#Combat Overhaul
1 messages · Page 10 of 1
I assume the flat damage reduction applies after the percentage, but that its literally only the amount stated on the armor as flat damage reduction.
ye just have no clue as if it’s after it’s then 7.54
yet I’m pretty sure it did more than that when I tested it earlier lmao
Where are you getting 5 flat reduction from?
the steel plate armour
says it does flat damage reduction
as well as the protection itself
I cannot screenshot
but its values are
12 pierce
12 slash
5 blunt for example
then it says base reduction of
1 pierce
1 slash
1 blunt
Some armours don’t have this
The values do not give you any flat reduction
So I assume due to plate being more expensive it’s given this “flat damage reduction” as a buff
Sure but why is it there then
As the other armours do not seem to have it
Those are the armor tier
it’s not the protection but specified as the reduction
It’s not the armour tier
the armour tier is 12,12,5
it has another thing below
Called flat damage reduction that reads 1 1 1
The base reduction is a flat reduction of damage of 1, yes.
I have no idea how you got to 5 from that.
sure byt let me make an example
5 because I assume
If it’s tier 5 blunt
the damage protection is surely 5 of the armours protection against blunt
No.
The flat reduction is not per tier
as the other armours don’t seem to show that
It is a flat reduction of 1, period.
Sure then it’s just a flat reduction of 1 then
Let’s say that
So is it then 12.54 - 1?
As the final result ?
Well if its just plate armor on and nothing else
you know of the flat reduction when hovering over the armour I am talking about yes ?
Then you would be taking tier 5 blunt armor
I know this
I already said the entire torso had blunt of 13
I am saying what does the flat reduction do
Yes.
It removes 1 hp from the value ?
Surely then a musket would one shot me but it didn’t
Weird asf values
something ain’t right w the flat reduction math we’ve both said then lmao
according to maltiez a musket should do 22 damage to the torso in full steel plate + chain + tailored gambeson
ye I somehow lived as clockmaker with 16 health so I’ve got no clue
if it does less you may have been hit in the arm
17 health*
limb hits do half damage
Must’ve been that I’d assume
This is a carbine shot
I know we spoke about the carbine shot
But I then mentioned the musket didn’t even kill me when I tried after
so it must’ve been an arm shot
yeah i was responding to carni mentioning the musket
with this #1260976245374582886 message
Ah, hm. Presumably a limb shot then?
yeah das what i said 
so the plate gets the buff of -1 to all values then does the usual armour calculations
cool to know
and tbh limbs doing half is funny
I think thats the other way around?
would’ve thought it would’ve been the same
yea it is my bad worded wrong
you’re right
calculations then the -1
Usual armor calculations then -1 on top. Would be worth a lot less if the flat reduction was first.
yea for some reason I thought it was each tier was one each as I couldn’t understand why it wouldn’t one tap me
realise it was an arm shot now lmfao
Damage to the head should be straight death on all animals except lore stuff
But its cool that one can adjust it to their liking
I guess player then should also be oneshoted when hit to the head?
yes
unless thay have a helmet
higher than the tier of the object
It will make survival much more fun
Bug report, crash reproduced with only mod being Combat Overhaul
Random notes: D:/ shows up despite being on a linux system that does not use the windows c:/ etc structure
The .so file it crashes on does exist in the /tmp directory
same version of mod was working fine for some reason a while back, but now starts crashing, vintage story has not updated in the interim, something weird/cursed is going on
Packages (1) dotnet-runtime-7.0-7.0.20.sdk120-2
dotnet version used if it matters
Game otherwise at least boots in to world with other mod configurations and on vanilla with same vintage story version
Some problem with harmony on linux
No idea what is the cause and how you can solve it
@umbral chasm people said they had a similar issue causing crashes on Linux relating to harmony in the #1126913904979755140
maybe try using flatpaks is a fix someone said. and you can always apt install flatpak if you don’t have it
this thread has info regarding the flatpak link although unsure of the game version it would be etc I believe it’s 1.20 considering the date updated on GitHub
https://discord.com/channels/302152934249070593/1337096188985606295 this thread also seems relevant as someone mentions the tmp folder and libraries causing crashes
should add lances that you can use to charge with for example on elks
Hi @fallow surge , when you have free time, can you contact me about bow animations? (New path with file of config created, animations in VS model creator also done, i'm again lost in interface.. all that's left is to import animation from json of shape file, to json with animations by using gui with correction of arm placement, if i right remember.. i just cant remember how exactly that step should be done)
Are there plans to make stuff like katars or brass knuckles? Stuff to punch eldritch horrors real hard and dodge them real fast
This is the glibc bug we've been having. The Flatpak is the go-to option for now.
would vintage story run in a virtual machine without issue
if so just to play games if you have some super computer it would be fine to just play through a windows vm?
if everytime you update && upgrade it breaks games
as I dont think vintage story has the kernel level anticheat bs that would not let you run the game in a VM
as ive used integrated gpu on my main setup then in the VM used my physical GPU to workaround any issues like this in other games
mine works fine on linux mint 22, since VS-19.8.7
First time using CO here. Looking at the new,and very sexy armour UI,am I correct in assuming that plate,mail,and gambeson are separated under CO?
That's not an "everytime you upgrade" thing. This is the second time I see glibc breaking iirc, and I've been playing since 1.16 at the very least. Besides that and the hiccup that is the change to and installing .net7 nowadays, it's been literal years of the game working.
I can run a different OS that I still have that wasn't affected, some people can run the flatpak version if they want to. If something breaks on Windows, you only have one option - waiting for Tyron to fix it. It'll be fast, but it's still a very weird situation.
this is very much one of those "wtf how did you ... i don't even ... WHAT?" bugs that really doesn't happen very often
i found a really funny side-effect of how the pickaxe/axe thing actually takes into account how long you swung for to determine block damage
as a commoner in bronze lamellar with a bismuth bronze pickaxe I break stone and ore blocks in two swings
if I take the bronze lamellar off to remove the -10% manipulation speed penalty it actually makes me take longer to mine because it breaks blocks in 3 swings because it just baaaaaaaaarely doesn't do enough to break in 2 
who even does blunt damage amongst mobs?
i get the feeling its mostly slashing, and bowtorns do piercing
pondering if its worth using gambesson at all
granted, penalties from it are negligable
but i wonder if it will do anything
drifter stone throws maybe?
but those are low tier, low damage
I imagine bears do blunt damage. Big ass murder mittens.
Yeah,they got claws,but those are comparatively much smaller and less likely to connect than the whole damn paw.
Logically,at least.
bears are not common damage source imo
you have to live just long enough to drag it to nearby kill pit
Or crossbow it like a champ.
when holding right-click with a spear and using the scrollwheel to change the holding position, it also scrolls through the chatbox history
also the selected position is not saved, swapping away and then back to the spear resets the position (this is probably(?) intended but i figured i'd mention it in case it wasn't)
Bears do slashing, which is honestly a good thing since it means metal armor is good against them
Mostly drifters, the high tier ones have two attacks, one with their sword (pierce) and a punch (bash).
The eidolon also does bash.
ok yes, this clarifies things
getting punched by a nightmare drifter will be painful af
Ah also moose i think
There's a balance sheet at the top of the page that includes all the damage types of vanilla mobs
whens the rework for bears to give them both a slash and a crush attack
many thanks Aerin ❤️
If you're confident in your drifter dodging such you never really get hit by their melee you can kinda go light on bash protection but if you're going into the RA i highly recommend some gambeson if you don't wanna get bouldered
I tried doing the RA with no bash armor and got bouldered so lol
im playing as an archer (farmer class)
will be getting full gambesson with some light chain on top, chains shirt with exposed arms and some light helmet
mb even without second layer protection for the legs
according the excel page, drifters commonly do blunt damage
How exactly does the armory extention calculate protection? Are the values of each layer applied all at once? Or is it done layer by layer?
with the addition of bowtorns, pierce protection seems to be the most important one
but i dont know good light armor with pierce protection, that does not harm ranged accuracy
especially considering i have to use both arms to shoot back and cant cover behind the shield
If you're not wearing plate over it, wear scale instead of chain, it's better and cheaper
okie!
I haven't looked into the armour system of CO particularly much. Does armour still harshly penalize ranged weapon handling?
