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FjorlagRond

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FjorlagRond

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About this mod

Overhauls the flow and progression of combat! Gives unique identities and new special attacks to the four types of weapons: Swords, Clubs, Daggers and Slingshots. Boots and rings are also tweaked. Monsters and Mine Rewards are adjusted for the reworked weapons. Compatible with Stardew Valley Expanded, Ridgeside Village and East Scarp Mods.

Requirements
Permissions and credits
Changelogs
Make sure to download the correct Mine Treasure Framework Mod file (Floor Type Change Enabled).



Available Translations:

Chinese Translation Unofficial (for version 1.9.1) 
(As of now, the mod translation author isn't coordinated with me, but I am attempting to contact them to improve the translation and make it better for the mod users.)


Feel free to give feedback and suggestions so that we can all improve the mod together. Updated for Stardew Valley 1.16.15.


Note: This mod can work without SVE. It is strongly recommended to have it though.

Note 2:  This mod only affects items that you acquire after installation. Old items in chests or in your inventory are unaffected.

Note 3: The Optional File for the Special Attacks of Swords and Clubs CAN DESTROY OBJECTS AND MACHINES

Note 4: Some of the stats on the images posted are slightly different in version 1.8.0 and above.

Note 5: Delete the old files before updating to version 1.9.0 IF you are encountering errors.

Note 6: In a multiplayer game, disable the "Advanced Melee Framework Mod" in the Mod Configuration Settings if you are not the host player(if you are a farmhand).


1.9.0 Notes: East Scarp+ Compatibility Update
These mods are now compatible, weapons and armor included!
Spoiler:  
Show
  • Buffed the Combat Level 10 Special Attack of Sword Weapons: Four additional parry orbs are now summoned diagonally from the player (No Explosives Version)
  • Buffed the Combat Level 5 and Level 10 Special Attack of Club Weapons: Summons a lightning strike(s) that deals Splash Damage at the end of the special attack (No Explosives Version)
  • Buffed the Special Attack of Dagger Weapons: Increased the damage of dagger throws (No Explosives Version)
  • Infinity Weapons now have enhanced versions of Combat Level 10 Special Attacks
  • Meowmere now has a better special attack
  • Buffed slingshots to deal more damage 
  • Buffed explosive ammo to deal more splash damage (explosion damage) to monsters
  • "Ammo Damage" has been renamed to "Ammo Power"
  • Made very minor adjustments to the stats of boots
  • The first Ruby Ring equipped gives an additional Attack Buff
  • Added configuration option to double the amount of monsters spawning (Yoba's Cursed Blessing)
  • Added Yoba's Cursed Blessing Buff (increases monster quantity by 100% - can be turned on or off at GMCM Monster Quantity)
  • Changed the name and description for decreasing the HP and DMG of strong monsters in the configuration menu (GMCM)
  • Mine Rewards: Swapped places of Protection Ring and Phoenix Ring (Protection Ring is now at Floor 70, Phoenix Ring is at Floor 110)
  • Mine Rewards: Floor 100 now only gives 3 Ancient Dolls, Stardrop is still at Floor 95
  • Mine Rewards: Floor 115 now gives 500 Explosive Ammo instead of 250 Explosive Ammo
  • Mine Rewards: Changed the amount(mostly increased) of rewards on Floors 20, 40, 50, 70, and 90 for balance
  • Changes the stats of the Meowmere if Sword and Sorcery is installed to balance it if used as an off-hand weapon
  • Changes the stats of Sword and Sorcery Equipment(East Scarp) if the mod is installed
  • Changes the stats of Bear Family Weapons(East Scarp) if the mod is installed
  • Changes the stats of Law and Order Weapons if the mod is installed 


1.8.0 Notes: Weapon Special Attacks Update 
Spoiler:  
Show

  • Added New Special Attacks for Melee Weapons, unlocked at Combat Levels 15, and 10 (More details below)

  • The first Topaz Ring and Crabshell Ring equipped gives an additional Defense Buff

