Dwarf Fortress

Dwarf Fortress

Vanilla Weapon Overhaul (v3.2)
124 Comments
Pandaman May 31 @ 8:13pm 
@Imlsna ty for your reply. I get what you mean now. I think i what meant was not speed but reach. But nonetheless i understand what you mean now, ty! :steamthumbsup:
lmlsna  [author] May 31 @ 5:53pm 
@Pandaman The slash, stab, and beak attacks all have the same speed. Only the shaft bash has a faster speed, and the reason it has a faster speed is that it's significantly weaker than the other attacks. The other attacks will outperform the shaft bash generally, but you might use the shaft bash when you judge that a weaker attack will still accomplish what you want in order to save a little time and allow for your next attack to happen sooner.
Pandaman May 30 @ 10:07pm 
@ImIsna hi thank you for reply author. Hmm just to be sure why does one use anything but the stab/slash attacks because its so fast compared to the beak attack/shaft attacks?

sorry new to the game overall
lmlsna  [author] May 30 @ 8:27am 
@Pandaman The beak attack is the halberd's most effective attack for armor penetration because its momentum is superior to that of the shaft bash and its momentum:contact area ratio is slightly better than that of the stab. The main purpose of the shaft bash on the halberd is to trade off power for speed, since it's slightly faster than the halberd's other attacks. Whereas the advantage of the stab compared to the beak attack is higher maximum penetration depth (so it's better at reaching the organs of giant creatures).
Pandaman May 30 @ 6:57am 
Hi for the halbard can I ask when I would want to be using the beak attack? I feel like i never need to use it because i would be using the shaft bash for blunt, slash for edge, and tip for pierce.
Pandaman May 27 @ 4:14am 
thank you very much for the anwer author. Great mod, looking forward to more mods that makes adventure mode even more fun!
lmlsna  [author] May 26 @ 3:37pm 
@Pandaman The weapons which require multigrasp make up for the lack of shield by having more powerful attacks. This is mostly achieved through higher velocity multipliers that lead to significantly higher attack momentum, especially when they are used with high strength and skill. They also tend to have greater reach than single-grasp weapons, which can give them the advantage of making the first attack in combat.
Pandaman May 26 @ 6:14am 
hi thank you for this mod. it made weapon play so much more fun in adventure mode. quick question tho. How does multi grasp benefit compared to one handed now like you mentioned
lmlsna  [author] May 7 @ 10:05am 
@Loup Blanc Yes.
Loup Blanc May 7 @ 9:22am 
Is it compatible with Forthammer?
HeroinHobgoblin Mar 30 @ 3:30am 
Thanks for the response. Yeah that can make things very challenging to diagnose then. I went Vanilla and made four full squads, each with their own barracks and it worked smoothly enough. But, just because it worked this time does not mean it won't the next. Until the known Vanilla jank gets ironed out I imagine my nodded fort just got very unlucky.
lmlsna  [author] Mar 28 @ 6:25am 
@HeroinHobgoblin This mod shouldn’t affect uniform logic. There is currently a minefield of known vanilla bugs regarding ranged uniforms, ammunition, archery targets, and hunting which could be causing your problem. I always avoid using hunters because they have a “civilian uniform” that will permanently claim items and cause extra jank when you try to make ranged squads. There’s workaround information scattered around the wiki on the “squad,” “archery target,” and “ambusher” pages that might be helpful. Otherwise Kitfox has listed “ranged weapon/squad fixes” as something that is planned in the next few DF updates.
HeroinHobgoblin Mar 27 @ 8:31pm 
Got an odd one, my dwarves are not equipping quivers for their crossbows, no hunting, not training at the range.

