#Combat Overhaul
1 messages Β· Page 15 of 1
im just saying it feels like it went from "take this if you want to have a less protection but more mobility" to "take this if you want to die"
it doesn't feel like a valid different choice it feels like an incorrect choice now
I rucked into the Resonance Archives in full tin bronze plate. That includes tin bronze mail,and gambeson.
Nothing could actually hurt me,besides the three Sawblade Locusts I ran into (Which nearly killed me),and the EIdolon,whiffed two parries,but that didn't do much.
I said it just above: People are too myopically obsessed with speed.
Armour does its job.
Trust armour to keep you alive.
Good armour makes speed unimportant.
If you wanna be fast and subscribe to the Anime School of Not Dying,then don't bother with armour at all.
Otherwise,armour up.
you are playing as either blackguard or commoner on standart world settings, correct?
yeah commoner
I'm a Blackguard.
Armour does its job.
My previous world,I was a Clockmaker. My sleeveless armour did its job.
you have 25+ health, common entities do around 0 damage to you and rare deep enemies do at worst 1.5
how is this not enough?
Unless RNG threw a shot at my face or throat,then I was getting hurt.
?
common entites do not do around 0 damage
and if deep enemies supposedly do 1.5 that means surface bowtorns are doing half of that
Oh no. A whole 0.8 damage. Call the chirurgeons.
You're in gambeson and steel scale. I doubt a Two-Headed Drifter,a Sawblade Locust,a Gearfoot Bowtorn,or a Bellhead Shiver can do much to you.
no im in scale and gambeson
yeah, thats scale armor for you
Hell,you can probably ruck up to the Eidolon and face tank it while rawdog trading blows,and win.
But yeah. You're not at any real risk of dying to enemies. Scale might be a compromise on protection,compared to mail and plate,but it's still good armour.
To insist otherwise is bad faith hyperbole.
scale is goated for general use
went pit fighting to have numbers to show, but it definitely does feel like scale vs plate has gone from "be slower but a tank vs be less armored but more mobile" to "be able to fight for more than a minute vs be dead"

im on a server so i cant check but afaik i dont think they have?
what's your armor setup?
i was wearing steel scale and gambeson
also to be clear (iirc) that was a bowtorn melee attack
i'm currently doing sandbox tests and i'm getting 9 total damage from bowtorns
you're getting like, 12
hm
ill have to ask the host next time they're on but he didnt list damage adjustments as one of his changes
np i can easily make another sandbox
with 1.33 scaling and see how it lines up
wack i can only do 1.5 scaling
maybe it's a different version of CO
you can peep your mod cache
oh right the modbyserver folder
yeah
theres 3 versions in there but the latest is 0.2.1 so that should be the one on the server
and armory 0.1.7
for now im just switching to steel plate + chain + gambeson
wish i had a quick way to don and doff so im not dumpstering my satiation by just existing with it on
oh
it looks like bowtorns got nerfed later on?
both of those versions are before the armor nerf, too
yeah bowtorns would do 4.5 damage total after the rework
nightmare bowtorns?
yeah nightmare
quoting this chart https://docs.google.com/spreadsheets/d/1DJzwPXaMZL3HfAC2N7zUcmRRIUSrGTB7oO7Q5fszqz8/edit?usp=sharing
oh 4
anyhow i was testing scale by the material to see how it was and it seems much more servicable in later versions
idk about post tier & damage value rework though since the server i'm on also hasn't updated to it
and neither does my singleplayer world
i'll quit out and update and do feel tests
lol bowtorn balance is really wacky post-rework
steel scale doesn't do anything vs them now but you'll still take less damage from them overall
I just realized I really need to mass-flax farm
there's some busted mod on the server i play on that added nz flax
how exactly does the armor system work???
I understand layering
but like, how much do they actually protect you
additive
it's additive
add up all the armor tiers per row and then that's how much resistance you get
check this https://docs.google.com/spreadsheets/d/1dEvhLqeOaweRgaYhn68PVj5zsRfKdojDqy7AIheHP94/edit?usp=sharing
it shows you how much armor protects depending on tier of armor and tier of damage
Though be aware that they can hit you in different spots which have damage multipliers
With config you can adjust those multipliers
Arms and legs are half damage,torso's full damage,neck and up is double.
If I wanted to add quarterstaff proficiency to the ranger class, is this correct?
"enabled": true,
"file": "game:config/characterclasses",
"op": "replace",
"path": "/1/traits",
"value": [
"resourceful",
"fleetfooted",
"bowyer",
"claustrophobic",
"farsighted",
"bowsProficiency",
"crossbowsProficiency",
"steadyAim",
"spearsProficiency",
"halberdsProficiency",
"quarterstaffProficiency"
]
},
I've been loving the mod in single player but I was wondering how well it works in multi-player, espically in pvp? Are you able to parry or block other players?
Iβd imagine itβs just like any other multiplayer game. You click your mouse and say a prayer to the packet loss fairy
Pvp is surprisingly fast in CO
I see my friend -> I fire a windlass crossbow at him -> second wind saves him -> he calls me slurs
Truly the pvp experience UwU
face is 1.5 still not great.
Group of buds and I Picked up the game added the armory mod, And Just got to making a cuirass, but despite Finishing it, it doesnt seem to be Finishing it's stuck in a unfinished state
I have a log that was generated where the bug described in the screenshot was encountered during a test playthrough of a personal modpack
iv decided to go to sleep and post the log if and when it loads overnight so i can drop it here as instructed in the screenshot (from the moddb mod page)
second screenshot is the full modlist
version 1.20.4
occured while hunting a fox with a spear
(reason i cant post the log rn is because its frozen and discord refuses to accept it for some reason so im hoping it magically fixes itself while i sleep lmao)
can drop world settings when i wake up if that makes an impact
sorry if im incoherent, iv been working on this for 18 hours straight with only 1 break lmao
Update 8:09am
PC bluescreened overnight and the entire vintage story folder is gone?????
i give up lmao. sorry for the waste of time/false anticipation
Sorry for noobposting but, how do I hit... anything at all? (specifically, trying to kill a trapped hare with a flint knife)
nvm figured it out, looks like I needed to hold the button down longer
Also, your cursor isn't what determines hits, you must physically put the weapon's blade into the target. Knives being exceptionally short, you'll need to be much closer than normal.
Knives are not affected by CO
They aren't? Rad. My mistake.
btw, does this mod remove erel arrows?
22.3.2025 23:15:01 [Debug] Found 17 missing Items
22.3.2025 23:15:01 [Debug] Added unknown Item for 17 Items
22.3.2025 23:15:01 [Debug] vegetable-cookedcattailroot, vegetable-cookedpapyrusroot, arrow-erel, maltiezcrossbows:crossbow-simple-plain, maltiezcrossbows:crossbow-stirrup-plain, maltiezcrossbows:crossbow-latch-plain, maltiezcrossbows:crossbow-goatsfoot-plain, maltiezcrossbows:crossbow-windlass-plain, maltiezcrossbows:crossbow-repeating-plain, maltiezfirearms:arquebus-plain, maltiezfirearms:arquebus-rusted, maltiezfirearms:carbine, maltiezfirearms:musket, maltiezfirearms:pistol-plain, maltiezfirearms:pistol-tarnished, floatingfish:onefish-raw-salmonpink, bonesbonesandbones:bonespear-generic-bone
22.3.2025 23:15:01 [Debug] Item IDs have been written to savegame
trying to see which mods cause this unknown Item thing
Oh, yeah, it could be CO, will fix it
I assume its a CO issue since its the harmony IDs being called
but it isn't
Oh mb. Do you know what happened here?
Nope, is it reproducable?
Was trying to recreate it, not at all. Friend for some reason is lagging a bunch on a random region of the game. We assume this area is tainted with something and it caused the crash despite the harmony ID is calling CO stuff
thanks for the heads up!!!
harmony id is calling co cause there is two methods patched in this call stack, but it is not that patches that cause the crash
Hammer it with the heavy hit all over the top. Sometimes the voxels get confused and leave internal gaps
I just had the same thing happen today
Much appreciated we'll try that when we're on next.
@fallow surge Hey! Sorry to bug you, but I was curious how you felt about other mods that build off of combat overhaul? I just started modding and made a little content mod that adds a couple new swords, but I didn't want to release it or anything if you didn't want people building off of your stuff.