  • Added buffs for the Wedding Ring when equipped

  • Added +Speed when Holding The Master/Galaxy Slingshot

  • Added Visual Effects for the Far Away Stone


1.7.1 Notes: Craftable and Cheaper Ammo Update
Spoiler:  
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  • Galaxy Slingshot price lowered to 30,000 Gold

  • Damage of Slingshot Ammo (Wood-Iridium) have been buffed

  • Damage of Radioactive Ore Ammo has been very slightly nerfed

  • Added ammo damage description on the tooltips of items usable as ammo

  • Added treasure chests on floor 5 and 115 of the mines. These chests contain slingshot-related items.

  • Moved the Stardrop to Floor 95 of the mines, instead of Floor 100.

  • Added two new resource-efficient types of ammo that is craftable from wood and stone, recipes unlocked at Combat Level 1 and Combat Level 3 respectively. 
*Wooden Pellet - Recipe unlocked at Combat Level 1: (10 Wood) >>> (30 Wooden Pellets)
*Stone Marble   - Recipe unlocked at Combat Level 3: (10 Stone) >>> (20 Stone Marbles)


1.7.0 Notes: The Mine Rewards Update
Spoiler:  
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  • Mine Rewards are now overhauled by this update. More details below.

  • Rare Weapons (weapons obtainable only from fishing treasure, barrels in the mines, and special monster drops) are now slightly stronger because of the difficulty to obtain them.

  • The Meowmere is now a unique weapon with otherworldly capabilities.

  • In-game tips have been added to help the player obtain the Meowmere.

  • Nerfed the Rapier to match weapons around its level.

  • Balance Changes:
-The Infinity Weapon Family are now stronger in many aspects
-Buffed the Damage and Speed of the Dwarf Weapon Family
-Buffed the Defense, Knockback, and Weapon Reach of the Tempered Galaxy Family
-Choosing the Scout>Desperado Profession and Scout>Acrobat Profession is now as viable as choosing the Fighter>Brute Profession due to changes in Critical Chance and Critical Damage
-Critical Chance and Critical Damage of Weapons increased to balance the Scout Combat Profession Tree and the Fighter Combat Profession Tree

~Detailed Changes:
*Club Base Critical Chance increased, it is now <Vanilla + 0.02> (Old: V+0.01)
*Sword Base Critical Chance increased, it is now <Vanilla + 0.03> (Old: V+0.01)
*Dagger Base Critical Chance increased, it is now <Vanilla + 0.04> (Old: V+0.02)
*Club and Sword Base Critical Damage increased, it is now <4x> (Old: 3.0)
*Dagger Base Critical Damage increased, it is now <4.5x> (Old: 3.0) 



Update 1.6.0 Notes: The Slingshot Update
  • Slingshot Damage is now 3x of the Vanilla Damage. This is achieved through the modification of slingshot ammo.
  • The Galaxy Slingshot can now be bought at the Adventurer's Guild for 35,000 Gold after obtaining a Galaxy Sword.
 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Did you ever wish that combat in Stardew Valley was somehow more challenging but more fun at the same time? Even for players who don't exactly like the combat aspect of the game, try out this mod and your perspective of combat might change.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


"Clubs are just slower Swords with a different special move."


"Daggers are so useless and hard to use!"


"Slingshots are so expensive to use and are only useful for mining."


"Swords are the best weapons. I'll never use clubs and daggers."


Have you ever said this to yourself or to your friends?

Did you ever wish each weapon type had their own identity and usefulness?

Well, you've come to the right mod! In this mod, Swords, Clubs, Daggers, and Slingshots are modified to have their own niche.

Your weapons are also safe from being lost when your HP drops to 0. You can't lose your weapons now!


Modified Weapon Types: Vanilla, SVE, and RSV

Spoiler:  
Show


Swords: 

  • Swords are the basic weapon type. They have flexible uses and are very versatile.

  • They can almost be used in any situation and are the easiest to use for beginners of combat due to having a high attack coverage (almost 180 degrees or half circle swing) and almost no gaps in between attacks.

