#Combat Overhaul
1 messages · Page 28 of 1
you're inherently more susceptible to oneshots
getting oneshot by a brown bear in stone age makes sense as the baseline
accounting to that makes things harder, lets worry about it later
so ~15 hp
lets get 10 numbers first, and then explanation
hmm this is difficult to do straight off the head
stoneage: wolf 7, bear 15
copper: wolf 3, bear 6
bronze: wolf 2, bear 4
iron: wolf 1.5, bear 2
steel: wolf 1, bear 1.5
this is very rough given no reference but this is the best i've got
Full heavy armor?
(keep in mind bears do double hits when you fight back)
actually this a bug i found
when you clip into a pursuing enemy, they not only deaggro, but they become completely passive to you
seemingly until you unload them or attack them (not guaranteed to reaggro on attack)
if you keep running away they attack infinitely
maybe they're supposed to hit you once and run away, but instead we have this buggy mess
where if you keep running away you're locked in to death or if you just stand still the enemy completely gives up
This needs rework of damage reduction values applied to all armor
this is very approximate
at least with current ai logic, this is the only way to have it be noticeable
Here is the table that defines armor and enemies balancing, you can copy it and adjust to how you think it should look like: https://docs.google.com/spreadsheets/d/1DJzwPXaMZL3HfAC2N7zUcmRRIUSrGTB7oO7Q5fszqz8/edit?usp=sharing
a bear is effectively a high tier shiver, look at it that way
minus the saving grace of random seizures
and doublehits
Have you worked with spreadsheets before?
Then you know not to change values in a cell if its already calculated via formula
Dont try to balance for bugs
i won't account for the doublehit, but the basic behavior of infinite aggression should be considered imo
at least until addressed by the game
doublehit I will try to fix
okay, i think this is perfect, if bronze+ scale armor gets buffed with +1 slashing
Send link to table
You need to share it
do google docs autosave?
there, approved
i did balance it around the baseline of normal gambeson
because t gambeson is a luxury
for light?
yes
for light it's 1, 5, 7, 8, 9
if you buff bronze+ scale by 1 slashing point, this becomes perfect
so 1, 6, 8, 9, 10
And heavy?
okay i got it confused a little
let me recount
(current values: light, heavy)
stoneage: 0, 1
copper: 5, 7
bronze: 6, 9
iron: 7, 11
steel: 8, 13
0?
stoneage typically has no protection
What tier 1 armor protects from? Why would player make wooden lamellar?
yeah idk i don't use it in co
It has to be usefull
i think it's okay to just not have armor in stoneage
i just put on the top two bear parts and call it a day
It is here already, I cant remove it, it needs to be usefull
well if it's to be useful, wood lamellar needs a slashing buff to at least defend against wolves
given lamellar takes all three layers there can be no funny business either
i think giving it tier 3 is enough to encourage upgrading
Btw, 14 is the max armor tier
i know
Consider steel using tailored
well currently steel + tailored is effectively the buff i am proposing to scale as a baseline
given scale and chain+plate grow apart by more points in each tier, starting with bronze giving it +1 extra would give it the edge
(as well as the spreadsheet rebalance)
also
stone - wood
copper - copper + jerkin
bronze - bronze + jerkin
iron - iron + sewn
steel - steel + tailored
You can have 1 tier difference between bronze and iron and iron and steel
All ppl have access to linen in bronze and copper age?
i make linen in stone age
Is it? I imagine early in the game it might be easier to have a stockpile of leather rather than linen
I get to iron age way before linen
But again that depends on many things; I’ll give gambeson one thing - it can be bought, and that alone can make it more popular
It isn't, iron is quite easy to get
I do concur that iron is easy to get 
i get that, but i'm saying it's not unreasonable to say someone will have gambeson by copper
especially given how cheap it is in co
it is meant to be jerkin in copper age 100%, and I can argue about linen in bronze age, but not in copper
so we need to balance around it
having linen in stone age is outlier
well bronze age is the point regardless where i can say it's reasonable to fight back against the bear in heavy armor and survive an encounter in light armor
so my point stands
So this is what co is balanced around:
stone - wood
copper - copper + jerkin
bronze - bronze + jerkin
iron - iron + sewn
steel - steel + tailored
So you cant have 1 tier difference between bronze and iron and iron and steel
Lets balance around it
Please redistribute light and heavy armor values in the second sheet
1 - stone age, 5 - steel
why is steel balanced around tailored if it requires a tailor regardless?
but it doesn't matter, it's endgame
i personally would never make jerkin
if i need 3 blunt protection i wear a bear
ok, we need to balance around average player
we dont talk about specific armors, just armor types, specific armos can be balanced around it later
only specifics about underarmor to give a restriction on protection tier difference
Also heavy armor should have 3 tier difference in same caes, due to it being composed from 3 layers
but given the way it is balanced, slightly shortening the gap might be the only way
but sure, i'll give it a rethink
You cant have steel and iron mail have same stats
3 pieces of armor for heavy armor, each one of them should be better than armor from previous tier, the minimum diff between tiers is 1, so for 3 pieces total diff will be 3
i'll reiterate my suggestion
If steel is better than iron plate, mail and t and sewn gambeson, you have +1 tier from each item, so steel age has to be at least 3 tiers better than iron age
my suggestion, is that with these redone damage stats, that scale armor (and scale armor only) gets +1 defense tier to its current value on bronze, iron and steel
it's not additive
only one for each
You need to spread out 9 (there is only one stone age armor, lets say) numbers over 14 tiers (or increase max number of tiers...), you cant have less than 3 diff between heavy armor with different under armor (and 2 between same underarmor), and 2 and 1 for light armor respectively
Between what?
scale and chain+plate
...
yeah there's a misunderstanding
so basically this is my goal
that would be
(current values: light, heavy)
stoneage: 0, 1
copper: 4, 6
bronze: 5, 8
iron: 7, 11
steel: 9, 14
Heavy:
copper - stone >= 2
bronze - copper >= 2
iron - bronze >= 3
steel - iron >= 3
Light:
copper - stone >= 1
bronze - copper >= 1
iron - bronze >= 2
steel - iron >= 2
1 for stone age is not enough though
hmm, so a total rebalance of armor stats?
