Fixes the imbalance between small and large armourer’s kits by adjusting their efficiency. All repair kits received a small balanced boost, making them more useful while preserving gameplay balance in both normal and Hardcore modes.
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Changelogs
Version 1.1
There was a mistake in the XML file naming, which has now been fixed, and the mod works correctly.
In the base game, Armourer's kits contain a balance issue where the small kit is more cost-effective than the large one — a reversal of the pattern followed by all other repair kits. This made large armour kits effectively useless, unless convenience was prioritized over value. This mod fixes that imbalance by restoring the expected cost-to-efficiency scaling between the small and large Armourer's kits, bringing them in line with the ratios used by other kit types.
Additionally, all repair kits have received a small but balanced efficiency boost. These changes make kits slightly more effective without disrupting the game's economy. In Normal Mode, this makes self-repairing more attractive and viable. In Hardcore Mode — where vendor repair costs are significantly higher — the boost is not aggressive enough to make professional repairs obsolete. Instead, kits now offer a modest advantage while preserving balance and meaningful decision-making.
Efficiency Adjustments:
Armourer’s Kit
Small: 0.5 → 0.4
Large: 1.0 → 2.0
Blacksmith’s Kit
Small: 0.2 → 0.4
Large: 1.0 → 2.0
Tailor’s Kit
Small: 0.1 → 0.2
Large: 0.5 → 1.0
Cobbler’s Kit
Small: 0.1 → 0.2
Large: 0.5 → 1.0
All values have been adjusted proportionally to preserve the original small-to-large efficiency ratio (~1:5). This ensures that the transition from small to large kits remains cost-effective while slightly enhancing overall repair utility.