  • Swords usually focus on attack speed and high damage per second on multiple enemies.

  • Slower swords are compensated with higher attack damage.

  • Special attack is an Enhanced Parry. Unlocked at Combat Level 1, Upgraded at Combat Level 5 and 10.


  

Clubs:

  • Clubs are a more advanced weapon type that requires the player to utilize proper timing and positioning for maximum combat effectiveness.

  • Clubs are mainly defensive weapons with strong knockbacks and slow high damage attacks with longer weapon reach.

  • Weapon Reach: Clubs have longer range than most weapons. With this, attacks can already hit enemies before they even get close, making the player a little safer.

  • The slower a club is, the higher the damage and knockback is.

  • Critical Damage also increases depending on the Club's knockback or "weight".

  • Special attack is a Wide Area Rampage. Unlocked at Combat Level 1, Upgraded at Combat Level 5 and 10.
     





Daggers:

  • Daggers are a more advanced weapon type that is the most complicated to use but also offers unlimited combat potential in the hands of a skilled player.

  • Daggers are fast offensive weapons with stable damage, high critical chance, high critical damage, and moving attacks.

  • Moving Attacks: some daggers allow the player to move or walk slowly while stabbing, which results in a more fluid attack-movement. Experiment to see which daggers allow you to do so!

  • Moving Attacks scale with Movement Speed. If you have Speed buffs(such as from coffee), Moving Attacks become faster and is even achievable with weaker daggers.

  • Daggers are significantly stronger with the Scout and Desperado Professions.

  • Special attack is a Serial Quick Stabs + Dagger Throw. Unlocked at Combat Level 1, Upgraded at Combat Level 5 and 10.
     





Slingshots:

  • Slingshots are a unique weapon type in Stardew Valley as it is the only true ranged weapon and it takes quite a while to learn to aim effectively.

  • Slingshots are long-ranged weapons that allows the player to damage the enemy from afar.

  • Slingshots also have three types of explosive ammo that deals explosive damage(splash damage) on hit, damaging enemies and destroying stones. 

  • Slingshots cannot critically strike but they benefit from the +10% damage from Ruby Rings, Iridium Bands, and Professions.

  • Rather than it's own stats, slingshot damage mostly rely on the type of ammo used.

  • The Basic Slingshot multiplies the ammo's damage by 1x

  • The Master Slingshot multiplies the ammo's damage by 2x. Also gives the player +1 Movement Speed.

  • The Galaxy Slingshot multiplies the ammo's damage by 4x. Also gives the player +2 Movement Speed

  • Slingshots are stronger with the Fighter and Brute Professions.


Slingshot Ammo Power Ranking:





  • Gems: It's up to you to explore how strong they are.
  • Radioactive Ore: 175 Ammo Power (Explosive)
  • Iridium Ore:   165 Ammo Power
  • Mega Bomb:  140 Ammo Power (Explosive)
  • Gold Ore:               130 Ammo Power
  • Explosive Ammo: 110 Ammo Power (Explosive)
  • Iron Ore:    100 Ammo Power
  •   Coal:      85 Ammo Power
  •   Copper Ore:       75 Ammo Power
  • Stone Marble: 55 Ammo Power (Craftable - Combat Level 3)
  • Stone:  40 Ammo Power
  •   Wooden Pellet:  40 Ammo Power (Craftable - Combat Level 1)
  •   Wood:      30 Ammo Power
  •               Trash, Bait, Eggs, Vegetables, Fruits, and Forage: 1 Ammo Power


(The image below is for version 1.9 and above)








Modified Weapon Special Attacks:

Weapon Special Attacks have been modified to further highlight the identities of weapons and to give progression to combat levels. Video examples will be added soon.