i think the current ones work with just some tweaks
i think t gambeson is a real third wheel here
given its exclusivity and increasing power over the tiers
makes all of this so much harder
I can lock it behind meteoric iron or steel and make it less exclusive or somethig, it does not matter right now
So there are new points for light and heavy armor in second sheet, are the numbers of damage dealt by animals AND monsters balanced?
second sheet, meaning mine?
okay i see now
bronze light and heavy are a bit weak
iron light is a bit underpowered and heavy is a little overpowered
and steel is easy mode
this is the animals analysis, time to see the rest
There is also this sheet that defines how armor tiers work, and the first two sheets use values from it
changing that could be too much of a factor
Also: shivers deal a lot of damage with low damage tier, bowtowns deal small damage with a lot of damage tier, drifters are in the middle, this the requirements
the rest of the values seem fine
maybe iron plate would be a bit too good
and steel plate is obviously gg
Adjust to fix this (but you cant move protection tiers freely)
so the armor protection is set in stone
They seem so, you can reduce copper light armor I guess, otherwise... Yeah, may be bump all light by one only
You have restrictions from before + you dont want light armor be too close to same havy armor
what if the heavy armor is slightly underpowered?
wdym?
i think bronze heavy is a tier low
Heavy tiers are set in stone rn
okay
due to restrictions we talked about above
okay maybe the defense calculation should be a curve
because this doesn't check out
bronze is not good enough while iron is too good
Go into "Damage reduction" sheet and adjust it accordingly
@fallow surge this spear still uses the vanilla attack and i think it could be updated to work as the other spears for combat overhaul. idk maybe you forgot about it or it stopped working thats all
tuning spear btw
for the clockworker
This is tuning spear, I wont touch it.
reason?
It is for taming locusts, not combat
yes
any plans to have the arqubus hold onto its match for repeat shots?
nope
darn
i think this increasing jump in heavy armor effectiveness is exactly what people mean by co being too hard early on and too easy later on
i think we should reduce the amount of variables instead of adding them
No one reported it to me
for this to work as is the damage calculation would need to be a curve that drops off early and steadies later on
Adjust values in the third sheet
These values define this curve
truth be told i ain't good at that
no one is
i'm good at working with what i'm given, and what i did earlier seemed perfectly fine in my eyes
heavy armor jumps too much when by the point of iron it trivializes everything anyway
what is the huge steel leap for
just by looking at the chart you can see it
armor should precisely add LESS over time with the current implementation
the gap between light and heavy needs to be closed, not increased towards the end
because towards the end each point matters more and more
and this is exactly why i'm saying that the jerkin/gamb/t gamb balance is off
This spread sheet fully defines how armor works, and with these restrictions:
Heavy:
copper - stone >= 2
bronze - copper >= 2
iron - bronze >= 3
steel - iron >= 3
Light:
bronze - copper >= 1
iron - bronze >= 2
steel - iron >= 2
You can configure to whatever you want (all these are actually in json, not hardcoded)
These restrictons are from pure interger number math
So, just make it work, and then I can just put it in the mod.
You can change maximum armor tier
But dont change maximum attack tier
I dont want to rebalance weapons
how does layering armor affect your tier?
is it just redundancy for coverage or are they additive
add the points for each layer
Steel light armor has to have at most 8 tier...
plate on its own should be better than scale + steel mail cant be worse than 5
i am balancing around the values you put in
so diff should be at least 6
i am making a curve damage model
I just realized this restriction
did you change it?
no
So
L3-L2>=1
L4-L3>=2
L5-L4>=2
H2-H1>=2
H3-H2>=2
H4-H3>=3
H5-H4>=3
H2-L2>=3
H3-L3>=4
H4-L4>=5
H5-L5>=6
i gotta say i don't quite understand these explanations so please just edit the document so i can understand
Just asked chatgpt to solve it, I'm kinda tired rn
H5 = 16
H4 = 13
H3 = 10
H2 = 8
H1 = 6
L5 = 10
L4 = 8
L3 = 6
L2 = 5
May be make L2 = 4 for consistency?
But these are the max values you can have
If 16 is the max total
sure
You can ask chatgpt to solve these equations if you want to increase max tier even further
well the problem is, lamellar isn't heavy
it is the only one
unless you're adding a brand new stone age armor set?
You can call it U1
i think it should be a tier below l2 given the context
maybe even two lower
it's easy to make and light
in vanilla it only reliably protects against surface monsters
are these numbers final?
You can adjust it, but those:
H5 = 16
H4 = 13
H3 = 10
H2 = 8
L5 = 10
L4 = 8
L3 = 6
L2 = 5
M1 = 6
Are max values if 16 is the max tier
Just make sure you follow the equations, I added them to their own sheet
i'm okay with this, but i would like to move the wood armor a tier lower
ok
also by the tier limit we are assuming that the limit can be reached for every damage type?
i guess we'll figure that out after
i'm liking what i have going so far
well i have my draft
feel free to look at it and ask questions
Why stilt is 6/10?
Isn't 3.5, 2.7, 4.0 damage to player in fullest armor too many?
I have complains previously about armor being underpowered when ppl were receiving simillar damage...
well something is supposed to be a threat even at the highest level
like in vanilla in full steel plate specials still do noticeable damage to you and it builds up
this is to prevent steel from being truly easy mode
How much sawblade and doubleheaded deal to player in vanilla in steel plate?
sawblade is tier 3 so it does get hardcountered by armor, but the intent here is to make it unique
i think about 2 hp?
maybe a bit more
Ok, fine then
i guess i really unintentionally made it into vanilla+
and i don't think that's a bad thing
would make co significantly less jarring for those trying it
From 3 top shives, how rare they are compared to doulbeheaded?
the special shivers?
deepsplit spawns in storms, stilt and bellhead appear at y15 commonly in huge rooms
but seems the spawnrates were nerfed in the later 1.20 patches
deepsplit and doubleheader are equally common, but i have YET to see a gearfoot naturally in my hundreds of hours
Hm, you have N armor tier being bypassed by N-1 attack tier?
hm?
it's intentional to intensify the curve
it's how i separated major combat
3 is the transition tier, 4 onwards is intense combat
There was a complaint that bowtorns after reducing their damage become more of annoyance, may be increase their damage (gearfoot to 4 or 6, an other linearly)?
yes
gearfoot should be the major one though
nightmare and corrupt should be somewhat threatening
the rest are fine being mosquitoes
What about these values?
yeah seems fine
I think shivers damage tiers are still too high
i made stilt 6 so it can only be blocked by the highest tier tower shield
In order of inceasing strength the last 3 shivers should be in what order?
deepsplit, stilt, bellhead
Can you please make some research later about spawn rates (in caves and during storms) about these 3?
