Sword crafting#3218
Conversation
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If possible I'd keep damage the same for blocks and attacks, to me that makes sense. But that would mean adjusting the scaling for tools |
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Can we make the slots responsible for the quillon optional so we can make swords that look like katanas? |
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Hmm, I think that's not a big deal, as long as they look different when they contain different materials. |
Done, also fixed a few other edge cases |
I think creatures/entities could start with some defence, making the tool and weapons use the same damage parameter but generally higher damage on weapons. Perhaps axes and hands and logs might need a rebalance somehow even in such a situation... |
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i think we could take a bit from groundeds combat |







progress to #3147 (or maybe this closes it idk)
Adds procedural swords, but all you can do with them is attack some leaves. You can make a variety of shapes: (stats in this image are old)
I tried my best to balance it but it's kinda impossible without combat to test it with. Also I have a hard time getting the numbers how I'd like with the new sum and averaging stats. But as you would expect, light swords are fast with lower damage, heavy swords are slow with higher damage.
"shortsword" shape

"broadsword" shape

Other things:
Currently we have a damage parameter for tools. It's scaled for blocks, and the numbers would be way too high for a weapon.
Should we split "damage" into "block damage" and "attack damage?" Because I think you should be able to use tools to attack, for the sensible ones like axes and sickles, but also the silly ones like your pickaxe or shover.
And also vice versa, your sword should let you cut through foliage.
It would be nice if we could have #1068 so you would craft swords at an anvil instead of the workbench. But I don't know if it's a blocker.