I have finally found a solution, how to apply armor changes to all critters without manually editing them all (about 130 armored critter classes with RP). Written little program in C++ that applies armor class, damage resistance and damage treshold values from armor file A to critter file B
For user, that means from now on, all human critters that appear in some type of armor will have the same stats as the armor PC can use (that was already the case in vanilla game, but my armor changes broken this rule before). I know, Magnus in Weapons Redone mod already did this, but I did not understand what changes exactly he did to critters in his mod, so I have to take "clean RP critter set" and apply only armor changes, nothing else (well, except several buffed-up lesser monsters that I mentioned in readme).
Edit: Idea about throwing weapons. How about to add damage bonus for high throwing skill (except grenades)? I'm thinking about simple linear function which will be multiplied with weapon base damage range. For example, throwing knife has base damage 5-15. If player has 100% throwing skill, damage is raised to 10-30, for 200% skill - 15-45 and for 300% skill - 20-60.
Edit: Implemented idea above. Also found justification for higher base damage for throwing weapons - PC melee damage bonus does not affect calculation when throwing a weapon! (just tested with melee damage=100 and using a spear in different ways).
For user, that means from now on, all human critters that appear in some type of armor will have the same stats as the armor PC can use (that was already the case in vanilla game, but my armor changes broken this rule before). I know, Magnus in Weapons Redone mod already did this, but I did not understand what changes exactly he did to critters in his mod, so I have to take "clean RP critter set" and apply only armor changes, nothing else (well, except several buffed-up lesser monsters that I mentioned in readme).
Edit: Idea about throwing weapons. How about to add damage bonus for high throwing skill (except grenades)? I'm thinking about simple linear function which will be multiplied with weapon base damage range. For example, throwing knife has base damage 5-15. If player has 100% throwing skill, damage is raised to 10-30, for 200% skill - 15-45 and for 300% skill - 20-60.
Edit: Implemented idea above. Also found justification for higher base damage for throwing weapons - PC melee damage bonus does not affect calculation when throwing a weapon! (just tested with melee damage=100 and using a spear in different ways).
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