PS: If it is alright that I release the mod, is there a specific method or calculation you use to figure out the balancing of your weapons? I'd like to make these weapons feel weightier and harder hitting, but I don't want to make them OP
Imagine if we got shield bashes.
dont tell this to Maltiez, but i think sling does "true" damage and ignores piercing resistance drifters are supposed to have
one time i used it to kill surface drifter, it didnt felt like it was doing 1.25 damage per projectile, if it was tier 0 piercing damage
UWOH
put them on π
:c
you're on the CO chat, he'd probably read it
though it does make me wonder why he didn't patch the sling
yes, lets make sling useless
Well he's been upfront that co doesn't touch the sling (perhaps yet?)
I mean the sling should do blunt, it only does piercing rn cuz that's what it does in vanilla lol
lol
btw, is anyone ever bothered by your arms+weapons clipping into blocks for weapons using co
or is that just consequence of not separating arm anims with the world
Thank you lad, You're a life saver it worked :D
Finally, my team has managed to find a Tinker's Blueprint
Now we can begin making exoskeletons π
You need to find a blueprint? Can clockmaker make those?
We needed the blueprint to make the jonas parts we need
We never got a Parallel Transfer part until like 80 hours in :c
it's either a blueprint from BetterRuins or praying to Dave that you get enough parts that you need
Thankfully temporal gears aren't that hard to get
As CO's Firearms + an arena at the mantle covers us
he also said that knifes are not affected by CO so they too might ignore all armor // I need to test that xd
Exoskeletons in co?!
Exoskeletons needs CO.
they're ridiculously expensive but simply don't be poor and you're good
Omnifunctional armour.
I have a question related to bows;
It seems that Longbows are strictly superior to Recurve Bows, despite the Recurve Bow having a more expensive recipe and being an exclusive weapon to a specific class.
Someone in a different channel mentioned this being a mistake, and that it could be correctly by editing a config file, which I'd like to do. I'm just not sure where to get started on that. (Finding the right file to edit, what to use to edit the file, etc)
I haven't had the chance to try either yet, as I'm quite new to the game and just got to copper age. I'm drying bowstaves (one of each) as the moment, and making leather. I was just going off the stats from the Handbook, as I wasn't sure what to commit to when I'd actually get resources to make my first bow.
By your comment, I assume that Longbow is then much slower to draw, as a drawback? If that's the case, then I retract my previous question, and apologize for being misinformed.
Yeah longbow takes a lot longer to draw and is mostly for hunting
Though keep in mind that very strong enemies have enough armor to shrug off arrows
So you could consider a longbow for "starting" fights
Fuck bears
Oh btw damage is limb-based so avoid arms and legs with bows
Try for the head for a 1.5 to 2x damage bonus
Wouldn't the longbow have a much higher muzzle velocity,and thus permit more accurate/flat long distance shooting?
In practice for CO all bows/guns/crossbows are basically pin-point but they have "bullet" drop and can swayed off course
Longbow is no different so as long as you learn the projectile drop, you can snipe things
Idk the exact velocities but its probably not enough to matter for most combat
Unless you're like trying to headshot snipe a deer/bear
I wish I knew what counted as a "critical"
Noted. So far, the strongest enemy I've encountered is definitely bears. Though, a moosen (I think?) slapped me from full to near death in one go as well.
I guess I should get a decent backup weapon. Are javelins/spears good at dealing higher armor targets? I'd like to leverage the extra damage to ranged weapons that the Hunter gets.
Yeah fuck bears and mooses...
Bears do Slashing damage (chain and scale armor help a ton). Moose does Blunt? Not sure look into Leather Jerkin and Gambe cloth armor
Spears fuck up animals. They have no armor vs spears
Carry a Blunt weapon (club, mace, quarterstaff) to compliment the spear.
If you have Crossbow or Firearms mod, they're also really good (low dps, high burst which is usually what you want)
Do note that hunters do NOT get the vanilla ranged stat buffs in CO
They get their own bonus of -50% aim sway
A blackguard will do the same damage as a hunter
But they'll have Parkinson's compared to a hunter
So your "damage buff" is from far easier to perform headshots
I highly advise you look into Combat Overhaul Armory, Firearms, and Crossbows
As Hunters really like the stuff those mods add
Especially crossbows lol
Interesting. I do intend to stick with Bows as much as possible, as that's something that interests me more (I'm an archer IRL), but carrying a spear as a back-up to deal with animals seems like a solid plan as well.
I do have Armory, but I really have no interest in Firearms and Crossbows.
Purely for personal reasons, really.
Ah then keep in mind endgame enemies will resist your bow's damage (enemy tiers are: Surface, Deep, Corrupt, Nightmare Nightmare will lives up to its name)
Since you have Armory, look into crafting your armor pieces individually
As you can wear a Plate chest with no penalties to your aiming or attack speed
You can trade protection for better stats
Ignore my stat screen (other mods interfering there)
But you can see I made a helm with minimum downsides to my aiming but if something hits my neck? I'm basically near death instantly c: (2% chance)
That's very good to know. I'm currently only wearing lamellar wood armor, until I get more copper to make some Bronze stuff. I'll look into individual pieces to avoid tanking my own accuracy, and still get decent defenses.
Thanks for all the tips, it's greatly appreciated.
Np, lamellar wood has decent enough protection should be fine
If you're going to do a lot of hunting, I'd suggest Scale + Leather Jerkin as it protects vs Slashing and Blunt which most animals deal
I was going through the Handbook, and Scale did catch my eye
Scale is the "light" armor of the bunch. Enough for most enemies without slowing you much
But Grizzly and Nightmare+ enemies will effectively bypass it unless its just straight up Steel :c
So you'll want a heavy set for the deeper ruins or heavier Temporal Storms
Thankfully Armory lets you choose what you want to wear
Plate chest but chainmail hands? π
I've got much time before that happens, thankfully. But likely, I'll prepare a set of armor and weapons for when difficult combats like that start happening.
Most of plate's protection with almost none of the downsides
Indeed, it took my team like 80 irl hours to reach that point so you got time
I'm in a fully solo game haha
60 irl hours in my solo game and I still haven't even started looking to make steel π
Windmill expensive :c
My current goals are still finishing leather, get more copper, and get a chicken farm started so that I may get a good supply of feathers.
Ah I suggest you put your chicken farm not close to your base
They get scared when near players for a decently long time and won't lay eggs
Basically far enough to where you're not getting close to it often
How close is too close, approximately? Is it more in the scale of 10-15 blocks is too close? Or is it more like 40-50 blocks too close?
Basically they get scared when they see a player
So in a place you don't frequently visit is ideal
Idk their exact range
Does it require line of sight? Would an enclosed space mitigate the issue?
We just stuffed our chicken farm in a corner roughly 100 blocks away
Sadly we did both, its 100 blocks away and its surrounded with 4 block tall dirt walls
At the very least, I can confirm doing both works :p
I'll err on the side of caution then.
You probably don't need many arrows anyways
As arrows don't break often when you start making them out of metal
That's reassuring
plural for moose is moose
strangles you
Nonsense, it's obviously meese
I actually don't know how that "n" got in there! My uncertainty was about if it was actually a moose or not. I was just roaming the forest, got smacked several meters away with most of my health bar gone and caught a glimpse saw a big brown beastie with antlers before I high-tailed it out of there.
Why not use a crossbow for that?
I remember squaring up to a bear in full meteoric iron plate and regretting it
@spring comet I added StanceBasedMeleeWeapon class for more complicated melee weapon behavior when each attack is a change of stance. You can look into club in mod archive for simple example. But for more detailed description of what can be configured better to look into these classes in code: https://github.com/maltiez2/CombatOverhaul/blob/042f72292bb7b6c4cc80189e9c77c7eff495d234/source/Implementations/StanceBasedMeleeWeapon.cs#L31-L68
Some fixes and tweaks (and club reverted to standard CO)
hunter extra dmg on ranged is removed in CO
you only get faster firerate.
Javelins have great belt, you can carry 5-6 of them without spending any real inventory slots
And their DPS is probably one of highest ranged weapons, even when halved vs too strong armor, its still quite good
javelins are pretty bad against drifters
with steel meteoric iron/steel javelin you can hurt low tier ones at least
Hello, I'm looking to get a better understanding of this mod.
