#Combat Overhaul
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i was told you can buy Nadyan clothes, they have identical warmth bonus to tailor elite recipes
It's an accuracy penalty not a damage penalty though, no?
some of them
still doesnt feel deserved
Having some nice crafting recipes mean you need to be nerfed to hell, its called game design sweaty
But having damage, health, armor, and mining bonuses are fine if you get a bit more hungry
đ
TBF tailor sucking is a base game thing
And blackguard's ranged penalties are very harsh
Blackguard being kinda really strong is also a vanilla thing 
Oh yeah, its vanilla, Maltiez is not to blame here
tin bronze
Oh yeah, why are you using tin bronze plate??
That wonât help you lol
should have made chain armor mid player
it helped me get to iron
Lamellar is just as good
what
lamellar is 5/5/5 and takes all layers
tin bronze curiass is 8/8/3 and i habe gambesson underlayer with 1/1/6
Bronze plate is certainly a decent holdover but yeah it's not enough for sawblades lol
Sawblades especially blow through basically everything that isn't plate+chain cuz they do something crazy like 16-20 slash or something
The chain shirt and chain coif are really good just for quite a bit extra defense with very minimal downside
imagine getting by a sawblade on a neck
for 48 damage
i have tier 7 slashing resistance on a neck, it will not save me
if i find zinc - i can make an arquebus
two arquebus shots will kill sawblade
Can one blunderbus shot?
doesnt the crossbow quiver already hold all the additional equipment needed?
yes
i assume they might be asking about being able to store the crossbow itself in it, but i'd question why you'd do that since it's not usable from the inventory lol
Yeah. You can treat your hotbar itself like the holster/hook/sling/baldrick/scabbard(s) for your armaments.
This isn't a holster, its a hook to make reloading faster.
The bowline is placed into belt hooks, the foot is put into the stirrup and pushed down to cock the line.
i feel like i'd pull my pants down doing that
That's why it was more akin to a modern lifting belt.
You don't loop your pants into it, and it was made to spread that force out.
how to I make my sword combat overhaul compatible
@fallow surge Armory Bug: Flint spears with handles of different wood types are in the handbook but with no recipes to make them.
Clockmaker has 25% damage bonus against mechanical creatures, does it transfer to guns as well?
something that randomly struck me - blunderbuss does 32 damage if all pellets connect, if clockmaker mechanical damage bonus applies - you can one shot sawblade locust
you can also oneshot sawblade withe steel carbine
and killing sawblade will take 2 pistol shots instead of 3
sawblade has 40 health, 32x1.25=40 and 16x1.25=20
is there like a guide to see how to make my weapons count for combat overhaul
I would suggest looking at one of the other mods that has weapons and is compatible. You have a few to choose from
AnMiTech, ElectricityAddon, Better Scrap, Kanahaku`s (Not Only) Spear Expansion
Electricity Addon adds electro spear, very steampunky
reminds of Arcanum's Telsa Staff
out of all the crossbows, Stirrup seems to be the least useful
*good crossbows
it faster to reload then steel tier crossbows but the reload freezes you in place, and it does not help reach any brakepoints
latch is incredibly fast and you can reload on the move
windlass just kills everything you point it at
goats foot kills tier 2 drifters in one shot, almost kills tier 3 (you can finish them off with a quick shot from latch)
goats foot reloads on a move too
i think you guys are sleeping on crossbows
windlass kills most of the targets musket kills
while being easier to operate and faster to reload
i especially like goats foot
steel tier crossbows are arpropriately powerful
feel better to use then steel tier guns
i should have started as hunter instead of clockmaker
steel gun is more suited for pvp tbh
crossbow more PVE albeit both can be used in both situations
just raw damage of musket better in pvp
sure, 1% of players that play pvp must love musket damage
I do
i was testing guns and crossbows in creative, since in my artic world i dont have anything yet
did not liked guns at all, after using crossbows
whatâs the steel cost of a windlass ?
pistol akimbo is funny though
not sure, not very high
and windows is pretty cool for PVE as no gunpowder etc
I'm trying to make my wavy swords get combat overhaul support and I don't know what I'm missing lol
Itâs like 8 or 10 I think but idfk the exact hence why asking lmao as makes sense itâs more economical to make then carbine for example
gun reload time is obscene, even on pistol
clockmaker gets a 50% buff I think on reload times
im testing it on clockmaker
ye if you have armour it slows it down I think
otherwise itâs not the worst
considering damage and the fact itâs âreadyâ
armor does not thing for reload speed
crossbow you gotta reload whenever you equip it
manipulation speed I thought is reload based ?
not exactly
or itâs just mining etc then ?
you have to finish very short animation of putting a bolt on the crossbow, but otherwise weapon comes preloaded
im not using it with armor that nerfs manipulation speed
manipulation speed effects reload or no?
Iâd imagine it would too have some kind of debug
debuff*
i dont know, either way i have no debuff for manipulation speed
yea itâs still slow ish
but itâs the damage output trade off
plus players blunt protection canât get too high compared to piercing etc
so itâs better against players I think
but crossbows are super cool
glad they got the love from maltiez and he made the mod
there are short window of time where guns will be better then crossbows, at bronze tier
but once you get iron - you are almost ready for steel anyway
so iron/steel guns are kinda pointless
they all got their use cases tbh. Musket will always do more damage than a windlass. although itâs a bit more expensive and maintenance is higher
the way maltiez balances stuff is pretty cool
everything has a use case in this mod
maybe minus the slashing axes Lmao
windlass cant one shot brown/black bears and two headed drifters
otherwise it kills everything musket kills
ye and with players musket will prob be better
Idk about carbine
I think windlass & carbine may be on the same level in that perhaps
roughly the same damage but windlass is easier to maintain and feels faster to reload
ye, plus the armour differences of pierce & blunt
seem roughly the same
unless some guy has some weird armour set to counter one of those more than the other
or the mob has a protection tier thatâs one or the other
i dont think its a valid argument since majority of players dont engage with pvp in any way
but sure
Idk, I play on servers where it happens so I think itâs a fair argument
we can agree itâs not valid in a non PVP setting but is in a PVP setting
either way W mod from maltiez đ
yeah I know. That's why I said "as an upgrade" and not "as an item".
But it doesn't matter anyway as the mod is feature complete
Absolutely, I was saying that as a context for the people that commented that it was just for holding the crossbow, in order to clarify what it was you were actually wanting.
ah, aight then
anyway I'm more eager to know if modifying player weight is possible (arrows should not bounce you around if you're wearing 3 layers of armor) but Maltiez ignored it đŚ
Maltiez does have a handful to worry about.
I think it'd be a neat entry point to modding, seeing if you can adjust knockback values with respect to armor.
if it's even possible at the first place tho
I have no doubt it's possible. I only doubt if it's easy.
yeah, me too. And I'm far from programming so...
the best I can do is pestering competent people lol
Is crossbows are addon for this mod? i cant found any crossbow in item list in game
Search on mod database âcrossbowsâ author is âMaltiezâ
It is made by the same owner as this mod and can be used with it
there is also firearms mod he made etc
Click on author of combat overhaul he has a couple that are compatible
I assure you, you don't need to be a programmer to start modding đ
It's actually relatively easy, you just need to spend some time on the wiki and understand how the JSON stuff works and it only took me a couple hours. It might take someone with less experience a couple more hours but it's really not bad.
