#Combat Overhaul
1 messages Ā· Page 30 of 1
Hm, you didnt add visor hud effect/overlay for vanilla helment?
I did, actually. I recall testing it and it working. Is it not working?
Nope, may be because of CO
Yes
OH! No, I didn't. Though it'd make sense to
Also light helemt from armory should have one, may be less severe
You can make a config option
Yeah, sounds like a good idea
Will look into config in a sec btw
Btw, try fiddling with Z offset or render order to render overlay behind UI
Sure thing! I actually had some people mention they liked that it covered the UI a bit, surprisingly, so I might make that a config as well
Just so I have this correct: Plate is healing 0.03 per slot, hunger 0.04 per slot. Middle layer is healing 0.03 per slot, hunger 0.03 per slot?
Plate face and neck is manipulation 0.025 per slot, 0.05 steadyAim per slot. Middle layer face and neck is manipulation 0.0 per slot, 0.025 steadyAim per slot?
(0.025 rounded up to 0.03)
There is this table https://docs.google.com/spreadsheets/d/1DJzwPXaMZL3HfAC2N7zUcmRRIUSrGTB7oO7Q5fszqz8/edit?usp=sharing
For bg and forlorn you need to deduce it from their stats, they are not equivalent to mail+plate
Plate and brigandine is 0.03 and 0.04, scale and mail 0.03 and 0.03, underarmor 0.03 and 0.01
per slot
Ah, alright. I was just trying to math out a rough solution. (By my math, "PlayerStats": {"walkspeed": 0, "manipulationSpeed": -0.03, "steadyAim": -0.11, "healingeffectivness": -0.12, "hungerrate": 0.14})
Plate neck or face:
{"walkspeed": 0, "manipulationSpeed": -0.03, "steadyAim": -0.04, "healingeffectivness": -0.03, "hungerrate": 0.04}
Plate head:
{"walkspeed": 0, "manipulationSpeed": 0, "steadyAim": -0.02, "healingeffectivness": -0.03, "hungerrate": 0.04}
Hm, wait...
Lets neck or face have "manipulationSpeed": -0.03 but when combined "manipulationSpeed": -0.05
Yeah, that's what I meant by 0.025 (but round 0.025 to 0.03)
How does this look for blackguard/forlorn (Bear in mind I haven't updated the protection values yet)
Interesting, so blackguard is better than forlorn, but with heavier penalties?
Forlorn has way lighter debufs than plate+main, and bg has better protection and way higher debufs
I would not say that one is strictly better
Makes sense
FH pants + BG helmet/chestpiece shrimple as
Alrighty, I pushed the update and everything after fixing another bug haha
So the Tags are all in the newest version, Malt!
And should be automatically adding them to anything falling under the configs as well
(I have no idea how this will effect liquids, cause technically they are getting tagged as well, lol)
I imagine it shouldn't matter... cause they can't be picked up normally, but hah.
How do I change the texture of Combat Overhaul weaponry?
I want to change the Meteoric Iron texture from just flat white to something else, but I can't seem to find the mapping
hmm, cant find the item code for bear hide armor, anyone happen to know where to find it?
nvm found it
Go into the mod files for armory or combat overhaul depending on what you have and just edit it in gimp or something
I'd also absolutely love a way to make the visored helmet overlay more obstructive if there's any way to do that...
There certainly is. A few ways, actually. The easiest would just be to apply an increased 'zoom' on Spang's amazing shader, but the way I was hoping to eventually do is create new vertex shaders for each helmet
Is that a simple json value I can adjust? Could I scale it more on the y than x axis?
Currently, no, but I've been thinking of making it one so that any helmet can have vignettes
š
It's on the list of plans for the VH overhaul
@fallow surge Do you think scale helmets should also have the overlay visored helmets apply?
Currently it is just plate and light helmets
Hmm. @fallow surge , have you had any luck with the Tags stuff on your end? I'm noticing now that in a multiplayer environment, the tags don't appear to exist on the clientside at all which... is frustrating to say the least.
As I said, if you add them via code in runtime you need to sync them yourself
I checked both items that I added tags to myself, and the vanilla Falx, since it has the Weapon and Weapon-melee in the json
It doesn't appear to sync either of these
I was worried about the syncing required but, it just seems even the Json-defined ones appear to not exist?
The bit masks should likely have something stored on them, right?
https://i.imgur.com/GeRegUA.png
This is the Iron Falx
tags that I added via json patches on server side works just fine for me
Hmm. In multiplayer does it show you the tags on the item tooltips fine? I wonder if maybe I desync'd it all so hard it just failed to run anything.
Yeah, I see
It does show them?
In MP they are not synced for some reason, it is vanilla issue
Ah. Crap. Okay.
Thatās what I feared then, damn.
Thank you for confirming it though, I hope it can get syncād soon. Maybe I could see about opening an issue or fix it as well, heh.
I wonder if itās true for even Entities as well, Iād assume so, but I did see a wolf with state tags on its inspection panel.
Will we get more compat patches with flora zones?
Since I need to actually consider what the bevor looks under the helmet now that I'm making the bevor its own thing... Should I just remove this angle for the back or set it to be lower? Angled is how it actually looks under the helmet, but obviously that is sort of dorky. I can absolutely make angled work, though, but most bevors seem to go up in the front rather than the back
I think I put that angled piece just to hide details and make it look better from the opened front
I tjought Bevors only sit on the chestplate and cover the front half.