None of the monsters can oneshot anarmored player?
oh i thought you meant vanilla
yeah here none can oneshot a default player
except the big guy
and if you have good nutrition bellhead can't either
Not sure if it is a good thing
well it is an enemy you can ONLY encounter at bedrock
if you're naked there what are you doing
I mean, I'm not sure if it is a good thing that almost none can oneshot player
well it makes it more fair than vanilla
storm starts, special swoops and you die
here you have a hit, then second chance, then death
i think that's better
Hm, ok
keep in mind shivers have a hardcounter not many people use, which is one block doorway
In general this will be big armor nerf...
that allows them to be made more powerful
big nerf to endgame armor*
which is a good thing, seeing as it made you immortal
this makes intermediate armor matter more and gives endgame armor something to fear
but if you don't like something speak up
Can you please make a summary about which armor effectively protects from what enemies (in terns of light/heavy and age, not specific items)?
And for what purposes it will be useful for
well i think the spreadsheet explains it pretty well no?
ok
it's more intricate than breakpoints, and that's a strength of co
Now, what about light armor builds when instead of cover everything with scale, you cover only something with plate?
How viable it is
well it's about the same as brig with a few extra points
and seeing as chain is light why not add chain at that point
brig/plate slows you down, committing you more to combat
so you're naturally nudged towards chain
I mean how viable not protecting legs and arms, not getting debufs for aiming, man speed and walk speed, but still have some protection, though more random?
Most of the debufs are conentraited in limbs
yes legs slow you down the most, and that's the only part of co that encourages juggling
There is PlayerDamageModel sheet now that describes the chances and expected damage for each part
arms makes your slower to swing and harder to aim
it pays for itself
speed is the bigger downside
it determines how fast the scary thing can catch up to you and start walloping
Also consider, that you have second chance, that will protect you from bad luck of being oneshoted in unprotect zone
You can calculate how much you can rely on it
i wouldn't keep arms and legs unprotected for any combat that lasts longer than 10 seconds that's for sure
In general if you wore light armor, you main objective is not being hit, so effective you will receive fewer hits
but also the speed downside makes you more likely to get hit
with this balancing it overall would be an advantage
and ain't that all light armor needs to be
Look at expected damage column, this is in relative terms how much damage you will receive on average into specific bodypart
but say it's a bellhead
that's 10 damage
two strikes and you're out
ignoring the damage it will do to you through your protected parts
protecting arms is 100% worth it for melee, protecting legs is worth it in combat (but can cause a juggling habit)
Probability of receiving two strikes into limbs from two strikes is 6%, and damage will be reduced by half
well to be honest i don't really like the concept much of different damage for limbs
Why?
vanilla shows chance is all you need to want to protect everything
because as you said, it may make you want to protect them less
halved damage
Thats the point, make partial armor viable
if they took full damage you would not even think about leaving that armor out
Second chance is made purely for this
i think that's honestly impossible with an rng system
it needs to be a much more intricate combat system
Why?
when everything is a diceroll you either guarantee safety or take a very minor gamble
Thats just a way some ppl perceive risk, it is not objective
So you are averse to any risk, so your perception is scewed
(and it is like this for most ppl)
sure this needs more input, but i would say it works as is
maybe if the rng system was different based on what is hitting you, now that is more of a factor
but i doubt that can be done?
@fallow surgehey check the iron spear n other ones i think some are broken as they have the vanilla animations idk why
In steel light armor bellhead deals 11 damage, so it is much more lieky to die from it if you wore full light amor, than if you equip heavy armor but only for head and torso
light armor would be more for snooping around in caves, not engaging with the most threatening enemy
and it would do its purpose of letting you survive
Partial armor is alternative to light amor, no?
if you're okay with taking gambles, sure
but the vast majority of people minimize variables at all costs
especially in games with severe punishment like this
Fine, but I still want it to be objectively viable option
different rng based on target not doable?
Seems to work fine...
Doable, there is api for that, but it is a lot of work to balance
well if you want to make partial armor viable, that's your shot
Why?
because as long as people are aware of the different odds based on what they're planning on fighting, it would potentially make them use partial armor
Why?
wait wtf mine is broken
If it is always viable?
maybe its common lib then
yes
have you looked into expected damage column?
overhaul lib*
for example if shivers go for your legs and torso and that being the bulk of the chance, that might make someone forego arm protection
which makes ranged more viable, making that an option for the fight
@fallow surge i get this tho tf
If you make some enemies go for some parts and other for others, it will average chances and make this tactic objectively not viable
well at least that's how i see it
when everything has the same odds, the strategy is the same
Ok, I understand it is a subjective aversion to risk, that is common, yes, but thats ok, I just want it to be objectively viable.
objectivity is hard to gauge when chance is involved, and when rolling wrong even once can be a major setback
i think partial armor will be viable for more or less common targets
statistics allows you to gauge chance objectively
rolling wrong once will trigger second chance and make you reevalute you life deceisions and get out of where you are
given healing now is a timer based mechanic you may not get that chance
you are not meant to heal in combat anyway
second chance only saves you in a chase if you have a way to escape within that small window
@fallow surge did you try out the iron spear, metric spear and steel spear they seem to have vanilla animations
or that
I tried iron and steel
if second chance had an invincibility period i WOULD use partial armor
how long period?
5 seconds to start
wait can you send the file here?
like ur file of the mod ur using?
