Wildermyth

Wildermyth

Not enough ratings
KKs_OffhandWeaponsBuffs
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
64.363 KB
3 Dec, 2021 @ 3:38pm
26 Dec, 2021 @ 12:10am
4 Change Notes ( view )

Subscribe to download
KKs_OffhandWeaponsBuffs

In 1 collection by KlutzKoady
KKs Wildermyth Balance Mods
6 items
Description
A mod aimed at making offhand tools more appealing and funner to use. Mostly buffs

Changes:

- Poison now applies 2 poison to attacks passively (haven't tested to see if it stacks with quellingmoss)

- Torch grants +10 to melee/ranged accuracy

- Each shield grants a different buff(+2 armor/warding +10 stunt chance)

- Spectral lantern grants +1 potency and +0.5 range to all abilities(this increases the range of 1handed weapons to 2.1(the exception is 2.6 for spears) which is the standard for 2handed weapons in my weapon mods

Spellshard grants +2 potency +1.5 range to all abilities

- Ice and Dragonpaw shields have both been buffed

- The throwing net and black net both have a 3 turn cooldown instead of one use per mission. I don't know how to manage the animations at the moment so the nets will disappear after the first throw of each mission, but you should still be able to use the ability after that
6 Comments
RustyDios 29 May @ 8:20pm 
For a very long time the text of my Throwing Nets has been busted. I finally discovered it's this mod doing it, because it doesn't come with replacement text for the changes to the net.

The mod is completely missing the folder"assets\text\effects\attacks" AND the "throwNet_pinFoe.properties" and "throwNet_pinFoeRazor.properties" files.
These were pretty easy for me to create with the following;
---
#suppress inspection "UnusedProperty" for whole file
.blurb=<self> throws a net at a nearby foe, it will [:statusEffect.pinned]pin[] in place if it hits for two turns. Can be used as a swift action with a 3 turn cooldown.
.longName=Throw Net
.name=Throw Net
---
KlutzKoady  [author] 26 Dec, 2021 @ 1:01am 
Hey, thanks for the feedback. As you're not the first one to mention the unlimited knives/axes I've taken the liberty of separating the throwing weapons from this mod and creating another two for people to choose from.

I made one to slightly increase the effectiveness of throwing weapons as you suggested(really easy fix), and the other one keeps the original idea i had, for anyone like me. Just check my other mods if you're interested
Pyruvate 17 Dec, 2021 @ 11:36am 
This way, the knives would actually be useful for flank attacks (although not a powerful as a dagger, so getting closer is still better), but bad against armor; while axes would be inferior damage compared to flanking with a knife, but great to soften up armor for subsequent attacks (especially a melee rouge using one to set up their own flank to follow with up their dagger, where every bit of shred first would matter).

Thus, you would have a more meaningful tactical choice between the two options, while making both better at their respective roles. Axes build you for taking down 1 or 2 big tough enemies per battle (and more on your own), while knives build you to clean up a larger number of weak enemies (and more as a teamwork).
Pyruvate 17 Dec, 2021 @ 11:36am 
Glad to see these items getting some love, thanks! Balance is tricky and subjective... my 2 cents would be to differentiate more between the use case of the hurl axes and throwing knives. I might make axes more about getting shred (+1 over base) but keep the damage reduction (-1 from base) and keep their ammo at just 2 as a swift action. Meanwhile, knives get +1 damage over base and have limited ammo (but buffed to 4-6) as a swift action, rather than a free action, which seems open to abuse by warriors and mystics who have more swift actions than hunters and should still have to choose in a turn between doing one of those (e.g., interfuse, engage, shieldshear) or potentially getting a flank kill at range with a knife in support of an ally.
KlutzKoady  [author] 4 Dec, 2021 @ 6:20pm 
Thank you so much for your feedback! I absolutly hadn't thought of that interaction but it made laugh once you pointed it out. The latest update changes it to one free action per turn
bar food 4 Dec, 2021 @ 2:21pm 
I'm enjoying this a lot so far, especially the unique shields. Thank you for making it! I think hurl axes are a little OP with unlimited uses though. Maybe as a compromise, they could cost a full action point instead of a swift action? Its kinda hilarious watching my mystic deal 12 damage + shred with 3 axes in one turn