Spoiler:  
Show

Swords: Enhanced Parry (Medium Cooldown)

  • Level 0:
    Vanilla Parry
  • Level 1: <Invincibility> 
    Vanilla Parry
  • Level 5: <Invincibility> 
    360° Slash + Vanilla Parry + 4 Parry Orbs (1x Weapon Damage each)
  • Level 10: <Invincibility>
    360° Slash + Vanilla Parry + 8 Parry Orbs (2x Weapon Damage each) 

Note: The optional file, "Explosive Version" may be stronger but can destroy objects, machines, crops, trees, and debris. Be extremely cautious if you use this version.

Clubs: Wide Area Rampage (Long Cooldown)

  • Level 0:
    Vanilla Ground Smash
  • Level 1: <Invincibility>
    2 Quick Attacks + Vanilla Ground Smash
  • Level 5: <Invincibility> 
    Dash Forwards + 2 Quick Attacks + Dash Backwards + 2 Quick Attacks + Dash Forwards + Vanilla Ground Smash  + Shockwave (1x Weapon Damage) + Small Lightning Field (2x Weapon Damage)
  • Level 10: <Invincibility> 
    Dash Forwards + 2 Quick Attacks + Dash Backwards + 2 Quick Attacks + Dash Forwards + Vanilla Ground Smash  + Shockwave (1x Weapon Damage) + Large Lightning Field (1x-4x Weapon Damage)

Note: The optional file, "Explosive Version", is stronger but can destroy objects, machines, crops, trees, and debris. Be extremely cautious if you use this version.

Daggers: Serial Quick Stabs + Dagger Throw (Short Cooldown)

  • Level 0:
    Vanilla Serial Quick Stabs
  • Level 1:
    Vanilla Serial Quick Stabs + Quick Attack + Dagger Throw (3x Weapon Damage)
  • Level 5:
    Vanilla Serial Quick Stabs + Quick Attack + Dagger Throw x2 (4.5x Weapon Damage)
  • Level 10: <Invincibility>  
    Vanilla Serial Quick Stabs + Quick Attack + Dagger Throw x3 (5x Weapon Damage)
Slingshots: Slingshot Power (Passive Skill)

  • Slingshot:
    +0.5 Movement Speed, +50 Projectile Damage, and +50 Explosive Damage
  • Master Slingshot:
    +1 Movement Speed, +100 Projectile Damage, and +100 Explosive Damage
  • Galaxy Slingshot:  
    +2 Movement Speed, +150 Projectile Damage, and +150 Explosive Damage 





The Four Weapon Families:

The Four Weapon Families are: DwarfDragontoothTempered Galaxy, and Infinity.

Spoiler:  
Show





The Four Weapon Families are all stronger versions of the Galaxy Weapons but with variations. Each Weapon Family gains additional qualities and characteristics from the three melee weapon types: Sword, Dagger, and Club. The Infinity Family is special and the qualities it gains are diverse and stronger.

Dwarf Family: Increased Attack Damage and Attack Speed (Inherited from Sword Weapon Type)




Dragontooth Family: Increased Critical Chance and Critical Damage (Inherited from the Dagger Weapon Type)




Tempered Galaxy Family: Increased Defense, Knockback, and Weapon Reach (Inherited from the Club Weapon Type)




Infinity Family: Increased stats in multiple categories which makes the weapon superior










A detailed list of all weapon changes will be soon added below.

Vanilla-Unobtainable Weapon Changes:

Spoiler:  
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Rapiers are Sword Type weapons that are unobtainable in the Vanilla Game. I have modified the stats of the Rapier and added a secret twist but this mod does not add any way of obtaining the Rapier. The Rapier can still be obtainable with the modified stats, but through other mods such as Stardew Valley Expanded.

The Galaxy Slingshot is the strongest slingshot variant which is also an unobtainable weapon in the Vanilla Game. It is now available for purchase at the Adventurer's Guild Shop at 30,000 gold. It is unlocked when the player obtains the Galaxy Sword.

Note: Ridgeside Village Weapons have originally messy stats. The best achievable balance has been attempted but the RSV Weapons are still outliers. The best effort was executed to balance the RSV Weapons while still keeping their unique identities.





