Mods / Swordz

Tags: #Utility #Weapons
Author: Zolgrim
Side: Both
Created: Nov 16th 2023 at 10:48 PM
Last modified: Jun 16th at 5:50 AM
Downloads: 44191
Follow Unfollow 374

Recommended download (for Vintage Story 1.20.12):
Swordz 1.1.12.zip  1-click install


This mod adds new variants of swords as well as other weapons.

Current Version : 1.1.12

Development is paused, possibly indefenitely; The next step I want to take the mod requires C# knowledge I don't have, if you want to help, let me know.

Swordz adds the following :

 

Axes

Bearded Axes : Bismuth Bronze / Tin Bronze / Iron / Meteoric / Steel

  • +1 Tier and confers higher damage than the standard axe, as well as having higher durability, however chops wood slower.
    • Xskills : Tool Mastery

Dane Axe : Iron / Meteoric / Steel

  • Very good at chopping trees, good damage output
    • Xskills : Tool Mastery
Knives

Seax : A large knife meant for self-defense and utility : Copper / Tin & Bismuth / Iron / Meteoric / Steel

  • Costs a (smithed) Ingot , stick & twine
  • Shorter range than the shortsword, lower damage than the shortsword, cheaper
  • Can be used to butcher and gather cattail roots and grass and for recipes.
    • Xskills : Tool Mastery (Knife)

Stiletto : Copper / Tin / Bismuth / Black / Iron / Meteoric / Steel

  • A small flimsy specialized dagger, it's got low durability, fairly low damage but very high tier; meaning it's excellent at penetrating the weakspots in armour! (Need feedback , it's supposed to be a high risk/high reward for PVP scenarios.)
    • Xkills : Swordsman
Polearms & Spears : Xskills = Spearman

Bec de corbin : Iron / Meteoric / Steel

  • Polearm, Mediocre durability, 3m range, Mid-High damage

Boar Spear : Iron / Meteoric / Steel

  • Polearm, at a whopping 3.8m range this spear allows you to poke most things with relative impunity. (Medium-low damage)

Halberd : Iron/Meteoric/Steel - Sister weapon to the pollaxe

Naginata : Iron/Meteoric/Steel - Off by default

Pollaxe : Iron/Meteoric/Steel - Sister weapon to the halberd

Ranseur : Iron / Meteoric / Steel

  • The ranseur offers a more damaging 'spear' at the cost of throwing ability.

Voulge : Iron / Meteoric / Steel

  • Polearm, Medium-low durability, 2.8m range, Mid-High damage

Warscythe : Copper / Tin / Bismuth / Black / Iron / Meteoric / Steel

  • Makeshift polearm made out of a farmer's tool, middling damage, terrible for pvp
Swords : Xskills = Swordsman*

Arming Swords : Tin Bronze / Iron / Meteoric / Steel

  • A more expensive and elegant option compared to the falx, offers slightly higher durability and attack power.

Gladius : Iron

  • Good Damage, Good Tier, Slightly more expensive than a falx.

Khopesh : Copper/Bronze - Off by default

Kilij: When a sabre just won't do : Iron / Meteoric / Steel

  • Slightly shorter range (2.3m) and less durability, but higher damage option to the sabre.

Longsword : Iron / Meteoric / Steel

  • The longsword, the bigger brother to the arming sword and the smaller cousin of the zwei. These fill a niche in between offering longer range, higher damage and a durability somewhere between. They also look nice.

Rapiers :

  • Three variants of these , "Rapier" , "Colichemarde" & "Smallsword". All of these are slightly different , with Rapiers having the largest reach and damage and being the most expensive.

Sabre : You hear about those warriors? They had curved swords! : Iron / Meteoric / Steel

  • More expensive but more damaging sword, slightly more fragile than the falx however.

Shamshir : A really rather curved sword. : Iron / Meteoric / Steel / Stainless / Mithril / Adamant / Orichalcum / Aithril

Shortswords : Copper / Tin & Bismuth Bronze / Iron / Meteoric / Steel

  • Costs a (smithed) Ingot, Stick, Leather
  • Can be used to butcher but unable to be used for crafting recipes as it's too unwieldy.
  • (Tries to) Follows a "scale" using the blackguard shortsword as the baseline compared to falxes.
    • *Xskills : Tool Mastery as it's a "knife"

Spatha : Steel

  • Good Damage, Good Tier, Slightly more expensive than a falx.

Zweihander : Iron / Meteoric / Steel

  • Costs two smithed ingots for the blade, then a stick , the blade and two leather
  • Long range,-1 tier but High damage, low durability
 
Other Weapons : Maces/Warpicks/Warhammers

Nadziak : Tin+Bismuth+Black Bronze/Iron/Meteoric/Steel

  • A warpick that can be used as a propick
  • Has +2 tier but confers lower damage and range compared to other options.
  • Has better durability than the standard propick at a slightly increased cost and slower mining speed.
    • Xskills : Tool Mastery

Padded Cudgel : A less than lethal option for giving someone or something a good whack.

Pernach : Lead / Copper / Tin+Bismuth+Black Bronzes / Iron / Meteoric / Steel

  • A mace with high durability and +1 tier, mediocre damage output.
    • Lead offers a very low tier and durability but confers a very high damage option.
    • Xskills : Swordsman

Pila : Iron / Meteoric / Steel

  • They're finally here, a stacking javelin option! Smithing pilum heads nets two, these throwing spears have a small amount of durability and can be used for close quarters defense in a pinch or stack up to 5x in a bag. (Throwing has a chance to break, it will not use up durability)
    • Xskills : Spearman

Warhammer : Bronze+

  • A decent alternative for nadziak in a pvp environment, not as high tier (+1 vs +2) but has a higher range (2m) and has a higher damage.
    • Xskills : Swordsman
Misc Items

Arrows : Obsidian , Stainless Steel, Titanium, and fantasy arrows. (Also are stackable up to 161 arrows per stack)

Arrow Basket : Made out of reeds or iron, a functional decoration.

Arrowhead Molds

  • Need a bunch of cheap , mass produced arrowheads? These molds will allow you to cast 6 or 9 at a time.
    • these molds only help speed up casting copper/bronze etc. arrowheads, they don't give a discount to material cost.

Basket hilt : A hilt made out of brass. ( Needs to be smithed and is currently only for rapiers. )

Bombs : Off by default (check config to turn on)

  • Think the ore bomb is as effective as a wet fart? If the config is turned on, it adds a "big" bomb and a "large" bomb, both of which are extremely effective at blasting away stone, be warned however as they are both very expensive and have a very large potential for being used maliciously.

Excavator : Steel+

  • Want a bigger shovel, then choose the excavator, this bad boy digs a 2x3 in front of you and is quite fast at it to boot.
    • Xskills : Tool Mastery

Hafts : Copper / Tin+Bismuth+Black Bronzes / Iron / Meteoric / Steel / Stainless / Titanium + Spoiler Metals

  • Use different metal hafts to increase the amount of durability a weapon or tool has! (WIP)
    • Currently only Pernachs

Khopesh Mold

Manganese Powder (don't get wet!)

  • Manganese powder is needed to make stainless steel and titanium, you get it by crushing rhodochrosite ore. (Currently hammer + ore in grid)
    • WIP to make it pulverized

Metals! : Stainless Steel , Titanium and others. (WIP on adding Weapons)

  • Stainless Steel : T6 : 
  • Titanium : T7 :
Spoiler Metals : You'll need a titanium pickaxe to start mining these.

Mithril : T8 |
Adamant :T9 |
Orichalcum : T10 |
Aithril : T10 |

Macuahuitls : 4 different types, all made from obsidian and sticks.

Mattocks : Combo tools of Pick + Shovel or Axe + Shovel

 

Prepared Ingots : Stainless Steel , Titanium + Spoiler Metals

  • All prepared ingots will require ingot molds (single use) , nuggets of the respective metal, varying amounts of lime and depending which ingot you're trying to make, manganese and chromite powder.
    • All prepared ingots are to be put into the cementary to turn them into a usable metal!

Quivers :

  • Need a place to put your arrows or pila? These are made out of leather primarily with some thread & cloth, or a sewing kit.

Sledgehammer : Iron+

  • A new tool that serves as a weapon as well, these can mine a 3x3. These will require two ingots.
    • Xskills : Tool Mastery

Sterilized Bandage : Replaces the degradation of the alcohol soaked, +5HP

Sword Barrel : Want a barrel filled with swords for that blacksmith look , but also be functional?

Tunneler : Steel+

  • A new pickaxe that digs a 1x2, requires a metal haft.
    • Xskills : Tool Mastery

Training Dummies : When you really need to smack something, or just want a decoration.

Whetstone : Suevite / Sandstone / Granite

  • Used as a crafting material for the 'expensive' items
  • WIP : Used to sharpen a blade from a blank , add functionality to restore a tool's durability by a small amount, add different variants.

Mod Conflicts :

  1. Extended Crafts - Patches Titanium and can cause issues.
  2. Likely any other mod that attempts to add new metals.

To Do :

  1. Spear / Polearms : Guisarme, Partisan, Goedendag
  2. Knives : Baselard, Karambit (very unlikely)
  3. Ranged : Cross-Sling , rock shooting cbow?
  4. Lantern-shield , Low durability but has a built in lightsource
  5. Better Models
  6. Better Animations
  7. Touch up mithril/adamant/orichal textures for ingots/plates
  8. Better textures (lol, lmao even)
  9. All things aithril need revising on stats
  10. Fix shovel heads, using stone head shape not metal
  11. Make manganese pulverized, not gridded
  12. Add Plumbata : War Darts , Low damage but can make a good few at once
  13. Add a sword sheathe, 4-6 slot generic backpack
  14. Epsilon axes , a castable bronze age battle-axe
  15. Like the "triangular blade" , make a "curved blade" for the sabre, kilij and shamshir. Should make some things easier and less complicated.

