Medieval Overhaul Balance Patch

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Author: KomfiKat

Last revision: 25 May, 2025 at 18:37 UTC

File size: 544.73 KB

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Description:

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)

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Medieval OverhaulSteam Workshop