Medieval Overhaul Balance Patch
Balance patch for gear and materials in the Medieval Overhaul mod.
Includes 2 new armor items.
Also includes some fixes, like Apparel categories and armor sellable to Armorsmith caravans.
These changes reflect my personal preferences and are not a critique of the original mod’s balancing.
Please do give feedback in the comments about any issues you experience or thoughts you have.
Credit to:
SirLalaPyon as the author of Medieval Overhaul and art
EvilEyes and ViralReaction for the 1.5 version of MEO and art
TODO:
- Adjust Outfits (Some broken by apparel layer changes, added new items, results in warnings but no actual issues)
- Maybe give heavy armors / helmets melee hit and/or dodge penalties? More reason not to use heavier armors.
- Maybe change armor tiering from 50/60/70% to 50/65/80%? Would tankier endgame armors feel good?
- Differentiate Bows and Crossbows more from each other. Currently Crossbhows give a +2 bonus to shooting accuracy but are otherwise very similiar to Bows. They also have a higher ranged cooldown and lower aiming time, ironically making them benefit from quivers MORE than bows do.
List of changes (non-exhaustive):
Almost all materials rebalanced:
- More effects on item weight, i.e.: Mithril weighs less, Adamantite weighs more
- More effects on work speed
- Iron, Steel and Mithril have higher sharp resistance (90%, 100%, 120%)
- Adamantite has high blunt resistance
- Bioferrite slightly nerfed
- Devilstrand significantly nerfed
- Runeweave slightly nerfed
- Fabrics, Wools and Leathers generally have Blunt resistance and more of it
- Leathers had their sharp resistance heavily nerfed, best are similiar to iron
-Vanilla leathers and fabrics are balanced around items like the duster, but MEO has leather armor with 67% more defense multipliers.
-Rox leather is no longer a super leather and ‘only’ a top tier leather. Rox are neither rare nor difficult to fight but had leather similiar to Thrumbos. Now a better version of muffalo fur. - Super-Leathers sharp armor nerfed to be more in line with materials like Mithril
-Still more blunt resistance than before - Most metals have 20% flammability (down from 40% in vanilla)
- Bone is now flammable (40%)
- Stone materials left as-is
Armor:
- All Apparel should be moved to it’s respective category
- Armors in 3 general tiers: Light, medium and heavy
-Generally:
-Light: 50% armor, 4 crafting skill required
-Medium: 60% armor, 6 crafting skill required
-Heavy: 70% armor, 10 crafting skill required
-Some intermediate armors exist (Chainveil Helmet / Heavy Barbute, Adorned Armor)
-Crafting skill may depend heavily on the type of item - Examples: Light Lamellar from 52% to 50%, Heavy Hauberk still at 60%, Full Plate from 73% to 70%
- All non-Armet Plate helmets from 65% to 70%, Armet from 72% to 70%
- High-end armor generally requires higher crafting skill
- Item health and costs adjusted to generally be more proportional with body coverage
- Some weights adjusted
- Chain armor has a 10% penalty to blunt and heat resistance
-Partially chain armor has a 5% penalty
-Heavy Barbute is considered heavy chain (identical stats to chainveil for outfit diversity) - Helmets:
-Basic Helmets, Visored-less Bascinet and Open Sallet only cover the ‘Upper Head’
-Basic Chain Coif moved to ‘Protective Clothing’ research (‘Light’ tier armor)
-Generally higher shooting penalties
-Generally reduced materials costs
-Endgame plate helmets are mostly identical stat-wise
-New: Open Sallet – Heavy equivalent to Open Bascinet (Art from MEO)
-Hood (MEO) can now also be made from leathers, is slightly more defensive and heat insulating - Body armor:
-Padded armor now covers legs and arms
-Brigandine Medium armor and only covers the body, but moved to chain armor research - Middle Wear:
-Hauberk cheaper and lower movement penalty
-Vest heavier but more protective - Inner Wear:
-Gambeson
-Much more expensive
-10% blunt resistance bonus
-Less insulation
-Padded Surcoat
-Nerfed to be more in line with Button Down Shirt (Slightly better) - Legwear:
-Somewhat lighter
-Padded Chausses
-Now inner layer apparel, exclusive with regular ‘pants’
-Fabric only (no leather)
-10% blunt resistance bonus
-Splint and Plate Chausses
-Now outer apparel, redundant on full-body armors
-Movement penalty of -0.05 and -0.10 respectively-NEW: Mail Chausses
-Made from chainmail, middle layer apparel
-Defence identical to Hauberk - Handwear:
-Somewhat heavier
-More difficult to craft compared to Footwear
-Heavier and much more work to make
-More defensive
-Shooting bonus on Leather gloves to +1 (from +2)
-Shooting penalty on Splinted gloves to -1 (from -2) - Footwear:
-Somewhat heavier
-Slightly more work to make
-More defensive
-No movement penalty on Splinted Boots (from -0.05)
-Movement penalty on Plate Boots to -0.05 (from -0.10) - Utility:
-Quivers no longer have a quality and instead of ranged cooldown multiplier of 0.25 have a ranged warmup multiplier of 0.50 (Same benefit as Trigger Happy) - Research:
-Plate armor research now requires Steel research
Weapons:
-Not touched so far (affected by material changes of course)