 

 

Credits :

  1. "Zolgrim" / "Zflocco" : The original creator of the mod.
  2. "Meep9834" / Meep : Tunneler/Excavator code as well as numerous other contributions.

 

Thanks to :

  1. "CaptainOats" / "Oats" : For numerous contributions.
  2. "Severed Skullz" : Helping fix Meteorites
  3. "Roach" : Helping fix a longstanding issue
  4. "xXx_Ape_xXX": Help with some chest stuffs

 

Translation Credits :

  • "Veir" : Polski Tłumaczenie 1.1.7
  • Русский перевод 1.1.8 за авторством "IFlyingTea"

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.1.12 1604 Jun 16th at 5:50 AM Swordz 1.1.12.zip 1-click install

1.1.12 : 1.20.#

Added :

  • Dane Axes : Finally got around to finalizing these , they've been "WIP" for faaar too long. Their damage values might need to buffed or nerfed currently unknown, made them good at chopping wood but bad at branches and plants.
  • Stackable Arrows , All arrows added by this mod can be stacked now , none of the vanilla arrows are stackable via this mod at this moment. (Stacks to x161)
  • Arrow Baskets : Made out of wicker (reeds) and iron , stores 4-8 stacks of arrows (anything) and looks the part.
    • Thank you 'Freakyuser396' and 'xXx_Ape_xXx' for your help on this, I had a strange amount of difficulty with this.
  • Sword Barrel : A barrel filled with swords! A functional decorative 'chest' for that "blacksmithy" look.
  • Rapiers : There are three variants , "Rapier" , "Colichemarde" and "Smallsword" , functionally they're relatively the same aside from a minor reach difference , I need feedback on the stats for the metals past steel, are they too powerful, good, etc; I think I've balanced them well enough.
    • All three use the same base blade , "Triangular" , with them being slightly more expensive the larger they are , Rapiers are the most expensive and have the longest reach of the three with the rapier needing a new item to be smithed,
      the "basket hilt". This is at the moment the only sword that need this but I might add more to use it.
  • Shamshir : They came from hammerfell and had CURVED SWORDS! Yet another Middle-eastern curved sword , this one has a pretty large amount of curvature and the same range as the sabre.

Changed :

  • Modinfo.json , hopefully this doesn't act weird and kick out errors, changed it to be more inline with some changes done on the Mod DB
  • Macuahuitls :
    • Rios - TP Hand transform , model , hit animation , Ground Storage Transform
    • Ixtlilxochitl - ground storage transform , TP hand transform
    • Madrid - Effectively new model , ground storage transform
    • Tudela - elongated the handle , ground storage transform

Fixed :

  • Quivers have been craftable for ages, I just never bothered on fixing the handbook entry, that is now fixed, I also made the recipe for exclusive for tailor class cheaper.
1.1.11 1229 Jun 4th at 5:14 PM Swordz 1.1.11.zip 1-click install

1.1.11 : 1.20.#

Fixed :

  • Mattocks Bronze had a lack of names, I was distracted when I was trying to push out the update and forgor.
  • Ground storage transforms for a variety of tools and weapons : Khopesh, Sledgehammer, Mattocks, pollaxes, Halberds , Atgeirs, few others; I think I got the majority that looked weird and were floating or clipping.

Added :

  • Mithril Blooms can now be put on the ground.
  • Macuahuitls (All are needing work for models and stats) , there's a lot to unpack here , I added four different models based on various codices, their names are referring to which codex they originate from. 
    • The Madrid macuahuitl is too small of a model , it's also one of the last examples we had of a proper macuahuitl. The museum it was in had burnt down but before it had done so , an artist sketched the thing with a suit of what I believe to be Gosuku armour. Going off the sketch, the overall size , the handle and blade length puts it somewhere in the size range of a greatsword. The handle by my guess is somewhere around 1 1/2 to 2 feet long. The blade itself is quite large as well , with it going out of frame, using the torso for reference I'm guessing the blade is circa 5 feet long.
      • TLDR : I need to redo the madrid macuahuitl, it's based on a real example we have proof of, it's too small.
    • The Rios Macuahuitl , This might've been more ceremonial than a weapon. The Rios Codex shows a man with a feathered two-handed "macuahuitl" with what I presume is a feathered decoration and obsidian blades on a short head.
    • The Ixtlilxochitl Macuahuitl : This particular one is show with a pommel with a hole in it (presumably to be hung) as well as a wrapped handle and a fairly thin haft with obsidian blades slightly spaced apart. This parciular macuahuitl due to it's thing size was probably rather easy to handle and light, but likely rather fragile.
    • Tudela : Name it this because I like the name better but it's really a weird mish-mosh of the Florentine Codex, Tudela Codex and "Duran's History of the Indies of New Spain".
    • All in all , I'm not too happy how they look and I want to spruce up all of them.
    • Also , they all act as oars, might change that later.
  • Arrows : Obsidian (knapped) : these are prone to breaking but very high damage for what they are ; Stainless Steel , Titanium & Fantasy Arrows

Changed : 

  • Mithril Scale Mail & Aithril Meteorite textures , both have been darkened.
1.1.10 1100 May 18th at 3:02 PM Swordz 1.1.10.zip 1-click install

1.1.10 : 1.20.#

Added :

  • Cutter Mattocks : Combination of an axe with a shovel functionally while being less effective than either individually, stats are likely to be tweaked as it might be too powerful as is, it's not meant to supplant either tool but be a choice between taking either BETTER tool, or save an inventory spot for long treks; or maybe if you don't have much metal to spare. (Available in the majority of metals)
  • Pick Mattocks : Combination of a Pickaxe with a Shovel , Less effective than either. Ice & Ceramic stats might need to be nerfed but didn't test extensively, unless you're in the northern climes it should be moot and I rather doubt there's much in the way of ceramic in most cases.

Fixed :

  • Bearded Axes chop wood again
  • Didn't test it but Aithril meteorites should maybe now not spawn for those that disabled it.

Changed :

  • Aithril is now needing Orichal anvils, as it was Aithril was meant to be a bit of a side-grade to orichal. I'll need to think on how to rebalance stats accordingly for tools & weapons as the stat bloat is really quite high for the fantasy stuffs.
  • Pickaxe animation to be more in-line with vanilla's.
  • Axes to be more in-line with vanilla's.
  • Shovel's Gravel & Snow speed, some of them didn't make sense / were lower than they should've.

Removed :

  • Bunch of old stuff involving Aithril, I left ore generation as a thing for those who might've wanted to still use that in older versions but I'm removing it for this version and future ones, aithril is meteor only.
1.1.9 1547 Apr 23rd at 1:46 PM Swordz 1.1.9.zip 1-click install

1.1.9 - 1.20.#

Fixed:

  • Aithril meteors are now spawning properly in the new game version.
  • Leather in recipes are changed to suit the new naming conventions so everythings craftable in the new game version.
  • 'Class: "ItemSword" ' was causing errors so has been removed.
  • Seax now does damage again.
  • Weapon attacks are tied to the animation speeds so you can't spam click attacks anymore.
  • Big bertha now has a shape and texture again.

 

Notes:

  • Fixing things that were already broken in previous mod versions or were broken by the 1.20 game update.
1.1.8
1.19.7 - 1.19.8
17019 Jul 3rd 2024 at 8:59 AM Swordz 1.1.8.zip 1-click install

1.1.8
Added :

  • Русский перевод 1.1.8 за авторством IFlyingTea
  • Iron Excavator and Tunneler variants, they'll need an update to disabler and stat balancing.
  • Bits can be bloomed now for Steel, Stainless Steel , Titanium and Fantasy metals, this however is off by default and not really intended, it's there as an option.
  • Bits can be recycled back into prepared ingots to be re-cementaried to be reused.

Fixed :

  • Aithril meteors are now a thing proper , disabled the ore spawning (it'll still exist, nothing bad should happen to worlds), Aithril Meteors will be fairly rare (about half as common as meteoric iron)
  • Naginata being enabled shouldn't pop out an error now, maybe, should also be craftable now.
  • Longstanding issue with blades losing their Xskills quality , likely missed a few, report which.