Mostly your helmet and arms, so you can go with an open helmet (no ranged penalty) and light or no arm armor
Leg and torso armor won't hinder your ranged ability
So,I could say... wear a plate cuirass just fine?
Yep
Torso armor has some effect on walk speed (but less than leg armor) as well as the usual hunger and healing penalties
For helmets there's only really 5 atm
Open helmet has basically no downsides but only covers head
Light has moderate downsides but covers head and face
Plate helmet covers head face and neck but has heavier penalties especially for ranged
All of those 3 count as plate btw so they're very protective, the open helmet especially is very protective for very little downside.
There's also the lamellar helmet (lower slash/pierce, higher bash, can't wear anything under it, covers head/face/neck, high penalties) and riveted helmet (like a cheaper, lighter light helm)
The scale and brigandine helmets are effectively removed
You can also wear chain under the light/open/plate helmets, the coif covers head and neck and has very low penalties while the chain head armor has moderate penalties but also covers the face

Lots of options
i think you get double damage when hit in the head
There's also jerkin and the two gambeson helmets for bash protection that cover head/neck/face
Sadly no
Something with a sun visor would be awesome.
Is it possible to wear an arming cap (Leather or gamboised) under a mail coif/aventail under an open helm?
Your face and neck only get hit like 1% of the time or so but hits there do a lot of extra damage, so you can skip armoring them but then you're risking a potential oneshot if a shiver nicks your neck
But the head gets hit like 20% of the time and you take 1.5x damage there so at the very least you really really really want a helmet lol
Yep 
Fuck yeah.
And I imagine the ranged penalties for that are minimal?
Gotta protect the bonce,after all.
I think the chain coif is like -2% ranged handling or something so it's basically nothing
If you can only have one armour piece,make sure it's headgear.
The open helmet has 0 ranged penalties, light has -10%, riveted has -5%
And i think jerkin/ the gamboised helmets are line -2% or something as well
So,cumulatively,rather minimal.
Yeh
Arm protection: I take it it's basically gambeson,mail,scale,and plate?
Nothing ultralight like jackchains?
For reasonable protection I'd say your best bet is riveted + coif + whatever underlayer (tailored is just better than regular gamboised which is just better than jerkin)
This covers everything though your neck will have low pierce protection so hope a bowtorn doesn't snipe it, no way around that side from a plate helmet
Nah sadly, scale is pretty light though
I think scale arm armor is like -5% manip speed and i forget the ranged penalty
Jackchains would be a ***FIT,***and you can't tell me otherwise.
can you stack open helmet with a chain coif and gambesson helmet?
Scale sleeves: -5% manip,-2% steady aim.
Yeah
Open/ light/ plate are outer (i think riveted is too), chain is middle, gambeson/jerkin is inner
If I instead take the open helm rather than the riveted helm,how profound is the protection factor difference?
Because,quite frankly,as a ranged combat hyperspecialist,I don't wanna lose out much on aiming.
Well you're leaving your face exposed, which has like a 1-2% chance to be hit and does extra damage if you do get hit there
It's reasonable to leave it open but risky
heavy armor on torso and legs, moderate armor on head, light armor on arms
My "light" armor usually is just a scale shirt (no sleeves) and open helmet though which is still largely protective, but i wouldn't use it for heavy combat
But i also tend to play melee
blackguard my beloved
How does parrying work,by the way? Will I be playing Sekiro?
It doesn't stagger enemies or anything sadly, just blocks damage
I rolled a Clockmaker,so I wanna know how to use my quarterstaff.
Some weapons can parry but not block, if something can do both the parry is usually just a better block
And I'm using CO for the first time.
Explain it to me like I'm a rubber duck.
With a two hander,how do I block,how do I parry,and what's the difference?
Blocking (and parrying) is very simple, hold right click
Just a matter of timing,then?
For something that can do both parrying is just blocking early in the animation and it's just block but better yeah
So... I'll be playing Sekiro.
No staggering enemies or ripostes or anything, just an alternative to running backwards lol
Which I'm pretty damn gas at,if I do say so myself.
Parry and return fire with a whack to the gob.
I presume a block or parry will damage the weapon.
I'm not sure actually
Maybe like one durability lol
You're not gonna destroy a shield in 3 fights or anything lol
Clockmakers get a 20% attack speed bonus with quarterstaves,so I'll be using a quarterstaff as my sidearm. For when things get in my grill.
Otherwise,I'll be using either a crossbow,a brace of pistols,or a big bastard gonne.
Blunderbus my beloved
All of which I enjoy a 20% reload speed bonus on.
Clockmaker gets +50% reload speed actually lol
And the weapon proficiency is +30% attack speed
The blunderbuss outdamages the arquebus,if all of your shot hits. But when I use a ranged weapon,I intend to fight at range. Thus my preference for accuracy at a significant distance.
Granted that's +50% reload on a like 12 second reload dropping it to like 7 seconds but still
Time saved is skin saved,in a fight.
Yeah if you're using guns it really helps to have good accuracy cuz missing hurts lol
Missing with a crossbow also hurts.
I somehow managed to kill a Surface Shiver with the Simple Crossbow,without getting hit. It never managed to catch up.
I tend to use the blunderbus cuz if I'm using guns I'm probably trying to delete a shiver lol
Though I'll carry an arq and a blunderbus tbh
Unless i get steel then muskets ahoy
Does the bayonet benefit from any class bonuses?
I presume the closest fit would be the Hunter's spear bonus?
No idea i just hit them with sword tbh
Meanwhile,I'm going for a big stick.
I'm actually playing commoner in my SP save cuz i wanna go melee and guns >w>
I'm trying to force myself to use ranged weapons more cuz I'm used to just playing blackguard and smacking things
I'm basically the opposite.
Death comes quickly and easily in VS,so I decide to minimize risk by shooting first.

if CO and its submobs worked with Kemono - it would cement my opinion on VS as best game of all time, pretty sure it doesnt
Oh hai karina
i'm struggling to come up with a reason not to go Blackguard, imo clockmaker reload is still too slow to matter, if im going to unload guns then swap to melee on every class, i'd rather have that melee be 60% better. also i might be imagining it, but sword seems to do a lot better vs. drifters than qstaff, maybe they have good blunt resist?
Other way around, monsters all have 0 bash resistance
If you're comparing clockmaker with a quarterstaff vs blackguard with a sword the blackguard is obviously gonna be better cuz the clockmaker has a melee damage penalty and blackguard has a melee damage buff lol
I will say blackguard makes guns incredibly hard to use cuz the aim is extremely shaky and loading them takes forever
Clockmaker can actually reload pistols reasonably fast enough for it to be somewhat viable in combat
I will say i agree CO does make blackguard (an already powerful class) even stronger but that's why i asked maltiez to add a reload speed penalty lol
Using ranged weapons as a blackguard really sucks now lol
Yeah its def a harsh penalty, but fair - i just look at it as the guns are single use per battle for BG
If monsters have 0 bash defense ill have to try out whatever class has the best blunt buffs
For melee the blackguard will always rein supreme, even with a monster resistant to slash a blackguard with a sword will dumpster all the other classes in melee dps
And a blackguard can also just use a mace or whatever just fine
Malefactor and clockmaker get proficiency with blunt weapons, malefactor gets maces and clubs while clockmaker gets quarterstaves, but they also just have general melee damage penalties
Yeah you can seldom just spam attacks anyway, so dmg buff is probably more significant than the speed buff
Hunter gets double shafted with the melee damage penalty and only proficient in halberds and spears
TBF a blackguard with a greatsword can spam attacks all day cuz your attack range is absurd lol
Yeah the block is surprisingly strong on the high end greatsword also
You can get into trouble if you get cornered with big sword tho, can start wiffing if they are clipping into you
The greatsword generally can hit enemies close unlike a lot of polearms, just backpedal (you generally should be to begin with)
whats the reason behind tailor having a penatly for accuracy? And commoner not having... anything
But that's also why you carry a blackguard shortsword
also for if your offhand is occupied
Yeah i love the bg shortsword, tunnel brawling monster killer gladius, cool af lol
I debate pestering maltiez to maybe give commoner like half-proficiency in every weapon to make them true jack of all trades (it kinda feels bad that don't have any prof so they're generally worse in that regard)
Then again every class that isn't blackguard also has a melee damage penalty or is tailor so lol
They might all need some balancing up towards BG
They still arguably beat hunter/mal/clockmaker with their own weapons cuz of the higher damage per hit
Except if clockmaker is bonking locusts
BG is just kinda nuts but what do you expect from The One Combat Class in a Combat Mod i guess
malefactor/hunter/clockmaker are better in melele then commoner if they use their favorite weapon types
If anything i like that clockmaker actually gets a useful niche with firearm reload speed so they're pretty useful in combat for "Fuck that sawblade locust/tier 4 dude in particular"
attack speed overrides melee damage nerf
How much is the damage nerf again? -15%? I forgor
I think something could be done to nudge the other classes into more combat niches, where they excel at a different approach than bg
I mean hunter's niche is killing wildlife with spears/bows/crossbows
Clockmaker is still pretty good against monsters, especially deleting one dude with musket shot
tailor, already niche class, got slapped with a penatly on top
Malefactor is pretty adaptable since it gets blunt, pierce, and slash options
Like a shield+spear oriented one that gets higher movespeed but armor penalties
malefactor is the real jack of all traders character
I'd be down for some more options for combat classes yeh
Bg should probably have less movespeed, so its hard to kite
While maybe another class could be a glassier kiter
they can remove vanilla penalties from tailor and give them even more combat penalties instead
true civilian class
Lol
Hunter and clockmaker are already your glass cannons with their higher move speed
Nerfing blackguard move speed would just make them suck outside of combat
Nah give them a dmg buff to knives and unique ability to use shears in combat
That wouldn't affect combat as much as it would just make it suck to go places
I mean i don't think blackguard is like, too overpowered, i see a bunch of people in here that still swear by the other classes
Some people really like ranged
Blackguard is the best in melee combat but that makes sense since they are the actual melee class
Tailor needs buffs but that's true in vanilla
dunno what CO could do about that unless they go combat tailor lol
"I may be a healer tailor, but..." 
