Mods / WeaponPack Alpha- Expanding your armory

Category: #Cosmetics #Crafting #Technology #Weapons
Author: Mr1k3
Side: Both
Created: Apr 6th 2021 at 2:39 AM
Last modified: Sep 6th at 3:49 AM
Downloads: 11898
Follow Unfollow 76

Heres my patreon if you'd like to support me: Patreon

Weaponpack alpha currently adds 24 new weapon types; most with multiple metal variants. Also it attempts to fix the struggles of the current combat system, including new ways to defeat armored players in PVP.

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" to make melee combat feel a little better.

All weapons are given a breakdown in the handbook guide for AWP, in there you will be able to see the statistics of each new weapon such as- Damage, Speed, Durability, Vs Armor, and what kind of swing delay weapons have.

 

Weapons:

Spoiler

 

image

New weapons-

(Listed by minimum age availability; from stone-steel)

 

Stone age-

Culaclula- A hardwood war paddle, fast and cheap- a great early game option.

Bone Club- A little slow but super cheap, deals decent damage for the tier

Bone trident- Long reaching option for primitive survivors, its pretty slow though.

Macuahuitl- High damage option for early game, but as usual that comes at the cost of a low durability.

Lead Club- A unique choice for lead collectors, this club can be casted for half the cost of a normal tool (50 units) and has an extremely high durability, but its slow.

Primitive Javelins- A throwing weapon. Not resource efficient but has the highest damage potential. The heads can be knapped from flint or obsidian, or crafted from bone. Stacks to 440, crafted in batches of 5.

 

Copper age- (casting)

Khopesh- Likely your first metal sword, can be casted from bronze as well. A somewhat high damage dealer.

Bush knife- Not really a weapon but more like a way better knife, uses only half an ingot per knife and they are able to break organic materials super quickly. They can do everything a knife can with extra durability, but they cannot be used in recipes that use normal knives.

Tachi- An early fast swinging weapon but its damage is lower.

 

Copper age- (anvil)

Warhammer- Slow, but has a higher than average damage and a really high durability.

Epsilonaxe- A slow but high damage dealer, has a lower durability though.

Spontoon- Spear replacement, cant be thrown but deals average damage at a 4m range. Slightly lower durability and speed than the average.

Mambele- A reusable throwing weapon, you get 2 per ingot. Very low durability but very high damage potential, gains some bonus damage when thrown.

Katar- One of the fastest weapons you can make, but also the lowest damage. Has a super high durability to counter that some.

Spike Dagger- A purely PVP weapon, the damage it deals completely ignores armor. To not make it crazy OP in PVP it is slow, short range, and has really low durability and damage.

Metal Javelins- A throwing weapon. Not resource efficient but has the highest damage potential. Stacks to 440, crafted in batches of 5, total javelin output is determined by metal tier.

Chakri- A throwing weapon. More resource efficient than javelins (2x the output) but they deal slightly less damage. Stacks to 880, total chakri output is determined by metal tier.

 

Bronze age-

Naginata- Fastest polearm option, but has slightly lower damage.

Warpick- Highest durability weapon type, but slightly lower damage. Average speed.

Spatha- Baseline option for bronze weapons, completely average stats.

 

Iron age-

Waraxe- Essentially a epsilon axe but these are made from iron+ metals.

Igorot axe- Second highest melee damage weapon with an average swing speed, but also the lowest durability.

Halberd- This thing hits like a truck with the highest damage of melee weapons, and it also has very high durability, but its also super slow.

Bastard Sword- Baseline option for Iron+ weapons, completely average stats

Rapier- Katar like speeds but not as huge of a damage penalty at the cost to durability.

Version For Game version Downloads Release date Changelog Download
v1.3.1 2553 Sep 6th at 3:49 AM Show AlphaWeaponPack_v1.3.1.zip
v1.3.0 270 Sep 5th at 4:33 AM Show AlphaWeaponPack_v1.3.0.zip
v1.2.4 5191 Jan 28th at 4:46 AM Show AlphaWeaponPack_v1.2.4.zip
v1.2.3 293 Jan 25th at 10:44 AM Show AlphaWeaponPack_v1.2.3.zip
v1.1.3 1144 Oct 20th 2021 at 12:55 AM Show AlphaWeaponPack_v1.1.3.zip
v1.1.2 1089 Aug 23rd 2021 at 4:45 AM Show AlphaWeaponPack_v1.1.2.zip
v1.1.1 992 Apr 18th 2021 at 6:57 PM Show ST-AlphaWeaponPack1.1.1.zip
v1.1.0 366 Apr 6th 2021 at 2:40 AM Show ST-AlphaWeaponPack1.1.0 .zip

38 Comments (oldest first | newest first)

💬 Ziru, 6 days ago

Is this working for the last version?
It say "For Game version: v1.17.2"

Please update the mod to v1.17.9
Thanks you.

