Patch Notes: Two Hands
Both fists up
- Bare-handed, both fists are now on screen. Punches alternate between the hands: the hand that leads opens, the other answers if you strike again quickly, and the idle fist tucks in toward the middle while the other punches.
- Each punch shows the arm that throws it, on its own side. Daggerfall's own fist art has punches for both arms, and each hand now uses its own.
Dual wielding
- Equip a one-handed weapon in each hand (swords, daggers, maces, war axes) and both are drawn and swung. You no longer swap hands to use the second weapon.
- H now chooses which hand leads ("Leading with the right hand." / "Leading with the left hand."). It no longer costs a switch delay with both hands up. With one weapon it still swaps hands, as before.
- A shield, a two-handed weapon, a bow, or a torch or lantern held in a hand still means one weapon, as before.
- With weapon glow on, each weapon in a pair shows its own element (a frost dagger beside a fire sword).
The balance
- A pair is quicker, not twice as strong. The next blow straight after a strike comes from the other hand, a little sooner.
- The off hand (the one not leading) does 80% damage and has -5 to hit at Agility 50. Higher Agility shrinks the penalty to nothing; lower Agility raises it to -10.
- A heavy weapon in the off hand swings slower (a longer follow-through after its hit).
- The off hand's blows count as 0.8 of a blow for everything a hit sets off: on-strike enchantments, per-hit item and set powers, and skill training. A pair doesn't proc or train faster than its damage.
- When one weapon attacks, the other lowers slightly, straight down (it never slides sideways and shows where the sprite is cut off).
- Measured, a matched pair of light weapons deals about 9% more damage per second than one of them, and a heavier pair about 4% (the off arm feels the weight). That holds at any frame rate. In return you spend up to a quarter more fatigue per second and give up your shield. A light off-hand weapon (a dagger next to a longsword) is quicker but weaker overall.
- The same rules apply in duels, sieges and the open PvP zone.
Running hands
- Running with nothing in either hand shows your arms pumping in step with your stride (on the head bob's own rhythm), using Daggerfall's own fist-and-forearm frames. The arm always runs off the bottom of the screen; no floating hands.
- The arms keep running through a short hop, stay smooth when you stop and start again, and ease away when you ready a spell.
- Works with every mod switched off. A punch thrown mid-run shows at once.
Morrowind first-person arms
- The Morrowind arms do all of the above:
- both fists punch in turn, each with its own hand;
- a pair of weapons shows the left weapon in the left hand, swinging with its own blows - now on the game's own skeletons too (they have no left weapon bone, so one is made by mirroring the right); the arm not attacking dips slightly at the shoulder;
- the arms pump while you run empty-handed.
What's Changed
- TWO-HANDS: both fists, dual wielding and the running arms - sprite and Morrowind lanes, audited by @Lattymoy in #947
Full Changelog: app-v0.1.8924...app-v0.1.8940