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feat(balance, mods/MagicalNights): Buff legendary weapons, fix typo #6050

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merged 3 commits into from
Feb 5, 2025

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RobbieNeko
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@RobbieNeko RobbieNeko commented Feb 5, 2025

Purpose of change (The Why)

The "legendary" weapons from Norse mythos were considered pretty crappy and not-epic by everyone, and I agree. Thus, I felt the need to buff these items to the status they deserve.

Also, in a previous PR (#6043) I used "steal" instead of "steel" in the orichalcum fire axe's new description, somehow, so I fixed that while I was in the file.

Describe the solution (The How)

  • Generally buffs the melee damage and to_hit of the relevant weapons
  • Adds enchantments to Mjolnir, Gungnir, and Laevateinn
  • Gives Gram extra sharpness to match mythos and to partially compensate for lack of cool enchantments
  • Fixes the type in the fire axe description

Describe alternatives you've considered

  • Get rid of them

I don't want to deal with the migration and also that seems like a bad idea

  • Get rid of Gungnir and Gram, replace them with some non-Norse weapons

I'm far more amicable to this idea, but I think the better solution is to just add the non-Norse weapons in addition to the Norse instead of replacing

Testing

Loaded in, confirmed the enchantments work appropriately

Additional context

Gram is probably kinda disappointing, but I wanted to keep it fairly mythos accurate.

Gungnir's effect is the best I can do without making it an item cast or making a flag like NO_MISS for melee attacks, with this solution making it so that if you hit once you hit every time afterwards basically.

Checklist

Mandatory

@github-actions github-actions bot added JSON related to game datas in JSON format. mods PR changes related to mods. labels Feb 5, 2025
@chaosvolt chaosvolt merged commit 0bcf245 into cataclysmbnteam:main Feb 5, 2025
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