Compatibility: ***Set priority to this or another mod in mod manager (by changing the load order), and they will be partially compatible (one mod will overwrite similar changes of another, but leave the rest of changes). ***
Realish Weapons and Armor: Highly compatible (full compatibility in armor weights&prices, weapon prices; similar weapon weights). Will be compatible when Mod manager or the game will work correctly (properly sort the load order). :(
Some further weapon suggestions - Battle Longsword - description says its heavier, but not as "sharp or pointy".. its supposed to be more durable alternative suitable for battle.. so i think it should have more weight, and therefore more blunt force trauma damage than any other longsword, be the most durable.. (slash and stab stats seems to be ok, as they are lower than broad longsword or duel longsword)
Similarly - Duel Longsword, should be exactly the opposite of Battle Longsword - light, well balanced weapon, with best slash and stab stats (which it already has), but less blunt force and should be less durable.
This would create nice game balance, as player will have opportunity to use the sword he needs for particular situation - fragile duel longsword for short combat, and durable battle longsword for large prolonged engagements (siege of Maleshov or Suchdol etc..)
(btw, this happens to be my favourite mod for KCD2, great job! endorsed and voted of course!)
Master's Hunting Bow description say's its the "best hunting bow, suitable for hunting big game" but in reality, its one of the weakest, despite being one of the costliest bows.. i think WH messed these stats up, and gave it incorrect power draw, especially considering how Dogwood Hunting bow is the strongest hunting bow in KCD2, but in KCD1 it was one of weaker ones.. I think these two might have power draw swapped.. and Master bow should have power 160, while Dogwood should be 100. (would also fit with Longbow variants, where Dogwood Longbow is the weakest Longbow)
Overall, i think (based on KCD1 bow stats), progression should be Masters > Ash > Elm > Dogwood > Hazel for hunting bows, and Ash > Elm > Dogwood > Hazel for longbows. so hunting bows could have stats 160/140/120/100/80 or similar. (this way weakest Village bows could keep draw 70)
Not compatible with Realish Weapons and Armor, regardless of the order of loading mods changes the damage indicators of swords and arrows (I have not tested other items). If it weren't for this, the mod would have been very interesting.
Checked. True, seems that Mod manager doesnt work correctly, and changing the load order has no effect. I will think about how to solve this problem... Thank you for report!
named"Old field crossbow", actually this belongs to old war crossbow. so I think it's prolly 7or8 weight. btw your mod is great, I really like the economy's part. appreciate that.
Can you also add a mod that doesn't have a weapon armor adjustment? Weapon armor balance mode is using a different mod but I want to use your economy, weight, and food modification mode
I know this is a big ask but would you ever consider releasing a version without the food changes? I'd like to use this alongside reduced food and pot values by JeanRoqueDeLartigue
game uses three "name" tiers of sword - common, knight and noble - for both short and longsword (and some items like belts and pouches). problem is, stats dont reflect this.. common longsword stats are way better than Knight Longsword, which doesnt make any sense, especially, because you only get the Knight Longsword sketch from Trosky castle, while Common Longsword is available from blacksmith in Tachov at the start.. I think Devs made a mistake here, and gave Common Longsword stats of Knight Longsword...
Similar situation also happened with Knight shortsword and Noble shortsword.. Knight shortsword is available from Trosky blacksmith, while Noble sword is only available much later in Kuttenberg map.. yet stats wise, Knight sword is better, (slash and stab stats are same, but blunt damage is 2x better) I think Noble sword should be improved, to make it relevant in late game.
Longswords should be better at slashing, and have better blunt force than shortswords, while shortswords should have advantage at stabbing, as longsword is just too long for precisely hitting weakspots in the armor - thats why shorter swords had advantage as they were easier to move around for precise stabs. so Longswords should be weapons with high slash damage (which is sort of damage heavy armor negates easier), while shortswords would be better suited as special weapons suitable for combat against more armored opponents while using stab attacks. Of course sabers and hunting swords are more slash oriented and this doesnt apply to them..