I plan to use this mod as well as the armory mods on a server and am trying to test the mechanics on a single player in the mean time. It would mean a lot if I could get some guidance on how this mod is suppose to be treated when it comes to combat as I'm having a hard time understanding the use of different weapons against the hostile mobs.
For example: Are some damage types better to use against certain enemies?
all entities in the game have different defense treshholds
drifters, locuts and other otherwordly enemies have HIGH resistance to piercing damage
meaning- crossbows, javelins, spears are ineffective against them (with some exceptions)
on the other hand, those types of enemies have not protection agaist blunt
animals are the opposite - high resistance to blunt damage and no resistance to piercing damage
slashing damage is a middle ground - everyone has some resistance against it but it does not go into high values
example how damage works - you attack surface drifter (tier 4 piercing damage) with an iron spear (tier 4 piercing resistance) - you will do 75% of damage to it
if enemy defense tier is HIGHER then your weapon damage tier - you will do half damage, you cant deal lower then half damage
if its higher you will do full damage
example - you shoot a nightmare drifter (tier 6 piercing resistance) with a windlass crossbow (tier 7 piercing damage)
you will do full damage to it
My god you have been so very helpful
Thank you so much
I couldn't find anything on these types of values anywhere
you want to use weapons that do blunt damage to kill drifters, and weapons that do piercing damage to kill animals
blackguard can use high tier swords
instead of blunt
particulary falxes
This is what I was figured but after your explanation I realize I was testing this out so wrong since I was using lower tier enemies than my weapons.
but the only thing that matters is weapon damage tier
musket does BLUNT damage, animals are resistant to blunt damage
but musket is tier NINE, it will punch through every animal in the game regardless
That makes sense as it's a slug, so in general it will punch through pretty much all enemies in the game and the balance is the reload speed and cost of resources I'd assume? I haven't made it that far in testing.
its a late game weapon that is expensive to make, expensive to fire and its reload time is 16 seconds
Yeah that would do it, basically fire once against other world mobs and go straight to melee.
on a headshot you will instantly kill a polar bear with it
Karina you've been really helpful in helping me understand this but would you mind humoring me some more? I have a lot to understand ;-;
sure, ask away
So in this case would the other mobs have different damage types as well? For example a bowtorn having piercing and I would assume a drifter having blunt for both the melee attack and rock throw?
correct
(Also if this is too much to type I can hop into a voice channel if you are up to it but no pressure at all)
animals do slashing damage usually except for moose/ram/pig who do blunt
drifters of tier 0-1 only do blunt damage
drifters of tier 2 and above can either do blunt atttack or piercing attack
bowtorn, locust/corrupt locust do piercing damage
sawblade and shiver do slashing damage
eidolon does blunt damage
That literally answered my next questions about the other mobs (Although I don't know what the eidolon is but I'm gonna assume I'll find out eventually).
you will π
So I'm mostly a blackgaurd player when it comes to the game since I plan to play with friends. When it comes to higher tier enemies that are resistant to piece and slash does this mean I should use something like a mace or club in those cases since my damage is already being reduced? Or would swords be enough because of the speed buff?
you use falx
falx cant parry/block like regular swords but as an upside it has +1 attack tier
steel falx is tier 7, highest enemy slashing resistance is tier 6
To be truthful I saw the balancing table and read it but I struggled to get a fixed understanding since:
- I didn't understand the damage values and mitigation that you just now taught me
- I couldn't find what the different values meant exactly and didn't see a protection value
- My articulation skills are just really poor so thank you again for your help ;-;
I see, so when fighting seriously a falx would be better than say the blackguard sword or the other modded options such as the long swords and etc?
tin bronze falx is tier 4 slashing damage, it should rip right through most early drifters
but it cant parry
and has very low reach
longsword is longer and can parry
at steel tier you can also forge a zweinhander
a big ass sword
How big is the parry window? I honestly can't seem to pull it off against any of the mobs and I ended up considering it for only PVP use.
Our favorite great sword. (Zweinhander)*
i dont know, i just block instead
twohanded block is tier 7 protection for most of your body
Yeah I was mostly thinking of using sword and board but the longswords and great swords look fun too. I'm honestly just worried about the many projectiles I think I'd be facing ;-;
Speaking of which the shields, how hard do I need to aim witht he normal shields and light shields? Because I honestly don't know how to block head shots and feet shots.
bowtorn do low-moderate damage, but they can have high attack tier
i never use shields tbh
as clockmaker my class weapon is quarterstaff and its two handed
i dont think you have to "aim" a block
you just hold it and its defense value is added to your armor when you get hit
Wait so it still works like the base game shield mechanics then?
maybe
Alright, I'll need to keep testing that then. So as for the block for the staff you use. That is damage mitigation then? And does that mean projectiles can't be blocked?
i heard Maltiez were planning to add so projectiles can only be blocked with a shield but i cant confirm whether its in the mod rn
which honestly makes complete sense, you are not a Witcher, you cant deflet arrow mid air with a sword
That's fair, and understandable. So blocking mechanic wise is just damage absorbsation essentially? Meaning I still take damage but it's reduced if I'm understanding this correctly? (When it comes to blocking with a melee).
as far as i know
it just adds defense value to your equiped armor
player damage mitigation works differently from creature damage mitigation
check that pinned link
omfg I just realized the tabs at the bottom of the page ;-;
New Damage Reduction tab
Now I realize why I was struggling so hard to find this info. IT WAS RIGHT THERE ALL ALONG π
Well, that opend my eyes and now I feel quite stupid.
I'll make sure to refer to this, thank you.
Understood, would it be best to pay attention here to see new changes then?
enemy damage tiers and damage were changed, for example
ask around when more people are online, yeah
Yeah that seems accurate, if I'm reading this right this would mean the flax does 4 damage and is a tier 3 weapon?
yeag
surface level drifters have tier 2 slashing protection, so you always do full damage to them
deep drifters have tier 3 slashing protection, so you will do only 3 damage (75%) instead of 4
highter tiers will have 4-6 slashing protection, you will be doing 2 damage per hit
So basically a high insentive to keep upgrading to adventure into my dangerous areas, yeah I better prepare better then.
with bronze falx you should be pretty safe in upper caves
as you should at worst see tainted drifters there
blackguard also have a recipe for a unique iron sword that does extra damage compared to the rest of iron weapons
you can also use blunt weapons if you encounter something that not even falx can pierce
Yeah I noticed that, sadly though while I was hoping it would be better than the iron falx but after learning about the tier mechanic it's a tier lower than the falx. Makes sense condsidering the world but makes it a tough choice.
your will still do +30% more damage per swing with every other melee weapon
Yeah I'd assume I'd switch to blunt when coming across and enemy of a higher tier to mitigate damage redutction.
That's true, I forgot about that.
there are also weapon that can do multiple different damage types
depending on the attack animation you do
halberd does slashing/piercing damage
poleaxe can do all three
halberd is a class weapon for a hunter
and i think poleaxe counts as an axe so its a malefactor class weapon
Huh I didn't expect it to be that indepth.
Makes sense of course based on if you do a thrust or a slash but yeah that's pretty cool!
Karina you've been so helpful, I can't thank you enough, learning is not my strong suit but you made it easy to understand. I appreiciate it.
you dont have to thank me, i got nothing better to do rn anyway
Haha, a modest one then. I'll rely on you in the future then if it comes to it as I'll probably need to monitor this thread* for changes and etc. I hope the rest of your night/day goes well and wish you the best.
I gotta get back to work on my server :/
nw, good luck
I mentioned crossbows but they wish to use bows
ooh thanks a lot! I'll take a look
holy hell, where are you supposed to aim with the firearms mod
feels like no matter if i line up the barrel, crosshair, or the + before aiming the bullet just doesnt go where i want it to
Right now firearms has zero spread, and they are not a glorified bow
Try setting first person hands Y-Position in game settings to 0
#1135402924290359336 message this was about first versions of firearms more than a year ago
for having zero spread the aiming itself is horrible, even worse if you've got armor
im aimed directly at the flat top of that dead drifters head for reference
the gun looks like it's pointing to the right of the drifter though
pretty sure you're supposed to aim using the actual gun model, not just where the center of your screen is
your aim wobbles in CO
You can adjust aiming difficulty in settings
how much it wobbles depends on your class and armor etc.
