Adds a number of basic martial arts that are auto-learned at level 1 of the appropriate weapon or other skill, and get stronger the longer you use them, eventually becoming very overpowered. (If you think a single character having almost 12000 kills by day 5 of summer is too much, including 15 shoggoths in one day, avoid this mod. That’s with Bojutsu style, by the way.) These styles are created with the medieval peasant profession in mind, but can be used by anyone. Every style has multiple small stacking bonuses with a long duration, as well as a static buff for every level of skill (up to 12). Generally, the more recently I created a skill, the stronger it is, so swordfighting is one of the weakest, while battoujutsu is the most powerful.
The current version is 1.2. You can download it at https://www.patreon.com/posts/abrahms-martial-39636302. It’s a public post, so you don’t need to follow or subscribe to download it, but I’d appreciate follows. The mod is created for and tested on 0.E stable, but should work in other versions.
Swordfighting: Auto-learned at cutting level 1. Typical fantasy RPG figher/warrior build. Focuses on strong attacks, with defense being split between dodging and blocking. Strengths: high damage. Weaknesses: not much defensive capability.
Heavy Knight: Auto-learned at cutting level 1. Meat shield. Focuses on stacking armour bonuses, and strong but low-accuracy attacks. Strengths: high defense. Weaknesses: Low offensive capability, low accuracy.
Battoujutsu: Auto-learned at cutting level 1. Fast-draw assassination technique. Typical chanbara movie highly skilled ronin build. Extremely dex-dependent style focusing on fast, accurate attacks, armour penetration, and dodges. Requires minimum 10 dexterity. Strengths: High damage, especially with high dexterity. Weaknesses: if your dex drops below 10, this style actually weakens you. Only effective with cutting weapons.
Knife-fighting: Auto-learned at piercing level 1. Typical fantasy RPG thief/rogue build. Focuses on fast but weak attacks against vulnerable areas, and high dodging ability. Strengths: high dodge, armour penetration. Weaknesses: high stamina cost, not good against groups.
Lancer: Auto-learned at piercing level 1. Spear-fighting style focusing on fighting against groups, crowd management. Strengths: crowd management. Weaknesses: low offense.
Club-style: Auto-learned at bashing level 1. Focuses on strong bashing attacks. Strengths: high offense. Weaknesses: low defense.
Bojutsu: Auto-learned at bashing level 1. Focuses on defensive techniques, knockbacks, knockdowns, stuns. Strengths: high defense. Weaknesses: low-ish offense at first (though it becomes powerful after a while, thanks to the stacking bonuses).
Blacksmith: Auto-learned at fabrication level 1. Modeled (as well as I could manage) after the Blacksmith class in Ragnarok Online. Huge stacking bashing damage and accuracy bonuses. Some crowd-control capabilities (AoE knockdown). Strengths: most powerful attack of all these styles. Weaknesses: not much defense, can only be used with a limited selection of tools, no actual weapons. Hammer, wrench, and rolling pin are the best weapons for this style.
Gunslinger, gunplay, movecosttest, speedtest: Ranged attacks aren’t affected by combat bonuses. So instead, they’re supposed to boost a character’s speed (move speed, reload speed), and allow for moving and shooting in a single turn (Run and Gun buff), but instead they slow the character down dramatically, sometimes with deadly effect. Movecost to equip a particular weapon goes from about 120 to about 108000. In other words, they’re borked, don’t use them, they’ll kill you. Still trying to figure out what’s going on, but it’s a bit black box-ish.
I’ll give more details about each style in separate replies, over time.