Encumbrance Mod

Out of curiosity, is it possible to mod the point at which encumbrance impacts your initiative and the degree to which it does, or is that black boxed?

5,134 views 8 replies
Reply #1 Top

There are some options in elementdaldefs.xml that appear related to your question as follows:

  • <EncumbranceEffect> 
    • Light
    • Medium
    • Heavy
    • Over-Encumbered
  • <StrengthMultOnWeight>
Each EncumbranceEffect lists a different combat speed decrease which I am presuming is the actual initiative decrease...
 
The encumbrance effect values:

Code: xml
  1. &lt;EncumbranceEffect&gt;
  2.    &lt;!-- Dummy def for encumbrance tooltip only --&gt;
  3.    &lt;DisplayName&gt;Light&lt;/DisplayName&gt;
  4.    &lt;Color&gt;255,255,255&lt;/Color&gt;
  5.    &lt;Range&gt;0.0,0.4&lt;/Range&gt;
  6. &lt;/EncumbranceEffect&gt; -
  7. &lt;EncumbranceEffect&gt;
  8.    &lt;DisplayName&gt;Medium&lt;/DisplayName&gt;
  9.    &lt;Color&gt;207,163,11&lt;/Color&gt;
  10.    &lt;!--format: [start percentage (float 0.1 = 10%)], [end percentage (float 0.1 = 10%)]--&gt;
  11.    &lt;Range&gt;0.4,0.8&lt;/Range&gt;
  12.    &lt;!--format: [unitstat internalname], [effect multiplier (float 0.1 = 10%)], [effect additive (float)]--&gt;
  13.    &lt;StatEffect&gt;UnitStat_CombatSpeed,0.0,-2.0&lt;/StatEffect&gt;
  14. &lt;/EncumbranceEffect&gt; -
  15. &lt;EncumbranceEffect&gt;
  16.    &lt;DisplayName&gt;Heavy&lt;/DisplayName&gt;
  17.    &lt;Color&gt;219,94,11&lt;/Color&gt;
  18.    &lt;Range&gt;0.8,1.0&lt;/Range&gt;
  19.    &lt;StatEffect&gt;UnitStat_CombatSpeed,0.0,-4.0&lt;/StatEffect&gt;
  20. &lt;/EncumbranceEffect&gt; -
  21. &lt;EncumbranceEffect&gt;
  22.    &lt;DisplayName&gt;Over-Encumbered&lt;/DisplayName&gt;
  23.    &lt;Color&gt;186,30,179&lt;/Color&gt;
  24.    &lt;Range&gt;1.0,0.0&lt;/Range&gt;
  25.    &lt;StatEffect&gt;UnitStat_CombatSpeed,0.0,-6.0&lt;/StatEffect&gt;
  26.    &lt;StatEffect&gt;UnitStat_Moves,0.0,-1.0&lt;/StatEffect&gt;
  27. &lt;/EncumbranceEffect&gt; -

The strengtmultonweight values:

Code: xml
  1. &lt;StrengthMultOnWeight&gt;0&lt;/StrengthMultOnWeight&gt;
  2. &lt;!-- Weight capacity = Strength * X --&gt;

Note: I have not experimented with it to be certain whether changing the values accomplishes anything. It appears they may only be for the tooltips due to the comment inserted next to light armor (or it could be the comment is old/obsolete or pertains to the fact that light encumbrance has no stat effects)... Figured I would toss it out there in the event someone wants to look at it further.

Reply #2 Top

Keep in mind that the monsters use the encumbrance system as well.  I modded a little to try to make a lightly armored assassin type unit possible, but found the monsters with no equipment also got the advantages I gave the light end of the spectrum.

Reply #3 Top

I'm looking at making encumbrance the only thing that modifies Initiative and having appropriate weights on the gear to represent that. Monsters Should remain about the same, unless they carry gear, in which case, they get what they deserve.

Reply #4 Top

Technically, if monsters carry 0 weight, and most units carry at least a little weight, couldn't you mod it so that exactly 0 gives you no bonus, but having at least 1 weight gives you a bonus? 

 

I am not sure if you thought giving the bonus to monsters was unbalanced, if so this might work. 

Reply #5 Top

Quoting UmbralAngel, reply 4
Technically, if monsters carry 0 weight, and most units carry at least a little weight, couldn't you mod it so that exactly 0 gives you no bonus, but having at least 1 weight gives you a bonus? 

 

I am not sure if you thought giving the bonus to monsters was unbalanced, if so this might work. 

 

Meh, most monsters are in pretty good shape right now in terms of strength. If they carry 0 weight then they will have no penalties.

 

The idea is to make it so that no specific item carries inherent initiative penalties, only carrying a value of weight exceeding [X Value] would add negative initiative modifiers. More realistic if you ask me.

Reply #6 Top

Isn't that how it works now?

Reply #7 Top

Quoting Malsqueek, reply 5

The idea is to make it so that no specific item carries inherent initiative penalties, only carrying a value of weight exceeding [X Value] would add negative initiative modifiers. More realistic if you ask me.

A quarterstaff would certainly be a faster weapon than a war hammer though the difference in weight would come close to the difference in initiative. 

A dagger would not be substantially faster than a rapier and probably weigh half as much.

A bow would have probably the same weight as a rapier but pulling an arrow, nocking, aiming and firing would be a LOT slower than a rapier (Unless you're Legolas :grin: ). 

Reply #8 Top

Quoting Heavenfall, reply 6
Isn't that how it works now?

 

Right now some weapons get an inherent initiative bonus (e.g. daggers) while others get an inherent malus (e.g. hammers). His intent is to simply make hammers have a higher weight value and the initiative penalty will come directly from encumbrance, allowing it to be mitigated if the wielder is particularly strong.