Do have clockmaster but iirc thats just the reload speed
don't use armor that fits on the arm and hand slots
I play hunter and I still go for minimal steady aim debuffs
only hunter has higher accuracy than default, yeah
Lets me dome deer like 30 blocks out c:
(After I miss like 4 times from bullet drop)
Blessedly,CO lets you get (almost) full plate protection without compromising accuracy and reload times.
Skin Layer) Gambeson,tailored or otherwise,head to toe.
Middle Layer) Mail coif (NOT HEAD ARMOUR),mail shirt (NOT BODY ARMOUR),mail leg armour.
Shell Layer) Open helm,cuirass,plate leg armour.
This leaves your face,neck,and arms with minimal protection. If RNG throws an attack at your neck or face,that's 1.5x to 2x damage eaten,which sucks,but it's the compromise you pay for being otherwise protected while being competent at range. If RNG throws an attack at your arms,big whoop,that's half damage eaten.
If the attack lands literally *anywhere else,*you're taking less than one damage.
Borderline invulnerability.
or just wear full plate, be basically invulnerable, and run up with still most of your mobility because you're playing blackguard and hit them with a stick

a blackguard with a greatsword in CO is absolutely bananas
you really feel like a juggernaut lol
Shortsword for cramped quarters,longsword (bronze) or greatstword (thereafter) for everything else.
Javelin for if I must menace at a short distance.
Strawman: "B-b-but arm armour makes you swing slow!"
Don't care,didn't ask,swing speed bonus negates it with interest,anyways.
Strawman: "B-b-but armour makes you slow!"
Don't care,didn't ask,nothing can outrun you anyways,besides another player. And PvP isn't a consideration for both vanilla and CO.
Strawman: "B-b-but armour makes you hungry!"
Don't care,didn't ask,meals exist. Pack a crock,some fat or wax,and a bowl.
Strawman: "B-b-but armour makes it hard to heal!"
Don't care,didn't ask,you're borderline invulnerable. Strip the armour after combat's over and slap on a bandage or cram a muffin into your mouth before armouring back up.
if i'm travelling super long distance i'll use the elk so the movespeed penalty isn't a big deal anyway
Before that point? Two feet and a heartbeat works just as well.
but yeah, any loss to accuracy or DPS doesn't matter much compared to the benefits of Never Dying
Just carry the armour until it's needed.
Armor is still overpowered?
i haven't tested the rebalanced armor if that's what you mean, i mean in general 
i'm being hyperbolic the very high tier enemies still do did decent damage even in full plate
but "decent damage" is still a gigantic improvement over "obliterated in one hit"
My experience is from wearing full plate. Gambeson,mail,and plates.
Bronze,in the Archives,nothing could properly threaten me besides the three Sawblade Locusts I ran into. The Eidolon theoretically could,if it wasn't parry bait.
i think if you're comitting to full plate, mail, and chain you should be a complete tank yeah
FALCON- i mean DRIFTER PUNCH -28 hp head hit
Considering just how effective full plate is at keeping your semi-mortal ass alive,I genuinely fail to see the draw of scale. Are the penalties really so much lower to justify the reduction in protection?
I can see the draw of incomplete layering. Materials can sometimes be a problem to come across.
Looking at you,literally anything used to alloy with copper.
you're not as slow in scale
Scale is better for general use
yup
Oh. So you're a little faster.
In an environment where a Clockmaker in full plate can still run down a fleeing Shiver.
Funnily enough scale has less penalties than leather
scale is my everyday-wear
the penalties of full plate are livable but quite annoying if you're just bumbling around not fighting anything other than surface enemies
scale is more than enough for wolves and surface drifters
caving+gambe = scale
temporal storm = plate+chain+gambe
archives = forlorn+chain+gambe
I actually have a list of material costs for making mail and plate...
#1260976245374582886 message
'Ere it is.
You can configure the armor protections easily enough
cba
Its mostly the smithing process itself
it was a bit too strong tbh
Fuck bears
Alternatively,you can just meet the mod on its terms,and accept that,pre-nerf,rucking around with just plates for armour rendering you borderline invincible was a bug,not a feature.
the boss wasn't damaging me at all and was more of an annoyance really
I reverted them back because grizzlies are a bitch in my base
the only thing that pisses me off is knockback
Boo hoo
Rams have funny levels of knockback
I'm also still salty that community voted for cheesemaking over better combat
I still don't comprehend this.
Bowtorns are total chumps.
I like cheese :c
Come within ten blocks,and they will run away. Aborting any firing process to do so.
They're just annoying to hunt down imo
yup
Pursue. Tap it twice to five times (With a bronze weapon,depending on enemy tier) to kill it,swap to the next one.
Even in full plate,you're running it down in a blink.
Hand waving away the problem doesn't remove its existence
The problem doesn't exist.
Imma curse you with a bowtorn heavy TS
have fun pursuing 20 fucking bowtorns lmao
Sure keep telling yourself that
It's not a handwave. Bowtorn flee. Bowtorn can't lead a moving target. Shields exist.
you know what also exists? Lanterns or 2 handed weapons
The context of their existence in the game makes them total non-threats with their own behaviour,and the existence of specific tools.
"I don't have problems so clearly the problem doesn't exist"
For lanterns,the X and Q keys exist. For two handed weapons,heavy armour exists.
Lol
As well as,you know,a zig-zagging approach. Since they can't lead a moving target.
had this shit happen a couple of times
the only thing stopping me from going full rambo Jack Sparrow style is lack of tin bronze and also flax deficit
tanked my frames and knockback was so bad they threw me to the roof of our house lmao
it's like 3 blocks high
Yeah we tried to go hard on flux on our first year and got 1500+ fibers
Still wasn't enough lol
god wtf
i tried out all the different crosshairs and i was shown why my aim was so shit π
the bullet trajectory sways OFF of the iron sights at higher aimsway so it isnt even lined up ive just been gambling in my scalemail this whole time
What is your monitor resolution and FOV?
FOV is 95, 1920x1080
I just let the gun sit there with full plate armor on for the most sway (so i could tell if I was or wasnt schizo a lot easier), and eventually the crosshair would just be riding around in a big ring about that far away
And are you using Immersive First Person mode?
CO don't like Immersive First Person mode.
gods of course not
i already found that out the hard way long before even touching a pistol
I think I'll just see abt the host dropping the aiming difficulty so that aimsway doesnt happen because I do NOT want to be gambling away linen and lead just to miss the deep shiver 4 times while its chewing my leg off
(clockmaster for that sweet speed and locust taming)
Does it happen only with firearms or other weapons too?
Firearms ironsides and actual moving crosshar indeed do not align, but it can be adjusted, may be someone wants to help with adjusting it?
Set aiming type to Fixed to see crosshair and adjust these two numbers to adjust how firearms ironsides follows it
Try reproduce it in creative with dummy and probably a wall behind it
I read that the reason why my first ||eidolon|| run with my friend was miserable (it took AGES) despite us both having strep quarterstaffs was because CO made it so you need to hit the eye specifically. Is that true and if so are there any similar changes I should be on the lookout for? He refuses to go down there again,
He's armored to hell and back but you can make spears to jab his eye
CO recently rebalanced things but Eidolon's damage isn't listed
I imagine its still 8-12 blunt damage but idk the tier
Spamming overhead attacks should hit the eye
Whatever tier the Eidolon's damage is,it's T9 or lower. Two handed weapon parries lock him out entirely.
The one of attacks that is patched by CO has tier 5 and 16 damage
my first eidolon fight was a disaster with CO but it was entirely my fault because I thought I was safe going into the fight with basically 0 blunt protection lol
i thought having iron scale would be enough only to get Bouldered
alas, boulder to the face does not deal slash damage 
also it took me like 5 deaths to realize i was supposed to jump when it did the slam so even when i was avoiding the boulders i kept dying to fall damage

4 sturdy backpacks = 32 stacks of poultices 
Is there an explanation of the armor system anywhere? Do armor values in a location stack or how does that work
There is a spreadsheet document in the combat overhaul mod page, the tabs are at the bottom of the google sheet and you can view the different values there. However I believe they got changed recently so they won't be exactly the same.
As for the armor values they will be represented by protection tier for Blunt, Piercing, and slashing damage and by adding the different layers (I.E. Gambeson, Chainmail, and Plate) these values stack for greater protection.
