The Armis Maximus Mod simply recolors most of the existing armors to match the banners in Signery Mod and adds a bunch of new armors and weapons to the game.
armis_maximus.smod v5.0 Tested with Stonehearth A23/24.
v5.0 - The Cleric update!
Finally got around to actually fixing and coding the upgraded cleric armor which come with a buff to increase healing.
Also add the cleric a piece of hardware that will likewise boost their healing.
Finally added some buffs to the fine armors (black / white) to increase their usefulness.
v4.1 - The @dalabo update!
Special thanks to @dalabo for finding all the errors. This small update fixes recipe category issues, damage reduction on the blade’s main gauche and reduced damage on the bows.
v4.0 - Return of fine armors
Update to add back in the fine armor sets. They give an additional damage reduction. Also added in 3 axes: bronze, iron and steel.
v3.8 - The Blade needs no shields
Small patch to ensure that the Blade does not equip ANY of the shields.
v3.7 - Enter the Blade
So it has been a while and after a bunch of testing I am introducing a new class called the blade. He is a significantly softer knight but can still hold his own. The talisman requires a potter and herbalist to make the required components. Hopefully this assists the RC folks who have a very difficult time on hard. Also ALL the potter’s weapons now have a clip ability to briefly slow an enemy. A few warriors with these weapons and the target will have a very difficult time getting away.
v3.6b - And yet another small fix
Corrected the placement of the shields on the model as the offhand and leftArm slot are slightly different and was causing the shield to look more like a buckler.
v3.6 - Another small fix
Another small update to correct the slot placement of some of the shields.
v3.5 - Small update to recipes
Another small update to add actual effort to the recipes as well as realign the base requirements with those of the vanilla armors and weapons.
v3.4 - Small update to recipes
Just a really small update to organize the armor from this mod into their sets.
v3.3 - Update to fix poor use of tags
Fixed a few bad tags which would allow your herbalist to reuse the tonics in recipes that would require herbs…such as themselves.
v3.2 - A23 Clay Weapons
Well you asked and they are in there…along with a few fixes. You WILL need an herbalist to make the tonics in order to cure the clay in order to weaponize it. Currently they are available via both kingdoms but I think I will eventually limit them to only the RC as they seem more spiritual. Please let me know if it seems unbalanced. I may also create a knight’s talisman and other armors if I get feedback that there is interest. Please also note that these are for A23 only and have not been tested in previous builds.
v3.0 - A23 Test Build / A22 Stable
Two downloads one of which is for A23 and the other for the current stable build A22 with small updates to correct descriptions.
v2.7 - Small Patch
Small patch thanks to @Kittyodoom for her report! Again sorry for the lapse in quality control.
New in v2.6 - Small Recipe Update and Bows
Just a small update to add a pair of recurve bows and fix the archer’s leather recipes to clearly show they create both the hood and vest.
New in v2.4 - Weapons and Archer Armor
Weapons to go with the Black / White sets or whichever. They equate to the same damage types as the vanilla weapons with the exception of some of the fine weapons.
Archer’s Leather Armor
New to version 2.2
Black and white set are now complete (with the exception of the cleric/archers). Below is a sample of the complete sets.
Some of what this mod adds:
Additional Blue Armors
Additional Green Armors
Additional Red Armors
Download the .smod and copy/save it into your Stonehearth\Mods directory.
Add a final version of the Archer and Cleric sets.
Possibly add more clay based weapons and armor.
While I don’t anticipate any please post issues here and please be sure to add the version you are using.