#Combat Overhaul
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Took half an hour to an hour to adjust this one loading animation to tp (with some code fixes in CO in the process)...
you're cooking so hard rn
Looks 10/10!
Maltiez can you please add a config lib setting so that when you right click with a parry weapon it prioritizes vanilla behavior? So I don't need to hold alt when holding my sword and instead I just can't parry if I'm looking at a door or something
Cant, no idea how to implement it
oops forgot to report something else
i don't imagine this gigantic durability difference is intended
it is intended?
no
LAWD dude the third person animations are gigantic
this last update released 2 hours ago ain't working with this old server i have
i have the backup so it's fine, sorry if it's me being stoopid but it's 5am so imma ๐
plot twist, prolly is
make sure you dont have duplicate archives in mods folder
Yeah, i did delete it but it's still showing up there
i'll figure it out later on, thanks thanks
Reworked a crossbow animation and then discovered that I haven't copied it into an asset, now need to do it again...
I see the arrow video as I'm new to this forum page- I just wanted to ask some clarifying questions.
Is the arrow overhaul that, instead of firing to a random angle around the crosshair, every bow is now 100% accurate but instead makes the crosshair wobble around with varying degrees of intensity based on its inaccuracy factor?
B/c that's a serious upgrade in my opinion over the previous mechanics, makes it possible to actually shoot things from a small distance with the low tier bows.
Also, are bows dead-accurate if you release exactly when it's ready to fire? Or is there a prewobble
Try it out
I will, is there a way to jump to the top of the forum? I saw a link there that I'm fairly certain was for the download link
There are 5k messages, I dont think you want read them all, also nothing special in first post
Ok I'll give it a whirl later today ๐
Also did you give the ancient maces a durability buff
Apparently they're a rare spawn in ruins with a basement/underground section. They spawn propped up against a wall and have a pale green flanged head.
Ruined weapons are untouched
But they have like 11 health for being the only vanilla iron-tier weapon with extended range and match the iron sword in damage I think.
I see ok
It'd be nice to see them having like a refurbishing mechanic like blackguard/forlorn hope armor.
Does anyone know why I dont have any animations when swinging the weapons? I hear the sound, but nothing happens and cant damage any creatures. I have combat overhaul, armory, and firearms installed
send client-main logs
probably restarting the game
yeah, I figured that just reloading mods wouldnt cut it
but holy shit this mod is awesome
If you really want to, Ctrl+F, filter by oldest
When we getting a saber? this looks so dope
pfffffft a nightmare drifter just did 21 blunt damage to me through my forlorn plate helmet + chainmail + leather jerkin lmao
If Swords supported CO then we'd have the saber from that mod
gotta get gambeson for that blunt protection
Yeah, Jerkin simply won't cut it for Eldritch horrors
Geared up for the RA
Still need to make bread and med items, but the armor and weapons are finished
Get that Hp up
Fruit and vegetables struggle to grow in my climate
It's meant for bronze gear now, so I should be alright
Actually, I should start eating the honey I have. I've got like 2 barrels full of it
in vanilla combat there's knockback when you hit a drifter with a falx. Will you add knockback to CO?
it's not a lot of knockback
I'm curious, are there supposed to be third person attack animations for multiplayer?
Just placeholder ones
friend has full iron plate armor w leather jerkin and is still losing over half his health to drifter rocks
that doesnt make any sense
Hat's off to you for your work on this, Maltiez. Really starting to get into playing around with things as 1.20 stable draws nearer, and am thoroughly enjoying it.
I know folks are hounding you over bugs and balancing issues, but hope you take it in stride and see it through. This is a stellar tool for bringing immersive combat mechanics to the game.
Drifters' rocks deal 1 damage, has 0 damage tier and fully blocked by any armor with blunt protection.
I spend a ton of time implementing tp animations, and you say they arent there? Update to latest version.
falx should have negative knockback, imo.
Also need to adjust knockback values cause for some reason I dont see it working
Test them, I'm not sure anymore. Works on my machine
I didn't update to the newest version yet, i was gonna save fiddling with updates for a bit after the RA lol
the spanish rodelaros countered pike formations with shields and swords, acting as the shock infantry element of the recio, used once the push of pike has begun to break through the hedge of pikes tho.
so cool
@fallow surge i'm trying to fight the immobilized eidolon in the RA with an iron greatsword, but for some reason the vast majority of my attacks do 0 damage and make a dull "thud" sound
it still flashes red so I know I'm hitting it but only like 1/10 attacks actually do damage, which is also denoted with a different noise
I had noticed a similar thing with bells where most of my attacks were making dull "thud" sounds instead of the normal sound when hitting them and it took a ton of hits to kill (almost 40 hits with a mace) but I thought it was just the bell being weirdly tanky
i'm assuming this is from the locational damage thing? I think the weakspot on the eidolon is way too strict >_<
Any weapon that slashes instead of stabs almost always hits the edge of the eidolon first, so trying to use the greatsword is incredibly difficult because the only attack that reliably hits the weakpoint (and by "reliably" i mean about half the time) is the thrust and that's a bit awkward to pull off consistently while trying to dodge everything else
I think hits against parts of the body that aren't the weakspot should still do some damage, just reduced. The majority of my attacks with the greatsword doing literally 0 damage and getting that dull "thud" sound of an attack being blocked feels exceptionally bad.
updating fixed it, thanks!
Hello @fallow surge, would be possible to add the possibility to automaticly place a new log from inventory after char split it with an axe? Anyway, thank you for the love, time and work you put in your mods. Great job!
Using 0.0.132 of CO and this update seems to have broken my ability to hit targets with a bow (recurve with Cu arrows). Shooting 5 times at a chicken, 4 went through it to strike the tree behind it, none registered a hit. Any thoughts would be appreciated.
there's "hitboxes" for parts of the weapon too. gotta make sure you're hitting it with the right parts. there's also damage resistance for certain types of damage
basically: don't attack too close, else you'll be hitting the eidolon with the handle or something
would like a system where you can lock your attack direction with stuff like the quarterstaff so you dont have to fiddle with the camera to get the type of swing you want, other than that, everything is awesome
Reproduce and send client-main logs
it might be this mod causing you to prune bushes when you harvest them with your fist?
no
Reproduce... You mean the steps to reproduce? Get a recurve bow and copper arrows (I think any arrows will do, really), find an animal (I used both a rabbit and a chicken in my test), aim and shoot. Arrows go through the animal (I can see it when I'm close enough) and no "ding" goes off.
client-main logs... here you go. ;2)
how close are you to the animal when you shoot?
I'm testing from a few blocks away and it's hitting
I was about 8-10 blocks away (crouching position). I'll get in my server in a few moments and confirm I can still reproduce. Other weird things have been going on in it so I'm playing triage.
I'm having trouble reproducing this in singleplayer: https://imgur.com/a/ccDfihH
I could see it being a server issue though
does it happen to you in singleplayer?
Given all the strange cr@p I've seen on mine lately, I won't deny that. ;2)
I haven't tested in singleplayer... not that much time on my hands right now
I will work on eidolon more, right now yeah you have to use stub attacks
Is the collision for the greataxe only on the actual axe head? So you have to make sure the head hits and not the haft?
