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Hey everyone and welcome to a development blog that will cover all the new (and old) weapons you can find in Vanilla Factions Expanded - Medieval.

We're currently implementing numerous systems into the mod, including the previously mentioned heraldry system. In the meantime, I have been designing some more Medieval-fitting weapons to make the medieval factions feel more authentic, and to also add some more melee weapon progression to all in all just add depth to the Medieval period.

After all, if we were to add swords, medieval mod is probably the best place to do so.

 

A mighty weapon on the battlefield in the right kind of hands. Made to cut through flesh and bones alike. The axe edge extends into what's called horns, ideal for cutting through light armor and flesh alike.

This weapon has a chance to deal a critical strike, stunning the opponent.

Dane Axe is making a return - it was previously found in VFE-Vikings, but I figured it still has a place in the mod. It's an axe that has a chance to deal critical damage (almost double damage) to the enemy, stunning them in the process. Takes a long time to swing, but the damage potential is truly astonishing.

 

A heavy mace consisting of a shaft and a heavy ball adorned with spikes. Very effective at piercing plate armor, this weapon is often used by more vicious knights and mercenaries.

Heavy mace is also coming back, previously found in VFE-Medieval. It's slower than standard mace, but deals more damage and has a little bit more armor piercing. It's still not a lot, because maces are not meant to pierce armor.

 

A single-handed axe made for throwing. Light enough to be thrown accurately at medium range, it's also a great melee weapon in the hands of a capable warrior.

Throwing axes are just so 'viking' that I couldn't release this mod without them. Previously found in VFE-Vikings (duh), they deal substantial damage in melee, but can also be thrown over short distance. Charging into a group of viking warriors means you will have to get hit by a volley of these bad boys before you engage in melee.

 

A brutal, ancient weapon of heavy knights, the claymore can be used cleave through enemies with ease, occasionally dealing critical damage and stunning the victim.

Claymore was previously an easter egg weapon in VFE-Medieval. You had to have a pawn name Arthur cross a bridge in a caravan. Then, an event triggered in which a black knight attacks you. He's immune to all attacks, except those made by Arthur. Each attack by Arthur cut off another limb from the black knight, until he died, and dropped this sword. Well, now you will be able to craft it! Claymore is unlocked with Long blades research and works similar to Dane Axe. It has a chance to deal critical damage and stun an opponent, but takes a long time to swing.

A long, unwieldy polearm with a sharp edge and a sharp point. The simple, ancient design concentrates cutting power generated from strong overhead swings. The reach of the pike allows to strike enemies much further away.

Pike is a new addition, and I think it's absolutely essential. It's a weapon similar to spear, but more focused on Cut damage and not Stab damage. This means it has lower armor piercing. It also takes a very long time to attack with it: over 4 seconds! The gimmick? It has a 2 cell attack range. Your pikemen can attack in melee while standing behind your front line infantry. Unlocked with Long Blades.

A long, unwieldy polearm tipped with a sharp point for stabbing opponents. The reach of the long spear allows to strike enemies much further away.

Similar to Pike, but slightly faster to attack with, Long spear is focused on Stab damage and has no capacity to slash people or cut them. It has a higher armor piercing and also has a 2 cell attack range.

A powerful crossbow. Fires a heavy bolt over extreme distances, but takes a long time to cock it due to the need to use the cranequin.

Arbalest is our evolution of the heavy crossbow, which will not reappear as it was in VFE-Medieval. Instead, arbalest is a neat ranged weapon capable of firing very heavy, armor piercing bolts over extreme distances. Range-wise, it's similar to sniper rifle. Accuracy unfortunately suffers because of that. It also takes a very long time to reload: 4.7 seconds.

A versatile and compact blade designed for both thrusting and slashing. Its nimble design makes it effective in close-quarters combat, where quick strikes can overwhelm slower foes.

Shortsword was created as we really lacked a standard, basic sword, and I didn't want to use the base game gladius for medieval knights. As a result, shortsword is a mix between gladius and a longsword, trading damage for attack speed. The DPS is the same as longsword, but attack speed is higher.

A refined mace, with a spiked head connected to the handle with a chain, engineered for efficient swinging and deadly impacts. The randomness of the chain movement means that damage may fluctuate greatly.

Flail gives me many good memories (Stronghold: Crusader was my poison of choice when I was younger), so I felt the need to add it too. It's essentially a heavy mace, same damage and everything, however the damage is made inconsistent. It can fluctuate between 50% damage and 150% damage. So, if you like the risk, you can use it and potentially deal even more damage!