After all, slashing is the most common way of attack, and shortswords outperforming longsword in this type of strike makes them less useful long term, especially a lot of perks that make shortswords quite good in combat.. this way, longswords would keep some advantages (reach, good slash against less armored opponents), but fully perked shortsword bearer would be able to use his skills to outperform them in late game (focusing on stabbing attacks).. Right now, its shortsword all the way, because they just dont have any weakness
Also, wouldnt hurt to modify arrows damage a bit, and give hunting arrows "slashing" damage instead of piercing. this way, they will be good at hunting animals, but not so great against armored opponents.. KCD1 had it this way, not sure why they made all arrows the same damage in KCD2..
In v1.4: Solved problem with knight and common longswords. Slightly reduced shortswords slashing damage (-5% additionally). Hunting arrows now have slashing damage. Damage values havent been changed.
I'm grateful for this mod. Helps a lot with fixing the economy. I use this mod together with 50% higher prices (wartime inflation) and 50% lower sell prices (used goods), works really well for immersion and slowing money bloat. I had been thinking for awhile about making a mod that strictly dealt with prices, but I like yours well enough not to bother. However, I did some research and thought you might want to check it out.
I was looking up prices for items and found an interesting site that calculates the currency buying for for the English Pound Sterling 1270-2017, and for any given Year. For instance, in 1400, with 1 GBP you could buy 1 cows, or 4 "stones" of wool, or 3 "quarters" of wheat, or 50 days skilled labor.
The key would be to figure out the 1400 exchange rate for Prague Groschen.
These are excerpts I read from a thread on Reddit, with source in Czech:
... prices form Charles IV. reign ...
The price of good cow would be around 50 Groschen.
Average worker (mason, plumber etc.) would make 1 Groschen per day, and he would spend at least half of it on food. Not working on sundays and Christian celebrations, average worker could save around 10 Groschen per month.
Now some more prices:
Food: -1/2 kg loaf of bread: 1/3 of Groschen -36 liters of wheat from farmer: 8 - 10 Groschen -Barley for horse for 40 days: 15 Groschen -550 liters of beer: 25 - 42 Groschen (depends on location and quality)
Luxuries: -Luxurious belt with gold and gems: 1500 Groschen
Housing: -Annual rent of small farm: 60 - 120 Groschen -Simple wooden house with three rooms: 480 - 660 Groschen -Average house in Prague's New town: 750 Groschen -Field (~18 ha): 900 - 1500 Groschen -Fine house on town square, like the one where Rattay Armourer lives: 6 660 - 21000 Groschen.
Zeman's estate, including land, villages, forests and fields: 3000 - 3600 Groschen (Zeman was a lower noble in medieval Bohemia, who held rural areas).
Military: -60 iron bolts to crossbow: 7 Groschen -Lead ball to firearm: 30 Groschen -Helmet with Bascinet: 48 Groschen -Chain extension of helmet: up to 60 Groschen -Sword: 120 Groschen and up -Common cuirass: 160 Groschen -Better Milanese cuirass: 480 Groschen -Warhorse: 2400 Groschen -Knight's armour: 4500 Groschen.
Bombarda, heavy cannon used by Hussites: 18000 Groschen. One single shot from it, including cannon ball, gunpowder and work, would cost 420 - 480 Groschen.
Annual income of Landšperk House estates (moderate noble house) was 30000 Groschen. It's mostly because tax inefficiency, nobles didn't have the means to collect taxes from all people.
Source (only in Czech): https://www.lovecpokladu.cz/home/ceny-ze-14-stoleti-681
Reddit Post Link: https://www.reddit.com/r/kingdomcome/comments/rifmk2/groschen/
I am glad you like my mod! Thank you for this information, it's very interesting for me! I like to study such things about historical prices. I somewhat acknowledged about prices of medieval England, and was just wandering about Czech prices since started to play KCD2. And now you give it to me! I will read it with big interest and hope that it will be useful for this mod. Thank you!
