Mods / Swordz
Author: Zolgrim
Side: Both
Created: Nov 16th 2023 at 10:48 PM
Last modified: Jul 3rd at 8:59 AM
Downloads: 31039
Follow Unfollow 290
Latest file for v1.19.8:
Swordz 1.1.8.zip
1-click install
This mod adds new variants of swords as well as other weapons.
Current Version : 1.1.8
Swordz adds the following :
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
- Currently unobtainable - Creative only - Placeholder
- Xskills : Tool Mastery
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
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
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.
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.
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
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
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.
-
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 :
Mithril : T8 |
Adamant :T9 |
Orichalcum : T10 |
Aithril : T10 |
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
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 :
- Extended Crafts - Patches Titanium and can cause issues.
- Likely any other mod that attempts to add new metals.
To Do :
- Spear / Polearms : Guisarme, Partisan, Goedendag
- Swords : Macuahuitl (serves as an oar?)
- Knives : Baselard, Karambit (very unlikely)
- Dane axe
- Ranged : Cross-Sling , rock shooting cbow?
- Lantern-shield , Low durability but has a built in lightsource
- Better Models
- Better Animations
- Better textures (lol, lmao even)
- Get feedback and adjust atgeir, pila stats, sabre, kilij, longsword , tunneler, sledge, excavator stats
- Touch up mithril/adamant/orichal textures for ingots/plates
- All things aithril need revising on stats
- Fix shovel heads, using stone head shape not metal
- Make manganese pulverized, not gridded
- add more pictures to the moddb, bunch of new stuff added not shown.
- Add Plumbata : War Darts , Low damage but can make a good few at once
- Add a sword sheathe, 4-6 slot generic backpack
- Add a mattock , combined Axe & Shovel , inferior to both individually
Needing work and or feedback :
- Everything
Credits :
- "Zolgrim" / "Zflocco" : The original creator of the mod.
- "Meep9834" / Meep : Tunneler/Excavator code as well as numerous other contributions.
Thanks to :
- "CaptainOats" / "Oats" : For numerous contributions.
- "Severed Skullz" : Helping fix Meteorites
- "Roach" : Helping fix a longstanding issue
Translation Credits :
- "Veir" : Polski Tłumaczenie 1.1.7
- Русский перевод 1.1.8 за авторством "IFlyingTea"
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.8 | 10256 | Jul 3rd at 8:59 AM | Show | Swordz 1.1.8.zip | Install now | |
v1.1.7 | 5692 | May 6th at 11:36 PM | Show | Swordz 1.1.7.zip | Install now | |
v1.1.6 | 5099 | Mar 9th at 4:31 AM | Show | Swordz 1.1.6.zip | Install now | |
v1.1.5 | 1588 | Feb 23rd at 4:06 PM | Show | Swordz 1.1.5.zip | Install now | |
v | 139 | Feb 18th at 2:10 AM | Show | Swordz_1.19.3_Unoff.zip | ||
v1.1.4 | 3670 | Dec 13th 2023 at 2:23 PM | Show | Swordz 1.1.4.zip | Install now | |
v1.1.3 | 848 | Dec 4th 2023 at 12:05 PM | Show | Swordz 1.1.3.zip | Install now | |
v1.1.2 | 419 | Dec 1st 2023 at 8:55 AM | Show | Swordz 1.1.2.zip | Install now | |
v1.1.1 | 376 | Nov 28th 2023 at 9:39 AM | Show | Swordz 1.1.1.zip | Install now | |
v1.1.0 | 368 | Nov 26th 2023 at 4:25 AM | Show | Swordz 1.1.0.zip | Install now | |
v1.0.9 | 259 | Nov 25th 2023 at 1:32 AM | Show | Swordz 1.0.9.zip | Install now | |
v1.0.8 | 213 | Nov 24th 2023 at 7:40 AM | Show | Swordz 1.0.8.zip | Install now | |
v1.0.7 | 372 | Nov 20th 2023 at 4:23 PM | Show | Swordz 1.0.7.zip | Install now | |
v1.0.6 | 205 | Nov 19th 2023 at 3:44 AM | Show | Swordz 1.0.6.zip | Install now | |
v1.0.5 | 230 | Nov 17th 2023 at 11:34 AM | Show | Swordz 1.0.5.zip | Install now | |
v1.0.4 | 209 | Nov 16th 2023 at 10:49 PM | Show | Swordz 1.0.4.zip | Install now |
set fantasy metals: false
Half of meteorites I find are Aithril even in new worlds
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.
