Install Steam						
					
				
				
									login
											 | 
						language
						
																																					简体中文 (Simplified Chinese)
																													繁體中文 (Traditional Chinese)
																													日本語 (Japanese)
																													한국어 (Korean)
																													ไทย (Thai)
																													Български (Bulgarian)
																													Čeština (Czech)
																													Dansk (Danish)
																													Deutsch (German)
																																							Español - España (Spanish - Spain)
																													Español - Latinoamérica (Spanish - Latin America)
																													Ελληνικά (Greek)
																													Français (French)
																													Italiano (Italian)
																													Bahasa Indonesia (Indonesian)
																													Magyar (Hungarian)
																													Nederlands (Dutch)
																													Norsk (Norwegian)
																													Polski (Polish)
																													Português (Portuguese - Portugal)
																													Português - Brasil (Portuguese - Brazil)
																													Română (Romanian)
																													Русский (Russian)
																													Suomi (Finnish)
																													Svenska (Swedish)
																													Türkçe (Turkish)
																													Tiếng Việt (Vietnamese)
																													Українська (Ukrainian)
																									Report a translation problem
							
						
											




I will try to create a shield balancing mod, to make it more usefull with melee weapons, medium usefull for guns and almost useless for rifles (who could wear a shield and aim with a rifle at the same time?).
A side-note, just thought of a perhaps-novel idea for melee weapons - combining melee weapons and shields into one; Club&Crude Shield is one item that either replaces the Club, or is a small upgrade, which is just the weapon/shield stats rolled into one, two-handed weapons either lacking a defensive counterpart, or having bucklers/smaller defense items rolled in?
What I did for the moment was creating another profession mod called "Ninjas", adding Ninjas to the game, as well as the skill "Martial Artist" with a very strong focus on melee fighting. Try it - perhaps the Ninjas are already enough to keep one of the in the group for melee fighting. They also have completly new Skilltrees with melee specialization (almost each skill buffs 2 stats).
The new mod should be visible in about 20 minutes.
I.e All Fighter level-up skill-choices increase one of or all of accuracy/damage/evasion/healing rate, but very small amounts, in addition to the chosen skill?
Broad Example; 'Accuracy' is chosen, giving a +20% Accuracy, but it also gives 2%-5% Damage/Evasion/Attack-Rate. Or Spotting is increased by +4 tiles, but also gives 2%-5% increase for Damage/Evasion/Accuracy/Attack-Rate. In theory, after multiple level-ups with small bonuses adding up, a Level 4 Fighter will certainly do more damage, have better accuracy and evasion as well as attack a little faster than a Level 1 Fighter, generally being rather better and more of a loss should it occur.
Going further, more negative traits would be nice too to offset more positive traits, or situational/give-and-take traits.
We're now talking more professions, as you've done with a 'Fun Fair' profession mod, I've seen another mod that 'removes sucky trait combos and gives each profession 1 main skill and 2 minor skills'. Something like that would be excellent; One or more high-chance traits that have a small, not insignificant boost to their relevent skills that each profession has unique.
I will release another mod by the end of the week trying to create a profession that gets more buffed when melee fighting. Lets see how this is....
A shame, but the game is in early access from what I know, so it could be implemented yet.
Alternatively if I may throw a idea or two your way, what might you think about shields adding evasion and/or armour against ranged attacks? Would give melee units more value/longevity when taking cover or charging against ranged units, expanding on the default game's 'melee vs ranged' tactics?
thanks for testing. Strange behaviour with the range 2 melee weapons. I will reduce it to 1 then (even if I think it would make sense - but if the game does not like it).
I had also the idea to add effects to weapons like slow, stun, aoe.... sadly the devs did not implement this option yet (see my posting in the workshop discussions for this request) - this kind of effects work only for onuse-items like most of the accessories.
I have another completed mod for "tools" with a new nailgun that should "nail" enemies to the ground - but without being able to add this effect the mod is pretty useless....
Perhaps instead of range increase for the quarterstaff, increase attack speed? Seems like the quaterstaff could be a more nimble Tier-1-ish version of the more direct, heavier club, gives the first weapon some ealier-game lifespan?
Could throw out ideas for melee weapon-stats and such, and curious; if hex-items can temporary de-buff an enemy, would it be possible for weapons to do the same thing? Like the Sledgehammer giving a 'stunned' de-buff that drastically reduces attack speed for a few seconds, etc.