About this mod
Craft and smelt armor through menu with well balanced formula. Works with 1.0.3-1.1.0b.
- Permissions and credits
- Changelogs
I'm trying to find suitable solution, for which made separate mod :)
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Formula
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- use ".Tierf" (float, correct number of real tier, before Clamp cuts off everything that goes beyond usual numbers :));
- tier of best ingot = tier of item + 1 (as blade in weaponsmith; example: tier 0 arm armor has 1 crude iron (Ingot1), tier 5 used Th.Steel (Ingot6));
- ingot has cost 2 x prev + cost of clicks (example: crude iron = charcoal = 17 selfcost dinar, not 20-50 as vanila; for balance iron ore give 4 CI instead 2-3 (in menu); Th.Steel has 624 cost, not 260 as vanila).
- If game does not have resource of lower grade than we need, coins are added in recipe (example: half crude iron = 8/17, min 1/17, not 20 as vanila; but we may use trash (=1 coin) if need really vanila item with min cost).
- Then we craft through menu, main hero give xp as normal craft (0.02f * .Value).
- Armor Smelt: reduction of vanila not balanced for part with many material (hardcode -1 instead -%), mod add -0.5f of tier = -25% materials (same as vanila in case of small number of ingots).
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1.0.1
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- Craft and smelt all armor.
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0.85
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- Smelt for Tier 1.
- Submenu Refine (minor change from another my mod, plus experement: silver steel, silver ore + coal = steel, need 50+ crafting skill, because I will used ore n2 not only sell goods through workshop... and alt recipe for "-steelmaker" :)).
- View count of crafts material in menu Armorsmith (inspired by borinexus).
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0.8
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- Smelt for Tier 0, all armor.
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v0.7.2
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- Add Smelt for Arm armor.
- Smelt all tier with minus (for fast test how formula handles negative values).
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v0.65
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- Add formula for Armor Smelt, boots as example. Reduction of vanila not balanced for part with many material (hardcode -1 instead -%). I add -0.5f of tier = -25% (same as vanila in case of small number of ingots).
- Added support for minus tiers.
- Small optimize of code (again). Waiting for half an hour until studio "unfreezes" after next freeze and allowing to recompile or save file, is not most interesting thing in the world.
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v0.5
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- Add Body and Horse armor.
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v0.4
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- Add Helmets (there are really lot - menu loaded with noticeable delay (for me)).
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v0.3
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- Add cape (with three submenus, T0, T1, T2-5, not "other" for all, like arm and leg armor, because there are much more capes and if we put them in 1 section, game starts to slow down, due to many formulas... especially on weak computers, which even bannerlord can handle only at minimum settings with additional submods, such as removing vegetation).
- Small optimize of code (necessary measure for my pc, yeah...): reduced length of variables, removed redundant duplication, replaced part of "int" variables with "int[]" array, some item level checks merged for different tiers (e.g. 4-6 use "int[tier-num]"), etc.
- Added overpower armor "dummy_max" for formula test (due to extreme power (tier 22.7) and, as result, prohibitive cost of crafting (359.3k+ Th.S! O_O), recipe is made permanently visible... don't use it in normal run, dummy armor breaks balance and takes away from us pleasure of overcoming reasonable complexity of game).
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v0.2.1
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- Added leg armor.
- Item armor value is now displayed in menu, next to tierf.
- Items with same armor value moved to separate tab (so as not to clutter up view).
- Tabs for different armor levels merged (tests have shown that this is not necessary, thanks to new tab for duplicates :)).
- (0.21) Added high rank items to test formula on high grade values (temp use old formula with duplication of check, lower 5 tier and higher have different check).
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v0.1
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- Init (prototype of formula for armor based on tier, arm armor as example).
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P.S.: Version of v103 may provoke crash in 1.1.0 beta. But simply recompile (without change of code) fixed it... Thanks TW for another surprise in new update. And 1.1.0b changes number of armor -> manually sorting in mod will also be broken :))