A powerful, long variant of the greatbow. While it doesn’t excel at hitting nearby enemies, arrows fired from the warbow curve over walls and can be fired without requiring line of sight.

Warbow is a new heavy longbow with quite a unique trait. It has low accuracy and takes quite some time to fire, but it does not require line of sight and can fire over walls. This means you can position your archers inside your castle's courtyard and fire it outwards, bombarding the invading enemies. It also means they can do the same to you.

Now, there is a new research project before gunsmithing too, giving you access to some truly unique weapons in the medieval period.

Chempowder weapons are a new weapon type that the player will naturally procure before advancing to machining, gunsmithing and so on. The research to obtain those will be a prerequisite to later on obtain guns.

Chempowder weapons are not designed to be subpar to early industrial guns. I figured that’d be a mistake - because people would just instantly discard them and trade them for modern guns. Instead, chempowder weapons fill a really unique niche. Their four main traits are described below:

Damage fall-off

Chempowder weapons’ damage scales with the distance to the target. At point-blank, that damage is multiplied by x200%, and at maximum range, that damage is multiplied by x0%. This means that the closer the target is, the higher the damage will be.

The damage curve is as follows:

  • 0% maxrange, 200% damage

  • 50% maxrange, 100% damage

  • 100% maxrange, 0% damage

Negative Armor penetration

The AP of chempowder weapons is negative. This means that these weapons are particularly bad against armored enemies, to the point where even the smallest amount of armor has a high chance of completely deflecting the damage.

Blindsmoke

When fired, chempowder weapons emit blindsmoke on the tile they were fired from. It acts both as a cover for them, and a hindrance. Fortunately, it doesn't really matter considering that they fire many projectiles.

Projectile count

While these weapons don’t fire bursts, they fire several projectiles with each shot. These projectiles each have their own angle deviation, same way burst shots do. It’s essentially a burst, but I fired all in one tick.

An ancient firearm with a smoothbore barrel, the arquebus delivers powerful shots at decent range. The lead balls lose velocity and damage with distance, and are extremely ineffective against armor. Due to the chempowder reaction when firing the arquebus, plumes of blindsmoke are ejected from the barrel.

Arquebus is the long range chempowder weapon. It has about the same range as a bolt action rifle, and the same accuracy. Just remember about the damage fall off - just because the range is the same, doesn't mean it's as reliable as the boltie.

It fires three projectiles, and at point blank it has the capability of pretty much instantly killing someone, as is deals 72 damage due to the 200% damage multiplier on each projectile.

An ancient crude but deadly firear, the hand cannon fires a devastating grapeshot over a short distance. The lead balls lose velocity and damage with distance, and are extremely ineffective against armor. Due to the chempowder reaction when firing the arquebus, plumes of blindsmoke are ejected from the barrel.

Hand cannon is the close range chempowder weapon. It has the same range as a pump action shotgun, and fires not 3 but 7 projectiles, each dealing 10 damage. This means that at point blank, if all 7 projectiles hit, it deals whopping 140 damage, probably obliterating anyone unlucky enough to stand so close. Sadly, due to the long reload time (again, over 4 seconds), you probably will only get to fire it once before the enemy reaches you and engages you in melee.

I don't envision us adding any more weapons, but I hope you enjoyed this devblog. Let me know what you think, and I will come back soon with more information about Medieval 2!


Comments

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W Early game mod

the good fat cat clan

Can we get like some horse drawn vehicles with vehicles

BrenTenkage's Gaming

how bout for mace a slowing effect, like the impact is "stunning" an opponent, so if you hit an opponent with it, they slow down for a bit

oskarpotocki

When pawns are hit in melee, they already get slowed, that’s a base game mechanic. If you mean stun damage, that’s also a base game mechanic: any blunt damage can stun.

8BitBoar

Sounds neat. The flail damaging effect is a personal favorite. Thinking of having an entire company of war priests, with the frontliers equipped with those. What better way to demonstrate faith than rng? Chempowder weapons are a pretty neat idea. Gives me “don’t fire until you see the whites of their eyes” vibes regarding the damage and fall off. Any thoughts on a chempowder cannon? Or cannons in general? If I remember I correct there is one in Pirates but am wondering if Medieval Expanded 2 could get a variant as well? One more question. Will we still get the medieval tech limiting effect of the storyteller? I remember using that a lot alongside medieval playthroughs (with overhaul, etc) and it was necessary. Thanks again for everything, sort of got a mod list in mind with ME2 and MO as a focus. So sort of giddy.

