Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Realish Weapons & Armor
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13 Mar @ 9:50am
1 Aug @ 6:38pm
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Realish Weapons & Armor

In 1 collection by Actalo
Realish Collection
14 items
Description
This is an overhaul of all weapon values to scale with the KCD2 health points of 100, as well as complete reworking of armor defense values. In addition, open faced helmets do little to protect the face, and head-shot damage increased.

Specific damage types such as Smash, Slash, or Stab are not exclusive to any weapon or projectile type and are applied based upon the visual model of the weapon, or purpose of the projectile. Crossbows and Bows now do comparable damage. Bullets are now primarily Stab damage rather than exclusively Smash, making metal armor more effective at deflecting Firearms.

Armor defense values are based on real-world observations and extrapolating from there. Weapon weights are based upon median museum examples, then compared to approximate equivalent in-game models. Weapon durability is determined by weapon robustness and haft reinforcement. Shields will often break during prolonged combat. Minimum Strength and Agility requirements for the use of all weapons have been lowered to more consistent levels.

Armor Types: (As determined by the in-game model and description)

Plate: Rigid tempered steel.
Composite: Plate combined with Laminar or Brigandine.
Laminar: Steel or iron, riveted to layers of leather.
Mail: Riveted rings of steel or iron.
Fabric: Layered linen and/or wool.
Brigandine: Steel or iron plates, riveted in fabric.

Damage Types and Mitigation:

Stab: Plate, Composite are strong, Brigandine, Laminar moderate defense, Mail, Fabric weak.
Slash: Plate, Brigandine, Mail, Composite strong, Laminar moderate defense, Fabric 'weakest'.
Smash: Plate, Composite 'strongest', Brigandine, Laminar moderate defense, Fabric, Mail weak.

Examples of Melee Weapons In Tier 4 (Martin) Damage Values:

Arming Swords range in damage 55-60 Slash, with equal or lesser Stab and minimal Smash.
Hunting Swords range in damage 55-60 Slash, with lesser Stab and minimal Smash.
Sabers and Falchions range in damage 60-65 Slash with lesser Stab and minimal Smash.
Longswords range in damage 70-80 Slash with equal or lesser Stab and minimal Smash.
Work Axes range in damage 45-50 Slash with lesser Smash and minimal Stab.
Wor Axes range in damage 50-55 Slash with lesser Stab and Smash.
Clubs range in damage 50-55 Smash with minimal Stab and Slash.
Hammers and Picks range in damage 55-60 Smash with lesser Stab and Slash.
Maces range in damage 60-65 Smash with minimal Stab and Slash.
Polearms range from 80-95 Stab, Slash, or Smash as primary and secondary damage types.

Examples of Projectile Weapons:

Bows range in Power 100-225.
Crossbows range in Power 100-350.
Firearms range in Power 500-650.

Examples of Projectiles

Arrows range in damage 30-120 Stab, Slash, or Smash.
Bolts range in damage 30-120 Stab, Slash, or Smash.
Lead Ball damage is 120 Stab and 120 Smash.
Scattershot damage is 175 Slash.

Shields
Durability: 10-15.
Defense Bonus: 50-75.

--- All values shown don't reflect skill and stat damage scaling.

Compatibility: Mod tables are PTF so it should be compatible with any mod that doesn't modify weapons, armor, face damage, or body part damage.

For more detailed breakdown of armor and weapon values, see the Nexus version:
https://www.nexusmods.com/kingdomcomedeliverance2/mods/1237
169 Comments
BeansBerg 6 Aug @ 5:58pm 
I am going to reinstall after the main story to make the side quest more fun, but at the moment it makes the a few of the main quest a very difficult, when put up against more than 4 enemies.
BeansBerg 6 Aug @ 5:53pm 
Far warning if you have this and come across like 8 enemies at once like a Cuman camp or a quest. The reduction in all weapon damage does add a significant challenge.
Magul 28 Jul @ 8:10am 
No this mod changes vanilla armors and weapons stats
灵能罐头 28 Jul @ 7:09am 
Can this mod work with mods that add other armors?
Brötchenmann 26 Jul @ 5:34am 
Must have Mod, made Combat in Endgame/General so much more Fun.
TheSauceGuy 18 Jul @ 2:27pm 
Alright, thank you.
Actalo  [author] 18 Jul @ 1:01pm 
This mod has a pretty significant effect on combat, it's not subtle at all. The Nexus version has a lot of documentation explain how, but again, combat is 'bigly' different. That said, it's not necessary to use this mod with my other mods. All Realish mods are designed to work together, but are also fine to use in any combination. Maybe one day I'll incorporate other mods into its values, but it's unlikely due to the amount of work that would entail - so if you don't want to use this mod in favor of adding new armor and weapons, the other Realish mods will be fine.
TheSauceGuy 17 Jul @ 5:44pm 
How much of a difference would you say this mod makes when used with all of your other realish mods relating to combat? I'd like to use mods that add some weapons and armor (primarily armor), but the stat differences make it feel like I'm cheating if I use them. If this mod doesn't DRASTICALLY change the feel of combat that much, then I'd consider prioritizing new gear mods over this one, while keeping the rest of your realish mods installed.
wolfe374171 13 Jul @ 4:07pm 
No problem, happy to help! :steamthumbsup:
Actalo  [author] 13 Jul @ 7:32am 
That's a fair point and for its next update, I'll try and keep that in mind. Thanks for bringing it to my attention.