#Combat Overhaul
1 messages · Page 29 of 1
scale needs a rework so i dont mind
Yeah, I don’t mind scale being reconfigured
I agree there. I never bother with scale, skip straight to plate
I just want it to be actually useful and not just as bad as scale is currently
But I don’t think we need “lighter armor”
Like, that in itself … it doesn’t make sense, lmao
it already exists, it just doesn't work
demonstrably untrue
Which, sure, valid to your play style
if you want bear-proof armour then wear heavy armor
Typically my journey goes wood brigandine -> (wait until I have iron) -> Iron plate
Me and my friends actually just had fun with it all.
We just piecemealed whatever we liked, haha
And when we had iron, we slowly upgraded armor parts
We chose based on like, looks more then anything hah.
Though I'm really bad for skipping steps. I don't make metal unless it can be bronze. That includes my very first tools
Like, I was sorta more ranged, so I had a light helmet, and then heavy armor I left on a stand for when I needed to fight
So I usually ran around with just my helmet and a Gambeson on
When a storm brewed, slap on the full kit and hoo yeah it was fun
We even had Rust and Rot that I patched up a bit to make it function in v20
Most of the time I just wear whatever cheap gear I can get before. So, think furs and hides
Yeah.
Beat things with the biggest club and spear I can make
I never had an armor problem. It’s mainly a skill issue if bears are a problem - and they are rare as is really
If you set up next to their spawn, that’s unfortunate haha
The yearly bear murder will happen :P
does Xskill affect firearms from the firearms mod?
Yes, the combat skill that affects bow damage will also affect firearms and crossbows.
thanks!
On the xskills mod page I think it mentions it
Hey is the only way to make a poleaxe with steel?
Couldnt you stop armor juggling by having armor take some time/ animation to equip? or is that not feasible to code?
Could just use similar code to the new bandage cast time
should i make a copper spear as a weapon or something else
A pick for more copper :P
i alr have a pick
Do you have more copper though!
i have deposits marked
Oh okay nice, yeah you’re good then
The spear is a solid choice though.
Range is a massive advantage that easily can make the more effective damage types more dangerous to use
arent most enemies stab resistant though
Doesn’t matter if they never can get close to you to even hit or swing
bowtorns? shivers?
I'd turn it into a falx or mace so you can use a shield against mobs. Shield is incredibly powerful, even a t0 cruse shield
Sure you might kill them faster with blunt, but keeping them at range means they are as good as dead, too
Yeah, that works too, but you might need two ingots
is copper armor worth makin
No
even if i have this
That's not nearly enough for armor in the first place
isnt 20 = 1 ingot?
Find some tin, make bronze, update your tools, then make armor
i got 75 ingots
i have a tin deposit marked i suppose
It doesn't take a lot of tin to make tin bronze but it's way better than copper.
Can you parry explosions
Yeah, that’s what I thought as well, haha.
I remembered the circle shields having a block and a parry.
You most definitely can. The lightest option is to just simply not cover non-vital areas
And this was before the Tower Shield addition, but when I saw that changelog it just said it was being added as a “block only version” that’s stronger or something.
Yeah. Exactly this.
Yeah, chromium leathers are much softer than tanned ones
So sooooo many times simply just my basic light helmet literally saved my life.
A basic copper one even
Do you know if each body part has the same chance to be hit - or is it semi scaled to the “size” of that part?
I literally cannot understand most of your arguement. In most cases, wearing even bronze chain with a gambeson is enough to half the damage from almost every surface threat
torso most common
Okay, that’s what I thought as well.
headshots deal bonus damage iirc
head least common but second most important to armor due to high damage received multiplier
Yeah, that’s why even my basic light helmet that only covers the Head was such a damn life saver
They had to get incredibly lucky with a rare face or neck hit
So far I've cleared the RA with scale legs and arms with the rest as bronze plate+chain
you want face and neck too because they are subject to the head damage penalty
Each body part has different chances that also vary based upon whether the enemy is above or below you
skimping on leg armor is kino because legs already have guaranteed damage reduction and leg armor is where the bulk of slowdown occurs
Yeah, I almost always go without plate leg armor unless I'm doing something where I really need the extra survivability
Yeah totally fair.
And good, that does confirm what I was thinking was the case, thank you :P
Yeah, I really don’t understand the complaints he had at all, nor why it even necessitated entirely reworking the tiering system.
it's a valid claim
It felt like three separate complaints that would be better addressed by actually focusing on each one
the system is very feast or famine
either your armor works or doesn't work
and there's little medium where the armor helps without trivializing
but irl that's how armor works to begin with so i shrug (not necessarily a good excuse for gameplay ramifications)
I don't really get this because of how gradual the armor damage reduction is
The chromium makes it softer and more prone to absorbing further material, which is where the wax comes in to harden and reinforce it again
Even waxed they are normally softer than tanned/baked leathers
I never experienced this at all as well?
Like, if you piecemeal your armor together, you can pick and choose from the debuffs and buffs you need/want?
And even bronze is very good armor, but of course iron is going to be better
And you are kinda encouraged to armor up for what you plan on fighting
Bronze plate+maille makes you pretty much safe from anything except Polar Bears
my gripe is the second you have bronze plate and a gambeson a good majority of damage taken is basically near nil and that's not really a high bar to meet
there's no granularity in the defense and it gets even further when you factor in the chainmail layer which is really easy to fill out too
So this very clearly gradual decline in damage taken as defense increases isn't real?
reaching the right side of the chart isn't difficult
you have to try pretty hard to stay in the left side of the chart for a prolonged duration
you exist on the left and then can leap to the right
hence the lack of granularity
So the core mechanics like obtaining materials and forging armor isn't difficult?
Or are you arguing for armor to be weaker in general?
I don't understand
It sounds like your issue is with the Vanilla tier system in general?
And not armor.
Just how it ends up being worked into CO’s armor handling
the vanilla tier system is in a worse state and co is a step in the right direction
The same kinda goes for vanilla weapons as well
it's just the current numerical balance of options still doesn't quite allow expression of granularity and impactful mix-matching
Higher tiers pierce through armor
like for example you could reduxe the layering constraints on some of the weaker armors
I mean, it sorta does. But it’s easy to defend against the basic drifters and such
especially lamellar
lamellar hogs all 3 slots
scale armor wouldn't hurt to have (minor) buffs either because of losing the access to chainmail
something to compensate for its occupation of two whole layers
And with the least penalties of all in total it offers balanced early defense against surface drifters and halves damage from wolves
Also, bronze scale armor with a standard gambeson is enough to turn a lethal 15 damage hit from a brown bear into a 6 damage hit
@earnest forge i obtianed bronze whbat now
unless you meet a bear
then you are guaranteed to die (again, ignoring the passivity bug)
which is the POINT i was making
lower tier threats mattering too little and higher tier threats being way too powerful (until you get heavy iron/steel and become immortal)
If it allows you to avoid enough damage to get multiple hits in, the bear will run away
I mean the bear runs away after hitting it enough times
ah yes just deal 50 damage to the bear within 10 seconds
Not unheard of
in multiplayer or guns, but that should not be the only approach to surface
the only way one player can do that much damage that quickly is a musket
light armor currently in that situation only drags you DOWN
making its existence more than questionable
a retier simply fixes this without trivializing anything
new scale in a brown bear encounter:
copper - you have a chance to survive
bronze - you have a slightly bigger chance to survive
iron- you will very likely survive
steel - you will survive
scale could be reworked into a middle layer, but my immediate concern with that is that it would make plate even harder to balance
10 seconds is a lot of time to deal damage 🤣
not nearly enough to make a bear run away
especially accounting for the armor you're wearing
yeah a blackguard with a falx can do 50+ damage to a bear with an iron falx in 10 seconds
blackguard
anyone can do 50 damage to a bear with a steel falx then
bears only run away on their very last legs, and most players will simply be unable to get there in that time
I'll get on later tomorrow and do some practical testing just to throw it out there that the armor you wear, even if relatively low tier/type, can make significant difference
and this isnt getting into how headshots do more damage so it's probably less
furthering my point that intermediates are simply worthless
iron is when you completely overcome the challenge and start becoming invincible
use a lower tier spear then
and by steel plate, you're invincible to everything
be a hunter or clockmaker and backpedal away from everything
try it
brown bear outruns fleetfooted
let alone stock
it doesnt
it does
they're tied
try it in superflat
it's the exact same speed, BUT it also lunges which makes it catch up
it only lunges when in attack range
you're ignoring the fact fleetfooted isn't the default
I dont care if you forgot to pick a good class
i cannot find any other way to put this so i will reiterate
in current co, a brown bear is effectively a superior endgame shiver that spawns on the surface
good skillcheck then
Yeah, a bear is meant to be a challenge.
why is this bad?
Lol, lmao even
doesn't constantly make passive audio to announce its presence, does not have random downtime (shivers' seizure), and let's just pretend the doublehit is fixed
It’s a skill issue if that’s utterly game breaking for you, but I don’t think the base mod should be balanced around that.
because it emulsifies the entire game into one thing
The vanilla intention of bears and wolves is that they are supposed to be a scary threat.
Then address it in a separate mod.
Going into forests stupidly*
I was surprised the bear didn't pull away after a little bit
I don't think it's stupid
the flee chance is random
If that’s your issue, then address it at its core
and that's what alienates people from co
people want better combat, doesn't mean they want to make vs a combat game
who the fuck cares?
You just admitted that!
a mod for everyone is a mod for no one
Well... I don't. I installed the combat mod to make vs a combat game
i am speaking for others, not myself
Then let those people speak for themselves
everyone i have talked to who has tried co but doesn't always play with it has told me these exact points
and i see it time and time again
what points? that bears are too dangerous?
The Bear issue is a Vanilla Issue
in discussion and practice
no
Yes.
Yes!
That isnt what matters, the intended game design of the bears and wolves is that they are a natural threat in forests and such that you have to watch out for.
and they are balanced to be a threat for midgame
It’s why you see so many people freaking out when they realize they were right next to one this whole time
where you overcome that threat and the new threats become story and deep caving, or storms
co currently completely lacks such distinction
and my changes nullify that how exactly?
Because as you’ve stated you want to make them a non-threat?!
dude..
Your whole point returns to your claim you “want the surface to be safe” when you have any amount of armor.
if they cant do something as basic as walk backwards and hold M1 then I dont think any amount of babyproofing will help them
You’ve restated it so many times
i want to add meaningful progression difference for interacting with them, instead of them being impossible and then suddenly becoming completely trivial once you hit iron
because that is current co
rush iron, game becomes easy
that's the progression
They are far from impossible…
look at the chart dude.
Your chart doesn’t matter.
i am feeling like i'm losing my mind
I can outrange a bear and keep it at range until it’s dead
Use a spear or a long weapon
your argument is just make the surface safer smh
safer at a certain progression tier**
not iron like the rest of the game
there's no dynamic
Iron isn’t the end all be all…
it is
It quite literally isn’t
iron makes the game easy, steel makes you immortal
@lyric marsh I feel pretty safe when I can do this to a brown bear with no armour and a bronze spear
just be hunter and use a pike with proficiency broh
Make the surface utter dog ass to live in, force everyone back underground like it's the beginning of the Rot all over again
you can be a clockmaker as well
DPS doesnt matter since you're never gonna get hit if you're not bad
Exactly
it's not a matter of being bad
it is
i have hundreds of hours in this game
It literally is, yes haha
I noticed that you keep trying to detract the argument to "iron is OP" rather than just saying you hate that bronze cant make you immortal against bears
Yeah.
The curve is there.
Learn to parry then
the game is almost a complete flatline until iron where it flies off
I’m not sure what world you are playing on with bears dotting the world every 50 blocks cause I’ve never seen one
the only thing vanilla does right is have a progression curve
Bears are a rare threat. They should remain scary for a good while.
Vanilla has less of a curve with your arguments, cause you’ve said that you want Bronze to make you able to tank a bear no problem.
vanilla has tier 2 armour and then iron. steel isnt needed for any of the story locations
doesn't change the fact that if you see one without iron armor that's just you being cheated into a trip back for your inventory
the stakes are completely missing
if you see a bear then leave
If you see the bear and - yeah.
if you see a bear in the distance
If you see it and then die to it afterwards that’s your fault
but many times you hear a sound that already signifies it's too late
Then grab a mod that makes them make sound
stop going into forests expecting there to be no bears
that's sidestepping the issue!
No it’s not!
i'm seriously done talking to you two
It’s addressing it at its core!
You are the one sidestepping it hardcore, like damn
then stop using CO
people have problems with bears? I just javelin them to death
no armor required
Yeah…
They are a threat that needs to be approached in a different way from your basic Drifter.
Or just find a better way of general combat that you enjoy that is effective for more things.
it's also fun to hunt them with a longbow
"work smarter, not harder"
It’s a good thing that bears are a more consistent threat. That makes things less homogeneous overall, and encourages trying out new approaches and new tools.
entire hotbar of bronze javelins vs 1 fuzzy deathball
if you live in an area with a lot of bears then building deep bear pits is a viable strategy for dealing with them everytime they respawn
I think those proposed changes would just more end up making things even less interesting and less of a curve. Get any armor, now all the surface threats are null. It’s … not so much an adding curve but just flattening it overall.
tin bronze heavy shield completely blocks brown bears attacks btw
Currently, get bronze armor? Bears and wolves still can pose a threat, but it’s significantly easier to handle them than compared to unarmored.
Yeah, exactly.
You can also approach it intelligently as well, and tackle it in a different way.
Instead of just… run straight in and tank hit after hit while hitting it.
And with bronze armor, surface drifters don’t really frighten you too much, either.
It’s more of a curve when less things are instantly negated by a single piece of armor.
I think the whole demanding to look at the chart is disingenuous since you never just encounter a bear in a vacuum like that. Nor should you, you kinda already fucked up at that point if you are.
two-handed weapons that can block while attacking are very strong if you like to tank bears
I actually tested this and didn't find this to be the case, I don't know if I'm doing something wrong but I always took the full brunt
let me load up the game and record it
And I dunno what he’s saying that Iron makes you invincible like man, I put on my Iron armor for a storm and still get scared by the nastier ones that spawn more Nightmares and the nastier end.
The high-end Bowtorn? Terrifying still. Even in melee, like oh god
bowtorn are nasty in tight corridors
they have pretty long reach for their attacks and do a decent chunk of damage
Oh yeah.
Like with my iron armor, I’m no combat god, but I understand what are still threats and what I can chop down.
Surface and one tier up from that? Not really scary. Kinda dies in a hit or two.
Anything above that? Gotta think a tiny bit, and the later end is actually a threat if not considered highly.
I think what happened was the bear clipped behind you and thus managed to get a hit in
huh
This happens in this clip where I make a fuckup and get hit by the full force of the bear (I'm wearing regular gambeson body, iron brig arms/hands and tin chain arms/hands only
Yeah… we tried to mention shields and blocking is a viable tactic, but he insisted on saying “it shouldn’t be mandatory”
It’s all about varying up your approach and tactics for your enemy, but it sounds like he kinda wants to homogenize things to be a be-all-end-all approach
Which, fair? But like, isn’t that exactly why we have CO to begin with?
As an aside, I really hate how the bear clips into the player when the player is blocking
Yeah, that’s probably just Vanilla. I think it’s trying to get it’s core entity kinda right there against you as it’s attacking
But because of the actual hitbox to attacks, and that being forward to account for posture and the swing and everything, it’s kinda… ahead of the bear
When it’s just the Hitscan vanilla stuff it makes no difference, but yeah
It might be a possible fix to increase how “big” the bear entity sees itself…? I’m entirely unsure if that’s even a thing, but I’d at least investigate there.
when i want exactly the opposite, i want dynamics, i don't want to make the game easy
we have co because vanilla's combat implementation is pretty objectively horrible
but the one thing it does right for the game it is is its progression balancing
Oh boy here we go again
nah i meant what i said
Your changes are inconsistent and disingenuous. Your complaints end up being like, you want to charge a bear and be able to just stand there and trade blows without any action on your part other then just left clicking to hit the bear back.
If you encounter a bear in a vacuum like that, hell, any combat encounter even, you already fucked up and made a mistake.
It’s not fair at all to balance any of it around that idea. Because CO adds tactics and thought behind it all, if you don’t use the tools available to you, that’s a skill issue.
None of it is mandatory, but omitting it all flat out is entirely disingenuous to the mod as a whole, and makes for an awful patch to balance around.
And yeah, as a result, your changes make things more homogenous. There’s even less of a reason to approach things a different way or actually put thought into your combat if you can just stand and trade blows.
It’s removing an element of the curve to remove the bear threat as early as having bronze armor, not expanding on it.
Tyron specifically wrote entities collision code to make them "soft", so entities can easily clip into each other. Thats one of the problem. And because of that collisions with terrain are still "hard" you cant increase collisions box size.
And I dont think there are any plans to fix this clipping issue in vanilla. Consider it to be a feature of vanilla.
We tried to mitigate these problems in case of wolves, by moving wolf model back a bit, it made it better, but still have'n solved the problem.
There are two problems that I think are objective: scale armor is not very viable, and high tier armor makes you too hard to kill.
I'm open to suggestions how to fix these issues in another way.
Nothing is decided yet. The only change so far: I added 8 sec grace period to second chance to mitigate ppls aversion to risk
Yeah, I agree there.
i think it should be 5s
Scale armor could use retweaking indeed
I tested 3 and 5 sec... Monsters are barely able to make a second attack before timer runs out
my initial suggestion was in fact giving bronze+ scale a one point boost for slashing
but it spiraled from there to a complete retiering of armor
Complete retiering is still an option
I don’t think it’s needed honestly.
i'm not against that, allows finer balance and makes t gamb slightly less op
What about something like… an armor exhaustion or something? As in, you take repeated hits over a short period, and they become more and more effective.
A hit can refresh the timer to max again, and add a stack
too contextual and would generally encourage coward strats
So if you are good at blocking and not just tanking hits, you can mitigate this with skill, or simply not taking hits in the first place.
the bad ones
I’m not talking to you, Bolotnik.
I dont think armor needs this mechanic. Shields though, there need to be something
Could have repeated hits eventually breaks your guard then?
but also consider that large shields already make you a sitting duck, adding guardbreaks would make them significantly less viable
maybe chip damage is the way to go
I guess I’m not sure where you see the problem with stronger armors, then. Cause I worry like, if Steel armor can’t protect you against the lesser threats, then it’s going to be a case of ‘why bother with steel armor if it’s not that much better over Bronze’. There kinda needs to be something else based on the armor tiers that can scale up one way or another. Hence the idea of like, building up damage from repeated hits.
Steel could tank more repeated hits, bronze less, adds an element of scaling to it, then it would also go in hand with a slight nerf to the Steel armor stats, or the tiering some.
the problem is that the endgame armor makes you objectively immortal
… and that’s why I’m offering this idea.
You simply are not immortal if you have 4 or 5 drifters hitting you and it’s actually building up damage to the point of the armor not negating anything.
changing damage calculation is a more reasonable idea
if you look at the spreadsheet, the final armor tier takes no damage from all damage tiers
it's not a balancing issue, it's a mathematical issue
and that is exactly what i was saying by the progression curve actually being a progression cliff
iron completely drops it off and steel kills it
You really do not read everything I said, do you.
i don't agree with your suggestion
making defense rely on the frequency of attacks, in co, which gives you crowd control, isn't reasonable
How is it not? If you can crowd control, then you are avoiding hits in the first place. That doesn’t even matter here.
That doesn’t even play into any of it even.
if you have 4 or 5 drifters hitting you and it’s actually building up damage to the point of the armor not negating anything
Yes.
You need to get hit to take damage
If you crowd control so well that you never get hit at all… armor literally doesn’t matter
You can be naked in that scenario and it literally doesn’t change anything, hell it probably makes it easier to pull it off.
Blocking would work well with the vigor mod, just drain some stamina on a block and disable it if you bottom out
i can confirm
I was a dummy noob doing a reverse circle to the left full sprint run, naked with a copper spear, in a flatish open cave against y15[?] drifters and it worked out surprisingly well (until it didnt)
I’m proposing that with steel armor, if you take a clean hit, there’s a timer of like, 30 seconds the stack stays on, after 30 seconds it decays by 1. Let’s say for steel it takes like 5 stacks to render your armor not so useful anymore.
Yup!
why the character can sprint backwards is questionable tbh
mean, you kinda can irl but thats asking to take a real bad nasty trip
After 5 stacks it starts to let more and more damage through and this is where the balancing comes in, how many stacks per metal tier before it’s reduced in effectiveness, or hell, even limit it to the plate armors perhaps? Where it even has this invincibility problem in the first place
That way you can still tank an occasional hit - you still feel like the Steel armor was a worthwhile investment - but it doesn’t mean you can literally just wade through swaths of enemies
If you instead only just reduce the higher end of the armors so that they just let more damage through, it’s going to not feel so worth it in the end, especially if you then go and buff the lower end as well
I think either you need to add something else on the higher end of armors, or perhaps un-pair the whole tiered damage as a whole and make all enemies just a flat damage value and no armor pen mechanics for higher damage tiers vs lower armor tiers.
Well, to clarify that, either make all enemies deal consistent damage - the same amount across the board for each class of enemy. Drifters do 3 damage flat, always, no matter the level. And the level determines the Armor Penetration aspect it has, so Nightmare and the higher end can punch Steel, but surface cannot.
Or you instead just get rid of the armor penetration, and have enemies scale their damage upwards as they get stronger. So that higher tiers of armor give more stats -> more damage reduction as a whole
Cause I kinda think if you don’t want to add something like allowing hits in after repeated strikes, then the system is kinda just working against itself in a way, it’s compounding too many bonuses to work out, leading to that feeling of Steel being far too good.
Easier way, logarithmic damage scaling. You may not take much damage, but you will still feel it.
I want armor system to be simple. Protection tier should fully represent armor capabilities, and attack tier should fully represent anti-armor capabilities.
so in this scenario, like... double head drifter does 3hp damage but can hit through steel?
what if you were wearing iron, would that still be 3hp damage?
Eh, it’s a rough idea and I prefer the other way around honestly. But it’s just, like… I feel like the issue lies with just the bonuses are compounding together to be just too good.
If that’s the case, then like, steel should protect against all but the scariest enemies like it does now, right?
Or should the high end of enemies have steel-equivalent damage tier?
This is kinda why I’m confused why you feel like there’s an issue, it’s … kinda conflicting with itself here? You want a simple system with an armor pen system and damage tiers, but a result of that is we need enemies that can punch through that to actually, like, not be invincible?
But the common spawns are the low tiers and everything
So until that bigger threat shows, yeah, you’ll be strong against it all?
To work with that idea of the common spawns still being a threat, I proposed the large numbers can build up and punch through the armor.
I think it kinda comes down to you gotta add something to it, or you gotta trim back the system really, especially if you see this as an issue
I personally don’t believe steel makes you invincible (except against the common enemies of course)
So I really don’t see an issue with the system as it is currently (specifically for this case of ‘Steel makes you invincible’ issue, that is! I still agree Scale Mail could be reworked.)
^yes
Please stop
Also, I have enough feedback. So this topic is over for now.
I read all messages in the thread even if I dont respond to them.
Yeah, no worries Malt. I’m just tired of him being… like that, when I’m trying to take this seriously.
Honestly the problem is squarely with vanilla, add dino mod and theres plenty of reason for steel.
Sorry if it came off as like, directed at you or anything
But unfortunately creature mods need to patch themselves indepedently of CO gor compatibility, much to my dismay all the stone age mods arent CO compatible.
I’m trying to take it all in good faith, but when anything I say gets disregarded by another party and ignored like that, it’s unbelievably frustrating.
Yeaaah… it’s well, a consequence of the whole hitboxes and everything.
It’s unfortunately impossible to have that be something solved automatically by code
Well, incredibly difficult and potentially processing intensive :P
Must be missing a dependency for FotSA then, mammoths, panthers and bovins are not being assigned resistances.
Make sure you have the up to date versions
Report to Tenth
I remember reading the changelogs that said it got updated recently?
Or- wait that might’ve been Butchery, sorry
Yeah listen to Malt on this
Anyways the hitboxes arent the issue, its the resistances when a mod doesnt have conpatibility. Mammoths do 25 dmg but with enough armor you resist everything with vanilla resistances.
Oh, yeah, that’s the other half. Like Malt said though, it’s needing to be reported.
The problem is, i dont think any of the stone age mods do have compatibility with CO, because tenth seperates so many of his mods into individual packs for file size reasons but compat isnt listed on any of the pages for any of the different packs.
VS modding is such a mess...
Meanwhile dino mods have full documentation with CO and its amazing.
Tenth has handled compat with CO
I use a good number of his mods with it no problem, so I know it’s there
But its not listed anywhere on panth, bovin or elephant. But i suspect somethings not working because mammoths are damage tier 3.
Ill leave them a comment on one of their mods, hopefully its just an outdated mod.
Just because it’s not listed on the page doesn’t mean it’s not in? And still, yeah, you need to ask him.
No documenation on mod pages regarding it though, a capital crime!!!!
Also Tenth dont have a lot of time to work on mods, so dont press them
I will ambush them within the very domicile they reside in
Oh no.
Hey! I'm having an issue with the mod where if my friend is too far away from me, and walks even a single block, he immediately dies to fall damage
Issue is only gone when taking CO out
It's a LAN world through Hamachi
Update overhaul lib to latest version
This one?
nvm im stupid
found it
I was already on latest version with the bug happening :C
try 1.11.20
My friend just left so i can't test it rn, but I'll come back if the issue persists
**Updated balancing: **https://docs.google.com/spreadsheets/d/1DJzwPXaMZL3HfAC2N7zUcmRRIUSrGTB7oO7Q5fszqz8/edit?usp=sharing
Please dont fight over it. And my openness to suggestions is limited this time.
I dropped some realism in favor of gameplay
lamellar now treated as just worse scale+jerkin
brigandine still treaeted as worse plate
I will try to delay sewn and tailored gambeson progressions to later ages
Will probably add improvised head piece
And adjust material costs
as a layman without much any idea of what any of this means, what does this mean?
i've been trying to follow along with the discussions being had over the last day or so
In layman terms: early game armor and light/medium armor are more viable now, strong monsters now can deal more damage to players in heavy armor
Bears are less strong
oh nice
Hope the balancing of everything works out okay.
The balancing of bears seems hard to pull off, once ended up in an area with like 5 or 6 of them within 100 blocks but I'm guessing it was because I was in some hilly area near mountains.
Though, it will take some time to implement this balancing into mod... There are a ton of values to manually change
I saw someone complaining about armor swapping
And someone else had added onto my thought
do you think it would be possible to code or justified to make equipping or unequipping armor use a cast time, possibly reusing the bandage applying code?
you're a really cool mod dev, love all the work you pour into your mods
Probably...
Seems like a non-issue, at least for me and my friends we never thought to "abuse" armor swapping.
been doing nothing but json configs for like the last few days and that alone has been a huge effort, i wouldnt blame you if its too much of a PITA
no complaints here, this is pretty great (about the rebalance)
the only part of armor that's efficient to juggle is legs
but yes i would like there to be a cooldown
co creates a higher commitment to armor (simply by the quantity of items), so this would further reinforce that
WHAT DO i make with my 13 tin bronze ingots
sabre for style, longsword for practicality
longsword unless you're a fan of offhanding things (that aren't shields)
i alr have a longsword
Do you already have weapons? If so then you want a helmet
i got a longsword a tin bronze pickaxe and a helmet
Well then it's time for a cuirass!
its 8 right
I believe so
I normally forge 3 plates and hammer the last 2 ingots out
congrats on getting a shoutout maltiez
yea
We've also not been idle on the hiring end - we have @fallow surge helping us out in improving the mod api, we are currently in talks on getting a sysadmin on board
Sounds huuuge. Congrats, Maltiez!
Context: https://www.vintagestory.at/blog.html/news/development-update-september-2025-r425/
👏👏🎉
@fallow surge The fix worked! You're amazing mate, never seen any dev work this quick
wasn't expecting i'd be able to play the mod today
bellheads, gearfoots, doubleheads and sawblades remain scary even at steel.
👍 looks good
bears are weaker now so maybe bolotnik will stop dying to them in bronze armour. perhaps he'll stop bitching as well
oh nice
seems like a big win
Malt has been confirmed to have a time machine and pushes updates from the future. 
thinking on the "bear problem", now i feel like bears should have tiers as well, but I feel thats outside the scope of Combat Overhaul
a polar bear is more dangerous than a black bear if that's what you mean
Yeah, they do have tiers
Polar Bear is the highest, followed by Grizzly, then Sun/Black/Panda is the lowest
Thanks to chatgpt adjusting armor stats will be less painful
I could write scripts myself, but I'm to lazy to do it
oh lol. I shouldve researched more before speaking!
Then I believe the problem is perception, Vintage Story bears are all the same exact size, standing up just at 3m, and feel somewhat small compared to the players hulking 1.9m~ seraph model.
To feel more like an appropriate endgame level surface threat, some should probably be scaled up to something like 3.3 / 3.8 / 4.3 meters for gameplay reasons (you could justify that the much reduced human population allowed megafauna sizes to jump back after the 500 years of much reduced human activity)
Fun fact (not so fun for me...): vanilla have 99 armor pieces (if we clamp all bronze together and iron with meteroric iron)
made it more coloreful to make it easier parse, now it is time to update the numbers
new CO client mod by me
Hahah, wonderful.
tbh I like it more and yeah CO always reminded me of mount n blade @brave canyon
Yeah, exactly the same
I immediately described it as Mount and Blade aiming for some weapons :P
It got the point across instantly for my friends hahah
hope u will like the client mod @brave canyon
What should be pros and cons of blackguard and forlorn armor compared to iron plate armor?
Or may be even make them outer/middle
Ok blackguard will have more protection, but more walk speed and aim drift debuf, but less manip speed debuf.