Seems I can hit now... the gods favor me again, it seems. ๐คทโโ๏ธ
ok it might be a skill issue on my part but hitting a bell with an arquebus is really hard now
because you can't hit the bell part of it, that does zero damage
I do love the balancing quirk that firearms do blunt damage so they're useful against late-game enemies with lots of piercing resistance
also I think drifter damage needs to be rebalanced. I received 20 hp of damage from a corrupt drifter while wearing vanilla steel scale armor
can you show the dmg log?
my friend was experiencing the same shit
sure
you know what? I'm gonna test this wtih a few sets of armor based on what I think is reasonable
and a few types of drifters
ok I did some testing and am finding that in some cases I receive the same damage regardless of if I'm wearing armor:
in this case I took 10 damage from the corrupt drifter without armor and 10 damage with bronze lamellar
now let me try a stronger armor
their melee attack does piercing?
hey that might be why chain + brigandine wasn't helping
ok so I just had a very strange thing happen: I was wearing steel plate armor and getting hit by a corrupt drifter, and sometimes all damage is absorbed while sometimes none of it is absorbed
notice how all the piercing damage is getting absorbed
but then randomly he deals blunt damage instead of piercing damage and I receive 7.5 damage
reminder: this is STEEL PLATE ARMOR, the vanilla kind.
and I received 7.5 damage from a corrupt drifter's attack randomly
now let me experiment with CO armor
yep, happened again:
this time with this armor:
the location of the hits is not the problem as you see no durability loss to anything but the torso
and the logs say torso
I tried it with a tainted drifter and none of its hits hit
now nightmare time
yep, nightmare was able to do 7 damage to me by hitting a part covered by armor:
and my leg armor still took durability
so yes something is clearly broken here
have you tried using gambeson to counter the blunt damage?
i'm not sure but i think greaves dont have a lot of blunt armor
it has only 4 blunt
my problem is that I'm receiving the same damage values with blunt attacks when I'm wearing metal armor
see here: this was before and after putting on tin bronze brigandine
actually it's even worse in that example because that was piercing damage
i think your armor was to low so the mob (higher damage tier) ignored it
i think a corrupt drifter has enought tiers to ignore the piercing protection of the bronze brigantine
why should it just ignore all armor though? in vanilla armor gives you some amount of flat damage reduction
try iron plate + jerkin
my friend was somehow losing half his health to some sort of drifter attack with that
this is CO iron plate right?
yes
the enemy tier matters a lot
he doesnt remember but he has been swearing up and down that something is broken with CO because there is some attack edge case that keeps taking half his health in one hit even with that armor
use steel plate + chain + tailored gambeson and test
i believe you would take close to no damage
it might be the flat 7.5 piercing damage but idk what attack that is. he thought it was a rock that was doing it
yes
does the eidolon have special resistances? were doing chip damage to it with iron weapons
im assuming we might need hammers
I'm having trouble replicating the flat 7.5 blunt
but I know it exists somewher
he took 10 blunt damage (tier 3) from a corrupt drifter
2.5 of that was negated by the armor (i believe it was a bronze brigantine that has blunt: 1)
took 7.5 damage
which attack does 10 blunt though?
seems correct to me
I can't get him to replicate it
a corrupt drifter punch i believe
based on your print
I believe he set it up like the spears where hitting with the handle will do negligible damage
Gambeson under armor will have the biggest effect on blunt damage. Just for comparison, steel plate gives the same blunt damage protection as a standard gambeson
is there a way to get blunt protection pre-leather? in vanilla, you can craft lamellar armor with just pelts, and those work alright. With CO it doesn't seem like you can really get blunt protection unless you make jerkin or gambeson though.
You're right about some strangeness there though
(I consider gambeson harder than leather to obtain)
Lamellar armor has jerkin level blunt protection
ah ok
Can you take damage from slashing weapons when you're wearing chainmail?
Player receives 5.2 blunt danage to right leg
Lost 5.25 hp by a nightmare drifter
yeahhhh something's off here
he has long arms ๐
yesterday i took damage to my hands and got killed, it is the only part of armor that i never use
sadly sometimes we get unlucky
alright so I don't really know how to argue about the blunt stuff. However, I do think the damage tier stuff in CO is messed up. Here's me taking the exact same damage with or without tin bronze lamellar:
I understand that the lamellar shouldn't protect you super well because it's a tier below, but should it really just not protect you at all?
like the idea that a player encounters a tainted drifter with bronze armor isn't exactly that insane
I guess they'd have to be insane to make bronze armor if it just doesn't work
how is a corrupt drifter still able to do 15 blunt to the face with all this on
a crawling one, while im standing nonetheless
i'm not totally sure, but i believe it is like this:
damage tier 1 - armor tier 1 = good protection
damage tier 2 - armor tier 1 = decent protection
damage tier 3 - armor tier 1 = bad protection
damage tier 4 - armor tier 1 = practically no protection
and this pattern works generally (keep in mind that this are just examples and i don't remember exactly the scale of this, somewhere exists a chart about it)
i agree
but i think it is more of a swarm problem
i think it is decent to fight a tainted drifter with bronze armor
well it's clearly not. Tainted drifter is tier 3 and bronze is tier 2 right? That should be decent protection, not NO protection
but when you are caving and get 8 enemys it is really subpar protection
depends on the armor you are using
bronze plate is better for piercing
brigantine for cheap slash protection
neither of those are accessible early game due to lack of helve hammer
the tier is the value after the tipe of protection
and also needing leather
so bronze brigandine has tier 1 blunt
and in vanilla lamellar bronze still has tier 2
i forged my bronze plate armor
I mean I'ev done it before too
i think it was quite easy to make
when I say accessable I don't mean possible
I totally agree that chain and plate should be more effective than lamellar. However, I still think lamellar should be a viable option for caving for earlier game players.
like imagine someone not knowing about this and spending like 20 bronze to make lamellar only for it to literally not protect them at all
i get it
sorry, 19 bronze
thats one of the reasons i suggested to make a handbook page about the armors and their price
but to be fair i dont think a new player would use CO
a server might have it
fair point
again, neither do I
I don't use it either normally
because in vanilla, the armor tier system is also broken
I just kinda wish CO would fix the armor tier system rather than making it even more broken
but i think someone who started playing and jumped in a server propably would have a friend (mentor)
and I cannot justify to myself why bronze lamellar armor should just not protect you at all from a tainted drifter
I honestly wish I could viably use bronze armor instead of needing to avoid metal armor at all until I get to steel basically
it looks cool
makes me feel like a fuckin cuman
aaaaaaaaanyways all this is just gonna make maltiez have to scroll even further to see the actual logs
I rest my case
they look cool
i use plate+ tailored gambeson
it works well
killed a lot of bells with this armor
died multiple times to saw locusts
but they do slashing damage
and are high tier
so i think it is fair
sawblades should absolutely turn you into spaghetti, I'm not arguing against that
@mighty nacelle i use this combination in the early game
it is good enough to go caving
@fallow surge i don't know if it is up to you, but the pauldrons get a little strange when stored on a armor stand
the main thing i've learned from playing and looking at the damage tables is that gambeson is basically mandatory for drifters with their blunt damage.
If I had one balance quibble, I think tailored gambeson is too mandatory and jerkin's too bad, that 2 bash defense is basically nothing. You're either combining it with plate which has 3-4 bash protection or something like scale or chainmail that has literally none 
the way the scaling works 3 bash defense literally won't affect the damage from even tainted drifters (or higher) for instance, so if you're rocking something like scale + jerkin or just iron plate and any drifter that isn't just a surface or deep drifter punches you it won't help at all (but at least the rocks will hurt less)
There's a lot of options for metal armor for pierce and slash defense but for blunt defense it's tailored gambeson or bust, especially since tailored gambeson has a whopping 8 bash protection compared to regular gambeson's 4 and jerkin's 2
IMO
I think tailored gambeson shouldn't be so much better than regular gambeson and also should be lowered a bit. I think tailored and regular gambeson should have similar bash defense - I think 6 as the middle ground - works better and tailored just having lower debuffs, so that you don't need to have a tailor/play with a friend as a tailor just to have access to the Only Good Bash Armor, tailored is just better fitting so lower debuffs (not 0 debuffs like vanilla tho)
I also think Jerkin needs a buff, 2 bash defense is basically worth very little or nothing most of the time except against drifter rocks which aren't much of a threat to begin with. Especially since its debuffs are pretty high for how little protection it provides. I think Jerkin should either get a buff to its bash resistance - around 4 like current regular gambeson - or have its penalties lower (or, hell, even both at once) so it's an actual viable alternative to gambeson instead of just "the really shitty underarmor you wear before you can make gambeson," especially since the leather is in pretty high demand otherwise and IRL leather jerkin was used under armor in place of gambesons/aketons at times, so it must've been reasonably effective or people wouldn't've used it. 
I also think to go with the overall lowering of max bash resistance from gambeson/tailored gambeson, most of the metal armors should gain a point or two of bash resistance as well instead of most of them having 0. Even without an underlayer something like scale or chain would dissipate the impact of a thrown rock somewhat and this combined with jerkin getting a buff would make it a bit more feasible to have some bash defense if you're lacking flax instead of just getting dunked on by every blunt enemy until your first flax harvest (and that's assuming it doesn't go to a sailboat or windmill).
why not reduce the blunt damage of these enemies? Like drifters aren't very big. I get that they have super sharp spines, but are their punches really strong enough to nearly kill me through a plate of steel?
I don't think the formula needs to be changed - i think it's reasonable for a mid-to-high tier drifter's punches or the eidolon's rock to do full damage if you're only wearing like bronze armor or scale or something and no padded underlayer, I just don't think bash armor should be solely relegated to Only Tailored Gambeson while regular gambeson is mid at best and jerkin+plate is close to useless for anything but rocks.
nah i like them doing high blunt damage, especially since there's otherwise a lack of high bash damag enemies aside from literally just moose
All the other very dangerous enemies usually do slash or pierce so there needs to be some high-damage blunt enemy that isn't just the eidolon
Also they're nightmare creatures, they have weird nightmare strength I guess
it's like getting punched by the dark souls mushrooms lol
drifters attack in swarms though, does it really make sense for each individual drifter to have that bad of a punch?
like if you encounter a tainted drifter it's probably in a group of other drifters too
well it's usually only the high tier drifters that hit that hard and I'd hardly say nightmare/double headed drifters attack "in swarms"
nightmare and double headeds sure
tainted drifters aren't that high damage and most of the time if there's a lot of drifters there's usually a gaggle of the mid/low tier ones
if my suggestion gets accepted and metal armors gain about two points of bash resistance then the 6 bash protection of steel plate even without an underlayer would be enough to reduce corrupted drifter punches by half and tainted to 1/3rd while deep and surface drifter damage becomes basically negligible
And if jerkin gets a buff (I do think wearing an underlayer of some kind should be basically mandatory, I just don't think it should only be tailored gambeson that's worth using) the damage will be reduced a lot more even if all you have is jerkin and like bronze whatever
bronze lamellar taking all 3 slots while only having 3/3/2 defense kinda hurts tho, better off just using scale...
Honestly I like all of your ideas Aerin_A and I think the logic is sound enough that Ill be doing that for my own personal game with the mod. i think these stats are just editable in a .json anyway
Fun caveat from personal experience: you really can skimp out on blunt armor if you're confident in your ability to dodge drifter melee attacks. For the longest time I was rocking just iron scale with no underlayer and despite having literally 0 bash defense it worked pretty well because the only thing that hit me were the faster enemies like sawblades or shivers or ranged bowtorn that do slash or pierce instead.
I only got punished for my hubris when fighting the eidolon and found out its boulder throw hurts quite a lot and my jerkin provided basically 0 protection
would be nice if the eidolon could be harmed all over its body not just the eye
seems really unintuitive given most weapons its weak against do broad swings
yeah i got really punished trying to use a greatsword against him because it was difficult to only thrust while also running around, but thankfully i brought a blackguard shortsword so i could stab it repeatedly and block the boulder with a shield
but Malteiz said he was gonna work on the eidolon after I earlier complained about that exact same thing lol
the best way to fight it is using weapons from the ruins
because they ignore the resistances
I think that's only because CO doesn't touch them lol
Yes if the mod makes fighting the eidolon harder, circumventing the mod entirely would make it easier lol
My suggestion for malteiz was to make it so "sourspot" hits against the eidolon still did damage, just reduced instead of literally 0
i had to test it after me and my friends got wiped 3 times (we beat it unmodded before)
after testing, seems like throwing iron spears is actually strongest
after dying like 5 times against the eidolon in CO, i tested fighting it in vanilla and won first try (with a commoner instead of my main blackguard no less) because the weakspot mechanic really does amp up the difficulty of the fight.
which really ignores the whole 5 pierce resistance thing
I think I like the fight being a bit harder personally, the vanilla version was a bit too easy. At least, once I learned I could jump over the slam attack lol
it would be fine if the slam didnt drop boulders or if the eidolon didnt have 500hp making it an attrition battle more than skill check
I like the slam dropping boulders 
it does 12hp damage with its attacks
it mostly just turns it into "jump to the side" instead of "jump in place" but i like it making you stay mobile
well base game
tbf half of the reason i was having a hard time with the eidolon was because of my complete lack of bash defense and getting bouldered so it was partly my fault
but it did make it clear how useless jerkin is
i always felt like eidolon should be balanced around tin bronze tech
I mean a shield makes the boulders a lot easier to deal with lol
yeah but the room is not illuminated
especially the large shields so you don't have to time a parry
Hm? It was for me.
It's not bright but there was enough blue light to see by when I fought him.
maybe we got unlucky
did you remember to keep the boiler fed with coal
also to be even fairer gambeson makes the fight a lot easier and gambeson is technically stone age lol
you can easily get a full suit of gambeson before going to the archives if you don't rush like i did 
anyway i hope this doesn't come off as whiny or hostile, i love the mod, i'm just tryna share feedback 
so are blunt weapons the best to go caving with now?
seems like it counters both drifters and locusts
Monsters are weak to blunt and wildlife are weak to pierce, slash is a middleground and tends to have other benefits like blocking/parrying
Notably if your weapon's attack tier is higher than the enemy's protection you do full damage so if you're using steel you can basically use whatever lol
here's an idea: an improved leather jerkin made out of sturdy leather
sturdy leather is steel age and this could give you a good late-game underlay that provides high blunt resist
Like a post-gambeson option?
Oh... Thats a lot of messages... Will go through them later.
There is spreadsheet of how players armor affects received damage, suggest your own values. You can copy CO spread sheet and experiment with it.
Hi sorry we yapped a lot lol
#1260976245374582886 message
I put some suggestions for armor balance here if you want to read them 
Or if you want to tell me my ideas are dumb, that's valid too 
I like Aerin's suggestions but I also personally think that this chart has too many 100%s. Imo any attack where (attack_tier - armor_tier) <= 2 should not be 100% damage.
And this could be maybe accomplished by adding in some small flat damage reductions like in vanilla
The idea is that some amount of armor is better than nothing
there is 4 things capable of dealing blunt, 2 animals, basic drifter & boss
you can 100% ignore skin layer and you wont feel much difference
Not true, we found that higher level drifters sometimes do a lot of blunt damage
All drifters has attack with blunt damage
Left fist attack does blunt damage
I still love that
I love the vibes of the small drifter doing a left jab that sends you flying and does a lot of damage even through armor
Dark souls 1 mushroom vibes, as previously stated lol
Also drifters are one of the few enemies with actually reasonably slow and telegraphed attacks so parrying it is totally doable, assuming you don't just like dodge it
I slowed down their vanilla attack animations and added new one. It seems I need to do the same with all entities...
Don't overwork yourself 
I wish CO will be in a playable state before 1.20 release (which is veeeeery soon) and I wont have a ton of negative feedback
Some thoughts on armor rebalancing:
I like the instead blunt resistance for metal armor across the board and the jerkin/ regular gambeson buffs 
Though i have to ask why does tailored linen need to be so much stronger
How usually players gets tailored linen?
Tailor exclusive or just disabling class exclusive recipes
Is it the same cost of sewn?
I think technically you can get them without tailor but sewing kits are very rare in loot and occasionally sold by traders so it'd be very rng
Yes it's about 20-ish linen either way
afaik the tailored one costs more
I think it's 16 cloth and 3 sewing kits for a full set of tailored gambeson + 4 twine (so 20 linen's worth total)
And regular gambeson is very close in cost, maybe one or two linen less
Generally if people aren't playing with class exclusive recipes or have one tailor in their group they're always gonna make tailored, while if they are playing with class exclusive recipes and aren't tailor they're locked out of the by far best blunt armor
I guess tailored technically costs like 20 more sticks but who cares lol
Plain cloth is just a linen square + stick and sewing kits are 4 flax twine + stick 
it requires additional steps and resources
If you don't care about dyeing the cloth tailored gambeson requires basically no more time or resources to make aside from the sticks
regular gamboised set is 10 linen + 10 twines
tailored set is 16 cloth (16 linen + 16 sticks if not dyed) + 3 twines + 3 sewing kits (12 twines + 3 sticks)
if I counted correctly - though I guess it doesn't make much difference since flax is easy to get
but sewing kits aren't
Eh? I just looked at the wiki and regular gambeson was 16 linen squares... and 4 twine
I highly disagree, flax is the one major resource that's largely time-gated
I've just fired up VS with CO on
Ah fair enough
you get a lot from drifters, and even more from ruins
One fiber every 5th drifter is "a lot"? 