Some cover the back as well
I think the second one looks nicer
Yeah, probably. It's simpler and easier to do
is durability on iron spears supposed to be lower than bronze?
one of those things i keep forgetting to bring up
another is that armor repair recipes don't match their components
seems many armors still use their vanilla repairs
chain needs leather, scale needs chain, plate needs leather and chain etc
@fallow surge Just pinging you to let you know I did a few pull requests on some of the combat overhaul mods relating to the french translation. Quivers, tabards and combat overhaul itself. Armory didn't need an update since I worked on it so I left it as is, and I need to check out the others to see what I can do but you can expect pull requests for them in the near future too.
hey all im having an issue with combat overhaul
im on 1.21.4 and its been working for me, but my friend has been trying to use it but it doesn't load properly, and the top directional attack always shows even when not having a weapon
He probably didnāt install it correctly or the game bugged out.
Try clearing the mod cache and ensuring that he has everything downloaded properly and the right versions if you manually installed it
Ahoy! Is there a way to disable the overhaul library while using the mining animations mod that has the library as a dependency? I couldnāt find the correct config.
how do you clear the mod cache? and how do we make sure it's downloaded properly. it's def the right version as it's 1.21.4
You mean Tools Animations? Itās been broken into itās own mod now
ovh is a dependency though afaik
The second part is easy, itāll work :P - but the first part, go to the main menu, click on Mod Manager, then in the lower corner thereās a button for āOpen Mods Folderā
Click that, then go up a folder, to VintageStoryData. Youāll see a bunch of folders here like logs, mods, ModConfig⦠so on. Delete the one named āCacheā, and if this is a server, there should be some server data folder that holds the mods downloaded from the server itself?
I think in there is either another cache, or just try deleting the serverās files so it redownloads again
Oh okay
he deleted cache but still to no avail
Then ignore the bit about the server files
You might have to just delete the mods from the folder and redownload them. Ensure you have the right version for your game, too.
And that he has his game version matching yours
okay gotcha, ty
No worries! Hopefully it helps, this issue is mainly just an installation one
The library seemed to have all the Combat Overhaul inventory slots activated. So I had to deactivate it to get the inventory back to normal.
Is this the work of an enemy spy the auto-patcher? It's supposed to be just outer neck. Perhaps I'm just making JSON mistakes, though
Nevermind, I was just making JSON mistakes
As part of making the bevor separate, I've been toying with letting more hair visible in the sallet, and it actually sort of works. What do you think, @hollow pasture @fallow surge
Do you know of any current hair combinations that would cause major clipping?
Well, a big bad one I've seen is dreadlocks
And would you be able to cull specific parts of the underlying character?
The dense dreadlocks work fine, but the standard are set up wrong, so the dreads stay even in my standard helmets that allow any hair
Dreadlocks :/. Unless I completely hide hair (which means no long hair or at all visible hair) the dreads stick out
Dense dreadlocks don't have that problem!
Which means it probably falls into the same category as some of the other hairs, and the VS team hasn't set up their tags properly
If it's literally only 1 hairstyle that causes issues, then I think it 100% should become standard
So far, that's all I've found, but people have had a couple other bugs with the hairs simply because they aren't set up correctly and a few of the bangs, like the dreads, don't get removed when you hide bangs. It's a problem even for some vanilla helmets
Without the bevor and without the sallet.
I wouldn't build your mod around vanilla bugs that will probably get patched, and I think that's currently the same philosophy furthered by Maltiez with a lot of the bear nonsense
Also that bevor looks so tuff with the long hair flowing around it
Fair enough. Seems to work, though. And in theory I could put these changes onto the merged vanilla helmet, too. So that players will actually be able to see their hair flowing out under their sallet and over the bevor
Yeah, there'd be no reason not too
Yeah, you can just jump at 1.5 block, instead of 1.2
But you should not ignore leg protection
Ah, alright, so nothing extreme
I usually don't ignore leg protection, but I do tend to ignore all protection until I have bronze or iron (usually iron)
You can jump at a slab on a block now
barely
@fallow surge Did you want the bevor models for your own armory stuff or was it a pet peeve that they were meeged with the helmet?
Also trying to think of how players should craft it. It seems like players shouldn't have to spend extra resources just for the steel variant, but it also seems counter-intuitive to make the helmet recipe produce both helmet and bevor, since then you'll always make the helmet even if all you need was the bevor
It just was a missed oportunity
Yeah, I agree
In theory, somebody could pair the bevor with another helmet that doesn't cover the neck, now. Not sure if that'd be beneficial though
Not sure if it's any better to pair an open helmet with the bevor over just making the visored helmet
Use https://mods.vintagestory.at/playermodellib if this bug bothers you
You can support me on Patreon:
This is a library for adding new player models. It does not add new model on its own. Players can choose a model they want in the character-creation window. All players will see the model they choose. This mod is required both on client and server.
On its own, allows players to choose their model size.
Use Con...
I added scroll area to class tab in it
Question.
It is possible to lock into a single direction?
I keep hitting my friends by accident with the sideswings.
