03/15/23 update for 1.1+: Prices are even more harsher and I think smithing is now much more balanced because items like the pugio which contained rare metals (but before v1.1 was very very cheap and ubiquitous), it is now very expensive and rare (1 pugio/tribesman throwing dagger is over $10k and theres usually only 1 or 2 of them in some settlements)
Even without mods, I am content with the price changes and I think this is now fixed! Yaay!
*1/4/23 Update!* Just returned to the game, and as of today, They've since overhauled the economy prices. Smithing is still definitely a huge moneymaker but its no longer game-breaking (for example: at smithing level 50, the "pointed falchion" was formerly $50k in May, 2022, and now it is only worth $8k. At level 300, its worth $12k). I think this was a very simple, yet elegant fix to the smithing price issues.
*Update* crafting items using the the "Pointed Falchion" blade needs to be nerfed: I just crafted it and it levelled me up from 50 to 90. Any item I craft with it becomes worth 50k+
As seen below, prices of 2-handled crafted weapons need rebalances. Same can be said for other smithable items. I like to make all of my party level smithing in order to increase output. But 50k (Using T4 or 5 craft items) for a sword from a lvl 20 smith is too much. I would recommend limiting higher Tier crafting items based on smithing level. I.E: T2 = lvl 20, T3 = lvl 30, T4 = lvl 40, T5 = lvl 50
What I find interesting is that higher or lower Tier already correlates to cost:
Below is a screenshot comparing The above weapon to another 2h sword that was crafted using only Tier 1 items, and it looks like the cost balance is already there, just needa lock Tiers to the level.
You could also create the possibility of failing to craft (and losing all associated mats) when you craft weapons based on how much higher the difficulty bar is over your smithing skill level, with a higher percent of failure scaling exponentially.
Hope this makes sense, I almost didnt want to continue my campaign because I might be tempted to mass produce T4/5 items and break the economy. But I'll self-limit myself for now.
Even without mods, I am content with the price changes and I think this is now fixed! Yaay!
*1/4/23 Update!* Just returned to the game, and as of today, They've since overhauled the economy prices. Smithing is still definitely a huge moneymaker but its no longer game-breaking (for example: at smithing level 50, the "pointed falchion" was formerly $50k in May, 2022, and now it is only worth $8k. At level 300, its worth $12k). I think this was a very simple, yet elegant fix to the smithing price issues.
*Update* crafting items using the the "Pointed Falchion" blade needs to be nerfed: I just crafted it and it levelled me up from 50 to 90. Any item I craft with it becomes worth 50k+
As seen below, prices of 2-handled crafted weapons need rebalances. Same can be said for other smithable items. I like to make all of my party level smithing in order to increase output. But 50k (Using T4 or 5 craft items) for a sword from a lvl 20 smith is too much. I would recommend limiting higher Tier crafting items based on smithing level. I.E: T2 = lvl 20, T3 = lvl 30, T4 = lvl 40, T5 = lvl 50
What I find interesting is that higher or lower Tier already correlates to cost:
Below is a screenshot comparing The above weapon to another 2h sword that was crafted using only Tier 1 items, and it looks like the cost balance is already there, just needa lock Tiers to the level.
You could also create the possibility of failing to craft (and losing all associated mats) when you craft weapons based on how much higher the difficulty bar is over your smithing skill level, with a higher percent of failure scaling exponentially.
Hope this makes sense, I almost didnt want to continue my campaign because I might be tempted to mass produce T4/5 items and break the economy. But I'll self-limit myself for now.
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