Thank you, but what do those tiers mean? Is it like vanilla where if the attack tier is over the defense tier you take substantially more damage but beating the attack by several defense tiers doesn't do anything itself?
Correct, this is still the case.
If you have an attack tier above the enemy you do full damage.
So the other defense stats (flat/percentage damage reduction) are hidden but still exist?
If it's lower the damage you do is reduced by a percentage based on protection stat.
I'm not entirely sure, I'm still learning as well. I mostly pay attention to the tier of the enemy and the protection levels of blunt, pierce, and slashing.
They stack addatively per body region.
Thank you.
Err, holy hell. Can somebody please test attacking with a (flint is what i had) spear when the character menu is open? because it just killed my fps from 60 to 3
is it just me or do people get floating weapons
...Xskills just duped my steel helm,with the Duplicator skill.
The Hell am I gonna do with a second helm!?
give it to someone else @prisma basin
Singleplayer.
Sorta wish you'd just prop the flat against your shoulder if you're not at ready.
Like,how you'd carry it while marching,you know?
Cant you break the helm with a chisel?
It didn't say it could be smelted down,so I presumed not.
you rebound the C menu to R? 
Weird thing to do,unless you're not on the QWERTY layout.
you can carry it on your shoulder if you put something in your offhand 
That explanation of the mod's damage calculations explained so much. I should definitely start using greatswords instead of carrying both a spear and a club
Armour does its job.
Do not skimp on it.
As noted in my posts immediately following the one you replied to,the "penalties" are either meaningless or easily mitigated to the point of practical irrelevance.
If you're making plate,then make mail. They're designed to go together.
And make gambeson as a default. You literally can't go wrong with it.
Blunt damage claps Rust monsters.
Piercing damage claps mundane animals.
Cutting damage excels nowhere,but isn't stonewalled,either.
Are there any good guidelines for trying to balance new weapons in CO? I made my own mod and wanted to make heavier, harder hitting attacks that are slower, but I also don't want to make something OP, but in singleplayer testing, the weapon, which is basically a straight upgrade of the greatsword, still feels a little underpowered (and too fast since I haven't figured out how to slow down weapons yet)
A falx should always be one damage tier above any weapon made of the same material.
It sacrifices parries for being your most reliable source of damage.
Long weapons with sweeps excel at dealing with crowds in the Mordhau/Chivalry way: Start your sweep,then rotate your view.
Anything the weapon touches,gets hit.
As for raw damage numbers... I haven't seen any of those in the Handbook. I think CO obfuscates them.
Hm. Definitely overpowered as it is now, then (unsurprisingly), since it has falx damage tier and can parry (a feature I've neglected because I couldn't seem to get it to work very well)
Parrying is highly timing reliant.
If you've ever played Sekiro,then treat it like deflection in that.
Thankfully,enemies have very readable animations,so parrying's pretty easy.
Huh, I'll have to give it another shot
visor helmets when
When you make two models with visor open and closed for each metal
well I mainly mean just a reskinned blackguard helmet
i think it would be cool to make a brand new one out of iron and steel
Hm how do i fix the issue that you can't hit with the swords/pickaxes anymore, i actually just restarted the game
How has it happened, have you reinstalled/updated the mod before this bug?
I did not, now i did update it and still does not work. Where do i clear the cache?
Send client-main and server-main logs
Dont clear cahce just now
This bug needs to be pinned down and fixed
25.3.2025 14:30:32 [Error] [combatoverhaul] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481```
but i have it only once in my installation
Send logs
Asked Tyron about this cache nonsense...
Has the bug happened before you updated the mod? Was it the same error, or you haven't looked into logs before updating?
I haven't looked into the logs before updating sorry :/
but yeah error appeared before updating, i restart the game because my RAM Load got high
ok
@fallow surgehey why did shield get their 20% passive block removed tbh
In CO they never had passive block
i see...well i just heard people saying shields are useless or buggy cuz of that
idk
ppl are wrong
The worst parts about shields is making their loop thing :c
If I remember correctly armory shields do not require this loop part
Thank you for that π
Its just the vanilla ones iirc
Shields perform as well as you'd expect imo
Though it seems they have different speed modifiers so I need to fiddle with that
They're cheap and you can just throw down lanterns/torches so its not that cumbersome in practice
Though I'm using Sturdy Leather backpacks so I can easily justify the inventory space
Oh yeah a tip if you're trying shields
The Copper one seems to have a chance/window to perfect block things
Gearfoot shiver hit me and I wasn't immediately at the respawn screen
There are heavy shields without perfect block, and light shields with it
Ah I see
Explains why the copper shield felt weirdly inconsistent lol
I'll need to work on that blocking then
Been exploring Better Ruins stuff so I've had plenty of areas to test (oops all gearfoots)
Is there a file or doc that covers shield stats?
I didn't see page in the CO doc and Armory didn't have one
Nope
Wait I just found one in Firearms
0.3 sec perfect block window on copper assuming its accurate
Copper -> steel for light shields π
Nope:
There is no uptodate docs on shields
You can test in creative world
Ah true
Lol idk why that wasn't my first thought
One day I'll learn how to parry/block bears
I swear they're the only thing I can't deal with in CO
The issue i have with blocking / parring is that the servers mostly run so hard delayed, its not even CO's fault its just the game/server is delayed
Yeah, blocking/parring has to be server side (unlike hitting stuff), so there is no way around it
This is strange, is it reproducable? If you take it out and back again does the bug persists?
So I put the equipment in a different order and it was ok
What order reproduces the bug?
Meteor from top to bottom then linen from top to bottom, this happened to me once, I guess it's very minor
So you cant reproduce?
It didn't happen this time.
Yet I used to take off and put back on my equipment very often
Anyway, thank you very much for your mods, they are great, huge work.
@silent grove hi, I shouldn't have pinged you in your discord server, but it should be ok here.
Loved your recent Vintage Story playthrough.
I'm the author of Combat Overhaul, you used this mod in this playthrough... Did you like it? Did it perform good in multiplayer server conditions? If you have any feedback you might want to share it will be very much appreciated.
Hey friend! Mod was great. Really brought up the experience along with its companion mods. If ya want more feedback than that DMs are probably better for it!
Oh wow shields are really good vs the gearfoot and stilt shivers
A shame I can't attach a light to it :p
(Fuck the University this place is hell)
There is a mod to fix that: https://mods.vintagestory.at/show/mod/5230
A Wearable LightEquipable light sources for the player, offering both functionality and style.
Has Config lib support. Install it to configure the mod.
Β
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 Ad...
Oh wow lol I'll take a look at it
Tried to be greedy while looting a building and 2 gearfoot + stilt enemies attack at the same time :c
"Oh just a surface shiver" -moments before taking 16 damage
This actually begs a question I've been wondering. Is it possible to animate clothing? I.E. A helmet with a visor that can go up or down depending on animation state
With the mod you recommended me, my combat strat is just this
Except with like 2 pistols
(Once I make them)
I can do it, by I want the models first, so it will be easier for me to debug this stuff. So if someone makes models, I will probably start working on it
I'm also just genuinely curious about animating equipment, since I wanted to do so with my own mod stuff.
It will require writing some code, I will probably just avoid complicated animation and make switching between two models of helmets
That makes sense, yeah. I'm not familiar enough with animations Vintage Story's modeler, otherwise I'd see what the current hiccups are for using animations on the equipment themself. That said, it might be fun to make some helmets and their visor on/off variants. Do you have any sort of major limitations or requirements for those assets? I'd obviously be using the CO helmets and core game's blackguard visor helmet as inspiration/base in order to keep the style as consistent as I could
Models should be based on historical helmets, they should be stylistically consistent with vanilla, each metal should have different models
They should look nice
That makes sense. From what I noticed in-game, bronze stuff seems to be based on (Spartan[?], Corinthian[?]) armour, so I imagine most gear should remain within their respective historical eras (Bronze, Iron, Steel, etc). For example, would a Murmillo helmet be a reasonable fit for one of the bronze visored helmets (I couldn't seem to find much mention of visors so early in armour designs)
Use only military helmets, not gladiator's, also you can choose stuff from later periods for earlier materials, just make it consistentish
Ah, alright! Thanks. Will do what I can, but likely wont have time to work on it other than weekends
I wonder if it's possible to make an addon where you can use goat's leg or windlass on stirrup crossbows
at least faster reload time
Maltiez do you know if the Mining Speed skill from XSkills work on your pickaxes? I don't feel a difference
found this video, I wonder if Maltiez got inspired by it https://youtu.be/2IdfmaC_t-Q
Medieval crossbows!!!
