This page was last updated on 26 July 2024, 1:28PM
Changelogs
Version 1.4.5
Fixed the localization files. Custom Localization Fix no longer necessary.
Version 1.4.4
Fixed issue where non physical creatures(wraiths, dijin, etc) would reduce durability if you countered them.
Version 1.4.3
Added proper mod-menu strings(Only in English).
Version 1.4.2.1
maintaining 2 versions of the mod finally caught up to me, had to redo the compatibility between oilUpgrade and my mod. Anyway, fixed it from whenever it broke(might've been previous version, might've been multiple versions ago, difficult to say).
Version 1.4.2
Truly fixed the bug "fixed" in 1.4.1. (1.4.1 fixed it for signs only, any melee sources would not count, such as fists etc, so they'd not hit either. now truly only broken swords will not hit).
Version 1.4.1
Fixed a weird bug causing signs to do no damage if broken weapon do no damage was activated
Version 1.4
Forces spiders to become of the insect type(making them subseptibal to insectoid oil and steel sword). This is a vanilla bug that was never fixed
Added a new config setting that allows you to set swords to not hit when broken(0 durability). Default is true, but for anyone already having this mod you'll need to turn it on in the config yourself.
Made some optimization changes in the code(doesn't matter much), now the check for hit is done before damage calculation is started.
Potentionally made the code a little bit more merge friendly(as much as I can realistically do outside of creating seperate script files for any logic)
Version 1.3.2
Fixed a bug causing damage modifier to apply to all damage done.
Version 1.3.1
Hotfix, figured out how to make the djin immune to steel weapons as well, so I did that. Now pixies and djin are immune, everything else in elemental beastiary is not.
Version 1.3
Fixed a bug with specter immunity(if you held a steel sword other sources of damage wouldn't register, such as yarden turret).
Changed the default settings after playtesting through white orchards(see mod description).
Added ability to stop health regen on monsters when struck with silver sword(see mod description!)
Added option to make crused ones and vampires immune to steel as well(unless proper oil applied)
Added option to have specters and magical\elementals be damaged by steel if proper oil is applied(except golems)
Added option to have specters not use the silver damage modifier(see mod description!)
Made default settings be applied automatic upon game load(only once the first time)
Fixes issue with wildhunt and gargoyles being immune to steel. Now only pixies are(in elemetal branch).
Version 1.1.3
Forgot to upload with the menu files(bin folder). Anyone that ended up having weapons do 0 damage, the reason is you didn't set the multiplier to any value(it defaults to 0, haven't found a good way to ensure a default value yet). So that is what this hotfix is, lol. Sorry for the inconvinience!
Version 1.1.2
Readded\fixed the ability to put silver oil on steel swords and vice versa, something that was no longer possible in 'Steel is all you need'.
Added a compatibility patch for Oil Power Unlocker, which also has the above mentioned fix, as this mod too no longer worked as intended.
Version 1.1.1
changed the golem modifier to be a steel_damage modifier against monsters instead, reason for this is that steel swords are lower in damage than silver swords all around, which isn't necessarily a huge deal at higher levels(as it's just a matter of 50-100 dmg), it is a huge deal at low levels. The first ghoul fight with vesimir gets dragged out and annoying using my mod, making silver sword that much more needed.
For instance you start with a steel sword that does 22-26dmg, and a silver sword doing 81-99dmg. The encounters\enemies are balanced around these numbers, therefore the ghouls have about 3 times the health as human enemies do, your steel sword is useless! So to offset this in as much of a compatible way as possible, I simply added the modifier to boost them(which naturally is not reflected in the inventory screen!). Couldn't find a way to have it reflect there yet.
Version 1.1
Added a new damage modifier to golems(which includes elementals, as they use the golem-base) to boost up the damage steel does to them(default is 2(double), which makes it on par with silver sword damage)
Made magical creatures immune to steel(except for golem base creatures)