Adjusted :

  • Aithril meteors require Adamant picks to mine.
  • Sledgehammer now drops about 70% less stone , Excavator now drops about 30% less stuff.
  • Zweihander's JSON : "Blade" variant changed to "sharpness" to match variant wording with the rest of the swords.
  • Cleavers : Old cleavers will be broken but the new ones can now execute gen 3+ animals as intended.
  • Knives : As per above with cleavers, they'll be broken but new ones should be good for intended purposes.
  • Knives : Decreased damage from titanium upwards
1.1.7 5807 May 6th 2024 at 11:36 PM Swordz 1.1.7.zip 1-click install

1.1.7 - The Great Disabling

Added :

  • Polski Tłumaczenie 1.1.7 : Kredyty dla "Veir"
  • Khopesh : Ancient design from an ancient kingdom, only available in copper and bronze. (Off by default)
  • Khopesh Mold (Off by default)
  • Arrowhead Molds : Small = 6 Arrowheads costs 1 ingot , Large = 9 Arrowheads costs 1.5 Ingots
  • Naginata : A moderate reach polearm with good damage. (disabled by default)
  • Pollaxe & Halberd : Fairly similar polearms both of which are quite effective with decent range and damage.
  • Configs to disable new armours : Fantasy / Titanium / Stainless
  • Configs to disable tools : Excavator, Tunneler & Sledgehammer

Adjusted :

  • Disabling fantasy does a bit more.
  • Sledgehammer's ability to mine materials other than stone.
  • Voulge's Model
  • Sledge range 2.25>2m

Fixed :

  • Lang files merged
  • New metal axes now have crafting.
  • ModId : "Swordz" > "swordz"
  • Sledge can now only mine stone in a 3x3, can still mine ore & dirt directly, this fixed the issue where the sledge was mining translocators.
  • Scales : Stainless/Titanium/Fantasy should be craftable now
  • Shortswords : Do damage again.
1.1.6 5185 Mar 9th 2024 at 4:31 AM Swordz 1.1.6.zip 1-click install

Adjusted :

  • Stainless Steel prepared ingot grid recipes, (no longer requires steel ingot)
  • Renamed "Chromite & Manganese Coated Steel Ingot" to "Prepared Stainless Steel Ingot" , please note that any existing "Chromite &
    • Manganese Coated Steel Ingot"s will 404 and stop working
  • A few textures, mostly fantasy metals.
  • Removed a few old files
  • Some parts of tools and weapons
  • Padded Cudgel range 1.5>2m
  • Gave whetstones a stack size of 8, up from 1
    • Whetstones can now be stacked like ingots, also shelvable and display caseable now as well!
  • Arming sword range 2.8>2.5m , Model's Blade reduced in length
  • Kilij damage increase by 0.3 across the board.
  • Sabre range 2.5>2.4m (reduced by 0.1m) , Damage increase by 0.3 across the board.
  • Arming Sword Recipe - Smaller


Added

  • Big bomb, Large bomb, Giant bomb and Big Bertha - The big and Large bombs have recipes (disabled by default, enable on servers at your own risk of griefing!) , Big bertha is admin only, WARNING : this has a large blast radius and will cause lag and might crash the game/server.
  • Mod config (Thanks CaptainOats) , Titanium, Stainless and Fantasy are all toggleable now, want the stainless steel but not titanium or fantasy metals? That's now possible.
    • Please note for the fantasy metals, this won't remove any previously generated ores, ATM the config is mostly just preventing them spawning in new chunks (Also disables anvils).
  • Armours! Plate, Scale, Brig, Chain for all 6 new metals.
  • Tunneler : A new pickaxe that digs a 1x2 (Mines the block below where you're looking) , these require metal hafts and come with less durability and mining speed compared to standard picks. (Requires steel or better haft.)
  • Atgeirs : An olde viking polearm, sometimes called a mail-piercer.
  • Prepared ingots for Mithril, Adamant and Orichal, with this addition I've removed the ability of blooming adamant and orichal, they now have to be cementaried.
  • Sterilized Bandage! Restores 5hp and replaces the "clean bandage" degradation from the alcohol soaked. (Config to disable if you prefer the vanilla)
  • Pila! A stackable javelin and can be shoved into a quiver! You can make two heads per ingot. (Need to balance damage & break chance)
  • Quivers! Need a place to put your arrows or pila, now you can have a full 10 slot quiver specifically for ammo!
  • Longswords! When an arming sword is just too short and a zwei is just too large.
  • Training Dummies! These offer a higher HP (300hp vs Straw Dummy 100) target practice dummy or can just be used as a decoration for a barracks/training ground.
  • Sledgehammers : These are a slow but trusty dusty weapon & tool, these mine a 3x3 have a 2.2m range and cannot dig Gravel, Sand, Snow or Soil.
  • Excavator : These are a tool that gives you a 2x3 digging pattern. These can only dig : Soil/Dirt, Sand, Gravel & Snow. (Many thanks and credits to 'Meep9834')
  • Warhammers : These are comparable to Nadziak, they're +1 tier off their base metal so good for pvp, and have higher damage than nadziak.

 

Fixed :

  • Redid saws, previous ones will be broken 404 (Apologies) but should now work with all standard saw recipes and should be more mod friendly.
  • Redid hammers , previous ones will be broken, should now work for various recipes.
  • Shears/Scythe name
  • New Axes had an oversight, namely durability
  • The new metals should now require a temperature to actually be worked.

Todo :

  • Get feedback and adjust atgeir, pila stats, sabre, kilij, longsword , tunneler, sledge, excavator stats
  • Touch up mithril/adamant/orichal textures for ingots/plates
  • Aithril ore textures need redoing, all things aithril need revising on stats
  • Fix shovel heads, using stone head shape not metal
1.1.5 1654 Feb 23rd 2024 at 4:06 PM Swordz 1.1.5.zip 1-click install

1.1.5

Added

  • Integrated Medvhe's changes on the two animations, Zweiswing and Polearm (should fix some animations)
  • New Zweihander Variants , I've overhauled the zweihander to now be like the other blades with differing sharpnesses, please note this will break any existing zweihanders. Also note that Gold & Silver crossguarded Zweis can only accept Sharp & Honed blades.
  • Sabres! Sabres have a range of 2.5m and are excellent at cutting exposed flesh, they're not so great against armoured targets however!
  • Kilij! Kilij are a shorter (2.3m) range and slightly more fragile sabre that have a harsher curve and pack a slightly harder punch.
  • Boar spears! At a pretty lengthy reach of 3.8m these spears allow you to hit soft-bodied targets with relative impunity. (Lower damage/Durability than ranseur)
  • Voulges! (Model might change later) A polearm that confers good damage at a moderate range.
  • Dane Axe placeholder, model needs to be worked on, currently only obtainable through creative.
  • NEW METALS! Three New Fantasy Metals as well as craftable Titanium AND Stainless Steel!
    • The new metals will be fairly rare and require titanium to be able to start mining them.
      • Knives, Pickaxes, Prospecting Picks for the five new metals (will make a new model later)
      • Axes, Chisels, Cleavers, Hammers, Hoe, Padlocks, Saws, Scythes, Shears, Shovels, Wrench

Adjusted

  • Bearded axe uses zweiswing not axechop (Medvhe)
  • Padded club's attack animation is now falx, not breaktool (Medvhe)
  • Shortswords damage -1 on all (Medvhe)
  • Nadziak uses falx anim now (Medvhe)
  • Nadziak Damage Slightly increased , BBronze : 2>2.5 , TBronze : 2.25>2.75 , BLBronze : 2.5>3 , Iron : 2.75>3.25 , MIron : 3>3.5 , Steel : 3.5>4
    • This makes the Nadziak slightly more damaging on soft targets, the nadziak has a higher tier however and is meant to be more effective against armoured targets.
  • Toolrack positions for : Arming sword, Ranseur, Bec, Warscythe
  • Warscythe ranged increased from 2.5>2.8m

Fixed

  • Oversight on bearded axe not taking damage when used for chopping wood. (Medvhe)

Notes & Issues

  • There are no new weapons OR armours under the new metals, it's strictly tools at the moment. I'm leaving this for a future update (plus I need to think on balancing)
  • This update will very likely clash with certain mods, if you have a mod conflict, let me know so I can make a list!
  • I need to implement an option to turn off the <spoiler> metals.
    • Please note that if you remove the mod if you use this current version it *MIGHT make the world unplayable. (I had weird issues in testing, need to test further/get feedback)
  • As per above, zweihanders are reworked and any old ones will 404 it's model/texture, I apologize for this but c'est la vie. (This is an important note for server admins)
    • Seax, Shortsword and Axes *might* get reworked to have Blunt/Dull/Sharp/Honed blades as well, this update was already taking too long so I didn't do such with them, please make a note of this as any/all of these three might need replacing like zweis.
  • Stainless steel will require pulverized chromite, an ingot mold, lime,a steel ingot, and "manganese powder" (new item) that is crushed rhodochrosite with a STEEL hammer in the grid, I'll be making this a pulverized item as well, I was having issues with the JSON patch however so the current recipe is a temporary one, this makes a "coated steel ingot" which you put into the cementary to make stainless steel.
  • Titanium Ingots require : Manganese powder, Lime, Ingot Mold and 20 ilmenite nuggets, this makes a "prepared titanium" ingot which is put into the cementary.
    • If we ever get a blast furnace, the above two will be using those
  • Fantasy Ores : All three currently are bloomed, this will be changed in the future, as per above, time constraints.
  • New shovel heads are using the stone model, tried to fix will do so later
  • Some of the textures for the new metals/ores need to be changed in a future update.
  • As I've integrated many of the things that "Medvhe" did with the unofficial 1.19.3 patch, this should work with 1.19.X+

PLEASE let me know of any issues, this update is changing and adding a lot of things, bugs are to be expected.

1.1.4 3745 Dec 13th 2023 at 2:23 PM Swordz 1.1.4.zip 1-click install

1.1.4

Please note that arming swords will break from previous versions.

Added :

  • Padded Cudgel : A (nearly) non-lethal weapon for giving animals or people a good whack without doing them harm.
  • Ranseur : An Iron/Meteoric/Steel option for a spear (minus throwing), confers higher damage, decent durability and 3.5m range.

