Starbound

Starbound

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Melee Rebalance [0.6: Shortsword Rework]
   
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12 Jun, 2024 @ 5:13am
16 Jul, 2024 @ 4:29am
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Melee Rebalance [0.6: Shortsword Rework]

In 1 collection by Lo-op
Diverse World [10%]
8 items
Description
Focus on movement and forward planning, vanilla-like melee combat now has more combos than ever.
Rebalance all the generated melee weapons and the bad abilities to the level of a good combo broadsword.

Primary attacks:
| Weapons’ attack speed slows with the increase of rarity. (compare to the broadsword)
| Axe: lowered baseDPS.
| Shortsword: lowered speed, gives i-frames( dodges ) when in an attacking stance.
| Dagger: no knockback, much longer reach, attack pushes user away.
|
| Hammer: knockup, baseDPS grows with rarity.
| Spear: no baseDPS decrease or increase with the increase of rarity.

Alt attacks:
| Reworked parry and pogo sword.
| Overall lowered energy cost(except upper cut for the hammers).
| Less delay time.
| Less(or no) cooldown time.
| Higher baseDPS or damage.

(Shields are rebalanced by replacing “shield.lua”)
Shield: less cooldown time, even less perfect time, no movement penalty, no parry limits, and reduced minimum use time required.

Also I am still a beginner in modding, and I don’t know a better way to change the lua files.
So I just replace them for “traildash” “blinkexplosion” “blinkdash” “uppercut”, other originally “bad” abilities and the reworks. All because I want them to be used in the air.( And for “blinkdash”, to be used in caves)...

Compatibility: untested for the most part, but I think the worst that can happen is a broken balance. ( Check out the discussions )

The mod can be uninstalled with no problem.

Maybe you can leave a reply in the Balancing discussion, since I am only one person, and I suspect that one-handed weapons are too boring and weak, the hammers are overpowered.


Further Info:
| The NPC behavior shown is still work in progress.

|Reworks:
| Shield:
| – cooldown time = base shield health * 0.008
| – min active time = perfect block time * 0.5
|
| Sword’s Parry Ability:
| – cooldown time = 0.5 ( two parts combo’s maximum length )
| – parry time = 0.1 ( min/max active time )
| – shield health = 9999
|
| Pogo Sword:
| – cooldown time = 0.0 ( time between just start idle and pogoing again )
| – energy usage = 40 ( increased )
| – energy now regenerate mid fall
| – aim-able
|
| Dagger:
| – for x and y axis, under a velocity threshold( y’s decrease with the increase of velocity along x | axis ), 15, 20 and 25 units of speed in the order of rarity will be accordingly set as velocity of
| that axis ( allow for a quick stop ). Otherwise, added to it ( allow for stacking ).
|
| Shortsword:
| – Better visual cue( very important for the slower weapons )

|Comparison:
| Shield: flexible block time, at least one free hit.
| vs
| Parry: flexible cooldown between parries, uses energy( 10 per try ), large coverage.
| vs
| Dodge: long duration, long cooldown, not directional, no indicator.
|
|
| Rocket Spear: energy inefficient, easy to use.
| vs
| Pogo Sword: hard to get height, easy to lose, stops tech.
| vs
| Push Dagger: no energy usage, limited max speed, great acceleration.

| – Active projects: Range Rework, Lo-op's Alternative Race Designs, Stat Rebalance,
| Melee Rebalance.
| – Halted project: A New Path( hybrid NPC behavior ).
Popular Discussions View All (3)
1
27 Sep, 2024 @ 11:17pm
PINNED: Bugs & Glitches & Crashes
Lo-op
0
18 Jun, 2024 @ 3:07am
PINNED: Compatibility
Lo-op
0
18 Jun, 2024 @ 3:03am
PINNED: Balancing
Lo-op
41 Comments
knishle 16 May @ 4:38pm 
this mod breaks aimable shields. Think there could be a fix?
Ryanor 1 Sep, 2024 @ 10:28pm 
Hey, is this mod compatible with Melee Aiming and FU Melee Aiming? I was using it on the server but noticed the broadswords I was using didn't really have any special new attacks.
Lo-op  [author] 2 Aug, 2024 @ 10:35pm 
I've updated Tech Rework into a true content mod.
TR [1.0]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3293271257
Lo-op  [author] 20 Jul, 2024 @ 9:42am 
Tech Rework:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3293271257
For those who want sorcery rework first, please respond. I am going to work on monsters.
Lo-op  [author] 19 Jul, 2024 @ 6:18pm 
Update10: The physical( element ) enemy bomb in vanilla actually doesn't work, got me so confused.
Lo-op  [author] 19 Jul, 2024 @ 4:45am 
Lo-op  [author] 16 Jul, 2024 @ 4:34am 
@myt0, I've updated the mod, the shortswords should be better now.
Lo-op  [author] 16 Jul, 2024 @ 3:02am 
I like modding blindly, but I think the best way to learn modding is to unpack other's mods and see the files.

From my understanding:
1) FILENAME.FILETYPE.patch with a path relative to the mod's folder will patch FILENAME.FILETYPE with the same path relative to the asset folder. And replace it if without the ".patch" part.
2) Paths in the Json files are either relative to the asset folder/mod's folder or the folder the Json files is in.
3) New logic or functions can be implemented by changing the scripts' path in a Json file to a new lua file's path.
Lo-op  [author] 16 Jul, 2024 @ 2:58am 
As for the NPCs, I have to understand all systems that work with it like status, resources, behavior and possibly sensors which I haven’t laid my eyes upon once. I return to them once I have done balancing all the generated weapons( also, check out my Diverse World modpack, which is mega brutal and has the tier and armor rebalancing ).

For documentation, under your local game file there is "doc" for information about the build-in functions, but it's not always correct, some function names under the "mcontroller" table are missing the "control" prefix.
When finding a file, unusually Ctrl + Shift + F in your code editor of choice would open up Search in Files.
You can include new scripts( lua files ) in some Json files, and some like .behavior files( are Json files ) are already logic and functions.
Lo-op  [author] 16 Jul, 2024 @ 2:57am 
@myt0, thanks for suggestions, I've definitely messed up the shortsword's DPS. The original intent was to prevent the duel-wielding-stun-lock, but I was so keen on the idea of shortswords dealing no more damage per attack than the broadswords. Now with more experience, they should be as powerful as broadswords with no alt abilities.

“Slowing the weapons speed based on rarity” is an easy way to make weapons more distinct. So I can categorize and make more out of a few weapon types. With the new sniper rifle and shotgun rework, I’ve learnt that a better visual cue helps a lot with slower weapons. I'll try changing the animations of shortswords, and give them a longer fire time as it equals to the dodge time.