Mods / Vanilla armory
- Tags:
- Authors:
- WolfWarrior, StellarRover, ExUriel
- Side:
- Both
- Created:
- Apr 24th 2025 at 7:47 AM
- Last modified:
- 4 days ago
- Downloads:
- 52746
-
Recommended download (for Vintage Story 1.22.1 - 1.22.6):
vanillaarmory-2.2.3.zip 1-click install
As it turns out, all those ruined weapons have models for un-ruined variants. this mod adds playable weapons using the un-ruined weapon models, and it does so without; adding unnecessary hoops to jump through to get them, a thousand variations of handle color, or locking them behind later teir metals. it also adds a few other things in the style of vanilla.
four varieties each of; swords, maces, axes, spears, and knives. all available in every metal the falx is, including ornate varieties.
restoring ruined weapons to relics.
two new bows with models from Kanahaku.
quivers in four tiers.
iron and steel lamellar.
bear armor brigandine.
sturdy leather armor.
improvised bone and wood armor.
lore armors by Irakonul (does not add origional versions or their weapons so there is no overlap in our mods).
buckler shields and a forlorn tower shield.
make lamellae in crafting grid.
added a new throwing weapon to fill out the ranged weapon options, boomerang (or throwing stick).
changed basic spear stats to have damage tiers.
these weapons were mathematically and practically balanced and no two weapons have the same stats.
all weapons are compatable with the new quenching system. non-relic swords are sharpenable.
xskills compatible.
kemono compatible.
for purposeful storage compatibility use Zomb's patch. (thank you zomb).
Mods without integration for combat overhual are not compatible with combat overhual as it changes fundemental aspects of the game.
anyone is welcome to make patches for compatibility for any mod, and I will assist if asked.
older versions compatible with still neccesaries and bloodshed.
these mods are not required.
if by chance you enjoy ttrpgs you can check out the one I wrote Mana: tales of dragons. it took me actual years to complete.
vanilla armory classic without all those not so vanilla like additions here vanilla armory classic
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.2.3 | vanillaarmory | 821 | 4 days ago | vanillaarmory-2.2.3.zip | 1-click install | ||
| |||||||
| 2.2.2 | vanillaarmory | 2910 | Jul 22nd at 10:13 AM | vanillaarmory-2.2.2.zip | 1-click install | ||
|
slight polish update. -added glow to acolyte armor. -adjusted both lore armor models for less z fighting. -adjusted hand transforms for all the weapon parts so no more floating off your hand. -adjusted buckler shield transform for less clipping. hand transforms will be added to classic when I also get the tongs transform. if I accidentally messed something up let me know. I'm consistently bad at this π. | |||||||
| 2.2.1 | vanillaarmory | 963 | Jul 18th at 9:35 PM | vanillaarmory-2.2.1.zip | 1-click install | ||
|
-added recipes for the lore armors. thank you Zeorik for your help. I am really tired today... I added a couple shapes too but that won't change anything for the mod user. -thank you everyone! | |||||||
| 2.2.0 | vanillaarmory | 1338 | Jul 14th at 1:15 AM | vanillaarmory-2.2.0.zip | 1-click install | ||
|
-added the ability to sharpen all four sword type weapons. -added fireclay recipes for all ferrous weapon parts. -added brigandine versions of all bear trophy armor. -added currently unobtainable lore armor variants with models by Irakonul (need to do recipes some other time). -probably a bug fix I forgot to document for myself.
I need some opinions for the balance moving forwards now that we have crits by sharpened swords. crits deal +100% damage at a maximum of 10% chance. statistically that's +10% damage on average. so my thoughts are; I could add +5% damage to the rest of the weapons since they don't benefit from sharpening? | |||||||
| 2.1.0 | vanillaarmory | 2055 | Jul 5th at 10:12 AM | vanillaarmory-2.1.0.zip | 1-click install | ||
|
this is wolf again, just fixing some things, still retired from this game though. you might see me again to update this with a couple new armors but no promises.
-fixed durability of meteoric iron lamellae armor.
-fixed an inconsistency in spears damage tier brought on by last update.
-restored forlorn tower shields glow
-re-wrote and re-implemented buckler shields (had to be completely re-written because of change in how shields work in vanilla game)
-shortened the range of claymores and arming swords by 0.3 | |||||||
| 2.0.0 | vanillaarmory | 3004 | Jun 19th at 4:49 AM | vanillaarmory-2.0.0.zip | 1-click install | ||
|
Mod is being put in LTS Mode. I've been given permission and blessing to keep the mod updated for new Vintage Story versions. | |||||||
| 1.9.1 | vanillaarmory | 14576 | Oct 9th 2025 at 1:48 AM | vanilla-armory-1.9.1.zip | 1-click install | ||
|
fixed throwing stick recipe and texture. fixed recipe for adorned flanged maces. | |||||||
| 1.9.0 | vanillaarmory | 486 | Oct 4th 2025 at 10:14 PM | vanilla-armory-1.9.0.zip | 1-click install | ||
|
Sorry for the delay! Who knew having a baby would make you so busy. -StellarRover
1.9.0 - The Ascendent update!
## Changes ##
-Updated mod to code mod to allow for custom item and entity classes.
## Additions ##
-Added two new items.
-Throwing stick, Throwing weapon that behaves similarly to a spear but has a chance to break.
Wooden Stick is made from logs with a knife and axe. Metal types are made with the wooden throwing stick and nails & strips.
-Forlorn Tower Shield, A large tower shield offering better protection than most shields.
Made from meteoric iron plates and a boss, planks, leather, and a temporal gear.
-Added recipes for Ascended Relics!