Fixed :

  • Gladius : Descriptor, Thing with the blade

Adjusted :

  • Arming Sword : Reworked how they were implemented, Please note before updating that any old arming swords will be broken.
  • Bec de corbin : Tiers : Iron (Meteoric) 4>5 , Steel 5>6 ; Toolracktransform
  • Bearded Axe : Model, Range : 2.5>1.8, All damage upped by 0.2 ; Toolracktransform
  • Nadziak : Range 1.2>1.6
  • Pernach : Model , Attack Range 1.5>2.0 ; Toolracktransform
  • Stiletto : Range 1>1.4 , Damage on all variants upped by 0.2 damage
  • Shortsword : Toolracktransform
  • Gladius : Toolracktransform;
    • Attack :
      Blunt : 1.75>2
      Dull : 3.5>3.8
      Sharp : 4.5>5
      Honed : 5.5>5.3
    • Durability :
      Sharp : 1125>1000
      Honed : 1500>1250
      Range : 2.5>2.6
  • Spatha : Toolracktransform;
    • Attack :
      Blunt : 2>2.3
      Dull : 4>4.8
      Sharp : 5>5.3
      Honed : 6>5.6
    • Durability :
      Sharp : 1875>2200
      Range: 2.8>2.7
  • Warscythe : Toolracktransform
  • Zwei : Ground storage transform
1.1.3 900 Dec 4th 2023 at 12:05 PM Swordz 1.1.3.zip 1-click install

Adjusted :

  • Handbook entry slightly
  • Slight change to stiletto model
  • Quite a few changes to the arming sword model
  • File structure some more.

Added :

  • Xskills Compatibility for :
    • Swordsman : Arming Sword, Gladius, Pernach, Spatha, Stiletto, Zwei,
    • Tool Mastery : Bearded axe, Nadziak, Seax, Shortsword
    • Spearman : Bec de corbin , Warscythe
  • New model for shortsword, a messer
1.1.2 462 Dec 1st 2023 at 8:55 AM Swordz 1.1.2.zip 1-click install

One of the larger updates so far.
Added:

  • New Polearm Animation; Applied to : Bec de corbin & Warscythe (Needs polish)
  • Spatha & Gladius , Spatha is steel only, Gladius iron only, both require whetstones and have four different blades that can be upgraded.
  • WIP Handbook Entry

Adjusted :

  • Seax & Shortsword now require one of the three whetstones to grid craft.
  • Stiletto rack transform.
  • Internal file structure slightly, getting a bit messy with the frequent additions.
1.1.1 424 Nov 28th 2023 at 9:39 AM Swordz 1.1.1.zip 1-click install
  • Fixed : Bec grid crafting recipe
  • Adjusted : Whetstone ground transform, Pernach Model
  • Added : Zwei Gold & Silver Pommel/Crossguard Variants, Stiletto
1.1.0 415 Nov 26th 2023 at 4:25 AM Swordz 1.1.0.zip 1-click install
  • Fixed : Bec smithing recipe
  • Added : Warscythe & respective recipe
1.0.9 321 Nov 25th 2023 at 1:32 AM Swordz 1.0.9.zip 1-click install
  • Fixed Pernach recipes
  • Added Bec de corbin, Granite whetstone - Enabled, still no use
  • Seax Crafting - Fixed rawhide mantle crashing.
  • Whetstone recipe shouled be fixed and no longer clash with polished slabs.
  • Adjusted nadziak transforms a bit
1.0.8 266 Nov 24th 2023 at 7:40 AM Swordz 1.0.8.zip 1-click install
  • Extended ricasso of zwei
  • Added : Pernach & metal hafts (fix pernachs being unrackable. Bronze mostly can't be crafted with hafts (inconsistent))
    Might have a "fix" and an overhaul for pernachs and variants therein, will try in a future version
  • Re-added : Meteoric Iron Shortsword
1.0.7 429 Nov 20th 2023 at 4:23 PM Swordz 1.0.7.zip 1-click install
  • Fixed some issues, mostly seax recipes
  • Added Nadziak (War pick) , Acts as a propick with higher damage tier as it's armour piercing, but low damage.
1.0.6 252 Nov 19th 2023 at 3:44 AM Swordz 1.0.6.zip 1-click install
  • Updated zwei model slightly, Bearded smithing recipe/Gui
  • Granite whetstone (unused atm)
  • Seax as Knife recipes
1.0.5 285 Nov 17th 2023 at 11:34 AM Swordz 1.0.5.zip 1-click install
  1. repositioned Zweihander Blade & crossguard
  2. Gave seax & shortswords differing plant gather speeds (shortswords are worse)
  3. fixed meteoric seax & zwei having tier 0
  4. new Zwei model
  5. added Arming Swords and Bearded axes, (Bearded axes are more durable & have higher damage and tier, but are worse at harvesting wood.)
1.0.4 265 Nov 16th 2023 at 10:49 PM Swordz 1.0.4.zip 1-click install

Initial release.

0.0.0 186 Feb 18th 2024 at 2:10 AM Swordz_1.19.3_Unoff.zip

Officially unofficial update, none of the changes were done by me some of these changes might or might not be in future updates.

Credits to : Medvhe

Fixed:

  • All looping animations (Zwei, Polehammer, Nadziak, etc.)
  • Bearded axe not taking damage when breaking wood.
  • Typo of the Padded club from Sword, to sword in tool, fixing its animations.

Adjusted:

  • Bearded axe uses zweiswing animation instead of axechop.
  • Padded club uses the falx anim now instead of breaktool. (no longer loops)
  • Removed knapping rightclick from the Pernach.
  • Shortsword damage, due to its high speed, Tiers: copper 4.3>3.3, bismuthb 4.7>3.7, tinb 4.8>3.8, iron 5.3>4.3, metiron 5.5>4.5, steel 5.8>4.8 (still higher dmg than seax)
  • Zweihander has a timed, slower attack, because of the slow attack speed, tiers and dura were adjusted for better balance: each tier is 1 higher (steel 4>5), slightly higher, but still low durability: iron 500 > 975, metiron 625> 1125, steel 1200>1800.
  • Nadziak has a timed attack (falx, and no longer loops). Due to the lower speed, damage was adjusted: bismuthb 2>2.7, tinb 2.25>2.9, blackb 2.5>3, iron 2.75>3.5, metiron 3>3.8, steel 3.4>4
  • Polehammer animation: hands line up better with the swing, especially in FP mode. (+cleaned up the frames, also slowed down the attack rate).

Added:

  • Semi-custom zwei anim, for slower, timed attacks (no spam)
This update should be forward compatible with 1.18.15

151 Comments (oldest first | newest first)

💬 ASILiara, 3 days ago

What kind of work would have to go into Combat Overhaul compatibility?

💬 yapludepatte, 5 days ago

can you add atlatl :3 
UWU 

💬 Michael00181, 6 days ago

Not a fan of the fantasy metals. i thought they had to be manually enabled. What could happen if I remove this mod mid playthroguh after I sutmbled across  a bunch of athril?

💬 NiclAss, Jun 26th at 8:46 PM
26.6.2025 22:45:44 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code swordz:excavatorhead-iron in smithing recipe swordz:recipes/smithing/heads/excavatorhead.jsongame:ingot-iron
26.6.2025 22:45:44 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code swordz:tunnelerhead-iron in smithing recipe swordz:recipes/smithing/heads/tunnelerhead.jsongame:ingot-iron
 
💬 Silverfang, Jun 22nd at 11:37 PM

I saw you said "Likely any other mod that attempts to add new metals.", but do you know if this plays well with Titanium Tools or Geology Additions?

💬 Tavos, Jun 13th at 5:43 PM

Thanks, don't know why i was looking in the mod files themselves

 

💬 Zolgrim , Jun 13th at 5:25 PM

Tavos appdata/roaming/vintagestorydata/modconfig/swordzconfig

💬 Tavos, Jun 13th at 4:19 PM

Where in the file do I go to turn on the Naginata?

 

💬 B0YAR, May 28th at 12:00 PM

Zolgrim

Great mod! Please add compatibility with XSkills mod - smithing skill in this mod add quality for weapon and tools. Modded weapons and tools need compatibility patches. Thank you!

💬 Mollycoddle, May 21st at 2:17 AM

Is this compatible with Toolsmith and Combat Overhaul?

💬 WolfWarrior, May 19th at 5:17 AM

Oh my god he's back! 🎉🎉🎉. 

 

also the cross sling would be called a stone bow which shot rolled clay pellets or lead balls becuase actual stones were too unreliable to use. cool small game weapon.

 

and actually thank you for taking such a long absence 😆. otherwise I wouldn't have started modding.

💬 SkarrTalin, May 8th at 4:43 PM

The arming sword has no crafting recipe anywhere to be found

💬 Lephasme1000III, May 7th at 9:02 PM

Zolgrim could it be possible to fix the abscence of crafting recipe for the longsword please ? it doesn't have one currently

💬 Zolgrim , May 3rd at 3:43 AM

WolfCrusader : Don't know.

ManuelOfArms : Bug, will look into a fix.

rajeet : Can craft arming swords just fine, don't know what your problem is. 

Shadoclawx : Can't replicate, both are having animations and was able to kill numerous drifters.

 

All others , please put issues on the git so we can track them better, and give more information.

💬 Jadesy, May 2nd at 4:05 PM

Does this mod actually add the Mithril, Adamant, Orichalcum (etc.) ores to the worldgen?

I tested this on a new world. The worldgen aspect of the mod throws index outofbound errors. I will report this on github.

💬 Shadoclawx, Apr 27th at 8:50 PM

Seems the animations are missing from some of the weapons. The war scythes and warhammers don't register an animation and do not attack entities.

