Judgment: Apocalypse Survival Simulation

Judgment: Apocalypse Survival Simulation

Nimble Footed (Melee Balancing)
17 Comments
Crystal Rose 19 Apr, 2019 @ 7:45pm 
Great mod, Thanks. Two thumbs up, fav'd and subscribed. Good Luck with this mod and all your future endeavors.
Aerial_Gold 4 Jan, 2019 @ 4:24am 
I wish someone could make a lightsaber mod
Toecan (DE)  [author] 9 Nov, 2017 @ 1:47am 
It should still work. But because of all the skill changes some attributes could be without effect. I try to check and fix this later.
BigRowdy 8 Nov, 2017 @ 5:12pm 
any chance to update mods for new version?
Toecan (DE)  [author] 31 Aug, 2017 @ 6:10am 
Possible - but in this way you could wear "2" shields.

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?).
Dragontear 30 Aug, 2017 @ 3:31pm 
Understandible - as you say, messing with vanilla professions/skills to an extent could upset balancing, although saying that, a ranged-weapon mod requires a melee mod to balance one-another out or keep-up, so... XD Not too worried, but I rather like the idea, admittedly curious to see where these things go.

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?
Toecan (DE)  [author] 30 Aug, 2017 @ 12:35pm 
Actually I dont like to change the vanilla professions and skills to much - the balancing of the game could be completly broken. I will try to make a special accessoir balancing update the next days.

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.

Dragontear 30 Aug, 2017 @ 8:03am 
Actually, forgive the rambling, also pondering how the level-up choices could be improved; A survivor with no or less ability with, say, a bow, will have little chance to increase it, and only at the expense of others, would it be possible to alter skill-choices to give a small increase to that class' abilities/skills?

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.
Dragontear 30 Aug, 2017 @ 7:52am 
I.e Fighters almost always start with a small/additional trait that boosts health and health regen, or boosts accuracy/evasion, so even if a Fighter with this system spawns with no 'special' traits, he/she should intrinsically be better than a Survivalist for direct combat.

Going further, more negative traits would be nice too to offset more positive traits, or situational/give-and-take traits.
Dragontear 30 Aug, 2017 @ 7:52am 
That makes a lot of sense - actually thought about such a thing beforehand, didn't occur to me at the time of suggesting. XD Then again, with each survivor being limited to one accessory, to make a character better against ranged enemies, is to give up binoculars, medical kits, hex-spells, etc. I wonder if equipment could be tied into whether or not a character has a item, like a 1-handed melee weapon, in a similar way only characters with certain skills can craft certain items?

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.
Toecan (DE)  [author] 30 Aug, 2017 @ 4:58am 
I thought about this. The Problem I see is that game put shields to an accessories slow and not in a 2nd hand slot (that in case of fireweapons should be blocked). So Survivors with Guns or Rifles could also use shields and they just grow to strong if they take the shields (fallen angels should still be a threat).

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....
Dragontear 30 Aug, 2017 @ 4:23am 
Ayyye, spiffing! And happy to test it. =D I -do- like the idea of the quarterstaff having a range of 2 - having one survivor with a club taking the brunt of the attack and one survivor behind poking at the enemy from a short distance, though that does approach ranged-attacks. One neat little thing was the quarter-staff allowing a 'first strike' before the enemy can approach melee range, or attacking enemies behind cover, wearing them down before melee began.

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?
Toecan (DE)  [author] 29 Aug, 2017 @ 10:31pm 
New Version is online.
Toecan (DE)  [author] 29 Aug, 2017 @ 10:28pm 
Hi Dragontear
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....
Dragontear 29 Aug, 2017 @ 12:41pm 
Alright, might be a issue now. XD The quarterstaff, now with a range of 2, is considered a ranged weapon, so against enemies in melee it suffers the 'melee vs ranged' debuff.' I'm guessing the same appies to any melee weapon with a range greater than 1.

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.
Toecan (DE)  [author] 29 Aug, 2017 @ 11:09am 
Thank you.
Dragontear 29 Aug, 2017 @ 10:58am 
-Flails.- Huzzah! Downloading and will test this out. =D