Would make sense for them to get a armor buff, since they could fit their armor better, that really does make a difference in armor effectiveness irl
TBF at least gun damage doesn't care about your class so anyone really can use a blunderbus to delete thing
well, removing ranged negative would be a start
I mean they're still the Tailored Gambeson class which means they get the best underlayer blunt armor lol
hm, i play with Working Classes and farmer gets +20% dmg bonus as well as bow proficiency
Yeah but they would be better at custom fitting all their armor imo, it would be something to justify them getting all their dmg trashed
Just occurred to me that VS has all four of the 'tinker tailor soldier spy, heh
But in mp I feel somewhat obligated to play tailor to make that for everyone else only to get slapped with a penalty for it
Yes this is why tailor sucks, that's not a CO problem
The same problem exists in vanilla
ah gotcha then, I have no clue how often it’s breaking as I’m not running the game on Linux I just use a VM if I want to touch Linux
for xskills, does the long axe count for spearman or swordsman? 
heater shields, and compatibility for some armors and shields with the banners mod
would be nice
Drifters
Nightmare drifters will reduce your iron plate to poopoo if you dont have a gambeson
Sure, but that doesn't mean go ahead and make it suck even harder 😦
is it possible to remove the armor system n weapons while keeping the combat physics ?
kinda just want the combat system without the extra stuff tbh
i mean the extra weapons comes from Armory, not CO
for the armor, no, because it'd be a lot of work to separate them from the combat changes since the combat changes and armor changes were developed with each other in mind
it is not so easy to make a mod piecemeal like that such that you can only download the parts you want
once you get used to it the armor system and the new weapons from armory feel great to use, at least IMO
Hmm. Just checking out potential armour. But *damn,*I can't get any vambraces or rerebraces without some steep ranged combat penalties.
Scale arm armor is fairly light on ranged penalties
Open helm,mail coif,(tailored) gamboised cap. Cuirass,mail shirt,(tailored) gambeson. Greaves,cuisses,mail leggings,(tailored) gamboised leggings. Arms unknown.
The goal is protection coverage and minimized penalties to manipulation and steady aim.
So basically you're armored to the gills except the head and arms lol
Scale arm armor is the lightest you can do for arms that isn't just leaving them empty
Chain is generally worse than scale if you're not layering it under plate
What would you suggest for the arms? I want something there,but I want my steady aim and manipulation speed to see minimal penalties.
Well your only real option is scale
Chain on its own is just scale with worse protection
Plate is too heavy
And brigandine is just cheaper plate with lower protection
Yeah,brigandine vambraces and rerebraces are bonkers for their ranged penalties.
Brigandine has the same penalties as plate
It's just easier to make
Scale really is just the light armor option
is the spreadsheet on modpage current one? the one listing types of damage enemies deal
Did anyone ever work on a patch for ancient armory weapons? CO doesn't particularly need more weapons, but always seems like a waste that the lore weapons have no purpose. Alternatively, there is a recent mod that lets you scrap them for some materials at least.
arms take half damage by default, if you try to stay out of reach you can only have gambesson there
Suggestion : exoskeleton backpack
Is this a good enough setup for the ||Lazaret|| or should I upgrade?
You're going to take massive damage to bowthorns
And may be one shot in the neck by anything, or get one shot by drifter punches to the head due to the lack of a gamboised piece
Oh wait nvm that's scale armor ain't it? Torso is aight then
So should I just make an under piece for my head? Also yea it is scale
Ye get the lil gambeson cap
And pray you never get hit in the neck
Chain coif covers the neck (and head) for low penalty
But if you can handle the RA you can handle the lazaret, it's not any more dangerous. Less, even.
Hey @fallow surge !
Sorry for the ping,
I've patch error at server launch with the last mod version (0.1.25) :
"code": "openablecontainer"
}
10.2.2025 09:44:05 [Server Error] Patch 5 (target: game:entities/air/erel.json) in combatoverhaul:patches/entities/erel.json failed because supplied path /server/behaviors/7/aitasks/1/damageType is invalid: The json path /server/behaviors/7/aitasks/1/damageType was not found. Could traverse until /server/behaviors/7, but then 'aitasks' does not exist. Full json at this path: {
"code": "openablecontainer"
}
10.2.2025 09:44:05 [Server Error] Patch 6 (target: game:entities/air/erel.json) in combatoverhaul:patches/entities/erel.json failed because supplied path /server/behaviors/7/aitasks/1/damage is invalid: The json path /server/behaviors/7/aitasks/1/damage was not found. Could traverse until /server/behaviors/7, but then 'aitasks' does not exist. Full json at this path: {
"code": "openablecontainer"
}
10.2.2025 09:44:05 [Server Error] Patch 7 (target: game:entities/air/erel.json) in combatoverhaul:patches/entities/erel.json failed because supplied path /server/behaviors/7/aitasks/2/damageTier is invalid: The json path /server/behaviors/7/aitasks/2/damageTier was not found. Could traverse until /server/behaviors/7, but then 'aitasks' does not exist. Full json at this path: {
"code": "openablecontainer"
}
10.2.2025 09:44:05 [Server Error] Patch 8 (target: game:entities/air/erel.json) in combatoverhaul:patches/entities/erel.json failed because supplied path /server/behaviors/7/aitasks/2/damageType is invalid: The json path /server/behaviors/7/aitasks/2/damageType was not found. Could traverse until /server/behaviors/7, but then 'aitasks' does not exist. Full json at this path: {
"code": "openablecontainer"
}
10.2.2025 09:44:05 [Server Error] Patch 9 (target: game:entities/air/erel.json) in combatoverhaul:patches/entities/erel.json failed because supplied path /server/behaviors/7/aitasks/2/damage is invalid: The json path /server/behaviors/7/aitasks/2/damage was not found. Could traverse until /server/behaviors/7, but then 'aitasks' does not exist. Full json at this path: {
"code": "openablecontainer"
}```
Are you on 1.20.4-rc.2/3, or still on 1.20.3?
Still 1.20.3 x)
Its my fault, sorry
hi ,i need some help, i have no textures for bows but animations sounds work ,im on the latest version on windows
Send screenshot
in your mod for firearms, there is a small error. in creative search it cannot be found by the name of the mod, the author and even with the translation into Russian "homebrews". it is not in the search.
the only thing that finds is destroyed buildings and firearms broken according to the plot of the game.
Version game: 1.20.3
There is another nuance: keys cannot be made from metal or other materials, only from bismuth bronze.