Hm, thats a lot
it is on my play setup, I updated it with mod updates, so all stuff is latest
it doesn't guarantee survival but it gives you a shot
thats weird i do get this error
that is vanilla spear model, look for incompatibilities
yea and its iron
vanilla like*
a
il try
Do you have bullseye installed?
@fallow surge maybe it has something to do with dressmaker also yes
so yeah i think a 5 second grace window will make taking chances significantly more viable
because currently second chance only gives you a safety net of a single extra hit, which against a shiver won't really save you
Ok, I will look into all this rebalance tomorrow
this was enjoyable
disable mods 1 by 1 to see whats conflicting ye?
@fallow surgeok i have disabled all the mods but the spear problem is still there
thats weird...
clear cache, restart the game. just disabling mods in mod manager does nothing
please, I'm too tired right now to be free customer support service
only mods
got it
oh i just remembered
shields will need to be retiered
they're balanced around the current iteration and will be broken if unchanged
maybe some further changes will be needed
yeah so i tried just putting everything into the mods folder wher ethe game is rather than the folder where the one click installer is and it just works
I wish I knew why but I am not going to question it
So is there any reason armor just isnt working for me? Like i can make it and equip it and everythingt but it just does... nothing? i tested a bit and a normal drifter hits me for 2 bars with no armor but then i put on a full set of plate armor and i still get hit for 2 full bars. And anytime i do get hit with armor on it loses no durability just stays at full.
Sounds like it may have been installed incorrectly/incompletely
what do you mean, it literally was a fresh install with all the dependancies
update mods, look into logs
it doesn't give any error, so what should i look into logs for?
also it was a fresh install, wdym update mods?
2 hours fresh?
like, if i installed and updated in the last 2 hours? no..
so that actually ended up breaking it even more
now when i open the server i can run around for a few seconds but it just kicks me out of the world
Good, now go and read logs
where in the log? this thing ios fucking MASSIVE
ungodly amount of text
The end? If log is massive, then something gone very wrong, and you better fix it
also it now breaking completely is a good thing?
Yes
It now instead of just not working crashes the game and writes into log why and what went wrong
I can try make it crash instantly though
well doesnt crash game just kicks me to main menu
but ill try to look at log tho idk what im really looking for
Errors
Just send client-main and server-main logs here
i think?
cause yeh it was working on 9.9 just armor not doing anything and 9.10 just closes server
Hm, and where are my logs that I added...
Ok, nvm, just update gloomeclasses, or remove it if update does not help
will try
I will remove kick/crash part, just leave the logs...
this coming rebalance seems perfectly timed for a 1.0 release..
???
Just a tailored gambeson can almost nullify just about any surface drifter attacks, and steel scale should be more than enough to survive bear attacks
well that's the thing
it only matters against insignificant threats
that's the big imbalance of co currently
weak threats matter too little, major threats matter too much
what i did yesterday makes it much more dynamic
weaker armor makes more of a difference and top armor no longer makes you immortal (you are still immortal in most situations with it)
this generally makes all armor significantly more viable and gives the progression tiers meaningful use cases and differences
Just about everything deals more damage in vanilla than CO
yeah the defense math lies to you
last time i checked 24x0.03 is not 3.19
but this is what the game currently has, and it honestly works pretty well
the balance between armors is a different story in vanilla, that's a can of worms
the changes i made to co defense math makes it like a version of vanilla balancing that makes more sense
i really think these changes will satisfy every playstyle
not sure if this mod is the cause but i can't think of any other - my bear hide armor has a +6, +9, +9 for a total of +24% hunger increase. According to the wiki it should be 2% per piece
is it a known/reported issue, any clue from which mod it is if not this one?
tbf i am also realizing now the fur clothes aren't properly heating me either...
it is -5 outside, i have the full fur set that should give +6.5 and my hunger rate still increases by 20% the moment i step outside of a room :/
the bear spirit is willing but the flesh is weak and frosty
wait, how much damage is the player expected to take from a bellhead or double head drifter in full steel plate+chain+tailored gambeson now?
4
close to vanilla
might get changed
so far it's a functional draft that can be tweaked
the intent is that the only threat to endgame steel heavy armor is special enemies
with nightmare variants doing more then negligible damage (1)
nightmare bowtorn does 1.6, but bowtorn is the most well designed enemy in the game so it can do higher damage without skewing balance
so basically, if you liked the feeling of being immortal in steel armor you will still get that feeling, except for the very peak of endgame combat
damn, that's quite high for the material investment still IMHO
still less than vanilla + more protective overall
and you have co weaponry at your disposal
yeah, and it's either that or being too easy anyway, so there is no perfect solution
well this is the closest to a perfect solution
i think its cool to have really strong armor like CO has currently, since the armor already slow you down a lot, its even worse in vanilla
but to work with the current plan there would need to be a steel+ tier, like stainless steel or cast steel or something
nah that would turn into terraria syndrome
for the game vs is, this is all it really needs
maybe as the game itself grows more sophisticated there will be newer stuff, but for the current state this balance is nice
i disagree, i like building infrastructure for stuff. And cast/stainless steel would need a lot of peripheral infrastructure to achieve
and if you want immortality, the forgotten armory mods have co compatibility and have higher stats
This is normal - high warmth doesn’t give you resistance from suffering from that debuff when outside. If you are outside and it’s cold, and have adequate warmth bonus from clothing, you will suffer from that debuff regardless.
sadly yet another mod would not be an option for the server i play, so i guess we'll have to learn how to do json patches instead xd
this is still not integrated mind you
malt hasn't begun implementing this yet (to my knowledge?)
