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<population Name="Artifact 4R" Load="Merge">
<group Name="Items">
<object Weight="8" Number="1" Blueprint="Vibro Spear" />
</group>
<group Name="Items">
<object Weight="12" Number="1" Blueprint="Gaslight Iklwa" />
</group>
</population>
Since spears are one weapon that also count as a separate off-hand weapon, does that mean I can spec into both Single and Multi weapon fighting and utilize both skill sets at once?
Also, I noticed the spears have an 'Agility Cap' instead of a 'Strength Cap'. Does that mean that penetration scales off of Agility instead of Strength with these weapons? Or does that just mean that they can only get so much to-hit bonus from your Agility, equal to the cap?
@Mazrine Spieluhr ⚧ so I was working on this idea before spring molting dropped and trashed all my mods, as part of a cavalry skill tree where you could ride companions around in combat. That mod is on the bottom of my to do list sadly. I may add a charge skill or hidden modifier to spears in the meantime.
@BlearyEight solid suggestions, I'll add those in this mod's next update, whenever that is. The polyp spear will drop from junk dollars or young ivory.
First thoughts
1. Leave out the minimum range idea. Enemies tend to rush you down and it is frustrating to have a weapon with only 2-2 range rather than 1-2 range. Bows in fire emblem have this issue if you're familiar.
2. Knockback is a great idea for a spear mechanic. How about a sweep to knock back / knock prone for adjacent enemies allowing you to use your improved range?
3. Spears in a RPG function differently from spears in medieval warfare, they don't have a formation of other spears to work alongside meaning they fight more like a staff.
The thing that I was alluding to earlier about short swords would quite literally be a cross between a long blade and short blade; you could benefit from stances while still main-handing a short blade for the unique, if meager bonuses. The issue there, though, remains - you would need to blatantly buff the play style to justify using it over something else.
I absolutely agree that Qud's design presents some major roadblocks to a realistic approach to weaponry. Reach is always difficult, and the biomechanics of carrying weapons also figures into the issue.
I am personally fond of the glaive/woldo as it was historically used in small-scale or unorganized warfare where a soldier would have enough room for slashing attacks. I think that Qud has an issue with presenting any type of polearm as all melee weapons have the same reach and mounted combat is absent.
Also, making the vibro spear have vibro penetration and another penetration on top of that really incentives this over the vibro dagger.
Once I improve my harmony patching skills I will allow multiweapon fighting to provide spears with chances to attack multiple times depending on how many hands the spear is held in. This will conceivable allow a player to reach >4 attacks per turn for their primary-handed-spear if they invest into both multiweapon and single weapon fighting. Until this update releases, the recommended synergy between short blades and multiweapon fighting is simply equipping the maximum amount of short blades your hand/arm slots allow.
(2/2)
There are no special rules or exceptions with spears and single weapon fighting either, but gaining additional attacks with a main hand weapon always benefit single weapon fighting more than multiweapon fighting.
The 'intended' playstyle is a short blade, single weapon fighting build, This build currently receives no benefit from multiweapon fighting.
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