I made a compatch for our mods but after doing a lot of testing I realized your mod didn't touch a lot of miscellaneous items like recipes, repair kits, etc ... so I was forced to start from scratch and try to balance my mod separately.
62 comments
Compatibility: ***Set priority to this or another mod in mod manager (by changing the load order), and they will be partially compatible (one mod will overwrite similar changes of another, but leave the rest of changes). ***
Realish Weapons and Armor:
Highly compatible(full compatibility in armor weights&prices, weapon prices; similar weapon weights). Will be compatible when Mod manager or the game will work correctly (properly sort the load order). :(Safe to install\uninstall anytime.
Similarly - Duel Longsword, should be exactly the opposite of Battle Longsword - light, well balanced weapon, with best slash and stab stats (which it already has), but less blunt force and should be less durable.
This would create nice game balance, as player will have opportunity to use the sword he needs for particular situation - fragile duel longsword for short combat, and durable battle longsword for large prolonged engagements (siege of Maleshov or Suchdol etc..)
(btw, this happens to be my favourite mod for KCD2, great job! endorsed and voted of course!)
Master's Hunting Bow description say's its the "best hunting bow, suitable for hunting big game" but in reality, its one of the weakest, despite being one of the costliest bows.. i think WH messed these stats up, and gave it incorrect power draw, especially considering how Dogwood Hunting bow is the strongest hunting bow in KCD2, but in KCD1 it was one of weaker ones.. I think these two might have power draw swapped.. and Master bow should have power 160, while Dogwood should be 100. (would also fit with Longbow variants, where Dogwood Longbow is the weakest Longbow)
Overall, i think (based on KCD1 bow stats), progression should be Masters > Ash > Elm > Dogwood > Hazel for hunting bows, and Ash > Elm > Dogwood > Hazel for longbows. so hunting bows could have stats 160/140/120/100/80 or similar. (this way weakest Village bows could keep draw 70)
Could you tell, when\since what your load order stopped work correctly?
game uses three "name" tiers of sword - common, knight and noble - for both short and longsword (and some items like belts and pouches). problem is, stats dont reflect this.. common longsword stats are way better than Knight Longsword, which doesnt make any sense, especially, because you only get the Knight Longsword sketch from Trosky castle, while Common Longsword is available from blacksmith in Tachov at the start.. I think Devs made a mistake here, and gave Common Longsword stats of Knight Longsword...
Similar situation also happened with Knight shortsword and Noble shortsword.. Knight shortsword is available from Trosky blacksmith, while Noble sword is only available much later in Kuttenberg map.. yet stats wise, Knight sword is better, (slash and stab stats are same, but blunt damage is 2x better) I think Noble sword should be improved, to make it relevant in late game.
Longswords should be better at slashing, and have better blunt force than shortswords, while shortswords should have advantage at stabbing, as longsword is just too long for precisely hitting weakspots in the armor - thats why shorter swords had advantage as they were easier to move around for precise stabs. so Longswords should be weapons with high slash damage (which is sort of damage heavy armor negates easier), while shortswords would be better suited as special weapons suitable for combat against more armored opponents while using stab attacks. Of course sabers and hunting swords are more slash oriented and this doesnt apply to them..
After all, slashing is the most common way of attack, and shortswords outperforming longsword in this type of strike makes them less useful long term, especially a lot of perks that make shortswords quite good in combat.. this way, longswords would keep some advantages (reach, good slash against less armored opponents), but fully perked shortsword bearer would be able to use his skills to outperform them in late game (focusing on stabbing attacks).. Right now, its shortsword all the way, because they just dont have any weakness
Also, wouldnt hurt to modify arrows damage a bit, and give hunting arrows "slashing" damage instead of piercing. this way, they will be good at hunting animals, but not so great against armored opponents.. KCD1 had it this way, not sure why they made all arrows the same damage in KCD2..
Solved problem with knight and common longswords.