Will require diamond and crushed ilmenite to account for their rarity and power. | |||||||
| 1.8.0 | vanillaarmory | 3342 | Sep 6th 2025 at 12:57 AM | vanilla-armory-1.8.zip | 1-click install | ||
|
1.8.0 - The 1.21 update ## Changes ## ## Additions ## | |||||||
| 1.7.7 | vanillaarmory | 7650 | Jul 6th 2025 at 11:23 PM | vanilla-armory-177.zip | 1-click install | ||
|
cleaned up jsons (there was a lot of garbage in them espesially axes). updated lang. fixed bismuth bronze axes having mining speed. | |||||||
| 1.7.6 | vanillaarmory | 4416 | Jun 14th 2025 at 10:49 PM | vanilla-armory-176.zip | 1-click install | ||
|
fixed relic battle axe durability. increased dagger damage tier. | |||||||
| 1.7.5 | vanillaarmory | 676 | Jun 12th 2025 at 3:33 AM | vanilla-armory_175.zip | 1-click install | ||
|
finished and added ornate variants of the spear type weapons. made generic (throwing) spears able to be placed in quivers. consequintly ruined spears also go in quivers since they are grouped in the game files. | |||||||
| 1.7.4 | vanillaarmory | 741 | Jun 9th 2025 at 8:40 AM | vanilla-armory_174.zip | 1-click install | ||
|
small edits lamellae recipe now coppies atributes from the metal plate used for compatibility with xskills. relic repair recipes now work, turns out I was just an idiot. | |||||||
| 1.7.3 | vanillaarmory | 748 | Jun 6th 2025 at 7:50 AM | vanilla-armory_173.zip | 1-click install | ||
|
I forgot the recipes XD. ok for real I added the gold and silver ornate versions of all the weapons except spears (tbh I forgot to model those). in prep for re-alloy addon. | |||||||
| 1.7.2 | vanillaarmory | 158 | Jun 6th 2025 at 7:16 AM | vanilla-armory_172.zip | 1-click install | ||
|
added ornate gold and silver weapons for all but spears in preperation for re-alloy addon. | |||||||
| 1.6.2 | vanillaarmory | 1035 | Jun 2nd 2025 at 5:38 AM | vanilla-armory_162.zip | 1-click install | ||
|
so I guess I'm an idiot. changed my name on the site. more importantly fixed the lamellar armor problem. I forgot modmaker 3000 exsists. | |||||||
| 1.6.1 | vanillaarmory | 376 | Jun 1st 2025 at 4:01 AM | vanillaarmory 161.zip | 1-click install | ||
|
this isn't a real update. I need help with the lamellar armor patch I can't figure it out. I'm asking here becuase I've disabled my discord due to a stalker. please help with this patch so I can go dark for a while. thanks. | |||||||
| 1.6.0 | vanillaarmory | 689 | May 29th 2025 at 6:26 AM | vanilla-armory_160.zip | 1-click install | ||
|
I realized I actually did not finish all the features I planned for the base mod π , that's my bad. maces and spears should now properly relic. (except for generic spear clutter item). | |||||||
| 1.5.0 | vanillaarmory | 761 | May 25th 2025 at 12:57 AM | vanilla-armory_150.zip | 1-click install | ||
|
added mace relics. the relic texture does look a bit rough on them though. I might make textures just for them at some point but for now this mod is complete. thank you all so much for downloading and giving it a try. if you run into problems you can still go to the mods page about it, I'll still be around. | |||||||
| 1.4.0 | vanillaarmory | 508 | May 22nd 2025 at 8:54 AM | vanilla-armory_140.zip | 1-click install | ||
|
Added two new bows with models from Kanahaku. also canjewelery config in mod description now updated to include these bows. and, 100 followers! π thank you so much! | |||||||
| 1.3.0 | vanillaarmory | 324 | May 21st 2025 at 12:09 AM | vanilla-armory_130.zip | 1-click install | ||
|
added knife type relics, fixed lang to include blade type relics | |||||||
| 1.2.0 | vanillaarmory | 347 | May 19th 2025 at 11:29 PM | vanilla-armory_120.zip | 1-click install | ||
|
added blade relic types. increased knife weapon range to 1.2 just in case. | |||||||
| 1.1.10 | vanillaarmory | 289 | May 19th 2025 at 12:32 AM | vanilla-armory_1110.zip | 1-click install | ||
|
increased knife type weapon range again. it's now double the origional balance. I honestly thought it was fine at 0.63 but I guess not. | |||||||
| 1.1.9 | vanillaarmory | 965 | May 14th 2025 at 9:36 PM | vanilla-armory_119.zip | 1-click install | ||
|
bug fixes and balance update. moved files related to lamellar which should resolve broken recipes. cleared out all my notes that were cuasing errors on startup. increased knife range from 0.63m to 0.73m. | |||||||
| 1.1.8 | vanillaarmory | 234 | May 14th 2025 at 11:45 AM | vanilla-armory_118.zip | 1-click install | ||
|
relic update 1 ruined axes can now be turned into relics that are 20% beter than their non relic counterparts. feedback would be greatly apreciated.
two new sets of armor as well, improvised bone and the rest of improvised wood as well as allowing improvised wood to be made from sticks.
if there are new bugs let me know. insomnia driven releases I've done have typically had a bug in there. | |||||||
| 1.0.8 | vanillaarmory | 825 | May 10th 2025 at 7:14 AM | vanilla-armory_108.zip | 1-click install | ||
|
fixed patching error for spears hopefully, I used /damagetierbytype instead of /atributes/damagetierbytype. | |||||||
| 1.0.7 | vanillaarmory | 343 | May 8th 2025 at 8:42 PM | vanilla-armory_107.zip | 1-click install | ||
|
fixed lang file issue | |||||||
| 1.0.6 | vanillaarmory | 298 | May 7th 2025 at 7:35 PM | vanilla-armroy_106.zip | 1-click install | ||
|
sorry I forgot to update the lang.json | |||||||
| 1.0.5 | vanillaarmory | 81 | May 7th 2025 at 7:20 PM | vanilla-armory_105.zip | 1-click install | ||
|
spear update 2 of 2. voulge and ranseur added. mod icon added. | |||||||
| 0.9.5 | vanillaarmory | 227 | May 7th 2025 at 5:57 AM | vanilla-armory_095.zip | 1-click install | ||
|
spear update 1 out of 2. added boar spear and war fork. made spears more viable in melee and at late game by giving them tiers for both their melee and ranged damage. added description text to buckler shields (sorry I don't think I can rename them they are automatically asigned their name by the game). removed an almost empty creative tab that was added in the armor update. | |||||||
| 0.8.5 | vanillaarmory | 240 | May 4th 2025 at 9:05 AM | vanilla-armory_085.zip | 1-click install | ||
|
added bloodshed compatibility
reduced claymore range increased claymore durability and damage | |||||||
| 0.8.4 | vanillaarmory | 110 | May 4th 2025 at 2:20 AM | vanilla-armory_084.zip | 1-click install | ||
|
fixed the sturdy leather armor not having recipe. sorry I was sleepy. | |||||||
| 0.8.3 | vanillaarmory | 153 | May 3rd 2025 at 9:10 AM | vanilla-armory_083.zip | 1-click install | ||
|
added ability to craft lamellae in grid. implemented unused vanilla iron+ lamellar (in vanilla there are stats for these armors but no textures so those are custom). added sturdy leather armor variant of leather armor. added four tiers of quiver using vanilla quiver model, the leather quiver uses vanilla stats and texture, the others use custom stats and textures.