💬 Aloy, Apr 26th at 5:52 PM

throws a huge list of errors rn

💬 Aloy, Apr 25th at 11:12 PM

more photos plzzzz

💬 rajeet, Apr 25th at 6:12 AM

do arming swords just not have any crafting recipe, because theres no handle

💬 ManuelOfArms, Apr 24th at 6:30 AM

Do the bearded axes not currently chop wood or do I have a mod conflict?
Maybe Xskills blacksmithing qualities interacts in a weird way?

💬 WolfCrusader, Apr 23rd at 4:42 PM

Is this compatible with combat overhaul

💬 jamescook, Apr 18th at 4:42 AM

o wow ok then good to know then.

💬 Zolgrim , Apr 15th at 11:48 PM

jamescook They used to but it was exploitable as it didn't check what the surrounding blocks were, only the central one you mined. If we or someone else in the future can figure out a workable hack/fix, we'll include it.

💬 jamescook, Apr 14th at 9:13 PM

i wish the sledgehammers worked on ores as well tbh.

💬 Moditcaniche, Apr 12th at 11:29 PM

Here is the mod updated for 1.20.7
https://github.com/user-attachments/files/19722312/Swordz.1.1.8.zip
corrction applied for all craft using leather from this mod

💬 HedgeHead, Apr 12th at 3:53 AM

Tried both the versions supplied on the github, and Feretta's suggestion, but neither have ended up working for me on 1.20.7. How did you all get your recipes to work? edited the .jsons just makes the zip file unusable in the mod loader and it keeps telling me to check to log files which are unhelpful.

💬 Skyland3r, Apr 3rd at 4:55 PM

I can confirm that below version from tak is working fine on 1.20.7 even with 127 different mods but of course there are texture bugs with mod Conquest vs Edition

💬 tak, Apr 2nd at 1:28 AM

I was able to build the latest version of this from source in VS code (after this PR was merged: https://github.com/Zflocco/Swordz/pull/14) and it all seems to be working for me in 1.20.7

💬 AcidNight, Mar 22nd at 10:06 AM

Feretta

THXXXXXXXX i love u ;) 

 

finally not yet succeeded x)

💬 Feretta, Mar 17th at 7:49 PM

So I sat down and looked at comparisons between working and non-working recipes, and it turns out;
Anything that calls for leather-plain in the grid recipe breaks the recipe and refuses to work. Changing it to leather-* fixes it for each individual one. This primarily affects the swords, since they're the ones that specifically call for plain leather.

You can fix this yourselves for now by unpacking the zip, going into swordz 1.1.8\assets\swordz\recipes\grid, and from there opening each individual json file in notepad, replacing every instance of leather-plain with leather-* then saving the file, repackage it into a zip and you should be good to go.

It is admittedly pretty funny for a mod named Swordz to have all the sword recipes broken, though. :p

💬 koniu699, Mar 14th at 1:03 PM

Hi, I wanted to ask if I could take a look at the mod and code, since I'm c# dev IRL. Me and my friends wanted to add this mod to the server and I wanted to update it to 1.20.4. I can help! Please DM me if you are interested Zolgrim

💬 SushiDaShorb, Mar 13th at 8:46 AM

I have no idea how to craft quite a few of the weapons because they do not have listed recipes, most of which are the swords. This includes everything from the shortsword to the zweihander, with only things like the seax and the pernach having recipes.

💬 Lightnerj12, Feb 20th at 7:36 PM

it works, overall, just need those recipes Galena

💬 Galena, Feb 20th at 7:21 PM

Gentlemen, does it work for 1.20?

💬 Lightnerj12, Feb 20th at 6:10 PM

Yes me too, that is why Im here as well TheValiX  I finally got to that point and stuck, I havent sharpened it either, not sure if that matters.  I use the halberd as an alternative.  ALSO: I want to note, Aithril is everywhere?  Not sure if that was intentional, but I could have enough for a lifetime just by jumping on a raft and going up a river. Other than that, I will end this with saying this mod is awesome and always has been, I appreciate the other mods youve made as well, most are on our server!

💬 TheValiX, Feb 20th at 9:01 AM
Hello, I have a problem with the crafting of swords that require a handle, such as the zweihander, the long sword, the kilij, etc. No crafting appears in the wiki or by pressing H
💬 WastedWanderer, Feb 18th at 4:49 PM

anyword on a update?

💬 SteAStro88, Feb 6th at 9:36 PM

@LyndonBJohnson did you find manganese ore by the way? I seem to be having this very same issue.

I only found minuscule traces in slate up until now, I tried modifying ore deposit to spawn bigger deposits but now I don't even get readings in new chunks anymore.

💬 Iafri, Feb 2nd at 5:31 PM

So, question, what is a cementary and how do you make it? Is it exclusive to this mod or is there vanilla game recipe/diagram for it I'm missing?

💬 PonyVStudios, Jan 28th at 3:58 PM

For anyone looking for an update, there's an unofficial one here in the Swordz discord thread.

💬 Javes, Jan 20th at 4:50 AM

Amazing mod, desperately waiting for an update for 1.20 stable

💬 Chickend, Jan 7th at 4:32 AM

I know this is not compatible with 1.20 but has anyone else been having issues with certain weapons not being craftable? I.e. sabres. They appear to be missing the crafting recipe.
Another thing I noticed was that weapons seemed to be missing a weapon swing cooldown meaning you can spam click an enemy to death.
Hopefully a 1.20 patch does come out in the future, love this mod!

💬 MochaZilla, Dec 29th 2024 at 5:17 PM

We love this mod on our server, but in 1.20 it leaves blocks of aithril sitting randomly on the world surface and floating on water. I know you have ambitions for this beyond your current experience, but would you ever consider doing a 1.20 patch?

In either case, your work has been much appreciated for many hours! Thank you!

💬 ShanaLarisar, Dec 18th 2024 at 8:10 PM

Do you plan to make this compatible with CombatOverhaul?

💬 Yukari_75, Oct 24th 2024 at 4:37 AM

set fantasy metals: false
Half of meteorites I find are Aithril even in new worlds

💬 Spyntbg, Oct 17th 2024 at 8:02 AM

So how do I turn these Aithril nuggets into ingots? I can put the pieces in a bloomery, but all these nuggets don't seem to have a purpose.

💬 rabah, Oct 13th 2024 at 6:34 AM

Zolgrim

for some reason every world im creating isnt generating any of this mod's ore. 

💬 RebelSkull, Oct 9th 2024 at 8:51 PM

Great mod. However, I place a heated Mithril Bloom on a Titanium anvil under the appropriate helve hammer, no recipes are there. Can't make anything. Is there a way to fix this? I removed Extended Crafts from my server but still nothing. The crafting window up when I place a heated bloom on the anvil, but there's nothing there.

💬 DoraiYu, Oct 7th 2024 at 9:42 AM

Why does mithril chain have plate's high tier damage resist?

💬 LadyBlakeHammer, Oct 2nd 2024 at 12:39 AM

Any plans ahead to be compatible with Ancient armory so maybe we can get Titanium pole-axes?

 

Also LyndonBJohnson There is a mod that effectively tells you where something is as long as you search for it, and have a set radius, I had to use it for finding Manganese Ore, and we've found it in primarily Slate / Shale [I can't tell the two apart]  so you may have to find yourself a Biome of Black and simply dig, if you don't feel like pretty much Cheating.

💬 LyndonBJohnson, Sep 25th 2024 at 4:31 PM

Any noted conflicts with Ores A Plenty?
Cant seem to find manganese in any of the stones that it can spawn in.

💬 LadyBlakeHammer, Sep 23rd 2024 at 11:28 PM

This mods seriously needs a Guide

💬 LadyBlakeHammer, Sep 21st 2024 at 6:25 PM

How far out do you find the stuff for the Mangnanese Powder?

💬 RuneScholar, Sep 8th 2024 at 9:31 PM

I am thirding the XSkills and copper seax issue. It could be other seax, but I only tried copper.

💬 RuneScholar, Sep 3rd 2024 at 7:14 AM

I am having the same issue and also use Xskills.

LadyBlakeHammer

💬 LadyBlakeHammer, Aug 31st 2024 at 11:22 AM

So we ran into a problem for some reason, and we used the Copper Seax, and its not hitting anything, and we use Xskills that's about the only thing that would mess with weapons. I think?

💬 CrusadingPriest, Aug 27th 2024 at 6:58 PM

Thank you so much for this amazing mod. I really enjoy all of the new weapons that you've added. I've also just started to get into the new metals that you added. I can't wait to be able to make all of the weapons out of Mithril. Keep up the amazing work. 

💬 Tickey, Aug 23rd 2024 at 9:55 AM

Hey there. I have noticed that the long weapons like Halbert are floating when put on the ground. Irks be a lil bit. Could that be fixed?
image

💬 Whyban, Jul 28th 2024 at 4:24 PM

Can you make compatibility patch that make fantasy minerals spawn in rocks from GeologyAddon mod as well?

 
💬 Valencrad, Jul 16th 2024 at 7:50 PM

Zolgrim Turns out I was using 1.1.7, But for the record it was Culinary artillery and Expanded Foods

💬 Zolgrim , Jul 16th 2024 at 2:35 PM

Valencrad What recipes, are they from mods? 1.1.8 should've fixed the majority of issues that knives had.

💬 Valencrad, Jul 15th 2024 at 4:01 AM

Loving the mod, only issues i've had are knives not working for some other mods recipes (not a big deal) and armour having clothes glitch through.

