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Sign upAssorted armor tweaks #13323
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IRL plate armor is really tough. In game, there is a major difference in required resources between the two. Plate armor is quite useless as a craft even after the buff. |
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Hmm. I wasn't sure whether to buff up light plate even farther, or not. Ornamental plate armor has a whopping 30/30 which sounds more impressive. Should I buff regular plate armor more, nerf ornamental plate, or do both? If any of them should be steel, it maybe should be the ornamental version, which I think is still iron. Maybe change THAT to steel and give it lower thickness to make it closer to its original value? |
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Doesn't ornamental have tons of encumbrance too? In any case, leather armor shouldn't protect as well as plate. Not boiled leather, not plated leather. |
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Hmm. Right, make both steel. I'm guessing buff the plate armor more and revert the nerf to chainmail? EDIT: Boiled leather armor also only has 15/15, so nowhere near the currently-buffed plate armor. |
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Yeah. If chain is to be nerfed, it should be something more advanced than just dropping the armor values. It should get some sort of a flag that would make it less bash-resistant without losing cut resistance. It would also benefit from cut and pierce being split... |
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Hmm, right. Will unerf then, doing a quick test to see how the material change affects the plate armor. What about the samurai armor? Maybe should be buffed a bit, closer to chainmail and plated leather I guess? |
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If we're going by realism, it should stay iron and worse than superior western steel (not folded millions of times, but made from superior materials). |
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Hmm. Well if we're buffing plate armor, then buffing the o-yoroi to 18/18 leaves it inferior to plate armor. |
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Hmm. Hard to get ornamental plate armor back to being 30/30, I'll see if adding leather to the material solves that... |
and others
added some commits
Aug 17, 2015
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Also, amusing idea. Should we give ornamental plate armor the fancy flag? I sure as hell would feel fancy if it was, say, Maximilian armor. XP |
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This might be more than you want to look into, if so that's fine... |
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Yeah, give it the FANCY flag; it is 'ornamental' armor, after all. |
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Hmm. So, fanciness and...how to nerf it, I guess reduce coverage some? Lemme see what it's already at, I might only want to reduce it by 5 at the most. As a "suit" it might have some gaps but not many. I'll see... EDIT: Ornamental plate is already at 90, I'm not sure how much more would be an acceptable reduction. |
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Now that light plate is lighter, it should have a bit lower (5-10) encumbrance. Not having 100 coverage is a major downside. |
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Ah right. Also of note, plated leather armor likewise still has the same encumbrance as said light plate. |
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While I'm at it, I noticed while messing about with stuff that the lobster helmet effectively does not exist. No item groups seem to reference it. Should I implement it in this PR? |
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Go for it. Non-dev items that never spawn are useless, and it's supposed to spawn anyways. |
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Ah, very well then, will add that. As it's kevlar and plastic, I would assume it should be in the same item groups as tactical helms? |
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Hmm. Still pondering the idea of implementing shields in a later Medieval Mod PR. As mod-only content they would at least hopefully be more acceptable in their rather crude state, but even then...unsure. |
Rivet-the-Zombie
self-assigned this
Aug 26, 2015
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Aug 26, 2015
Rivet-the-Zombie
merged commit 3e29293
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CleverRaven:master
Aug 26, 2015
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Meep. And thank you for the merge. |
chaosvolt
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chaosvolt:assorted-armor-tweaks
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Aug 26, 2015
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The first thing that needs to go in on the way to shields is adding an
off-hand to the character class. It's going to be way too hacky any other
way.
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Ah. Unfortunate, as that's unlikely to be something I could put together that easily. Though if losing the use of both hands had additional gameplay effects, that would be a good first step. |
chaosvolt commentedAug 17, 2015
This came about while working on the Medieval Mod, plus other oddities noticed.
You know I could've SWORN I'd added an override recipe for iron greaves in the mod, adding the referenced leather to the components. Oh well, just means I didn't have to remove that recipe after changing it in mainline.