found:
Weapons have the following new properties:
* Impact area
This refers to size of weapon head/tip/blade that actually touches the target
upon impact.
* Strike velocity
Certain strikes with certain weapons get a velocity boost increasing the force of
impact they can cause. Swords, clubs with lengthy shafts (e.g. warhammers and maces)
and axes can be all considered high velocity weapons.
* Wear/break/fracture levels
Amount of force needed to wear/break/fracture a weapon.
These all come into play when weapon damage checks are done. The factors are so far
hidden but you'll soon learn what breaks what and how easily. Most of the weapon
breakage stuff should be quite obvious as the system tries to come close to sort of a
realistic weapon damage behaviour.
Few examples:
Thrust (point) with a sword concentrates the force on much smaller area than a
swing (edge). But on the other hand, sword strike has the highest velocity when it's
used in a slashing movement.
There is not much difference in impact area if you thrust with a large knife or a spear.
But spear is heavier and can be thrusted with more velocity and this results in much
more force being delivered with a spear thrust.
Maces and warhammers are excellent choices for breaking shields. They have lots of mass
and a proper swing with them makes the head strike with high velocity. Especially the
warhammer concentrates lots of force and mass on small impact area.
All in all, there's now lots of new tactics, factors and weapon usage to consider when
going to battle. Effective dodging saves weapons, but if your enemy effectively keeps
blocking your fierce sword strikes it may leave you with damaged weapon. Weapon breakage
system is also a big balancing addition, and kind of justifies reasonable hoarding of
metal weapons. Now you can't expect to keep on using your favourite sword again and
again without possibly wearing it out someday.