I highly recommend trying it out đ
my job's draining as is lol
trying my hand at reanimating the greatsword (only two directions so far)
damn that looks great, though maybe a bit over animated for a zwei? might just be a speed thing
the wide arcs are deliberate since i'm trying to replicate the swings from HEMA (using this as reference: https://youtu.be/nqlp_vuF3lY?si=kGFYkDlMZOQHsqzD&t=78)
Braving bad light, watercold Dutch weather and MUD, I filmed some usefull drills for montante and messer for you all to enjoy. The first one was already featured in a previous video, but I wanted to make the variations on the drill a bit more explicit. The rest is new (though inspired by old masters of course).
This video has been made with th...
Fantastic.
These look great. Snappy with force, but still retains the threatening sweep.
I'm still unable to get my wavy sword some combat overhaul support lol
Loving this mod with armory but I was curious if the different attack directions affected what type of damage you deal? Like greatsword stabbing does it do piercing while the regular sweep does slash?
swords will always do slashing even if the attack is visually a stab
there are weapons that list multiple damage types though
the halberd does slashing and thrusting, naturally the 3 attacks there that are visually a slash do slashing while the thrust does piercing
and the poleaxe can do all three; i believe the 2 side attacks are slashing, the downward bonk with the hammer is bashing and the thrust is piercing
Will the weapons that don't have parry eventually get it?
i assume it's an intentional omission for balance purposes
ig i dont get it if thats the case, why would a poleaxe be able to parry and block (arguably the best 2Her), while long axe and halberd can't?
Its likely intentional but frankly some of the choices make the weapons worse overall
Halberds range function, for example, as well as a lack of block makes it very unsatisfying to use. I find it slow, without a lot of damage and its needlessly complicated due to the narrow range in which it can be used. Then you have to adjust it. I also think range (at least on default fov settings) is a bit inaccurate with most weapons being shorter than they appear visually. The poleaxe I made yesterday was a good example of that where I found it to be pathetically short in almost all attacks except maybe stab.
Why use halberd when you can use greatsword? Greatsword might be a bit shorter but you can parry and block, theres no range bullshit to fuck around with, you just get to swing it and it does damage.
anyone else crash when putting a saddle ona n elk?
i've heard of someone else having that problem but it ended up being a different mod, not CO
been testing quite a bit with poleaxe and i thought it seemed short also, it's just long enough to hit while being outside a 2H drifters range
apparently the issue is Fauna of the Stone Age's giant deer mod, but the crash log says it's CO for some reason
I will rename this harmony patch so ppl stop blaming CO for other mods bugs...
yeah that's my fault someone just told me it said so in the crash log, makes sense that it was the giant deer one tho
@fallow surge do you want feedback on weapon balance? or not looking for feedback outside of actual bugs etc. Testing out different setups
Just leave it here, I will eventually read it
aight, i'll try to make it coherent when i do then đ
Some proposed changes, from my perspective (these are merely my opinion and can be disagreed with)
-
Weapon Range should be increased across the board. I don't think every weapon needs it as much as others but, at least with regarding viewmodels, they all feel a bit too short. I have repeatedly thought that Longswords are very short for how they appear visually.
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Longswords should be improved one-handed, as currently the one-handed usage of them feels rather poor with much slower speeds, lower damage and worse swings. They're supposed to be ideally two-handed by usable one-handed and while they do fill that role, it's generally not super appealing how it is right now to the point where I opt to completely disregard them as an option for one-handed.
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Weapons with hit ranges should be adjusted in general, such as Halberds and Pikes. I think they should not only have a minor/moderately larger window, making them less of a pain to use, but could also be improved by allowing them to do reduced damage when hitting outside of that sweet spot. For example, instead of doing full damage if I swing my halberd and theyre too close, they should take say, 25% of the normal damage, so at least there is some hit feedback. Perhaps more knockback would help with these weapons?
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I think weapon blocks such as with the greatsword, should be nerfed. I don't find myself landing many parries and instead optiong to hold block entirely and negating the entire thing.
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I think shields should be improved as well. In vanilla, you can straight up block and attack at the same time and it's particularly powerful. In CO, you can't do this but shields drain just as much hunger and require you to use a one-handed weapon which is generally worse than two-handed weapons due to worse range and damage, requiring you to almost be sniffing the enemy to hit with some of them, like maces. Maces do good damage but it's often not worth the hassle.
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Armor hunger values should be adjusted to emphasize more useful armor types. A lot of armor is worse than plate armor, not just for protection. Light/medium armors really don't serve much purpose. Some changes could include: Less hunger, less manipulation and less walk speed debuffs for the lighter armors such as, Leather Jerkins, Gambesons, Leather Body Armor, Scale armor, Lamellar armor and Brigandine armor, with a varying scale to how much reduced they are.
In my opinion, the lighter the armor, the more varied the debuffs should be. As it stands, plate armor is always the best option because its debuffs are almost identical to the light armors but with significantly more protection. Besides crafting cost, what reason would I pick brigandine, scale or lamellar over plate armor?
I'm open to discussion on this stuff, and these are simply my opinions, but I would like to think I at least know what I'm talking about. I think.
how does knockback work? sometimes attacks knocback, sometimes not, spears may or may not do it more reliably, cant find a pattern.. any help? :o
I haven't changed how it works, so it is bugged and unbalanced like in vanilla
its fine, i just wanted to know what are mechanics on it at all, or if i should just look at it like rng event :D
@fallow surge do you have a template or some tips on how to make Combat Overhaul-compatible third-party weapons? I tried to do it but it didn't work out
weapon range increase? brother in christ you do not need to be immortal against all but bowtorns as soon as you craft the first flint spear
neat!
i really like how meteoric iron armor looks, i think im gonna make it for the drip
even though im like a month or two away from making steel
is there a way to disable to spear throwing, it kinda feels weird to 1h spear with a shield to use a shield and just a click accidently yeets the spear
some weapons say they deal slash and thrusting
Was going through the armors that seemed to have hair clip through armor. It seems only a few cause this problem, like "short/trimmed," "Indigi-balding," "Kniaz," "Tonsure," and maybe a couple more? Just thought i'd let you know about this @fallow surge if you want to fix it in the next patch since it bugs the crap out of me and probably some other people too. also, some of the thicker necklaces like "simple cross" tend to z-fight with plate armor.
I didnt mean the spears
The spears and pikes feel fine, the halberd feels fine, but I moreso meant the other weapons.
There are moments where the greatsword feels a touch short, the longsword feels pretty short, the one-handed weapons feel especially shot... And when I say short, I mean "shorter than I would think they are".
Obviously a mace has less range than a longsword, but I dont think I'd have to kiss a drifter to hit them with it.
tin bronze cuirass + meteoric iron chain shirt + gambesson
tier 17 slashing resistance, still take some damage
sawblade just be that way
you took about 7% damage from that strike. At slash resist 17 against slash 6 (24) that's working as intended.
Yeah. Sawblades do 24 damage at T6. That kills most unarmored seraphs in 1 swing. You'll take many more than that.
i can make myself and arqeubus, finally found some zinc in a chest
enough for single plate
but whats the point? Stuff it can kill i can melee with a staff as well
ranged I suppose & more damage on it
i can use it as a hunting weapon instead of simple crossbow, but im already very much stocked on meat
It'll let you shoot bowtorn back, and you'll have a better time with those sawblade locusts.
this is my favorite armor setup
was testing it in creative, sawblade has trouble killing me, same for polar bear
12% accuracy penalty, 7% manipulation speed penalty, 16% movement speed penalty
couldnt get myself to be hit in a face or neck, very rare
It looks slick as hell too.