From hand spanning a crossbow with no stirrup, to using a goats foot lever and onto the really powerful systems of the cranequin and the windlass; just what power can these devices employ? The answers are not just calculated from some designs, they are measured from the actual working medieval crossbows.
If you are inte...
btw guys do windlass and goat's foot help with the damage increase or just reload?
Windlass and goatsfoot makes reload longer
longer for more damage?
Please, just go into creative world and read crossbows descriptions
my plan is a 1.125x reload speed with the appropriate belts
@fallow surgewill passive shield block come back at least 10% or 20% vanilla?
the windlass or goat's foot realistically isn't a way to make crossbows reload faster, it's a way to let someone reload a much heavier crossbow at all
It's the same concept as downgearing a windmill but on a different scale
The fastest way to reload a normal crossbow is to just pull the string back with your hand. You just can't do that on anything but the weakest crossbows unless you're the hulk.
There are ways to mechanically assist with speed instead but then you just end up at the latch crossbow or repeating crossbow. 
Using a goat's foot on a stirrup crossbow is more strength than you need and more fiddly and slower than just using the stirrup
also this is all moot because each crossbow is an entirely different crossbows
You can't interchange reloading styles anyway
There's a specific windlass crossbow that can only reload with the windlass, and the windlass is only used for that specific crossbow.
On top of that, they do like 20 and 38 damage. I doubt they need a fire rate increase imo
Same with Clockmaker
Proficiencies should be fine imo, they're impactful but not domineering enough to force you to use them
nope
S A D
Can't dual-wield shields in combat why live π
also with combat overhaul but you can hit enemies thrue closed doors....hope it gets tweaked
They shouldn't keep poking through heads through my doors. Smh peeking at me while I'm smithing how lewd π
lewd u say?
@fallow surge
sorry for the ping
but i wanted to know if you would add some "stone age" weapons (and maybe a metal age varient for some of them)
here is a list of the weapons :D
the macuahuitl, normaly it only uses ubscidian but i think a flint version would not be a problem. maybe also the spear-like version of the weapon, the tepoztopili.
there is also a weapon that can be both stone and metal, the atlatl (spear thrower), it could be a more fragile version of the javelin, that can only be used with a spear thrower in the off hand, and cannot be used to fight in melee (its basically a glorified long arrow at this point)
if you could add those it would be super cool :D
ping me if you have a response even if its a no :)
I dont see a gameplay niche for these weapons, may be someone else will add them as an addon, you can try it yourself
Btw, does anyone have any feedback on long axes?
@fallow surge Hey dude, were you looking for weapon models?
Nope, weapon models is the easiest part of weapon mods and I prefer to model them myself
I feel ya on that. Were you looking for armor models then?
Or any. I thought I read somewhere you were, but might just be strokin out.
May be
You can read this #1260976245374582886 message conversation
I found it hard to land hits relibibaly, espically if the target was moving at or away from me.
I was also a bit annoying to use the left the right swing as I had make sure to get the cursor down and to the side, otherwise I might accidently do an overhead.
Also I need analog of leather jerkin set made from hides
If you do, hit me up. I haven't messed with modding vintage story, but I'm pretty okay with blender.
Overhead was the most unreliable?
ok
i guess i see for the atlatl (at first it was created to hunt large animals)
but can i insist for the macuahuitl ? its a very important historical weapon, that could be a good alternative to the stone mace for a early-game high damage weapon, plus it look cool
im a little bit biased of course cuz i love the aztecs and their weapons soooo.
my last message sorry if im being (heavy ? idk how its said in english)
bye
Cause I'm considering removing directional attack and leaving 3 overhead attacks combo...
The overhead attack was fine, just that it was easy to accidently do the overhead when I meant to do the side to side swing. Like overall it was just a bit harder hit things.
for the long axe ?
its my fav weapon currently but yea its kinda hard sometimes to hit on the sides it goes up beside that i like it
Right, I actually brought an iron one into my archives run as my primary and oh boy was that a bad move! None of its swings could hit the ediolon eye.
I'm not sure how I'd like it if it only had overhead attacks... the sweeps are kind of nice and without them it has now real way to hit multiple targets.
hey a weird bug my friend has on my server but he was using the 2H longsword and he coudnt hit anything with it...but a knife he made did deal damage...i gaved him another sword but nothing seemed to work same with relogging @fallow surge
Send client logs from his side after reproducing the bug
I could see that working if the swings came down at angle. Like 45 degrees of off vertical.
Try it out please
I'll try it out once I get off work!
dont worry then, I will probably release it before
question about the crossbow sway is there a way to decrease it in the setting and does xskills conflict with combat overhaul? beacuse the repaeating crossbow sway is so much
hes on my server can i maybe get them from him?
like on host havoc
No idea, you probably need to just ask him send them
activity...hmmm
aprently the mod worked now he just relogged again...
any recent mods version updates?
im just using the lastest version
I mean if he automatically updated mod and then haven't restarted the game, it might break for some vanilla reason
I like the directional attack
maybe you could turn a hotkey to permanently make a directional attack into the main animation attack
or increase the needed movement to set the weapon direction
In case of long-axe I didnt like side to side animations, also there are swords with direction, so it is better to have long-axe be without them
fair
I did not craft them yet, since they have less damage and you can't wear a shield with them
Its not like a bording axe
Less damage than what?
a long sword and i think even less than the short sword
Long axes has 2h standard damage, i.e. maximum damage for material tier
I'll check again, since i wanted to use axes for RP but .. i thought it lacked damage versus the long sword
long sword has less damage
I'll check later again, i would have loved to use a axe instead of a sword, but i did not make one because of the damage
weird
I did get to try the new axe attack pattern and I quite like it, feels a lot better. though when it comes to balance I'm not sure why anyone would choose it over the great sword.
The damage between them is the same but the great sword has more reach and can parry and is better at hitting multiple targets. The long axe is cheeper to make but thats about it.
is this a problem with the mod or with the server im on?
Hey, you might want to install Combat Overhaul.
Armory is an addon and not a standalone
they were both installed but youre right, i dont see the base one any more
i guess that makes the answer to my question "server issue, specifically some idiot removed combat overhaul"
all this bullshit and my shield never broke UwU
Which?
Oh, it seems code I wrote a while ago for armor stand actually works, and all this time it was turned off cause I tested it in a wrong way
Can some one give 3 distinct looking sabres or even curved swords in general?
Check that you don't have 2 versions enabled, clear the cache.
Like names? if just the names are enough then how about a Khopesh?
Like sources, images, names
maybe
error has gone after clear the cache
Has error occured after you installed new version of the mod?
what version you had before?
version 0.2.6
A scimitar, a suppose a katana is curved too.
Time for weaboo?
Ok, better to stick to the sabres and find 3 that will look as different as possible
Yeah it is reproducable... Why vanilla cant just work...
https://mods.vintagestory.at/combatoverhaulreanimated would you ever include this?
but ig you do your own animations
or rather have this be seperate mod
does this include third person anims i wonder
ye
they do change the arm animations in 3rd
so everyone sees it
oh well at least the two work together
IFP guys? IFP not supported like at all
aw
The wearable lights mod
I particularly like the m1913 Saber used in ww1 for a late example.
So my off-hand isn't always locked to a lantern
@fallow surge Is there any way you could add something that would change an item's armor values when another slot is filled?
Why not a mining helmet
I would prefer not doing it
Why do you ask?
For example, I make and texture maille voiders that combine with gambeson arms or something (covering both maille and gambeson slots) that only gives gambeson protection when you don't have plate armor on, but when you equip plate armor it suddenly becomes as effective as normal maille but with less penalties
Nah, it is overcomplicated
Understood. I've got a lot of stuff in mind for a mod I want to make as a supplementary of this one now that I have more free time. Mainly focused on realism in armor components
Unfortunately I've just got a lot of ideas and no experience though, so it'll be awhile before I have anything tangible
For Copper/Bronze there would be the khopesh, Iron a Tachi/Katana/Dao or a Falchion, perhaps a Shamshir, and Steel a Cavalry Sabre or Messer
It's hard to think of a niche for them, but variety is nice.