I know I said I'd take a break. and i still plan on it but I had to do this update real quick (took me an hour). also sorry for not having the balance notes again. I'm too sleepy to write out that whole document rn. thank you! and goodnight. | |||||||
| 0.7.3 | vanillaarmory | 235 | May 1st 2025 at 12:34 AM | vanilla-armory_073.zip | 1-click install | ||
|
suprize buckler update. smaller, cheaper, less effective type of shield. I'm pushing this update out mainly to say I'm going to be taking a break. feel free to give feedback on the mod, if there are any bugs or balance concerns. if you want to contribute to this mod you can also let me know. | |||||||
| 0.7.2 | vanillaarmory | 193 | Apr 30th 2025 at 1:53 AM | vanilla-armory_072.zip | 1-click install | ||
|
weapon tier is weighted differently (6pts [+/- 3:1]) in balancing resulting in overall nerfs to swords and overall buffs to maces.
a more in depth balance change is to come but right now I'm a bit busy.
detailed changes: bardiche durability increased arming sword durability reduced sabre durability reduced gladius durability reduced claymore power reduced Morningstar power increased flanged mace power increased spiked mace power increased Warhammer power increased dagger durability reduced | |||||||
| 0.6.2 | vanillaarmory | 145 | Apr 28th 2025 at 11:57 PM | vanilla-armory_062.zip | 1-click install | ||
|
maces update! all maces craftable | |||||||
| 0.5.2 | vanillaarmory | 119 | Apr 28th 2025 at 9:35 AM | vanilla-armory_052.zip | 1-click install | ||
|
fixed null reference exception crashes with knife type weapons when skinning. also maces are obtainable in creative only for now. I think the damage is too low, feedback would be apreciated. | |||||||
| 0.5.1 | vanillaarmory | 181 | Apr 25th 2025 at 11:24 PM | vanilla-armory_051.zip | 1-click install | ||
|
quick patch to allow grindstone compatibility | |||||||
| 0.5.0 | vanillaarmory | 184 | Apr 24th 2025 at 7:48 AM | vanilla-armory_050.zip | 1-click install | ||
|
release day. | |||||||









ascended war fork doesn't have a crafting recipe, I'm assuming that's a bug/oversight
yep I see the typo in the code that's cuasing it
It seems these weapons have no attack sound effects when attackingοΌ
are you using combat overhual?
yeah have this same issue too
no we don't have combat overhaul
there's nothing in the vanilla falx json giving it a sound when attacking. are you sure you don't have a mod that adds one?
BotMark
edit: I turned my volume all the way up and cannot hear any sound from attacking with a falx. the only sounds are when I successfully hit something and that is working for all the weapons for me.
Not quite sure if it's a bug or something else but any axe I make comes out looking like a copper axe and the bardiches look like flint axes. All the parts of them look fine until they get fully crafted then they start to look like this.
are you using combat overhual?
I do have that on. Is it just a goofy conflict between them?
yep
Ascended arming sword doesn't seem to be sharpenable, is this intended?
yeah only non-relic swords are sharpenable.
I never got any feedback on my balance question about sharpening, but kinda my fault I did put it in patch notes.
do you have any opinions? critical hits deal double damage, with a maximum chance of 10%. it maths out to a 10% damage increase statistically.
so my questions. should I include axes for sharpenable? since an axe isn't technically a bladed weapon, it relies on it's wedge geometry to split and doesn't bennefit as much from being sharpened. and since maces are just totally out of the question for sharpening, should I give them all a 5% damage increase (less than 10% becuase it would require no maintenance)?
Idk about a balancing standpoint but it is pretty expensive to fully restore the weapons so it just seems a bit strange to not be able to sharpen them, I do think axes should be sharpenable though with maybe a damage boost to blunt weapons because atm there doesn't seem to be any blunt weapons worth using unless they have hidden modifiers I don't know about. I'm not like an expert on the game but imo sharpening already kinda has a built in balance requirement of having to do it multiple times to keep it sharp and it takes durability to sharpen it. Anyway, thank you for asking my opinions on the matter, but keep in mind they are from a pve player and I have no experience with pvp in this game.
thank you for this feedback.
yeah the balance of this mod leans pvp. when I started this mod I was under the impression that creatures had armor tiers like they have damage tiers. but they don't so that kinda breaks the intended effect of having clubs have higher tier than their metal and blades having lower tier.
I'll add sharpening to all blades and axes shortly.
so, i know you can make the tracker armor with higher tiers of metal, but idk how since the recipe doesnt show in the handbook. it only shows the copper variant. i know iother tiers are possible because on a multiplayer server i play on someone made iron tier tracker armor. edit: nvm. found it.
oh that's so cool to hear vanilla armory is being used in a multiplayer server. sorry for the lack of polish, it's quite tedious to edit all the transforms.
There seems to be an issue with ground storage of bucklers; when I try to lean my buckler against the wall like I would a vanilla shield, the buckler visually appears horizontally inside of the block to the left and down of where the buckler was placed. thanks
Is the double-headed axe a two-handed weapon? What exactly happens when I hold RMB with it out? It seems like some animation starts, but I dunno if its a parry or what, or if I should have a shield.
sorry, specific integration is required for combat overhual compatibility. integration that I don't know how to do nor have any desire to do.
(and honestly those maintaining combat overhual should be doing on other modders behalf).
I think it would be cool if you could make this mod compatible with purposeful storage
someone made a patch for this already https://mods.vintagestory.at/show/mod/36271
Threw together some recipes for the lore armors, since a friend reeeeally wanted them. What would be the easiest way to share them with you?
in the modding discord I have a vanilla armory thread
sorry I was working on recipes but got sidetracked with other things.
Hey!
Is there compatibility with combat overhaul planned, or perhaps is there option to get your approve of trying to make one?
it would be awsome if somone made and maintained a compatability patch / patches. but I'm not qualified to do that, I am terrible at making patches and don't know how to balance for combat overhual.
How do you use the grindstone to sharpen weapons? Sorry if its dumb quesiton!
you should get a prompt if you're holding a compatable weapon. it should be hold shift + hold right click.
the swords are: gladius, arming sword, sabre, claymore.
Would it be possible to get compatibility with meteoric steel? I don't know if that would be on your side or theirs
I like meteoric steel. but I don't plan on it simply becuase of the amount of math that compatability would require. I would assist anyone brave enough to make a patch but I don't think I have the patience or energy to do it myself.