Mod order:

VWO
FFF
VWO for FFF
Armed Dwarves

Am I missing something?
Dildur Mar 6 @ 10:54am 
You're greatness incarnate. I will engrave a stab in your memory !
lmlsna  [author] Mar 2 @ 5:21pm 
The patch has finally made it through the automated content check, and I also finished up another mod while I was waiting for that to happen: an overhaul of body materials that makes all creatures (that use standard materials) significantly less fragile.
Virok the Red Mar 2 @ 10:21am 
Damn, that's really annoying
lmlsna  [author] Mar 1 @ 2:42pm 
Yeah, still run into the same problem doing that. Will just have to wait for Steam Support, I sent a ticket a few hours ago.
lmlsna  [author] Mar 1 @ 2:22pm 
@Nactarune Yeah, it's definitely bugged, it's still being held by the "automated content checker" and that never takes more than a minute usually. I've tried reuploading already and that didn't work, but I could try reuploading with a different ID perhaps.
Nactarune Mar 1 @ 1:50pm 
it's still hidden, guess it's a bug maybe try to re-upload it ?
lmlsna  [author] Mar 1 @ 6:52am 
Or at least it will be whenever Steam unhides it.
lmlsna  [author] Mar 1 @ 6:36am 
The largely untested first draft of the Ava's Armory patch is now available, and I've made a collection to contain this mod, the patch, and any potential future patches.
Virok the Red Feb 27 @ 10:57pm 
Nice update
TY for the longsword thing that was so confusing bro
Nactarune Feb 27 @ 3:14pm 
Oh that's wonderful to hear, will really appreciate it if you do it.
lmlsna  [author] Feb 27 @ 2:53pm 
@Nactarune I've been thinking about making a submod for Ava's Armory that adjusts the weapons to fit in with this mod. It would work as a patch that you'd load below the original mod.
Nactarune Feb 27 @ 1:16pm 
Do you plan on adding more weapons to the game using the same logic of this mod stuff like what Ava's Armory adds ?
XZSteel Feb 27 @ 1:12pm 
Keep it up man! Your mod is musthave in all my playthroughs.TY for updates and dedication
lmlsna  [author] Feb 21 @ 7:04am 
@Nactarune It does.
Nactarune Feb 21 @ 5:50am 
Does the mod include the fix for the dwarfs not equipping two-handed weapons or would I need to get another mod that fixes that alongside this one ?
lmlsna  [author] Feb 15 @ 5:32pm 
@SilverBullet I made my edits in the momentum formula spreadsheet first to ensure my numbers made sense, then plugged those numbers into the mod and tested using arena mode. I've setup and recorded the results of hundreds of controlled 1v1 duels over the course of this mod's development. I did them in sets of 20 per experiment and ran as many as possible at the same time while still ensuring that they're all isolated from each other. It is indeed very cumbersome, but the spreadsheet allowed me to get a lot of value out the data gathered.
SilverBullet Feb 15 @ 4:30pm 
How do you balance weapons and armor? Are you modding in Arena mode by fighting multiple times? I'm modding too, but it's too cumbersome for me to do it this way
lmlsna  [author] Feb 2 @ 7:58am 
@Pamparampampamparam The ability to wield or single-grasp weapons is entirely dependent on size rather than strength in Dwarf Fortress, though strength can affect size for creatures that have muscle due to the [THICKENS_ON_STRENGTH] property muscle has. But anyway, I set the single-grasp requirement of the large weapons well beyond what any of the standard races can achieve for the sake of this mod since the intent is that two-handed weapons are more powerful than single-handed weapons at the expense of requiring two hands. It's worth noting that it's possible to get characters to single-grasp weapons they don't meet the requirements to single-grasp under some conditions, but there seems to be a penalty for doing so.
Pamparampampamparam Feb 2 @ 4:37am 
Can a sufficiently strong dwarf one-hand a great axe? How strong would they have to be?
PolitikHacı Jan 30 @ 6:28pm 
hey thx for your efforts, I really like this mod now it's time to try at adventure mode
Fewher Nov 24, 2024 @ 7:11am 
can you install this mod mid save or does it require a new world gen / new start
lmlsna  [author] Oct 18, 2024 @ 5:40am 
@Obsidious Nice, and thank you for the positivity! Part of what inspired me to make this mod was my personal interest in Medieval weaponry. I'll have to revisit this game at some point to see how the mod plays out in adventure mode also and see if it gives me any more ideas.