Modified BootsVanilla, SVE, and RSV 

Boots have also been modified to keep up with the weapon and monster changes.

Spoiler:  
Show

All boots have been buffed with a certain multiplier, but with some exceptions:
  • Leprechaun Shoes have been buffed more to fit with the fact that it is an item that is not obtainable by common means.



  • Cowboy Boots are now obtainable in the game and is one tier stronger than the Space Boots. Clue: these boots are found in the Wild West.


  • Emily's Magic Boots are now in the same tier as the Space Boots. Emily-lovers out there, however few, can now use these unique boots.
  • There are now boots with ultra high defense.
  • There are now boots with very high immunity which almost completely ignores all negative effects from monsters (such as Slimed  from Slimes, which slows the player).
  • Even boots from SVE and RSV have been modified.





Modified Rings:

Some very small changes to four rings have been added.

Spoiler:  
Show

  • Topaz Ring: Gives an additional +4 defense if you have at least one equipped. Equipping two Topaz rings will not give +8 defense.
  • Crabshell Ring: Gives an additional +5 defense if you have at least one equipped. Equipping two Crabshell rings will not give +10 defense. 
  • Ruby Ring: Gives an additional +20 attack damage if you have at least one equipped. Equipping two Ruby rings will not give +40 attack damage.
  • Wedding Ring: Now gives +1 Speed, +10 Attack, +5 Defense, +160 Magnetic Radius, +192 Max Stamina. Equipping two Wedding Rings will not give additional effects.





Modified Monsters:

Vanilla Monsters and their variants have also been modified to keep up with the equipment changes.
 

Spoiler:  
Show

  • All Vanilla monster's max health have been increased by around 500% or less. (Lower for Strong Monsters)
  • All Vanilla monster's max attack have been increased by around 100%. (Lower for Strong Monsters)
  • Most Vanilla monster's detection range have been increased. Monsters now notice the player farther than usual.
  • All Vanilla monster's Combat XP Yield have been increased by 25%.
  • Some Special Vanilla monster's movement speed have been increased.
  • All monster's spawn rate is increased by 100%. (including rare monsters)

Do not worry. The numbers seem to be too big but these are well-adjusted to the weapons and boots changes. These changes will more or less not overwhelm the player.






Modified Mine Rewards:

Mine Rewards have been modified to adjust the pacing with modified weapons, boots, and monsters. Most rewards are also more rewarding than the Vanilla Version. There is currently no way to turn off this mod using the mod configuration menu in-game. To disable the Modified Mine Rewards, add a period "." in front of the Modified Mine Rewards mod folder or just delete it completely. These Modified Mine Rewards are highly compatible with the Boss Battles mod.

Spoiler:  
Show


Floor 5: 
*Slingshot


Floor 10: Weapons Set 1
*Steel Smallsword
*Elf Blade
*Femur 


Floor 20: Skill Craftables Set 1

*Sprinkler x10    Farming
*Bee House x5     Farming
*Crab Pot x5  Fishing
*Worm Bin x3  Fishing
*Tapper x10   Foraging
*Mushroom Log x3  Foraging


Floor 30: Rings Set 1

*Topaz Ring x2
*Aquamarine Ring
*Emerald Ring
*Ruby Ring
*Glowstone Ring 


Floor 40: Skill Craftables Set 2

*Tea Sapling x30  Miscellaneous
*Quality Sprinkler x8 Farming
*Fiberglass Rod   Fishing
*Lightning Rod x10Foraging
*Mining Skill Book x4 Mining
*Ring of Yoba             Combat 


Floor 50: Skill Craftables Set 3

*Seed Maker x4 Farming
*Deluxe Worm Bin x2   Fishing
*Rain Totem x6 Foraging
*Crystalarium  Mining
*Crystal Shoes Combat 


Floor 60:
*Master Slingshot


Floor 70: Expensive Craftables Set

*Big Chest x10     Miscellaneous
*Solar Panel x2Miscellaneous
*Keg x10   Farming
*Fish Smoker x3Fishing
*Dehydrator x4 Foraging/Farming
*Heavy Furnace Mining
*Protection Ring x2    Combat