@fallow surge Can you tell me how this can be fixed or what it is connected with?
solved reinstalling microsoft runtime 7.0 , thanks for answering
Im gonna repost this here as it relates to combat overhaul, and best place to look for a fix is to ask the creator - #mods-general message
the TL:DR is that when Combat Overhaul, The Working Classes and Rust Magic are all together, it creates an issue where the traits are shifted to the class before them as rust mage appears before the added classes of working classes. Do you have any ideas on quick fixes to the code that could be applied to fix this issue?
any pvp servers tested out elk-calvary with polearms and pikes? 😄
I got some errors after upgarde. Can I post my server log files?
I downlaoded v0.1.25 for version v1.20.3 and that might be the casue of my issue
new to moddin and the sort, am I doing something wrong? Spears go like 2 feet in front of me when i use em now. Maybe its intended
ah so the javelins in the armory addon is the answer. Apologies for the trouble
Not sure what CO has to do with aged planks randomly disappearing in my game but somehow it's related.
Edit: To clarify whenever I try to interact with an aged wooden plank slab it crashes regardless of if I'm holding an axe or not if the item is invisble before interaction. Dunno what makes them disappear but it happens sometime during gameplay and doesn't persist through a restart.
I'm not sure what's causing my crashing whenever I try to check traits as a Blackguard. Reading the crash log it looks to me like the proficiency traits aren't being properly registered but I'm not 100% sure. This only happens with Blackguard, the other classes are fine. Any suggestions for a fix?
Some other mod replaces whole file where traits are defined, and vanilla just crashes when unable to find a trait. So you can remove mod that messes with classes
Do you think grenades,like Ottoman glass grenades and Holy Roman Empire iron grenades,both seen during the Siege of Vienna,would be decent fits for VS/CO?
Would it be possible to add the ability to set the raise shield key to another rather then right-clicking, or to have shields still auto raise while crouching when shifting, similar to how it works in Vanilla?
Out of all the changes made by the Combat Overhaul, I find this particular adjustment the most difficult to get used to. While I understand that it’s intended to bring the gameplay closer to other games and what not, I personally find it less engaging compared to the other changes.
I’m not sure if others feel the same way, but having this as an option would make the mod feel more natural. Personally I find the crouching shield mechanic to be more engaging, and the change in muscle memory required is very jarring compared to Vanilla which makes getting used to the mod that notable bit harder. Despite that, I do really enjoy the other impressive features of the mod. But in my play thus far this tweak stood out as the exception, hopefully this bit of input is useful I dont mean to sound demanding.
On the topic of active defense; If I recall,quarterstaves have a listed parry stat,but no listed block stat? I'm doing transcripts,so I can't check right now.
How do you change class modifiers if I want to do it myself?
{"enabled": true, "file": "game:config/characterclasses", "op": "addeach", "path": "/5/traits/-", "value": ["tremblingAim"]},
Would deleting this line in traits-and-classes.json get rid of trembling aim for tailor?
Why isn't there a heavy steel shield?
I tested adding mods in one by one and finding the one crashing the game and its these mods (mainly configlib and vsimgui). The game functions completely fine if these mods aren't installed and it isn't the fault of the Trait Acquirer mod.
Noticing this error when starting up a singleplayer world
And several like it
Reverting to 0.1.23 does not cause these errors
Also huh, when did the face damage multiplier default get changed to 1.5?
I'm kind of wondering what situations where having chainmail underneath plate actually matters
At least with steel
You already have 13/14/13 armor with a tailored gambeson and steel plate, adding steel chainmail underneath gets you 15/23/15
Looks like it only matters for the very highest tier enemies
Turns shivers, sawblades and polar bears from still being a minor danger to near immunity, while high tier drifters and bowtorn get their sizeable chip damage lowered even further
Honestly kind of curious why face hits were changed down to 1.5 while head and neck hits are still at 2.0 damage
I thought had was still 1.5
really digging everything great work Maltiez and those who contributed.
Huh, were all head/face/neck hits not previously 2.0? Did I hallucinate seeing that?
oh god, poor Maltiez with all those issues..
so, if you will get a couple minutes out of those crashes and problems : i`ve managed to continue with animations of bows, but somehow load animation plays without arrow, and bow just stops in that stage of shooting.. here is the file, "Nomad" bow is one that i have worked with, @fallow surge
(here is my work in progress mod, so you can see whole picture)
tbh would be cool if the values of the armour was lowered overall or perhaps mobs increased. If you have the best / even decent armour it becomes Minecraft where you feel untouchable against pretty much every mob
forwarding this here for those who are having compatability issues with The Working Classes, Combat Overhaul and Rustbound magic so it can be found easily
How easy is it to patch c# code as opposed to .jsons? I am considering making an addon that adds another layer of armor on top of the outer, middle and skin.
hey maltiez it would greatly improve the mood of many linux users to fix the incompatibility with the newer glibc versions
please and thank u
srry for the uh piling of issues
Hey boss thank you for your work, are there by any chance plans of adding one handed parry to weapons other than the short sword?
Aks Tyron to fix Harmony lib on linux, there is nothing I can do about it
It's broken upstream, no mod using Harmony works currently on linux.
For now you can use Flatpak version of VS for modded gameplay, it works.
My apologies
I need some help. I am using Combat Overhaul: Armory and I can not find the recipe for scale helmet. What I do get in the handbook is the the recipe to fix it. Does anyone know the recipe and post it?
its changed to another helmet iirc i think its called
light helmet
you smith them now
i believe
scale and brigandine helmets are gone, there's now open, light, plate, and riveted helmets instead as well as chain coif/head armor for the middle slot and gamboised/tailored gambeson/jerkin for the underlayer
Are there any plans to add a handgonne to the mod?
hi 🙂/ im having problems with the mod
im trying to use this weapon and theres no animation
Probably a compatibility issue in the other mod's part
but this knife can be used
any mod that is know to cause that?
already wiped my temp and %temp% deleted the mod in the mods and mods by server folder
I mean that weapon is from another mod entirely so
the mod says its compatible
The mod adds iron, meteoriс iron and steel spears.
Also adds several pikes of all types of bronze, as well of already coated materials too..
Adds other types of weapons : Seax , Bartka , Claymore , Khopesh , Odachi and others (see image, even have couple bows!).
Also added some new types of alkohol : different types of Liqueurs , fine Liqueurs ...
Seems it's not as compatible as they claim
maybe, im goin to try whats goin wrong and try to come up with something
its a shame because the weapon models are really good
yes the compatibility is broken
any plans to add paper cartridge ammo?
Using it on my server and everything is ok, maybe cache files or smh
No "Arrow" attachment point in the model
Will check it, thx for pointing out!
Huh. Would that even be a claymore? I'm fairly sure that they didn't have a ricasso,which that weapon has.
Btw you might want to add all of your stuff into both its submenu and the general menu in the creative inventory because in cases where there are a lot of mods, it becomes impossible to access some of your items when the menus get cut off.
i.e.
"creativeinventory": {"general": ["*"], "maltiezfirearms": ["*"]},
I have a question about the possibillity of addtions for armor. is there any possibillity for a few helmet designs to be made? most of the helmet models are viking or "dark age' the rivited helmets make good Spangerhelms, but would there be any hope for a Morion, or a kettle helm?
https://medieval-armour.com/images/virtuemart/product/e423.jpg
I'd absolutely love a morion and kettle helm and a gorget.
Any news on viability for MP servers yet? Or is it still a bit too unstable for servers
Mate, why reinvent the wheel, and then make the new wheel mandatory? And then if you ever remove the new wheel, your wagon teleports back to when you first put the new wheel on. Like, why? The old wheel is right there.
Like, I just don't understand the entirely new file format? Couldn't you just modify the json?
As in like, ConfigLib modifies the Json, instead of writing to its own arbitrary filetype
*Pfft,*I just punched a Drifter to death while chasing it around saying, "C'mon,bitch! Fight me! No balls!"
You think if I change file type configs will just magically work without config lib installed?
Please do your research before making any "inquires". If you think you know better, just make your own mod.
There are the 95% of other mods on the mod site that all seem fine using json files for their configs. I was asking why ConfigLib can't modify json files and needed its own filetype.
Is it "yes" or "no"?