Ok. That makes sense. I suppose it's a pretty niche thing as well, which is hard to reach. If anyone ever does though, I would love it! This is one of my favorite mods. Thank you for your hard work on it!
thank you!
when are we going to be able to quench iron and steal weapon parts that we can make and not the ruined once?
you should be able to quench them now, the neccessary tags are in there. but adding fireclay will be in next update. I just need to finish some recipes. so expect that either tomorrow or the next day
ok ill wait for the fire clay to work i like my weapons strong
I removed Armory Fork and the texture/skin was resloved hope this helps [Armory Fork - Vintage Story Mod DB]
I'm an idiot sorry, I forgot that combat overhual and vanilla armory are incompatible. I'll recomend forgotten armory or kanahakus not so spear expansion.
very sorry but I've never used combat overhual and am horrible at making patches. so I'm not qualified to make it compatible.
this texture mishap is quite confusing though and seems more complicated than I had thought.
you're all good, do you mean the mechanics of combat overhaul or just the items from armory?
the weapons and armor from vanilla armory don't use the same damage types or resistance types as combat overhual uses. so while it technically can be used together, the vanilla armory weapons won't properly be resisted by combat overhual armor.
also the vanilla armory weapons won't inherit the combat overhual animations properly.
Hey! Very nice mod. Reforged relic bearded axe is the only bearded axe that has correct animation I think, others are held onehanded while swinging and it looks off.
hey! we know your comments say your retired from the game but i just wanted to reach out and say thanks for an awesome little mod to the game! your awesome ^_^
Thank you!!!
I look forward to when quenching, tempering and grinding can be done to these products!
At the moment, toolheads seem to lack a recipe to add Fire Clay for durability-based Quenching.
I would absolutely love if somebody made a compat for this and Meteoric Steel
Does this mod work with the current tempering and quenching mechanics?
Yesn't. Seems capable of being quenched and tempered for damage, but there's no recipe for adding Fireclay to enhance durability
bro update smoke and powder if you are still gonna have the link
Does this work with combat overhaul?
this looks amazing!!! tysm for updating <3
Thank ExUriel, you might have to @ them since they're not the origional mod maker.
Any plans for updating this for the new version? Pretty please? π
With sugar on top. π
Any chance for an update to 1.22? I really enjoy the relic weapons, finding the broken versions and upgrading them back up to their best versions. Makes dealing with the mobs much easier lol
I agree. I love trying to upgrade the ruined weapons all the way
yo i'm on 1.21.6, mod version 1.9.1. the recipes for silver and gold flanged mace seem to be broken, and it's throwing the following errors on start
[Error] Grid Recipe with output Item code vanillaarmory:club-flanged-silver contains an ingredient that cannot be resolved: Item code game:game:rod-steel
[Error] Grid Recipe with output Item code vanillaarmory:club-flanged-gold contains an ingredient that cannot be resolved: Item code game:game:rod-steel
i was able to fix this by changing "game:game:rod-steel" to "game:rod-steel" at vanillaarmory\recipes\grid\maces.json
thanks for the sick mod β
This seems to not work with immersive mining
I'd love to see some compatibility patches to be able to use these weapons with Purposeful Storage!
The author might want to change the meteoric lamellar armor durability. Its at 5500! the best armor in the game! only like 6 plates to make when scale takes 18!
xskills quenching doesn't work with weapons from this mod EDIT: quenching doesn't work with smithing plus auto finish option, so sorry to bother
Some REcipe errors in the latest version of the mod I believe
29.11.2025 17:41:42 [Server Error] Grid Recipe with output Item code vanillaarmory:club-flanged-gold contains an ingredient that cannot be resolved: Item code game:game:rod-steel
29.11.2025 17:41:42 [Server Warning] Failed resolving crafting recipe ingredient with code game:game:rod-steel in Grid recipe
29.11.2025 17:41:42 [Server Error] Grid Recipe with output Item code vanillaarmory:club-flanged-silver contains an ingredient that cannot be resolved: Item code game:game:rod-steel
29.11.2025 17:41:42 [Server Warning] Failed resolving crafting recipe ingredient with code game:metallamellae-cupronickel in Grid recipe
29.11.2025 17:41:42 [Server Error] Grid Recipe 'vanillaarmory:recipes/grid/lamellae.json': Output Item code game:metallamellae-cupronickel cannot be resolved
29.11.2025 17:41:42 [Server Warning] Failed resolving crafting recipe ingredient with code game:metallamellae-nickel in Grid recipe
29.11.2025 17:41:42 [Server Error] Grid Recipe 'vanillaarmory:recipes/grid/lamellae.json': Output Item code game:metallamellae-nickel cannot be resolved
I dont see the point of using any other sword other than the Claymore? it doesnt really have any downsides compared to the other swords except costing more resources which doesnt really deter me since it has alot of durability insane reach and insane damage.
what skill does battle axe and bearded axe fall under i Xskills?
Could you please add a patch to use with Combat Rework its a lite version of Combat overhaul
I figured out how to resolve the ingot starting off center on the bardich head. If you go to this file βassets\vanillaarmory\recipes\smithing\bardichehead.jsonβ and open it in a text editor, you can see the smithing layout form under βpatternβ. The β#β are fill and the β_β are empty spots, the pattern had a series of additional β_β on the right side of the pattern and the game appears to just auto drop the ingot in the middle. I removed those additional β_β on the right side and now the ingot starts in the middle of the fill and you can use the heavy swing to start the form.
Before
"__##___________",
"_###___________",
"###____________",
"#######________",
"#######________",
"#######________",
"###____________",
"###____________",
"###____________",
"###____________",
"###____________",
"_###___________",
"__#####________",
"__#####________",
"___####________",
"_______________",
After
"____##___",
"__###____",
"_###_____",
"_#######_",
"_#######_",
"_#######_",
"_###_____",
"_###_____",
"_###_____",
"_###_____",
"_###_____",
"__###____",
"___#####_",
"___#####_",
"____####_",
"_________",
WolfWarrior Thank you for the update! Maybe a guide in the future for this mod...
BigMummbles
I really don't know how to do anything about that.
BlueFuryDragon
the error can be ignored it's becuase of the way the game handles recipes.
the quiver goes in one of your backpack slots the quiver creates slots in your inventory that can hold only arrows or throwing spears.
Loving the much needed addition of weapons, but having an issue where ingots when forging seem to be way off center of where you have the grid to actually hammer out the weapons. Is there a way to adjust this possibly?
