Horizon's Gate

Horizon's Gate

[Unlisted] Misc Weapons
28 Comments
PauI  [author] 25 Aug, 2024 @ 1:09pm 
Real...

MiscWeapons was integrated into ManyDependencies with certain balancing and ID changes.

This one is mainly for the one or two mods that still uses this and for archive purposes. Both this and MaD can be used simultaneously.
Felix Fictus 24 Aug, 2024 @ 12:21pm 
he never explained...
Felix Fictus 11 Jan, 2023 @ 11:56am 
integrated into somewhere else?
plz explain
PauI  [author] 15 Feb, 2022 @ 12:58pm 
Boomerang is supposed to drop onto the ground when thrown.

Whistlestone does provide a +1 to max range when used to craft ranged weapons and the mod should have have already taken this into consideration.
Burden of Brine 14 Feb, 2022 @ 1:19pm 
I have since I posted previously tried using the Yumi some more, and while I certainly found some instances where the big dead range was bothersome it wasn't terrible save for perhaps Dojo fights or the like. And even if you end up in melee something like the sharpshooter, I think, had an ability to swing in melee with your ranged weapon anyhow.

But apart from such narrow circumstances I always find increased range more worthwhile than the downsides detract. Either way, just rambling at this point.

I should probably cool off this comment section until I have a decent list of things instead of going here for every little thing though.
Burden of Brine 14 Feb, 2022 @ 1:18pm 
Is it intended functionality that the Boomerang, when used, just drop onto the ground wherever you targetted with it? Rather than being a re-usable ranged attack like the chakram and shurikens?

Also I think I read somewhere that Whistlestone, or whatever that one material was called, provided a +1 range above base when used to craft ranged weapons? Is that a thing in vanilla? I forgot to check it out myself, but I might as well ask if this mod have taken such into consideration if it is indeed a thing. Just to be pre-emptive, I suppose. :HappyMask:
PauI  [author] 14 Feb, 2022 @ 12:57pm 
Fixed.
For the Longbow, I kinda just tried to make it the in-between of the bow and yumi (so it's not really based historically either lol :lunar2020confidentrooster:). Anyhow, Yumi's accuracy benefits from PhysAtk so I guess Longbow should at least have that too.
The Yumi's 3 tile hit range (as opposed to 2 tiles) was to compensate for the larger dead space but it could probably get cheesy in certain encounters.
Burden of Brine 14 Feb, 2022 @ 4:07am 
Volskarn Repeating Crossbow does not seem to have an extra augment slot either, for the record.
And thank you for this mod! It is great fun!

Though my inner westaboo makes me sad when looking at the Yumi VS Longbow. :steamsad:
I don't really know much historically to make an informed arguement, but it feels weird for game balance that Yumi boasts both greater base damage and range with the Longbow only having the questionably useful benefit of less dead range.
PauI  [author] 13 Feb, 2022 @ 5:11pm 
Fixed it.
Thank you for the report!
Burden of Brine 13 Feb, 2022 @ 8:58am 
I think I just made a Volskarn Greatshield, and when I smelted it down, it turned into a Spidest Fang? Might need to look into that.
PauI  [author] 25 Jul, 2021 @ 12:46pm 
I'm complete done, but I wouldn't mind adding requests for weapons into my toolbox mod :)
Proto 25 Jul, 2021 @ 11:26am 
btw Paul would you continue this mod if people requested ideas of certain weapons and such? Or are you completely done with this mod?
PauI  [author] 24 Jul, 2021 @ 12:18pm 
The Halberd is basically an axe with a long handle that you swing rather than thrust (like with a spear). I generalized the spear skill to involve handling all polearms which is my all of the melee weapons with a long handle involve spear skill in its damage or accuracy scaling.
For the War Scythe, it has spear accuracy with a flat -5 reduction, so if your base spear accuracy was 95% then it would be reduced to 90%.
I saw Tonfas basically as batons when they were first made and simplified them to just be hammers with passive melee damage reduction.
Greatshield does have a journal entry. I checked it again and it seems that the iron variant doesn't specify a journalID (oops!). I'll fixed that soon :^)
Proto 24 Jul, 2021 @ 11:50am 
There are some other questions I have as well. For halberd how come it's reach isn't similar to a spear's? For Warscythe the journal entry that says about it's accuracy is 100% - 5. What does that mean exactly? Finally, how come tonfa's scale on blunt instead of fist?
Proto 24 Jul, 2021 @ 11:39am 
Another thing I found is that Greatshield does not have a journal entry like your other shield counterpart the buckler.
PauI  [author] 23 Jul, 2021 @ 11:18pm 
I'll try to see what I can do with Zweihander's counter. It works pretty weirdly so if I can't find a simple way to fix it, then I will just say that it was intended :lunar2020confidentrooster:

Making Zweihander cut grass will also go on my list. Thank you for pointing it out!
Proto 23 Jul, 2021 @ 6:08pm 
Another thing I noticed about the Zweihander is that it doesn't seem to cut the grass like other bladed weapons.
Proto 23 Jul, 2021 @ 5:15pm 
Hey Paul. I've been enjoying the mod so far. But I have a question for the zweihander. Now I like this weapon a lot. Works like Greatsword but does my damage and has push/extra reach like a spear while also cutting out the evasion. But one thing that gets me is that it doesn't seem to work the same way when using a counterattack as it only seems to hit enemies like a one-handed sword. Was this intended?
PauI  [author] 2 Jun, 2021 @ 3:58pm 
Or maybe some classes idk
PauI  [author] 2 Jun, 2021 @ 3:57pm 
No idea! Probably getting all the fft, etc weapons in my ptb mod up with defs :)
Proto 2 Jun, 2021 @ 1:58pm 
Gratz Paul! You managed to get your weapons to have craftable materials! So what's next on your list in the modding scene?
SpiralRazor 28 May, 2021 @ 11:05pm 
some of these weapons will def open up new build types, but i think a few need some tweaking.
Applefritter 5 May, 2021 @ 4:49am 
Thanks for continuing to add material types to these weapons! You always do great work here. I hope HG continues to provide you enjoyment.
PauI  [author] 28 Jan, 2021 @ 6:29pm 
You need to use another mod (i.e. location mods that require this mod such as Radiatoryang's) or the build menu via debug mode in order to get the items from this mod.
gobeers 28 Jan, 2021 @ 3:18pm 
Is this still working? I have not run into any of these weapons in a new play through.
Proto 12 Nov, 2020 @ 12:02am 
Thanks Pail for the updates and attempting to make material variants out of them when I ask so long ago. Keep up the good work.
Radiatoryang 18 Jul, 2020 @ 3:02pm 
yo, I made a mod that uses this, thanks for all your work! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2170596054
Rabbit 6 Jul, 2020 @ 4:59pm 
:lunar2020ratinablanket::lunar2020ratinablanket::lunar2020ratinablanket: