Hey everyone!
I’ve got a fresh build of Reman Rampart for you—this time the mace’s normal-attack combo is fully rebuilt and ready for a test-drive.
Brand-new animations
I planned to “tweak the vanilla moves,” but the old swings were just too yee-yee-ass—so I scrapped everything and built 3 attacks from scratch.

Smoother rhythm
I slid the “press-the-button-for-the-next-hit” window on the 3rd swing a little earlier. Now you can hammer out 1-2-3-1-2-3 without the weird pause at the loop point. Because I only removed dead air, overall damage per second shouldn’t jump too high.

Shield used as a counterweight
My trademark is usually “shield up, play it safe.” This time I flipped the script: the shield is there to swing the body around, like you see in Dark Souls or other fantasy brawlers.
Why? In Oblivion the Dremora often wield maces bare-handed, and the mace itself already screams “aggressive.” Leaning into that attitude felt right for game readability.
I’ll take the same approach with war axes: big, bold, and brutal. Yes, real HEMA has clever defensive techniques for maces and axes—but here I’m treating each weapon like a character with its own personality. Entertainment first!
Try it now
Install the new build, grab a mace in-game, and let me know if the flow feels right!
I noticed a few Patrons left during the recent True-First-Person debug marathon. That’s totally fair—watching me wrestle obscure camera code isn’t everyone’s cup of tea! But if you’re reading this as a free follower, I’d love for you to hop back in, grab the new build, and tell me how it feels. Your feedback (and moral support) keeps the forge hot.
Thanks for sticking with me. Now crack some skulls with that shiny mace—and let me know how it swings!