I made 3 sabre models. Sabre will have -1 damage tier, and +1 (or may be +2) damage
more effective against weaker enemies
As for most different 3, I would definitely say the Khopesh, one of the east-asian single edged blades, and an European late medieval/early modern sabre.
The 3 model, first iteration or prototypes
Very nice!
They are kinda simillar, but ok for now
This is Maltiez biggest Enemy
a yuntoudao would go CRAZY. I lose those things
having weird issues with combat overhaul/armory armory has missing icons ect kinda breaking knapping and class bonus's and animations dont seem to be working with combat overhaul. these two worked flawlessly when we first booted a server up 2 days ago but the next day not so much.
its the same as others I just resolved my own issue I had the bullseye mod and that and they conflicted
Combat Overhaul + Armory + Exoskeletons (all are required
thanks
yippie :D
:D
np, keep in mind BetterRuins helps because exoskeletons needs a lot of Jonas parts and Cupronickel
it also helps justify making Exoskeletons
because "oops all locusts" is a common sight in BetterRuins
don't only saw blade actually drop parts (also fuck saw blades, you "can" skyrim shuffle them to death but you make 2 mistakes you die instantly)
Sawblades, all Doubleheaded Drifters (temporal storms only in vanilla), all gearfoots and stilt shivers (60+ hp, 20+ damage, and tier 4 attacks which is steel)
we farmed the Jonas parts from killing gearfoots, stilt, and deepstilt shivers at the Mantle
Combat Overhaul makes it a lot easier because a Shield + a bunch of guns can easily kill them
expensive yes but they are guaranteed to drop a temporal gear + 5-8 rusty gears with a 40% chance for a jonas part
those are the new story locations right
na literally just mine to the bottom of the map
the deeper you are, the more dangerous enemies spawn
the lowest levels can spawn those Gearfoots and stuff
wonder if our foot-stab kill bunker design still works
literally immune to drifterse if constructed properly
if you use guns (firearms mod), should be fine
if you don't get domed by a bowtorn, should be fine
CO makes the gearfoot Bowtorn do 14 damage instead of 24 thank god
unless they can hit the bottom half of their feet should be fine
they can but legs have a 50% damage taken modifier
should be fine
if you're curious about making an exoskeleton, you can also make them out of iron and meteor iron
we did steel because we are NOT re-grinding the Jonas parts lol
Why is longaxe head six voxels short of an ingot, imma cry
Now it isnt
How is the plug bayonet anyway? Actually why is there a second recipe for the bayonne and why does the second one take gold bits but not nuggets?
this probably goes beyond CO but it's just something that I was just thinking of.
what if weapons had faint trails or semi-transparent after-images to show each weapon's range, with light/dark sections to show the damage types of the weapon. lighter portions of the trails dealing one of the weapon's damage type (Halberd thrust: piercing damage) while darker being the secondary damage type (Halberd sweep: slashing)
that way you aren't having to guess what attack is what damage type
this probably would work better as an add-on for CO.
so I was checking creative mode and noticed all firearms-related clay molds don't appear when searched
i have to go to Firearms' own creative tab for it
Would probably be best as a debug option
The plug bayonet is meant to balance the musket so it's not a "can do everything" weapon, even though the only cost for making it that way is a hammer on hand. You get a proper socket bayonet recipe in the first major story location I think, unless Maltiez moved it to a later one because the first is balanced around bronze armor
Plug bayonet was removed in 1.20 if I remember correctly
so uh how to scope in the jezail?
ah alright, didn't know that, thanks!
There's a video Maltiez posted some time this month showing off the jezail if you want a teaser
#1260976245374582886 message
Ahhh, that makes sense. Nevermind me then @upper ermine
Not sure if it come though...
Pfft. Right when I made my first longaxe head. Hah, awesome
hi, i've been trying to block using the shield, but it should be that using right-click wouldnt interact with objects, yet hovering over chests or doors end up spamming them. is this a bug? using 1.20.4 game version btw
and using 0.1.29 for combat overhaul
hey will the weapons being able to hit stuff thrue closed doors ever be fixed?
Fix it yourself and make pr
When did copper spears started requiring a shaft made of OAK?? These are entry level spears and by the time you get the metal required to cut down oak trees, you'd be better off doing actual bronze or higher spears already
I wish
Wait how do I repair gambeson armor?
flax iirc
Yeah but... just flax fibers? hmm
Usually just look up gambeson on the Help menu, then it should show two recipes, the one in which you craft it and another one on how to repair the broken armor in question
Wait so if our server updates what happens to my plugged musket? Whatβs new aside from jezzaold?
I know CO doesn't support first person mode, but it is possible to fly in this mode, including passing through blocks.
Is it possible to disable this for the entire server?
Does anyone else notice some memory leak issues with this mod?
We're playing on a pretty modded server but everything we've tested shows that CO is just spamming calculations of values for armor/weapons and it seems to be causing issues.
Not really looking for troubleshooting, just seeing if anyone else has had this issue.
this is an example
How?
Been enjoying using javelins from Combat Overhaul Armory, but I was just wondering if there is a way to make the javelins to go straight into the javelin quiver instead of my backpacks when I pick them up
Sorry, I explained it wrong.
I know that the CO mod is not compatible with the immersive first-person mode. However, it is still possible to use both together, but with several bugs β one of them makes the camera fly and pass through blocks.
My question is: is there any way to prevent players from activating this immersive first-person mode?
I think I'm getting old or something. I feel like I need a ping for melee combat the way there is one for ranged combat when you hit. The red crosshair isn't visceral enough for me somehow.
What's the intended use for the pike, and any thoughts on halberds vs pikes or spears for a hunter?
Hi there, I have been having an issue where the attack speed of the arming swords are too fast for the animations to keep up with causing it to be slightly over-powered for early iron age gameplay. Is there a way to modify the attack speed of individual weapons in the config?
Wait, isn't there a melee ping kinda sound?
Or- Well, the impact grunts of the enemies being hit
You might be able to manually edit those sounds to be louder or more distinct if you wanted
It's honestly really interesting to see that because most of the actual calculation part is still pretty similar to the base game, but with added damage types and rolls to hit different areas
Not entirely happy with this quite yet, but even just getting a visorless bascinet is beneficial for my goal
I'm not sure if there would be any possible way to animate this, or switch the visor on and off with a button press, but I could just make it so you toss it in the crafting table to get the visor up and down
I'll see about adding a visual overlay for it similar to KCD too
what is this screenshot from?
Looks like ChatGPT
That was my suspicion as well.
I kinda highly doubt whatever it says is of much uh, accuracy.
Problem is that ChatGPT has no background information on this and yeah on first sight this might be much but in a real case scenario i often have 20000ms behaviors and there CO is a light weight
Yeaaaah...
Is there a way with Visual Studio to actually measure the runtime of everything? Or something built-in to the game?
I mean, the question was if anyone has experienced anything with CO causing an accelerated memory leak.
Aside from noticing that ChatGPT is simply presenting the logs/data given.. Has anyone experienced CO causing memory leaks? Having an issue on my own with a good amount of mods and logs are pointing to the same thing as his Jaderade's were. Trying to narrow down the list and figure it out also.
we're having something similar on our server, it constantly gives warnings about too many ticks, though, it doesn't really affect performance
but if you lose hp it starts rubber banding you back every few seconds
we couldn't figure out what causes this tho
I get the very minor rubber banding as well
funny enough we've been playing with CO for about 4 months now and the issue wasn't there for the first 2 months
at least we don't remember that being the case
we thought that the problem was with XSkills and the skill that increases your hp (cuz the game doesn't really like when you modify values of hp\hunger) but respeccing didn't fix it
Seems to be a progressive memory leak. Starts out fine without issues, then proceeds to get worse over time. When a storm comes and starts it immediately becomes a must to restart or you have to sit in base with major hitches the whole time until it's over. Even after that restart the problem starts right away with minor hitching.
I've never seen any memory leak like that from CO at all. Storms are never a problem in singleplayer or locally hosting my own server.