Can't seem to get armory working on my server, does it have to be activated in any way?
We can craft the crossbows and firearms but none of the armory weapons/armour
Can you craft a riveted helm?
I'll start the server and check
nah none of the armory recipes show up in the handbook, they do in my singelplayer however. It's a dedicated Gportal server if that helps
Bruh.... just double checked the servers file directory and armory wasn't even in there....
sorry for my stupidity đ
Interesting. Can you try redown... nevermind lol
It happens to everyone, glad it was an easy fix
got it uploaded and it's working fine all the recipes in the handbook, so keen to actually try out some of the new weapons now.
I like Javelins with the Javelin belt. Greatswords are excellent too.
It's because it uses the exact same animation in 3rd person as it does in first. Maltiez hasn't made a different animation for third person because it's incredibly time consuming
I think greatsword might be the best weapon type in the mod, but I do get the 30% speed increase. Its range and damage are all great. It can block and parry.
i really want to fix a forlorn hope set
it has full body coverage but very mild penalties for a plate
half the accuracy penalty
is it possible to tweak some values myself to reduce reload speed?
Add proficiency stat to class you are playing with. Or edit animations.
i already have proficiency, i wanted to reduce it a bit further down but it seems not doable for a noob like me
thank you for the answer
You can increase bonus from proficiency
how can i do that?
Sorry for late reply, but no. No changes to mobs, I throw the javelin, spear, and shoot an arrow only for them to land near rabbits and foxes and they don't react
I've personally never had that even in vanilla
Pretty sure it's in the 1.20 changelogs that they made it so mobs don't just sit there when hit
When hit they definitely run away, but they've never responded to misses for me. I'll test it when I get home
It usually happens when they run back, may be due to floating projectiles since they can still hurt you (in my experience with floating rocks thrown from a sling).
Run back?
The mobs reset after a certain amount of blocks they run without being chased
How does one add proficiency to a class correctly? I'd like to add quarterstaff to ranger, if I can.
pardon my intrusion, im just really confuse on the loose of some weapon range?
from the V0.1.27 to the V0.1.29
if that normal ?
Its just a new preview, the right side is the CO Info
nvm it was the mods not loading from each screenshoot (mistake on my part)
but the range is very low, that why i was confuse.
Range is short because it is a very short weapon, animation is already extends it as far as possible. In vanilla range makes no sense, in CO it is not a stat but a consequence of weapon model and animation.
got it
tbh i do love the animation of the tool, it make it feel more natural
i do understand the realism wanted for the weapon.
it just not for me, but notice the mods doesn't affect any weapon from Ancient Armory! so i got the best of vanilla and CO tool animation!
anyway, sry for the inconvenience, and have nice day!
Hello. Is it possible to have vanilla idle and running animations for weapons with this mod? They are so smooth.
What's the heaviest armor I can wear as a hunter that wants to use the recurve bow (which I hope hasn't been nerfed too badly. I'm new)
Actually is there a wiki or something that lists the extra traits that the mod adds for each class?
riveted helmet, chain coif, gambesson helmet, cuirass, chain shirt, gambesson body armor, scale sleeves, scale leg armor, gambesson leg armor - this armor is very light on ranged penalties
12% aim, 7% manipulation speed
your entire body is covered, and you have fantastic chest protection
you have somewhat weaker face protection and your neck is very vulnerable, especially to piercing damage
you are a hunter and have great accuracy by default, so maybe you can get away with full helmet
I enjoy forlorn hope set for the outer layer
Riding my elk I feel like a true knight
I downloaded CO: Armory and found handles
wdym
tool handles
you mean weapon handles? like you found them in the handbook, or in a chest?
handbook
If I remember correctly, the recurve bow was rebalanced. I think it does less damage than the longbow, but fires faster.
I put Firearms moddb page into draft mod so it only accessible from direct link, and put a link on CO moddb page, so it will be less ppl that hate CO on firearms page.
I haven't slept for a while, so it is probably just my brain failing to think properly and I bring it back later...
never bring it backâŚ. Make them get COâŚ
They already have to get CO, I just dont want them to get to firearms at all, so they dont write about how they dont like CO
sounds like the way to go
I wonder what they specifically hate about CO
I saw that comment saying to use a standalone library for Firearms... but that's already CO lmao
I mean I guess some high tier armour makes a lot of mobs not do a lot of damage but they can tweak these things if thatâs truly the issue or if they want the more balanced approach use a lower tier or less armor. And they canât argue weapons are too OP as they want guns which do so much damage đ
They dont give proper feedback, they just complain without any specifics, so there is like nothing I can do to improve things
Thatâs the usual with mods and even developing anything
your mod is one of the most popular mods for a reason and you do read feedback and do what you think is best so I think thatâs super cool as some people wouldnât do that
you wonât ever be able to appease everyone sadly
I do think the auto patch w other mods is something this mod has thatâs a very good direction for mods on this game, as automatic compatibility in huge mod packs is amazing compared to needing to tweaks lots
Ive noticed a lot of enemies cant really hurt me in even iron armor. All I have underneath it is a gambeson layer too.
So maybe I kinda get what they're complaining about, but im not sure how to fix it. Make passive defense worse but improve active defense (parrying and blocking) to encourage more interaction?
I mean when you get to having all layers with iron or steel you become pretty safe
Bosses can still fuck you up though, as well as getting swarmed. Sawblades are still scary too, as well as the highest tier enemies.
But fighting one on one, youâre essentially invincible. Rocks thrown by drifters donât even do damage if youâre in full tailored gambeson
And I think this is pretty balanced
Is it bad? Any ideas how it should be instead?
May I ask what the formula to determine damage reduction is?
you still take 1 damage from basic tier drifters at best armour in the game
instead of the default value that is significantly more
Basic drifters deal 2 damage, so your armor will block only 50%, and also 1 damage is a lot
idk maybe 0.5 then to be fair
but some kind of still reasonable damage existing
as rn once you get iron
youâre invincible to most things minus the super dangerous mods
mobs*
paired with shields etc and a gun itâs not the hardest to kill enemies especially with how much damage you donât take
and yea I was wrong that 1 damage is too much I forgot as I play blackguard sometimes.
Iâm sure youâll find a way where armor is useful at all tiers but doesnât fully make it into protection 4 diamond armour in Minecraft in the final tier lets say.
I don't want to make any hard suggestions without anything to back it up, but I definitely think it would help to know what You, Maltiez, think the balance of the game should feel like.
Do you want all enemies to still pose a threat, even in the toughest armor?
Do you want some armor to be better than no armor, even when it's not enough to be effective?
Do you want armor effectiveness to be more dramatically effected by exceeding high levels, or by the few levels passing the damage tier?
I feel like you're getting to wit's end trying to make a mod that doesn't have people hating on you.
In the end, I want to see your vision, and if I can provide feedback to that end, I'd like to.
No idea, most of the CO systems is a product for iteration starting from vanilla, so it is kinda emergent and not designed from ground up.
Right now the main problem with armor system is that damage tiers are redundant, cause mobs that deal higher tier damage also deal higher damage. So idealy I need to rebalance mods and armor, and it will require a lot of spreadsheets and work... And I dont really have time and energy right now, cause of irl problems.
That makes sense. And spreedsheets are a lot to tackle. I am by no means qualified to tell you how to make your mod, but if you were to overhaul combat from the ground up in Vintage Story, what would it look like? Just in general terms?