Slightly reduced shortswords slashing damage (-5% additionally).
Hunting arrows now have slashing damage. Damage values havent been changed.
Thank you for the tips!
I was looking up prices for items and found an interesting site that calculates the currency buying for for the English Pound Sterling 1270-2017, and for any given Year. For instance, in 1400, with 1 GBP you could buy 1 cows, or 4 "stones" of wool, or 3 "quarters" of wheat, or 50 days skilled labor.
The key would be to figure out the 1400 exchange rate for Prague Groschen.
https://www.nationalarchives.gov.uk/currency-converter/
These are excerpts I read from a thread on Reddit, with source in Czech:
... prices form Charles IV. reign ...
The price of good cow would be around 50 Groschen.
Average worker (mason, plumber etc.) would make 1 Groschen per day, and he would spend at least half of it on food. Not working on sundays and Christian celebrations, average worker could save around 10 Groschen per month.
Now some more prices:
Food:
-1/2 kg loaf of bread: 1/3 of Groschen
-36 liters of wheat from farmer: 8 - 10 Groschen
-Barley for horse for 40 days: 15 Groschen
-550 liters of beer: 25 - 42 Groschen (depends on location and quality)
Household items:
-Hay pillow: 1 - 3 Groschen
-Hay bed: 2 - 4 Groschen
-Knife: 2 - 4 Groschen
-Wooden stool: 4 - 5 Groschen
-Wooden chair: 7 - 8 Groschen
-Plow: 12 Groschen
-Brass kettle: 17 - 35 Groschen
-Table cloth: 17 - 30 Groschen
-Chest with lock: 60 - 120 Groschen
Clothing:
-Linen underwear shirt: 7 - 8 Groschen
-Pair of solid leather boots: 13 Groschen
-1/2 kg of wool: 13 - 17 Groschen
-1, 8 meters of limem cloth: 14 Groschen
-Linen shorts: 60 Groschen
-Skirt from 2 meters of cloth: 60 Groschen
-Colored tunic or dress: 60 - 120 Groschen
Animals and livestock:
-Hen: 1, 5 Groschen
-Good cow: 50 Groschen
Transportation:
-Wagon: 60 - 120 Groschen
-Strong male horse: 360 Groschen
Services:
-Furneal: 6 Groschen
-Emptying the city's cesspool (5500 liters): 120 Groschen
-University studies (four years): 2520 Groschen
Luxuries:
-Luxurious belt with gold and gems: 1500 Groschen
Housing:
-Annual rent of small farm: 60 - 120 Groschen
-Simple wooden house with three rooms: 480 - 660 Groschen
-Average house in Prague's New town: 750 Groschen
-Field (~18 ha): 900 - 1500 Groschen
-Fine house on town square, like the one where Rattay Armourer lives: 6 660 - 21000 Groschen.
Zeman's estate, including land, villages, forests and fields: 3000 - 3600 Groschen (Zeman was a lower noble in medieval Bohemia, who held rural areas).
Military:
-60 iron bolts to crossbow: 7 Groschen
-Lead ball to firearm: 30 Groschen
-Helmet with Bascinet: 48 Groschen
-Chain extension of helmet: up to 60 Groschen
-Sword: 120 Groschen and up
-Common cuirass: 160 Groschen
-Better Milanese cuirass: 480 Groschen
-Warhorse: 2400 Groschen
-Knight's armour: 4500 Groschen.
Bombarda, heavy cannon used by Hussites: 18000 Groschen. One single shot from it, including cannon ball, gunpowder and work, would cost 420 - 480 Groschen.
Annual income of Landšperk House estates (moderate noble house) was 30000 Groschen. It's mostly because tax inefficiency, nobles didn't have the means to collect taxes from all people.
Source (only in Czech): https://www.lovecpokladu.cz/home/ceny-ze-14-stoleti-681
Reddit Post Link:
https://www.reddit.com/r/kingdomcome/comments/rifmk2/groschen/