Dwarf Fortress

Dwarf Fortress

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Ava's Armory
   
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8.507 MB
18 Feb @ 3:59pm
11 Mar @ 12:28pm
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Ava's Armory

Description
Being spoiled by masterwork's amount of weaponry I now feel an itch for 5 types of swords. Now I'm going to spoil you with 5 types of swords and even more. Armor will be added as well!
INSTALLATION INSTRUCTIONS: When creating new world you will need to turn on my mod and turn off vanilla creature graphics. I have copypasted vanilla graphics in, so you will get the usual graphics + my custom item graphics on dwarfs)

Added swords:
Arming - a sword to surpass short sword (by a bit).
Bastard - a bastard sword is the biggest sword dwarf can have with a shield.
Falchion - a single-edged short sword resembling a cleaver. Improved slashing in comparison to usual short sword, but stabbing is weaker.
Saber - a single-edged sword with emphasis on cutting even more than falchion. Better slashing stats than flachion, but is somewhat bigger and even worse at stabs. Comes with a handguard (whcih does not provide protection in fact, but allows better hitting attacks with it than pommel strikes)
Sidesword - a double-edged rapier-like sword, with emphasis on piercing strikes. Long and is not good at slashing, but better than a rapier.
Rapier - a needle-like sword with emphasis on piercing attacks. Do not try to slash with it, but it can skewer all you want.

Added polearms:
Doru - broad leaf spear with a small rear piercer. Heavier than usual spear and the head is bigger, but it looses some 'penetration' power.
Ahlspeiss - basically a short sword on a stick. Behaves as one.
Billhook - a polearm that was developed to counter cavalry riders and take them off horse with its hook. No riders here, so the only thing you can do is hook where it hurts.
Polehammer - imagine warhammer, but with longer stick, sharp spearpoint, sharp beak and smaller hammer. Works as it sounds, but it has better reach and speed bonus.
Goedendag - minherr! Big stick with metal cup and spike on top. Works like a heavy mace with ability to stab.
Poleaxe - imagine axe, but with longer stick, sharp spearpoint, small axehead and small hammer behind it. Works as it sounds.
Dwarven longsword - longsword but a bit smaller in all regards (except handguard). Makeable and usable by dwarfs by default - hence the name.
Poleflail - flail, but on long stick. Is a mace, works as it sounds with very good speed bonus.

Added misc:
Stiletto - a long but slim dagger made for piercing attacks.

Added armor:
Gambeson - your cloth friend that you keep closer than armor. Provides an extra layer of cloth armor.
Gambeson coif - same, but on your head.
Mail coif - mail version of gambeson coif. Better, stronger, mailer.
Coat of plates - cheaper alternative for breastplate that is less bulky (obviously weaker than breastplate itself)
Topfhelm - expensive alternative for usual helm, in the name of protection.
Kettle helmet - alternative to usual helm. Less cover, but a bit better protection and cheaper.
Sallet - alternative to Kettle Helmet, covers more than kettle, twice as expensive.
Bascinet with mail - another alternative to usual helmet and has mail coif inbuilt. Better cover than sallet, worse protection.
Bascinet visored - same as above, but more cover and more expensive. Still worse and cheaper than topfhelm.

Added guns as well, courtesy of 7isAnOddNumber. All I did is change sprites and add on-dwarf sprites.
Original mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3385073274

Added guns:
Musket - matchlock musket, speaks for itself.
Pistol - weak small version of above.
Cannon - basically a small cannon, not sure there is a dwarf that can handle it.
Grenade launcher - launches grenades at enemies. Will not work without DFHack and proper installation as indicated in the original mod.
Handgonne - long stick, small barrel at the end of it. A bit better than pistol, but doubles as a bad mace weapon. Silver handgonne sounds dangerous to its wielder, but its actually dangerous to its enemies that rush the wielder.

All items have item sprites and on-character sprites. All sprites are palletable - material color will apply.