I'd say it's every 2nd
yeah not getting much from them i'm afraid, they're scrooge in my game
go deeper in a cave - regular surface drifters are too broke ๐
yeah i'll do that when i graduate from lamelar wood ๐
at least i got myself a tower shield
that's help
if you don't let them hit you, then you don't need armor ๐
yeah unfortunatly drifters are the least of our worries now
have to be careful not getting nailed by a rod or munched by thoses creepy crawlies
How hard in general is to make sturdy leather?
How far away it is in players progression?
I'd say it's ridiculously hard when compared to what it provides - it's the very end of "technology", cause you need steel
I saw that in the addition of spears you can craft pikes
damage wise they seems to be the same thing
one can be handled with one or both hands and the other is only two handed but that's it in term of comparison
is there any upside to a pike vs a spear ?
Reach
aaaaaah that's makes sense thx
Am i correct in assuming that the way you handle spears (adjusting it in your hand) means that you can hit further but at the same time can't hit something really close ?
had this little incident with a wolf getting too close so now i have a close range weapon in case it's too close to hit
yes
yeah it'll take practice to nail all the intricates part of this system
feels rewarding in the long run to see you don't "suck" at engaging like in the early stage
Released tweaks to the armor.
hi got an instant crash while loading a test world, and a new one
Send client-main and server-main logs
alright will test right away thx
loaded in fine this time
A little question on the side, when i use Xskills together with this mod it seems to prevent the new pickaxe animation from working yet all other animation including the axe works fine
any idea where it might come from ?
If xskills changes vanilla class, then it will break pickaxe animations.
mmmmmh and it doesn't mess with the axe ones
by changing vanilla class you don't mean , blackguard and hunter and so on right ?
I mean in C# sense of class
alright, yeah might be a tussle then to figure out
Better to address it to xandu cause I have my mod's code in open access, he does not, so he can just look into my code, but I need to fiddle with decompilers.
Alright, will do thanks for the input
I made all of my iron armor by hand. The crafting requirements have been reduced a lot
Do you want me to show how to work with CO animations?
the roughest thing is making helmets
the smithing for helmets is pretty time intensive compared to just having 2 helve hammers slam away at plates
persoanlly i avoid making any armor that isnt plate or chain based for time sake
I'm busy right now but I could in a couple of hours, it's that ok to you?
Yeah, ok
Server crash and say this:
System.Exception: Error while getting stats for item 'armory:pike-plain-tinbronze' on server side: Object reference not set to an instance of an object.
at CombatOverhaul.Implementations.MeleeWeaponServer..ctor(ICoreServerAPI api, Item item) in D:\Projects\VintageStory\CombatOverhaul\source\Implementations\MeleeWeapon.cs:line 1221
Update game, CO and Armory to latest versions
I'm available now
I gtg, will be back tomorrow
Any idea why am I getting just a general dmg info instead of any specific type (piercing. blunt, slashing)? Tbh it's always been like that. I'm not using any combat mods other than CO.
might be a config setting
I think it's all default?
ah
so this is intended behavior?
You just Smith like 3 plates and stack them. After that you can just split material near the rim and hammer them up the sides. If you have a metal reclamation mod you can get a lot of it back
Xskills has limited compatibility with this mod
Hold Alt to interact with environment while holding weapons
i think this behavior should be inverted, or at least come up with another solution
i've had to explain it to multiple friends, and i still catch myself struggling to remember to hold alt just so i can open a door
minecraft "solved" this problem by making block interactions take priority over item interactions
this is especially annoying when using shields
Tainted drifter cant do any damage to me... I guess I buffed armor too much
Corrupt too
Same for nightmare (he can only damage legs)
flat damage reduction is applied after fraction one, may be I should do it the other way round
i was having the oppsite problem
every now and then they would get a hit that just does full damage for seemingly no reason
Update to latest version
gotcha
so the 15hp face hits thru iron plate helmets were a bug?
what was causing it?
Blunt attack tier higher or equal to armor tier
The reduction was 0
btw how does their bodypart selection work when they attack? is it random or is it based on a hitbox like our attacks are
gotcha
idk if this is fixable but it doesnt seem right that a crawling drifter is able to hit your face with a melee
Should not be able to... Unless it is far away enough so angle is small enough.
ill do more tests
I'm surprised you can still move
Iron plate+ Iron chain is enough to reduce the most dangerous enemies to 1,2-1.5dmg
[Bellhead/silt shivers]
Its very strong,
but on other side, there is scale & brigadine that are not really worth using with how the system currently works, same with that leather jerkin
Plate has serious pentalies, but lighter armor is not that far off
in fact, VS has already solved this problem with food. if you're eating a stack of food (holding right-click) and you end up targeting something like a door, it'll interact w/ the door before it'll continue to eat the food
tbh, removing middle layer would make balancing a lot easier
Cant implement it, dont use vanilla way of capturing inputs, doing it before vanilla, so cant detect if there is a vanilla interaction
might be a bug but you can still throw javelins while shielding
Please stop over exaggerating all things all the time. I find shields perfectly usable, same as all the armor. Such feedback is not helpful.
not to be annoying, but whats the use-case of scale armor
Low tier enemies are not really a threat even without armor & even steel scale wont do much against higher tier enemies
& pentaly wise is as bad as wearing plate armor which alone has higher stats than scale
Another question that intrest me,
Whats the usecase/balance of maces?
They have the same dmg&attack speed as clubs when using them in one hand.
They cant be used with both hands unlike club
And are more expensive than club
They have faster attack speed than clubs when used in 1 hand
is it any meaningfull % or less than 5?
From what i was testing in some primitive setup, [walking with no armor/buffs certain distance in my base/across the room] they were same with around 13 swings each
with damage reduction having both % and flat in the same system does have dramatically different effects based on which is applied first. Modded fallout NV (which I have played a lot) does this and having % before flat gives a much more binary system, armor will usually hard stop damage until it is too great and then let through a lot. With flat before % you still get the nice effect of small damage being completely blocked but also have a more gradual passthrough for higher damage numbers.
something that might be usefull for users of this mod, some bonuses like somewhat recent attack speed bonus for quarterstaff for clockworks doesnt work on older world until redoing .charsel
Idk how else to describe it though. The current interaction pathway feels bad enough to me to the point that I don't even want to bother using shields, as I'd rather dedicate a spot on my hotbar to them 100% of the time and only equip it when necessary (just to avoid needing to press the alt key to interact with stuff).
Like, is there a functional workaround? Is it playable? Sure. But it feels really bad (in my opinion!!)
but if it's something that can't be fixed... then...
oh well i guess
my friend also agrees with everything cat said
he doesnt like using shields with the current interaction priority; he thinks minecraft had it down and this is a step backwards
but if its impossible to change with how the mod is coded or how the game's modding APIs are then i guess its whatever
some mobs like bighorn sheeps or shives can sprint into you and just ignore that shield even when facing them directly
they work great for checking on boars/pigs
Scale has lower penalties than plate though, and is cheap to craft
And maces are noticeably faster in one hand than clubs are in one hand
Sadly one thing I've learned from doing some hobby development is that people love hyperbole >w>
I try to avoid it but even I'm not immune
I just did a test with a friend and I can confirm that the 3rd person animations work in multiplayer.
what you said is 100% true in vanillia
It is in game in CO too i don't think the spreadsheet is updated
Or was true, maltiez has been trying to rebalance armor
Maybe it changed again but worth comparing ingame on the most recent version
I can't check rn cuz I'm on phone
You were right
Scale is has half the pentalies of of plate armor.
ye
In game, brigadine & plate have the same pentalies
Yes I'm pretty sure brigandine is meant to be cheaper/ easier to make but weaker version of plate
Quite hard balancing armor, there are many factors that comes into play to make it fair/rewarding
Luck is one part of it, will you stumble on enough bronze materials early or even struck iron, then again to make iron you'll have to find or make fire clay, which can take time
to get iron you'll have to deep dive into the ground to get it, process it, then forge the blooms and finaly maker those armor parts. Is it enough work to feel safe from corrupt drifters or not.
Safe to say that "monsters" should still do chip damage when you're well protected against them i think. You're still getting bruised if some eldritch horror punch you in the stomach.
Did a multiplayer battle on a server with this mod, it was fun, and very chaotic. Very fluid too
what weapons and armor did you use?