Wiki lists vanilla values; CO typically makes it so certain parts impair certain attributes at varying rates, depending on where the armour is worn
but the debuff is the same whether i wear the fur coat or not - i removed all my clothing and hunger rate stayed at 120% whether i had any clothes on or not, isn't that weird? when i stepped inside, it went back to 100
that's why im asking here if that change is intentional, it seems like a drastic change that has nothing to do with combat balance anyway...
i've skimmed trough the discussion, and he seems pretty intent on implementing this eventually. Making it configurable would be a pain i'd imagine, but json patching it would be easier for some users perhaps
This is still vanilla behaviour - if it’s cold outside, you can’t escape not having that debuff through means other than being in a room, or IIRC being in caves
i think it will be implemented then tweaked with feedback
Hunger-rate wise I’m not sure - Maltiez would have to justify that somehow
I haven't touched hunger and warmth mechanics, they are exactly as in vanilla
hmm, then i guess i just misunderstood the warmth mechanics, seems clothes only exist to prevent cold damage but not hunger penalty
as for the bear armor hunger debuff, it must be another mod causing this then, thanks...
well i couldn't let it go and checked out a fresh install with only CO:A (and dependencies) installed in creative
whether inadvertently or not, the mod does seem to make it so this armor causes a 24% hunger rate increase instead of the vanilla value of 6%
Im gonna pipe in in this old convo, this is a byproduct of the game not having enough surface threats. Ive been playing with all the different stone age mods (and wouldve played with the dino ones if they were updated) and when you have big cats hitting for 11 slashing and spawning in lacks of 4 the dmg reduction makes a huge difference and it balances out but in vanilla youre just gearing for nightmares and bears.
CO works really well for mods that add many surface threats especially ones that are way stronger than vanilla.
bears being a high tier lacks the stakes and functional ai behavior to work
as i stated previously, a brown bear is effectively an endgame shiver that spawns on the surface in daytime
AI in general just doesnt aggro onto you when it should, animals have seeking ranges but sometimes you can run right past a glizzy bear and it doesnt aggro, idk if something changed with vanilla because i remember them seeking you out like a homing missile in the past.
it's a bug, it explains why bears randomly deaggro or become completely passive
try it:
Oh ive noticed it too, it makes coralling animals a pita
I do a lot of taming and when animal just randomly decides to go back to passive taming becomes really frustrating
if you keep running from a chasing mob, it will chase you forever
so until the game addresses that it should be balanced around that behavior
But if you break line of sight their object permeance or w/e its called shits the bed
actually they don't rely on line of sight afaik
simply proximity
and i'm pretty sure that applies to all mobs
Really? This game gaslights the player in so many ways lol
This game creates a lot of situations where instinctively you will be like "this is how A works" but its not actually how it works at all, but even so the same function continues to occur regardless of the myth being debunked. I forget the appropriate word for it.
I remember now- Its apophenia, this happens all the time in video games because of how jank they are under the hood. I was playing this one MP city builder and typically it would take us 30~ days on average to hit bronze so we all believed bronze could only occur on day 30 or later, but the dev debunked it saying thats not how it works, and yet it kept happening because the way everyone played the game just consequently resulted in that happening because of how players interacted with those underlying systems.
the great bronze age delusion
a case of the players understanding the game better than the devs
many such cases
maltiez i have one problem with the arquebus, the lighting match goes out all the time especially in really wet worlds where theres ocean everywhere, just jumping out of a boat causes this problem. Is there anyway to make the igniting match to be lightable in crafting grid with a torch? The fact i have to relight it with a campfire everytime it goes out made me just go back to using the bossi.
rightclick it on a torch
it can even be a torch in a holder
I just had an idea to allow the ammo containers (Quivers, Sling Pouches, Firearms Ammo Pouch, Crossbow Quiver, Javelins Quiver.)
To be useable while mounted on a wall or leaning against the ground.
(I thought it would be cool to keep the bolts next to my crossbow that's mounted on the wall.)
Are you talking about me saying vanilla does more damage?
yes
Boo vanilla math
but intentionally or not it does lead to an okay endgame balance
the problem being the combat itself
and the questionable vanilla armor balancing
One of the numbers has to be wrong, or it's getting an extra number somewhere.
Or there's unpublished mechanics or some kind of universal bullshittery to balance out bad numbers
my theory is it takes the armor percentage and the attack's damage and calculates some kind of minimum possible value
but no use thinking about that, we have co
and co makes sense
Ahhh, I thought you meant CO was doing this 🤣
Maybe values being multiplicative or additive when you expect them to be otherwise
Or applying separately then averaging together
Endgame steel plate vs Bellheads or any other tier 4 enemy is actually awful because of how much damage you take and how slow you are
Or is it tier 5? I forget, it's been so long since Maltiez opened Pandora's box and let his creation out upon the world
yeah that's what i meant by bad armor balancing
Ahhh, gotcha
chain is just superior
100%
which is way cheaper and more practical
Respectfully I am NOT forging 72 ingots into plates/chains again
i did once
never again
in co it's cheaper, more effective and doesn't turn you into a tank (in terms of speed)
that won't change
I was about to say, it's more like dragging a brick through mud 🤣
what's up with this error?
You didn't join the vivid cult, now you are error!
this might have been answered but a skill like Focused (+20% ranged damage, +30% ranged accuracy, +20% ranged distance) im assuming it influences this mods ranged weapons as well? or nah
CO removed all these bonuses from vanilla classes, so should be irrelevant unless you use some classes mod
Oh it was CO that changed the tailored gambeson from no speed penalty to 1% penalty?
Or am i confused since i saw a discussion about the gambeson in this thread. The wiki said the tailored gambeson shouldnt affect movement speed
that's for vanilla
completely different balancing
but speaking of armor speed penalties, i think they should be an equal split between chest and legs
it doesn't make sense that the part that takes half damage and is much less likely to get hit penalizes speed 3x more than the central part for protection
i think it makes more sense balancing wise
so you feel the weight of chest plate armor with lighter legs for example
otherwise plate kinda just becomes the best option for chest even on lighter setups
I already explained the philosophy behind debufs, this wont be changed
okay
Just change it yourself lmao
i would prefer not to decentralize
you can lead a horse to water
also is brig going to stay a directly worse plate instead of getting small debuff differences?
speed can stay the same, but maybe bumping the rest a little can create a niche
small differences do not matter, you wont feel +1% movement speed
as long as it's half the price of plate, yes it is
not practically, but it makes a psychological difference
"it's worse than plate, but at least i swing 4% faster"
any outer armour other than bear or forlorn is for larp anyway
Hey Maltiez. Got those crashes again related to using the number keys to quick swap items in the last 2 places of my inventory when using the sword sheath from the Quivers and Sheaths mod. When I take the sheathe and belt off, then put them back on, the issue seems to disappear for a while. I'm not sure if relogging with them on is causing a problem. I haven't really been able to narrow down the exact cause and circumstances leading up to the issue.