💬 Accensus, Jul 4th 2024 at 3:56 AM

I concur. Somehow not being able to craft Mithril swords and such feels disappointing. Could it be OP? I sure hope so! I don't craft zweihanders for no reason. Plus if you keep the color scheme of the materials, e.g. red bits on Aithril weapons like with plate armor, you could end up with some really metal stuff.

💬 KnightessOruna, Jun 25th 2024 at 2:07 AM

i think we should be able to enable it so weapons can be made from the new metals. That would be really grand.

 

💬 Wandour, Jun 20th 2024 at 2:52 PM

will there be a use for the [metal]bits we get from xskills recovery for example?

image

normally you can put these in a bloomery to recover an ingot back after finishing multiple products

💬 yapludepatte, Jun 7th 2024 at 5:23 PM

hi i would love to see more pre-columbian weapons from other cultures of america, like iroquoi weapons, mississippian weapons, others from mesoamerica, and the andes. i would love it! it would be magnificent

💬 heh, Jun 6th 2024 at 4:54 PM

Crashes game when I put the quiver in my backback slot, when I reenter the world the quiver is in the slot and is usable, when i take it from and into the backpack slot again, it crashes the game again.

 

Update: install last version of xlib (v0.8.5-pre.1) and xskills (v0.8.6), didn't crash anymore.

 

Error Message:

Running on 64 bit Windows 10.0.19045.0 with 16315 MB RAM
Game Version: v1.19.8 (Stable)
06.06.2024 18:48:53: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.4, bettertraders@0.0.7, butcheringfix@1.0.0, buzzwords@1.7.0, cellardoor@1.4.0, craftablecompanion@1.1.1, driftersbelongunderground@1.0.1, extraclayforming@1.0.0, floralzonescaribbeanregion@1.0.6, caninae@1.0.16, capreolinae@1.1.5, casuariidae@1.0.5, machairodontinae@1.0.8, manidae@1.0.1, pantherinae@1.1.9, rhinocerotidae@1.0.2, sirenia@1.0.4, geoaddons@1.3.4, hudrealtimeclock@1.0.0, immersivecorpsedrop@1.0.2, justmoreruins@0.9.8, millwright@1.1.5, nocharcoallost@1.0.0, palisademod@1.1.0, pipeleaf@1.6.0, TA_plainsandvalleys@1.0.5, primitivesurvival@3.5.5, roas@1.0.0, satup@0.1.0, sortablestorage@2.2.5, swordz@1.1.7, temporal_gears_stack@1.0.0, visibleore@1.0.1, game@1.19.8, weaponpackalphaunoff@1.5.2, zoombuttonreborn@1.8.0, abcsreborn@0.2.1, alchemy@1.6.32, alloycalculator@1.0.0, animationmanagerlib@0.8.8, egocaribautomapmarkers@3.1.0, beehivekiln@1.6.1, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.5, blacksmithenhancements@1.0.5, blocksoverlay@3.2.2, butchering@1.5.5, carryon@1.7.4, chickenSit@2.0.1, Clumps@1.0.0, commonlib@2.3.7, composter@1.1.0, cooperativecombat@1.1.1, danatweaks@2.3.0, electricity@0.0.11, expandedfoods@1.6.9, extrainfo@1.7.0, fixhandbookclutter@1.0.5, fromgoldencombs@1.4.30, heatretention@1.0.2, herbarium@1.2.0, hudclock@3.4.0, sailboat@1.3.0, loreweapons@1.0.1, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, morepiles@1.5.0, mcrate@1.2.1, nbcartographer@2.0.10, nocokelost@1.0.0, nemi@1.1.0, passthruchutes@1.0.0, pelaguswinds@1.0.0, petai@2.2.4, postsandbeams@1.3.2, prospecttogether@1.3.0, rivers@3.1.0, rustboundmagic@1.9.33, simpleemotemenu@1.1.0, somethinginthewater@1.2.4, stonebakeoven@1.1.3, storageoptions@1.0.2, tablet@0.1.4, th3dungeon@0.2.1, trailmod@1.0.7, tstools@2.1.2, usefulstuff17@1.3.2, useplanksinpitkiln@1.1.1, vmetp@1.1.1, vtpp@1.1.1, creative@1.19.8, vsimgui@1.1.5, vsinstruments@1.2.7, survival@1.19.8, warmarmor@1.1.0, wildfarmingrevival@1.1.9, xlib@0.8.4, bullseye-continued@2.5.8, configlib@1.3.13, electricityaddon@0.0.2, em@2.6.0, extraoverlays@1.4.0, feverstonehorses@1.6.1, feverstonewilds@1.5.0-rc.2, fsmlib@0.4.5, gespileslib@1.2.0, instantfirepits@5.0.0, meleeweaponsframework@0.0.13, playercorpse@1.10.1-rc.1, stonequarry@3.2.1, tpnet@1.14.3, th3dungeontopentrance@0.1.0, wildcraftfruit@1.2.1, wildcraftherb@0.0.1, wildcrafttree@1.1.0, wolftaming@2.1.2, xskills@0.8.6, bricklayers@2.5.3, gespilesgran@1.0.1, maltiezcrossbows@0.3.11, maltiezfirearms@0.5.4, maltiezspears@0.1.6, tailorsdelight@1.5.1
System.Collections.Generic.KeyNotFoundException: The given key '-#b3975b' was not present in the dictionary.
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 385
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 21.05.2024 18:48:57, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.19.8.0, Zeitstempel: 0x661e0000
Name des fehlerhaften Moduls: KERNELBASE.dll, Version: 10.0.19041.4355, Zeitstempel: 0xd7762934
Ausnahmecode: 0xe0434352
Fehleroffset: 0x000000000002ba99
ID des fehlerhaften Prozesses: 0x385c
Startzeit der fehlerhaften Anwendung: 0x01daab99e06516ca
Pfad der fehlerhaften Anwendung: E:\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: C:\WINDOWS\System32\KERNELBASE.dll
Berichtskennung: 30f3feaf-0dca-429a-8ff7-17584bc9331d
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }

💬 Matiamo, Jun 6th 2024 at 3:51 AM

Might I suggest splitting the fantasy metals into a separate mod?

💬 CrusadingPriest, May 29th 2024 at 3:13 PM

Thank you so much for all of the hard work you've put into this mod. Its one of my favorites and it really fills the gaps when it came to melee weapons. I've also been super excited to try out the new tools. 

 

💬 WickedSchnitzel, May 27th 2024 at 7:26 PM

[Server Error] Patch 150 (target: swordz:recipes/grid/polearms/naginata.json) in swordz:patches/disabler.json failed because supplied path /enabled is invalid: The json path /enabled was not found. No such element 'enabled' at the root path

💬 Zolgrim , May 1st 2024 at 1:45 PM

Segas_Wolf  This mod doesn't touch the vanilla falxes at all.

💬 Segas_Wolf, May 1st 2024 at 4:39 AM

Zolgrim Good morning friend, I love your mod but I need to ask you, why the meteoric iron falx now hits with -60 hp and the gold one hits with -45 hp?!
I tested it on the SP, using your mod and without it and when I use yours, the damage skyrockets to almost being an admin weapon.

 

Edit: I try just the mod and that is correct, the damage are good. I'm still trying to figure out what is doing the damage or growing. Ty for your reply :3 (I don't know what mod is doing things, but it's strange, when I use swords alone it's fine, but if I use it with the other mods , one is doing damage that scales to infinity and it's not one that, affects weapons or things.

💬 Meep9834, Apr 29th 2024 at 11:03 AM

Hexis The mantle thing should be fixed in 1.1.6 but the ores and translocator issues were an oversite on my part and I have modified it for 1.1.7 to fix this. I would also mention that we're mainly using and coding the mod for 1.18 so there could be some unexpected issues from that.

💬 Hexis, Apr 26th 2024 at 8:24 AM

Hey, this is in the same vein as the Mantle thing people have mentioned.... sledgehammer is also breaking Translocators if breaking a block adjacent. something low as steel is also able to break much higher tier ores like aithril so long as you break the block right next to it. this is in 1.19.3 on a server. 

💬 Oweyan, Apr 24th 2024 at 8:29 AM

i've noticed when it comes to the xskills quality modifier for blacksmith if you smith anything that needs to be honed it removes the quality modifier. if the swords have hilts like the zweihander it keeps the quality modifier because the crossguard wasnt changed. Maybe this can be fixed by adding crossguards to the smithing process of all the blades so they keep their quality modifier?

💬 mittim, Apr 22nd 2024 at 2:47 PM

scales for scale armor are missing a smithing recipe

💬 Zolgrim , Apr 6th 2024 at 8:38 PM

Perdous Poleaxe, Halberd, Khopesh and a few other things are in 1.1.7, gonna be a hot minute for 1.1.7 though, trying to get certain C# things to work.
Wandour Oversight, is there any other things not working for recipes? Fixed for 1.1.7

💬 Perdous, Apr 6th 2024 at 10:06 AM

Probably one of the best weapons mods I have used over the years playing vintage story :D The models and selection of weapons are great so far. If I would have any wishes for it, I'd as for a poleaxe because that is a pretty underrated weapon among plenty of people. But that is kind of it. I really like using this mod and I will be excited to see future updates!

💬 Wandour, Mar 27th 2024 at 7:20 PM

is there a reason why new metal axes cant be used in recipes? like stainless steel axe chopping firewood?