So I'm on 1.21.4 your mod is neat but it does throw some errors about not finding recipe grid something or another. don't feell like trying to find it right now. Just wanted to note this before I forget. The compound recurve bow is awesome. But, the quiver (leather) is useless. It doesn't place anywhere and it doesn't open up to add arrows and it says 10 slots (?), is that supposed to be how many arrows you can put into it or stacks of different arrow types. If it is the first one then it is to small. But first you need to figure out what or why you even need the quiver. I also have the other vanilla weapon pack installed.
Silentfox
wow I had to turn my audio way up to notice it made a sound. I'll see if it's in the json.
edit: nope it's not in the json. so unfortunately no.
Is there any chance you could make the swinging of the weapons have audio? Like the swish sound that the base game falx has.
WolfenIronsky
you can always use the linked mod more smoke and powder it should be compatible with kemono.
sorry my internet has been really bad lately I haven't been able to do much online. even logging into vintage story π’.
you arent getting any crashes upon opening the caracter screen with kemono? I was having that issue while testing but I think I was on the wrong game version. I'll have to wait till I can update the game...
WolfWarrior
Alright I think I figured out the problem, I think it was Maltiez's Firearms mod, which requires Overhaul lib, which I discovered states in it's description that it is not compatiable with Kemono, which sucks, I kinda like the firearms, but after removing them and testing again I have yet to encounter another crash, so I guess that's just on me for not reading descriptions. My bad.
Emily8914
maces are a bit different to wield than most swords since 90% of the weight is at the tip so it doesn't make sense to me that it would use the same skill. a crusher skill for maces would make sense. but do as you like, if you want to tie it to the swordsman skill you can make swordsman also effect the club item type.
or you could do as some suggest and make it scale with tool master for blacksmithing since swinging a hammer is much like swinging a mace.
personally I like the idea of adding crit chance like the shovel skill has to further make maces different from swords.
again, do as you please I don't code and don't know how difficult xskills is to work with.
> "xskills compatible (though there is no skill for maces. if someone wants to make one maces use vanilla club item type I would greatly apreciate)."
CO's maces benefit from the 'swordsman' ability in XSkills. Would it be as simple as tying maces into the same ability or would you rather it have its own 'maceman' (name wip) ability?
Voodooozo37
since combat overhual changes some fundemental parts of the game if something does not explicitly say it's compatible it is a safe assumption that it's not.
no and it would be truly a mountain of work to make it compatible
Is it compatible with combat overhaul?
Redpaws
texture bug fixed. I had a bad reference in the entity code
MASIOSARE
fixed. make sure you have at least 5 durability on both the axe and knife or it won't craft since it takes 5 durability from each.
I got some issue with crafting a throwing stick, I cant do it with the recipe in the grid and I look that some people can do it but using the recipie in the handbook I cant.
Redpaws
bug 1: that's due to the way the game handles recipes "fixing" this is possible but at the cost of compatability.
bug 2: that's weird I'll have to look at that.
Bugs:
This mod keeps throwing me errors over "nickel/cupronickel lamellae" when loading into the world. There's no nickel or cupronickel lamellae, likely why it throws that error.
Visual only; Every single type of throwing stick turns into a copper throwing stick projectile when thrown. It still functionally works as it should, and returns the correct type of throwing stick when picked up.
WolfenIronsky
I'm sorry for taking so long to respond I'll see if I can replicate the crash and debug from there soon. I do have to ask if you have any mods that affect player animations by adding or changing them? kemono is generally not compatible with any mod that affects player animations last time I checked.
I'm havin an issue where the game crashes everytime a vanilla weapon is pulled out, I do notice in the crash logs that when a weapon is pulled out it causes several errors with vanilla armory, as well as with kemono, I know it says their compatible, but is there a chance they have stopped being compatible?
i'm back! first of all that quiver bug is caused by Specialized Bags Revived.
secondly, would compatibility with Quivers and Sheaths be feasible? the bows already work! but only the falx blade can go into the sword sheaths. Ancient Armory has compatibility but i don't know if it can be done on your side or would have to be done on Maltiez's side.
LunaGore
I genuinely thought that mod was no longer supported. but I don't know what the collaboration would be, besides I feel like we are in competition π
Parf
the generic throwing spears (as well as ruined spears) should fit in a quiver unless something changed with storage flags.
if you have a mod that changes arrows at all it might be changing the storage flags for them for some reason?
I'll check with Takeo but I'm pretty sure them being clubs is intentional, which is also why they don't use the hammer skills. The weapons are all balanced to fit within a certain category and role and I'm not sure allowing clubs (which are for the most part, blunt instruments) to benefit from skills meant for bladed weapons. I think with maces or clubs in general, a flat damage boost would be less appealing balance wise versus something like giving them a damage boost only when attacking entities with protection values of the same or lower tier then their damage tier, since these weapons were traditionally "armor breakers", if that makes sense.
Granted, I don't actually know if that would be possible and we haven't explicitly discussed compatibility patches, so I can't make any promises that this would be an undertaking we would begin soon, if at all, since there are a couple of other things we're in the midst of.
A suggestion for xskills compatibility: make maces gain skills based off of swords. As it is, the "swords" category could just as well be renamed to "one-handed," assuming vanilla.
excited to see this updated to 1.21! this is a further-expanded Ancient Armory for me and i prefer this one for its extra improvised armors, ornate weapon varieties, extra bows, and simple shield additions. the relic refinement is also a cool bit of light magic that makes this mod unique, without the mod getting too bloated.
i had an issue with a big 1.21 modpack i've been testing where quivers no longer held arrows. it still works when isolated as the only mod, so it's an unknown incompatibility somewhere. maybe ensure the code for the quivers is up-to-date and clean until i find a culprit.
the shapes for smithing the weapon heads when held by tongs are also offset, i believe. that's just a visual issue, not game-breaking.
Ancient Armory recently updated to 1.21 and allows for most weapons to be stowed on the elk weapon slots. you could look to that mod or the modder for help if you're getting stuck on making those shapes work!
and if i had a dream for mods like these... it would be having a spear bag to hold 6-10 throwing spears the way a quiver does. π i'm a sucker for throwing big sticks.
aside from that, thanks for picking this up and working on it StellarRover.
Have you considered collaborating with AncientArmory?
WolfWarrior Nothing to apologize for boss. You've made something fantastic here- it's basically on my list of "won't play without" at this point. Thanks for helping me out!
Take care of yourself, ok?
Eranderil
bardiche is an axe yeah. the daggers (dagger, stiletto, khanjar, baselard) are knives. the rest of them should probably be obvious. maces are item type club becuase if I made them item type hammer they would be useable as hammers on an anvil. but considering no one is making the compatability patch maybe that's just something we could live with.
sorry I've just been... I don't know
are you by any chance working on updating this for 1.21? it's throwing a lot of errors.