Attaching the client-main and server-main log files -->
If there's some way I can be more helpful, ping me.
hay im having a issue where after a bit i get like 10000+ errors involving cobat over haul im unable to post my crash log here but its over 133,600kb
upload on pastebin then
though you can probably read this logs and solve the problem
this would be much appreciated
pastebin? sorry kinda new to modding this
at CombatOverhaul.CombatOverhaulAdditionalSystem.<>c__DisplayClass9_0.<ThrowException>b__0(Single _) in D:\Projects\VintageStory\CombatOverhaul\source\ModSystems.cs:line 140
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 132
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 859
2.10.2025 20:27:53 [Error] Exception: Was not able to find 'PlayerDamageModelBehavior'. Some other mod altered players behavior in a way that break other mods.
List of current player server entity behaviors:
EntityBehaviorRepulseAgents
EntityBehaviorNameTag
EntityBehaviorPlayerPhysics
EntityBehaviorCollectEntities
EntityBehaviorPlayerInventory
EntityBehaviorEntityStateTags
EntityBehaviorTemporalStabilityAffected
WearableStatsBehavior
InInventoryPlayerBehavior
EntityBehaviorDropCarriedOnDamage
CollidersEntityBehavior
PlayerSkinBehavior
DragonskinTraitBehavior
EntityBehaviorHealth
EntityBehaviorHunger
EntityBehaviorBreathe
EntityBehaviorPlayerRevivable
EntityBehaviorAimingAccuracy
EntityBehaviorTiredness
EntityBehaviorBodyTemperature
EntityBehaviorExtraSkinnable
EntityBehaviorIdleAnimations
FanaticBehavior
TemporalStabilityTraitBehavior
EntityBehaviorAsphyxiate
EntityDecoBehavior
EnchantmentEntityBehavior
PotionFixBehavior
its like 10k+ of this it seams
So, you know what to do then
Not sure why it spams these logs though
i just draged copyed just 1 of the 10k idk if there is any difference and i dont think i have anymod that changes 'PlayerDamageModelBehavior'
I mean you should'v seen this:
Some other mod altered players behavior in a way that break other mods.
Maltiez is pushing updates from the future now.
ya wtf how

I'm too effective
Ok, fine, just remove gloomeclasses or update it
what the hell i just disabled that before this dang bro got omnipresence
dont disable mods, exit the game, remove from folder, clear cache and only then start the game
also i wonder why disabling mods is different from removing them
is the game that janky?
One doesn't purge cache or certain leftover data
Yes, it is the source of most of the reports of mods not working
That's a bit much imo. 2 or 2.5 should be a reasonable number for the time and material investment required to make a full steel plate armor + chain + tailored gambeson
Also, in that full tank build, you move very slowly, and your attack speed is significalty reduced, which makes killing enemies, especially when there are multiple of them time consuming even with the best melee weapons. So being able to tank a lot of hits is essential in a heavy armor.
keep in mind that co heavy armor doesn't slow you down nearly as much as vanilla and you also have access to crowd control, (proper) blocking and parrying
it is only bellhead that does 4 damage
the other specials do 2-3
nightmares do ~1, corrupts do ~0.5
maybe bellhead damage can be lowered a bit but it should stay the scariest enemy
It makes a lot of sense when you lay it out like that. Also, with the proper hitboxes in the mod, I don't have to struggle with the game. Although I still find it a bit much, I will accept it
I'm with you on that one
Hey, just reporting that switching between 1.11.18 and 1.11.17 of OverhaulLib does indeed halve my FPS.
Oh, make sure you update the classes. It’s been fixed for a while now.
Historical armies would often forego leg protection. Especially late-Renaissance pikemen and Landsknecht were famous for this. Even the English during the 100 years war would fight without hose on, but that was for other reasons...
Brigandine irl is oftentimes heavier than plate armor
Fair. I have a personal bias towards a historical/grounded feel to VS
my main concern is that it could create a bad vanilla like juggling habit
I apologize if that bias is a bit much
i mean it's convenient for me, but idk what malt thinks about juggling
by juggling i mean, shiftclicking armor onto your hotbar, then rapidly equipping them when needed
co has a natural counter for juggling by consisting of three layers, but legs would be the exception
Yeah, I get what you mean. I proposed an overhaul a long time ago that was more focused on the Player vs. Player interaction that had a type of "Squire" role
If you play with armory, a slight counter to juggling is just the inventory space having everything separated causes
i combine them into the finished piece regardless
but the hopefully upcoming rebalance + the second chance grace period will make me consider running new armor combinations
The aforementioned balance to damage/protection tiers or the stat changes to brigandine you were proposing?
the former
i have fine tuned the values today and now waiting patiently for the implementation and discussion that comes with that
shields will need to be retiered for example
Shields are already quite strong and criminally underused in my opinion
Especially the light shields, but I have yet to really do as much testing as I'd like
exactly, keeping them as they are with the new math would be too good
for example, the light hide shield would be able to block all surface threats except polars and parry corrupts
Actually hold on, I'm surprised you don't use shields more when talking about trying to wear armor with lower penalties
Just wear less armor and pair it with a shield 🤣
i see shields as an option, not the thing to balance around
if you're a parry god you don't need armor, or a shield
but playing with my friend who is quite a noob at the game with co really made me realize how hostile and disproportional it is to newcomers
Bowtorn be damned
for example i started testing a lot of theoretical light armor setups that don't force him to abuse guard and parrying, and it really showed me it isn't an option even at steel tier
I don't think it's any crazier than the base game's complications. The only thing I could see being really bad for new players is the amount of options people have giving them choice paralysis
this is what brought up the whole rebalance
what vanilla does (and the only thing it does right) is separate its different parts into tiers
for example you can make someone a gambeson or a tin bronze lamellar set and send them on their way, knowing they'll be relatively safe on the surface
here you gotta deck your friend out in a full iron chain + plate setup to not worry about his safety jogging along on the surface
and light armor is about to close that gap, whereas now it's pretty negligible if not detrimental
Gambeson+Iron chain should be enough for anything besides bears. Leaves you light enough to outrun them too
does the perk archer and sniper from XSkill affect the muskets?
bears make no sound, outrun you and never drop aggro
and do the damage of a y20 shiver, minus the weaknesses of a shiver
They... growl
and I'm always able to outrun them
I mean… to be fair like. If you are wearing light armor, and refuse to use a shield…
they growl only when they already noticed you
very terrain dependent
That’s kinda your fault if you get hit and get hurt.
in a direct speed competition, even fleetfooted cannot outrun a brown bear
There's a mod to increase the frequency of when they growl, but they do it to themselves by default
It seems silly to say that it should be viable to go without a shield and use light armor.