No idea, it is too broad to be able to just come up with a short description. Also I think that such purely theoretical ideas is a waste of time, cause they have no value. It takes a lot of research, iteration and experimentation to come up with something that actually works.
You're right, it takes so much time and energy to make something that works, but thinking about what the final goal looks isn't a waste of time.
For example, if you know you want high tier armor to make you nearly invincible to low tier mobs, but still makes you very vulnerable to high tier mobs, you can tweak your formulas to reflect that. It will take time, effort, and experimenting to make it work, but you'll know when you've reached that goal.
I just want to see you happy with your mod, rather than making it worried that some idiot won't be.
And I really like the Firearms mod, and I don't want to see it go away because of that.
I think maltiez is doing a good job
even if I think the high tier armours negating so much damage to basic enemies is not my ideal thing I still love the mod and will use it over vanilla
and considering download amount and the love itâs gotten Iâm sure lots of others do too
i asked this question in the IDG thread but realised it probs makes sense to ask it here:
Hey sorry because this is probs a really simple question, but in a MP server how do i disable the interaction between CO for the axes? So we dont end up splitting logs in a single hit. Its easy to do for singleplayer but im unsure where exactly you go for a server?
I believe they have to change their configs in their vintage story folder for multiplayer config, unsure though but may be worth a try to look there?
Iâve only tested with LAN and whatever the LAN host has saved seems to work for all players so if youâre playing LAN it may be easier to do that
but dedicated may be different and need them to go in their VS folders
There is a config option specifically for this case
when i did a taste on Lan it was no issue, its only after swapping to dedicated that we noticed :(
where is the config option? I looked in combatoverhaul.yaml but thats for singleplayer it seems.
I think itâs the tool animation one in the config lib
wait wtf split logs
I thought they meant the animation lmfao
it splits logs?
Iâve been missing out
Ah so swapping that to false, that'll make it so we can split logs into slabs, then slabs into firewood like in singleplayer?
there is no difference between singleplayer and multiplayer
true i explained that badly.
but i'll go check the now to see if its sorted! ty for help!
yes thank you, working perfect now.
very cool this is a thing, I genuinely just discovered thisđ
thought you meant the axe animation at first
aha ye its pretty cool, its a simple flick in singleplayer/lan with the configlib mod. but that isnt usable on a dedicated server so hence me asking. We play with group of 10 and like to divvy up roles so the carpenter was reporting the mod being odd, instantly splitting the logs into firewood and skipping the slab step.
with good armor there is little incentive to use guns/ranged weapons except for the most dangerous enemies
its kinda makes me sad
also, weapon block makes fighting very easy
only use case is bowtorns and PVP I find
although ik most people only do PVE
It is a cool era of weapons though to have considering the theme of the game and all the machines that exist
plus pistols do help if you get caught off guard and need the quick damage towards a wolf or a bear
pistol will do almost nothing to bear
bears have tier 6 blunt resistance i belive, and more then 60 health
i would love to have wolfs, it would give me an incentive to carry a pistol with me
but they dont spawn where i live
not, not really
I read this and just had an idea to build a sky base to avoid these kind of interactions w mobs
slightly, not a lot lmao
bears 100% killing you off guard unless your musket is loaded
i can outrun bears if im not wearing armor, or i can pillar up
the dirt pillar tactic is the best as always
pistol shot will do like 8 damage to bear maybe
ye only worth if theyâre preloaded just to kill it quicker, if you pillar probably just easier to spam swing
youâll have to get a musket if you want to face him head on lmao
gun shots should scare animals away
regardless of damage done
that would be very neat actually
would be cool concept for like scaring foxes or chickens
google says bears are not scared by gunshots, unless they have learned to fear guns in the past
unfortunate
I could help, if you'd like it. I enjoy crunching numbers, but I'm not totally sure what the ideal should be.
btw, there's weird interactions with the bows and crossbows
basically if the bows aren't pointed to the center, immediately changing to a crossbow will make it not point to the center as well
i think im gonna stop wearing metal armor, to make high tier enemies actually dangerous
metal armor set + two handed staff block = im pretty much dont take damage from most things
controversial take - i kinda like vanilla armor design more, tbh
vanilla gambesson will reduce damage enough to not let you die but you still have to be cautious
here gambesson makes you immune to low tier blunt damage but you take full damage from everything else
and once you start stacking armors on top of each other to cover for gambesson weaknesses - you kinda become immune to damage
and there is really no middle ground
i kinda get now why people were complaining about firearms mod requiring CO
leather armor is kinda pointless here as well
you get panalties equivalent to scale for little benifit
you cant really go light armor, anything more then tier 1 drifter will kill you
guns are very expensive, niche toys
crossbows are limited to hunting until you get to steel
just armor up and beat things in melee with a blunt weapon
what weapons are good for hunting?
all javelins, mid-high tier crossbows, high tier guns
spear, and especially pike, has big dead zone where you will deal no damage
they are good if you pit an animal first
stirrup crossbow with bronze bolts will do enough damage one shot wolves
goats foot/arquebus will do enough damage to one shot deer, moose and goats
musket almost kills a bear
windlass + goats foot will kill a bear
i think javelins two shot wolves
oh yeah and pistol one shots wolves as well, one niche it can comfortably claim
for such a good bow alternative, the crossbow is limited to hunting :<
but stirrup is better
Stirrup requires hunter tho right?
yeah, you need a hunter trait
I only just enabled recipes for all classes since itâs just me, but Iâm already at steel.
in my world, i get it from a book
i also enabled all recipes for mine
windlass kills up to tier 3 drifters
clockmaker with windlass oneshots sawblade
did notice the config for crossbows can have trait requirement disabled
goatsfoot kills tier 2 drifters, lives tier 3 barely alive
you know, I guess it is one of a possible gripe for needing CO, the damage resistance
falx no longer a 3-block ranged + the slashing resist lol
iron-steel sword pierces through most enemy resistance
I wish I had more uses for my feathers tbh
the falx really should be better for a weapon designed to kill rust creatures
but why would you use it unless you are a blackguard?
for my next world i will be a melefactor i think
long axe or two handed club + javelins
falx and especially spears were nerfed hard
I wonder if I can fork crossbow bolts to use the damage arrows have
goats foot, you want to use goats foot
it has medium reload time, reloads on a move, does not require gunpowder, kills mid tier drifters in one shots and wounds high tier ones
kills wolves, kills deers, moose and goats
crossbow or a firearm
goats foot is a steel tier crossbow
piercing damage tier 6, bypasses resistance of most drifters
almost kills tier 3 drifter, you can finish it off with a melee or latch crossbow
latch crossbow will be insane if you give it slashing damage
or maybe not, its only tier 3
tier 3 slashing damage is not great either
...I'm just in tin bronze with 1 iron ingot to my name
i think at iron tier you can make a halberd
which is slashing/piercing long reach weapon
or poleaxe
I believe with a full set of plate, chain and gambeson the penalties to steady aim and manipulation speed for bows and crossbows are more or less completely balanced out
So technically you can wear absolutely maximum armor and go down just to the level of a unarmored commoner
47% aim penalty not counting reduced draw speed/reload speed from manipulation speed penalty
kinda overkill for protection really
especially for ranged character
27% manipulation speed penalty I believe?
forlorn hope set with chain shirt, chain coif and full gambesson is just 17% aim penalty
But that just negates a hunters 30% boost to bows and crossbows and their 50% boost to steady aim
It probably is completely overkill, but hey its technically possible
why would you want less accuracy, less movement speed but more protecton on character whos goal is not to get hit in the first place?
