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Medieval Overhaul Balance Patch

Balance patch for gear and materials in the Medieval Overhaul mod. Includes 2 new armor items. Also includes some fixes, like Apparel categories and armor sellable to Armorsmith caravans. These changes reflect my personal preferences and are not a critique of the original mod's balancing. Please do give feedback in the comments about any issues you experience or thoughts you have. Credit to: SirLalaPyon as the author of Medieval Overhaul and art EvilEyes and ViralReaction for the 1.5 version of MEO and art Changes im currently testing: [list] [*] Changing armor tiering from 50/60/70% to 50/65/80% [*] Pine trees drop Dark Wood - More wood options without embarking in Dark Forest [*] Leather Armor from 50% to 55% armor [*] Gambeson / Padded chausses blunt bonus from 10% to 15% [/list] TODO / Plans: [list] [*] Adjust Outfits (Some broken by apparel layer changes, added new items, results in warnings but no actual issues) [*] Maybe give heavy armors / helmets melee hit and/or dodge penalties? More reason not to use heavier armors. [*] Maybe change armor tiering from 50/60/70% to 50/65/80%? Would tankier endgame armors feel good? [*] Differentiate Bows and Crossbows more from each other. Currently Crossbows give a +2 bonus to shooting accuracy but are otherwise very similiar to Bows. They also have a higher ranged cooldown and lower aiming time, ironically making them benefit from quivers MORE than bows do. [/list] List of changes (non-exhaustive): Almost all materials rebalanced: [list] [*] More effects on item weight, i.e.: Mithril weighs less, Adamantite weighs more [*] More effects on work speed [*] Iron, Steel and Mithril have higher sharp resistance (90%, 100%, 120%) [*] Adamantite has high blunt resistance [*] Bioferrite slightly nerfed [*] Devilstrand significantly nerfed [*] Runeweave slightly nerfed [*] Fabrics, Wools and Leathers generally have Blunt resistance and more of it [*] Leathers had their sharp resistance heavily nerfed, best are similiar to iron -Vanilla leathers and fabrics are balanced around items like the duster, but MEO has leather armor with 67% more defense multipliers. -Rox leather is no longer a super leather and 'only' a top tier leather. Rox are neither rare nor difficult to fight but had leather similiar to Thrumbos. Now a better version of muffalo fur. [*] Super-Leathers sharp armor nerfed to be more in line with materials like Mithril -Still more blunt resistance than before [*] Most metals have 20% flammability (down from 40% in vanilla) [*] Bone is now flammable (40%) [*] Stone materials left as-is [/list] Armor: [list] [*] All Apparel should be moved to it's respective category [*] Armors in 3 general tiers: Light, medium and heavy -Generally: -Light: 50% armor, 4 crafting skill required -Medium: 60% armor, 6 crafting skill required -Heavy: 70% armor, 10 crafting skill required -Some intermediate armors exist (Chainveil Helmet / Heavy Barbute, Adorned Armor) -Crafting skill may depend heavily on the type of item [*] Examples: Light Lamellar from 52% to 50%, Heavy Hauberk at 65%, Full Plate from 73% to 70% [*] All non-Armet Plate helmets from 65% to 70%, Armet still 72% [*] High-end armor generally requires higher crafting skill [*] Item health and costs adjusted to generally be more proportional with body coverage [*] Some weights adjusted [*] Chain armor has a 10% penalty to blunt and heat resistance -Partially chain armor has a 5% penalty -Heavy Barbute is considered heavy chain (identical stats to chainveil for outfit diversity) [*] Helmets: -Basic Helmets, Visored-less Bascinet and Open Sallet only cover the 'Upper Head' -Basic Chain Coif moved to 'Protective Clothing' research ('Light' tier armor) -Generally higher shooting penalties -Generally reduced materials costs -Endgame plate helmets are mostly identical stat-wise -New: Open Sallet - Heavy equivalent to Open Bascinet (Art from MEO) -Hood (MEO) can now also be made from leathers, is slightly more defensive and heat insulating [*] Body armor: -Padded armor now covers legs and arms -Brigandine Medium armor and only covers the body, but moved to chain armor research [*] Middle Wear: -Hauberk cheaper and lower movement penalty -Vest heavier but more protective [*] Inner Wear: -Gambeson -Much more expensive -10% blunt resistance bonus -Less insulation -Padded Surcoat -Nerfed to be more in line with Button Down Shirt (Slightly better) [*] Legwear: -Somewhat lighter -Padded Chausses -Now inner layer apparel, exclusive with regular 'pants' -Fabric only (no leather) -10% blunt resistance bonus -Splint and Plate Chausses -Now outer apparel, redundant on full-body armors -Movement penalty of -0.05 and -0.10 respectively -NEW: Mail Chausses -Made from chainmail, middle layer apparel -Defence identical to Hauberk [*] Handwear: -Somewhat heavier -More difficult to craft compared to Footwear -Heavier and much more work to make -More defensive -Shooting bonus on Leather gloves to +1 (from +2) -Shooting penalty on Splinted gloves to -1 (from -2) [*] Footwear: -Somewhat heavier -Slightly more work to make -More defensive -No movement penalty on Splinted Boots (from -0.05) -Movement penalty on Plate Boots to -0.05 (from -0.10) [*] Utility: -Quivers no longer have a quality and instead of ranged cooldown multiplier of 0.25 have a ranged warmup multiplier of 0.50 (Same benefit as Trigger Happy) [*] Research: -Plate armor research now requires Steel research [/list] Weapons: -Not touched so far (affected by material changes of course)