Forlorn will have a bit less protection, but much less debufs
I'm trying to change the long axe from armory to have directional attacks with just a patch, Is it possible or am I just stupid?
It is possible, you can ask in https://discord.com/channels/302152934249070593/351624415039193098 about how json patches work
Well thank you, I will keep trying for a bit more lol
Okay nvm im stupid and overcomplicated the patch
Ty man for making the mod so easy to patch so even I can do it lol
Oh yes absolutely, I gotta share it with friends haha
That sounds good honestly, fits with the Blackguard class as well too, since the speed buff will kinda negate the heavier armor. Makes sense given their training
oh brw if ur looking for servers that are vanilla plus without too many mods but have CO stuff look into #1422640928207798292
tbh blackguard armor is more beafy looking
Requires: Combat Overhaul & Combat Overhaul: Armory
Blackguard Addition: Combat Overhaul Compatilbe Mod is a port of the original to the Combat Overhaul's system.
If you do not know what Blackguard Addition mod is, then please check the orignal mod. Blackguard Addition at https://mods.vintagestory.at/show/mod/22373 by Irakonul, made for ...
I wish this was vanilla tbh
Oof, I can feel this pauldrons digging into my neck when I raise hands... Not the greatest design tbh
Btw, now surface drifters deal 6 damage instead of 2... But imrovised armor reduces it to 4 and wooden lamellar to 2... I bet ppl will complain about deadly drifters.
Also shivers has damage increased the same way
ooh...yeah that's true
tbh shivers have weird ai but they were never really difficult
I just kite them tho I wish 1h weapons had a small range buff
Yeah, some little articulated lames for the spaulders would be 👌
Balance update is out, so you all are free to go and find stuff that I inevitably missed...
Tried implementing this, and now because I have default hotkeys (all set to R) when I press R sword goes into sheath, when bow goes into hand, but then this same hotkey triggers taking sword from sheath and putting bow back into case, so nothing happes for player...
If I remap keys, all works fine...
Argh!
i wouldn't expect vanilla to account for this
is a floating menu possible?
only way i can think to have a central hotkey
though wouldn't really fix this would it..
plate armor is off
copper plate + chain + jerkin is 6, 6, 9
not 6, 6, 6
and so on
applies to brig too
values don't account for underarmor
this is what i noticed immediately, will look more indepth
don't notice anything else, just the blunt side of early plate setups being disproportionately powerful
other than that, fantastic rebalance
lowering movement penalties of gamb and chain is perfect
makes sense, BG is just better Iron currently (and Forlorn is better BG)
Btw uh
Is there a way to turn off FP overhaul lib animations?
Cause the knife attack is super buggy
knife attack? CO does not touch knifes
I should'v decrease them by 2 per material tier instead of 1
yeah seems all good now, but the two special sets still have increased values, up to you if you wanna keep that
for example blackguard reaches 14 with t gamb
If the First person option in settings ever gets "finished" or that it works properly enough, will the mod ever be compatible? (Cause i like both things and cannot pretty much play without this mod... But i also like the first person thingy from base game... I know it was said on the mods site, that it wont but... U know... Still better to ask and be confirmed, then to hope for something that might not ever happen)
Really great mod tho, altho i will have to work on my pvp/pve more since i, quite often miss lol
(also, is this a place to ask too? Or is this just a random, like, where we talk about mods we like?)
Playing the mod on version 1.20.12 and for some reason all projectiles dont work,
throwing spears, javelins, shooting from any bow with any arrow
all of those projectiles just phase through any mob
and using the bow tends to crash the game without any crash report.
Anything I can do to fix these?
Update Xskills
And ensure that you are using the correct mod versions for the correct version of the game you're on
It works now :)
Thank you very much
@fallow surge is there any way to add something when installing CO that runs you through a tutorial just like vanilla does?
You mean "Immersive First Person" that even devs consider obsolete after reworking regular first person mode? No, you can read mods descriptions on moddb, it is stated many times that it will never be supported, and that it does not work. Regular first person mode works perfectly fine and is fully "compatible", whatever this means.
now scale armor is best option for light travel?
I prefer plate breastplate and open hemlmet still
nope
Yeah, bg is for melee
Full plate+mail gives you 48% steady aim penalty, full bg gives you 55% penalty
Want to effectively use ranged, dont equip arms and hands armor + use open helmets, or use lighter armor.
Not an option for bg set though
Most of steady aim penalty are from arms, hands, neck and face armor pieces.
Plate+mail chest+head gives you only 10% penalty
Full scale gives you 23% penalty
how do i turn on the regular first person mod?
also thx
you turn off ifp
is ifp really becoming deprecated?
would make sense given how little support it gets
It is mostly ignored for now
Will probably be left ignored until some major bug or feature breaks it.
Then it will most probably be scrapped.
Thats my personal prediction.
You can try lastest ovh lib, I fixed some bugs related to ifp. But I have no idea how to make weapons actually usable in ifp.
Can I ask the reason behind forlorn hope and blackguard armor sets occuping 2 layers instead of one?
Ppl were complaining about mail ruining their look and that it needs mail in recipe. So now bg armor is based on plate+mail combination.
Damn I guess was one of the few people who liked how the mail looked with the sets sadge
Espiecially with visored helmets
i like it being both layers
repairing it and having a fully kitted armor for that part
True but you cant do steel chain + forlorn hope/blackguard for nice protection and looks
Working so far!
holy fuck ifp actually works with CO now, thank you
Try hitting someone above you or below. Or hitting specific spots with thrusts, or aiming a firearm.
Will try
Thank you for doing this
Seriously
Maltiez do you have a ko-fi? Can't find one at first glance
Only patreon
once again, thanks for the work you do. Makes the game much more enjoyable
I'm still not convinced that ifp is usable with CO weapons
I tested it. You cant really aim up or down and use ads, you need to turn on reticle.
Also the weapon itself will block your view...
I see, I see
How do firearms measure up to crossbows
And I’m at iron level what should my first gun be
more damage per shot, less damage per second, more expensive to make, more expensive to use, longer reload and require more inventory space to operate
but firearms are still more popular than crossbows, it seems
it does boom, it does big smoke, it stops pulse
what's there not to like
guns are simply more flashy
well if you're not a clockmaker make an arquebus
it's a safe bet
And if I am
bossi
cause two shots back to back
you're not gonna always be using both, but when you do it feels amazing
what about blunderbuss?
blunderbuss is great but it's not exactly what you expect from a gun
it's the shotgun
and while it does have a high effective range, you can't snipe
a big factor of guns too is the instant access to a killing shot
with a crossbow that's loaded you still have to put the bolt in place before firing
with a gun you can quickdraw
not with matchlock
yes that's the big disadvantage of matchlocks
i only take them when i am very deliberate about using them
hunting, active combat
even if the flintlock blunderbuss wasn't a damage upgrade over the base one it would still have a significant advantage because of this
whit mod adds those guys
Rust bound from thalius
what i noticed about guns is that people who aren't crazy about the guns never make any of the early ones
they just make a carbine or musket and call it
I personally don't bother a whole lot with trading resources early in the game unless it's linen or drip
So I just forget about it because it's not like I normally have a huge surplus of saltpeter, sulfur, or charcoal either
Weird, since turning off overhaul lib animations fixes it
Entering into TP causes the animations to break for some reason, but idk.
Tp animation bug is vanilla
Righto
Dont see any changes between turned on and off animations
hard to see
but the left arm appears sometimes when attacking
But ig its a vanilla bug
Does anyone know if crossbows fit in the bow case or are they too chonky for storage?
Ah, yes the "King Graveth having yet another banquet, instead of helping me win the war" theme. A favourite
@fallow surge hey btw will we see any texture updates on the meteor iron weapons? they have some yellow dots on em giving them a nice texture but most are just white. any updates for it in the future?