And feel free to make whatever mod you'd want, I think it's great when mods build off of each other. New weapons have always been outside this particular mod's scope, it being a "vanilla weapon" overhaul and all that, but there's definitely space for more variety.
Obsidious Oct 17, 2024 @ 4:58pm 
Very interesting. I am a big ol historical arms & armour geek so I am very excited to try this out in Adventure Mode, as well as seeing how it messes with things fort-wise.

Your restraint in not renaming the longsword is noted, and I very much appreciate the attention given to the warhammer and the... pickadze? I like that. Goes some way towards explaining how it's so good at digging through soil too. I really like that swords are the all-rounder here, with some specialised uses too. Now to see how all that translates to gameplay!

P.S. I'm tempted to try my hand at adding a few weapons under this framework, if that's not too rude. Expanding on the swiss-army-knife of the halberd with the bec de corbin (or perhaps Kes Erthok, from the Human tongue) to hone in on the combat difference between a spiky thrust, a swinging beak, and a low-contact hammer sounds fun (and it feels like there could be space for a kukri-to-falcata niche...).
상자 Sep 26, 2024 @ 11:00am 
Here is topic that I read.
http://www.bay12forums.com/smf/index.php?topic=181285

have a good day. I'm always grateful for your good mod.
상자 Sep 18, 2024 @ 4:35am 
I've once thought about making a weapon(ammo) balance mod, only to figure out there's no mod goes beyond this one.
The idea was to avoid momentum restrictions so that heavier ammo hit more powerfully.
It was kind of fun to see a gold ammo 'punch' a soldier in steel armor and turns into xXammoXx.
thewalkingmehmet Sep 9, 2024 @ 5:56am 
Can you add shields as weapon so dwarfs can duel wield shield ?
AlmaShade Aug 22, 2024 @ 12:03pm 
Thank you! ^^
I'll give that a try.
lmlsna  [author] Aug 22, 2024 @ 10:50am 
@AlmaShade I'd probably give the ammo 5 size and 2 contact area, and then give the weapon 1700 or so shoot force and 1200 max velocity. It would be shooting very low mass but very penetrative projectiles at high speed, which feels appropriate for a firearm. I'd adjust the shoot force & max velocity first if that ends up feeling too strong or too weak. For melee attacks I would make the bash the same as the other ranged weapon bashes and if they have a bayonet attack I would make it like a spear but with only 1000 penetration and 900 velocity to ensure it isn't a better melee weapon than dedicated melee weapons but still feels like a pointy object.
AlmaShade Aug 22, 2024 @ 10:02am 
If I were to pair this mod with another that added muzzle-loaded firearms to the game, what stats would you recommend giving the firearms to keep them in line with the other weapons?
willowism Mar 8, 2024 @ 5:08pm 
oh this is a wonderful mod!
SilverBullet Feb 8, 2024 @ 1:33am 
Is the axe more effective against armor than the sword?
fallout2077 Jan 29, 2024 @ 9:46pm 
Thanks, lmlsna!
lmlsna  [author] Jan 29, 2024 @ 1:50pm 
Training weapons should be fixed now.
BlackCockDown Jan 28, 2024 @ 3:33pm 
I can confirm it does remove training weapons, i do not know why exactly but I recommend just cutting and redefining the training weapons as you have done the other weapons. Doing that makes the weapons reappear in the game.
fallout2077 Jan 11, 2024 @ 5:37pm 
Does this mod remove training weapons? In a world with this mod installed I don't have the option in the Carpenter's workshop (or in the work orders menu, for that matter) to craft training weapons. However, when I create a world without this mod the option to craft training weapons is present.
lmlsna  [author] Jan 2, 2024 @ 11:31am 
@Pneuma The penalty for single-grasping a weapon you don't meet the size requirements to single-grasp is a loss in accuracy.