Zachary Fewins

I love the idea of the war bows being much more of the kind of archery you would use in large scale medieval battles. When you shot at an enemy army in the distance you didn’t really need accuracy or an exact line of sight, you just needed general knowledge of where they were. I also really like the mechanics you put in place for the chempowder weapons. They seem very situational just like very early firearms were. Not quite the be-all end-all of combat yet at that point. I can’t wait to start a completely medieval playthrough with this mod. I’ve tried other medieval mods but they just didn’t have the qualities I like about VE mods. I’m also wondering how other VE mods that introduce more advanced factions or mechanics will interact with the medieval tech limiting.

Rad Hazard

Will we be seeing siege attacks sending engineers to build trebuchets in place of mortars then? Perhaps loading pitch barrels to spread fire and corpses or rancid meat to spread tox gas.

Henrique Borges

Love the melee weapons!! They add a unique role to the melee combat system making it more versatile. I just have two questions about the Chempowder weapons for what i read i didn’t get if they are like an upgraded version of the bows and crossbows or a unique style of range weapons ? and in a scenario of melee vs range thous weapons will obliterate the melee pawns or it will have room for not being so overwhelming power against melee pawns ? Loving this mod even more and i’m super hyped for seeing more news.

oskarpotocki

I think stun chance depends on damage, I’m not sure I want to inject any mechanics into this system.

Andrius

Didnt expect for this to be this good 😊

LenaMel

Historically bows were very often used at fairly short range since long-distance, arcing fire is pretty ineffective at penetrating armour. Turns out gravity isn't as effective at accelerating an arrow as a bow! That being said its a cool mechanical distinction, and did happen historically as well, albeit moreso as harassing fire than with the goal to actually kill someone

Dimitry Minchenkov

Will there be compatibility with VFE-Security that adds catapult and ballista? They would look great at enemy's bases .

oskarpotocki

They are unique and different - not an upgrade, at least not a direct one. They trade accuracy and consistency for a more varied, wild approach.

LenaMel

ohhh this looks interesting. I really like the mechanical differentiation of the weapons, although I have a couple thoughts maces having low armour piercing values is weird, considering they and other blunt weapons were the premier anti-armour weapons of their time. While full plate was extremely good at turning away blades and spearpoints blunt force trauma is a lot harder to avoid. They should be the best option against heavily armoured opponents available to the player at this tech level The weapon you call a pike is a halberd, and pike is just another word for a really long spear. Halberds also weren't nearly as long as pikes, though I understand the need to distinguish them mechanically. Maybe a poleaxe that also has a good blunt attack and is a bit more useful against armour while retaining the advantages of sharp weapons against less armoured opponents would be good option? I'm also not sure how I feel about the firearms, distinguishing them is definitely important, but medieval weapons doing potentially more damage than a mortar or a futuristic rocket launcher seems tonally inconsistent to me, especially with the handgun version putting someone 10 health away from the instant death threshold. I also think the long gun should be called a blunderbuss instead, and imo it'd be a shame not to call the pistol variant a dragon, considering thats an incredible name and what they're often called.

Scott Dockery

So, is the warbow seige-targeted? Or is it just modeled as a weapon that ignores walls (and, presumably, needs to be unroofed)?

oskarpotocki

It’s a mix of both. It’s a weapon that ignores walls but has low accuracy. You can bet that enemies from the kingdoms will use them to force you out of your base to kill them tho!

oskarpotocki

Maces having low armor piercing is something already in place in the base game - mace and club both have low armor piercing but deal blunt damage instead. Every armor in the game has three armor values: Sharp (usually the highest), Blunt (usually medium-to-low) and Heat (usually lowest). Sharp weapons, such as spears etc, compare against sharp armor. Blunt weapons, such as maces, compare against blunt armor. That's why armor piercing isn't essential for blunt weapons - they already compare against the lower stat. We have already added a halberd in another mod, thus this will be called a pike. If I type Medieval pike in google, the images I get are the same as the pike I've drawn, and while potentially not 100% historically accurate, I think that's the word we will stick with. As for the poleaxe, you need to understand that the current implementation of the pike already sort of does that. Due to low armor piercing, there is a higher chance the attack will turn into a blunt attack, or that it will be deflected fully. This means that your row of pikemen might deal blunt damage to heavily armored opponents. As for the ranged weapons, raw damage factor is not the only thing we look at and not the only aspect we balance our weapons around. While grenades, for example, deal 50 damage, they are inconsistent and due to how long they take to throw, their Damage Per Second is actually similar to plasteel longsword. Their armor piercing however is 1/3rd that of a longsword. The chempowder weapons do potentially deal tremendous damage, but that is at point blank, which means the target literally stands 1 cell away from the shooter. At 50% max range, the damage is halved, and at longer distances, the damage diminishes to 0. This means that firing the arquebus and hitting someone mere 30 tiles away will result in dealing almost no damage. Due to negative armor piercing, even thicker leather shirt will deflect this damage. Blunderbuss is a 17th-19th century weapon. Far too late for Medieval period. Arquebus arrived in Europe in 1475. There is no pistol variant. There is a hand cannon based on a medieval handgonne, and an arquebus. One is a short range shotgun, the other is a long range shotgun. If I was to add a pistol, it'd probably be a flintlock, as dragon pistol was invented around the same time as the blunderbuss - again, a bit too late for medieval period.