Yo, my friends started a server with Combat Overhaul but we gorgot to turn on Combat Overhaul: Armory on the server start. We tried adding it however it doesn't seem to be working - is there a step that we are missing?
whats is even this call
148.25ms, 348 calls, avg 426.01 us/call: gmleCombatOverhaul.Inputs.InInventoryPlayerBehavior
good change making t gambeson craftable by everyone in endgame, but hardlocking regular gamb behind iron for non tailors, i don't know
also i think tailor should be able to use regular iron for tailored kits, not just meteoric
because when you use meteoric you have an iron anvil, which means it's already very likely you have made steel
i suppose with the new balancing hardlocking gambeson makes sense now
should work
you got config lib? and restarted the server?
hehe, some friends and I were about to start a new world in 1.21 and I just showed them this. They are not happy
I'm being compelled to nerf the damage but I'm telling them to suck it up and at least try it out
oh yeah i noticed and i love it
got headshot twice on me unprotected head yesterday for 12 hp
almost died to surface drifters
good stuff
first time it happened it made me doubletake
then i healed up and it happened again
i ran off
Good 
The more reasons to use early game armours the better
I was already having unpopular takes among my group of friends that „early game armours are worth it”
don't run around with a bald head at 3 am in vintage story
And they were always like „nuh uh. Why bother making something lesser than an iron chain”
thankfully that is now fixed
co is immaculate now
The only change I did in conjunction with Exoskeletons mod is disable the armoured variants of them, to give people more reasons to use chain+gambeson+exoskeleton frame
i get equipping armors when going into combat heavy scenarios, having walk speed, heal speed, hunger rate worsened for it, but i guess this means that now we should wear armor all the time, 6-12 hp from a stray sneaky hit is a lot
just wear skin layer
I still feel like full plate will be meta for t4+ rust stuff, but at least it’s slightly less dominant than it was before
Learning how to parry helps a lot with damage mitigation
Swords/weapons with embedded parry stonks 
agreed, and i try to, but thats a moot point - if you could actually parry it all and never get surprised then it doesn't matter anymore if it deals 2, 6 or 12 dmg
well nothing effectively changed, just the complete absence of armor is now punished
any blunt resist like bear armor, jerkin or gamb still hardcounters
Well it „hard counters” just the stuff dealing blunt damage
Which frankly isn’t a lot of threats
i dont think it does. the only skin armor available at beginning stage is wood lamellar and the penalties are quite high
yeah there's shivers too but they're significantly less common than drifters
drifters win with numbers
Drifters are already somewhat easy to avoid as is, and the next thing blunt damage mitigation matters against is like bellhead shivers
But then there are weapons that can easily cleave multiple
well if you're just running around the yard at night naked they can fuck you up
chilling at night when suddenly drifter from above blows your nuts off
it was a great moment
i got too used to drifters being useless so this was the ultimate reality check
two headshots back to back
head protection at night will now be mandatory for me
all i had on was my bg chest
i recommend two top pieces of bear armor
assuming you can get one
one bear gives you a headpiece + a chest/legs piece
head and chest should be all the blunt protection you need for the timebeing, it's relatively light
the full bear armor in CO has like a 24% hunger drain, def not something you want to be wearing all the time
oh yeah i forget hunger rate stats are a thing
because of hunger freeze
and the hunger freeze bug (supposedly now fixed thank god)
and well walk speed reduction which is annoying, but not that bad. at least not until you also add a middle layer to handle bowthorns
i dunno, i still dont get if the "vision" is to wear armor all the time or just when needed. i'd be fine with armor being "mandatory" at all stages of the game, if it didnt have these drawbacks
stone age is supposed to be hard
(which is why i stay in it for an extended time)
then at copper the game significantly opens up
well before today, you could make gambeson in stone age
so yes it got harder now, but i think that's good given all the changes that happened
the vision is to find your own ideal armor setup
you just said armor "hardcounters" the increased damage tho. it doesn't sound like its made more difficult, just more expensive.
and slower/tedious if you have to suck up the slower walk speed / increased hunger
and with the newly added second chance grace period, taking risks is now significantly more viable
leg piece is optional
in fact for bear armor i definitely would not recommend it
i think hunger drain is an oxymoron
it doesn't actually affect anything in practice
"if you're starving as a blackguard you would be starving regardless"
maybe if they redesign hunger freeze into something different that would change
ok achilles
between healing, offhand use, winter outside and all the armor, hunger modifiers add up and result in a negative effect in the other big part of the game, the hardcore survival - its not all just about combat. maybe the mod wants to disregard that but might as well remove the penalty then 🤷 or at the very least not make it larger compared to vanilla values
Hunger rate penalties are a non-issue most of the time.
That’s not to say I don’t see your point, I just don’t think it’s an issue for me.
Even early in the game you will likely be carrying a pot of food on you to run errands - the more satiety it fills, the longer the buff duration of not having your hunger drained
yeah that's the design gap of hunger
the game basically hands you a counter to your hunger drain percentage as soon as you find clay
i think i would like hunger freeze to be redesigned so hunger drain still matters
All drifters now deal only blunt damage
for gamplay sake
Now:
piercing damage: Bowtorns/Locust
slashing damage: Shivers/Carnivores
blunt damage: Drifters/Herbivores
Yeah. Just considering their static attack animations I generally consider them not as threatening as Shivers
Esp. considering the huge gaps in damage dealt by Nightmare drifters - which is the highest tier that can naturally spawn in non-ruins settings, and Bellhead shivers - which can also spawn outside of ruins and deal basically twice the damage of Nightmare drifters
On that note, are Bellheads’ damage split between Slashing and Blunt still?
For debufs: light armor has 0.01 hunger penalty per slot, Medium: 0.03, Heavy: 0.04 (reduced from 0.05)
chain has 0.03...
scale 0.015
I need to make it more consistent...
Some ppl already upset about gambesons
i think it validates the trader prices for gambeson
Dont see how meteoric iron means steel. If ppl rush steel after making iron anvil, thats a problem with these ppl
well, people make an iron anvil FOR steel
ever since the nerf to make meteoric only workable on an iron anvil it seems people skip it altogether and just use it as cheap extra iron after getting steel
Now they will have insentive to make iron anvil for meteoirc iron then
Ah, sounds like I'll need to update Visored Helmets to the new CO stata
Yes
I hope at least someone will follow this:
I need a discord tag @corebalancedagain so I can ping ppl with it to tell them update their values...
So is this like a 1.21.2 recipe patch to include a specific type of sewing kit in the Tailored gambeson crafting recipe? (I'm still on 1.21.1 version)
tailored gambeson requires bronze for tailors and iron for non-tailors, and tailored gambezon requires meteoric iron for tailors and steel for non-tailors essentially, and it is done via 2 new sewing kits
Oh, OK, I dig
This is fair
Tailored gambesons being locked to Tailors was a bit of a tough sell in vanilla, but giving people an incentive to actually being a Tailor is nice, too, so I can see where the person criticising the lack of that option is coming from, considering that past steel age being a Tailor is no longer relevant.
Access to tailored gambeson is essential for balance, but server owners can configure it via json patch in their server mod, if they want to
Yeah, agreed. I've started personally json patching some stuff I want to control on my server - it's a hassle, but at least I'm learning something new.
@fallow surge will the meteoric iron weapons get any texture update?
the golden gliter dots
i think that would be controversial
because people typically dislike the piss dots on meteoric
That's the radioactive material.
whaaat
u can have less tbh
they add a nice texuture
AND?