💬 Wandour, Mar 26th 2024 at 5:28 PM

Seems like stainless steel and other new tools of the newer tiers metals arent compatible with skill from xskills such as tunnel digger

💬 WickedSchnitzel, Mar 25th 2024 at 7:16 PM

so the sledgehammer is deleting mantle blocks when destroying blocks above them. this is probably a code mistake that should be fixed asap, since falling down into nothing may cause serious problems on servers. Zolgrim

💬 Wandour, Mar 25th 2024 at 6:28 PM

i THINK the anvils for stainless steel and up don't work with xskills

💬 Omaika, Mar 25th 2024 at 5:57 AM

its possible to use the sledgehammer to break mantle. this is probably not intentional

 

💬 Wandour, Mar 24th 2024 at 7:04 PM

are you gonna add stainless steel, titanium etc into the swords items? because I noticed they are used mostly for vanilla stuff and not swordz weapons
(i get some might be so heavy theoretically so not for ranged weapons)

edit, i might've mixed your mod with weaponpack and ancient armory, still consider compatibility if possible ^^;

UPDATE : I discovered the problem isnt your mod, it's Xskills version 0.8.0rc-2 damage bonuses arent working at all even for vanilla

💬 Ingrimus, Mar 22nd 2024 at 8:08 AM

How do I smelt titanium bits, I got bits from smithing and dunno how to remake into ingot; won't fit in bloomery or the ingot mold recipe.
Also what is sparring mode?

💬 Zolgrim , Mar 15th 2024 at 9:42 PM

ShanaLarisar To answer your original question on Xskills smithing, putting it simply : There is no easy and satisfactory way of doing that, one of the ways would be to simply have the player "resmith" the blade on an anvil again.

As for aithril, I intend on making aithril a meteorite like meteoric iron, but I didn't get around to it for 1.1.6, so as a stopgap I made them a surface deposit, from my initial testing I thought they were rare enough but that'd obviously be incorrect, consider it a "feature" until a future update adds them as a meteorite proper. If the next update doesn't add them as such, I've lowered their spawn rate drastically as a surface deposit failing that.

💬 ShanaLarisar, Mar 15th 2024 at 4:56 PM

Is it intentionally to have minerals like Airthril spawning as surface deposites? Seems a little odd to me.They're also really, really common. I've found about 5-10 surface nodes within a 5k block square.

💬 Buder28, Mar 14th 2024 at 7:17 PM

question for you why are most sword worse than a falx ?
at most its 1 tier higher than the falx and 50 more durability
its like there no point to get a sword other than aesthetic

compared a tin bronze to a honed tin bronze arming sword
*note i have yet to  use the mod  and not just compare stuff

💬 Graydient05, Mar 13th 2024 at 10:30 AM

can there be a version without the fantasy ores? they kinda clog the help page and are 1. quite outside of the feel of the game 2. not used in any of the weapons, the main draw of the mod and 3. look gross. not really trying to be mean on that last one, just seems like that should be an add on for this mod rather than included.

💬 ShanaLarisar, Mar 12th 2024 at 10:25 PM

Would it be possible to allow you to sharpen a completed Blunt/Dull/Sharp weapon, to allow for compatability with xSkills smithing talents that add quality attirbutes to weapons? As it is at the moment, you'll have quality on a blunt blade before it's sharpened, and if you make a blunt sword it keeps the qaulity, but sharpening a blunt blade into a dull blade removes the quality since it's no longer a 'metalsmithing' item. I imageine the only exploit would be repairing the sword, but if you can make it retair durability when sharpened then that wouldn't be an issue. 

 

Either way I love the mod, thank you for making it!

💬 Wandour, Mar 9th 2024 at 1:59 PM

I highly advice lowering the saturation of the fantasy ores

they kinda blinding to stare at for too long 

maybe lower the saturation by 50% ?

💬 LittleJoe, Mar 7th 2024 at 6:09 PM

I've only worked with Mithril thus far, but it seems the workable temperature is set to all, so itr doesn't need to be heated up to work.

💬 Veir, Mar 6th 2024 at 7:00 PM

Hello, do you accept translations? I made one for Polish language.

💬 dotyerts, Mar 4th 2024 at 4:48 AM
saw does not cut , cleaver does not insta kill animals or do damage to any entity
💬 Calous, Mar 1st 2024 at 1:14 AM

and now the Unoff file is 0k in size, just a heads up.

 

💬 SiiMeR, Feb 26th 2024 at 1:50 PM

You should push a version higher than 1.19.3, because currently 1-click install installs the unofficial version.  

💬 Calous, Feb 23rd 2024 at 6:48 PM

Is the 1.1.5 update only for game version 1.18.15? (1.19.3 has been added to the supported version listing for 1.1.5, thank you Zolgrim)

Zolgrim

 

 

💬 Zolgrim , Feb 23rd 2024 at 4:14 PM

I've finally released Swordz (and more) 1.1.5 after working on it for more than a month , this update is of particular note due to it adding a bunch of new weapons as well as other things such as craftable stainless steel, titanium, and three new ores. This update MIGHT cause conflicts with certain other mods and might even cause the game to crash upon loading worlds if 1.1.5 is removed, please read the patchnotes and let me know on any new issues that might arise.

💬 WildDogg, Feb 19th 2024 at 12:44 PM

Firstly let me say thank you for taking the time to expand the weapons of VS I've thoroughly enjoyed your mod especially on a server where I play a weaponsmith. Keep up the good work and thank you very much. 

Having used the mod in both multi-player and single player I have noticed some aspects of the mod, at least in the bronze age going into Iron. Please note, I am not a coder nor do I understand the full workings of the VS combat and armour systems so my suggestions that are outlandish can be dismissed. 

1.) Tin Bronze Shortswords are S rank weapons, they are cheap to produce, have 530 durability, 2m range and deal 4.8 damage. However when compared to the honed Tin Bronze arming sword which has 500 durability, 2.8m range and deals 4.8 damage. It is clear that there needs to be a larger difference between the two. 

I am referring to the Honed arming sword as its the highest tier of that weapon, which I understand not everyone will have access to, however it is the best possible version of the weapon and will be compared to shortswords.

I would also like to add that the arming sword has a slower attack speed which is perfect, however perhaps an increase in damage would help accompany that effort into swinging. Alternatively perhaps a cleave effect for multiple enemies though this is a coding aspect which I have stated above my experience with.
I also think that arming swords should have higher damage overall as they are expensive weapons to make regardless of what materials are used, feel free to increase the damage of the steel arming sword to raise that cap. Perhaps from 4 to 7 as metals improve.

As it stands shortswords have a quick attack speed and high damage meaning they are the best DPS weapons in the Swordz mod I have found against drifters, players and beasts. I would recommend a decrease in damage of shortswords with copper starting at around 3 and working up to 5 as you get to steel. Shortswords shouldn't be equal to damage in falxs, they should be dealing slightly less because they swing faster and therefore have a higher DPS. I would also say remove grass cutting and butchery aspect from the shortswords to make seaxs more special. 

2.) Nadziaks and Bearded axes. A niche for doubling up as a weapon and a tool. As it stands its easier to make tools as they cost less in both Bronze and Iron ages so these weapons need to be a bit more damaging as I see little reason to invest a smithed ingot and nails for something that isn't doing much more damage than a tool. I would suggest either making them slower harder hitting weapons with some tool capability instead of weak damage weapon/tool hybrids. Increase damage and slow down attack speed to make them harder hitting and worth investment of nails. 

Bearded Axe: Slower attack speed, higher damage against unarmoured targets/ damage increase from 3 to 5 as metals improve

Nadziak: Slower attack speed, higher damage against armoured targets/ damage increase from 3 to 5 as metals improve. Increased durability to 500 to match Bearded Axe

3.) Warcsythes. Not worth the investment of a full tool, wrench and nails. Range is too low, I'd say bump to 2.8-3.2m. Remove cost of nails and it would be more viable as a long range lower damage weapon. Also like Nadziaks and Bearded axes, let it also still function as a tool. Would make it a little more viable. 

4.) Overall I am happy with the parts of the mod I have played with, I am yet to test all iron and steel weapons in survival, but no doubt I will return with feedback. Thanks once again for the hardwork.  

💬 Medvhe, Feb 18th 2024 at 11:21 AM

Yeah, all the weapon animations are fixed, and everything should work in 1.19 now :)

(Zwei has a semi-new anim now btw)

💬 Snowfall94, Feb 16th 2024 at 1:26 PM

@pyrix

Did you ever test this to see if it does work with 1.19? Cause I am very sad that there's no other swords besides the fugly falx and I'd love to add this to the server if it still does

Just tested it out in a creative world, switching back and forth to survival mode, and forged an arming sword out of iron. It worked fine, using immersive camera also and it works fine. Just wanted to edit in case any one else wanted to know

💬 pyrix0, Feb 9th 2024 at 7:29 PM

Is this still working for 1.19?

💬 Zolgrim , Feb 4th 2024 at 5:35 PM

Maxim_inc Added to the list

💬 Maxim_inc, Feb 2nd 2024 at 11:01 PM

Is there any way you can add a Daneaxe?

💬 Kithran, Jan 29th 2024 at 11:00 PM

I see that your currently using what appears to be European middevil weapon sets, any chance of eventually doing more exotic weapons like scimitars or katana style weapons?

💬 CrusadingPriest, Jan 27th 2024 at 8:27 PM

Thank you so much. Its hard to find a fun weapons mod. Yours is by far my favorite. I can't wait to see if you come up with any other weapons. The Pila with a quiver would be amazing. I always prefered the spear option. Oh and it works on 1.19 just fine. The only weapon that I've seen an issue with is the Zweihander animation. But that can be worked around until you fix it. Once again thanks for all of the hard work. 

