An initial pass at improving late game combat by reducing excessive weapon damage, at the item level. Also setting swords to be agility biased weapons, and reducing the spread of stat requirements (overdone in first pass, adjustment to follow after feedback/testing of current behaviour).
Next task to be adjustment of rpg parameters.
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Changelogs
Version 0.1
Changes to items - melee_weapons, weapons, ammo. Aimed at reducing the damage 'explosion' of the late game which destroys combat balance.
Future plans to address rpg parameters and perks.
Currently a very rough first pass for testing purposes - identifying and tuning specific items to follow. Lightly equipped people are cut down easily, (if you can hit them). Armoured people are much harder to seriously injure with a few hits, and devices and other finesse responses are needed to deal with them, especially when there are multiples. (On the 'easier' side, if the player has armour a single mistake every now and again isn't *as* disastrous)
To install unzip and copy zzz_LiesteCR.pak file into the <KCD>/Data folder. To uninstall remove zzz_LiesteCR.pak
Combat rebalance.
After experiencing the 'fall off' of combat depth in the mid-late game because weapon damage in excess of 130 completely overpowers defence and armour of even the best skilled and equipped enemies. (And even 'basic' weapons are a bit strong).
As the most fun duels were during the mid game where weapon stats roughly matched the 'best' armour values, I've converged most weapon stats to be around this value. Damage still grows excessively with skill, perks and stats, so a modest and 'marginal' increase will be retained, but most of it is undesirable for seeing the combat system at it's best.
Not tested for low level characters at this time, but is intended to be useful for the mid game and on vs armoured opponents.