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@Liberian Batman - There is no issue. You take damage if you aren't wearing boots because the armour's grieves are not shoes, they merely protect the top of the feet. Open the model in a 3D viewer.
The Museum mod lists the original Historical Weapons and Armor as one that will spawn appropriate medieval weapons in the Museum locations. Since this mod is a spiritual successor and continuation of the HWaA mod I was wondering if it still used the same item IDs that The Museum mod would pick up and use?
I will not be making changes to the existing mod since over 20k people are happy with the current settings.
@Someone - the same file will show locations if you want spoilers..
Specially the polearms.
Switch to "rare" or if extremely rare frequency. Normal loot is OP for everything, and above that is overkill. Apocalypse and Survivor ) really crank down the game difficulty. They are meant for casual players who don't want a too difficult game, and don't wanna faff around with sandbox settings.
As for my mods - they are set to coincide with this casual play ethic, so casual players will not get too frustrated looking for mod items, and decide to uninstall. So yeah, if you want the OG "gamer" experience, play sandbox, and set loot to extremely rare ;)
That said, you could edit the distributions.lua to suit your playstyle. I will not be changing the current settings when over 18,000 subscribers are happy.
wish i could make your stuff a bit rarer though, between around 20 houses i found 2 daggers to battle axes and 2 helmets and i'm already playing apocalypse with the 50% less loot mod
zomboid is just funky like that though so I don't think there's anything you can do about it
So sure, you could slaughter your way through that horde for a time, but when it breaks on you, you are pretty much goosed. I haven't been playing PZ myself lately, but when I did I mostly played on Vanilla server. I played a little solo modded, but mostly just to screw around and test mods
the base game fire axe is scaled so that after getting a few levels you can confidently start to 50:50 a one hit but it requires progression to get there and its not always guaranteed
If you wanted realism, you are playing the wrong game.
I wonder what stats would make the Bastard Sword more reasonable while keeping it as the best and more durable sword in the game.
For starters, perhaps more weight, lless speed, a worse Min Range and not a guaranteed 10 damage all the time,
Range = 1.8
MST = 3
SABI = 0.02
Weight = 5
MHC = 4
MR = 0.69
CC = 30
CM = 8
Min Dam = 5
Max Dam = 8
BS = 1
WL = 0.5
(bare in mind that the great sword is effectively a Scottish Claymore - a very long and heavy weapon - it's also the most rare in m mod)
Longsword (my Mod - overall comparsion, a bastard sword is similar size/weight to a longsword IRL -above average rare for my mod - but all weapons are rare in my mod lol)
Range = 1.5
MST = 3.1
SABI = 0.02
Weight = 2.5
MHC = 4
MR = 0.63
CC = 20
CM = 8
Min Dam = 4
Max Dam = 7
BS = 1
WL = 0.3
(the weapon length here is a type as it should be 0.4 - I will fix this and re-upload shortly)
Range = 1.5
MST = 4
SABI = 0.02
Weight = 3.5
MHC = 5
MR = 0.51
CC = 45
CM = 6
Min Dam = 10
Max Dam = 10
BS = 1
WL = 0.4
(Still completely broken, and not balanced)
Range = 1.23
MST = 0.7
SABI = 0.02
Weight = 2
MHC = 2
MR = 0.61
CC = 20
CM = 5
Min Dam = 2
Max Dam = 3
BS = 1
WL = 0.3
(Bare in mid that, Katana aside, the Machete is one of the most powerful vanilla weapons in the game - all other melee weapons are weaker)
Katana (Vanilla special weapon, frequency is very rare)
Range = 1.4
MST = 3
SABI = 0.02
Weight = 2
MHC = 3
MR = 0.61
CC = 30
CM = 10
Min Dam = 8
Max Dam = 8
BS = 1
WL = 0.3
WL = 0.4
(I have no idea why the katana has two weapon lengths)
It's not balanced at all. This is fine since mods aren't required to be balanced, but it's erroneous to state that it is if players are wanting to use balanced mods. Below is a list of the most important factors for weapon stats. with the vanilla machete, and katana, the bastard sword, and the great and longsword from my mod for comparison showing why the bastard sword is not balanced:
MST = Max Swing Time
SABI = Swing Amount Before Impact
MHC = Max Hit Count
MR = Min Range
CC = Crit Chance
CM - Cirt Multiplier
Min Dam = Min Damage
Max Dam = Max Damage
BS = Base Speed
WL = Weapon Length
Due to limitations on character count, the next couple posts will show the weapons numerical values
Didn't knew the damage was that high, but it's supposed to be balanced out by being heavier and slower (not sure how much), and more rare.
Do you know how they compare?
If ok if you don't, I'm just curious about the stats.
Damage is appropriate for what they are - actual weapons . Katana aside, vanilla melee weapons are either makeshift, or meant for another purpose. That said, the mod weapons are nowhere near as overpowered as the katana with it's 8 Min 8 Max damage:
Bill Hook Min 1 Max 4
Halberd Min 2 Max 7
Pole Hammer Min 1 Max 5
Great Sword Min 5 Max 8
Longsword Min 4 Max 7
Falchion Min 2.5 Max 5
Shortsword Min 3.5 Max 4.5
Battleaxe Min 4 max 6
Dagger Min 1 Max 2
The Great Sword's average damage potential is 6, but with slower swing speed.. The others average damage is much less compared with the katana's "always 8 damage" - how is any of this "higher [damage] than the katana" exactly? Please do not misrepresent my mod with you poor research, thanks