Thanks for the detailed feedback.
Luckily it's done already by default on the game itself. I only had to add a hardcap on parry chances (90%). Still can be improved, because I want highly skilled fighters that are able to deal with penalties derived from health conditions (Normalized internally by Vanilla) also to cancel some of the Parry Counter penalties... For doing that, sadly, I need to dig deeper into vanilla normalization process, which will invariably mean higher chance of collisions with another mod that may do the same. So I hope that for now, this will suffice.
Nice suggestion... What in some RPGs is modeled as "wielding difficulty" or pairs of Weapon Size vs Parry Size.
The issue with adding new "per weapon" mechanics is the vast array of mods that add new types of items to the game... I would actually have to classify a potential unkown ammount of new items.
As I want ppl to add this mod into their prefered playstyle immediatly... I would like to avoid triggering "unexpected" gameplay interactions because a given "new weapon" is not classified properly.
That's why I forced myself to relay strictly on Vanilla stats/concepts. In the current system, the smaller weapon should have less HP than the bigger one meaning it would be able to whistand less parries. It's a weak relation, I know, because it full of anomalous cases... But after inspecting most popular Mod additions they more or less follow the logic:
- Heavier/Bigger weapons = More HP.
- Faster weapons = Less damage per hit.
As you can guess I can't forsee in detail how each player will combine what this mod provides with the repertory of items his current mod suite offers.
On a related topic... I have a Draft to provide an independent Parry Chance Stat, not just for the looks, but to allow weapon creators to add Parry Chance offsets derived from gear. I think this could address what you look for indirectly, by making some weapons increase/decrease the Parry Chance of their wielders. This feature, sadly, is one of those requiring leaving potential items ingame with a stat definition that WILL NOT be recognized in the event a savegame is loaded without the MOD responsible of creating them active , so for now it's a feature on Hold.
Quote
Yeah, i'd seriously consider you getting the first step for rebalancing to normalize percentages, or at the very least apply some curve behaviour (min/max percentages with hardcaps). I see a huge potential on your changes so far, though, good job.
Luckily it's done already by default on the game itself. I only had to add a hardcap on parry chances (90%). Still can be improved, because I want highly skilled fighters that are able to deal with penalties derived from health conditions (Normalized internally by Vanilla) also to cancel some of the Parry Counter penalties... For doing that, sadly, I need to dig deeper into vanilla normalization process, which will invariably mean higher chance of collisions with another mod that may do the same. So I hope that for now, this will suffice.
QuoteIf you want a suggestion for further improvement, make parry weights for weapons. A shiv, for instance would have a parry weight of 1, and larger weapons, such as the spear, of 8. Larger difference in parry weights reduce your parry chances by a factor of N, where N is the difference between the parry weight.
Nice suggestion... What in some RPGs is modeled as "wielding difficulty" or pairs of Weapon Size vs Parry Size.
The issue with adding new "per weapon" mechanics is the vast array of mods that add new types of items to the game... I would actually have to classify a potential unkown ammount of new items.
As I want ppl to add this mod into their prefered playstyle immediatly... I would like to avoid triggering "unexpected" gameplay interactions because a given "new weapon" is not classified properly.
That's why I forced myself to relay strictly on Vanilla stats/concepts. In the current system, the smaller weapon should have less HP than the bigger one meaning it would be able to whistand less parries. It's a weak relation, I know, because it full of anomalous cases... But after inspecting most popular Mod additions they more or less follow the logic:
- Heavier/Bigger weapons = More HP.
- Faster weapons = Less damage per hit.
As you can guess I can't forsee in detail how each player will combine what this mod provides with the repertory of items his current mod suite offers.
On a related topic... I have a Draft to provide an independent Parry Chance Stat, not just for the looks, but to allow weapon creators to add Parry Chance offsets derived from gear. I think this could address what you look for indirectly, by making some weapons increase/decrease the Parry Chance of their wielders. This feature, sadly, is one of those requiring leaving potential items ingame with a stat definition that WILL NOT be recognized in the event a savegame is loaded without the MOD responsible of creating them active , so for now it's a feature on Hold.