It's "no" because ConfigLib isn't setup to read json files, so it won't "magically" do that without being modified. I'm asking, what was the reason for that? Does ConfigLib use some specific method that it can't use json files?
hey question
how does a mod get given combat overhaul compat?
say like the mod swordz
@fallow surge
It's probably on the mod author of swordz to make their mod compatible, not maltiez
understandable i just have very lil knowledge on how combat overhaul compats work
If a mod is changing how systems work in the code and another mod is only adding content like items it's usually on the content mod to add compatibility with the systems change
And combat Overhaul do change a lot of systems
If it's something like two mods changing systems like combat Overhaul + xskills they kinda have to work together a bit
(Those two are compatible at least)
Does config lib work with primitive survival?
I haven't tried.
Try it out and tell me
You seem very insistent on proving some smug point, rather than asking my question of "why use a different filetype"
Like, I'm asking to LEARN
Not to be a "hater"
I want to understand, why use a different config type?
TBF you did word the initial question a bit hostile
Yes, admittedly, in my post on the mod site, I was heated about having to do battle with this config system for a few hours
Before realizing that the settings were being reverted when I uninstalled ConfigLib
So I'm genuinely interested in why this system would be designed, instead of designing ConfigLib to modify json files in the first place
Swordz author is not active right now, so it probably wont be updated to 1.20 or get compatibility with CO
Good, go on, try out primitive survival with config lib, and tell me if it works
Yeah, it is what you do.
WHY are you acting like such an asshole? I'm trying to learn about this system, and you're just being obstructive the entire way
So, it CAN modify json files, ok
Then why write your other mod files to not use json files?
Maltiez I know you're frustrated but responding like this isn't helping anyone, including you. 
I usually just ignore such "inquires", this was an exception.
ah ty
Anything from swordz missing in Armory?
Jeez man...
wdym
like not working?
i tried equipping the armors couldnt
your mod makes armor have layers correct?
Like there is mod Armory that also adds weapons
Swordz adds armor?
yeah
its own ores too
its really good
but i think they both worked when i was messing with them
just swordz doesnt have the combat overhaul stuff like picks swininig
swords swining
For modded armor and weapons to work with CO there need to be a compatibility added, so if swordz author is not active, is is unlikely it will be compatible with CO
Saex and Stiletto seem to be the biggest thing missing in Armory that Swordz adds. I doubt they would work very well with CO though because of how short range they would be
Yeah, dont see a gameplay reason to use them over other weapons
Well the saex at least is meant to be a knife replacement i think
The thing I love so much about Armory, is how each teair of weapon looks different than the last. A copper, bronze, iron, and steel mace all have different models. I love that!
I wish more of the vanilla weapons had that too
Wait, they do, they're just a little bit more subtle maybe?
Yes, it is more of other mods problem where authors use same model for all metal types
Like Swordz 😛
Models are the easiest part of making weapon mod, so there is no good reason to not give each metal their own model
Is it? Modeling always seemed kinda hard 
Painstakingly making sure the json and code works seems like that harder part imo
There's no "oh, that square on the model is in the wrong place slightly, causing the entire game to crash and I have no idea how to fix it"
VS sets restrictions on style and how models are made, so it is easier to iterate to something you like
Where as with json and code there is a lot of that haha
Works on servers just fine, has some minor idle animations issues though
Very minor imo. Maltiez has done and awesome job fixing the animations so far 🙂
Added compatibility with Floral zones for Armory, strange that it was not requested
If someone made some additional models for helmets and armors, would that be useful? They could just be cosmetic, same stats as other items? Like a variety of historical styles for the helms for example.
The weapon models raise the bar a lot and the vanilla armors kinda suffer in comparison 😄
Is this going to be addressed or not?
May be
Just finished KCD 2 and was kinda sad it was over, but then I remembered that Vintage Story has a good combat system too—thanks to Maltiez’s mod—and that got me hyped again.🫡
@fallow surge Hi! I wanted to ask you for some help to make a compatible version with my most recent mod, a rebalanced version of Weapon Pack Alpha, and someone suggested a version that could be compatible with yours and match with its mechanics, what can I do?
Any plans to bring scale and lamellae helmets back?
EYYY KCD 2 MY BELOVED
literally only learned to mod VS and with CO just to carry over more KCD into the game
Like this badboy im workin' on.
A handgonne,I see.
amongst a whole list of things yep
like a matchlock pistol, another matchlock rifle, a flintlock pistol, a carbine- etc
its all for a server im building atm so the balancing will be primarily done for it, meaning once its done the guns will be snappier and faster than what people may be used to
no machine guns by any step of the imagination to be sure but nothings going to end up with an RPM lower than 5, especially not the pistols.
Looks awesome! A hand cannon like that would be perfect in Vintage Story. Ohh, I already miss the characters from KCD 2😂 😭 But I'm saving my second playthrough for when all the DLCs are out. Until then, I'll just try to bring KCD into Vintage Story haha
currently contemplating carrying over some of the swords too
since you played the game, are there any particular ones youd recommend? Im very drawn towards the broad longsword myself but im curious about other suggestions of what other folks may have enjoyed more!
Claymore.
Become Jack Churchill.
yknow i am actually planning on it. However im not sure yet on what reference to use for it.
i definitely wanna bring over the saber and cuman shashka though.
the bearded axe probably too
According to a quick search,Jack Churchill,who was a Canadian soldier who served in WW II,used a basket hilted claymore,rather than the more popular-in-fiction greatsword variant.
And yes,he used that thing on Nazi soldiers to excellent effect.
sword nomenclature is a mess, but yes the claymore can refer to the classic two-handed greatsword or a one-handed basket-hilt sword
as cool as claymores are (the two-handed greatsword one) i'm not sure how you'd meaningfully differentiate them from the current greatsword
unless you just mean turning the current greatsword into a claymore
Other swords to look at for your mod: Messers/kriegsmessers. Cavalry sabres. Spradoons.
The current greatsword,especially in steel,is unmistakably a zweihander.
i like medieval weapon variety as much as the next sword nerd but how do you differentiate them in gameplay? unless you just mean having a bunch of different aesthetic weaponry
Unfortunately, I have used almost exclusively the duelling longswords, but for some reason, I have always liked the falchion aesthetically😂 . It somehow has something raw and primitive about it.
It is basically just a dolled up machete.
Well im still messing about with the animation kit and im hoping to add a distinctive attack here and there to some weapons alongside a new attack suite of stabs and slashes for daggers
so the Claymore, whatever type and reference would be used god knows that alone as of yet- would get its own special attack/s.
for example the rapiers now have basically two stabs, one swing and i aim to add a reset "Flourish" stab as a fourth one
rapiers are a cool idea, but have a weird gameplay focus since if they do piercing damage that makes them bizarrely only good against animals
hunting with a rapier like a very confused victorian gentleman who had his honor besmirched by a pig
theyre also meant for pvp
infact most weapons i make have a mordhau-esque pvp focus to them
fair, though if you're balancing for pvp are you planning to rework armor
currently someone in full steel plate + chain + tailored gambeson (basically armor maxing) takes a whopping One Damage from even a steel polehammer to the head
musket can still oneshot them through all that though if you keep firearms on 
Something to understand: Rapiers can cut. They were made with cutting edges.
I probably will once i get there yeah
yep thats why i added the swing to them
balancing rapiers for video games is always funny because their use IRL isn't usually prevelant in video games lol
Sure,they were fairly bogus at cutting,due to the general lightness and flexibility of said blades,but they could still cut.
Estocs/tucks,on the other hand,are of such a shape where getting a cutting edge on that blade is just not happening. In exchange,they're basically two-handed awls.
also, idk if that delights or frustrates, but im certainly going to make plate so utterly inconvenient that its a near death sentence to romp about in it passively. I know- realistic its not. They were meant to be worn for hours, but somewhere a line must be made for balancing.
rapiers were never battlefield weapons or really anyone's primary go-to weapon, they're the sword equivalent of a conceal-carry pistol. A civilian self-defense weapon that optimizes length, convenience of use and portability primarily against other presumably-unarmored people also using a rapier (or maybe a knife)
we're talking like an additional 300%+ to hunger rate and a severely punishing movement debuff.
And the (kriegs)messer was made to sidestep civilian sword bans.
"It's a knife,governor! Honest!"
who needs kriegsmesser when you have a bi-hand falchion the size of a door
not sure how much a rapier makes sense if your only enemies are Rusty Scrap Metal In A Blanket and Deer
i mean a kriegsmesser is pretty darn close to a 2-handed falchion anyway
ideally, if we lived in a perfect world, i would shamelessly steal the animations for rapier attacks from vermintide 2.