Because everyone around me died fighting the eidolon đ
Damn no wonder everyone else exploded
You can do that?
i belive that would be tier 10 blunt resistance
leather armor (not leather jerkin) is middle-outer layer
We uh, went into this a bit blind and completely underarmored for it except for me who brought in the full plate, chainmail, gambeson set
i think its either tier 3 or tier 4 blunt protection
Is⌠is there a colorful chart or a google doc that tells me this stuff? Please, my brain has been rotted away by years of Minecraft
https://docs.google.com/spreadsheets/d/1dEvhLqeOaweRgaYhn68PVj5zsRfKdojDqy7AIheHP94/edit?usp=sharing
this will tell you enemy damage types
high tier drifters can either do blunt or piercing attacks
low tier drifters do only blunt
sawblade does only slashing
most animals do slashing, some animals do blunt
bowtorn does piercing
oh, it has more tabs in it
I wish that spreadsheet has a way to see what you probably get when wearing specific combos
also the character stats need to show how much penalty you get while wearing armor
gambeson or gambeoised
anyway looks like I need to get more flax and get myself a gambeson set
So this time around Iâm a hunter with a halberd and I choke up on the handle as much as possible, that should leave me with no dead zone when swinging but it feels like I flail a fair amount in melee without doing damage, or maybe itâs just that more formidable enemies can tank more damage and my iron weapon is just way inferior to my meteoric iron great sword from the previous server.
Or it could be lag. Iâm trying to narrow it down.
i think you need to attack from specific directions
if you want to deal slashing damage
either from left or from right
forward animation will do piercing damage
tier 5 slashing damage is better against drifters then tier 5 piercing
btw do animals give back bullets that you used to shoot them with via firearms
imagine if they did tho
Well theres no way a copper or lead bullet would survive
Iron wouldnt survive really either
Probably just steel
Ive seen steel shotgun slugs survive impacts depending on the target, so maybe.
In older weapons, when the shot speeds were much lower, ball ammo was more likely to remain intact enough to recast. There's stories of armies offering payment for people that brought in used lead shot during the American Civil War.
You'd need to remake the bullets, but recovering the lead is feasible.
so a lead bullet fired from wheelock pistol is probably slow enough?
hmm, odd
usually ones that missed
anyway something amusing I just realized as I have two of the parts needed to make a wheellock tin bronze pistol is that I don't have saltpeter and sulfur to make gunpowder
I'm making all parts of a gun but I don't have the thing that makes the bullet propel
throw the bullet with your hand
bullets are the least expensive part about using firearms
common goods trader (or whater its called) sells blasting powder
but it might be cheaper to buy just sulphur if you see it
since other two components -saltpeter and crushed coal - are relatively easy to obtain
at least from my experience
hmm, will check the nearby traders then
I got a survival goods and a treasure hunter literally by the coast of the lake I'm at
also, how do I make bows more accurate, it's inaccuracy is passing over to crossbows when I immediately switch to them while drawn and before firing
Don't wear/wear less armor with steady aim penalties
If you're not wearing any, then you simply suffer it.
If you're a blackguard or a tailor you get a hefty penalty to your aim. A hunter gets a large bonus instead.
I'm just commoner class
If projectile does not hit entity it can be picked up, I made it so you can shoot targets and bullets will stay so you can see where it hit
hey uh, what is the point of the latch crossbow? I mean other than it being fucking cool and all
making it requires having access to iron and you can already one shot wolves and pigs with iron arows shot from a longbow
with headshots only but the crossbow needs a headshot aswell
Whatâs the heaviest armor I can wear as a hunter while keeping all my bonuses?
Not sure, but doesnât it say on one of the associated pages that itâs the only one that becomes obsolete or whatever?
Iâm more underwhelmed by the windlass. With all that literal windup i was hoping to one shot a bear
A open helmet and any armor that doesn't cover the arms
Material doesnât matter?
the one that is said to become obsolete is the simple cbow
Material doesn't change any penalties for a given type of armor
Bronze, iron or steel plate will all hit you with the same drawbacks, all material does is determine how good the armor actually is
What about gambeson
what about it, there's only one material you can make it out of
you can one shot all bears except brown and polar with a headshot, brown will be left with 6 hp and polar with 8
for brown bears that's a single bodyshot with a longbow after the headshot with windlass
windlass is a better carbine honestly
firearms are cool until you stop loving to miss your target point blank
arquebus and blunderbuss make some sense until you get steel after that you are better off getting the goat crossbow
carbine -> see comment above
musket does have its uses
pistols' selling point is one shotting wolves but you can already do that with a stirrup for a fraction of the cost
I've got combat overhaul and armory installed. What's the best overall armor I should be using? I've just reached the iron age
there's a lot of armor options, and it's hard to compare them all
best you can get for chest and head and minimising the downsides for legs and arms (like scale)
don't use the vanilla armor pieces use the split parts from the armory
applies to the treasure hunter armors too except the helmets these are good
that is for the middle and outer layers, for the skin layer you just wear the gambeson or the better gambeson and forget about it, you don't really take blunt damage too often but the debuffs are minimal
thanks
this is the difference in damage you recieve with the setup, torso has a tailored gambeson, iron chain and iron brigadine, limbs have the tailored gamb and iron scale
and this is the strongest shiver in the game
if you think 4 damage is still too much you can uparmor the limbs but the manip speed and walking speed debuffs hit pretty hard
I wanna make a weapon for a friend, what should it be? a greatsword maybe? he's new and chose blackguard
you can also swap out the brigadine for a cuirass for the exact same debuffs and more armor but it costs over twice the metal and frankly I'm happy with a less than 1 dmg
any weapon that can block so yea gswords are good
if your friend knows how to bait drifters into attacking and then dodging, a mace is extremely effective
drifters have zero armor vs blunt so even a dook shit copper mace ends up mogging drifters
and the lack of attack speed buff means you can abuse the extended attack anim and thrash groups if you know what you're doing
if you like the mace try the quarterstaff, it has longer range and can block
even with lantern offhand?
nope you gotta learn to place your lanetrn down
takes some getting used to but still worth it
ah i am much too mobile for that
I don't ever block i purely defend via positioning
it works in the overworld but not in a 2 wide cave
you'd be surprised how much space there is
you can have all the space in the world you still can't juke shivers
shivers are so stupid tho
for those i just hit them until they die
70% of the time they flee or roll over
half the time maybe but the other half they are eating your face
not if i hit them and trigger their flee
higer tiered ones flee less often
they seem really really incapable of ever putting up a fight
yeah im mogging nightmare shivers too
I just hate bowdorks
i will mog them one day when i decide to bring torches
hold right click and they can't damage you
with a block-able weapon that is
never blocked in me life
even though i found a really fancy shield
my primary problem is they love to run away and it's dark in a cave and they are damage sponges despite being ranged mob
really annoying to fight
not really a fight more like a bad chase
you'd kill them faster with the staff since it deals more damage
quarterstaff is literally mace+ that can block
i made the mistake of making a blackguard short sword and need to use it fully but it's so durable đ
use it as decor and swap to a real weapon
it is a real weapon
it's a falx but worse
the lore bit that says "specially made for otherworldly creatures" isn't just a lore bit, falxes have a damage tier bonus
blackguard shortsword doesen't have that
?
compare iron falx to the shortsword
?