I personally like the golden dots
I like the meteorite flecking, but I note that once processed, meteoric iron wouldn't look much different from standard. That said, the nickel content could result in some yellow flecks
Not really sure how, though, seeing as Nickel and nickel oxide aren't yellow
Turns out we were using a mismatched version, thank you though.
ahh oki
@fallow surge just did your recent update, even though it's been a few updates since I did CO.
Textures are broken, and animations aren't working
Installation problem
Clear cache, remove dupllicates, restart the game
yeah I know, that's why I said I didn't do anything different. Same practice everytime
Try looking into logs for errors
It is very unlikely that this is caused by the mod itself
6.10.2025 19:38:26 [Error] [armory] [email protected] - Dependency 'combatoverhaul_0.10.4.zip' (combatoverhaul) has dependency errors itself
6.10.2025 19:38:26 [Error] [armory] [email protected] - Version mismatch (has 1.11.11)
6.10.2025 19:38:26 [Error] [combat-overhaul-reanimated] Could not resolve some dependencies:
6.10.2025 19:38:26 [Error] [combat-overhaul-reanimated] combatoverhaul@* - Dependency 'combatoverhaul_0.10.4.zip' (combatoverhaul) has dependency errors itself
6.10.2025 19:38:26 [Error] [combatoverhaul] Could not resolve some dependencies:
6.10.2025 19:38:26 [Error] [combatoverhaul] [email protected] - Version mismatch (has 1.11.11)```
and that's the problem I have.. I did do that 
hate this game sometimes lol
Client - StartBlock
OnReceiveDamageHandler - receive damage
Server - StartBlock
Latency makes it hard to block enemies
Even in SP
I guess I need to patch enemies to deal damage later in attack
Wow, lot's of major changes. Sounds like I'm gonna have to make another video 🤣
… I wonder if you could do something like get the latency from the server to that individual, or use a callback harmony patch maybe to time it on block…?
But based on that timing, adjust the point it actually damages…
Like trying to add that latency after the current point the enemy “hits”. But… shit that might not work for the callback since the server’s clueless until it gets the actual call from the client… hm.
Lag compensation is hard haha
Its normal to only be able to attach 1 pistol holster (either main or offhand) to the bag belt?
Is there a case for crossbows yet?
Nope
Well at least the bolt quiver can hold a windlass
@fallow surge I don't think im smart enough to understand this
CoreCLR Version: 8.0.2025.41914
.NET Version: 8.0.20
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Stack:
at MonoMod.Core.Interop.CoreCLR+V60.InvokeCompileMethod(IntPtr, IntPtr, IntPtr, CORINFO_METHOD_INFO*, UInt32, Byte**, UInt32*)
at MonoMod.Core.Platforms.Runtimes.Core70Runtime+JitHookDelegateHolder.CompileMethodHook(IntPtr, IntPtr, CORINFO_METHOD_INFO*, UInt32, Byte**, UInt32*)```
Memory overflow? Infinite recursion loop?
It's not ANSI C so there shouldn't be any manual pointer math
I guess adding more hotkeys isn't ideal, but would be rad to have a pair of pistols on 1 key or sword/offhand pistol on another. Anyway, its very cool
Btw, I like how new sling performs. I'm still in stone age with no access to lead yet and I use clay bullets. Sling is great against small animals like hares, raccoons, foxes, birds, but is quite ineffective against bigger animals like deers and wolves. Also nice to be able to retaliate bowtorns.
source to this statement? i like them
then you're also a rare truther
i too like the yellow speckles
though maybe people would like it more if there were alternating layers of yellow and white. like damascus
meteoric damascus...
that would look epic
I don’t think it’s greatly relevant to CO, but I like the texture of meteoric iron items
maybe add sling to survival goods trader?
the basic one
2 ropes and a bullet? You really need to buy 12 reed and a couple of stones from a trader?
Hm, I usually play with class exclusive turned off, see no reason for them in sp
Ok, may be then
Yeah, only the malefactors can make 'em :/
I saw in the patch notes that the sling gets a damage boost for >100% manipulation speed. How does one achieve that?
exoskeletons i'd assume?
It already had that, I just removed reducing the damage while lower than 100%
Proficiency, like malefactor has
Exoskeleton will help too
i'm surprised exoskeletons are unpopular
outlandish mod, but stuff like enchanting is popular
People like making this game into Minecraft often times.
Exoskeletons is fine but their armoured variants are reaaally strong; say if you are using CO alongside Forgotten Armoury series of mods, there’s literally no reason to use FA armours for reasons other than looks
There is config though, you can balance them around:
I’m well aware - it’s just my general impressions
How whould it look like to not be OP?
Make armoured variants give less protection, for instance
I once saw a justification for a power armour in a text-based RPG manual that due to servos the designers of the armour had to reduce the amount of plating allowed on the thing
Does not make sense, cuase you literally slap exoskeleton part onto armor
The configuration is already plenty helpful with alleviating some of the balancing of the base variant, but if you want to anchor a justification for armoured variants being less strong it's really pulling at the straws, because yes - I agree that it makes sense that the plate shouldn't be just weaker from the get-go.
One other thing that comes to mind is receiving damage/performing actions (jumping, cancelling fall damage with legs; mining or attacking with either of arms variants), or taking damage, would shorten the effective time it can stay powered, but IDK what would be a fair amount for each action.
Potentially seperate exoskeleton damage from armor damage using the new equipment slots you've added?
Since your plate armor would be fine from most attacks, but cupronickel and complex joints probably aren't as durable as steel...
I.e. removing the armor+exo combination items and just making the exoskeleton take up different slots
there's some z fighting between tabard and belt, dunno if you already know about this
my goats foot cannot use the primer from my quiver, needs to be in my hotbar to work
nevermind used an updater that downloaded older versions of mods and messed with some things, working fine now
Hi, I've not been following much about the performance discussion, I just wanted to ask if there are any improvement performance wise from the 1.20 version of the mod (and lib) and the 1.21 version
I know there's a key bind to disable animations, but if I remember correctly it disabled combat too?
Has anyone run into the message, "Night Vision is fully fueled" when attempting to add fuel to the various wearable lights?
I suspect there's a conflict with another mod, but I'm unsure where to start looking.
all the custom recipes should be like this tbh, where not having the class doesnt completely lock you out of them, i know theres an option to just disable them but then you create an imbalance because theres no medium designed for that progression.
Tailored gamba in CO is the difference between losing 2 pips of health vs half a pip of health against grizzlies, it can be shocking how hit or miss the resistance scaling is.
I just have class receipts disabled for my server lol
Hi, just another player encountering the "lack of animations and inability to attack with weapons" here. I've uninstalled, reinstalled (both game and mod), checked that I didn't have a duplicate mod zip file, cleared the game's cache, toggled animations via Ctrl+PageUp(and PageDown), restarted the game several times, swapped classes to Commoner and back, and still can't attack.
What steps have I missed, or can perform with the goal of fixing the bug? Using a knife is fine in a pinch, but I'd like to do some sctual combat again. Not sure what happened between it working and not working, as I take long breaks between combat for mining and smelting and in-base, "safe" stuff.
overhaul lib is installed too? you mentioned mod as in singular but it has dependencies
Look into logs.
Do you use kemono?
Yeah, updated/reinstalled that too when I updated stuff.
Is it messy cross-compat between Kemono isn't it? If so, that mod has caused me so many headaches since I started playing a while ago
(running a session and grabbing logs, one sec, it'll probably be really obvious once I grab the log huh)
If you use kemono, dont (or dont use overhaul lib and related mods), they are incompatible.
So them happening to work at the same time is a fluke, not expected behavior?
'Cause I had them both working for a hot minute on this world, but now not so much.
