About this mod
Content Pack to modify weapon stats, includes compatibility settings to make sure it's compatible with all mods (SDVE, Ridgeside, etc.).
- Requirements
- Permissions and credits
- Changelogs
- Donations
This mod is meant to smooth the level curve for weapon damage and make combat feel heavier and more realistic.
I highly recommend combining this with -
- Combat Controls Redux (https://www.nexusmods.com/stardewvalley/mods/10496) for more mechanical fighting.
- Combat Made Easy Suite (https://www.nexusmods.com/stardewvalley/mods/4227) to up the difficulty.
The default pack modifies crit chance, and knockback, and fixes inconsistencies in the weapon drop levels vs power to make it feel better paced and more meaningful. You can modify "contents.json" to change any values how you'd like including for SDVE! Please be sure everyone in a multiplayer lobby has the same config or it'll probably crash. Ridgeside Village items and more coming later, but they still scale the same as vanilla - only their knockback will feel higher than the adjusted weapons and the swords are super strong.
Changes
- Daggers - super low knockback, fast, high crit
- Swords - low knockback, medium speed, crit reduced from 3x to 1.5x
- Hammer - high knockback, high AOE, high damage (but also big min-max range)
Other changes
- Hammers have scaling defense, +20 AoE, 2x crit multiplier, and HUGE AoE
- Hammer levels now scale smoothly from 1-20 instead of 1-5 with the Galaxy Hammer jumping to level 9.
- The base crit chance for both swords and hammers has been increased from 2 to 5% so you'll see crits more often though they're often not guaranteed one-shots now.
- The base crit chance for daggers has been buffed to 56% (this should give you an 84% crit rate with the Scout profession, and 100% if you're willing to use both ring slots for Aquamarine rings) but their base crit multiplier has been reduced to 3x, this should prevent the damage from getting crazy.
- Dagger damage now should scale smoothly. In the base game, they incremented by ones and twos until the Broken Trident, then each upgrade was a leap.
- The "end game" weapons now have more unique playstyles.
- Master slingshot buffed (original 1-3dmg - buffed 5-10 + speed increase)
- Rebalanced some weapons vs their level drop range and ease of access. (Why was the most powerful dagger before the GDagger/Kris a common-ish fishing reward? Why did a sword that dropped around floor 20 of the skull cavern have less damage than the one you got in a chest on floor 100 of the mine?)
Also if you're wondering, the levels and other stats displayed are correct for Ridgeside, SDVE, etc. they're just slightly broken by default.
Use precision changes (enable in config first) to readjust levels to vanilla. Doesn't work with mods that add evasion like SDVE.
== FUTURE PLANS ==
Will possibly add autodetect for SDVE and add fields for ridgeside and other weapons.