We really need an upgrade, Defeating bandit bosses become super easy without this module, About half of the times my shield breaks fighting specially fighting forest bandit boss as it does 2-3 dmg with sword if my sword ever hit him, (Perfectly Difficult with RBM AI module)
This mod only alters how armour interacts with cutting and piercing damage. Stones in vanilla do blunt damage, an area of the code unaffected by this mod. There are a few other mods out there that change the damage type of stones into cutting or piercing. I'd recommend running one of those paralell to this mod.
Just wondering since the battle terrain system is in the beta now do you plan to start working on this again? and i would love to see this mod working with blunt damage too but don't know if you intend to do that at all
By trial and error i have made your mod with Harmony. Still would like to have Mod Configuration on it so that there can be a choice on how much modification/balancing one would want. Would be happy to share with you.
Also if you could can you explain the formula to me, since i dont fully understand its structure. Took me about 4 hours to fix such small things in the code because of little knowledge about the actual impact.
(also PM) I've been away from butterlord waiting around for TW to implement that battle terrain system before I return to it. So apologies for the late reply. Made an excel file that explains how how the formula works (bound to have some errors compared to the reality of the code since I also figured out how it worked via the trial and error of staring at it and then changing some values to see what changed in game, before editing it for desired effect). Just read top to bottom and say if there is anything that is unclear. Also includes the actual formula with cells where you can change around armor and incoming damage values to see how much would get through, and the vanilla calculation for comparision.
But yeah if you can make Armore work with harmony (C# aint my language) so it wont have to be updated untill TW renames the functions or something I'll add you as co author (havent used nexus mods much but I assume there is an option for multiple authors somewhere).
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Just wondering since the battle terrain system is in the beta now do you plan to start working on this again? and i would love to see this mod working with blunt damage too but don't know if you intend to do that at all
Thanks for your work
and my friggn legionaries aern't flopping to pesants as much
im curious, can the absorbed damage follow a curve?
like warbands low base damage = massive negation / high damage = moderate negation
Also if you could can you explain the formula to me, since i dont fully understand its structure. Took me about 4 hours to fix such small things in the code because of little knowledge about the actual impact.
I've been away from butterlord waiting around for TW to implement that battle terrain system before I return to it. So apologies for the
late reply. Made an excel file that explains how how the formula works (bound to have some errors compared to the reality of the code since I also
figured out how it worked via the trial and error of staring at it and
then changing some values to see what changed in game, before editing it
for desired effect). Just read top to bottom and say if there is
anything that is unclear. Also includes the actual formula with cells
where you can change around armor and incoming damage values to see how
much would get through, and the vanilla calculation for comparision.
But yeah if you can make Armore work with harmony (C# aint my language) so it wont have to be updated untill TW renames the functions or something I'll add you as co author (havent used nexus mods much but I assume there is an option
for multiple authors somewhere).