2.2.2
- added turkish translation
- changed a few weapon skill that were using incorrect skills.
2.2.1
- fixed stamina cost for bladeshift throw(?)
- replaced shimmerspark, goodbye 4 million polygons...
- updated chinese translations
- thunderstore page has been updated with new picture links.
2.2.0
- a new plains tier hammer has been added, used to craft sparkgrinder, which has been moved to mistlands tier from ashlands since there are already 2 ashlands hammer options and none in mistlands.
- added back corundum's icon, unity hates me.
- gave magmarium an equip effect
- made stormwalkers adrenaline effect last longer.
- filled in 90% of the weapon gaps, there should now be weapons of each class for each stage of the game. (excluding meadows, I'll never do meadows)
- added the rest of the royal weapons set for earlygame, also made them more of a high tier blackforest set, utilizing some of the new bear materials.
- added an on hit effect to stridebreaker and properly moved it into crafting without faders trophy, also changed its description.
- katanas are their own section of weapons now, since I have alot more katanas to make in the future I'd rather separate them from normal swords, I also added two in this update.
- removed lavruna since I felt it no longer had a place in progression and was made useless by some new axe additions in this update. (I may or may not reuse the model)
- changed alot of recipes to account for new weapons so delete your old config.
- rebalanced durability values based on biome tier, and a few other minor adjustments to stamina costs on some endgame weapons.
- added visible particle effects on the throwable spears so they are harder to lose.
- made a counterpart weapon to go with suppressor as well as a set bonus.
- one new endgame weapon set.
- Shimmerspark is bugged right now and I have no idea why since I have it set the same as all my other bows, its going to be weird for a little while until I replace it.
- I will update the thunderstore page with new images in the next patch, I ran out of time and I want to make some newer fancier showcases so expect to see that for the page at some point soon.
2.1.1
- fixed incorrect recipe values for a few elixirs.
2.1.0
- added some consumable elixirs that unlock at mistlands, granting unique buffs for each weapon type (excluding unarmed as I have not made any fist weapons as of yet)
- redid all the weapon icons in my own style, they are alot brighter and nicer now
- added a funny drink
- updated example yml
2.0.5
- attempt to fix visibility in multiplayer for effects.
2.0.4
- let me know what kind of magic weapons you would like to see in the game.
- added a frost staff, Ill be making a separate magic mod this will be moved to in the future, just for testing purposes and feedback atm.
2.0.3
- fixed typos in yml example
- added chinese yml
2.0.2
- Added reference to parry effects to KingsGuard and Regulator
- Rebalanced the block power and level up values for EVERY SINGLE WEAPON, alot of them I had completely forgot about and were way too strong based on progression.
- PROPER YAMLS ARE SETUP NOW SO TRANSLATIONS ARE EASYYYYYYY
- Fixed an issue with having duplicate scripts in some effects, causing annoying log spam.
- Made adrenaline weapons gain a little bit more adrenaline on hit in order to balance using trinkets at the same time.
- Added a hand scythe.
2.0.1
- A couple recipes have changed so be sure to delete your old config to get the new ones, as well as fix any crafting issues with correct stations.
- Added Adrenaline effects to Agareth and Arondight.
- Malevolence was always intended to be a mixed magic weapon, now it is, and has a proper projectile secondary that utilizes blood magic.
- Certain weapons were craftable only at blackforge which was incorrect, this is fixed.
- Added 4 new daggers for all the knife enjoyers, 1 of which is a new parry dagger craftable in the swamp.
- Added a status effect for regulator that increases armor, regeneration, and gives a slight boost to slash and pierce for 5 seconds after a perfect parry. (It doesnt show up in the tooltip but I promise its there)
- Added a new fire themed 1 handed hammer.
2.0.0
- Improved countless visuals
- Almost all crafting recipes have changed.
- Reorganized the prefabs, so they appear by weapon type in mods like VNEI alongside all weapons in this mod.
- Agareth has been made craftable and now has proper effects.