I'm curious what combo leads to the most interesting fights without one side having a significant advantage
Actually I can do so you will block with shield and do vanilla actions at the same time
Somehow I learned to use Alt with a shield in offhand but now its much, much, much better. Thank you ๐
Yippee!!!
i just got used to using alt as well its not all that bad
maybe theres a context sensitive right click
There is setting in config to revert to using alt
when i learned that you can lean spears bows and such on a wall with alt i had a waay higher opinion of the mod
and then i read the documentation
and it said everything was alt key basically
its a great mod honestly,
youre kind of taking on a task that tyron said in an interview was not high priority
I heard some rumors about making combat overhaul and not only spear expansion compatible?
I know nothing about it. I wont work on it.
damn
Some of us had short swords and shields, most of us were using short swords and shields or short swords without shields. At first we were within spear range, but when it got too close we got swords out
CO is causing issues with in world chopping developed by in dappled grove
the "strong back" perk of xskills seems to cause problems w/ Combat Overhaul. not sure if its an xskills problem or a CO problem
i think its impossible for these mods to be compatible
they affect too many of the same classes
I am almost certain it could be patched.
Report it to XSkills, should be solved on their end
Turn this feature off in settings, probably need to turn off axe animations in setting too
@fallow surge
Hi,
Here a first translation for exoskeletons_0.0.5 as discussed.
@fallow surge
Hi,
Here a first translation for armory_0.0.46 as discussed.
@fallow surge
Hi,
Here a first translation for combatoverhaul_0.0.136 as discussed.
Please let me know, if you receive any feedback regarding the quality of the tranylations so I knwo that I have to make better next time ๐
I will try to prepare the other translations witin this week, but I can not guarantee this.
ok
Lore-wise i operate under the assumption the seraph either has some conglomerate memories from many people, or they were taught/learned all they know before they were turned into seraphs.
In other words I'm pretty sure they're not figuring everything out as they go, they knew how to make cementation furnaces going in
Anywho uh whassat gotta do with Combat Overhaul
Czech translation for:
Crossbows 0.5.16
Czech translation for:
Exoskeleton 0.0.5
Updated Czech translation for:
Combat Overhaul 0.0.134
Updated Czech translation for:
Armory 0.0.44
i don't remember if there's a pt-br translation for your mods yet, maltiez. if there isn't would you like me to do it?
That's kind of the ideal way of using them anyways though, they give you a hunger penalty when worn, and the heavy versions make you walk slower
That is inaccurate. Scale head armor isn't even craftable in CO
https://www.youtube.com/watch?v=gURxTEH57Rk&pp=ygUYZGVxdWl0ZW0gc3BlYXIgbG9uZ3N3b3Jk
Kinda like this? ๐คฃ
My friend Stefan use a kit of an medival russian mercanary of the 14th century. For safty reasons he used a modern fencing mask. The helmet of his kit has an open face :/
My knight armor is a set of the 1450s.
In the hole sparring he was abel to got me 2 times in some gabs of my armor. I was abel to hurt him way more than 10 times.
Mein Patreo...
There's a challenge called "Cavemen to Cosmos" that you can probably find by hitting control+f in this server. It forbids you from doing many things until you reach certain milestones
I'm sorry but what did you do to Bells? I just went into the resonance archives and hit a bell 50 times with a 1 handed polehammer and it did not die. What the fuck dude?
Hit the body not the bell
I did, the bell part was inside a bookshelf due to the "ringing" animation
The black part is what i was able to hit, the bellhead was inside the bookshelf
Dunno, just tested, dies just fine
Very weird, maybe the game didnt register the hits properly
It did flash red with each hit
Where do you have to hit the eidolon to deal damage to it??
Glowing parts or hands
Alright then
His hands can't be hit and his eye is not taking damage
1.20RC8
You can hit them, or they receive no damage?
I cannot hit the hands at all as if they had no hitbox
The eye itself can be hit but receives 0 damage from my 2 handed steel polehammer
Relogging to test if that does anything
It probably will fix it...
0 dmg
Do you hear sound of hitting it?
Shoulders can be hit and take damage
While hitting the eye? Yes, a woody thunk
Hands have no hit indicator and when swung at do not get hit at all
Send also client-debug
Shoulder works fine
Strange, looks like some collider types were shifted
That likely affected the bell aswell then
Ok this is at least something. Previously I had no info about this bug
Yeah
Have you relogged into world without restarting the game before it?
Happy to help, i really like this mod but these two occurences really soured the moment lol
This current relog was without closing the game, I will now try a full restart of the game
Before you encoutnered the bug, have you relogged without restarting?
No, this was the first boot up of the day before then
Ok, hm. Will investigate. Restarting the game should fix it for now.
After a full restart the problem persists, hands have no hitbox, eye is invincible, only the shoulders take damage
After a while the shoulder becomes inconsistent, only taking damage on the upper arm
This is partially related, how do damage tiers work? I've been doing 3 damage to the eidolon with my T6 polehammer that 6 damage normally, the Eidolon is T4 with 2 blunt defense so I should be doing 4 damage or more shouldn't i?
small headsup, looks like the dev version of 0.0.136 was accidentally left in as a zip inside the version released on modDB
Strange...
Very much so, i killed it in creative now since as is it's unfeasable to wack it 150 times with hitboxes like that
I dread the mad crow fight lol
Btw, update Co to latest version
Will do!
Wouldn't eidolon being tier 4 make it an iron age boss instead of a bronze age boss?
Yeah and you'd think it would take more damage from steel tools rather than less
Any spreadsheet you've seen of the damage/resistances is most likely incorrect
I haven't seen a single one and I would love to figure out how the hell damage is calculated in Vanilla VS
is CO compatible with any of the Stone Age Fauna mods?
With all of them
They added compatibility
Have fun shooting rhinos in the face with goats foot crossbow
Magnificent!
Just curious cause I couldn't find anything in the search function. In an local MP server, all of our characters appear to be stuck in the 'holding a sword with two hands' pose regardless of what we are holding. Not a deal breaker by any means, just seeing if that is a known thing, or just broken for us. ๐
those armor buffs came in the nick of time seeing as i sailed 12k blocks away for a story dungeon and a leftover deepslit shiver took me down to 0.1 hp x_x
wearing blackguard armor and tailored gambeson too so those baddies still hit like dump trucks lol
@vale orchid i think the issue with the bizarre hitboxes is caused by the very head of the warhammer being what applies the damage. if the model swipes and hits anything but the weakspot then you will get no damage
thats what i found out in my testing
you need reliable point style attacks like thrusts from swords or spears
swings actually can hit the arms though not sure if that was a bug
Cutting trees with this is really painful. Is there any way to remove or change how the woodcutting works with this? I can't seem to find a config but I might be doing something wrong ๐
What's so painful about it? It's basically the same speed
Maybe it's from one of the mods I have installed, it took me 5+ minutes to cut down a 2x2 tree the size of an old growth oak tree.
I've not tried redwood
With a stone axe I'm assuming?
For smaller 1x1 trees yes
but for bigger 2x2 trunk trees no, or at least the ones I tried
Maybe 2x2 trees are bugged
It also happened with some larger normal pine trees
Yeah take an iron axe to a redwood, it's much slower with CO
Makes more sense to let maltiez know 2x2 trees are bugged instead of just asking to disable the feature, no?
And/or really large trees
Also you can disable that feature with config lib
(but yeah large trees are an issue)
Noted, I didn't realize his mods were all in config lib, I thought he still had regular configs
How does that play with servers? Rather, how do I as the server owner set up the config to transfer to the server
I did a bit more testing and it appears to work fine on single trees but the trees that form a large canopy end up connected together, or very close to it. My assumption is this ends up causing the woodcutting to try and calculate the "cut time" for all of the connected blocks and trees, even though it's only cutting one tree. I mention this is because it'll take some leaves off the other trees and sometimes a bit of wood, but doesn't ever cut other trees down unless they're very close.
It doesn't appear to be this mod causing this, but some issue in the tree cutting calculation. Idk to what degree CO changes the treecutting calculations, if at all.
i experienced this bug as well
Send client-main and server-main logs after reproducing the bug
Good morning maltiez 
Hi
It's 4am and I'm bored lol
So I'm just squatting on discord
Was it happening for all players at once? Does restarting the game helped on specific players? Does restarting the server helped?
It is consistent across all players regardless of restarts for myself as host as well as players. We are using quite a few mods though so I expect it to be some kind of compatibility issue, not anything wrong with your mod. I will get you a mod list as well as long files next time we play.
I'll also see if I can replicate it with only combat overhaul and let you know what I find.
