Fixed an issue that caused it to not work for some players until they died and respawned (if you previously tried it and you didn’t see any change in your armorer bench - this was most likely the cause)
Made the UI display data in a more instant and responsive fashion
Added user-side ability to enable unsupported stations as well simply by renaming the station to have -aws anywhere in the station name (the modder support still remains, but this way you can force-enable stations whose authors haven’t implemented the compatibility method I previously offered)
Added armor penetration for weapons / harvest power for tools
Enabled the functionality (and implemented stats) for alchemy benches so that you can see what bonuses each potion grants before crafting
Enabled the functionality for the saddler table too, it just shows the default tags of whether a saddle is speed, maneuverability or defense oriented, but it can still be useful (was requested)
And another update the other day
Managed to find some real estate still to add those pesky “Strength / Agility weapon” tags on weapons in the blacksmith bench!
This mod is a must have. Even more since I noticed that with a T4 Bladesmith on your bench the damage bonus he / she gives to a weapon is added to its base damages. I didn’t try with other specialists t4 blacksmiths but it should be the same.
Though, I’d rather not at this point I think… what I would prefer is for them to bring this and some other small mods to consoles too.
Why? Because technically they had 5 years to do it and they didn’t… other modders also had as much time and they didn’t either.
And apparently there are still players who prefer obfuscated stats as a feature because survival game and all.
So then I come out of laziness and finally make it… it’s not even a year old, I might be slightly annoyed if they decided to put it in the game NOW after all that waiting lol.
Also they might not update it as they update the game (for example I just added heavy damage to weapons since AoW separates them, up to now they were identical. If it was basegame, I’m pretty sure Funcom would’ve forgotten about it for a while).
With that being said though, I obviously have zero control over that and it’s even in the devkit EULA that they can “steal” anything we make If they have such plans though, I just wish they would’ve done it sooner lol.
It now displays the stats of things in your inventory hand-crafting UI as well.
Also introduced a simple label for torches / temperature food where the values are not available, but the default UI just throws a tiny heat icon in the corner, which can be a bit misleading.
Since by default half the arrows are weapons while the other half are consumables, I added some exceptions to check them by tags so that they can all have a standardized display
That’s cool and all, but it truly bothers me that Funcom can’t be bothered to do this on their own. As a console user, it’s a total drag. I don’t like to have to craft armor to find out what it’s good for. I have to check wiki so I don’t waste materials, and even then, it’s not super easy to organize.