Tell them to just get out of the way š§
Spears are good for group combat
is there a chance for a lance in the future? Since we have mounts
merge one and two handed swords
I'm not Maltiez, so I can't say, but I think he largely prefers to avoid non-military equipment. Might be a fun idea, though
But a lance is a piece of military equipment
You're right! I was mistaken. I was thinking only of jousting lances
it would be funny (and impractical as hell) to be able to use the pike on horseback and give it a speed damage boost
I know Mount and Blade did that, could always get a little damage boost by moving quickly on a mount, and moving at a high speed for a bit would cause your character to couch their lance
You can use a pike from horseback, but only standard damage
config lib lets you bind attacks to movement keys
also you can reduce the direction switch sensitivity so only exaggerated swipes are registered as a direction switch
you can finetune it
for hypothetical horse combat, maybe there should be a functionality to "hold" the attack key on a melee weapon to keep the weapon in attack position while on a mount? bonus damage for relative velocity
I will probably not look into elk and mounts until 1.22
We are in 1.22?
good buff to malefactor and good balance for blackguard
We are in 1.21
i assume malefactor was buffed because the class had no major advantage?
No, I needed to add a positive buff with new traits, and this was the best candidate.
Also dont see how malefactor is different from hunter, for example, in terms of "major advantage".
hunter has bow and crossbow profs which make it the dominant ranged class aside from guns
malefactor makes slings which are great but don't hold their power later into the game
now malefactor has an edge in making the most vulnerable part of the body less vulnerable
Updated sling with lead bullets in hands of malefactor will outperform bows when targeting monsters
that is true
Thinking about adding +50% damage to head/face and -50% damage to torso to clockmaker... Dunno how to call the trait though
eggheaded
i think that would be a very strong trait though
as you can easily wear a light helmet and your torso effectively becomes a limb
Torso armor does not provide that much debufs though, but it makes an outfit with priority to head more viable
Also on average for unarmored player it increases damage received by 30%
that's the thing that causes the imbalance i think
What imbalance?
torso armor is too easy to wear, and now that takes half damage
that makes clockmaker a tank
nope
it makes torso armor less needed
The piece of armor that provides the less debufs
Also already vulnerable head now receives even more damage
hm, would need to see that in practice
i think it would make clockmaker the best tank class
42% of hits goes into torso, but 25% goes into head
yeah i would need to try it
0.92 expected damage for default
1.17 for clockmaker
If we consider only head and torso
So with same armor clockmaker will receive 27% more damage than commoner
To torso+head
So nope, I would disagree with "it would make clockmaker the best tank class"
What is the new trait for Blackguard? The list is so long it vanish under the box for temp and time
#1260976245374582886 message
temp and time?
the envoriment "box" when you press c
...
No, no, no, I'm not going thorugh it again. You can report on vanilla issue tracker that this window is badly designed. I wont touch vanilla ui for some time at least, I had enough pain with last scroll area I added.
Its fine. Nothing i need to report or you or anybody. I saw the new trait and could read what it does. But maybe you can answer me what the 25% jump height has as use. Saw no different in the ability to jump on things.
You can now jump on top block+slab
it is increased from 1.2 to 1.5 block
Interesting. Thx.
Just because it happens. A boar ca now kill you, when you have no armor, with good to hits to your knees.
No complain. Just something that happend a minute ago
Mind over Matter 
Getting 200/250% damage (if additive) or 225/300% damage (if multiplicative) to the head area is not a good time 
multiplicative
It would 1) make you REALLY want to get a helmet early on if you engage in combat frequently, and 2) make combat in general less consistent for Clockmaker
that can oneshot you
good, you should avoid engaging in melee playing as clockmaker
I mean, I agree; Iād argue that having the -melee damage penalty is a reason enough, but I kind of like different classes having defensive strengths and weaknesses
quarterstaff block (his proficiency) doesn't protect head
hmm
or wait does it lemme doublecheck
yeah it doesn't
maybe a different prof then?
Only heavy shields and parries protect head
Such traits should have perhaps the option to be optional?
Nope, traits and classes are not configurable
i meant more conceptually
maybe spear prof for keeping distance?
quarterstaff is fine
sure
spears are for hunter
Also, the mod provides tools to solve these problems. Mix and match armor, invent strategies. This is a game, not a cookie-clicker Bad example...
i guess a better way to put it would be
the helmet is the lightest and cheapest part of your kit, so achieving reasonable protection is significantly easier
I am worried what happens if a bowtorn hits your head.
Well, you get hit for like 4 damage base to the head~~/neck~~ and 3 for face;
If I read that correctly, Clockmaker would instead be hit - if that perk is implemented - for 6 if theyāre hit in the head~~/neck~~, and 4.5 if face
neck is not affected by the trait, btw
Oh, so just face and head?
yes
big win for light helmet gang
i think you can json patch it, there are tutorials for it in the wiki if i'm not mistaken
If my math is not off the clockmaker as around 10,5 life. That can be a fast death with with more then one enemy like in a cavarn or a storm
12.5
3 hits instead of 4? Not that big of a difference, also they all need to land at head, that is 25% chance, so it is 1.5% and 0.4% chance respectively
"But sometimes" situation
Like yeah, early in the game you will be dropped into second chance by some attacks unexpectedly
With 8 seconds grace period
But your most often hit body region will also be more resilient
that invincibility period made all the difference for balancing risktaking
for ppl with high risk aversion*
Also did somebody noticed red particles when you receive a hit during invincibility period? Or I made them to subtle?
i only noticed the particles on activation
I havenāt tested 1.21.4 stuff yet; unless that has also been present in 1.21.1?
i'm thinking, maybe it should be a slight vignette instead?
-# I havenāt Vintage storied much in the last ~2 months in general
i think a white vignette when you take a hit while invincible would communicate better
Nah, not worth the effort
Saw nothing the last fights
or it could be a sound effect?
like the temporal storm bell sound on activation or something similar
it is fine as is for now
katana? 
there's a co compatible mod for them
it's op but it's there
those new traits for bg and malefactor apply automatically right? don't have to have everyone do .charsel?
me writing my last note before looking at the flowers outside
#1422640928207798292 btw
That's a rather ominous image
yes
i think the scroll n pen should be swapped doe
yes
is there a spreadsheet or something with melee weapon ranges somewhere?
No, you can make one if you want, but this will require a lot of testing
im too lazy to actually make one, which is why i asked if it already existed xd
I can get the data and ya can make the chart if ya want
I wanna test the weapons anyways
In terms of reach
I got a question.
How does parrying with two handed weapons work?
Well, parrying in general.
Parrying works like perfect block in other games
You can see its stats in item description
Should I time it right?
Also what is the deal with that parrying stance, by holding rmb with two handed weapons?
It is possible to break the stance, or I need to hit the back in order to break it?
I wanna meyer this shyte /j
jfk?
the stance is the block
Btw have any of the recent updates needed a .json refresh? I'm still using my old json
I'd like to recommend that class stats be adjusted to lower values rather than extremes from the getgo, there are noticeable differences in 10%s, there are differences in 15%s, there are massive differences in 25 or 30%s, and the plentiful 50+% changes for each class in the mod are just too much
are we getting a sheath for medium length guns? (bossi and arquebus)
or a sling rather
does the musket with bayonet on benefit from Spearman from Xskills?
Very cool separation for the quiver!
Had to suffer a bit to make it work: #mod-development message
Seems worthwhile, as far as player QoL. I've answered the same questions about what slot icons mean a bunch of times, and that's just on a server.
Figured you'd want to know that the 1.12.8 is giving a false positive for a trojan/script. Oh, Windows...
I knew that was there, too. š
If you aren't worried about that version doing it, I won't either. First time I've run into it with your mods, showcasing the wonderful consistency of Windows.
First time it was reported for Armory (that contains only json and png files)
š¤£
That's certainly something.
And MS's answer summarizes to: š¤·
That's... that's great.
technically if there is a vulnerability in code that processes png or json, it can be a virus
Which is incredibly creative, but that would indicate an area to fix in the means of processing such files more than telling users "oh this could be very dangerous!"
This kind of thing will breed the same glazed expressions that cookie warnings online have created, and overall make for a less safe user environment. Shame that large international companies don't particularly care about that aspect of things though. What can you do!
Already getting feedback from users on the change to quivers/sheaths: "he did good work :D", "i'm glad he changed it", "that's my favorite", etc. It's an impressive change, for certain!
I mean may be win defender AI recognized some pattern in png files that relates to exploitation of some vulnurability in some code somwhere, so it marked it as virus, dunno.
It is not a "change" per se, it is a feature that was planned for some time.
Well, it's absolutely excellent and so far, very well received!
It is a whole other level of spite for someone to put a virus in a png, aint it?
Tbh, with full access to engine code and ability to run any code on user machine, I dont see why someone will even bother with png
I know nothin of programming, but if someone does, they be a spiteful bastard
Like mods are a one big RCE vulnerability.
What is that?
remote code execution
I like yer funny words magic man
Means a mod can run arbitrary code on user's machine
i thought a security vulnerability had to be found in dotnet first no?
No, you can run any code already, game gives you full access. Also you can load any native library, means you not even confined to .net
ImGui loads native binaries for example
well time to think thrice about random mods
You cant even trust not random mod, cause moddb account can be hacked in theory, and virus uploaded to popular mod.
So, nothing is safe, and it always a gamble.
You can scan each mod with virus total every time you download a release, this will reduce the risk, probably.
i'm on linux
which i doubt is much safer since dotnet is crossplatform
linux does not mean safe
yeah i figured, especially with the inevitable upcoming windows 10 exodus
sandboxing will become essential
What with windows 10?
Oh, that, but it will not cease existing?
Cuz i could care less for that gobbledygook
Ok, I think this is too offtopic now, sorry.
No worries, sorry
Oi, also, will ya add flamberges?
Not planned
Just not planned, current set of weapons seems enough
Understandable
What's yer favorite?
@fallow surge do you take commissions?
500 players. Four nations. One war that changed everything.
This is the story of the bloodiest conflict in Vintage Story history, where guerrilla fighters, monarchs, and revolutionaries clashed for control of an entire server.
In this cinematic documentary, we follow the rise of the RPA, a revolutionary army of jungle fighters, as they face betr...
damm they didnt use combat overhaul fully :(
bloated modded server award
I've gotten a couple people saying my Visored Helmets mod was flagged as malicious (root-kit according to one). :/
also since mods have no security measures, that makes the autodownloader quite dangerous..
