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Unarmed becomes viable#361

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Fghj240 wants to merge 4 commits intoFoundation-19:masterfrom
Fghj240:unarmed
Open

Unarmed becomes viable#361
Fghj240 wants to merge 4 commits intoFoundation-19:masterfrom
Fghj240:unarmed

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@Fghj240
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@Fghj240 Fghj240 commented Jan 17, 2026

About The Pull Request

Unarmed weapons have their own category in weapon kits and a greater variety can be chosen
Steel fist is available again, it's the unarmed version of big leagues
Punching damage is no longer RNG, instead it's always 5 (or not, depending on your species)
There's no more stun threshold all punches can stun
Iron fist and steel fist are slightly less beneficial to super mutants. They raise punching damage to 8 if it's lower (which doesn't apply to super mutants that punch for 20 damage) and then add 2 or 7 for a total of +5/+10 to match little leagues and big leagues. This means that a super mutant would get 3 less damage from the quirk than a human would.
Unarmed weapon code works way better now.
Unarmed weapon buffs work properly against simplemobs.
Melee damage boosting effects apply to unarmed weapons (like buffout) and the same applies for nerfs (like being a ghoul)
Unarmed weapons do 6 less damage each to compensate for the buffs. (Except for the mace gloves, because they would end up doing 3 damage if I did that. The mace gloves only lost 3 damage and the dual mace gloves only lost 4)
Unarmed attacks deal slightly less stamina damage (since they do so much more damage when optimized with perks and stuff, you were able to stamcrit someone in two hits. This had to be changed obviously)
Super mutants deal 20 unarmed damage instead of 25 which is what they would have if I took the average between their min and max damage because a 10 strength steel fist super mutant already punches for 32.5 damage and I think that's enough.

With 10 strength and steel fist, you punch for 20.5 damage (Compared to a machete at 35, or a sledgehammer at 65). With a lacerator equipped, you punch for 43.5

Pre-Merge Checklist

  • [yes] You tested this on a local server.
  • [yes] This code did not runtime during testing.
  • [yes] You documented all of your changes.

Changelog

🆑
add: Weapon kits now contain unarmed weapons
add: Steel fist is now available
balance: Iron fist and steel fist are stronger than before, but less effective on super mutants
balance: Unarmed weapons deal slightly less damage
fix: Melee buffs and nerfs apply to unarmed attacks
code: Reworked how melee weapons apply their damage because it was total shitcode
balance: Unarmed attacks no longer deal randomized damage
del: Removed the perfect attacker trait
balance: super mutants deal 25% less unarmed damage
/:cl:

@Aurrain Aurrain added bug Something isn't working balance This PR messes with the general balance of the game labels Jan 27, 2026
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Fghj240 commented Feb 2, 2026

this is also bugged?

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3 participants