You need skill for that for sure
but shivers make passive noise making you aware of their presence, and they also have random seizures to give you the chance to escape
what i'm saying is, currently bears are endgame shivers that spawn on the surface, in daytime, and are less forgiving
my changes don't make bears non threatening mind you
they just make armor matter more for bears in the earlier tiers
for example a full bronze plate setup reduces a brown bear's damage to ~1
and as the plan is currently light steel armor will have that same protection
so in endgame you can be mostly safe on the surface
That kinda feels like it makes the bear not threatening fairly quickly, honestly.
is that a bad thing?
It’s a bear those things are damn terrifying haha
it's the surface after all
it's supposed to be traversed
not battled through
storms and y15 are the game's real combat events
It’s a survival game though
This is where our opinions differ heavily then
and you are surviving
Bears and Wolves are intended to be threatening.
you made all that stuff
And yeah, I kinda agree with Corat.
Wouldn’t it be better to just like, address those problems instead?
currently they aggro you indefinitely unless you exploit a bug that makes them passive
you may have triggered it without knowing many times
That’s … kinda the point, they are supposed to be hostile?
I’m really confused what your issue is with the bear AI?
so you're saying anyone pursued by a bear is less than iron plate armor should just die or parry every attack?
That’s not a fair statement at all.
The game isn’t starting with you already aggro’d by a bear as soon as you load in.
the intent is not trivializing co, but making it have a curve when it comes to defense
An important part of the survival aspect is scouting properly.
i have spawned into a world to a bear aggroing
That’s unfortunate but due to RNG it can happen.
It’s an edge case though, not something to balance around
well the game lies to you currently
mobs detect you simply by proximity
That must be a really small hill
vanilla worldgen for you
The problem lies in Vanilla Worldgen then, not the bears :P
And not the combat situation either
well as i said, this is the way the game is currently
as more complexity gets added, and the game changes these things, radical changes may come
And frankly part of the survival aspect is still your fault for ending up in a situation like that as well.
currently they are far too rigid and unfair to be made high tier enemies
It’s important to take into account the landscape as you are traveling.
So if you see a small hill, there’s no telling what’s on the other side. You should approach with caution.
did you forget birch bush fields?
where you can't see everything but everything can see you?
Again, it’s just scouting, and moving with purpose.
If you are worried about that, try taking a vantage point first
well see i would like it to be this way, but currently the game just is not like that
Look over the bushes plains
i WANT animals to be much more immersive with their behavior
but i assess their behavior for what it is
Then I think you should address your problem at its core, not try to change something that’s only coming up as a result of it?
not my problem
i can just run naked and parry
but playing with my friend gave me that perspective that there is indeed an imbalance
and making him a full set of endgame armor is sidestepping the issue
Use a shield?
shields should never be the default
It’s… not.
they are an option to give you an edge, not a mandatory piece of kit just so you can survive picking berries
But like. My dude. You say that your friend has this issue, your solution is given in the form of shields, which are relatively easy to acquire and maintain even early on…
If you refuse to use it, then… I guess reap what you sow?
yes but he can't parry
so i look for alternatives, start testing setups, realize they are just detrimental
You don’t need to parry with a shield
most of the armor and progression options are directly detrimental
i know, i tested everything
a tower shield makes you a sitting duck, you can block that bear but you can't escape it
so what do you do
Go with your friend.
(assuming the passivity bug doesn't exist)
he wants to travel, so i want to be able to make him an intermediate armor and know he is going to be fine
with a shield for extra safety
And it doesn’t need to be a tower shield, there are regular shields as well.
not giving him a light shield and saying "learn how to use this until we have iron plate"
Use a medium one?
medium shield?
there are only small and large
large ones give a 10% speed penalty offhanded and extra 50% on block
light shields have lower tiers but they have a parry and no speed penalty
Oh, that must be a change since I played with it last. I remember there being the round shields and such that have blocking. Are you not using Armory?
Oh, then there’s tower shields on top of that?
I mean, with lighter armor and a good large shield, it should be relatively fine. That speed penalty is basically as if you had the heavier armor.
Light armor is like, leather and stuff
and even with steel scale, the best light armor option i came to the conclusion of "this is negligible/detrimental"
oh actually HE is the one who tried that
Yeah, scale isnt light armor
I mean, yeah, it’s leather. It’ll tank a little bit, but it won’t let you tank.
we are not arguing reality here
it has the same downsides as chain, except takes up both middle and outer and has higher stats
that's effectively the light armor class
It’s not though? It’s more medium to heavy.
chain + leather is heavier
then what is light armor?
gambeson?
Yeah, it protects against blunt mainly though.
just gambeson will only protect you from surface drifters and nothing else
who are already a non threat
It’s what real archers wore, basically.
yes but i don't consider that armor
yes, it's the most basic protective layer, it doesn't actually protect you on its own (except the aforementioned surface drifters)
It’s not supposed to, that’s the whole point of the split damages
it adds tiers to the things worn above it
Build for what you want to defend against.
well that's what sparked the entire discussion
there is no middleground
you cannot be reasonably protected, either completely unprotected or completely overprotected
Then why not come up with a different armor thing entirely?
i did
i redid the tier damage math
malt gave me guidelines to work by and i rebalanced everything according to them
Sturdy Leather armor, better then leather, might have better strength against pierce and stuff then regular leather. It’s been hardened.
the end result is satisfactory
instead of piling on a flawed system, improve the system
nothing is trivialized, in fact a full steel plate setup no longer makes you immortal
it makes you reasonably immortal
aka most situations
I still feel like this is entirely a self fabricated issue, like. You have options, use heavier armor, use a shield, get skilled at parries, dodge even, if needed grab like, a dodge roll mod on top of that…
If you don’t want to take these options though, it’s like… of course the Bears might be problems. They are supposed to be? It’s Man Vs. Nature?
