About this mod
This mod changes a few game variables to strengthen armor and melee. It has no requirements, scripts or DLLs. It should be safe to both add and remove from a running campaign, assuming other mods don't interfere.
- Permissions and credits
This is modular, but I recommend using everything in it together. Here is what is BACK, and what is NOT:
BACK:
1. Armor Submodule - this increases all torso armor tagged as "plate" type by 20 on the torso, and reduces all helmets by 10. Torsos are a much larger target, so this will greatly increase durability, while rewarding headshots more than before. (Why this change to helmets, you ask? See point 2 under what is NOT back, below.)
2. Damage Submodule - this adds universal damage resistance of 25% to humanoids to make fights last a bit longer. (Previously I linked to a "recommended" mod that increased hitpoints.)
3. Ranged Submodule - this makes all bows and crossbows as well as thrown stones do cutting damage. While they will still obliterate light units, they will also mostly bounce off very heavy armor. This might make life very "interesting" for archer mains, especially combined with above changes. It also increases the quivers by a large amount to make attrition more viable.
NOT:
The following are missing due to Taleworld changes to the system, and probably won't return until I or somebody else has time to look at them:
1. Immunity for battering rams and towers to cutting damage. (While archers won't target them on purpose, it would be possible to destroy them with arrows when using the Ranged Submodule. So far, I have not found this too problematic.)
2. Damage type tweaking, that is, the old feature for massive throat damage from cutting. (This mostly existed to compensate a little for archery being challenge mode when facing top tier armors. It will be even more so, now.) There may be other mods out there which can do this now. I have no idea if they would be compatible, however.
3. Item Fixer patches are gone - I think these are redundant now.