Saltzpyre's brace of pistols is just a mood.
pretty close to a katana too actually 
Closer than a longsword is to a katana,hilariously.
though katanas were a little lighter and less axe-like
yeah
katanas were Heckin' Choppahs too
also you just gave me the perfect excuse to not make a katana, thank you
im going to make a Messer instead

-# ( ah who am i kidding people would like to see a katana and im not one to deny people that )
not a fan of katanas, personally
well, technically both of those swords are really similar
thats a nobles kriegsmesser
too fancyyy
if you remove the hand guard and change the design of the handle they would be identical
:I
Not even close.
A katana's blade has a much more pronounced curve,for one.
And a way thicker spine.
Basically,if you're thrusting with a katana,you're doing it wrong. The ergonomics just don't match up.
A kriegsmesser can thrust with much better,if still not ideal,ergonomics.
guys am i a bad person for not animating the lever/triggers on my mod firearms
depends

if the hands are invisible then yeah, it would look kinda bad
In the business,this is called sleight of hand. If nobody's gonna see it because it's not in frame or covered up,don't bother.
some katana had more pronounced curves, some were almost straight
if not then it shouldn't be a problem
yeaaa
older tachi designs were more curved while later uchigatana designs became more straighter
(usually)
like the hands covering the model the whole time so why do it
just like european swords, japanese blades had a lot of variants in design profile, so you can have both straight blades or curved
longer or shorter handles/blades
if we put both weapons here in Vintage it would be quite a problem, how much would they differentiate? Would they be only another "skin" for a weapon? making them having the same stats an all?
or just slighlty differences to make them "unique"
if you wanted the full suite, a tanto could be a knife replacement, wakizashi could be a shortsword replacement, katana could be a longsword replacement and odachi could be a greatsword replacement, assuming you weren't trying to give them unique gameplay
its quite complicated if you want them to be a good option for different purposes.
thats what I mean
ivy's planning on balancing for pvp for what it's worth, but at some point if you add All The Swords you'll probs have to rely on just making some of them cosmetic variants
if you do not want them to be unique in their own way they would only work as a design/decoration for the user
well, to start off, swords are not that great against armor, I mean heavy ones with metal beggining with chainmail or brigandine
i can't wait for yari and qiang as spear replacements
unless you use antiarmor techniques to get to the gaps and such
not gonna lie, more design variants while not having different stats looks really refreshing
as it is not repetitive
actually qiang might be more like a pike, china used some pretty damn long spears
china does have really beautiful weapon designs, quite underrated
mhh, now that I looked it up, it does look kinda like a swordspear
a quite long blade
good for both cutting and thrusting
playing Wo Long: Fallen Dynasty gave me more of an appreciation for chinese weaponry
aye and in truth for a big part they were planned originally to be just that since its made for a server who's lore takes place in the 18th century. So having a Gladius or Spatha around quickly started to batter on the immersion
im trying to balance it all nicely out to make each weapon unique but i aim to reinvent the wheel over time rather than all at once in that regard
Is the Clockmaker's Tuning Spear covered by Combat Overhaul's systems? It's a vanilla weapon.
i have a problem lol
Hey, i'm gonna be able to do a few more animations this weekend
I'll get in touch about it tomorrow
How do I use shields properly? Is there a chance that it blocks or do I have to face a specific way?
Presumably you right click.
I know that part of it
Hold right click,look at the offender. If you time it just before the enemy's swing would connect,it's a parry. If you've ever played Sekiro,treat it like deflection.
Is there mid layer face armor?
There are two chain helmets, one doesn't cover the face but the other does
Look at how Armory implements weapon and copy it
Most ptobably not related to CO
And you understand what mod is the problem or not ?
you have like 9 million mods, it's hard to know. probably a conflict or outdated mod somewhere.
Hello Maltiez, here are some Czech language updates for:
CO 0.1.25:
Armory 0.1.6:
Crossbows 0.6.5:
Exoskeletons 0.2.2:
Firearms 0.10.7:
so what does this mean, are there certain armor sets that go in the middle or right column? I've only seen armor go in the left column
yup, check the descriptions. Gambesons and jerkins go into "skin" slot, chain in the middle and there are some sets that cover 2-3 layers at once
if you dont care about penalties and have resources to spare - you can wear 3 layers of armor and be near unkillable
example - outer layer plate, middle layer chain, skin layer gambesson
this would go hard for early game fire arms
that's what I did and playing as a walking tank sure is fun
is it possible for a greatsword thrusting attack to deal piercing damage, and slashing ones deal slashing damage? ;o
this is exactly why the only curves i do are on the blade
such an arduous waste of time to do curves
looks fancy tho
...is it really that difficult?
wouldn't it simply be parenting extensions with alternate lateral coordinate to prevent Zfighting?
@fallow surge vc?
if you're not busy right now
im manually setting the voxels because im a modeler much more than a coder.
i need you to know that what you just suggested sounded like martian to me
Hmm... I'm not immediately familiar with this blade shape. Almost looks like a falchion,but not quite?
it's making a copy of a block and moving it to the side a little
is what i said
yknow, make cubes and move them around a little.
not much else to it.

That looks like something you'd find in a Corpus ship.
I was genuinely asking though, i'm preparing a pile of resources to make a large airship mod.
so i'm wondering if it really is that difficult
very nice for you. dont care.
its going to be a Hirschfänger Dagger, essentially a german hunting knife, when its done, only issue is that they dont have any uniform look whatsoever so, im aiming for something more akin to a bowie knife-esque form
as was the case with many hunting implements, the only guide was "Make it this long and make sure it can do X" then the rest was determined by the local blacksmith
anyways i finished a dirk in the meantime as well
lol? i even simplified it lol
not sure where this sudden unprofessional sass needed to emerge from.
again, just wanted to ask if it really was that difficult to use the editor to make new models.
It's not
Seem to be having a weird critical crash with Combatoverhaul now in my world, not sure how, but its after eating a food item (Expanded Foods) and now it perma crashes #1340451614510809261 message
Sucks cause now my world is locked out cause of this bug
CO version? EF/ACA versions?
v0.1.26 CO, v1.7.4 EF, and v1.2.3 ACA here, and I haven't encountered that, which is why I'm curious now.
Okay, I see the log now, you're running v0.1.27 but otherwise identical. Odd!
anyone else find they get clipped into walls constantly when taking hits near them? not sure if its a vanilla issue or what
Try making a Crabmeat Nugget soup / Seabroth Base With Juniper Berries, i think thats the food that made me crash
(1L Seabroth) 1 Crabmeat Nugget, 1 Fish Filet, 1 Juniper Berry i think for 1 Portion)
If you know how todo that. Crabmeat is from Primitive Survival btw
I cannot to the hell of mine explain why that triggered some bug of Combat Extended now 
Edit: It seems like XSkill caused this Bug to happen, but Crash Report did say Combat Extended, soooo...not sure
Are you running Verticality Mod ?
is that the one that lets you jump 2 blocks? if so then yes 😄
i always assumed its that one, as it adds an ability to lay down and stuff
ill try disabling it and see if that does the trick, ty
How many ingots will I need for an open helm,a cuirass,some cuisses,and some sabatons greaves?
Open helm) Four ingots.
Cuirass) Seven ingots.
Cuisses) Four ingots.
Greaves) Four ingots.
Total) Nineteen ingots.
A tidy sum.
any info on the scale\lamellae helmets yet?
yes, scale helmets were made uncraftable intentionally. That's not a WIP thing, they're not coming back lol. There's no "yet."
As for lamellar helmets I don't know what you're asking because they're still there
The VS model editor is so much less intuitive than blender. It's a pain in the ass
for xskills does anyone know which combat class the quarterstaffs fall under?
😦
no more shields either? Like meteoric iron e.g.
none of the shields were removed
spearman
i guess everything not listed is probably boosted by swordsman
nah, I mean if more shields are coming, cuz like there's no light or heavy shield for meteoric iron
oh, that i don't know
aight
well there is a steel light shield at least
If this wasn’t so high I’d actually use the armor in this game, that and the debuffs
You’d think it’d take only 1 plate for a helmet
Maybe 2 for the chestplate for front and back
I don't see one that covers the face
Look harder,because it exists.
wait I found it
I actually had to look closely to not make the face covering version,because that comes with ranged combat penalties.
so the coif is the one that doesn't cover the face, while the chain head armor does
Can we recommend weapons ?