💬 Zolgrim , Jan 21st 2024 at 4:25 AM

The mod should work with 1.19 but I will not be supporting or fixing any issues specifically within 1.19 as I and my server still use 1.18.15, I'm especially not going to try to fix anything involving an experimental feature.
With that said, I will attempt to fix animations at some point which should fix some of the issues with the immersive FP.

💬 SpacemanSpliff, Jan 16th 2024 at 7:58 PM

Loving this mod, will it be updated to 1.19?

💬 Karmatose, Jan 16th 2024 at 7:46 PM

Players on our server seem to be experiencing a similar issue to Vargur with the immersive first person view showing visible hair. Is there a possibility of an update that might fix this?

💬 Vargur, Jan 2nd 2024 at 4:54 PM

Tested this out a bit with the Immersive First-person option, it works well with a couple issues: it causes my player's hair to be visible in First-person view, partly blocking the view. Also since the Immersive First-P option uses all the Third-person animations, some of them don't make sense, like the Ranseur animation stabs towards the ground instead of straight ahead. I hope they can be worked out because all the weapons look great, and their animations are really nice with the immersive 1st option, I especially love having the large weapons leaning against the shoulder.

💬 beagan, Dec 6th 2023 at 5:32 PM

new arming sword model is cool

💬 Zolgrim , Dec 4th 2023 at 11:01 AM

1.1.3 has a messer, I might add a großes messer in the future. ASILiara

💬 ASILiara, Dec 4th 2023 at 8:16 AM

I'm not sure how you'd make it interesting as a weapon, but I'd be rather interested in seeing a kriegsmesser added.

💬 LazyCloud, Dec 3rd 2023 at 2:27 AM

Is there anyway I can get these to work with Necessaries grindstone?

💬 Zolgrim , Nov 30th 2023 at 9:51 PM

beagan Hafts in general need some refining, the arming sword model is the vanilla one and will (probably) be replaced at some point.

💬 beagan, Nov 30th 2023 at 3:46 PM

finally got a chance to test the mod, i love it. couple of requests, some wooden hafts for the mace would also be nice and maybe some crossguards like the zwei has but for the arming sword.

also a lil nitpick, i think the arming sword model is more akin to a bastard sword in blade and handle length if you would like a better name for it but also im just a dweeb. 🤓

thanks for the awesome mod its all i wanted.

💬 Zolgrim , Nov 29th 2023 at 3:09 AM

Yes and no, It depends on a weapon to weapon basis. Overall I'm trying to balance things with vanilla in mind so Xskills compatability (or balancing) is really not high on my priority list at the current moment and some weapons such as the Zwei would likely be hilariously overpowered as a blackguard with Xskill's extra sword damage (The Zwei is in fact Xskills compatible). Tetsune

💬 Tetsune, Nov 28th 2023 at 6:01 PM

Does this have compatibility with XSkills?

💬 Quartal, Nov 28th 2023 at 12:05 AM

Okay, thanks for reply.

💬 Zolgrim , Nov 27th 2023 at 11:47 PM

Quartal It's due to how the mod/game is set up currently, it's on the list to fix eventually, for now I'm keeping it as is.

💬 Quartal, Nov 27th 2023 at 11:19 PM

Shortsword as well as bearded axes don't have a weapon animation like arming sword for example, which makes them attack really fast Zolgrim

💬 Zolgrim , Nov 27th 2023 at 2:21 AM

Fynneberg fixed in next update
Quartal not quite sure what you're asking here, do you mean first person?

💬 Quartal, Nov 26th 2023 at 9:31 PM

Is there any way i could make shortswords etc. have a weapon animation or is it strictly bound to them being tools too?

💬 Fynneberg, Nov 26th 2023 at 12:59 PM

There's a small problem with the bec de corbin crafting recipe, instead of the actual bec de corbin it just gives you back the bec de corbin head while consuming the other crafting materials. Great mod otheriwse!

💬 Bobosaw, Nov 26th 2023 at 6:47 AM

This is incredible. Everything I have dreamed of in this game. Can't wait to see how it evolves and grows!

💬 TwoF, Nov 25th 2023 at 6:45 AM

Good job. Of course, it is necessary to carry out work to the level of a perfectionist, but I think that the mod is worthy. I haven’t played with weapon mods yet, but next time (in half a year, when 1.19, patches and mods come out) I think I’ll try it. And while FSM mods are being developed to expand long-range weapons, I see you are working on melee weapons. Do you want to expand what the spear counterpart will be in future updates? Good idea. I really hope that the work will continue in the same direction and that you will be proud of your creation.

💬 Zolgrim , Nov 25th 2023 at 1:33 AM

Bobosaw fixed.

Zach2039 was disabled as there wasn't any recipe calling for it yet, should have the conflict with polished slabs fixed though, let me know.

💬 Zach2039, Nov 24th 2023 at 11:35 PM

There might be recipe conflicts with polished rock slabs and whetstones. Also, the granite whetstone isn't craftable.

💬 Bobosaw, Nov 24th 2023 at 2:05 PM

Hi again. After some testing it seems like the only item that is crashing the game when you look in the H guidebook is the rawhide mantle. As soon as you click it it crashes the game. Hopefully this helps.

Zolgrim

💬 Zolgrim , Nov 24th 2023 at 6:04 AM

ASILiara Took it out , I'll put it back in, in the next update.

💬 ASILiara, Nov 23rd 2023 at 9:30 AM

My game seems not to have registered the existence of the meteoric iron shortsword. Real shame, because I was hoping to put one together.

💬 Bobosaw, Nov 21st 2023 at 2:19 AM

I have a suspicion that it isn't actually your mod that is the problem. Still more testing to do though

 

Zolgrim

💬 RuneScholar, Nov 20th 2023 at 5:01 PM

I doubt Tyron will be adding stainless steel. Stainless steel is a modern convention and it is usually less durable than just carbon steel. Stainless is an alloy using chromium and in my experience with blades, it’s usually not as durable.

Zolgrim

💬 RuneScholar, Nov 20th 2023 at 4:54 PM

This is a really great mod.

💬 Toccata, Nov 20th 2023 at 2:41 PM

"Better textures (lol, lmao even)" 😂

💬 Zolgrim , Nov 20th 2023 at 1:59 PM

Bobosaw I'm still using 1.18.15 and won't migrate over to 1.19 for a good while yet, hadn't known it was crashing but I did notice a few hours post-1.0.6 that there was a few goofs that I have now resolved for 1.0.7 , these should (hopefully) fix any sort of issues there. I'm going to postpone 1.0.7 as I want to add atleast 1 more weapon on the todo list before publishing.
Edit : 1.0.7 has been released, let me know if issues persist.

💬 Bobosaw, Nov 19th 2023 at 3:23 PM

Probably not a problem, but I am playing in 1.19.0 rn and whenever I look up recipes that use the seax I CTD. Might be another mod though, will test more. Honestly I love this mod already. Can't wait for more content!

💬 Zolgrim , Nov 19th 2023 at 3:51 AM

ASILiara Drifers are Tier 0, so higher tier doesn't equate to more damage on them, the only thing it currently affects (AFAIK) is PVP.
As far as damage values are concerned, I'm taking critiques, I'm trying to keep things fair/balanced but that might not always be possible. (E.G. The ruined bearded axe is 4.5 damage but my steel one is 4.0 , I'm under the assumption that whenever Tyron adds stainless steel, following the usual values that the metal progressions have had, the Stainless steel will be that 4.5 damage)
But on note of the shortsword, I was using the Blackguard shortsword as a baseline, The durability of the blackguard shortsword is +1 tier (meteoric) while being +2 tiers on damage (steel) despite being made of iron, The tradeoff to the shortsword is it has half a meter less range (so more likely to be hit) but it's also more expensive (currently 1 leather, might add a whetstone requirement).

💬 Zolgrim , Nov 19th 2023 at 3:42 AM

Bobosaw Check newest update, LMK.

💬 ASILiara, Nov 19th 2023 at 3:22 AM

Couldn't help but notice that the shortsword is just more powerful than the falx, since it has more attack power and lets you butcher. Given that falxes are supposed to be specifically anti-drifter weapons, maybe shortswords and seaxes should have a lower damage tier to reflect that? I don't know if drifters have protection tiers at any level, is the thing.

💬 Bobosaw, Nov 19th 2023 at 2:51 AM

That's valid tbh. Hats off to you King

💬 Zolgrim , Nov 18th 2023 at 10:44 PM

Bobosaw Laziness, I make no promises but I might fix it in the next update or two.

💬 Bobosaw, Nov 18th 2023 at 6:22 PM

Is there a reason why knife crafting recipes can't be used with seax? Not complaining too much, I just want a replacement for the ugly ass knives. 

💬 beagan, Nov 18th 2023 at 3:51 AM

goes hard

💬 Zolgrim , Nov 17th 2023 at 11:33 AM

beagan Done.

💬 ASILiara, Nov 17th 2023 at 5:26 AM

Zweihander, you say 👀

💬 beagan, Nov 17th 2023 at 4:15 AM

please sir may i have some longsword

💬 Zolgrim , Nov 17th 2023 at 2:16 AM

Bobosaw Grass & Cattails yes, recipes that call for a "knife" , no.

💬 Bobosaw, Nov 17th 2023 at 1:35 AM

Do the seax's and short swords work like knives do with cattails and grass? Or do they only work to butcher? Will they also work in crafting recipes that use knives?

💬 Annastasija, Nov 17th 2023 at 12:36 AM

I love it, good job.

 (edit comment delete)