Mods / WeaponPack Alpha- New Melee Weapons

Category: #Cosmetics #Crafting #Technology #Weapons
Author: Mr1k3
Side: Both
Created: Apr 6th 2021 at 2:39 AM
Last modified: Jan 28th at 4:46 AM
Downloads: 7384
Follow Unfollow 30

Weaponpack alpha currently adds 9 new melee weapon types each with metal variants.

The weaponpack mods are a series of individual mods focusing on their own individual section of combat- melee, ranged, defense. The mods attempt to overhaul and/or improve existing mechanics in the game without straying too far from the vanilla style by offering modded weapons that are slightly better than their vanilla counterparts, this keeps vanilla things untouched most of the time and lets me have a lot more freedom with what I can do with the additions.

Other version links- Alpha/Beta/Gamma

This mod changes swing sound/throwing sound with a "swoosh" rather than the old "grunt". I feel like it makes the experimental instrument voices option feel more consistent.

Weapons:

Weapons are gated to certain metals due to their material limits which adds an interesting dynamic to progressing though the ages. For example the khopesh can only be cast in a clay mold and is a starter weapon, as such its not able to be made from iron+ metals. Then you progress to the better gladius when you have an anvil, and the rest of the mod tries to follow this pattern.

Macuahuitl:

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The Macuahuitl is not only hard to spell it also packs quite the punch! This Aztec club weapon can be crafted traditionally from obsidian or with flint. The Macuahuitl has almost metal-like damage due to its extremely sharp teeth, they are brittle however so its durability is quite low. The obsidian version offers more damage at the cost of durability, and the flint version is the other way around.

Khopesh:

kho23.png.d6f6d735ef486fda4b05ec99924b7937.png

This Egyptian sickle-sword can only be cast from copper ore bronze, its stats reflect its simplicity to craft. Has an above average wood/plant mining speed.

Gladius:

glad34.thumb.png.090207265b739ec5b1cbc3a4c791fa89.png

Relive the past with this roman gladius, It can only be forged on an anvil in copper/bronze. Offers better stats than the khopesh because it needs an anvil.

Machete:

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The machete can be forged out of any tool metal, it is equal parts weapon and tool. While offering lower damage its ability to shred through wood and plants gives it a unique home in dense jungles.

Partisan:

spher.png.74df04b47a10d41b14af707e2b15fdbe.png

This polearm is un-throwable to its spear counterpart, it offers superior range and striking damage, its damage is lower than a thrown spear however. It can be made of any tool metal.

Halberd:

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This polearm must be made of high-end materials, its more expensive to forge (2 ingots), and offers less range but more damage compared to a heavy spear.

Arming sword:

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Now this is a sword! Must be made of high-end materials. This sword offers good range, damage and durability, costs 2 ingots to forge.

1.15 weapons:

image

Added the Katar- a very short range weapon capable of insane amounts of damage, it's a hit and run weapon so the risk of getting hit is high but that risk rewards you with up to 16 damage at the steel tier meaning it can one-shot surface drifters! Not all is crazy though as they suffer from not only that tiny range but also in their durability, it's also hindered by a slow attack speed like the spear.

Added the Throwing-Spear- This spear is meant for throwing, meaning it does even more damage when tossed than the standard spears double damage, its also able to fly a bit farther. Throwing spears can be made from every tool metal and in primitive versions with flint or obsidian. You must forge metal spear heads on an anvil but each ingot will give you 128 spears in total which is important because they are a single-use item meaning they will break on impact and cant be retrieved. They do less damage and have less range when used as a direct weapon, they stack to (256) and 128 spears will cost = 1 ingot, 8 sticks, 8 feathers.

Version For Game version Downloads Release date Changelog Download
v1.2.4 3833 Jan 28th at 4:46 AM Show AlphaWeaponPack_v1.2.4.zip
v1.2.3 224 Jan 25th at 10:44 AM Show AlphaWeaponPack_v1.2.3.zip
v1.1.3 1071 Oct 20th 2021 at 12:55 AM Show AlphaWeaponPack_v1.1.3.zip
v1.1.2 1023 Aug 23rd 2021 at 4:45 AM Show AlphaWeaponPack_v1.1.2.zip
v1.1.1 927 Apr 18th 2021 at 6:57 PM Show ST-AlphaWeaponPack1.1.1.zip
v1.1.0 306 Apr 6th 2021 at 2:40 AM Show ST-AlphaWeaponPack1.1.0 .zip

17 Comments (oldest first | newest first)

YourCreator, Jun 12th at 9:15 AM
Olo, Feb 1st at 6:52 PM

I was wondering if there is any possibility of making the Katar a fast-striking weapon that deals low damage per-strike and has increased durability to compensate.  It would also be neat to have it gain attack speed if used with another Katar in the offhand, although I don't know how hard it would be to animate a second attacking animation or account for sharing the durability loss on-hit with the offhand.  I'd only be guessing, since I've not looked at the code for any of this.