Zolgrim
for some reason every world im creating isnt generating any of this mod's ore.
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.
Why does mithril chain have plate's high tier damage resist?
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.
Any noted conflicts with Ores A Plenty?
Cant seem to find manganese in any of the stones that it can spawn in.
This mods seriously needs a Guide
How far out do you find the stuff for the Mangnanese Powder?
I am thirding the XSkills and copper seax issue. It could be other seax, but I only tried copper.
I am having the same issue and also use Xskills.
LadyBlakeHammer
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?
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.
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?
Can you make compatibility patch that make fantasy minerals spawn in rocks from GeologyAddon mod as well?
Zolgrim Turns out I was using 1.1.7, But for the record it was Culinary artillery and Expanded Foods
Valencrad What recipes, are they from mods? 1.1.8 should've fixed the majority of issues that knives had.
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.
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.
i think we should be able to enable it so weapons can be made from the new metals. That would be really grand.
will there be a use for the [metal]bits we get from xskills recovery for example?
normally you can put these in a bloomery to recover an ingot back after finishing multiple products
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
Might I suggest splitting the fantasy metals into a separate mod?
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.
[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
Segas_Wolf This mod doesn't touch the vanilla falxes at all.
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.
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.
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?
scales for scale armor are missing a smithing recipe
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
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!
is there a reason why new metal axes cant be used in recipes? like stainless steel axe chopping firewood?
Seems like stainless steel and other new tools of the newer tiers metals arent compatible with skill from xskills such as tunnel digger
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
i THINK the anvils for stainless steel and up don't work with xskills
its possible to use the sledgehammer to break mantle. this is probably not intentional
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
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?
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.
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.
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
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.
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!
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% ?
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 contact me on discord : discord.com/channels/302152934249070593/1210621389715804180/1210621389715804180
Hello, do you accept translations? I made one for Polish language.
and now the Unoff file is 0k in size, just a heads up.
You should push a version higher than 1.19.3, because currently 1-click install installs the unofficial version.
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
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.
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.
Yeah, all the weapon animations are fixed, and everything should work in 1.19 now :)
(Zwei has a semi-new anim now btw)
@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
Is this still working for 1.19?
Maxim_inc Added to the list
Is there any way you can add a Daneaxe?
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?
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.
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.
Loving this mod, will it be updated to 1.19?
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?
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.
new arming sword model is cool
1.1.3 has a messer, I might add a großes messer in the future. ASILiara
I'm not sure how you'd make it interesting as a weapon, but I'd be rather interested in seeing a kriegsmesser added.
Is there anyway I can get these to work with Necessaries grindstone?
beagan Hafts in general need some refining, the arming sword model is the vanilla one and will (probably) be replaced at some point.
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.
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
Does this have compatibility with XSkills?
Okay, thanks for reply.
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.
Shortsword as well as bearded axes don't have a weapon animation like arming sword for example, which makes them attack really fast Zolgrim
Fynneberg fixed in next update
Quartal not quite sure what you're asking here, do you mean first person?
Is there any way i could make shortswords etc. have a weapon animation or is it strictly bound to them being tools too?
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!
This is incredible. Everything I have dreamed of in this game. Can't wait to see how it evolves and grows!
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.
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.
There might be recipe conflicts with polished rock slabs and whetstones. Also, the granite whetstone isn't craftable.
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
ASILiara Took it out , I'll put it back in, in the next update.
My game seems not to have registered the existence of the meteoric iron shortsword. Real shame, because I was hoping to put one together.
I have a suspicion that it isn't actually your mod that is the problem. Still more testing to do though
Zolgrim
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
This is a really great mod.
"Better textures (lol, lmao even)" 😂
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.
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!
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).
Bobosaw Check newest update, LMK.
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.
That's valid tbh. Hats off to you King
Bobosaw Laziness, I make no promises but I might fix it in the next update or two.
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.
goes hard
beagan Done.
Zweihander, you say 👀
please sir may i have some longsword
Bobosaw Grass & Cattails yes, recipes that call for a "knife" , no.
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?
I love it, good job.