💬 l33tmaan, Nov 23rd at 12:08 AM

Ziru

Can you please not spam perfectly working mods with this crap?

💬 l33tmaan, Nov 14th at 6:13 PM

gndrneutralnoun 

You can't do that with a config option, Mr1k3 would have to add grid crafting recipes for that. 

Mr1k3

Speaking of the bushknife, it and some of the other weapons feel a little overtuned. I've been using the same copper tachi for 4 months in-game and it's just now starting to get into red durability. Bushknives are great and last forever, but require a measly 50 copper to make for some reason. Could you please crank down how durable some of these weapons are and adjust the metal requirements a little? I'm still in the copper age and these items feel a little OP for this early on.

💬 Bmxbike08, Oct 3rd at 9:14 PM

Great mod, though I feel like the throwing weapon stack sizes may be a bit overkill. Over four hundred chakri from a single ingot?

💬 gndrneutralnoun, Oct 3rd at 8:14 PM

Do you think you could add a config option or something that lets you use bush knives as regular knives in crafting recipes? I find myself in need of a knife to craft things out in the wild a lot, but with how useful the bush knife is, I end up carrying both items with me.

💬 Malkosh, Oct 3rd at 5:40 AM

Heya. I'm using the xskills mod, and I can't figure out what weapon type a weapon is. The warhammer seems like a hammer, and the epsilon axe seems like an axe, but testing and the animation they use makes me think most, if not all of the weapons in this pack are just sword-typed. I just need to know what to level up for damage. Assuming swords.

💬 BlueFuryDragon, Sep 8th at 1:17 AM

The bush knifes is so useful and amazing!

💬 Thomas_Jefferson, Sep 6th at 2:08 PM

Thank you for updating it Mr1k3. I sent you a friend request on discord, and you can also reach us both on the Temporal Tribes discord. We'd be happy to help test your mod later today so it runs smoothly for everyone.

Edit: The update worked! Thank you for the blazing fast turnaround.

💬 Mr1k3, Sep 6th at 3:53 AM

I went and converted the mod's .cs files over into a single .dll, as well as cleaned up internal names for the item classes, hopefully that fixes, or at least is a step closer to fixing the incompatibility with linux. The new names are now correctly based on PascalCase so I'm hoping that plays better with the case sensitive linux platform.

Please let me know if you are still having issues with the 1.3.1 release.

💬 Mr1k3, Sep 6th at 12:31 AM

Thomas_Jefferson Doornydew I recall issues with linux when trying to load modid's with capital letters, maybe it has similar issues when loading all lowercase item classes. Would either of you be willing to contact me through discord so I can test my fix since I dont have access to a linux machine?

💬 Thomas_Jefferson, Sep 6th at 12:23 AM

Doorny had this issue on the Temporal Tribes server. We restarted multiple times removing our new batch of mods one-by-one to determine the cause, and your mod was found to be the offender. If you could fix it for him, we'd all greatly appreciate it!

💬 Doornydew, Sep 6th at 12:12 AM

when i try to join a server running this on my STEAMDECK (Arch Linux)

i get the error="Dont know how to instantiate item of class "nnd" did you forget to register a mapping?"

💬 notstupid, Sep 6th at 12:09 AM

Doesnt work with Linux

💬 Perdous, Sep 5th at 11:28 AM

I think you might want to consider renaming the halberd to "poleaxe", it looks a lot more like a poleaxe than a halberd I think. Seeing one in-game is really appreciated though. I always wanted one and this one looks really good :D

💬 Craluminum, Sep 5th at 10:59 AM

You have made tools gorund storable, but there is no mention in changelog about it

💬 Mr1k3, Sep 5th at 4:37 AM

I essentially remade the entire mod for this update, the 9 new weapons is now 24 and all weapon models have been updated now that I have a bit more modeling experience under my belt. This update includes the new feature of swing speeds, so now different weapon types will have faster or slower swing speeds, and they also have custom swing delays so the sword combat feels far more responsive since the delay is set to 0. Also this update addresses PVP and includes ways to deal with armored players, but that usually comes at a cost. Throwing weapons have been overhauled, in addition to two new types- the mambele and chakri, and stone age weaponry has been expanded on.

💬 Tophat, Sep 3rd at 11:49 PM

Looking forward to the massive update

💬 Mr1k3, Sep 2nd at 3:19 AM

While the current version is working fine on 1.17, a massive update I have been working on is very close to release so you can expect to see it soon.

💬 Craluminum, Aug 20th at 10:41 AM

It would be great if you make all of them ground storable.

All vanilla tools are ground storable according to the wiki https://wiki.vintagestory.at/index.php?title=Ground_Storage

💬 KharntheBetrayer, Aug 20th at 4:35 AM

Can you update for newest 1.7 rc5 please would love to use this along with the range one.

💬 Thranos, Jul 19th at 8:51 PM

Any chance of MoreMetals compatability?

💬 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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