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:
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[*] 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%
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TODO / Plans:
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[*] 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.
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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
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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
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Weapons:
-Not touched so far (affected by material changes of course)