Thanks for the reply!
Dont think it is a compatibility issue. Try reproducing the bug, and then updating CO to lastest version and reproducing it again.
Is there a way to bind specific directional attack to key?
Nope
I think it happends when players come in/out of render distance
Player gets disconnected when blocking and dying with two handed sword (in this case, it happended to others idk what were they doing)
13.1.2025 12:42:48 [Notification] Last player disconnected, compacting large object heap...
13.1.2025 12:42:49 [Notification] UDP: client disconnected Dexapnow
13.1.2025 12:42:49 [Event] Player Dexapnow got removed. Reason: Threw an exception at the server
13.1.2025 12:42:49 [Error] Exception: Object reference not set to an instance of an object.
at CombatOverhaul.MeleeSystems.MeleeDamagePacket.Attack(ICoreServerAPI api) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\MeleeSystems\MeleeAttackDamageType.cs:line 34
at Vintagestory.Server.NetworkChannel.<>c__DisplayClass6_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p, IServerPlayer player) in VintagestoryLib\Server\API\NetworkChannel.cs:line 55
at Vintagestory.Server.NetworkAPI.HandleCustomPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\API\NetworkAPI.cs:line 55
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 154
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 147```
Is it reproducable?
yeah, I did it many times and this one was when hosting locally
I don't know if blocking is causing it specifically but before disconecting I did attack -> block/parry -> die -> get disconnected
Reproduce in creative and send client-main and server-main logs
I have a problem
I made a gun and a crossbow but melee combat is so fun in this mod i never use them 
Greatsword go swoosh
This has more sensible crash, try out this version please
Even for hunting?
I hunt by screaming while chasing after goats with a greatsword

Blackguard increased sword attack speed + melee damage means i can blender most animals with the montante before they can run far lol
Sometimes I'll take a shot if they run out of range though to finish them off
I had an idea to balance blackguard btw
Clockmaker has increased reload speed right?
it's fine, blackguard is already op in vanilla
Blackguard should probably get a reload speed penalty
The shakier aim doesn't feel like much of a nerf to their ranged capability IMO
I mean fair but CO is already so nice to my beloved blackguard by removing the ranged damage penalty and making blackguard even less affected by armor 
Changes i do love btw
But I'm biased as a blackguard main lol
I do love that blackguard really feels like a soldier with the buffs and especially sword proficiency
doesn't crash
Being able to bind specific attack would be cool.
Quite hard to do actually, will need a rewrite of a lot of stuff. Also there are 8 possible directions, so you will need 8 key combinations.
Up, down, left, right for two-handed swords
Up, bottom left and bottom right for axes
Up and down for spears/pikes
Idk what I'm missing lol
I do got two extra mouse buttons and I'd love a specific button just for thrusts since those are the ones i have the hardest time using in combat but i totally understand if it's a pain in the ass to implement
blocking to cancel animations allows for faster attack speed
Damn we getting block cancels now
The funny thing is even bigass AAA games have problems like this lol
Skyrim of all things literally has this same bug where you can attack faster with block cancels
I wouldn't say that this is an issue becasue different attacks have different timings for optimal dps and not being able to always choose thrust fixes that
WIll kinda fix it anyway
May be somewhere in disctant future
Enjoy your longer reload speed, btw
Oh, just noticed, you are using nohands mod
yeah, but it's not client side
On close range (idk like 1m?) side to side and top slash attack doesn't hit enemies
It might be that you just hitting them with your hands instead of sword
Thrusting attack supperiority
Fixed, should be client side now
Even marvel rivals let's you attack with slow swinging melee characters by hitting the normal melee button in between attacks. It's nuts
Will do. I'll try to get guys on tonight to test.
Huh, we've been just ignoring it so I haven't thought to pay attention to that. I'll take that into account when testing.
@fallow surge are we gonna get a polearm brace feature like bannerlord and other medieval combat games have. Like where you can stick a long polearm like a pike or halberd forward and when something runs into it while charging you they take damage? I think it'd be really cool for the multiplayer CO server I'm on to be able to pike phalanx bears (or people)
Weird issue, I reloaded the simple crossbow while strafing, in high wind, and the bolt seems to "float" now.
Not a harmful bug, but I certainly raised an eyebrow!
Restarting the game fixed it.
I have a question, can you make the shields, like the heavy one have diffrent color based on dyed leather you are using?
nvm, didn't updated my mod
hey, I think leather armor is incorrectly balanced. Leather armor in vanilla gives you no movement debuff but in CO it gives you a lot of debuff.
The whole point of using leather armor is that it's cheap and lacks movement penalty
nvm it also happened on my client's side, I'm holding everything like if it was two handed sword
How much dmg does that bucket do? I guess it's blunt? :p
If filled, splash.
If filled with vinegar, splash plus blindness.
๐
Fought a bunch of wolves, they are manageable when you kite but you cant attack after blocking without the hit being a trade even with a fast weapon. Maybe a successful parry could stun an enemy or if that isnt feasible knock them back a bit. Also the directional indicator looks off, likely because unlike the crosshairs it has gradient edges instead of a clear outline.
what attack types do enemies use? do bears use slash? crush? are bowtorns and shivers piercing?
Damage log should give info on that, and if not, there's a command that can show all debug info during combat, but I forget what it is.. if someone knows it, please put it in a reply. ;2)
Were you reloading the world without restarting the game?
I was smithing
Is it no or yes?
It's no, I always restart the game after leaving server becasue ram leaks
Hey Maltiez,
Great mods!
Thanks for your efforts and I appreciate the tweak around the right click interaction on weapons and shields recently. Makes a big difference imo ๐
After 90 hrs on my current save, I fired my first firearm, an arquebus!
Had a pistol ready to go just never found sulphur or a commodity trader for that long ๐ฆ
It's probably already been mentioned but there might be an issue on maniqins. Putting a second layer of headgear seems to create a visual clone of one of the headgears at waist height on the dummy.
Specifically, covered iron helm and the padded cloth helmet is what i noticed it on
I need to rewrite armor stands, just haven't done it yet
Understood. I imagine it could be quite tricky to add layers to it smoothly
Yo do the greaves in the foot slot cover most of the leg like their appearance conveys or just the feet?
the tooltip should say what limb(s) a piece of armor protects
it'll also appear in multiple slots at once when equipped if it covers multiple body parts
What about sword sheath, javelins and arrows have dedicated belt storage clothing so why not swords.
because your melee weapons need to be in the hotbar and there's no way to add extra hotbar slots with bags
ammo, extra javelins, or the bits and bobs for firearms work fine from the inventory but why would i need to carry extra swords in my backpack that i can't access without doing inventory fiddling?
melee weapons are either on the hotbar or unusable lol
bug with the animation on certain weapons
all I did was punch someone and now my hand is stuck like this except when mining
mining looks fine
only fixes when I die
i encountered the bug with not being able to hit any enemies with weapons (unsure of melee, but i threw spears at a drifter multiple times, spears going right through with no knockback). where should i post the logs?
I'll duplicate it here just in case as I saw that better to send feedback here than on ModDB
I'm curious how **armor **works. For example, I can wear brigantine and camisole at same time as they are on different armor layers. Does their armor points stack or it works like "outer layer takes damage first, then inner layers when outer is broken"?
And about hit detection. It works only for ranged weapons (throwing spear, bows and etc.) or for melee too? Is there point to try for example aim in head with spear in melee or doesn't work? And will be there any **marker **(sound or visual effect) that player has hitted weak spot or particular body part?
I really like this mod for new combat things and axe-pickaxe mechanic and stuff that adds second mod!
- Armor has three different types of defense: slashing, piercing, and blunt. Metal protects you from slashing and piercing, while leather/gambeson underlays protect you from blunt. Vanilla armors are all made with some combination of metal + pelt/leather so they're given defenses for all three stats. As for durability I think that all armor in the part of your body that gets hit takes the durability damage (like vanilla but with more slots).
- Hit detection works for both melee and ranged. It uses the first person animation of the weapon and detects if it collides with the enemy, and if so which part of the enemy. You can land headshots with melee just as with ranged.