I don’t think armor needs a rebalance because of bears.
I disagree that it’s flawed at all, I have a blast with it.
Vanilla sturdy leather needs rework, cause it seems that process that vanilla uses irl results in softer leather more suitable for clothes, and not sturdier one.
lower/lighter armor is too weak and endgame armor is too strong
all it does is create a curve
it gives everything a place to shine, even if sometimes extremely niche
Oh huh, interesting.
and that's sandbox games
The point of lighter armor isn’t to be strong though.
it isn't
The tradeoff is either defense, or mobility.
wait i should just let you look at the spreadsheet
to compare with the current one
there are notes above, light and heavy
it's the light and heavy armor for each tier, 1 - stone, 2 - copper, 3 - bronze, 4 - iron, 5 - steel
it doesn't make light armor strong, it just makes it reliable
giving you the impact of "good thing i wore that"
currently STEEL scale armor gives you the impression of "this is worthless"
let alone all the previous ones
Okay so, what is lighter armor for you?
scale
scale + gamb, but the way it's balanced here is as follows
copper - scale + jerkin
bronze - scale + jerkin
iron - scale + gamb
steel - scale + t gamb
you still take a ton of damage against major threats in light armor, and as you can see the heavy armor is LEAGUES better
scale armor is just meant to let you get away with your life in a dangerous encounter, for the progression tier you're in
this is a niche that does not exist in current co
all out or all in
many people say co is too hard early and too easy in endgame
it's because it's true
it's a major hump that you overcome, before it you are too weak and after it you are too strong
progression needs to be felt
Scale is heavier than chain, it’s supposed to be.
well it's currently balanced the way it is, and it is highly functional that way
game design and realism is always a major compromise
realism has a place in games where it makes sense from a design standpoint
Why is "realism" only ever used as the excuse for making something worse in games?
if something fits a game's design and is realistic, that's great
if something is realistic but clashes with an experience, that is not great
because it is lmao
Forlorn + Tailored Gambeson is just what scale wants to be but cant
I’m not saying make anything worse though? I’m saying what would make more sense is to add a lighter armor type, like half-plate or something.
scale already serves that purpose
you can make scale, but you cannot put anything over it
which makes it useless as armour
or you can make chain, worse by itself but can be topped with insanely strong brig or plate
did you see the spreadsheet
is this in anyway official?
numbers at top show the value of the tier's light and heavy armor
well, malt did imply he would be implementing this into co
i think there will be some further changes but this is a good guideline
i am satisfied with this, but further discussion is welcome
outside of the occasional leg/arm hit, this isnt going to change much for my playstyle
is that a bad thing?
no idea, i dont really care about enemy rebalance
just make scale a middle layer and slightly better than chain with worse steady aim/manipulation debuffs
well your version of light armor doesnt work right now because taking up both slots massively kneecaps scale as a lategame option and very few players are going to spend the cost of plate on an armour only useful for surface exploration
the existence of Forlorn Hope armour just makes scale look worse as light armour also
bg/fh are special armors
they're not hard to find
i'm considering primarily progression
not hard to find, but you need the money to buy them and then restore them
Gears are more common if you do every temp storm and explore
yes i agree
you also may find luxuries while exploring
but that's still alt progression
and this isnt even getting into other mods like better ruins which more or less guarantees you multiple sets of forlorn hope armour after exploring everything
i hate betterruins
too bad
Yeah, I uh, I really don’t think this is needed. Or at least if you want to make scale more useful, instead of rebalancing tiers and stuff, just… you know, adjust scale armor?
you'd be surprised
nah i wont
this is the main reason i see co being hated
tailored gambeson exists and people love that shit in vanilla
I literally see people complaining and never stating why :P
the problem is that every outer armour niche has more or less been fulfilled already
Yeah, I don’t think it’s really needed then.
i wouldnt mind removing scale lol
Eh, I think it could be repurposed
if there's one common complaint i can extract is that lighter and earlier tier armors do not make a perceivable difference (to be fixed) and giving steel a light option for comfortable surface exploration and light caving will be perfect for most players
but I think shoving scale into the middle layer would be an okay compromise
yes but they don't make a PERCEIVABLE difference
the reaction is not "this isn't good enough", it's "this is useless and i wasted time making this"
just give me straight numbers, what are the stats of steel scale going to be in your rework?
if people can see the difference but still fail at what they want to accomplish, they acknowledge they need to progress more and upgrade
currently I'm just hearing light armor and I barf at that concept
I mean, they work perfectly fine. I really don’t see what you mean.
instead of taking the message that armor is useless
for example here, if you make bronze scale and try to fight a brown bear, you will get your shit pushed in but you will see the armor reduced a twoshot to a 4 shot
that is significant and gives you the feedback of armor working
you either go "i can reapproach this" or "i need to upgrade"
how is this working?
Our latest flagship warship only capsized partway while we were launching it out of the drydock, this must mean it's working then!
it's a feedback gap
I wasn't saying you were, I just meant as a whole, that's often how it seems. Scale strikes me as medium, not light
Yeah, I agree there
a new player is just gonna be mad they wasted so much resources on scale armor lmao
Scale is kinda heavy. Just like Chainmail, it’s surprisingly heavy
like i said, the intention of light armor is not to fight effectively but to SURVIVE effectively in the progression tier you're in
this is a much bigger niche than you think
But solid plates of metal would be even heavier
A bear is meant to be one hell of a feat to run into.
Can't you currently pull off "half-plate" just by wearing a chestplate + helmet and some lighter equipment
yes
Yeah, you can totally
you can just wear a cuirass and no arms etc
Not sure why people seem to think we need a new light option (not that doing so would be bad)