Stardew Valley
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Angela Ranna

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ArchAngelKiragis

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About this mod

Rebalances the game's combat via its weapons - daggers and the crit tree go together, swords are slightly nerfed, and hammers become the "ignore the enemies" weapons. Enables all non-NPC/store/fishing weapons for crate drop, fixes inconsistencies in the weapon drop levels vs power, and gives you a basic dagger and hammer to try out at level 1.

Requirements
Permissions and credits
Changelogs
This mod is my attempt at molding the weapons to make them all feel appropriate for their level and give each profession a place in the game. In the base game swords are universally more powerful than both hammers and daggers (outside of abusing the hammer bug), and everybody I've ever heard of uses the same Fighter/Brute combat tree.

No more! This mod aims to give each weapon type its niche and desirable play pattern, and increase the variety of weapons you get to play with in the game overall.

Change List
  • Swords remain the "deal consistent damage safely" option, but are slightly nerfed by reducing their base crit multiplier from 3x to 1.5x.
  • Hammers have become the "keep the enemies away to deal with them as little as possible" option, good for pairing with the Defender profession. They have a base +5 knockback, +20 AoE, and 2x crit multiplier, but a *very* large damage range.
    Spoiler:  
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  • Hammer levels now scale smoothly from 1-20 instead of 1-5 with the Galaxy Hammer jumping to the astronomical level 9.
  • The base crit chance for both swords and hammers are increased to 5% from 2%, so you'll see crits more often though they're not such guaranteed one-shots.
  • The base crit chance for daggers has been buffed to 56%! This should give you an 84% crit rate with the Scout profession, and 100% if you're willing to use both ring slots for Aquamarine rings. BUT their base crit multiplier has been reduced to 2x, to hopefully avoid their damage going completely nuts.
  • Dagger damage now should scale smoothly. In the base game they incremented by ones and twos until the Broken Trident, then each upgrade was a huge spike.
  • The four "endgame" weapons (Galaxy weapons + the Wicked Kris) each have their own, even more special identities.
Spoiler:  
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  • All non-NPC weapons that aren't bought from the shop or obtained otherwise (e.g. neptune's sword and broken trident from fishing) are enabled to drop from crates/barrels and have been given appropriate drop ranges. Hopefully you'll see a lot more weapon choice before you get to the endgame items.
  • Rebalanced some weapons vs their level drop range and ease of access.
    Spoiler:  
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  • Removed all instances of +Defense on weapons, since they didn't do anything and thus were misleading.
  • Tweaked a few personal nuisances like having +5 knockback on the crystal and galaxy daggers - why would you ever want to punt enemies away with a weapon that works best when you're juggling the enemy right in front of you?
  • A new event plays once you've gone into the mines to give you a beginner dagger and a beginner hammer so you can play around with them and find what you like.

Weapon Precision
Please note that I used a hidden, unused stat called Precision to fix weapon levels after all these changes. However weapon precision is a very small factor in the weapon level calculation, so it required crazy values.

IF YOU HAVE A MOD THAT CHANGES MONSTERS TO USE THEIR "miss chance" OR ADDS "evasion" YOU'LL NEED TO TURN THE PRECISION CHANGES OFF.

Otherwise some weapons will never miss and others will never hit because of this change. To turn it off, simply run the game once to generate "AngelsWeaponRebalance\[CP] Angels Weapon Rebalance - Data\config.json", open that up, and change EnablePrecisionChanges from "true" to "false".

Just be aware that by doing this, weapon levels will have some pretty weird values, including negatives. Any weapons with a negative or 0 level will "sell" for 0 munnies at the Adventurer's Guild.

Optional Files
Angel's existing weapon updater
This optional addon replaces existing weapons in your inventory on save load and weapons that get moved from a chest to your inventory. Each update type is configurable in config.json so you can turn it off when everything's done, and changes to it are picked up at the start of each day.

I made this an optional, extra file because it can be used to keep your weapons up to date with any other mod out there. If I get enough requests for it, I can move this to its own mod instead of being an optional here.

Lead Rod fixer
This optional file fixes a typo in the code that causes lead rods to drop from floor 60 of the mines to floor 40 of the skull caverns. This is set up as a separate file from the main mod because it's a type of mod that will be very prone to breaking with updated game versions (transpiler harmony patch), and since a bug report has been submitted and seen hopefully this will be fixed in core game in the 1.5 time frame.

Install
  1. Install the latest version of SMAPI.
  2. Install Content Patcher
  3. Download this mod and unzip it into Stardew Valley/Mods.
  4. Run the game using SMAPI.


How to use
Nothing to it, just go out and adventure! Recommended to try it on a new playthrough.

Compatibility
  • Tested with Stardew Valley 1.4.5 on Windows.
  • Tested in single player.
  • Did quite a bit of work under the guidance of the good people at the #making-mods channel to narrow this down to just the damage/crit/etc fields on the weapons, so anything that changes things like descriptions, names, or images should be fully compatible.
  • Now compatible with updated SVE that makes Gil an actual NPC.

TODO
  • Add something to the Galaxy Dagger's description to indicate it has a significant +AoE buff.
  • Test mod in multiplayer.
  • Cross-platform testing.
  • Playtest! Need some users to try out these weapons and let me know if anything stands out as super weird or against the spirit of the mod. In particular keep an eye on daggers - I tried to make their damage roughly consistent with same-level swords when you go down the crit path, but this may be too much with their attack speed. Then again, they are very short range, have zero cleave, and are very carpal-tunnel inducing without a macro, so making them the highest dps weapons may not be a bad balance point.
  • Test to make sure the newly enabled item drops work. I developed this pretty rapidly and haven't grinded each level zone to make sure everything drops where it should. Please ping me on Discord or leave a comment here if you see disabled weapons or ones that normally only drop from monsters like the Rapier, Kudgel, Holy Sword, Forest Sword, etc. dropping from crates and barrels.
  • Figure out why so many lead rods still drop. - Done, bug report filed and seen, so hopefully we'll see this fixed in 1.5. Also the Lead Rod fixer is a thing now!
  • Figure out why enemies sometimes walk through your weapon. It's like they sometimes ignore knockback, and it seems to affect daggers a lot more than the other weapons. - Bug report filed and seen by a dev, but I'm less hopeful about seeing this one changed. Crossing my fingers anyways.

Catch me in the #making-mods channel of the SDV discord or post here to drop me feedback!
Many kudos to the kind modders on the SDV discord. Special thanks to users Jonqora, Arknir, Purrplingcat, and Pathoschild for helping me debug all the things.