- No marker as far as I know. You could enable damage log to see if it hit, but the log is laggy for some reason.
not sure if it is what you were seeking, but I've made a mod that allows you to make dyed armor with leaher, regular gambeson and brigandine while retaining their vanilla stats and the recipes (kinda late to answer srry)
No, I was discussing a plan to add a sort of visor overlay that obscures vision slightly whilst using plate helmets, with the ability to raise the visor to gain some visibility at the cost of protection
oh, thats a cool idea
Are you guys planning on adding a cattle helmet? Or some different plate helmet variations?
the log update time might be a Magic Numbers.txt (or whatever it's called) thing
I know I saw it recently but I'll have to check again
Guys, our beloved leather armor has a -15% movement penalty. We need to start a movement to fix this.
why does leather leg armor have -10% that's insane
chain armor has a smaller movement penalty than leather armor
remember that in vanilla, leather armor doesn't even have a movement penalty
Leather plate armor is considered heavy armor
why?
Why not?
in vanilla it's basically worse and cheaper gambeson
Vanilla has fantasy trope leather armor, I just follow more realistic approach.
ok but giving it such a high movement speed penalty makes it useless
like straight up
in vanilla it's super cheap to make so it's usually a good transition armor
Leather jerkin is light underarmor cheaper than gambezon
Leather plate armor is proepr plate armor from heavy stiff leather
It is on par with copepr chain + plate armor, just have more blunt isntead of piercing
leather is much much lighter than copper though
Like i get why it should have some penalty
but plate level penalty seems ridiculous to me
Proper leather armor is heavier than metal armor irl
is this really a case where realism trumps gameplay? This change seems to defeat the entire purpose of actually making leather armor in-game
Full leather armor is better than lamellar armor with almost the same penalties.
...is that realistic?
like seriously, would a set of leather plate armor protect me more than like bronze lamellar?
It is actually. Copper is not great metal for armor. But irl it is hard to get proper leather plates, so it is usually leather lamellar, but we have leather plates model in game.
sure the model is leather plate but if you compare the recipes leather torso vs jerkin is a difference of 8 leather
I still don't get this
You think leather armor is op?
Honestly? Yeah. I think that assigning it to be like better than lamellar and with the level of penalty you get from plate armor completely changes its purpose from vanilla and is confusing.
I think it should basically just be improved jerkin in terms of stats.
but it takes up all those slots
also just realized that jerkin has more blunt protection than leather armor
that doesn't make sense to me either
Why? Right now it is proper armor, an alternative to copper lamellar if you have access to enough leather
Jerkin is proper underarmor
Leather armor are stiff plates
ah well, I don't know enough about irl armor to argue this
I just feel like the armor is miscategorized from my experience using leather armor in vanilla
The whole armor system is reworked, it should not be suprising that armor changed its purpose
Like gambezon is not light armor any more, it is underarmor and supplier of blunt protection.
same with jerkin
And leather armor now is proper heavy/medium armor
If leather armor is op, why should I reduce the penalties, btw?
Ok, this combination is better than bronze lamellar which is not good...
May be I need to buff lamellar somewhat.
Ugh... this balancing thing is hard
I wish the vambraces and greaves were craftable in the grid with plates
I mean, they're basically just plates bent slightly
You can use bringandine armor for cheaper and easier recipes
The leather cost pains me!
Btw, is this compatible with that one mod that adds dyed brigandine?
Leather is quite easy to get resource, and brigandine is not that expensive actually.
True leather is easy, but nonetheless it pains me to make leather
leather is basically just a function of whether or not you have lime
lamellar is nice because it doesn't need lime
Yes, hardened leather armor is normally a lot harder to pierce and provides more blunt resistance than bronze, which will buckle and bend under the pressure as bronze is heavier and weaker than steel. - A blacksmith who has worked with a lot of bronze in the last 10 years.
(Sorry to revive a dead conversation)
you know what? we keep mentioning hardened leather
why not use sturdy leather for that?
it's a vanilla item now and it's steel age
so if you want hardened leather plate you could implement a sturdy leather set that does that
and then keep normal leather armor as improved jerkin
I wouldn't disagree with that
Although keep base leather as a transition for gameplay purposes
yeah that's what I want out of this
and because sturdy leather is steel age it makes sense gameplay wise to make it on par with metal armor
Normally "leather" armor is treated to be harder in some way, it's not untreated leather to my knowledge. Any of the leather armor I've seen is either layered like lamellar or if it's hardened leather it's a single larger piece (or multiple) that is treated to be hard.
I'm not 100% positive, but it might be that leather armor in general is treated.
I'm an armchair historian when it comes to leather, but I do have extensive knowledge of metalworking so I can make more solid comments on that.
part of hte problem is that you craft both leather armor and jerkin out of the exact same material
like leather armor is literally just jerkin with ~50% more of hte same material in terms of crafting
I see Maltiez's approach here as well though gameplay wise
I've not looked at the stats personally though
here lemme show you one sec
Appreciate it โค๏ธ
If you want to make new recipes with treated leather (achievable in copper age) you can always make a pull request.
if I made a pull request I'd rather try to make a set of sturdy leather plate armor
but I'm shit at art
so that probably won't happen
steel age leather armor makes no sense gameplay wise
It doesn't, no.
Leather Jerkin vs Leather Armor vs Bronze Lamellar
Combined Walk speed: -4% | -15% | -10%
Piercing per part: 1 | 2 | 5
Slashing per part: 1 | 4 | 5
Blunt per part: 4 | 3 | 5
also I just noticed that tin bronze lamellar helmet has blunt set to 43
which I assume is a typo
is .139 not the latest version?
mk lemme update one sec
He works so fast 
leather armor is still -15% movement
I really don't know why the leg armor is -10% movement
Ah, you mean both of them combined
yeah like that on its own is a -10% movement penalty
and then the torso gives extra -5%
so full leather gives you -15%
I've seen football players wear similar shin guards and run at full speed
but I know the model is not 100% accurate
Ok, fine, I'll make it the same as scale
that's much better, thank you
fighting drifters in lamellar feels better now
there's a bug where sometimes with shield you can't attack with one handed weapon
it seems to happen when I use an item and then switch back to the one handed weapon wihle shield is still equipped
but that doesn't reliably replicate it
it might also have to do with taking damage?
Will look into it later
Huh
It's prolly switching mid animation
So how'd that start with "leather armor is weak, 15% movement penalty is too much!" and went to "it's Op but you should buff it anyways" like cmon
I never said that its protection stats should be buffed
In fact I would take a nerf to its stats in exchange for better movement speed
I think you're misunderstanding me
My bad
I had it happend when I was holding rmb and switching to anything that can parry/block, I wasn't able to attack untill I switched weapon
Also players can still quickly switch to other weapons to gain attack speed
I didn't specify the buff but yeah, in this case it would've been the movement speed
I'd say the speed penalty is fine, it is a plate substitute after all, just has to have the negative be properly spread between the pieces; the leg armor by itself is a -10% whilst the whole torso is a -5%
It's not supposed to be a plate substitute though
The intended function of leather armor is as a way to travel the surface safer
I don't mean it literally, it's in the same slots
That's the job for gambesons and jerkin, this is hard armor
No no, those are underlays for higher tier metal armor
Leather armor is for enough protection for the surface but not for combining with metal armor
Surface protection shouldn't allow you down much, it's meant for traveling
Yeah, underlays are light, easy to use for travelling, the only real other option in place being mailles
Ok but leather armor should serve the purpose of when you're traveling and want something better than an underlay but not something that should slow you down
That's what it's for in vanilla
Even tho this armor is presented in light fantasy for the game, it's better to have it in the mod as a starter for hard armor
In vanilla we don't have layers nor Jerkin
And the leather armor leg is literally just shin guards why should that slow you down 10%
the competition is only the gambeson, that in this mod, can still be worn under
Ok but in vanilla you still use leather armor as a way of protecting you mainly on the surface without impeding movement
And to be quite frank, for the stats it has, you're paying a worthwhile cost in CO
Possible bug:
When sneaking around and then press 'run' key to sneak faster, after that you have to realease 'Sneak' key to be able to throw spear or jevelin.