That's why I kinda doubt the accuracy of ChatGPT claiming it's CO's fault, I really doubt that it can get the full picture - and what logs did you even feed it? That's kinda a lot more useful then a screenshot of ChatGPT.
Fixed in latest version
Great, CO haters are still not happy. Who would'v thought
let their cries fuel you
lel
Yeah, fuck 'em. You can't and shouldn't even try to please them all.
It was already really incredibly nice of you to keep Bullseye updated alone, and even that was kowtowing to them.
someone really don't like prerequisites lol
Incidentally in a practical sense should a hunter ever move on from the recurve or windlass and halberd once theyβre in the steel age?
I preferred the longbow personally
Not really
Though the halberd can be replaced with a spear + quarterstaff if you don't want to accidentally butcher your friends
Well most people wanted vanilla bow aiming but with firearms
but eh
Those people can have that, in older versions of the mod and vintage story lol.
Mm, we are not ppl, just "kinda ppl".
Purely in theory, for such statements here, shouldn't there be a slap on the wrist?
Most probably should
In general, I am surprised that in such a small community by the standards of other games with modding support there are those who are βhaters of dependenciesβ, I'm used to see this in FO or TES, where at least the choice is there
I wonder where reports go to
to the mods of the server or straight to discord
anyway reported his ass
I would also consider this as spam tbf
I dont get why people are so hostile over mods and their authors sometimes. Like, you can literally not download it
Quick question.
Is it normal, that the steel pike has only -0.6 HP damage?
That feels a bit low for a rather high end material.
Why do you think it has 0.6 damage?
Because it says so in the description of the item.
Or could that be an unintended change due to the mod Rarity?
make a screenshot
That's what i see.
Probably rarity messes it up
Or this mod that adds sockets
But it wont affect its actual damage
Okay, then i have to bug that mod creator.^^
Btw, would it be possible to regain the ability to open door while holding a spear/pike etc?
Hold alt
Okay. Can i reassign that key?
Nope
Ah, okay. Shame. Hard to coordinate with my keybind setup. Well, guess i have to switch slots like before. π¦
wait, the gem mod works with CO??
Yes, it does.
Sick, I wanted to mess around with it but wasnt too sure if it worked with armory
At least from what i've tried so far, it does work.
I noticed that enemy invincibility periods seem to block the blunderbuss's damage
latest Firearms + CO
is there a mod/setting to change this?
Leather Backpack changes texture when equipping a crossbow quiver
Also there appears to be a mismatch in the representation on the paperdoll and your actual character
By paper doll I assume you mean that, and yeah that's a base game thing and it annoys me. like why it is flipped?
The BolaΒ is a primitive throwing weaponΒ βΒ typically made of weights attached to ropesΒ βΒ used to immobilize small and medium-sized creatures. When thrown, it wraps aroundΒ a targetβs legs or body upon impact, ensnaring them.
The Bola immobilizes creaturesΒ forΒ 20 seconds, keeping them rooted in place.
Β
Big(like bear and moose), mech...
need
Is it worth it for a hunter to use firearms? At this point I can use whatever I choose. Iβm also wondering if dual pistols are reloadable without fumbling with my slots
ig so
i guess so?
I think personally three pistols are better than two
especially during active battle
you try to reload one while two are exhausted and needing reload lol
Thnak you Maltiez for allowing to replicate the Saltzpyre Experience
the what?
Haha. Saltzpyre from Vermintide. He has just a coat full of flintlock pistols that he pulls out one, fires, tosses it for another.
oh lol
Jack Sparrow from Pirates of the Caribbean also does a bit of dual pistols
btw, there's a conflict with this mod and Salty's Firestarters mod
Pet the floppa to buy me a coffee!Β Β Β Β Β Β
Β
This mod was made out of my obsession for immersion. Not only I hate carrying a lit torch in my inventory everywhere, I also hate having to keep replacing a drill firestarter everywhere, everytime. And since this game has a great variety ofΒ environment mechanics that woul...
especially when you have a crude bow and a firestarter
"offhand must be empty" overrides any messages that mod should've had
also, please don't fix being able to reload stirrup crossbows while moving on an elk :)
how can i remove accuracy penalty from a tailor?
i installed a bunch of cool tailoring mods and most recipes need clothier trait
its will be awhile until i find Tailoring skill book
if ever
What is the intended way to place down spears using this mod?
CTRL + SHIFT + M2 doesn't work for me, just goes into throwing animation
I can sort of trick it by scrolling through my hotbar really faster and holding down CTRL + SHIFT + M2
And sometimes it places down
btw, love the quarterstaffs
If anyone knows a way to force overhead swings every time, let me know
Sometimes the angles can be finnicky and I'll end up swinging from the right π
alt
same with crossbows/guns, Hold alt so you can interact with others things, like door and etc
I forgot to mention that doesn't work for me either, sorry
Just unlocks the cursor for me
yeah, once you unlock the cursor, you do the ctrl shift m2
you should be able to place the down. Check just to be sure if the spear youre trying to put down needs 3 blocks worth of wall instead of 2
Ah, I see
It's a bit of a lot of keys to hold down, but that worked
ALT + CTRL + SHIFT + M2 π€£
yeah, i dont think theres a work around that unfortunately
No worries, thank you
Sometimes I like the look of leaning them on walls instead of on tool racks
Hm, they returned the invulnnurability time... Ok, I'll return the patch that turned it off
Vanilla bug
been having a bit too many of those lately
Just installed it now c: Thanks for the quick fix
Do you have to fumble with inventory slots?
Can I not make wheel locks unless I am a clockmaker? Thereβs no schematics?
Buy wheellocks from trader
Iirc you can also drop them from jonas parts drops
I think the blueprint was added to that list
@fallow surge Sorry to bug you again, but for making the visored helmets, would you prefer I take the helmets that already have visors and make open versions, or make entirely new helmets?
entirely new
@fallow surge would full body animations be possible in future? Like in vanilla 3rd person axe chopping you can see twisting of torso for momentum
tp animations are not the focus of the mod, so they are not in priority
i see, still great work as always ππ»
You can still light the fires, but there won't be an animation
wonder wat 0.30 will have
It will include the a10 thunderbolt 2
I'm having a issue with the mod being the cuase of a perpetual mod needs downloaded bug
And its the only one that's the issue
Essentially it will download when entering the server then request again but instead of saying "You need to download 1 mod" it says "You need to download 0 mods" and its always the case
No matter the zip file reinstall, diffrent versions, server restart or save deletion
hey first off holy shit @zenith mesa is here, hows it goin man, thanks for the Stalker mod again.
Second, i ctrl+f'd and googled and havent found anything. This mod is meant to add the armor layering with the separate armor window so i can do stuff like wear the mail sleeves or pauldrons alongside the breastplates, yea? Well, CO + Armory.
I dont see the new armor menu at all, so i can only equip 3 armor pieces still. Is this any kind of known bug, or is my mod corrupted, or am i just stupid and missing a button i need to press? All armor pieces trying to be used are from the armory addon.
If this hasnt been seen before im happy to do my own troubleshooting but if anyone has the answer already itd be neat.
Seems like it's not installed, it disables the default armour slots they should be a red color
very odd because im seeing other features
ill reinstall it again but i did that once already
what features?
damagetype changes, the 'bullseye aiming system'
Though come to think of it im not noticing any kind of animation for parrying
oh i have the spear changes though, gotta hold alt to lean it on a wall
says mod was updated 16 hours ago so maybe the newest release broke it?
nah still the old menu
odd
only mods of note that might affect anything remotely adjacent would be Primitive Survival and Spear Expansion?
hmmm, maybe the 1.20.7 update broke the player patch?
Maybe the armour system was removed? (Doubt it)
ive tried 0.2.9 and 0.2.7 of the mod now
if you have the mod installed currently could you try sending the file you have?
so i know if its the mod or me
I'm using the 1.20.4 version
hmm
what game version are you on?
1.20.7
makes sense.
maybe? but I think that'd be an obvious bug that wouldn't go unnoticed for the next 2 updates.
I guess check your server-main and client-main logs
im seeing an exception being thrown when the thing launches about a line already existing
maybe there is a mod conflict somehow
is there a list of known conflicts somewhere?
can you upload the log? just dragging it into discord will work
Warm armour might be causeing some problems with the patching
i didnt even think of that but it does effect armor i guess
Another thing to try, clear your cache