Floor 80: Weapons Set 2
*Obsidian Edge
*Shadow Dagger
*Kudgel 


Floor 90:
*Sweet Gem Berry x5   Miscellaneous 
*Golden Mystery Box x30   Miscellaneous
*Way of The Wind pt.1 x20 Miscellaneous
*Dwarvish Safety Manual x30          Miscellaneous/Mining   
*Stardrop Tea x5  Socialization
*Artifact Trove x60   Artifact
*Treasure Totem x5Artifact/Foraging
*Mixed Seeds x500 Farming
*Deluxe Scarecrow Farming
*Mystic Tree Seed Food/Foraging
*Iridium Rod  Fishing
*Iridium Pickaxe  Mining
*Iridium Band                        Combat


Floor 95:
*Stardop


Floor 100: Otherworldly Weapon Set (Read Item Descriptions In-Game)
*Ancient Doll x3



Floor 110: Rings Set 2 and Weapons Set 3

*Hot Java Ring
*Phoenix Ring
*Soul Sapper Ring
*Yeti Tooth
*Wicked Kris
*The Slammer


Floor 115:
*Explosive Ammo x500

 
 

 



Mod Configuration:




Vanilla Monster Changes

Monster Health: Increases Vanilla Monster Health by 500% or more to fit with Weapons and Boots Changes (Green X Mark means Activated) 
Monster Damage: Increases Vanilla Monster Damage by 100% or more to fit with Weapons and Boots Changes (Green X Mark means Activated)
Monster Detection Range: Slightly increases Vanilla Monster Detection Range(Monsters will notice you earlier than usual) to fit with Weapons and Boots Changes (Green X Mark means Activated)
Monster XP: Increases Combat Experience gained from Vanilla Monsters by 25% to fit with the stronger monsters (Green X Mark means Activated)
Monster Quantity: Increases the amount of monsters by 100% (x2). Triggered after finishing the Adventurer's Guild Initiation Quest and obtaining the *Yoba's Cursed Blessing* buff (Green X Mark means Activated


Weapons, Boots, and Armor

Boots Changes: The Defense and Immunity Stats of Boots will be modified according to this mod (Green X Mark means Activated)
Vanilla and SVE Weapon Changes: The Stats of Vanilla Weapons and Stardew Valley Expanded Weapons will be modified according to this mod (Green X Mark means Activated)
RSV Weapon Changes: The Stats of Ridgeside Village Weapons will be modified according to this mod (Green X Mark means Activated)
S&S(East Scarp) Equipment Changes: The Stats of Sword and Sorcery(East Scarp) Weapons and Armor will be modified according to this mod (Green X Mark means Activated)
Bear Family(East Scarp) Weapon Changes: The Stats of Bear Family(East Scarp) Weapons will be modified according to this mod (Green X Mark means Activated)
Law and Order Weapon Changes: The Stats of Law and Order Weapons will be modified according to this mod (Green X Mark means Activated) 


 

Activate if Monsters are too Strong for You

If you are using mods such as Skillful Clothes Revamp, More BootsWear More RingsRing Overhaul, and Sword and Sorcery that make you stronger in combat, it is suggested that you do not reduce the HP and DMG of Strong Monsters.

Reduce HP of Strong Monsters: Most High HP Monsters (such as Purple Slimes) will have a reduced amount of health, this only works if the 'Monster Health' setting above is also Activated (Green X Mark means Activated)

Reduce DMG of Strong Monsters: Most High Damage Monsters (such as Iridium Bats) will have a lower amount of damage increase(less than 100%), this only works if the 'Monster Damage' setting above is also Activated (Green X Mark means Activated)


 

Advanced Melee Framework (Weapon Special Attacks)

Enabled:
Enables or Disables Weapon Special Attacks. 
Reload Button: Hotkey for Reloading Weapon Special Attacks (Only useful if you are experimenting with mod files - V in the picture above)
Require Activate Button: If another button is needed to be pressed to be able to use the special attacks from this mod.
Activate Button: Hotkey for Activate Button (Spacebar in the picture above)


Example:

If Activate Button(Spacebar) is required...