I always assumed moddb had some sort of security auto-scanner
Yeah, that quivers slot separation is absolutely glorious. It was absolutely well worth the effort getting it figured out!
Modding is always dangerous no matter how you go about it
Why most folks have vivid in their name
Just a silly joke
Yeah pretty much :P
hey how do i go about adding the combat overhaul traits to a class that doesn't normally have them?
You'll have to patch them in to the classes in question
There should be some examples in CO itself cause that's what it does for the vanilla classes
It is also controlled from json, so you can add your own categories for different slots
Ooh, that's really awesome
@fallow surge Apologies, I did see the "dont ask" thing but also didnt want to start making requests in public if the answer was going to be 'no'. But I'll ask straight up here, I like your mod, and I am planning on integrating it with my classes mod. During the course of this I have made several patch changes that apply to your mod, such as making the proficiencies higher or lower and creating new traits for these. I am not certain how this effects most licenses since im not taking your work but patching it in my mod, but I do note you have an MIT license. I still wanted to get approval from you before continuing further.
You dont need to patch anything in CO if you add your own classes, just add your own traits that use same stats and use them in your classes. And you dont need to ask for that.
If you are trying to edit vanilla classes, you cant, cause you cant patch patches.
Sorry, i mean I have created or used your trait parameters in my classes mod in a way that is not currently within your mod's settings. I utilise your code in my own way through my patches, but it means that your mod acts differntly when my mod is also installed. I know you have a MIT license but still wanted to confirm with you out of respect.
No, using stats from another mod does not require license stuff
Thank you, I assumed this was the case but had a run-in with another mod creator earlier this year and want to cover all my bases. I appreciate your time.
inside the file of combat overhaul or something else?
Hi! very sorry Maltiez, could I ask to DM you to ask for some guidance to make a proper CO patch since I'm having some issues with a particular instance?
You can ask here
ye, so...
I'm trying to write a patch to alter some CO values for some armour. I've so far managed to do a few successfully, since they were kinda simple (I changed the values and layers of the Kastenbust and the Lamellar armours from NotOnlySpearExpansion).
However, the issue I'm having now is I wanted to change the values of the wizard robes from Rustbound magic, to instead of being outer layer, being inner layer.
And, well, maybe it's because of how much more complex they are, maybe I just have no idea what I'm doing (very likely). I can change the value of the FIRST tier of the robes, but any of the 2 upper tiers end up becoming unable to be worn since they get "layer none" before any other layer change.
I tried asking vies but he's also not very familiar with CO patching, so I couldn't really figure out a proper way... is there any chance I could ask you for help?
I can show here what I tried the first time, which works for tier 1 but not for tier 2 and 3
if it's a mess: I am incredibly bad at coding so I mostly look at other patches done by other people and try and copy what works
I think Rustbound magic has its own patches that can be interfering with yours
Also it is not CO patching, it is just regular json patches.
You can also get help in https://discord.com/channels/302152934249070593/351624415039193098 - there is not match CO specific
ye, it does, which is what I'm trying to replace
I dont know how
You cant patch patches
ah..
Patchception
Couldn't you in theory patch after another patch? Like, Patch 1 addmerges for CO co.patibility, patch 2 replaces with new custom values
You can technically patch a patch but the behavior is undefined.
Order is not guaranteed, at least as it is stated on wiki
that's what I did, and it worked well enough for the iron lamellar armour from SpearExp, but the robes from rustboundmagic use a very strange method that I don't understand. When I patch one tier of them, it messes up all the other tiers
This? This works as a replace patch
while this one doesn't (beyond just tier 1)
Spent 10 hours today making this: https://mods.vintagestory.at/skeletons
Hope it was worth it
it totally was lmao, that's amazing
That's awesome
Ah, I see
Haha, now you can properly be a trumpet doot skeleton
But we have no trumpets!
The voice choice!
Oh, true! But it's not quite the same
I wonder... is there a way to differentiate between player 'races' in code? For example, I made the cannibalism mod, but currently it would treat all players as Seraphim. However, there are kobolds and boners skeletons now
tags
there is an api for changing player tags with different models
I haven't added tags replacement to this mod yet, though
Hmm. That makes sense. That way I could use the tags to change the entity from my dead seraphim to something else
I've noticed some people have mentioned that if you have the visored helmets mod, there is basically no reason to wear anything else. Do you think I should maybe rework some aspect of it to rebalance it a little? I.E. Increase the crafting cost or something or require crafting the visor separate from the helmet and then have to attach the two together? Maybe it doesn't even need such fine-tuning
Got a bone to pick with ya
Always peronƩ to violence
skeletons IN exoskeletons
conceptually overpowered
so just keep it that way
it's like guns, they're overpowered as a baseline
Fair enough, but the real trade-off with those is that visors in real life are hard to make as are guns, and both usually require a little more in the way of resources
All the same, I am trying to figure out how to change the steel helmet recipes now that it exists as two parts
I can either shrink the helmet shape for steel to require one less ingot, and then make a recipe for neck protection that uses only one ingot, or I can increase the cost only for steel helmets (which I don't like for consistency sake)
I also really don't like how much I have to remove from the helmet shape just to make it one ingot less
Seem like some odd choices for Skeleton perks. What are skeletons supposed to do when they are weak and seemingly bad at most things?