Cr0ssley

I'm surpised a warhammer hasn't been added. Though I suppose it would look too similar to the Breach Axe

Zac

Looks very cool. One thing I'm concerned about though is potential bloat/overlap with weapons expanded, which has a few blades, bows and gunpowder weapons. Will the weapons mod be changed at all because of this?

Gustavo Righetti

YEEEESSSS FINALLY Id like to add, pikes and halberds being slow dont make much sense. i know its for balance, but instead, they should make the user VULNERABLE to short range attacks. If an enemy gets in close range and breaks trought the pike wall, they should have an easier time hitting the polearm user, which would have a harder time defending himself.

Gustavo Righetti

Also, please add Medieval Tools as well. A Scythe for extra-fast crop harvesting for example ( terrible weapon ), the viking Seax that works as a carving tool and a backup SHIELD TYPES are also essential. Tower shields, heater shields, bucklers that can be used with ranged weapons, deployable pavise shields. Those would be awesome to have.

oskarpotocki

I'm making sure we don't add any duplicate weapons. As for bloat, well, what can I say, at this point VE has so much content that running two massive mods such as VWE and VFE-Medieval 2 is bound to add bloat.

oskarpotocki

They already do that through the 4.5s cooldown on attacks. On average, the pawn will be attacked by the enemy twice before they attack the enemy back.

Will

Awesome work. I've always wanted to make a mod myself for medieval weaponry that adds some kind a brazier that allows archers to shoot flame arrows when nearby. I know that might be difficult to implement, but would be very cool.

Ordred

The bearded axe from Vikings expanded could be a good extra +1 as the higher damage per swing but slower attack speed short sword equivalent. Plus we won’t have a one handed axe to use with shields without it.

Will

That'll be interesting. Love more complex and emergent gameplay.

Ordred

Does that one work one handed I’m not sure. If it does go ham making it a style.

Gustavo Righetti

what if they caused way less damage, but with a chance of staggering the enemy and stopping them in their tracks, leaving them susceptible from more stabs from the pike wall?

Gustavo Righetti

The Halberd from the other mod doesnt look nearly as good as this one, probably because youve made it many years ago. I suggest a reskin to look like this one you are showcasing, and turning this into a proper "pike" ( no axeblade, althought you could make variants like Bardiches and Poleaxes to fill a role of long range hard hitting bladed weapons )

Robert McPherson

"because maces are not meant to pierce armor." uuhhhhh... plate armor is exactly WHY blunt weapons became so popular in the later Medieval period, they where the counter to plate. *eyetwitch at a Halberd being called a Pike, and used like a Poleaxe.*

oskarpotocki

Do maces pierce plate armor? Like, actually make holes in it? Because I was under the impression that the main job of a mace was to bend and twist the armor so that it breaks the bones underneath. Anyway, maces are base game items and they have minimal armor piercing. I won’t change that.

Will

That has genuinely made my day. Thank you Oskar.

AEgamer1

On the topic of medieval firearms outdamaging modern weapons, there is actually some historical justification for that. Older firearms tended to use much larger ammunition than modern weapons to make up for their lower velocity, due to the limits of manufacturing precision of their time, and due to refinements in tactical doctrine overtime as people realized said ammunition was overkill. As an admittedly much later example that one of my professors mentioned, the muzzle-loading rifles used in the American Civil War would have been classified as anti-tank weapons in WWI and could tear people's limbs off. So, the whole "ridiculous damage up close but with rapid fall-off" isn't completely unthinkable if we assume overly large projectiles fired at relatively low velocity.

