天国:拯救2

天国:拯救2

Realish Weapons & Armor
244 条留言
Actalo  [作者] 3 小时以前 
Thanks!
John 8 小时以前 
Oh and also great mod! Modding is a thankless job done for free and as someone who myself has also been at the perpetual mercy of the steam workshop community comment mob myself - I feel I should tell you that you're doing great and that the community appreciates it, even if it is rarely shown lol!
John 9 小时以前 
Actalo is right - it even says so in the item descriptions. The Italian Brigandine - despite being called it is actually just a single plate, theirs I'm sure a genuine reason for this IRL but the only legit Brigandine chest pieces in the game that are actually Brigandines (i.e. laminar) are the Simple Brigandine as well as the Bandit Brigandine.
elderdriver 10 月 25 日 上午 2:02 
fine bro, i just want it to be perfect in every aspects, gotta say your changes is still better than the oringinal setting
Actalo  [作者] 10 月 25 日 上午 1:38 
You're still not making any sense to me. There are cuirasses, riveted in fabric, which the game calls "Brigandine", but they're not brigandine, they're a cuirass. I don't adjust weights, so I'm just going to ignore that complaint.
elderdriver 10 月 25 日 上午 1:05 
bro, like some brigandine weights 10~16 have almost same defense value as Milanese cuirass which weights 26 doesnt seem right, and its cheap
Actalo  [作者] 10 月 25 日 上午 12:23 
Nothing you just wrote makes any sense to me.
elderdriver 10 月 14 日 上午 8:06 
armor weight is essential in hc mode(so u can bring more stuff). i like ur balance ideal, but with this mod, some of those armors just become too good, i have to pass on this one.
Actalo  [作者] 10 月 4 日 上午 9:47 
No.
Dodocan 10 月 4 日 上午 4:49 
hey man, do any of your realish mods break saves or require new games?
Actalo  [作者] 9 月 28 日 上午 4:00 
I don't change armor weight.
Knight Dragon 9 月 27 日 下午 11:37 
I have important question, have you changed armor weights as well as weapons? My question is - is brigandine/composite armor lighter than full plate? Does the game consider it lighter and then makes dodging easier in it than in full plate? I ask that because my Henry in current walkthrough is relying on dodges, agility and speed more than regular way to fight, with his polearm
Actalo  [作者] 9 月 24 日 上午 9:09 
tequilatibbs 9 月 24 日 上午 8:52 
ah i dont have that, let him have it. oh well. Cheers
Actalo  [作者] 9 月 24 日 上午 8:28 
Radzig.
tequilatibbs 9 月 24 日 上午 8:25 
im curious what you think is the best longsword with your realish mod collection?
Actalo  [作者] 9 月 24 日 上午 7:54 
Lighter blades have higher defense.
tequilatibbs 9 月 24 日 上午 5:07 
As far as i can tell, the dueling sword is now the best sword in the game with a defense of 200, better than the dlc sword of four evangelists. Is this intended?
Acracy 9 月 21 日 上午 2:15 
I though this mod rearrange horse stuff aswell but nvm, i just found these are equipable items again. I have no idea what happened...
Actalo  [作者] 9 月 21 日 上午 12:32 
This is a weapons and armor mod, though. Why would I add a horse chanfron and bridle?
Acracy 9 月 20 日 下午 11:50 
Great mod. in case you didn't notice, there is unique quest reward Zamur's bridle and Karachin's chanfron(@ui_item_info_category_U) from horse racing, shooting quest from lovarri camp. and they are sorted in to miscellanieous and can't be used. hope someday you can fix them. thanks again!
Switching Doom 9 月 17 日 上午 10:50 
okay thank you for answering :rome:
Actalo  [作者] 9 月 17 日 上午 10:07 
My Enemies mod will likely conflict.
Switching Doom 9 月 17 日 上午 9:58 
Do your mods work with this, or do they conflict? :RoyalBodyguard:

https://www.nexusmods.com/kingdomcomedeliverance2/mods/1014?tab=posts&BH=0
Actalo  [作者] 9 月 17 日 上午 9:53 
Attack values and Defense is based on blade design. Heavier blades have higher smash, slash, durability, but less defense and stab. I won't scale weapons based upon cost or groschen value. I haven't spent a lot of time with the new weapons, but when I do, maybe I'll look again at some of the longswords. However, it may be awhile.
Heliphas 9 月 17 日 上午 7:26 
Lingua Belli, for example, is far worst than a Broad Longsword. Kilic has way less defense than a noble sable, and so on.
The new weapons require more materials to farm and are available much later in the gameplay, but they aren't clearly superior in this mod. I understand that they aren't OP weapons; that would compromise the mod's realism. However, I think that given that they're Henry's Forge masterpieces, they should have better stats, especially in defense and durability.
Actalo  [作者] 9 月 17 日 上午 6:37 
Be more specific.
Heliphas 9 月 17 日 上午 4:58 
Hi! Aren't the damage values ​​of the new DLC's weapons too low compared to the old ones? Especially considering the cost of materials.
Actalo  [作者] 9 月 14 日 下午 5:41 
Definitely not compatible.
Makaron Penne 9 月 14 日 下午 1:51 
Also would this be compatible with mods that scale damage? Like the maces overhaul mod? Or would they clash each other. I don't know shit about modding sorry
Actalo  [作者] 9 月 14 日 上午 11:53 
That's actually a pretty complicated question because you asking about weapon and armor interactions, and damage type scaling. I recommend looking at the Sticky, in the Post section of the Nexus version of the mod - it explains better than I could here. There's also Articles, which has details on all the armor vs weapon scaling. And, you can scroll through the older Posts for pretty in-depth discussions on KCD2's damage mechanics. Again, use the link for the Nexus version.
Armilio 9 月 14 日 上午 11:32 
Same question as Makaron: at the end of the day what is the end result on balance? does it nerf swords? i see that increase plate armor smash defense, but you recommend polearms against plate armor, why? Looking at the number it seams also that RWA makes the range weapons relatively better compared to vanilla.
Makaron Penne 9 月 14 日 上午 10:40 
So this scales down weapon damage to make it more realistic? Looking for a mod that nerfs swords
Actalo  [作者] 9 月 13 日 下午 2:59 
Forge DLC added.
Netrunner 9 月 13 日 下午 2:19 
no bother was just wondering
Actalo  [作者] 9 月 13 日 上午 7:04 
Eventually, yes. Be patient.
Netrunner 9 月 13 日 上午 5:44 
are you updating?, the new weapons added are way to OP
Actalo  [作者] 9 月 12 日 下午 7:17 
This mod is PTF, and only overrides exactly what it needs to, nothing else. Therefore, it's not going to affect projectile permanence, nor trajectory. Keep in mind, though, if you use a ranged weapon this mod severely reduces in damage, its projectiles won't fly very far, nor will they penetrate objects.
DoBrO 9 月 12 日 下午 6:07 
@Actalo But after installing your mod, the crossbow stopped killing, flying far and the bolts disappear. If I turn off the mod from the crossbows, everything is fine!
Actalo  [作者] 9 月 12 日 下午 5:09 
@DoBrO: This mod has no effect on projectile trajectory, nor projectile permanence. Those are base game issues, they have nothing to do with my mod. One-shotting an NPC, via headshot, with crossbow, is entirely dependent on the crossbow and the bolt.
Hit by a Parked Car 9 月 12 日 下午 4:54 
AHA, right, my dumb ass forgot about the first person visor overlay when using the DLC armor. It's more of a miracle that I wasn't being oneshot by pommel strike combos, then.
DoBrO 9 月 12 日 下午 4:53 
very realistic crossbow bolts disappear after hitting a tree
DoBrO 9 月 12 日 下午 4:48 
Why does the crossbow shoot a maximum of 50 meters? Do you think this is real? If you throw a stone, the flight range will be greater than that of crossbow bolts with this mod!
DoBrO 9 月 12 日 下午 4:29 
very realistic crossbow kills a naked man in the head with 2-3 shots....
Actalo  [作者] 9 月 12 日 上午 9:56 
In the Posts, you'll find a a Sticky, which has information on how damage types interact with armor. Likewise, if you scroll through the posts, you'll find many discussions about damage and armor interaction. I've had this conversation at least 10 times, and I don't wish to have it again.
Olleus 9 月 12 日 上午 9:44 
I did. There's a lot of tables of numbers, but no explanation of how those numbers are used or what formulas they go into. I didn't see anything that answered my questions about split-damage-type weapons beyond vague statements like "stabbing damage is good against mail and fabric."
Actalo  [作者] 9 月 12 日 上午 8:22 
I recommend you use the link above to view this mod's Nexus version. There, you' ll find a lot more documentation and explanation of how damage types interact with armor.
Olleus 9 月 12 日 上午 6:43 
@Actalo: Reading your discussion with Knight Dragon below, it seems like you have a good understanding of how weapon damage works in this game. Is there a guide that explains the calculations somewhere? I'm especially curious about weapons that do multiple damage types (eg, Knight's Axe): is the effective attack power the sum of the components? Or does only the one that dominates against the armour your attacking count? Or does it depend on the attack animation?

The game is completely silent on these issues and I could only find vague speculations on Google and Reddit.
Switching Doom 9 月 12 日 上午 6:06 
1.4 update?
Actalo  [作者] 9 月 10 日 下午 11:27 
Depends. RWA is just slightly higher than Default KCD2, in head damage. However, in face damage, where the face is exposed, well, there they differ a lot.
KCD2: Face Pro 25%
RWA: Face Pro 7.5%