You can request CO compatibility on their side, but they will probably refuse. Same on my side.
I really should take notes on changes I make (updating mods, removing old files, clearing caches, etc.) so I can keep track of this, since I've gotten them to work together well (randomly) in the past.
As it's apparently been a long-ongoing issue (Kemono adds in their animations messily from what I've heard, not actually opened their files myself), on a scale from "stupid easy" to "just stupid", where would me making a compat mod land? Only made mods for other games (so far).
I would not recommend trying to make compat mod, tbh.
Best you can do is reimplement their player models using PlayerModelLib or something else.
Though, I'm the author of the PlayerModel lib, so this is obviously biased.
Although, I made PML to solve such issues
Logs showed nothing related to animations, sadly- I was hoping it was going to be obvious (I mean, it is obviously Kemono in combination)
-# just noticed that PML is an anagram of MLP...
ohno
So, at that point would I end up just yoinking all of Kemono, and trying to reimplement it under the UI system that PML is using? Or just grab the parts I'm using specifically and have "my OC do not steal" mod (bleh)?
(please correct if i have something wrong or backwards, I haven't seen game files or literally anything under the hood, I like saving that for when I go into making mods for a game)
Also I realize this has diverted beyond CO, I'll resume convo over in mods-general/development after this lol
Hahaha, amazing.
The idea of magic in a fantasy type world seams to be more enticing then strong mechanical items? My wife will only play vintage if there is some way to do magic and stuff, instantly bores and doesn't care about any of the rest of the game. I don't get it...lol
I think Magic could work really well in Vintage, it just needs to kinda fit the theming and everything because so much of it is kinda grounded, either in semi-realism, or the game's own lore
glances to the side at Rustbound Magic
Yeah, I've not looked into Rustbound Magic myself too much, but I see the clear Thaumcraft inspirations haha.
At the same time, it might be that Thaumcraft bias that ironically makes it feel a little out of place?
Btw, can you please come up with an item tags for tools maintenance supplies from Toolsmith (like wetstones, handles and bindings)?
I want to make a special belt bag to store them for going away from base
Oh, sure! The vanilla tags system?
Yes
You can even suggest bag slots compositions (how many slots and what to hold in them)
Oh right yeah, I remember seeing it at the top of various files, I entirely forgot about it.
Haha, awesome, I was thinking of adding a toolbelt myself as well sometime, but this would be very helpful :P
Huh... I probably can also add tags in code too.
You can look into https://mods.vintagestory.at/quiversandsheaths to see how it works
Better to json patch them in to vanilla and other mods items, and add them into your items
Yeah, it'd mainly just be for bindings and handles probably.
Just because I use code to add the behaviors to those
Hm... Ok, not sure if this is supported by the game though...
Tags field is mutable
But it needs to be synced
gretings, just wanted to say this mod is awesome
Hmm...
I do know I was able to add StorageFlags in the code
I hoped it would be similar to that
me HEMA arse could not withstand vanilla weapons and fightin
What would be the best example to look at in vanilla for the tags? I can't remember where I saw them, and I'm finding the 'foodtags' which, dunno if that'd work the best hah.
You just add "tags": ["mytag"], to itemtype
Oh cool, alrighty
Was it added to just Items alone, and not CollectableObjects or before?
Items, Blocks and Entities has Tag field of different types
Aah, okay.
You can look into ai tasks for example of using tags in code
Ah! Thank you!
It seems that ITagRegistry is also incredibly useful for this
I think using that is exactly how you can add tags using code.
Hm, temporal gear amulet is quite OP... It produces too much light...
Nvm, it just vanilla lighting system being strange
hardly produces much light for me, yeah
Enough to navigate underground, may be not enough to comfortably spot ore
But for some reason some sunlight is able to get underground in some places
With head oil lamp its much better though, but it consumes fat
I enjoy the amulet as like a backup light source especially early on when you don't have a lantern and you accidentally dunk your torch, means you have at least something to navigate with
Okay, I'm going to run with "toolsmith-part" for all parts, "toolsmith-maintenance" for maintenance tools (sandpaper and whetstones currently)
Then just "toolsmith-binding" and so on for handle and head as well
Any more specific part will also have the 'part' tag so probably can use the part tag for the bags?
But the option for more specific slots is there too, heh
And currently only Bindings can be both blocks and items
Because of the dumb MetalParts being a block :<
I think in vanilla that is the only outlier
Tags are not parsed as strings, they are indexed on world start and compared as whole, you should not wildacrd check them
ok
@fallow surge Players have reported a bug with visored helmets that with the new CO update, my opened helmets have no stats, could it be because I used area-specific stats?
I could'v broken something... Send link to the mod, I will look into it
Sure thing, It's the same mod with the busted config lib error, do you just want me to send you the packaged one now or should I try and update all the rebalanced values first?
Just send packaged one
DM, then?
Why not here?
Sure, works for me
They are just not displayed, and I dont think they were before
Ah, that's good, I'll let them know. Any idea with the config lib?
By the way, since you've done this whole rebalance, I'd like to make sure my balances are in-line with your new set-up. If the visored closed helmets are equivalent to plate helmets, what do you think would be a good reference for the stats of the helmet with the visor open? Not changing the protection stats, but more in regards to manipulation, bow debuff, healing rate, etc. I want it to be preferable to plate, but I don't want to make other helmets pointless
I think I made them previously as slightly worse than light helmets?
I think previously steady aim would typically go from -0.15 closed to -0.1, healing effectiveness -0.09 to -0.07, and hunger rate 0.15 to 0.1
But protection-wise, it was identical to plate, except now your face is completely unarmoured
Face and neck are the main cotributors to aim drift and manipulation speed
You can look into Armory open helmet for reference
And compare it with vanilla plate helmet
Helaing and hunger are the same for each zone and layer
Open helmet leaves the neck mostly unprotected though, right? Most visor helmets still fully protect the neck, but have a wide open face
Healing is 0.03 per slot, hunger is 0.04 per slot for plate
{"walkspeed": 0, "manipulationSpeed": -0.03, "steadyAim": -0.06, "healingeffectivness": -0.06, "hungerrate": 0.08}
Oh! So healing would go 0.09 to 0.06? Hunger from 0.12 to 0.08?
Yes
Are open helmets functionally the same as an open visor helmet? I don't want to make open helmets pointless
You need light helmet stats that I sent
Open helmet protects only head, light helmet protects face and head, open visored protects neck and head
Ah, I see!
Also, still would be nice to see bevors as separate pieces
So same values as light helmet according to those calculations, since it's based by zoning
Yes! It's on my list of things to do :l
Sadly it is a long list
I have long list of my own...
I'm certain you've got a lot more on your plate
Probably
Still, making the bevor separate shouldn't be a big deal. Hardest part would just be making sure steel helmet is only one item vanilla, but two items CO
Probably just patch the shape and have a secondary item with no crafting recipe without CO
Interesting conundrum: When you open the blackguard helmet, it actually has some cloth wrapping that still covers the face. Should I keep the Middle part stats for the face as well, then, or should I still remove them?
I dont think cloth provides much protection
Me neither
Also blackguard and forlorn now occupy 2 layers
I noticed while I was updating them
Nice, means I don't need the chainmail coif anymore
That was the main complain this layers rework was addressing
Yeah. Makes sense. It only bugged me because you couldn't get chainmail that was the same colour as the helmet :/
(Though iron was pretty close)
I will just display stats for resists for first zone in by zone list, dont want to spend time rn designing proper way to present stats for different zones
That makes sense. Maybe I'll add a comment or note or something that mentions your face is exposed
I'm also glad you decided not to overdetail iron helemet with more round shape