Anyone have any ideas how to fix this crash on the recent update of CO?
Not related to CO
Could you give a little more detail, it does say involved Ids Combat Overhaul....
scale armor good for a ranged character?
whole set
15% penalty but entire body is covered
mb with open helmet + chain coif instead
You can get away with unprotected arms,honestly.
I rock a tailored gambeson from head to toe,mail coif,open helm,mail shirt,mail legs,a cuirass,cuisses,and greaves.
Very respectable armour,and while the movement speed penalty is felt,it's not particularly profound.
i wanna use guns, eventually
And I have a brace of nine black bronze pistols.
You honestly don't need arm protection,if you pack a full brace and a quarterstaff.
Clockmaker,right?
yeag, ofc
Quarterstaff and nine guns.
Blast away. If you still have targets after nine shots,you have the staff.
why not carbine?
I'm actually limiting myself. I'm not progressing past bronze until I knock over the Archive.
Saltzpyre gaming
I AM THE COMET! I BUUUUUUUUUURN THE IMPUUUUUUUUUUUUUURE!
THE CRIME IS YOUR FOUL EXISTANCE! THE SENTANCE IS DEATH!
Domes Karellian
Bardin : The elf's horizontal.
Fashion time: Should I use the Vanity mod to hide my helm,coif,and arming cap,or no?
Think I can take 'em?
Answer: Yes,I can!
is crossbow even worth using against drifters?
surface drifters has piercing 4 protection
repeater with copper bolts is tier 2 piercing
You'll always do at least half damage I think
it seems more of a hunting weapon
but where i live majority of animals are polar bears or mammoths
and those are too tought for it, you have to pit them and then poke them with a spear
The Chu Ko Nu is,in my opinion,never worth it.
Use the Simple Crossbow,skip over the Chu Ko Nu,and go for the Stirrup Crossbow.
It's awesome.
Because it's *accurate,*unlike the Chu Ko Nu.
oh, i see
It's a point-and-click interface with a reasonably quick reload. The Chu Ko Nu is hilariously inaccurate.
i think i rather spend my copper on some basic armor and just use the staff, for now
The Simple Crossbow is all wood and bone,actually.
it needs flax, flax dont spawn here naturally
I tend to build one after javelining a hare.
Forage vessels in ruins tends to provide flax.
Also,you can make rope from vines.
i know, but simple bow requires 12 flax
Sounds like a forage vessel or two.
i already made myself one linen bag and wasted it on repeater
they are not as readily avalible as you think
Spelunking expedition: Complete. Got me two and three quarters stacks of saltpeter.
Time to make gunpowder.
And swapping off.
As for the Chu Ko Nu... no idea. I only ever used it once,viscerally hated it,and never touched it again.
Not useful for hunting boars or wolves?
Not in the slightest. You want accuracy at a distance,and the Chu Ko Nu does not provide.
Whats the problem with its accuracy?
i died trying to hunt a moose with it, do not recommend
The Chu Ko Nu has less than half of the accuracy of the Simple Crossbow,and the exact same damage multipliers.
In exchange,you get a five shot magazine on a lever action bolt slinger.
And you can't use superior ammo.
Why can't it use better ammo anyway?
It can't use fletched bolts. Bronze and better bolts are fletched.
Watch Saltzpyre wreak havoc, darlings. Damn, that zealot can fight!
I read that in Sienna's voice.
I always retort: STOP LOOKING AT MY BUTT WHEN I FIGHT SIENNA
I was a Kreuber main when I played Vermintide 2.
Mercenary Veteran,believe it or not. It just felt correct.
"HELMS DOWN,WEAPONS UP! FIGHT LIKE IT'S PAYDAY!"
something to harass wild goats with mb
i get the feeling it will take 2-3 shots to kill tier 0-1 drfiters
From a decent distance,with impunity.
Raw power isn't the concern here,for the time being. It's reliability and range.
And you can always just sprint in to recover your bolts and get out before the enemy retaliates.
its so dark in a caves i will hardly get a chance to use it
staff though, i love staff
I tend to not go underground until I'm looking for iron. These days,I had to go down earlier for sulfur and saltpeter.
right now im living in Polar Day and i never encounter surface drifters
Until the Rust World comes and kicks the door down for half the day.
i have this bs, time wasting mechanic turned off
im not killing nightmare bowtorn with a simple crossbow anyway
To be fair,I've been hopping on my raft,and then my boat,and booking it for the East horizon every time a storm came around.
it does seems to be very accurate though
i was testing it against polar bear, while it does laughable damage, it was easy to aim and hit
That's the story for every crossbow not the Repeating Crossbow/Chu Ko Nu.
They're point-and-click.
The aim will wobble if your Steady Aim takes penalties,though.
First stack of powder made.
And right into the two flasks it goes.
Man,imagine if you could get an icebreaker prow after getting to iron or steel.
But yeah,a Temporal Storm rolled in,and when I tried to sail off? I learned I was iced in.
It's October.
So,I stuck around.
Ground some powder.
Perfectly safe storage for gunpowder,I assure you.
none of my animations seem to be working, everything else about the mod works. i turned off immersive first person and as far as i can tell there are no conflicts
cleared cache, still no animations
Send client main log
troubleshooting atm, will send it when im back in my main save
figured it out, a mod that changes the character model was conflicting with the animations
I'm having the same crash as the other guy, would you be able to point me in the direction of the culprit? It says involved harmony IDs: CombatOverhaul but I don't know what mod(s) might be causing it.
Try asking in mods-general, I have no idea what mod can cause it
i love combat overhaul fighting drifters with a staff is fun
@fallow surge coulld there be a way for you to add compatibility with the swordz minerals ?
a.i titanium mitrhril adamand orichicalcum and aitril
stainless steel too lol
it's so sad cause we reached steel so we got a mod with more progresion but combat overhaul ain't compatible so it's sad plus a full steel plate armor is 33k durability and the mitril is 8k, its a scam
\
lmao imma try to contact the other modder too
oh and btw could the blacksmith skills in xskill be able to work on the armor too? only the armor i can't forge legendary version of and as a blacksmith i am ashamed
used both of these mod since the start and it's only then we see this
i very much regret making simple crossobow
dead weight that takes 2 slots from me
lethal against bunnies, but not much else
Decent for ranged chip damage i guess
But yeah ideally upgrade to a latch or repeating crossbow
Or stirrup crossbow if you're fine with a slower reload
If you have feathers I'd honestly recommend a bow instead
chickens dont spawn in arctic
do you think scale helmet + gambroised helmet worth it for ranged character?
12% penalty but head hits do double damage
i dont wanna get decapitated by unlucky sawlocust hit
i have it with chain coif underneath
mithril what
Armor patches are by far the easiest compatibility patch to make for CO. Weapons are pretty complicated though
Though if you want divided and smithable pieces (i.e. not crafting things with just the crafting interface) there's a lot more work involved
The repeating crossbow hits exactly as hard as the simple crossbow,with less than half the accuracy.
Last I checked,the whole point of a ranged weapon is to hit the enemy.
the upgrade part is that it's much faster lol
Don't need to be fast if you can consistently hit the target. Besides,reloading the simple crossbow is quick and painless.
Just aim better
When the repeating crossbow has all the spread of a video game shotgun,aiming only does so much.
Blackguard: +20% hunger rate.
Offhand: +20% hunger rate.
Cold Winter: +25% hunger rate.
Full Armour: +36% hunger rate.
Shield-using Blackguard in the cold Winter in full battle rattle: +101% hunger rate.
Jumpin' Jesus on a Pogo stick!
A Blackguard geared up for war is gonna be inhaling food!
Hunger rate matters less when you eat proper meals as they freeze saturation loss for a duration, it's why getting stews early game feels like such a giant upgrade
I'm getting a bunch of errors saying Combat Overhaul can't patch the "aitasks" for hooved animals.
Should I be worried or should it be fine?
