<!--quoteo(post=140962:date=Mar 1 2006, 04:24 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Mar 1 2006, 04:24 PM) [snapback]140962[/snapback]</div><div class='quotemain'><!--quotec-->
In that case I trust you will put a toggle in for this mod.
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I already added a toggle on it in the newly released modpack update. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="
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Please do test this mod first before turning it off though. You can't know if you like it if you don't try it first, right? Anyway: it is pretty easy to remove the influence of player level vs. blade level: Remove <i>sti(bladedamage_level)</i> from the line <i>total_chance = sti(bladedamage_usage) + sti(bladedamage_level);</i>. Then only the usage of the blade will count and not the blade's level.
BTW: There are some other settings for this mod in BuildSettings.h as well, which might help in tweaking it to your liking. If you have found settings that work better than the default, please say so. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="
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You don't want the player level vs. blade level to be implemented, because you use to play on a higher difficulty level with harder enemies, right? Maybe I can add a difficulty level influence as well, so that this mod will be properly balanced on other difficulties as well. Would that be OK with you?
Of course, this mod has not been balanced at all yet. Blades might break waaay too frequent or might break hardly at all. We first need to do some testing to define with what paramaters this mod works right for the game. This means that it shouldn't become an annoying mod causing your blade to break all the time. It should just add some variety to the game, make blacksmiths more important and balance the finding of really good blades.