- Gave Bonereaver an adrenaline effect.
- Removed Esterra, I will be bringing it back in the future, and it will be much better, I just felt it didnt fit with the current game and felt mismatched.
- Removed Abraxus since I couldnt come up with any reason to keep it progression-wise. May bring back later but not sure atm.
- Corruptum now has a set bonus, as well as its upgraded version also having a set bonus.
- Corruptum massively buffed and now gives lifesteal, as it originally should have, I was an idiot and forgot, its literally in the tooltip.
- Added alot of new axes.
- Stargleam has been reworked visually and has a longer range. Nothing else is changed.
- New set of fire weapons introducing a dagger and two handed sword to go with the current 1 handed flame sword.
- Also added an alternate 2h flame related sword made from ashlands materials according to a community vote.
- Soulthief has been reworked massively and has a new model, new projectile slashes, and a spin secondary made to send enemies flying.
- Corundum has a counterpart weapon now, Sparkgrinder. Corundum's special hit has been redone and now has a different basic hit effect.
- Arondight is slightly less shiny due to not being able to see it in the dark sometimes, it has also been increased in size slightly.
- Fearnaught now has a spin secondary instead of the previous unreliable slam, it has also been properly balanced to the plains.
- Slight damage decrease to Muntain Cleaver to better balance it within the biome.
- Made Viridium's blade longer and thicker.
- Changed the model for Stargleam to something much cooler
- Deus-Interfectorem is now Stormwalker and has all new hit effects and an adrenaline effect.
- Added 3 new katanas for forest, mountains, and ashlands tiers. The ashlands tier is a two handed odachi.
- Added 5 new shields, one of which is a tower shield.
- Replaced Titansbane with Fuegon, a new fire axe in the same tier as before, but more refined.
- Added a new 2h hammer, 2h scythe, and 1h throwable spear for the mountains biome.
- Added a 1h throwable mistlands tier spear.
- Added many new sound effects for old weapons and some of the new ones.
- Renamed Crown of Ice to Frostbearer and gave it some new held effects instead of the frost cloud I personally ended up disliking.
- I probably missed alot even after writing this much, this update literally doubled the size of the mod, so please please let me know if there are any bugs or if anything isnt functioning properly, even the small stuff.
1.3.3
- Just added a few translations.
1.3.2
- Added 7 new bows, and one new throwing spear, more spears to come, as well as hammers >:)
- Various small fixes and tweaks, and a few animation changes on weapons to better fit the vibe.
1.3.1
- Made weapons shinier :)
1.3.0
- Added 2 new ashlands tier weapons, and one parrying dagger. (more of these to come bc I love them)
- Updated thunderstore page to make it feel more refined and nice looking
- Rebalanced a few weapons and added a few equip effects to already existing weapons.
1.2.3
- Added Chinese translations
-
1.2.2
- Now fully supports russian and french languages, if you want another language, I have an template in my discord server you can easily use to create a translation, I will be adding languages as requested but I can only do so much with google lol.
- I redid a few weapon effects for Arondight, Malevolence, Tian Du, Corruptum, Astralis and added a rock floating effect to Mountain Cleaver.
- Fixed an issue where custom DoT effects would have a different color or dissapear entirely depending on how they were viewed.
- Added a new weapon that uses Aehm and Vehm as materials, Rupture.
-
1.2.1
- Test patch for adding translations.
1.2.0
- Balance patch, I redid alot of the weapons stats and crafting materials and scaled them to biomes from mountains to ashlands, none of the weapons are accessible before then, I'll probably end up adding lower biome tier things at a later point.
1.1.1
- I am an idiot and uploaded the wrong .dll, that or thunderstore is trolling me.
1.1.0
- Replaced a weapon model and its effects because I decided I didn't like it, fixed a few effects on weapons I had forgotten to add, and added one new weapon.
1.0.1
- Minor fix of a certain weapon that I forgot to add a collider too and kept falling through the world
1.0.0
- First Release, let me know if you find any bugs.