oh i see now
4 tier
vs 5
yeah but why bother with falx i can just skip to a mace
it's servicable i just need to use up another 350 durability and i can switch to a bronze mace
again why use mace when the staves exist đ
just put your lantern on the action bar and place it when you need to swing your weapon
because i can do this thing where i don't exist where a drifter is attacking
much more often and much more flexibly
and not have to manage my lantern
again, staves deal more damage at longer range
the overhead staff attack has a 2 blocks range
compared to the 1handed weapons which require you to faceplant the target
but i refuse to let go of my lantern
moreover i need to trigger their attack anims for the way i fight
im gonna be in their face regarless
the 2 blocks range lets you hit bowthorns without getting hit by their instant melee attack
yeah but i don't care about their near 0 damage melee attack
it's the same damage their arrows do ._.
steel tier crossbows are better then every firearm
they have high piercing tier, meaning they can actually punch through drifter resistance
they are significantly cheaper to operate
and they reload faster
they can be preloaded mostly, skipping most of loading animation
anyhow crazy huh people play differently in a sandbox game
i don't like deleting the convenient part of my tremendously convenient light source, fathom that
it's not deleting it it still gives light when you place it down
it takes a single click to place it and pick it up
still an inconvenience
no matter how you frame it it's going to result in more overhead than just leaving it in my offhand where it never interferes with me
why would i want to stop attacking after an enemy has completely stood still
if you want to go for the "but muh dps" argument then again, 1handed weapons have the worst damage output of them all
you also praised the mace's lack of atk speed bonus with the blackguard so you can hit multiple enemies at once, guess what quarterstaves' sweeping attack is for
Does it have a dead zone where if theyâre too close they wonât get hit?
with the overhead I think so but the sideways swipes either no or its shorter
wait nvm I remembered it wrong
the overhead has no deadzone, the swipes do (doesen't make much sense but here we are)
tbh use the overhead attack 99% of the time it's the best one (target reticle like this:)
Cannot place your lantern in story locations
but you can place torches >:I
A Wearable LightEquipable light sources for the player, offering both functionality and style.
Has Config lib support. Install it to configure the mod.
Â
Current Item Types:
Head: Head-Torch, Head-OilLamp, Head-Candle1, Head-Candle2.
Waist: Heavy-Belt-Brass-Lantern.
Backpack: Backpack Lantern.
Available Slots:
Head
Waist
Backpack
Planned Add...
I don't think so. There are Torch holders in a lot of places though
then you think wrong
I know you can place torches down in the archives because Ive done it
Go and test it
it was a few weeks ago i'm not senile
Also this sounds kinda rude
Can I see a clip of you doing it? I haven't played in awhile and I see nothing about it on the wiki
didn't mean it to
Then just go and test it, there is a command to teleport you to story location
Go and read back at some of the other messages if you want to see more of it
Tbh I wonder if they'd ever change the resonance archives to just make certain parts unbreakable so you can't sequence break. There are so many cool blocks and decor I wish I could take home without commands to disable the claim
placing ingots
oh wait đ
a moment before I admit i'm dumb
ok I have placed torches in the eidolon arena room
but it was while on creative mode xd
so ok I was wrong but you can still throw the torches down and use them as light source
Pretty good. No reload yet?
are we reaching the point of the bolt action
No, why do you think so. Just a scoped gun
never seen a scoped flintlock tbh
we havent even gotten to breechloading yet
I made it just to show how to do scope, tbh. May be I leave it as aa prototype
kino
Very true. I was just confused on when they changed torches
If you didn't "private" the mod to a second link people would complain about the scope not being Picture-in-Picture with reflections off the lens đ¤Ł
Looks awesome though!
is there a headshot modifier?
i was testing guns in creative, and it feels like steel carbine can oneshot tier 4 drifters/sawblade on a headshot
still objectively worse then a windlass in every way, but its interesting
yeah its 1.5
if you go for the head - carbine is just as good as musket for most mobs
but still, windlass does the same damage while being less expensive to fire and faster to reload
I just noticed that the mold for bullets is smaller than vanilla ones
also, speaking of breechloading, Smoke and Powder apparently had a breechloader in their firearms arsenal
CO really needs a system like what "Doff and Don Again" did; quickly putting on armor from an armor stand, or putting equipped armor onto a stand. Save a lot of tedium from gearing up/down with up to 15(?) pieces of armor
When I hold a heated copper rod in my hand, the game crashes. Could this be an issue that only happens in 1.20.5-rc.3? Crash log is as below:
OK, I found the one in 1.20.4
#mods-general message
Where can I read up on the different layers of armor and how all that works?
Also does the hunter get a bonus for crossbows? Please tell me he does
What are Bullseye bows?
Requires Animation Manager lib mod.
Will be updated to 1.20 as standalone, but it will take some time
The mod by awesome TeacupAngel, now maintained by Maltiez
Â
Description:
The mod aiming for a rebalanced, satisfying ranged combat gameplay!
A new aiming system, relying on player input rather than randomness
A specific role and handling for...
50% faster reload.
arquebus is a fun toy
not super powerful, but fun
if only my armor did not make me complete immune to low tier mobs :(
I mean... that means it's doing its job.
Long axes are what get the battleaxe bonus right?
Seems like a silly question but i want to be sure
armor layers: you add the values from all the layers together and then compare the result with this table
#1260976245374582886 message
example: you take a tier 5 hit while having tier 9 armor against that damage type means you take only 30% of the damage, the remaining 70% is reduced from the armor's durability
I gave an armor explanation here.
well yea, add to that explaination and the above table the information you get from this new table and you know everything you need to
Different body parts have different chance to get hit and they have their own damage multipliers
I have to ask
Wtf is at Armor Tier 24??
wheeze
and clowns from the very depths
you don't get to 24 from any single piece of armor you get there from layering up
i think 24 is just the max you can get with steel plate + steel chain + tailored gambeson (slash defense i assume)
Ah
hey guys, probably something said a few times however im looking to contribute/play with the ranged system and looking to add additional variants etc.
so far to my understanding after reading the entire thread.. i think i need the firearmsdev, Combatoverhauldev (ver0.0.49) and vsimgui (1.20pre)
(please correct me if im wrong)
however i cant seem to get it all setup to work, image attached shows the current mods loaded and the firearmsdev coming up with a log error, not sure what i should be attacking first or where to go, if anyone could throw me a bone in terms of a simple introduction on how to have the devside loaded that would be a massive step forward for me.
so far im walking in the dark and im happy to continue doing so as to not take up time after i can make a start however im relatively inexperienced and im having trouble deciphering fragmented information throughout this thread, thank you to anyone in advance that could help in the slightest!
what do the log files say?
its located at %appdata%/VintageStoryData/logs/server-main.txt
you can post it at mod-development maybe we can help or you make a thread in here
\AppData\Roaming\VintagestoryData\Logs
i dont seem to have a servermain.txt
client-main then?
latest dev version:
btw I am curious what's the difference between github release of CO and the ModDB release, since the ModDB has a higher version nunber
I just dont post dev versions... May be when I have more time and energy I will
i've been developing on the release build o.o
[vsmod_firearms-dev.zip] Missing modinfo.json your mod has no modinfo
firearmsdev still throws the log error
would i have the wrong version then
mb
I think you should start from VS wiki on modding
Someone can give a link to it, pls
thank you for the help, apologies for any inconvenience
no worries, get into the basics and we can gooo!
Do rust enemies just actually have 0 blunt protection?