Great mod and nice additions to the game.  I have one other thing to mention:  I'd argue that the throwing spears might be stepping on the power of bows a little, but that's more because bows are under-powered a bit in my opinion.  I'd rather do like you have here and more of a permanent loss of ammo tradeoff for greater damage on bows as well.  /opinion

Mr1k3, Jan 30th at 10:28 PM

Destragon

oops, forgot to mention that in the post, added that now. Also that was a mistake in the description, spears still only output 128 items, I just doubled the stack size to 256.

I could possibly implement break chances if I somehow merged the spear and arrow classes into a single one, but for simplicity I just kept it as the spear class, at least for now. If I added durabilty, they would not re-stack to one slot with seperate durabilities, if i made it a single item with durabilty, you'd have to pick it up each time after throwing. Also I sort of prefer; personally, to not have to worry about going out and looking for all my spears after combat, I wanted a similar feel to Terraria consumable weapons, a throw and forget type thing. It'd aslo be hard balancing the whole break chance thing compared to this implementation.

I'll be keeping an eye on the damage numbers though, just like the katar, and adjust accordingly if I see fit. My logic for the massive damage is that they have half/quarter of the "effective" durability as the katar- the lowest durability melee weapon, so they should at least deal similar damage, also they help the ranged classes have more options throughout the game

Destragon, Jan 30th at 2:34 PM

Thanks for the update. I like the new swing sounds. You should mention them in the mod description here though.

256 throwing spears from one ingot sounds a little much to me. I know they are one-use, but they do a ton of damage and are easy to use without requiring any launcher item. By the way, why did you decide on making them single use unlike arrows in the base game?

I kinda liked the flax wrapping on the gladius, but oh well.

Mr1k3, Jan 28th at 4:47 AM

1.2.4-

Clarity, documentation, QOL, and slight balance update-

As stated before, auto-downloads should be fixed now.

  • REMOVED SHIELD CHANGES, these will be going into a separate mod
  • Added new swing sounds for weapons, no more grunting sounds, which really took me out of the "instrument voices" option I like using. Replaced with two variants of a "swoosh" sound, and just feels better
  • Added additional text, when selecting part on the anvil, that will clarify if the tool head will need 2 ingots to finish the recipe
  • Added handbook guide, should clarify weapon progression, and list what weapons you have access to at any stage in the game
  • Made some minor tweaks to some damage values, mainly made throwing spears deal katar damage when thrown since they have a far lower effective durability than any other weapon
  • Throwing spears have had their stack size doubled from 128 to 256
  • Reduced the Macuahuitl's durability a little, obsidian has 20 less, flint has 25 less
  • Changed name of heavy spears to "partisan", sure the model is not 100% accurate, but for now it provides more distinction between vanilla and weaponpack weapons
  • Removed the flax wrapping on the gladius handle; sure it looks a little more plain, but now looks much closer to the vanilla style that I want my mods to adhere to
Destragon, Jan 27th at 3:38 PM

Hey, I have some feedback and random thoughts:

  • I don't think it's a good idea to include the shield re-balancing changes in this mod. They should probably be separate. I very much like this mod for the added weapon variety, but I don't necessarily want it re-balancing the base game's items. Adding new shields, like roman ones for example, would fit well into this mod, but having the balancing changes in the mod feels a bit controversial.
  • The halberd's first person attack animation is a top-down strike, but I think it should be a poke instead. Its third person animation is already a poke, too.
  • It would be nice if the halberd was a two handed weapon, but I assume that would be difficult to implement.
  • Originally I thought the khopesh might also be a tool and should be able to cut foliage, like the machete, since it's a sickle, but I don't actually know if it actually was used as a tool or if it was exclusively used for war in real life. Maybe it's fine the way it is.
  • I assume it's intentional that the machete just destroys grass and doesn't let you harvest it, is it?
  • I think I would give the katar a fast attack instead of the slow speed - high damage combo that it is now. A punch dagger sounds like a weapon for fast strikes to me.
  • Shouldn't the throwing spears just be named "javelins"? Sounds better to me than having three separate weapons each named "spear".
  • This is just a random idea, but it might be a bit too game-y. The macuahuitl sounds like it would be a very painful weapon, but it currently seems to do quite a lot of damage when compared to metal weapons while just being sharpened rocks. Maybe I would lower its damage, but give it some sort of damage over time effect from causing bleeding on the target hit by the sharpened, serrated stone teeth.