Spacebar + Right Click = Modded Special Attack

Right Click Only = Vanilla Special Attack


If Activation Button(Spacebar) is not required...

Right Click Only = Modded Special Attack


Compatibility:

Compatible with Multiplayer and Stardew Valley 1.6.14.

Multiplayer Note: To avoid any problems, make sure that the host and farmhands have the same mods installed. It is also good practice to do so, in general. Farmhands (players that are not the host) should also disable Advanced Melee Framework during Multiplayer. (You can disable this on the mod settings - GMCM.)

This mod was originally made to be used with Stardew Valley Expanded, but it is still usable even without SVE.

Also compatible with Ridgeside Village, East Scarp, Sword and Sorcery (ES), Bear Family (ES), Law and Order.

Compatible with most mods, although other mods that also modify weapon, boots, and monster stats may be overwritten by this mod or vice-versa. No worries though as this conflict will not be game-breaking.



Translations: 

Combat Overhaul - Chinese Translation 



This mod goes well with:

Bigger Backpack
Boss Creatures  (Suggested Config:  <Base Underground Difficulty: 0.80>    <Min Overland Difficulty: 0.1>     <Max Overland Difficulty: 0.4> )
Boss Battles (Suggested Config:  <Prevent Staircases: True>     <FrozenBossTimeLeeway: 900>     <Difficulty: Hard>      <Additional Boss Health Percent: 300>)
Stackable Monster Musk Effect
Skillful Clothes Revamp
More Boots
Ring Overhaul or Wear More Rings (Of course you can use these two mods together but it might make you too powerful if you have 4 or more ring slots)


Possibly Partially Incompatible with:

Forge (Forge Mod is buggy and causes bugs for many other mods)


How do I disable the New Weapon Special Attacks?

Spoiler:  
Show


When playing multiplayer, farmhand players(not host) spam the weapon special attacks instead of doing it only once as intended. This may be one of the reasons why you want to turn off the new special attacks.

HOW TO FIX: When playing as a farmhand in multiplayer, turn off and disable Advanced Melee Framework in the Mod Settings(GMCM).

Steps:

1. Go to GMCM (In-Game Mod Settings).

2. Go to Advanced Melee Framework.

3. Disable Advanced Melee Framework.



How do I disable one part of the mod manually?

Spoiler:  
Show


There is no way to disable some parts of the mod using the in-game configuration menu. If you want to disable a part or parts of the mod, follow the steps below.


In this example, we will try to disable the changes in Weapon Special Attacks. But you can also turn off the changes in Mine Rewards and Slingshot Stats/Ammo through the same process.

Steps to turn off a part of the mod:


1. Go to your Mods folder.

2. Open the folder named zz Modified Combat

3. Rename the folder "[AMF] Modified Weapon Special Attacks" into ".[AMF] Modified Weapon Special Attacks"

Just add a period/dot ( . ) in front of the file name, before "[AMF}". Deleting the whole [AMF] folder will also work, but it is not recommended.



4. Open the game and test it out. The game should now load the mods without the Modified Weapons Special Attacks folder. Thus, changes in the special attacks will be disabled.

If you want to turn it on again, just rename the file and remove the period/dot ( . ) in front of the file name.  The downside is, you have to do the steps again if you update the mod files.



Planned Updates:

  • Modify Monster Spawn Rate (Implemented)
  • Balance the four weapon types further based on player feedback (Implemented but may be further improved)
  • Buff Slingshots (Implemented)
  • Add Special Attacks or Abilities on Some Weapons (Implemented)
  • Release a compatibility update with the Sword and Sorcery Mod (Implemented)
  • Make the mod i18n compatible for easier translation (Coming Soon)