Special thanks to Deon☣ and Col. Caboose for helping me in making this mod breathe.
Big big big thanks to actioninja for resprite of most sprites - they look lovely now.
30 Comments
Cipher97 7 Jul @ 8:44pm 
Speaking of Vanilla graphics, wonder if the Copy+Paste will be updated to reflect how some stuff (such as Forgotten Beasts) got new graphics in the April and June patches.
Theplahunter *Spitfire 3 Jun @ 3:19pm 
How do you use the added guns in the mod? I try giving my musketeers bullets, and they won't shoot at all.
Eyeless Deceiver 30 May @ 3:18pm 
@Ava, on this : @sweater sorceress I cannot make it happen by the way you described - for me even not adding the mod works okay. I do have DFHack though, this might change things.

I am pretty sure they removed "Vanilla Creatures" instead of "Vanilla Creature Graphics". By mistake I did the same once, and testing it now, that is what greys out the button.
Tybug0rz 23 Mar @ 6:45pm 
gahh, wish these had portrait sprites..
lmlsna 14 Mar @ 8:28am 
I decided a lot more sample size was needed so I did 20 more pike duels as well as 40 steel armor + VWO steel mace duels at both proficient and grand master. Final results are as follows: GM Pike 23-17 in favor of 500% coverage, Prof Pike 28-12 in favor of 500% coverage, GM Mace 25-15 in favor of 100% coverage, and Prof Mace 23-17 in favor of 500% coverage.
lmlsna 14 Mar @ 6:38am 
I just did the aforementioned 500% vs 100% coverage armor test by making 500% coverage versions of all the vanilla armors and doing 40 1v1 duels with iron armor, iron VWO pike (which is capable of damaging iron armor at decent skill levels), and Tougher Bodies enabled to lower the impact of indirect damage on the results. All tests were done with grand master armor user since the 500% coverage armor would otherwise be cripplingly heavy to use, 20 were with grand master in other combat skills and 20 with proficient. The 500% coverage versions of the vanilla armor seemed slightly advantaged against the 100% despite their insane weight, winning 12 of 20 in both the grand master and proficient duels. Certainly not a very big advantage and close enough to have just been luck, but it's a bit of evidence.
lmlsna 14 Mar @ 4:38am 
@Digganob That's true, thanks for pointing that out. Though too much layer size could prove problematic for layering unless you make compensatory changes to layer permits. Increasing coverage past 100% definitely increases the weight of armor, so I lean towards coverage past 100% still increasing thickness but I have not tested whether a 500% coverage armor is appreciably more protective than a 100% yet.
Digganob 14 Mar @ 12:25am 
Small correction lmlsna, layer size also affects armor thickness, according to the Dwarf Fortress wiki, on the material science page: "Armor size is calculated as underlying body part size times size multiplier, where size multiplier is calculated as coverage/100% times Layer_Size/100 times (1+(UPSTEP+UBSTEP+LBSTEP)/4); "MAX" counts as "3" in the last sum."

This should actually make it possible to make a piece of armor which, say, has a coverage of 50%, but twice the layer size, balancing the two factors out.

This is certainly worth some tests, regardless. It's also been said, though I do not know if it's been thoroughly tested, that increasing coverage past 100% will also increase armor thickness.
Ava  [author] 13 Mar @ 11:49pm 
@Imlsna Thank you for the report. I will look into it soon and correct it, didn't know details about armorlevel much, although I suspected from the tests that only the cover was relevant.
Bascinet under other helms not intended as well, will be corrected any time soon.
lmlsna 13 Mar @ 8:44am 
Just as a heads-up, it’s likely some of your armor doesn’t work the way you intend it to. [ARMORLEVEL] does not affect the protectiveness of armor in any capacity: it purely exists to tell the game who in a civilization to give the armor to. Just in case the wiki was wrong, I even tested this by giving the topfhelm armor level 0 and putting it up against the vanilla helm in 20 1v1 duels: this gave no advantage to the vanilla helm. The stat that determines the thickness of armor is actually [COVERAGE]. Since coverage is also the stat that defines the chance the armor intercepts attacks, it’s not possible to make an armor that is “less cover but better protection” unless by “less cover” you mean fewer levels of UPSTEP, UBSTEP, or LBSTEP (all of which don’t work with helms). Also, it’s currently possible to wear the (visored or unvisored) bascinet underneath the other helmets, which leads to a weird graphical bug where one of the two helmets becomes a giant backpack.