KitsuneKas

It depends on the specific example, but a lot of maces were actually specifically designed to pierce armor. That was the point of the spikes seen on a lot of examples. These helped to concentrate the force into one area to punch through plate. The spikes on halberds and polehammers like bec de corbyns had the same purpose. Also, the guy above is right. What you're calling a pike is actually a halberd, and the long spear is just a pike.

KitsuneKas

The reason you're getting halberds in your pike search results is because they're coming from sellers that don't know what they're actually listing, or are intentionally misnaming their products for SEO. Actual pikes aren't particularly interesting and therefore aren't likely to sell well, but if you look at actual educational or reference sources instead of images pulled from merchant sites, you'll see they're really just long spears. If you Google images of halberds, you'll get what you're calling a pike. If you're trying to avoid duplicate content, I'd suggest looking at poleaxes or polehammers as an alternative to fill the same niche.

Robert McPherson

Yeah the Pike thing is super head hurtingly confusing... now that said, there where sometimes spear tips put on poleaxes as a backup... and the description of how it's used really fits a poleaxe, so just calling it a poleaxe would solve a lot of the confusion. Proper Pikes where 10-20 foot long spears so that when in formation the pike heads of multiple rows of troops where out front of the formation. They where something you basically never saw outside of a Pikeman or Pike + Shot formation as they where incredibly cumbersome to fight with.

oskarpotocki

The spikes on maces were mostly made to prevent the mace from slipping when connecting with an enemy armored plate, they very rarely punched holes and it wasn’t their intention. I’d appreciate some links here, but I’ve watched a lot of medieval YouTube during my numerous baths I took in my lifespan, and I can with almost full confidence say that maces were not meant to pierce the armor. In fact, humans rarely had the strength to pierce a plate armor at all. Either way this whole conversation started from a misunderstanding. By saying maces are not meant to pierce armor what I meant was, in Rimworld, maces are not dealing sharp damage thus not checked against sharp armor, and they don’t deal bleeding wounds to armoured enemies.

oskarpotocki

How do you explain pikemen in stronghold: crusader then? :P one of my best memories and the sole reason I wanted to add pikes to the game.

oskarpotocki

@AEGamer1 here’s an interesting fact. I read some research that at 10 meters, the velocity of the lead projectiles fired from an arquebus was the same as that of .50 BMG bullet. With the size of the projectiles being significantly bigger, it’s not hard to imagine that at 10 meters the lead balls would deal more damage than a sniper rifle shot!

Paton Yecla

This looks absolutely awesome im really hyped to do a medieval run. Will we see medieval defenses as well? I mean crenellated walls absolutely break medieval runs because AI can't do almost anything against them, but it would be nice to see other kinds of defenses

oskarpotocki

You’ll get crenelated walls, just passable by enemies. It’ll take them a while to climb them but they’ll be passable

Paton Yecla

That's honestly the perfect fix, and It will surely allow the chempowder weapons to shine blasting them while climbing

PaperClipChip

Absolutely incredible!

p t

Please tell me that the new melee weapons will have a chance to spawn on more modern enemies that carry melee weapons. Like pigskins and yttakin. Or just pirates. Please because it would make melee combat more interesting and diverse feeling!

Robert McPherson

@Oskar_Potocki so I looked up the game, and the Pikeman unit... yeah no sorry mate, those are straight up Halberds. Possibly they ran into the same issue then that you did of searching "Pike" and getting pics of Halbards, *especially* back in late 90's, and 2000 when the game would have been in development. That said, again the description you have works pretty good for a poleaxe, and the art kinda fits... IIRC spear tips weren't unheard of on a poleaxe.

oskarpotocki

I’ve changed it to halberd instead and will remove the halberd from Vanilla Weapons Expanded.

Brutus Albion

How will the long range attacks of melee weapons such as pikes and long spears function? Will they use the actual melee skill to determine the chance of hitting their opponent or use the ranged skill for the enemies beyond regular melee range? I'm asking because I gimmicked a pseudo pike using the vanilla expanded framework at one point but the best I could do was create a melee weapon that had a long ranged attack that counted as a melee weapon for the purpose of the pawn using it (brawlers for example) but used the ranged skill to attack enemies in the distance. This meant that the pawn would use melee skill for direct cell close combat (1 cell distance) and ranged skill for longer ranged attacks. It also meant that ranged attacks from these weapons could not be dodged by enemy pawns because it relied on ranged mechanics rather than melee mechanics. It felt unsatisfactory enough that i never published it.