'll definitely disappear for you after you level up.

I got three saves at the moment with Legend skill-tree ranks unlocked from Survivor skill-tree rank, main is at Legend rank 213, second at Legend rank 37 and third at 8. Medieval and sacrificial swords do show up but only for the save with Legend rank 8.

Try leveling up further, either you'll see boost in damage of these weapons will disappear altogether. It'd be probably wise to stockpile on these weapons if you actually like it, since you won't see it anymore at higher Legend ranks.
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Date Posted: Feb 26, 2018 @ 7:23am
Posts: 12