It seems too good to be true so wanted to ask before going ballistic with a quarterstaff
it's true
it's not too crazy because there is no extra damage to be dealt from negative armor or whatever
it just means you don't need high quality materials to deal full damage to high tier enemies
Clubs and quarterstaffs do full damage. Surprisingly, Blunt is the king.
So wait, which pieces of armor go on which of the three layers of my body? If I want to keep the maximum bonus as a hunter, what's the heaviest sets of armor I can wear?
Also if I use meteoric Iron in a crossbow does it benefit at all from that as opposed to just using cheaper materials?
The latch crossbow is the same regardless of if you use iron or meteoric iron
For hunter the majority of accuracy penalties comes from your headgear and reload speed is affected by manipulation speed which is mostly affected by arm armor
Gambeson on skin layer,mail on middle layer,scale/plate on the outer layer.
Just like in reality.
You can't layer scale and chain tho
As a hunter,you tend to want to leave your arms without anything heavier than gambeson,and on your head,throw on a gamboised cap,a mail coif,and an open helm.
Scale takes up the outer and middle slots so it's the standalone "light" option
The rest of your body,feel free to go heavy as Hell,since more armour is always better,so long as it's not actively impairing your prefered means of combat.
I wear full scale + riveted helm (Armory mod) for my hunter
Stats are pretty fine for good protection (except vs nightmare)
latch cbow is a worse longbow in 95% of cases
in the other 5% it's a worse comp bow
Yeah the latch one seemed meh
dont use it despite how fucking sick it is
You're putting some pentalties on your ranged combat performance with that setup. Full gambeson on the skin layer,mail coif,shirt,and leg armour on the middle layer,and an open helm,cuirass,and plate leg armour on the outer layer will get you impressive protection factor without impairing your ranged performance on jot.
The stirrup one (bronze) is pretty good for hunting though. Good headshots kill most prey in 1 hit
that is true
Its like -5% mani and aiming
No helve hammer yet so we haven't done serious testing with plate though
Scale armor has surprisingly small penalties
Though yes the protection is shit compared to what it can be
my dream is to fix forlorn hope set
its essentially a scale+
better then steel scale, same penalties roughly
also, drip
Scale is fantastic, especially for generalizing. I wear full scale with a cuirass and open helm for my caving gear.
what exactly is the difference between a spear and a javelin?
Spears are melee only. Javelins are infinitely better hucked downrange.
Do you mean they're only effective as melee? They can still be thrown
Forlorn has some pretty heavy debuffs to me :c (mani speed is seggs)
For me I'll probably start using a mix of plate + scale for caves
Mostly to avoid the mani speed debuffs
you can throw them, but its not effective
i feel like javelin is as good as spear for melee, if you carry a shield with it
spears and pikes are very unpleasant to use in CO
scale overall is the best armor set if you care about penalties and dont care about min maxing protection
scale with gambesson underneath
if you want to min max protection - you will wear scale sleeves/pants with cuirass and chain shirt
and riveted/light helmet with chain coif
If the spear length didn't reset even time you swap, it'd be a lot more user-friendly
spears are unpleasant to use in melee and they do the worst type of damage as well
Tbh I carry 2 melee weapons anyways, Quarterstaff for rust enemies (literally no protection) and spear for hunting animal (also no protection)
i carry arquebus for hunting animals, before i used simple crossbow
Ah try a Stirrup crossbow next time, a headshot kills deers and wolves in 1 hit
Such a huge step up from the simple crossbow
i did not had access to oak logs, thats why i was stuck with simple crossbow
bamboo?
i was very unlucky and never found bamboo in forage vessels
RNG is a cruel one đ
in one or two game months i will replace arquebus with two carbines, thats good enough to hunt bears without wasting time on digging a pit
The "skip combat" build UwU
im tired of bear ninjas
Same
somehow i lost good quality meteoric pickaxe because of them
Part of why I wear Scale as it has increased protection vs Slashing
i have bronze scale but i only wear it for deep mining operations
most of the time im unarmored
Sadly vs nightmare enemies they almost completely bypass bronze scale đ
Though for corrupted and weaker, its fine
Iron scale for me at all times
they dont if you block
I mean you can apply that for any armor :p
i will make one soon probably, for archives
I wonder what damage type the eidolon does
It looks like it'd be a lot of blunt attacks but not sure
Lol
Got to get cloth armor
i have full set of gambesson
i wear it for not too deep mining operations
maybe i can catch trader selling Tailoring Skill Book and make tailored gambesson
Scale + Riveted helm for me
impresive that you got to iron this early
We're saving the flax for a windmill but now that I know the Eidolon does blunt. That changes things
To be fair, it was just really lucky ore
"Oh hey decent hematite 200 blocks from my spawn"
oh, so it will be tier 9 blunt resistance
Gambeson is your blunt protection du jour.
Indeed
That said... the Eidolon is hilariously weak to parrying.
eidolon does 8 damage at range and 12 in melee
Bunny hop the slam,and parry the claps. Damage: Zero.
Anything that can parry will completely lock out the Eidolon if you're playing it like Sekiro.
2-handed + can parry + blunt (good vs rust enemies)
The 2- handed will be a pain in the fight but I plan to fill my inventory and drop torches lol
eidolon will hurt with just tier 8 blunt resistance
and i have +50% mob damage from WS
i wonder if I can take the skeleton from here, use it to make something for kemono mod/avali mod, and then publish it
Skeleton? There are no skeletons in VS animations system
If you change proportions, sizes and positions of shape elements, or removing/adding elements - you will break animations for obvious reasons
Hey, does blocking add the defense tier to your armor values?
how do I add a new arrow into the arrow quiver via patch
huh
#1345337426578505774's arrows don't get into the quiver so I think I have to patch it in manually
still have no idea why it doesn't
Maybe you need to add "bonesbonesandbones:arrow-*" to canHoldWildcards?
yes, and this is a bug, will fix it
seems like it actually only can do game:arrow-* and not just mod-agnostic arrow-*
Man quarterstaff rips through enemies
I wonder if its worth class changing from hunter just for the +30% attack speed lol
Probably fixed in 0.1.30
try out CO 0.1.30
should I move to 1.20.5-rc3 though
nope
stupid question cause I feel like I know the answer already, but still... can I use CO 1.30 with VS 1.20.4 stable?
no need to move to rc3
your question is my question whose answer is above your message
for some reason I was confused by that at first...
Attemt at rebalncing armor: https://docs.google.com/spreadsheets/d/1DJzwPXaMZL3HfAC2N7zUcmRRIUSrGTB7oO7Q5fszqz8/edit?usp=sharing
yeah, its pretty fun
you can use other weapon types on a hunter if you like, hunter melee weapon proficiencies are kinda weak anyway
halberd does slashing damage with side attacks, at least
or you can try using recurve bow while backpedaling, as a short range weapon
its very fast
OK so since i figured out the correct area to post issues, how do i get u my logs? or is the bug one your already aware of, or am i just braindead?
Ahh ok, so i was being braindead
btw what updated for combat overhaul and firearms?
Some one please help, fill values from the spreadsheet (https://docs.google.com/spreadsheets/d/1DJzwPXaMZL3HfAC2N7zUcmRRIUSrGTB7oO7Q5fszqz8/edit?usp=sharing) into this patch file, I just can handle doing this manually
oh, that's a big json
some stuff, it is not important enough
I generated it autmatically from spread sheet earlier, but now I have different spreadsheet not suitable for this
does CO changes so clothes having warmth bonus proportional to their durability?