Please make the Ascended weapons obtainable; I don't care what the cost is. I must use the white weapons.
Off the wall compatability question: How do we determine what Xskills skill benefits a weapon class? For example, I crafted a bardiche expecting it to benefit from the spears skill, but it swings like an axe and now I'm suspecting that's the proper skill. Is there a definitive way to determine what exaclty is the proper skill for your favorite weapons? Is it purely based on the swing style or is there something more to that? (Also, why wouldn't maces simply benefit from the hammer skill bonuses?)
This might be good info to add to the description btw, if it's not too much of a pain.
Just noticed this trying to forge smith with my first ingot. Whenever you open the menu to select a tool to smith, the models start growing in descending order down the grid, the last one almost being outside of the window. playing with latest mod version and on stable 1.20.
WolfWarrior I see, thanks for the clarification.
captanredbeard
unfortunately that's a big can of worms. I'd have to make duplicate recipes for them all, and then it'd be incompatible with any mod that changes the origional recipes or their outputs. as for when they auto fill in the crafting grid that's a hard coded thing for axe type tools.
Any chance for adding the ability to use some of the smaller war axes as normal axes in recipes but keeping their chopping speeds somewhat slower? I have a bearded axe that when my normal axes break, gets replaced into my crafting grid, but the recipe doesn't use the bearded axe in axe recipes.
I dont' think i found any bugs, thanks for asking.
GoldenRobot
vintage story model creator (discontinued)
vintage story blender addon (unofficial).
vintage story model creator 2 (prototype).
WolfWarrior Vintage Story has a native Model Creator??
Where can I find it??
GoldenRobot
they are json format models made in the vintage story model creator.
I guess there is a blender addon for vintage story model format but vintage story only has framework for rendering cuboid geometry, so I don't know how helpful the blender addon really is.
hey Setnja,
Regarding the model contributions;
what app have you used to render the current models? what format are they saved in?
Setnja
you don't have to @ me on my own mod I get notifications on comments.
currently it is unobtainable. sorry, I'll be cleaning up the mod jsons soon then I'll make an add-on for it.
in the meantime, are there any bugs you've encountered?
@WolfWarrior Hello, how do you upgrade the perfected relic to the ascended relic? I have the double headed axe, i upgraded it to the perfected state, but there is no info about how to max it. Or at least i found no info in the recipe book.
Nymous
bucklers are just called shields in game, becuase of how the game handles shields I couldn't figure out how to rename them without renaming the regular shields to buckler as well. bucklers are identifiable by not having a boss.
all weapons are desinged to have at least one thing they are good at and an equal amount of drawbacks as compaired to the falx. I made some images to explain this but never finished the idea.
knives (the dagger was changed to be +2 tier)
axes (the bardiche actually has 40% x2 durability)
swords
maces
(x means multiplied durability but also the amount of ingots used to smith the weapon)
right clicking? what are you on about? the weapons behave as vanilla weapons do no special mechanics or animations. unless you have bloodshed, then the weapons each have defense values based on thier range and material, that's when right clicking does something with the weapons.
TheScarletKing
len's tweaks I highly recomend. it has a repair station that slowly repairs anything placed in it.
repairme has whetstones that can repair any tool or weapon.
though repairing armor is a standard feature of the game. when you look in the handbook for an armors recipe there should be two recipes for the armor, the second recipe that requires the armor already is the repair recipe.
WolfWarrior
Thank you, sorry just trying to find mods that will add the ability to repair armors and weapons.
EnderCorePL I don't know how that would effect kemono compatibility so currently no.
Hey! Are you planning on adding block animation to the weapons for Bloodshed compatability? Even just copy-pasted from the ones in the base mod.
Endurance
I'm not a fan of the look of them either, the maces especially.
I might change them to use the ornate models instead sometime. but right now I'm in need of a break.
as for a config, adding that would require c# wich I don't know or learning configlibs api (adding a dependancy and a lot of splitting files and rewriting most of the mod, and I'm not entirely sure configlib would allow me to go c# free).
you could go into the file and delete the relic recipes to remove them.
or you could ask someone to write a patch.
but if you'd rather use ancient armory, it does not offend me.
Is a redesign of relics planned? Because in it's current state, I don't really like the look and since there are no configs to disable them for us, I'll switch back to ancient armory for now.
Tree_Sucker
if you have discord you can dm me, I'm takeothewolf. there are a couple of places I can point you to though.
vintage story wiki tutorials. these tutorials aren't great but they cover the very basics.
vintage story api documentation. this is very dense but you can search for specific terms in here and get some explainations usually.
but honestly the greatest tool I had access to in order to learn is the game files themselves, and some downloaded mods. you may or may not know that in the game files there is a ton of json files containing most of the content the game has to offer.
make sure to see the commands in the wiki too there are a few helpful ones for modding I didn't learn about until just a week ago.
TotallyNotASmurf
this mod is amazing it really brings life to the weapons in VS also i had a question did u know of any videos that could help me make a mod for weapons like yours i have no idea where to start because the vids i watched don't really explain it to well again great mod can't wait for more
TotallyNotASmurf
the knives will work for some recipes. it depends if the recipe calls for knife- or knife-generic- . all vanilla recipes I can think of off the top of my head call for knife-generic- but I imagine for the sake of simplicity many mods will make calls for knife- instead in wich case any knife will work.
WolfWarrior
Thanks for the pics! Hopefully whatever wrong with the display get sorted out. And I forgot another thing, does the knives work with modded recipes? afaik it doesn't, but gotta make sure if it is the case and not just me.
Azure_
it turns out that ancient armory adds a brand new model for that 6th sword. I could not find a vanilla model that matched it in the earlier game files (i checked 1.16). but if you can prove me wrong and find the model in vanilla files send it my way.
Azure_
as it stands I'm already putting off doing the spreadsheeting required to do the re-alloy addon. I hate spreedsheets π.
it'd have to be an alt model for something, sorry.
and I'm going to have to download an earlier version of the game to get a hold of that model.
Looks like they were called longblades before 1.17
Honestly instead of just being an alterate model it could have slightly less damage than a falx but greater range / attack speed.
Azure_
nah the only thing about longsword in the game files anymore is the admin blade. I'll look into this though. one of the things I want to do with this mod is have am addon to reskin the weapons so each weapon would have an alternate model you could convert it too. that could be the alternate falx model ig
I think there is a ruined longword relic in the game, or maybe I'm thinking of the old longswords before falxes were added. Either way they're present in Ancient Armory (which is how I first found out about them) and seem like they could be a nice middle ground between the claymore and arming sword.