All the weapon models are awesome by the way. Thanks for the mod.

Mr1k3, Jan 27th at 11:47 AM

The auto-download issue should be fixed now, I also have an update coming soon.

404wasfound, Jan 25th at 6:27 PM

not autodownloading for some reason.(still a very cool mod tho)

StewBag, Jan 25th at 5:42 PM

mod is not automatically downloading on 1.16 servers.

Mr1k3, Jan 25th at 10:44 AM

1.2.3-

  • Hopefully fixed katar bad hitreg by giving it default range, apparently when you go too low the hitreg gets trashed
  • Increased reach of all weapons, now are closer to vanilla values, 2.5 range on swords, 3 on haleberd, heavy spear is now 4
  • Went through and adjusted values for all weapons to match vanilla changes, now the swords have the same attack animation and delay as the standard longblade, they do more damage to compensate
  • Had to leave machete untouched by these new changes otherwise it would loose the block breaking abilities, does much less damage now because of its faster attack speed over the others, should still be both a decent weapon and great tool, buffed durability of it a little
  • Katar can now be made of copper/bronze
  • Changed some things about the throwing spear, now costs 1 ingot, 8 sticks and feathers for 128, a full stack. Fixed issue where attacking with a spear caused all spears to break
  • Made big changes to shields, refer to post for more information. Age-gated shields, 100% block chance, lower protection
  • Added tooltip info for weapon heads when in anvil GUI
  • Tweaked most first person and GUI positions of weapons and their heads
  • Integrated support for the necessaries grindstone on metal tools, except katar
Mr1k3, Jan 22nd at 10:30 AM

I know everyone wants a 1.16 update for this, but I want to wait for the combat changes that are constantly being made to the base game right now to calm down a little, that way I can make changes that will hopefully work for more than just one prerelease. Mod does still work in 1.16 just does not have the swing time changes applied to its swords yet.

YokieWartooth, Jan 20th at 5:07 PM

I see that you're updating you other mods to 1.16, is this planned to be updated as well?

PeterSanderson, Jan 11th at 4:02 PM

Has anyone tested this with 1.16.0?

Mr1k3, Oct 20th 2021 at 1:00 AM

-updated russian translations thanks to ZigTheHedge!

Mr1k3, Aug 23rd 2021 at 4:51 AM

1.1.2 update:

I will no longer be updating the hardcore version as I need to find a better way to implement harder recipes into a single mod. But it's not efficient to keep up with essentially two versions of the same mod, and I just feel like the hardcore version is not really worth maintaining unless I get enough people who want it.

Added the Katar- a very short range weapon capable of insane amounts of damage, it's a hit and run weapon so the risk of getting hit is high but that risk rewards you with up to 15 damage at the steel tier meaning it can one-shot surface drifters! Not all is crazy though as they suffer from not only that tiny range but also in their durability, it's also hindered by a slow attack speed like the spear.

Added the Throwing-Spear- This spear is meant for throwing, meaning it does even more damage when tossed than the standard spears double damage, its also able to fly a bit farther. Throwing spears can be made from every tool metal and in primitive versions with flint or obsidian. You must forge metal spear heads on an anvil but each ingot will give you 72 spears in total which is important because they are a single-use item meaning they will break when they hit anything and cant be retrieved. They do less damage and have less ranged when used as a direct weapon as compared to a vanilla spear.

Other changes this update include slight buffing to scrap weapons and the club, overall tweaks to increase damage across the board but also reduced range overall. The halberd and heavy spear are now fully implemented with respect to attack speeds, they will now attack at the rate of the spear with a similar animation.

Also removed resin from pine logs recipe, flax twine to rope, and the plank needed to make the macuahuitl so now it takes a whole log.

Vanblam, May 19th 2021 at 6:05 PM

Nice mod :D, Only one thing for me is you should have renamed your Longblade to Longsword to not get it confused with the default Longblade.

Shardas, Apr 7th 2021 at 9:32 AM

Any plans on adding new bows such as metal reinforced short, long, or recurve bows? I hate how there is only the basic bow in the game and better damage arrows are all consumable to having a better pound draw weight bow to make flint arrows do some good damage and metal arrows hit even harder. I know you have the better archery mod but a better bow progression would feel nicer to make a play style out of. 

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