About this mod
Rebalance of various weapons and armors to use more historically viable move-sets and rebalance stats
Also attempts to vary the protections of different armors to let them fill different niches, as opposed to the vanilla relatively linear relationship between weight and (pitiful) protection.
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- Donations
For 0.2, several weapons that I'd intended to give the banished knight moveset to are now also sharing the Light Greatsword moveset. I dont like overusing it because it removes variety and I'm afraid of it going stale for people, but for whatever reason currently setting things to use the bks moveset is simply having no effect at all. If anyone has a suggestion as to why, I'm happy to hear it.
This will obviously change game balance and will abosulutely get you banned online, so I highly recommend this modset for use with the phenomenal Seamless Coop. I also strongly recommend pairing with Sendogu's Milady Replacer (present in screenshots), Kellborn's Longsword Replacer, and CODENAMEDEFCON's Medieval Armors pack.
This is largely just an experiment in balance to see what feels right as we develop our own medieval RPG, A Dagger Amongst Swords. There's nothing beyond the name public at this point, but keep an eye out for the demo releasing on steam (goal 2026) and crowdfunding launch.
I'll get a video out eventually but right now the priority is on making my own game, this is moreso just a sideproject. For my game game, I have a team of 9 guys under me that i have to manage. For this, its simply my own free time, on top of being a fulltime college student, father, and husband. Expect updates to this mod to come slowly. The final intent of the mod, when all player balances are finished, will be to also increase damage of most enemies to maintain challenge close to the basegame, in the meantime, i recommend one of the many 'hardmode' mods out there to make the ai a little bit more aggressive.
The end goal is to make the game simply feel much more medieval in balance. Things like leather will eventually have very little physical protection (leather is not armor.) but protect from magic and poison better, padded armors will have increased slash protection with some strike protection, and so on. This is an active work in progress, but expect slow updates.
List of modified 0.1 items:
Weapons:
Dagger
Parrying Dagger
Misericorde
Wakizashi
Cinquidea
Erdsteel Dagger
Main-Gauche
Longsword
Broadsword
Lordsword Straight & Greatswords
Onamental Straight Sword
Cane Sword
Bastard Sword
Flamberge
Alabaster's
Claymore
Watchdog's Greatsword
Zweihander
Rapier
Rogier's
Grossmesser
Lucerne
Armors: (Torso pieces only so far)
Banished
Royal Knight
Vagabond
Bloodhound
Carian Knight
Gelmir
Highwayman's Cloth
Version 0.2 now includes almost all swords and daggers in the game, all blows aside from the harp bow, and changes the names of many weapons. 0.3 will revolve around tweaking armor. 0.4 will encompass most curved swords and polearms.
Future Plans:
Currently im trying to figure out why certain weapons seem to just... ignore me changing their moveset. Elden ring handles stuff a little bit odd. Not all of the weapons i've listed, despite having their file and moveset designator changed, have actually changed. I wanna get all of those working, then I intend to move on to all of the armors and stats.
I also intend to raise the physical defense of weapons with larger guards, to make them more defensive without a shield, so that the twohanded weapons are a little bit better actually being twohanded. I'd also like to make longbows draw slower yet hit significantly harder, like proper 160-200lb warbows, likely with increased strength scaling as well. Then to balance I'll probably make the 'light' bows faster. Then the question becomes what to do about crossbows. Also adding slash damage to most cutting weapons like swords. I got a lot to do.
The final intent of the mod, when all player balances are finished, will be to also increase damage of most enemies to maintain challenge close to the basegame, in the meantime, i recommend one of the many 'hardmode' mods out there to make the ai a little bit more aggressive.
If anyone has experience with modding elden ring and would like to help with anything listed above, please don't hesitate to reach out.