Azure_
do you mean the admin swords shape?
Any chance we could also get the longsword? Even if its stats aren't the most unique I really like the look of it.
Boat_exe
that was an intentional choice I made for a couple of reasons. 1 that's just more often how a warhammer would be used becuase it's for destroying armor, 2 if I used the flat end I don't know how I could justify it having different stats to the morningstar.
yeah for any update I make if you wish to benefit from the update you would have to install the new update and replace the old file, no adverse effects. since I'm not going to be changing file locations or item ids you should always be safe to update to the latest version.
Hey so I only have one issue with the mod and its a visual one.
For the warhammer it faces backwards so the "spike" is what youre hitting with instead of the actual face (the hammer looking part)
I know my request is more of a pieve over this detail but the ruined variant faces the right way.
By all means you dont need to fix this, this is just something Ive noticed.
(also on the off chance you do end up changing it, would i need to reinstall the mod or update it on an existing game and would it have any affects ?)
(great mod btw loving it so far)
Hawfmaverick
I apologise, I accidentally used the wrong item id when asigning the relic battle axes durability.
it is fixed in the newest update. after updating go ahead and spawn a new one in or talk to a server admin if on a server.
so i found a ruined battle axe and "repaired" it to the perfected relic (battleaxe) am i mistaken in thinking this is to be used as a weapon or just a show peice because i hit something with it and it broke immediatly and i realize now looking at it there is no durability which is why im asking if its just for a show pieice or is this a mistake?
WolfWarrior
No problem boss, your response was just about what I expected. I appreciate you taking the time to respond at all, I was more expecting responses from other users of the mod! Your time is genuinely appreciated!
Eranderil
sorry I couldn't be of any help.
TotallyNotASmurf
thanks for making me go through the weapon stats again, I realized I made a couple of errors with my balancing.
so in a later update I'll be increasing dagger tier and reducing bardiche power.
I'm having trouble getting the images to display in the description but I have all but spears complete for now.
maces
swords
axes
(bardiche should read 40% x2 I made a double mistake)
knives
Yup, that's kinda what I figured. Looking at the config options for Smithing Plus, it looks like there's some clever considerations at play. I even see things like guns as repairable options. Man, it's tempting to take a chance, but I'm already having stability issues so I think I'll have to wait till that one updates before I do.
Thank you though!
Eranderil
I didn't realize that was a thing. I haven't added that compatibility, and also I don't know how I could.
so check if you can add things via config for smithing plus, if not I think compatibility will have to be done on smithing pluses end.
but also since this mod makes no changes to smithing mechanics you are good to use both mods together without conflict.
Are these fully compatible with smithing plus? Or would I somehow need to add them to s+ so the heads can break and be recovered and so on (maybe via configs)? Because higher tier spears is right up my alley. (I don't expect full compatability, asking just in case.)
TotallyNotASmurf
alright. I'll start working on that then. it may take a bit cuz I work really slowly. you may have noticed, it took me two days to get the ornate spears in which was effectivelly a copy paste job...
WolfWarrior
Ngl, thats sounds like one heck of an idea that I really liked lmao.
But Imo just the stats in a spoiler tab and/or some adjective like, shorter range, higher damage compared to X, with X being a somewhat vanilla equivalent or a "baseline" weapon on the mod. Sure its kinda the same thing, but it is in one place that only require one single press of a button compared to opening the handbook and looking at each one of the weapons.
TotallyNotASmurf
I guess I could post the stats in a spoiler in the description but I don't think that'd be any better huh?
I don't know how I could go about making a friendly easy to read guide on the weapon stats.
maybe a graphic? like an image displaying the weapons with their stats beneath them in bars (so full bar means best and half means middle, ect.) like selecting your loadout in call of duty? π
Hey, will there be a sort of list for the weapons stat comparisons, like Boar Spear being a better spear but less throwing damage, or one of the swords having more damage than the other but less range? Sure I could open handbook, but there being a lot of them makes my head spin.
Ivy87
that's for post-steel content, currently I haven't made any addons yet. but the re-alloy addon I'm working on will be the first to make them obtainable.
nowise33
this mod makes no changes to smithing mechanics.
How do you get ascended rilecs?
This compatible with smithing plus?
Usedtea
yes
Can this mod be added to a pre-existing save file?
JonR
no worries at all.
thank you.
Yeah sorry! I'm working on it, and I'll certainly include default compatability with Vanilla Armory as well when that's done! Loads of people have asked for it, and it's a great way to make sure I have a wide variety of weapons covered.
XenoBeast
toolsmith doesn't effect weapons in it's current state. so you're good to use both of them together
HI, is this mod compatible with toolsmith mod?
BlackJackal84
that's expected behavior, electrum lamellae does not exsist.
honestly I think it's really funny when people bring up this error, becuase when I was playing a lot of lethal company modded if a mod didn't throw at least one error on startup it meant it wasn't loading. and the best ones threw dozens of errors.
Hi, I wanted to try a mod that adds new weapons without unbalancing the gameplay with weapons with out of scale values ββand damage and here I am.
I installed your mod and while loading the game I receive the following error:
[Error] Grid Recipe 'vanillaarmory:recipes/grid/Lamellae.json': Output Item Code
game metallamellae-electrum cannot be resolved
ScyanLight as a general rule, since it is such a hassle to add that compatability if an armor or weapon mod does not say it is compatible with combat overhual then it is not compatable.
try combat overhual armory, there are plenty of weapons and shields there.
or you can try bloodshed a lighter stamina based combat overhaul that this mod is compatible with.
you can also try making a compatibility patch yourself. I leave an open invitation to make such a patch for this mod.
is this compatible with combat overhaul?
i think the armor might be a little extra, but i think the obsidian would be extremely cool. it's not super easy to get obsidian, especially for newer players, but it's also not super useful or exciting/fun to find. I think it would be very cool to be able to make obsidian weapons for fashion purposes, but i think the flint wouldnt make as much sense. Also maybe just the shorter bladed weapons for those, i dont think the brittleness of the stones would make sense for any of the larger weapons. thanks again!!
Thank you! snotfan
also can I get an opinion?
I've been thinking about adding reed armor made from cattails but I also think with both improvised armors there is no need for additional early game armors.
also obsidian and flint bladed weapons but I don't want to use too many models that don't already exsist in the game files. what do you think?
This is one of my favorite mods! I really like having a lot of different weapons to play with for RP and flavor purposes, but I don't want to change the game too far from vanilla. This is perfect for that and I've really been enjoying it a lot, so wanted to thank you!