I just parried a Bowtorn's bolt with a staff. Does that make me a Witcher?
yeah, i reall think that only shields should be able to block projectiles
although im not complaining
I say,if it's possible,allow any weapon with a parry to parry projectiles. But not block them. Allows for skill expression.
z-fighting when i wear chain arm pieces alongside brigandine arm pieces...
really unfortunate that scale shirt is the best light chest protection
i hate scraping sound that it makes
i dont think i even need metal armor tbh, stuff i fight (tier 0-1 driftets) only do blunt dmg
gambesson feels sufficient
i very rarely take damage in the first place too
i think for everyday wear a gambeson should be fine, i'm paranoid about ninja bears or getting sniped by bowtorn, so i usually just wear a brigandine chestpiece alongside a tailored gambeson
if bear attacks me - i will survive one hit from Second Chance
enough time to pillar up or run away
oh, so it is
if you take lethal damage from a creature - you will not die, it has long cd though
im gonna replace scale shirt with cuirass mb, even though it has harsher penalties
scraping sound from scale gives me headache
i did not seen bowtorns spawn underground
only drifters, but i was cautious not to go too deep
i think i will be just wearing gambesson with extra metal armor for the head
open helmet + chain coif
it will not do much, but on the odd chance something awful hits me in the head - i will survive it
and its basically free
You could just wear a cuirass instead of a scale chestpiece if you don't like the scale sound
Though i forgor if it sounds much different
Personally i like the swishy swishy
why not lamellar?
Lamellar has high penalties and you can't wear anything under it cuz it takes all the slots
It's basically the budget armor that you wear if you don't even have leather or anything yet and just need Something
It does have decent bash protection to make up for it but eh
well, i dont have leather
Leather for jerkin or flax for gambeson i should say
i scraped by enough flax from ruins for a full set
but i dont have a flax farm because i dont have flax seeds
@fallow surge
Hello, I was going to DM but your discord profile said to consider this instead so I will.
I was very interested in chatting with you about your mod, as its by far my favorite mod in this entire game and I'd like to talk about things that could be done to improve the interactions of it ingame. I have explored game design and have a few thousand hours in specifically first person melee games specifically. The topic of my discussion would mostly be about interaction between the mechanics, enemies and players in your mod. If you'd like, you could respond here or in my DMs, whenever its to your convenience. Thank you.
someone smort needs to make a mod to blue/blacken steel
how involved would that be? retexture of vanilla steel items + a recipe ig?
I wanna guess you could make that with some JSON and a texture, if the crafting recipe wasn't too involved.
apparently the medieval process was to heat already polished plate to a certain temperature and then apply oil to it. But there's no way to heat up completed armor pieces afaik.
I wonder if you could patch in firepit capability with a JSON file.
i guess i'll give the retex a try first and see if i get through that, still havent ever opened the editor 
which proficiency does the poleaxe fall under? maces or halberds?
testing seems to indicate neither 
All polearms count as spears for XSkills.
does xskills and CO play well together?
Seemed to crash when having bolts and arrows in inventory and switching from an arrow quiver to a bolt quiver without removing the arrows first
I had an issue where my shot pouch ate its contents when I took it off.
My friend crashes, when he punches me
my character feels very 19th centuary, if that maks sense
metal helmet and light padded armor for the rest of the body
only thing i miss is a gun, but no zinc :(
would be cool if gambesson also provided some warmth
also, apparently there two variants of gambeson, one worn under plate or chain and one that was a sole armor
the sole one was thicker
rate the fit
Houndskull bascinet and brigandine? Stylish as all get out. Nine out of ten.
Does the quarterstaff just suck?
I've been using it because I'm a clockmaker but I kinda hate it's swing animations. Half the time it misses enemies completely.
i play as clockmaker and im in love with quarterstaff tbh
it has a lot of reach, and it can hit multiple drifters at once
and unlike spear its blunt damage, meaning drifters take full damage from it
and its notoriously easy to make
and it has two handed block
So I am having an issue where bows are not visible with this mod (every other tool and melee weapon is visible), I can still shoot the bow but its just my two empty hands doing the draw animation. Ive tried deleting the cache on both server and client, mod configs, ive tried older versions of the mod. Its also happening with all firearms from the firearms mod. I spent around 2 hours unloading mods one by one to see if they were conflicting. I havent been able able to have bows show up in hand other than removing Combat Overhaul and Firearms. Immersive first person is disabled.
Not sure if its a known issue in 1.20.3 but I havent yet been able to update to 1.20.4 on my server as I have a couple mods that are broken with 1.20.4.
If anything comes to mind what could be causing hands to be empty with bows and firearms id be happy to try the solutions. Happens in first and third person. Appreciate any suggestions.
Send client main logs
no
Does not seem to be a shader problem... May be it is incompatibility with some mod.
Well I will do more of the old Skyrim disable 3-5 mods at a time until I find the one it is after backing up save
@fallow surge I got some doubles of games on steam if you want one, keys should be global keys
no thanks
Thanks for the quick response. Ill make a new world, add in mods until I figure out whats breaking it. Have a good day
I have a bad habit of gambling on mystery keys on fanatical, so I end up with doubles
The 99 cents keys just to give you the crappiest game you’ve never heard of 😂
Yeah sometimes they suck, a lot of times they are pretty good, stuff like kingdom new lands, forgive me father, mostly indie games. They hook me with the "chance" to get tripple A keys lol
Lmao
But i scored manor lords in one othe bundles for $0.79
W
hello, how does the quality system from Xskills work with CO? I don't see any changes just in durability, damage doesn't change pickaxe speed either, that is if they are compatible in this
Figured out what was causing the bow to not be in hands. It was reshade which is weird it would affect just the ranged weapons. Generated a new default settings world, just Combat Overhaul installed, was still happening. Uninstalled Reshade, fixed. So much for having raytracing in Vintage story lol
@fallow surge curious if it's intentional for the poleaxe to not have a proficiency apply to it? I humbly request it to be included in either mace or halberd for the 30% increased attack speed because I love it and can fabricate some additional rationalizations if needed 
doesn't it have the malefactor's long axe proficiency?
I tested it with everything except long axe lol, ill confirm rn
Axes proficiency is applied to poleaxe
awesome! i mean its a polearm, so can argue equally for mace and spear 
man i love it lol, swiss army knife of medieval murder
i'd argue maces aren't polearms by any definition of polearm
polehammer maybe but the steel polehammer in CO is essentially just a steel club
yeah it makes sense its primarily an axe, i short-circuited when i realized there was no 'polearm' category
would be sick to get a lucerne hammer in as well, with like half moves being blunt and half peirce
'polearm' would probably be too vague, proficiency with that would give you like 5 different weapons
spears, pikes, halberds, arguably the long axe, polehammer and poleaxe in steel
The one I'm kinda curious about are longswords, do they get proficiency from one-handed sword prof or two-handed sword prof? since they're, ya know, hand-and-a-half swords 
not that it matters unless someone adds a custom class that only gets one prof, since Blackguard gets prof in both one-handed and two-handed swords
I'm assuming two-handed?
if only because one-handed swords gets shortswords and falxes already, so two-handed getting both greatswords and longswords makes sense
Actually Maltiez I have a minor suggestion, can you remove the spaces in 'short sword' 'long sword' and 'great sword' 
As far as I'm aware they're almost always used as one word in English i.e. shortsword, longsword, greatsword
It's most noticeable if you're looking in the handbook for shortswords cuz all the Armory ones are "short sword" but the blackguard one from the base game is "blackguard shortsword"
i could find out, been testing things with a mod that lets you add traits
yep longsword is 2H prof. only, doesn't benefit from 1H when being used with shield
i think of the halberd, and poleaxe fitting well together in polearm because they would use a similar moveset where you are changing grips etc to use the variety of strikes, whereas pike, long axe, and polehammer just do 1 attack - current categories are fine as well tho
im using it with a hunter without any bonuses and it's great, all the non animal mobs are weak to crush and it can block. The overhead attack seems to have more range than the other ones
and its really cheap too
And Clockmakers swing it 20% faster,making it real damn effective as a close-in oh shit weapon.
You know. For when you've fired your guns and/or crossbows,and still have targets.
clockmaker and malefactor are like specialized in anti-drifter warfare while the hunter is only good against animals lol
bows do slashing damage, at least
im really, really not a fan of piercing damage
steel crossbows can at least punch through drifter piercing resistance
i dont find fighting animals to be important, 9 times out of 10 animal should be pitted or seperated by a fense first
and you can do that with flint spear
im big fan of what mod did to malefactor
Didn't look at the Malefactor. What's their traits?


