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VWO Patch - Fantastic Fantasy Fortress
   
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Tags: Weapon
File Size
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22 Mar @ 4:44pm
29 Jun @ 2:50pm
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VWO Patch - Fantastic Fantasy Fortress

In 1 collection by lmlsna
Modular Vanilla Overhaul
15 items
Description
Patch that adjusts Fantastic Fantasy Fortress weapons to fit seamlessly with Vanilla Weapon Overhaul.

The following load order is important due to oddities with how cut/replace patches work with weapons:
1. Vanilla Weapon Overhaul
2. Fantastic Fantasy Fortress
3. VWO Patch - Fantastic Fantasy Fortress
Any other arrangement of these 3 mods will cause either all vanilla weapons or all FFF weapons to disappear.

General Changes:
1. Removed flat slaps from all weapons
2. Adjusted equip requirements to standard VWO numbers
3. Pommel Strikes & Shaft Bashes adjusted to VWO numbers
4. Adjusted prep/recovery times to create a notion of reach
5. More realistic weapon and ammo weight
5. The Runeforged versions of vanilla weapons are now based off of their VWO counterparts

Prep/Recovery Times:
5:5 - hand cannons
4:1 - throwing axes, hatchets, rogue’s dagger, knuckleduster
4:4 - slings
3:3 - all weapons not listed elsewhere
3:4 - machete
3:5 - smashas, whackas, sledgehammer slam
2:2 - quarterstaves
2:4 - javelins
2:5 - slashas
2:6 - choppas
1:5 - glaives

Melee Weapon Changes:
Hatchet - Faster attacking but not much damage potential as a battle axe.
Size from 220 to 200, penetration depth from 7,000 to 3,000

Glaive - Spear-like weapon with access to slashing but its stabs are less armor-penetrative compared to the spear’s
Size from 470 to 350, stab contact area from 35 to 11, stab penetration depth from 9,000 to 8,000

Machete - Good at cutting, but less wieldy than a sword
(Only changed the prep/recovery time)

Quarterstaff - Fast-attacking blunt weapon with reach.
Size from 450 to 350, bash contact area from 400 to 25, jab velocity from 1.6 to 2, jab contact area from 20 to 15

Sledgehammer - Similar to the maul, has a less efficient contact area but has access to a powerful slam
Size from 1,500 to 900, bash contact area from 135 to 100, bash velocity from 15 to 6.5, slam contact area from 135 to 100, slam velocity from 30 to 10

Knuckleduster - Fast blunt weapon. Less overall momentum than the quarterstaff but has a more efficient contact area.
Punch velocity from 1 to 2

Orc Weapons: These already had the archetype of slower-attacking but stronger attacks, so I leaned into that.
Smasha
Size from 1,900 to 1,000, contact area from 200 to 100, bash velocity from 3 to 7

Slasha - Not quite as slow as the other orc weapons
Size from 1,200 to 600, slash velocity from 1.25 to 2.8

Choppa
Size from 1,800 to 800, slash velocity from 1.25 to 3

Whacka
Size from 2,200 to 1,000, contact area from 100 to 150, bash velocity from 3 to 7.5

Skirmisher Weapon Changes:
Shot force from 500 to 1,500, max velocity from 1,000 to 1,500. Aim difficulty is 10, max:min reload time is 20:10, shot time is 2, required strength for maximum shot force is 2,500

Skirmisher’s Axe - Acts as a lesser hatchet in melee.
Size from 180 to 150, slash velocity from 1.25 to 1, contact area from 6,500 to 1,000, penetration depth from 7,000 to 1,000

Rogue’s Dagger - Acts as a lesser large dagger in melee.
Size from 200 to 80, slash contact area from 1,000 to 750, penetration depth from 800 to 600, velocity from 1.25 to 0.9, stab contact area from 5 to 7, penetration depth from 1,000 to 800, velocity from 1 to 0.8

Hunting Spear - Acts as a lesser spear in melee.
Size from 400 to 200, stab velocity from 1 to 0.9, stab penetration depth from 10,000 to 5,000

Skirmisher’s Club - Acts as a lesser mace in melee.
Bash contact area from 10 to 20, velocity from 1.7 to 3

Throwing Dagger - Projectile version of the Rogue’s Dagger.
Size from 220 to 80, slash contact area from 950 to 750, slash penetration depth from 800 to 600, stab contact area from 5 to 7

Throwing Axe - Slashing projectile with the same properties as the skirmisher’s axe.
Size from 180 to 150, contact area from 6,500 to 1,000, penetration depth from 7,000 to 1,000

Javelin - Piercing projectile with the same properties as the hunting spear
Size from 400 to 200, penetration depth from 10,000 to 5,000

Ranged Weapon & Ammo Changes:
Siege Crossbow - Heavier, more powerful crossbow. Is two-handed and reloads more slowly than the standard crossbow.
Now uses bolts instead of arrows as ammunition, shot force from 4,000 to 2,500, max velocity from 800 to 2,500, bash contact area from 10,000 to 100. Aim difficulty is 2, max:min reload time is 50:25, shot time is 1

Longbow - Has the potential to achieve the same shot force as the siege crossbow with the fire rate of a bow, but requires extreme strength and skill from the user to do so.
Size from 500 to 250, shot force from 1,500 to 2,500, max velocity from 400 to 2,500. Aim difficulty is 5, max:min reload time is 20:10, shot time is 5, required strength for maximum shot force is 2,500

Broadhead Bolts & Arrows - Slashing-oriented ammunition
Size from 175 to 20

Hammerhead Bolts & Arrows - Blunt ammunition for use against armor
Size from 175 to 40, contact area from 10 to 5

Greatarrow - Double-size arrows with great penetration depth
Size from 250 to 50

Handcannon - Fires massive ammo with a lot of force, but is heavy and difficult to aim and reload
Bash contact area from 10,000 to 100, shot force from 5,000 to 10,000. Aim difficulty is 12, max:min reload time is 130:65, shot time is 1.

Hand Cannon Shell - Blunt ammunition with the weight of a small cannonball
Contact area from 100 to 50

Shrapnel Shell - Slashing equivalent of the hand cannon shell, very severing-capable.

Boomstick - Renamed to Blunderbuss. Not quite as powerful as the handcannon and only has one choice of ammunition, but is lighter and suffers less from the handcannon’s drawbacks
Size from 700 to 600, bash contact area from 10,000 to 100, max velocity from 5,000 to 6,000. Aim difficulty is 10, max:min reload time is 120:60, shot time is 1.

Pellet - Renamed to shot. Can outright remove body small body parts.
Changed from blunt to edge, size from 20 to 50, contact area from 200 to 2000, penetration depth from 200 to 1,000

Sling - Uses Skirmisher skill and hurls projectiles with significant force. More powerful but less accurate and slower in fire rate compared to the slingshot.
Lash velocity from 5 to 1, shot force from 350 to 3,500, max velocity from 1250 to 3,500. Aim difficulty is 8, max:min reload time is 16:8, shot time is 8, required strength for maximum shot force is 1,500

Slingshot - Not very powerful but has a high fire rate and decent accuracy. Uses Crossbow skill.
Bash contact area from 10,000 to 100, shot force from 3,500 to 1,500. Aim difficulty is 5, max:min reload time is 14:7, shot time is 4, required strength for maximum shot force is 2,000

Bullet - Renamed to sling-bullet. Blunt projectile.
Changed from an edge projectile to a blunt projectile, size from 50 to 100
1 Comments
Pandaman 31 May @ 9:03pm 
i love this thank you !