Armis Maximus Mod v5.0 May 6 [A23 / A24] - On Steam Workshop


#61

Yes several lol - they guy finally put the hood on when he hit level 2


#62

Ooooh that is an oddity. Thanks for posting. Lol I couldn’t get it to duplicate as all of mine were already level 2. Thanks.


#63

Updated with fixes and a split branch for A23. Still debating on how to incorporate the old fine armor and weapons.


#64

Make them a separate version, crafted at a higher level? A “Master craft” sort of thing?


#65

Yes but I am still flirting with the idea of an unlockable recipe for most of my old fine items via the GM/quest system.


#66

Update to add in clay weapons. Please let me know if it does not seem correctly balanced (which it really won’t as there is no way to get a knight yet). Also please vote on whether the potter should be able to create a knight’s talisman. Currently the weapons do the same damage as their blacksmith counterparts.

Should the potter be able to create the Knight’s Talisman?

  • Yes!
  • Yes, but at a mid level and for a medium cost.
  • Yes, but at level 6 and for a high cost.
  • No! Absolutely not and you defile the sanctity of the game by even bringing this up.

0 voters


#67

Vote is sort of close but I’d like to get more folks in so bumping this.


#68

Small update to organize the armor types into their color sets. Also without getting into too much detail I am waiting to possibly adding a recipe for the knight’s talisman.


#69

Small update to add effort to the recipes as well as realign the weapons and armor to their vanilla counterparts thanks to @Banto. Love watching him build.


#70

I’m not sure if this is an issue with the mod or the core game but the knights aren’t “replacing” the initial shield with the mod one - they seem to overlap - I know they don’t actually remove the initial shield as it’s the talisman but it looks odd with them carrying both shields


#71

Yes they don’t anymore. It appears that instead of continuing with "slot": "offhand", there is a new "slot": "leftArm", which isn’t universally used. Expect a quick patch in the next few. Thanks for pointing it out. :slight_smile:


#72

Fixed issue where new a modification to the slot was causing models to overlap. This will probably occur again in future builds as there are still models that attach to “offhand” vice “leftArm” but I think the exciting part is maybe they are getting ready to make hearthlings southpaws?! Or possibly dual wielding? Thanks to @Auryanna for point it out!


#73

All shields are at leftArm now.


#74

Yes it looks like only the older unimplemented ones like the cracked wooden shields are not. In the knight_description.json it still refers to:

"equipment": {
  "torso": "file(knight_outfit)",
  "offhand": "stonehearth:armor:knights_shield",
  "mainhand": "stonehearth:weapons:bronze_sword",
  "helmet": "file(knight_helm)"

#75

The shields still aren’t quite right - hopefully you can see the screenshot


#76

Interesting. In Alpha 24 I don’t get the same behavior but it does appear that the leftArm is attached at a different spot and as such the models were moved a little bit. Going to try and duplicate the overlapping behavior in order to correct it as well.


#77

@Auryanna - thanks again. I cannot get that behavior but it might be due to something either with you being on A23 or having already had the glitch. I have updated the placement of the shields in the latest download. After you download the update I recommend changing the knight’s job back to footman and then back to knight to see if that corrects the glitch.


#78

OK will do - thanks :slight_smile:


#79

After some deliberation I decided to not allow the Potter to create a Knight’s talisman but instead a new defensive class call a Blade. The Blades defend themselves with an offhand weapon vice a shield. The Blade’s talisman is made via the Potter with ingredients made from the Herbalist. I also changed one of the Herbalist’s recipes to allow someone to more predictably obtain it. I also add a debuff to all the Potter’s weapons to give a chance to slow enemies for a short period of time. I attempted to play through a hard session of Rayaa’s and while the Blade is certainly not a Knight he fared well enough. Please let me know if something seems unbalanced, awkward or simply wrong.

TOP


#80

Might have to up some of the Blade’s stats. On hard core the Blade gets beaten up pretty good when you hit about 24+ Heathlings.