So nerf the stats
Leather armor is crafted in a way that would presume slightly better jerkin
For the most part as i see it, it's still going to be fairly ignored as the steep cost in leather is much more than you'd afford in the early game anyhow, i've found it simpler to make copper plates or depend on dodging & spears(or a shield if you're a freak)
Leather is cheap if you have lime
That's only the nature of crafting in a grid, nothing to be done about it
The jerkin's balance doesn't have any correlation to this piece
Literally once you have lime you can make all the leather you want
Oak is easily found and renewable and animals are abundant
You're dealing with time as a resource
That's the same concept with the other armors though
Like lamellae is still more time intensive than leather
And more resources
And those provide better value, you're progressing metal tiers and getting better armor
Ah well, this is getting nowhere. Maltiez is already giving leather scale speed debuff so the problem is solved
going back to the leather plate, i don't much of a reason to buff it, even less so of a reason for a nerf, give it a try and you'll see that it protects much more than expected ๐
being VERY sincere i don't see the appeal of meddling with stats thinking of vanilla usages in a mod called Combat Overhaul
I do. I care about how progression works for early game players.
Vanilla is built with that in mind, so why not CO too
and it still is, they're more protected in the leather plate now than they ever dreamed of before
Ok but they have no reason to use leather when lamellar is as good and doesn't slow them down as much
Which is crazy to think that metal armor slows you down less than leather
But I guess I'm the crazy one here
That's a metal cost...
No lime needed, lime is more precious than tin bronze
I can get tin bronze day 3
Ooh damn, checking stats, found a bugged one
dope
Involved Harmony IDs: CombatOverhaul, CombatOverhaulAuto System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.EntityShapeRenderer.RenderItem(Single dt, Boolean isShadowPass, ItemStack stack, AttachmentPointAndPose apap, ItemRenderInfo renderInfo) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 450 at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 261 at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque_Patch1(EntityPlayerShapeRenderer this, Single dt, Boolean isShadowPass) at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 174 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 814 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Can you please edit this so it's code? Like:
```
log
```
Yeah
also here's the crash log
I absolutely love the third person firearms reload animations that I've seen so far! They look great!
Problem is I've been so busy that I've been too stressed to figure out how to model the shape I'm looking for.
But brigandine armor is fine?
I don't know anymore man I'll be honest
Anyone who uses XSkills in conjunction with Combat Overhaul, are there any skills/perks that are under Combat (or another category I'm not considering) that seem incompatible?
For the RP server I'm co-developing we wanted to use Combat Overhaul, but XSkills is essential to a server-side patch we're using to control progression, so I want to make sure any skills or perks that are incompatible with CO are disabled at start/not considered for that patch.
Anybody here got advice for fighting a more armoured, but numerically inferior opponent, with your own group of numerous, but unarmored and under equipped guys using combat overhaul armoury weapons. I'm not quite sure if the pikes and other long stabby weapons in this mod will be useful when used en-masse against an armoured foe, so I'm deferring to the experience of the others using this mod.
Depends what you mean by an armored opponent, do you mean pvp?
The mod isn't really balanced for pvp but if you mean a player in like, full steel plate + chain + tailored gambeson they're probably weakest to blunt, but if you're using weak blunt weapons you're just not going to scratch them
Not based on actual experience with PvP in the mod, but I'd assume using clubs or quarterstaves (whichever provide you more reach) would be the most economically efficient means of combatting more armored but numerically inferior opponents.
Pikes would be my second best guess, particularly if used in conjunction with clubs. Pikes can compensate for your lack of armor by buying yourself more time to get more swings in before the armored opponent closes in. In fact, because you won't have the penalties of armor slowing you down, you can probably effectively kite them with pikes.
And while plate armor provides a lot of pierce resistance, gambeson does not, nor does chainmail.
So between the three damage types (other than blunt) it's probably one of the more effective damage types against a fully armored player.
Slash feels pretty useless in PvP except for duels where parrying might come into play, since chainmail AND plate provide slash resistance.
Which, feels fairly accurate.
I think last i checked, steel plate + steel chain + tailored gambeson was like 14 or so bash protection, 16ish pierce and like 22 slash
Though the numbers may have been adjusted
I think it's 12 bash, but I could be wrong. I think tailored gambeson had 8 blunt res last I checked and the highest tier plate provided 4.
But I last checked a few weeks ago now, maybe a month ago almost.
Metal armor did have its bash protection buffed
Ah
So did tailored gambeson actually, it's 10 now
I remember when I first tried the mod, tailored gambeson provided like, 12 bash protection lmao
which combined with steel plate, basically meant that even a steel warhammer did like 0 damage
You were quite literally invincible in steel armor + tailored gambeson in that version.
Piercing, slash, blunt, nothing could hurt you.
Except fall damage or fire I guess.
Balancing is pretty much a full time job and requires a lot of visioning, and no implementation will feel perfect in all situations.
In the long term, when you have more time or help, adding config options for things like adjusting armor values for each metal tier + armor type (plate, brig, chain) would allow players to adjust the balance according to their own/their server's tastes, which would ease the burden on you. But, setting that up will require its own investment of time.
So, it depends on how much time and frustration you think you'd be saving long term, at a short-term implementation cost, compared to the time and frustration you'd otherwise be having by perfecting those decisions yourself as the mod continues development, and the potential backlash you get when those decisions don't align with certain players.
Your pike kiting strategy sounds very interesting. If I had more time to test it and train people in it, it might prove useful
Your biggest issue will be if the person you're fighting, also has a pike/spear, and counteracts the range advantage you're giving yourself while ALSO having the armor advantage.
I think if someone is maxed armor in steel your only hope of doing literally any damage is firearms. Probably a musket
If that's the case though, you could try using regular spears with heavy shields and your best helmet possible (without the rest of your armor being heavy.)
Player weapons do so little damage per hit I'm not sure any of them would actually do damage
Since the heavy shield will cover your whole body for less penalty than a full suit of armor, and the helmet will make up for your only real weak point without compromising mobility much at all.
And the spear still provides the ability to outrange most weapons short of a pike/halberd.
Hmm, I'm not sure I could make heavy shields fast enough
And, at the end of the day, you could field many troops with a heavy helmet + shield + spear setup than one troop with a full suit of equivalent metal armor.
How many torso hits with an iron mace kills someone in full meteoric armor?
Are they wearing tailored gambeson underneath?
No! The fools have no flax!
Most bash armor comes from the underlayer of gambeson or jerkin
Ok now we're cooking with oil
Oh yeah, if they have no tailored gambeson or gambeson at all, blunt is an easy win.
You could literally throw stones at them and kill them that way probably lmfao
Not actually. Don't try that. ๐
Wait...
Though
Plate does have some bash protection, i think meteoric iron is about 5
The idea of a peasant mob stoning a knight to death is kind of funny
Could we beat back the for
Very Mount and Blade vibes.
Foe*
Pretty sure stones will still do 0
Damn... Man my fief is so doomed if I can't beat these knights
5 peasants with hammers
Ok is there anything I can hit them with from a distance with blunt damage?
Guns
We cant afford guns
Firearms do blunt damage (strangely)
In already stretched thin as it is with giving out spears to half the brigands and naredowells in a 10 mile radius
Idk if maltiez touched the sling yet since that does piercing damage in vanilla, check that in the handbook
Otherwise no
Could anvils insta kill
If they were dropped from a tower
On top of the enemies head?
lmfao
I'm talking, wile-e-coyote tactics
yeah i also find this interesting. i wish there were different types of projectile they could shoot that provide pierce OR blunt damage. would be nice if there were such a thing as blunt arrows that had less damage/velocity, as goofy as that sounds, but an actual functional sling (or tier of slings) with respective stone/metal ammo (like the lead ball ammo for slings added by one mod, i forget which) would be a nice alternative for blunt ranged damage that doesn't require firearms.
Considering the resource cost of firearms, it would be nice if they had two ammo types (blunt/pierce) whereas every other ranged weapon was locked into one type, but have slings as an alternative for blunt.
TBF most firearms are high enough tier they blow past wildlife defense anyway except like grizzly bears
Keep bows as slash (maybe pierce if different arrow types were added, i.e. broadhead for slash versus bodkin for pierce), crossbows as pierce, slings for blunt and firearms for blunt/pierce.
That's fair
I assume they do blunt damage so they're useful for monsters
Does armor prevent fire damage? And if not, how can I light the foe on fire without having to run up with a torch?
I don't think it does, no. I remember stepping into boiling water from a hot spring in full metal armor and dying pretty much instantly lmao
But you can't move boiling water even with the aqueducts mod, since that converts it to regular water.
So, no shenanigans there.
You'll have to trick your friend into falling into a pit kiln, you can't really throw fire at people
LOL
You can't
That's such a devious and funny idea
Damn it..
Boiling water is in hot springs only and you can't move it