Put some meat on their bones?
yeah but currently in the game hunger is already almost a non issue
They almost seem like a weird alternative blackguard. Intended to be heavily armoured head, neck and torso, but less damage on anything else
i don't think it's supposed to be taken seriously
Probably not, true
but this is the only race mod that actually catches my eye
My problem is I want the race mods to be distinctly different from basic humans, but that usually breaks everything
Like Kobolds are super cool, but I'm worried they can't wear most stuff without it looking jank
here's a thought, if skeleton has -100% hunger rate then wearing armor still makes it require food
Just some feedback about the different types of bronze, but I think the durability of tin bronze and bismuth bronze should be swapped. Tin bronze seems to be harder while bismuth is tougher, at least according to the derived stats of tools, but in armor bismuth is just less durable with no benefit.
Old version of gloomeclasses?
this will require code
and it is a content mod...
i have the latest version
report to authors then
yep
taken from vanilla
btw will there ever be a fix of hitting stuff behind closed doors? @fallow surge
If this stuff is poking through the door - no
I've seen people kill drifters behind closed doors but eh
also damm
physics based combat be something
Well hit connection
the solution is to make entities not clip into stuff
vanilla problems
Hey I've just started a server with a friend and it seems spears just aren't working at all, same for javelins I can't swing or anything anyone know if there's a bug with multiplayer or something?
Quick question about your boner boys. What happens if you set the starting HP to 5 and play as a skeleton?
having an issue with updating CO in a server. all our weapons don't bounce of walls anymore, they phase through everything. clearing the cache had no effect
Config
installation issues
thank you
vanilla doesn't support 0% hunger rate?
Hallo @fallow surge, czech translation update for some of your mods:
Armory 1.4.0:
Crossbows 1.6.6 (czech translation)
Exoskeletons 0.4.3 (czech translation)
Firearms 1.3.5 (czech translation)
Combat overhaul 0.10.8 (czech translation)
Fueled wearable lights 1.0.5 (czech translation)
Quivers and sheaths 0.5.2 (czech translation)
Tabards 0.2.1 (czech translation)
tried skeletons, the head seems to disappear when you're wearing armor
I've noticed this odd error when booting up a world with skeletons. Looks like a patch failing to apply
Probably because heads seem to be selectable and are really just head accessories
So it probably gets hidden?
Oooh, does that mean you can go haunted armor mode?
Become the Oathbreaker Paladin in BG3 :P
not haunted armor, empty head
the headless helmetman
it's visually confusing too
i thought the coif was a full cube of chain
Post screenshots
It's likely what Bronze mentioned, that makes a ton of sense honestly.
Some armors have textures that are not transparent, so head is just inside. But it should not be actually hidden.
Thats armor texture problem
Will solve later for CO
Vanilla will have to suffer though
small bug for armory the Sabres does not have quality from xskills
idk if this is the same on the new versions of armory since we are on 1.2.3
when we try updating to 1.3.0 a bit back
it broke everyone's armory items and armory stop showing up in hand book
so we had to back date the mod
Report to XSkills
ah alright will do thx
Are there other mods that uses the other hidden slots besides belts/quivers and tabards?
@fallow surge Figured I should mention this about the skeletons, but if you choose to start with 5 HP, then skeletons get -3 HP
I seem to be able to take two hits, then will die and respawn
maybe the health traits should be based on percentages than flat values to prevent this sort of thing? would also compensate for the "doubled traits" thing that seems to happen sometimes
instead of being -8HP, have it be like -50% or something and the game can calculate it from there
unsure if the base game supports that though
That is, with various mods such as CO, which is probably why you take two hits instead of one, because that one hit would one-shot you, it gets stopped
Any amount of damage from something else seems to insta-kill you (unsurprisingly)
Surprisingly, while skeletons are super weak with a lower starting HP, they are actually still functional, even with HP of 0 or negative, they just die immediately upon any damage (or in two combat hits). Best they can manage with full nutrition is 9.5 HP
incredible
What mod enabled those two CO slots?
Not sure, to be honest
I guess you can choose not to, problem solved
this mod includes an armor system overhual as part of it yeah? I think that's where I'm getting it from
aye
Thank you that's great news, so I've got no idea how it works is there some documentation on what counts as skin inner and outer? Or what the tags are
the armor pieces have tags
each type of armor is different
Ah you can search by tag? I wasn't aware
Yeah i was trying to work out the benefits vs downsides of each
i like to layer gambeson/chain/brigandine
Tailored gambeson ftw
cannot make em sadly
Yes you can. Requires steel but possible for anyone. Check your handbook.
i do
i see nothin but needing the tailor trait
I see
You can make the normal cloth armor with iron, but if you're a tailor you can make it with bronze.
halu
can i ask š¤ i was reading the Combat overhaul page and it said that Vanilla ranged damage, accuracy, distance and speed stats do not affect weapons anymore.
does that mean like everything bow related in vanilla?
im using Sonito's dynamic traits
Sonitos has support for CO
and im making a trait that is associated with bows and im wondering if i should remove bowDrawingStrength:
bowDrawingStrength does nothing in CO, you can leave it if you want
Ah thanks!
wait so to be clear "rangedWeaponsDamage": "bowDrawingStrength": "rangedWeaponsAcc": "rangedWeaponsSpeed": are all the stats that wont work in CO?
