Dwarf Fortress

Dwarf Fortress

Vanilla Weapon Overhaul (v3.4)
146 Comments
BlackCockDown Jul 12 @ 10:50am 
I'll try just that, cheers
lmlsna  [author] Jul 12 @ 9:26am 
@BlackCockDown Yes, changing the skill wouldn't affect the attacks of the weapon. You could edit the mod in Dwarf Fortress > data > installed mods and change it to SPEAR even mid-save. If the mod isn't located there, you can instead make the change in Dwarf Fortress > mods > 2912571821 (15). If you were looking to upload a mod for it you could try a SELECT patch: [SELECT_ITEM:ITEM_WEAPON_HALBERD] and [SKILL:SPEAR] below it. The patch could then be loaded after this mod and make the skill change without overwriting anything else.
BlackCockDown Jul 12 @ 8:04am 
If you were to change the skill of the halberd to SPEAR instead of AXE, technically it will not affect any of the changes you made to its attacks, right? If it only affects the training of the dwarves could I request that change? That way, it'd pair better with Armed Dwarves in that you won't have woodcutters totting platinum halberds, as awesome as it sounds. I am aware this isn't really in the scope of the mod but I see no real way to do this that would be compatible with your mod.
Digganob Jul 4 @ 10:54am 
Yep. Mostly I think it's the fact that there are no weakspots. If someone is fully armored in candy, there's no way to hurt them with an edged weapon. Excepting may some facial extremities, if I remember correctly.
lmlsna  [author] Jul 4 @ 10:35am 
@Digganob Agreed, there needs to be more of a range in what happens when a weapon strikes armor. It's currently very hard to avoid a binary with weapons and armor where the armor either makes you invincible or is useless. The vast majority of interactions should fall somewhere in between, even where varied materials are concerned like steel vs bronze.
Digganob Jul 4 @ 10:02am 
Thank you. I thought that'd be the case, but was worth asking about. It would make sense that blunt weapons should be significantly more lethal. I hope armor will be made more nuanced, in the future, in matters of stopping penetration and cushioning attacks.
lmlsna  [author] Jul 4 @ 6:58am 
@Digganob Blunt weapons here are significantly stronger than they were in vanilla, this is because I found they were quite ineffective and took ridiculous amounts of time to kill things given that they're supposed to be weapons. Fights between blunt users were often won by the first one to stop using their weapon and use biting instead (despite having 0 biting skill). Slashing and piercing attacks have intrinsic advantages to them and scale sharply with both weapon quality and by using superior materials, while blunt weapons get no benefit from weapon quality and virtually no benefit from material (the higher your material density, the less additional material density matters in increasing attack momentum). As it is now in the mod, my data tells me that blunt weapons are right around where they should be. As for the sword hilt attack, it has more momentum than a stab but it also has a slower attack speed and lacks the intrinsic advantages of an edged attack.
Digganob Jul 3 @ 7:33pm 
A friend of mine says that blunt weapons are overpowered in this mod. That "a sword hilt attack is more powerful than a stab," and whatnot. I haven't seen it myself, but are blunt attacks well-balanced here? Were they made very differently from vanilla?
eqN Jul 2 @ 6:36am 
Just wanna say... My God is this mod amazing. Awesome stuff.
XZSteel Jul 1 @ 7:02am 
@Imlsna well.. I reinstalled game and mods and its helps. How da hell it works like that
lmlsna  [author] Jul 1 @ 6:10am 
@XZSteel The two mods have nothing to do with each other, conflict between them isn't possible. And I've used them together since the update without any such issue. The issue you're describing is what happens when ranged weapons don't have the new ranged weapon tokens applied to them, it's what I observed before updating the mod to utilize them. When you look in Dwarf Fortress > Data > Installed Mods, is Vanilla Weapon Overhaul (15) in there? Vanilla Weapon Overhaul (13) or earlier would lack the new ranged weapon tokens. Try clearing out the aforementioned folder as well as the Dwarf Fortress > Mods folder to clear out any old mod versions and verify integrity of game files using Steam.
XZSteel Jul 1 @ 5:41am 
@Imlsna I've been playing around with worldgen a bit with different mods and it seems like Vanilla Weapon Overhaul (v3.4) somehow conflicts with Skilled Animals n Megabeasts 1.3, so archers/hunters pretend to shoot but their ammo just disappears.
Duckling Jun 30 @ 7:22am 
That is quite funny to imagine! But as long as it is up to scale with melee combat (1 swing every 4 minutes? XD), it makes sense. The faster shoot rate does seem balanced out by a seemingly reduced accuracy, at least by low skilled dwarves
Thank you so much for your mods by the way! I use a few of them :) cheers
lmlsna  [author] Jun 29 @ 9:19am 
@Duckling The funny part is that that's what them taking at least 8 minutes per shot looks like, due to the timescale that fortress mode uses. The fire rates make more sense in the adventure mode timescale.
Duckling Jun 28 @ 9:59am 
@XZSteel, it should work by updating! Did for me.
It feels a bit like a dwarven assault rifle right now, though? They seem to fire so much faster than before ! But these are the vanilla values
XZSteel Jun 28 @ 4:13am 
@Imlsna can you look at my reddot post in helping thread pls? Mb you know what is going on
lmlsna  [author] Jun 26 @ 12:23pm 
Updated for the vanilla ranged weapon changes. The Ava's and FFF patches will need similar updates, expect those in the coming days.
Moonwarden64 Jun 22 @ 5:54pm 
I think I remember one older 12bay thread that did some tests with a bronze colossus that reached the conclusion of smth like If an attack generated 60000 momentum it would be enough to knock away a dwarf by one tile if it hits the head, upper or lower torso and every extra 60k would be one extra tile up to the max of 15 I believe. But I think the site still undergoing maintenance so I can't check it
Moonwarden64 Jun 22 @ 5:47pm 
The axe lord was managing to propel goblins away on their first strike, smth like "...tears the muscle, shaters some ribs and tears the lung..." followed by the propelled away message and they also managed to propel one away with a pommel strike, but I don't remember if they were already prone on that one
lmlsna  [author] Jun 22 @ 5:25pm 
@Moonwarden64 I'm not sure what exactly the logic is for creatures being propelled away by attacks, it's not something I've done testing for and I haven't seen detailed information about it online. I'd speculate that it's based on attack momentum vs the target's mass. If that's the case, you'd be more likely to see it against small and prone enemies, since attacks against prone enemies get x2 momentum. The most important factors for attack momentum are creature size, strength, weapon skill, and the attack's velocity multiplier. So in theory the Maul should be most likely to propel away something, other factors being equal. But maybe the Great Axe is lowering its target's mass by severing body parts and that makes it more likely to propel them?
Moonwarden64 Jun 22 @ 4:23pm 
oop, scratch a little of that the maul one just propelled a goblin away after hitting the lower torso of a prone goblin
Moonwarden64 Jun 22 @ 4:20pm 
Like I have an axe lord minotaur with a great axe (FFF mod), hammer lord one with a war hammer and another one with a maul, all 3 with "unbelievably strong" strenght but only the axe lord attacks are actually able to propel away a goblin or similar creature
Moonwarden64 Jun 22 @ 4:14pm 
Hey Imlsna, since you made this mod would you happen to know somewhat what's the major factors responsible for "... is propelled away by the force of the blow" events? Like, do attack stats like "contact area", "penetration area" and velocity matter as much as the strenght and size difference between attacker and attacked?
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