Combat in .31.01 is a little
strange. A quick look at the raws reveals many inconsistencies in the numbers that lead to quirks such as the dominance of axes and two-handed swords while rendering ranged weapons and blunt weapons near worthless. Strange materials like gold hammers do better than iron... etc.
Since Toady is busy with bugfixing, I want to have an open discussion about the best way to ensure proper balance for gameplay.
This is the second release of tweaking I have done to combat on my own with testing in the arena.
Download this file, extract with winrar/zip and place in the Raw/objects folder.
http://dffd.wimbli.com/file.php?id=2001Current mirrors if DFFD is down:
http://www.mediafire.com/?tdnf2nymngahttp://www.megaupload.com/?d=106VC4TBPlease post your thoughts, as I want this to benefit as many people as possible.
Gameplay changes:In vanilla, armor leads to endless battles where armies are collapsing from tiredness whacking at each other without any effect. Weapons have been generally buffed.
To counter axes having wildly higher numbers (ratio-wise), short swords and many other weapons swing with greater velocity or got boosts.
Blunt weapons and maces are now much more effective, especially against heavily armored foes. No more beating on something unarmored forever.
Slicing weapons should do better against unarmored foes, where removal of limbs ends battles quickly.
Bows and Crossbows no longer merely "dent skin" and are back up to deadly levels (but not one shotting) They still do poorly against armored foes but it is not impossible.
Spears no longer pinpricks. Spears got a size increase and penetrate much more.
Temporarily removing most undead creatures from game until sever-on-breaks for skeletal creatures is fixed.
Bronze Colossi faced slight nerf, more changes pending.
Future changes:Finding a proper balance for other megabeasts and Bronze Colossi.
Further rebalancing of weapons and armors
Balance material properties for armor and weapons.
New weapons further tweaked to reflect real life counterparts.