Re: Many BUGS: Weapons, Armor & Items
Arralen:
There are question marks on some of the entries for a reason: I was not sure whether they are bugs or not, hence they are listed with a marker for uncertainty that flags them as potential issues.
The Thorn Staff issue is a bug. It applies specifically to the 2-handed weapon.
The way these were tested was to take 20 different units each with a base rescost of 1 and fist as weapon, then modded to have one weapon and assigned as recruitable commanders. Then I made a map file where I had each of these commander types in the start province and each with a shield. If the unit showed Fist as its weapon when equipped with shield, the weapon is 2-handed. item plus a few other commanders used as mules for items. The thorn staff does not disappear when a commander is equipped with shield.
Note that it was impossible to test missile weapons this way because they behave differently: They do not disappear when shield is equipped, but disappear completely when any weapon item is equipped unless they are bonus.
Each weapon was tested for bonus status by handing the commander a fire brand in addition to the shield. If it stayed there, it's bonus, if not, it isn't.
You do have a point about the great club. I just included it for the sake of completeness. Note the question mark.
On the 437 longspear, pay more attention: The basic infantry long spear is #28 and includes strength for its damage and it is not bonus. 437, on the other hand, has fixed damage and does not include strength. It is used from the back of the late era Arcoscephale elephant. Because it is not a bonus weapon, the elephant gets -10 on both of its long spear attacks, which renders them as useless as if they did not exist. Same as the extra nostr spears on the centaur chariot. I am nothing if not thorough with this sort of documentation and that entry is there for a reason.
On the armors: Those four armors appear on the armor list because they are defined as armor types in the game and they are provided from the items of the same name. When equipped, the appropriate armor type appears on the unit, just as fire plate appears from that item (though e.g. the eagle king has it as intrinsic armor). Armors 76, 77, 78 and 94 are impossible to define as intrinsic armors via MOD because they refuse to appear. The Skull Necklace on the other hand does appear.
Those entries, like the 437 longspear entry, are there for a reason.
Sandman: You happen to be wrong. Skinshifters in their werewolf form have bite #20 and that one is a bonus weapon. Go and find me ANY bite weapon from the DB listing there otehr than 223 or 323 that does not have a value of TRUE in the bonus column, as determined by the testing method outlined above.
Edi
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