X2antK1ng they occupy a bag slot and can only hold arrows.
how do i use quivers? anyone knows how?
IronDragon7410 you can use both at the same time without any problem if that's what you mean. but toolsmith currently doesn't support weapons.
Is this compatible with toolsmith?
Nyphra yeah axes use axe, swords use swordsman, spears use spear. the baselard, khanjar, dagger, and stiletto use knife. all items here use vanilla itemtypes so they are compatible with xskills by defualt, but I really would like to make skills, I just don't know how.
maces use item club type becuase that's how they are in vanilla with their ruined variants but itemtype hammer would probably be better until a club skill is made you're right. only if they were hammers you could forge with them π. since that code is baked into the itemtype.
Heya, I can see you've got xskills compatibility and mention there isn't a skill for maces, but what about things like the axes, bardiche and the like? I assume axes would fall under the tool mastery skill but I'm not certain about the rest.
If axes did fall under the tool mastery skill though, could maces also be classed as hammers (as they are both blunt weapons)?
Dalbojev the error means it's failing to generate the recipe for electrum lamellae. that's all, no harm, everything should work as intended still.
[Warning] Failed resolving crafting recipe ingredient with code game:metallamellae-electrum in Grid recipe
[Error] Grid Recipe 'game:recipes/grid/lamellae.json': Output Item code game:metallamellae-electrum cannot be resolved
It seems to me it cant read the file or am i wrong
Kida_Mei of course. let me know if you have any other issues or feedback with the mod.
Thank you for being so quick on a fix!! Repairing works perfectly now! :)
Lohostege you misread the mod description
How do we customize the colors/wood of the handles, there is no in-game guide, or guide on the mod page where I can figure out how to change the handle colors.
ElusiveEnigma
that's a more recent change. the claymore was range 4m but I got reports that 4m is too long range. so even though the claymore model is longer the range was reduced for balance purposes.
Alright, how about the range of the arming swords? Those are at 3.5m while the claymore and spear are also 3.5m
Ah! I did not know they were smaller. They have the same icon as the default game shields, but I saw the stat reduction, so I had not built it yet to save on materials. Thanks!
ElusiveEnigma
it is intentional. they are smaller cheaper shields, so the stat reduction on them makes sense no? you'll also find that these smaller shields won't get in the way of your aim when using a bow, that's really the primary reason I added them.
It seems you added some shield variants but the shield stats do not match vanilla stats. Is this intended?
NateDoesLife
yes you smith them.
after I get the spears implemented I will make the ability to restore ruined weapons.
(ranseur, boar spear, voulge, war fork. the throwing spears for iron meteoric iron and steel are implemented.)
How do you go about crafting these?
Is it just standard smithing or does it utilize the "ruined" variants at all?
Endurance
balance primarily. I've taken a lot of time to make sure each weapon has unique stats from each other while being balanced against each other. though as the description says, they are not yet fully balanced and the four extra variations of spear are not implemented yet.
this mod uses vanilla animations and should therefore be compatible with model swaps such as kemono (though I have not tested)
this mod is compatible with still necessaries grindstone.
I plan on supporting this mod with add-ons and compatibility with other mods.
What are the differences between this mod and Ancient armory?
thank you Devonushka
I think if you statted the copper Falx like this, you'd get much more compelling numbers:
Copper Falx
durability = 250 (25 per point) 10 pts
power = 3.8 (0.2533 per point) 15 pts
tier = 2 (0.4 per point) 5 pts
range = 2.5 (0.125 per point) 20 pts
I'm ranking the importance of the stats, with range being most important, then power, then durability, then tier.
Devonushka
thank you yes this feedback is quite helpful.
I considered weighing teir differently but the numbers became weirder than they already are. but I'll experiment with that if you think it will make it overall more balanced.
Hey so I hope you're open to some balancing feedback. First I tried out all the weapons in creative by spawning in a bunch of mosters and killing them. Then I looked at their stats and looked through all your balance notes.txt files til I understood your point-based system. The biggest thing that stuck out is that the Claymore is stupidly overpowered.
I took a minute to figure out why and I've identified the issue in your balancing algorithm. The 2 and 3 ingot material bonus should be based on the durability of that weapon, not of the Falx.
Tin Bronze Falx
durability 450 (45)
power 4.5 (0.45)
tier 3 (0.3)
range 2.5 (0.25)
Tin Bronze Claymore
durability 5 (225)
power 14 (6.3)
tier 5 (1.5)
range 16 (4)
3 ingot material bonus (900 durability)
The Claymore only has a 5, meaning that it's durability is supposed to be its weakness. This would be the case if it was a 1-ingot weapon; it would have only half the durability of the falx at 225 durability. However, its durability is 1125. That's an equivalent of 375 durability per ingot, almost as much as the Falx!
Instead, I believe the 2 and 3 ingot material bonus should be calculated on the durability of the weapon. This would put the Tin Bronze Claymore 3 ingot material bonus at 450, for a total durability of 675. At 675 durability you're actually paying twice as much to upkeep the Claymore compared to the Falx, which seems much more fair for how strong it is.
Besides that, I think you're maybe over-weighting the weapon tier and under-weighting range because of the linear scale you're using. As a test I placed two surface drifters and two double headed drifters in pits and killed them with a copper Falx and copper Claymore.
Copper Falx
Hits to kill surface drifter: 4
Hits to kill double headed drifter: 10
Copper Claymore
Hits to kill surface drifter: 3
Hits to kill double headed drifter: 10
The copper Falx is giving up either 1.25m of range or 2 entire points of damage for a kind of negligible amount of damage efficiency against high tier enemies. Range in particular is really strong because it lets you avoid damage much more easily. The Claymore in particular feels like I can be poking stuff completely out of harms way.
Anyway just my thoughts, sweet mod I appreciate you making it!
Awesome thanks for your response. I'll be trying your mod out!
Devonushka
I did not realize ancient armory exsisted. well imidiately I can say ancient armory is for 1.20.x unstable builds though I doubt any incompatibility with stable builds.
I did a lot of spreadsheeting to make sure no two weapons have the same stats, and that's why the maces and spears are not yet implemented becuase I'm still working on their balance.
also I'm using only vanilla animations so it should be compatible with character model replacements such as kemono or kobold.
I'm wondering your thoughts comparing your mod to Ancient Armory, which does a similar thing:
https://mods.vintagestory.at/ancientarmory
I was unhappy with the balancing in Ancient Armory, the weapons in that mod all use the exact same stats as the Falx or Spear.