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( cause they do damage by blunt force trama which can hardly be stopped by armor unless its really padded)
also crossbows maybe bows by like 10% of their damage that be fantasic
Couldn't you add something like 20% armour piercing to daggers, just to keep them on the same level?
Thanks for GM Mode! It seems to work when I prepare my campaign. Soon I will know if it works when the players join in.
Spear special attack skill: 2AP, 2 turns cooldown. Deals 110% weapon damage as piercing damage to target!
Sorry, I have been occupied by something else lately. I have added the "GM mode" tag in this mod. Let me know if this is working for GM mode.
Seen this post recently on forums btw, there are a few good ideas especially for spears and weapon skills:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Main=78646&Number=634678#Post634678
@robert.langstrom
I have never tried GM mode. Are mods for story mode not working for GM mode?
@TheFightingFarsi
Interesting suggestion. I've never thought of giving weapons different default skills. So simple and obvious yet I never saw it.
It is not difficult to give spears a different skill. But if I'm doing this, I would be giving all melee weapons different default skills. So it might take a while before I start working on it.
@Pontifex
Unfortunately, all physical damage are treated as the same damage type in this game. I don't have a way to split physical damage into various sub-types.
@Krakza
I don't have a way implement you idea. But it's a very nice idea. It's just way beyond my capability. Perhaps the more experienced modder, like the one making the "Ascension" mod could do it.
I don't think there is any way to access the AoO code though - I looked at Divinity Engine myself, though I'm not an expert.
Would it be possible to make this for GM mode also?
Just wanted to know if the mod worked that way, cheers.
This mod should not have any problem working with the Number Bloat mod.
Spear gives bonus accuracy and dodge. It also has higher attack range than other weapons.
http://steamcommunity.com/sharedfiles/filedetails/?id=1142608415
Toned down some of the bonus attributes/ penalty.
Axes now have bonus Crit chance and Crit damage, rather than clubs and hammers. 2h axes still have accuracy penalty though.
The big damage fluctuation of Axes are now transferred to Clubs and Hammers.
Crossbows are changed.