No, why do you ask?
im not sure who else to put a blame on, thats how my clothes work and they not supped to behave like that
that's Warm Armor mod
it also has a bug where you can't check the handbook how to craft armors
sounds like vanilla
i dont have warm armor mod, i think
huh
at 90% durability i get 2.7 degrees from a fur coat instead of 3
there's a surprisingly large amount of people asking for this mod to strip down its features for Firearms and Crossbows >.>
I know, just waiting for someone to give up and fork some of them. It is a lot of work, so it is kinda unlikely
besides removing the patch folder, what needs to be removed to make it only features?
You mean to remove all the features? A lot
i mean basically make it a library like what the complainers want it to be
It is not enough to just "remove" stuff, also it requires research, so you will have to figure out how to split it into libraries and what to reimplement to work with vanilla.
oh.
i can see why its tedious then
the range systems need parts of melee systems and the melee systems need arts of tool systems and etc?
Not really
still tedious then, anyway what's the model used for the arrows so I can patch this
look into assets/shapes
is it a drag and drop, no need to change name for textures and such?
look into shape files
you can reuse CO model
shapes/ammo/arrow/stone.json or shapes/ammo/pile-arrows-fletched.json
didnt know you can pile arrows
Good thing theres no vampires yet
lol
personally i will settle for combination of scale + gambesson
its good enough, has moderatle penalties and looks good
im glad scale helmet was reintroduced, its balanced i think
cause you cant have mid layer with scale
I play blackguard and I have plenty of food, so I do full plate
It's very fun being unkillable
I think I'm doing something terribly wrong with the patch
{
"file": "bonesbonesandbones:itemtypes/tool/combatoverhaul/arrowco.json",
"op": "replace",
"path": "/shapeByType",
"value": {
"*-crudebone": {"base": "combatoverhaul:shapes/ammo/arrows/crude"},
"*-bone": {"base": "combatoverhaul:shapes/ammo/arrows/stone"}
},
"dependsOn": [
{"modid": "combatoverhaul"},
{"modid":"bonesbonesandbones"}
]
},
{
"file": "bonesbonesandbones:itemtypes/tool/combatoverhaul/arrowco.json",
"op": "replace",
"path": "/texturesByType",
"value": {
"*-crudebone": {"material": "bonesbonesandbones:item/bones/bone"},
"*-bone": {"material": "bonesbonesandbones:item/bones/bone"}
},
"dependsOn": [
{"modid": "combatoverhaul"},
{"modid":"bonesbonesandbones"}
]
}
]
file location on assets/rowanskiecompats/patches/bonesbonesandbones/arrow.json
better to ask in https://discord.com/channels/302152934249070593/351624415039193098, I dont have energy to debug this
i think it's the textures lmao
no idea, you haven't mentioned what is wrong, you didnt give screenshots or logs
oh true
Ws?
Also does a clsss have a bonus for the quarterstsff
clockmaker
also WS = Wilderness Survival, a preset
I carry two sticks. I hit things on the head with first one, the other one spits out fire and death.
Wheres your third
đ
You can help with this btw: #1260976245374582886 message
Not on rn, if I get time later Iâll 100% help
seems like a lot of shit needs entering haha
harsh nerfs đ
oh wait the mob damage got lowered aswell
bowthrons are shooting straws now lul
Nope, no harsh nerfs
cheapo iron scale setup went from taking 4 limb damage from the strongest shivers to 9 damage
Icl thatâs not too bad as theyâre meant to be strong enemies
sure but it's still more than twice what they deal currently so only fitting to call it a nerf
i keep dying hard to one sawblade locust that spawned in my copper mine on a complete gambeson + leather armor set
oh 100% nerfed armour
ppl were complaining about overpowered armor, btw
I get it I guess
sawblade locust is hard enemy
did sawblade locust get its damage reduced atleast?
kinda removes the point of giving weapons the option to block if you can just facetank everything
look into the table
Ye hopefully people use more shields / block more
on a server w CO everyone I know just used two handed blunt
quarterstaff needs nerf
again? đ
I mean they canât block now
again?
pretty recently their block got weakened
right ?
Ok, may be again
Lmao
we'll see
The reduced values might make the axes more viable which is pretty cool
I will admit the armor nerf makes me worry that I need to walk away then back to despawn the locust lmao
but then I saved and quit
can I just say tho according to a pole-dancing archer/content creator, your iteration of crossbows is closest to real life
but tasty jonas parts
murder the locust with the crossbow
these mechanical enemies are giving me a fear of walking towards the archives lmao
what armor should I make since I have a gambeson set and a tin bronze chain set
for the outer layer at least
cbows are the worst weapons to use against locusts đ¤¨
idk if he can make a gun
I have a pistol and no more materials to make another
shoot him...
and no gunpowder left
throw the gun at him..
could be argued gun is even worse because at least with the cbow you can hit and deal some damage
ye just if rowan wants to do it from afar probably best bet
biggest hits or cost to effect ratio
currently iron brig body and iron scale sleeves and pants over a tailored gamb is sufficient enough for the endgame
also how much do you want to be shooting
Iron scale or brig
maybe a bit of chain if you just want the extra protection if you can afford it
so you donât get brutally murdered as much
chain shirt under the brig as it is now will have close to no effect
and it might be preferable to just change the brigadine shirt for a cuirass instead of wearing chain underneath
before or after the rebalancing?
before
Nothing like having a good ol fashion shootout
I think I need to get prospecting for an actually good iron spot
with the current mod version if you wear iron brigadine, iron scale sleeves, iron scale pants, full tailored gambeson, iron chain hood, iron plate helm (or blackguard helm, a bit cheaper) and get hit by the sawblade:
4 dmg if it hits you in the chest
2,8 dmg if it hits your arms
~2,5 dmg if it hits your legs
~1 dmg if it hits you in the head or neck
0,7 if it hits your face
if you add chain shirt it'll make it deal 0,5 dmg in the chest
I'm still in the tin-bronze age though
you found an iron spot that ran out?
never found iron at all
o well once you do you're set for life
forever in the Bronze Age
by sheer dumb luck I got enough for only an iron pickaxe from a pre-nerfed drifter rebalance mod
prospect everywhere
I'm preparing for winter at the same time installed expanded foods lmao
get a hen
my chicken farm's on gen 4
then you're already set for life
anyway I moved to #gameplay-help related to prospecting
|| Eidolon || is balanced around bronze tier plate and jerkin
||how do you figure? I'm seeing that Eidolon does T7 Blunt, and I didn't think leather and bronze could get that high.||
Its definitely not at T7 blunt lol
vanilla T7 lmao
To be fair, a straight punch from an Eidolon probably would need vanilla T7 lol
What attack tier is Eidolon at?
In CO, Tier 7 blunt for all attacks
In vanilla, it depends
Iirc tier 2-3 in vanilla
I kinda wish the character menu shows up how much you have penalties and total armor tier per body part
Yeah would be useful
maybe another optional menu above the extended armor ones
If possible, could replace the vanilla "Ranged draw" and accuracy text seeing as its obsolete with CO
probably not replace
there are still mods who have partial compat and those without any compat at all
having bunch of these on startup:
12.3.2025 13:22:14 [Error] Patch 4 (target: game:entities/land/hooved/deer.json) in combatoverhaul:patches/entities/deer.json failed because supplied path /server/behaviors/10/aitasks/0/damageType is invalid: The json path /server/behaviors/10/aitasks/0/damageType was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path:
game seems fine though, should i be concerned?
will fix in 1.20.5 stable