'rangedWeaponsAcc' affects aim sway still
but it is more of a legacy support feature
use steadyAim instead
Thanks so much!
You mean you adding more traits to Sonito's dynamic traits?
im trying to make different traits and trait groups. like instead of Speed, Dex, Int, and such, im doing it like Body type, Job, Hobbies.
hi guys, so there is a crit mecanic or smth? all of sudden mobs do little damage then bang, a ton of damage
same mob
not sure why
wearing full bear armor
you got spanked in the head
it's an rng system like vanilla, except different parts take different damage
by default torso is 1x, limbs are 0.5x, face is 1.5x, head and neck are 2x
bear armor doesn't protect much, i only recommend the top two pieces for surface mob protection
legs are not worth it unless you're bg
layering it with even copper chain armor is where the protection becomes decent
(chain is much much cheaper in co)
enemies also take different damage to different parts
Got that issue above, even while wearing a scale helmet still got hit by like 10+ damage from a random tier 1 drifter
no blunt protection
therefore, full damage
wear something with blunt protection for drifters
jerkin is specifically for that
a basically free to wear skin layer that adds 4 blunt
Still, should the damage be so high even for tier 1 enemies?
i think it works really well, drifters have been worthless for a long time
I kinda get it, but I don't know if I'm just unlucky or smth, but they seem to constantly bonk me in the head
this rebalance actually made me respect them, after being headshot twice back to back on me bald head and almost dying to surface drifters
protect that head
bear armor head or jerkin does the trick
open helmet if you want something extremely light
riveted helmet if you want something light and very cheap
light helmet is like riveted helmet but more expensive and better
Do they (drifters) have an extra chance to headshot tho? Most enemies don't seem to headshot that much
no, all mobs have the same chances to hit different parts, only matters where you get hit from
below, front or above
Can it be the drifter animation?
getting hit from the front is a 30% headshot iirc
30%? jesus
need to look at the math again
Tbh probably accurate
I've been more scared from tier 1 drifters than all of other tier 4 mobs
@fallow surge think you can add the part hit rng as a handbook entry?
skin armor hardcounters drifters, at least common ones
no need for heavy armor
jerkin/gambeson has almost zero penalties now
Makes sense
Ty!
Also, would ya recommend shields? I usually don't use them that much
shields are op on co currently
Light shields are super effective and have much less "sustainability" issues (i.e. lower hunger penalties while carried and no move speed penalty) and they have a parry in case you want to push your luck fighting things you shouldn't be.
Heavy shields are for when you don't want to take any chances and just need that damage blocked at all cost or your focus is not able to be used on parrying because of sheer intensity
the two problems i see with shields currently are:
- they are basically unbreakable, even the stone age hide shield could last you a lifetime
- large shields perfectly deny all incoming damage as long as the tier of the attack is equal or lower than the block tier, allowing you to turtle through any possible situation with a fast enough weapon to block in time
Light shields do the same thing afaik
yes but they have lower tiers and don't protect every part
so a block is not guaranteed safety
my best idea on how to balance large shields is to give them a different system
like a percentage damage reduction
Vanilla does it simply by blocking only 80% of melee hits if I remember correctly
It's simple
if large shields had an rng dependent block i definitely would never use them
their identity is consistent defense
so in theory a percentage based damage reduction would work
Most games just use a fatigue system to counteract excessive blocking, so you might be able to tie into the vigor mod for balancing tanks
Excessive blocking is already punished by not providing full protection + you canāt attack during it
The reward for parrying is that you get windows of time to perform more attacks between consecutive parries/blocks, if necessary (bellhead shivers being probably one of the better examples where good parrying is handy in bringing them down quickly)
I wouldnāt mind a Vigor compatibility, but if anything, I wouldnāt punish players for developing good parrying skills
some weapons do have full body protection when parrying
oh right, attack tiers
womp womp
š
Most do in fact, which is a good thing
Most, if not all, I canāt recall
I know some weapons have a big list of protected body parts that seem like everything
but probably don't protect one or two body parts
I think Poleaxe doesn't protect hands (?)
some limited fatigue can definitely help balance things
you can literally stall certain singular enemies indefinitely by spam punching them so the knockback keeps them just out of melee range
Also Falxes are pretty ass in Combat Overhaul; no parry and has less range than punching š
They still are plenty helpful against anything that has 7 slashing protection, which notably is, I think, all tier 4 Shivers and drifters
Itās not a handy weapon by any means though - I wouldnāt just stroll casually in a cave with it; it needs a shield to be suitable for āduelingā
and if you're caving then your offhand is definitely gonna be for a lantern or torch
I spam torches because they're cheap and I need my shield
too lazy to smelt or light a stack of torches every time I want to go into a cave
lmao
Better firepit makes it really quick
Maltiez has a mod for fuelled head-mounted lights - thatās handy
A calcium carbide water lamp would slap
clearly one should set themselves on fire for portable light
This carbide lamp produces a bright white light using a chemical reaction between calcium carbide and water to generate flammable acetylene gas. This vintage technology, was essential for miners and cavers seeking a reliable light source.
