Weapon Balance Overhaul Reforged (PTF) v1.0
DLC Ready version of “Weapon Balance Overhaul” (machinegod420) with the dlc weapons properly balanced with the original mod’s logic, and some patches for other mods (“Silver Lys Sword and Shields” and “KCD1 Weapons Returns”). In short, it balances weapons with a logarithmic curve, preventing power jumps between weapon upgrades.
DLC requirements
– Mysteria Ecclesiae
This mod updates “Weapon Balance Overhaul” (made by machinegod420) to also include the DLC weapons and patches for some mods.
What does this mod do? It smoothes weapon damage with a logarithmic curve, setting most of the weapons with “Attack=” value between 40 and 90, tuned carefully to be fun to play. The exceptions are polearms, which needed a buff to make them more than viable and fairly realistic. In other words, short swords and longswords aren’t the top player here if you’re fighting armoured enemies, but mighty against enemies using no armour or only gambeson. You won’t win fights against armoured opponents using master-strikes and being passive, you need to use combos to properly fight and don’t die. If you don’t have the skill or patience, you can use polearms to deal heavy damage to armoured foes. For the sake of brevity, in the late-game you won’t be 1-hitting armoured foes with a sword, and you will need skill, know the combos, to overcome your enemies.
Finally, there are two versions of the mod: “Standard” and “Armour Compensator”.
Standard: This is the version intended to apply to vanilla games, without mods that alter the values of armour or damage bonuses. On the other hand, it also pairs really well with “Realish Weapons & Armor” (made by Actalo). That mod has a big design problem if you intend you play KCD2 as an RPG: it flattens the damage values of weapons to the point of where buying, making or obtaining new ones is practically oriented to aesthetics and not meaningful upgrades in damage. For example, the weakest one-handed sword has a value of Attack=”55″, the strongest of Attack=”60″; the same can be said about war axes (Attack=”53″-Attack=”55″) or longswords, but in a lesser degree (Attack=”70″-Attack=”85″). If you want meaningful RPG progression (geared towards realism) you can use this version below RWA, and it will work fantastic. If you want a really realistic approach where the most important thing is difference between categories of weapon, but lacking an impactful yet not overpowered progression, use only RWA.
Armour Compensator: This is the version multiplies the “Attack=” values of the weapons by x1.5, intended for users who use mods that heavy reduces or remove stat bonuses to damage or who are using mods that alter armour values. An example of these mods is “Realistic Armor Values” by outsideheaven, an updated version of “Realistic Plate Knight Combat Overhaul PTF” made by Kaguya9. The pairing of this version with “Realistic Armor Values” works really well. You conserve the lethality of sword combat against unarmoured opponents, but full plate armour is really effective against slash and stab damage, except blunt. You have to take out your favourite mace or polearm or make a skillfull use of combos and master-strikes with a sword. I particularly like this pairing because it retains the danger of unarmoured combat (if you played Hellish Quart or know how swordfights can become, you would know that a sharp blade in the arm or leg can end a fight really rapidly) but making armoured enemies formidable.
This also includes patches, for each version, of the following mods:
-“KCD1 Weapons Return (PFT)”, made by acsig
-“Silver Lys Swords and Shields”, made by RedHazmat