#technology #discovery #science #chemistry #shorts
Links:
š¤šØāš¬ Merch: https://www.rockstarsci...
Fire and explosions
Looks like producing calcium carbide requires lime, coke, and 1100c temperatures. VS has all of these already
seems carbide lamps are an 1890s invention
who's saying anything about punishing parrying?
i'm talking exclusively about large shields
also, balancing a mod using another mod isn't a great idea imo
I must have misunderstood, but even then I think what I said was relevant to the discussion about Vigor v CO in general.
Re: large shield - what exactly is the issue with it?
complete full body protection assuming the incoming damage is the same tier or lower
like i said above, a fast enough weapon to block in time allows you to turtle any situation
So does it always protect full body even if you donāt parry an attack?
yes
large shields have no parry
just a full body block at all times
at the cost of 10 movement speed offhanded, and an extra 50 when blocking
I donāt think itās a big issue
Turtling is already not the most optimal way to resolve combat
it's a noob friendly option sure but i would prefer more depth
small shield block is balanced because it exposes a few parts (head and legs i believe)
The mod has carbide lamps already
@fallow surge idea for maybe future texture updates for meteoric iron weapons
maybe give them some yellow trim instead of dots? rn its just white metal
ig giving them some golden trim could look good and maybe be dif from silver metal
š š
what u think?
I don't know where else to ask this, but whatever happened to the amazingly useful Item Magnet necklace?
Last saw it for.... 1.19.3.
Well, if you bring it back, I know everyone on my server would do handstands and backflips with joy. š
I didn't even find it on the moddb with a search, I had a local copy in my old 1.19.8 server. š
There is item magnet in https://mods.vintagestory.at/flexibletools and Buggi was very upset of me making mod with same idea. Said that I stole his code that he worked on so long and hard (it actually took me 5-10 minutes to re-implement it, and do it in a cleaner way, was quite obvious what to do from looking into vanilla code).
Ah. Yeah, I've been asked to add that to the server, but I 100% refuse to have a vein miner, diamond tools, etc. in the game.
Buggi said that players can just not craft them if they dont want to and its totally fine to have item magnet packed into this mod, no need to have a separate mod. Buggi was very upset of me trying to "please everybody".
š¤·
Well, if you do decide to revive it, I'd be delighted. If not, no huge deal.
I don't want to take that veinminer mod and remove/disable the features I won't have on my server, but I may end up doing that at some point... even though it sounds like the mod author would likely be upset about it. š
Already doing it
I was just grumpy about Buggi creating unnecessary drama.
It sounded very frustrating, yes. I don't think I'll ever quite understand the viewpoint of being outraged by similarity between mods, especially when it's not just a case of copy/paste of the code.
Its just Buggi, I hanen't seen other modders being upset about simillar things.
Hm... Armor stays on you when you die? Yeah, that will be fun, cant wait for a flood of complains.
@fallow surge about the trim
nope
Please, please don't change a thing. People can learn to not put on 1000° armor, or they can think about their choices over the minutes it will take to cool off as they continually respawn.
Quench it ya sillies
Yup. Takes two seconds.
There is vanilla bug that if you take out your armor right before you die, and then respawn your armor will dissappear from mouse slot.
"Do I keep dying and respawning, or do I forfeit this armor...?"
become one with steel
I just know I'm going to get reports of this "bug" on my server.
is it possible to just make it unwearable until it's cool?
š
while this is absolutely hilarious i don't think it's practical
Neither is wearing glowing hot metal, so. š¤·
I will make it drop armor from inventory if it deals more than 6 damage
Just to give a chance
It does not need to be practical, being hilarious is fine
I cast Heat Metal
@slim latch if you add a spell that heats up metal armor on player, it will deal damage to the player in CO now... Should be an interesting spell to have for pvp.
Or may be have it as a side effect of using other spells.
damn dnd players are a hivemind, my friend just made the same joke
This implies heating up tools / weapons
I love the idea of a heat metal spell that just makes target armour like 600C
Oh my god, thatās kinda a brilliant idea, hahah
Oh damn, Heat Weapon as well to just heat whateverās in your main hand (and/or offhand?) so that you take a hit and drop it automatically too
Iād laugh if someone legit tries to counter it with Tongs in the Offhand
Sounds super OP be fun. Countered by using a club or other wooden-handle weapon
That would be the funniest thing to see hahah
You see a guy going up against the known Heat Weapon user, and he whips out the offhand tongs :P
All parries have full body protection
Afaik
Newbie here, first time playing with this mod along with armory part and guns. What's the best weapon to punish drifters with and the best armor solution? Just to set up future crafting goals
P. S. Why there isn't steel club, balance reasons? We are using iron one currently
Steel war hammer my beloved
Blunt is best vs monsters, pierce best vs animals, slash is a middle ground
Monsters fear the bonk.
There is a steel club, called a polehammer. It's meant to be substantially more durable to make your steel go further (plus it looks better)
Yea tailored gambeson is the best skin layer-only armor
linen if you aren't clothier
Hot tip, if you have steel you can make tailored gambeson as a non tailor
#1260976245374582886 message
Isn't the recipe for tailored gambeson class-locked?
oh wow

In CO?
Full plate and chain mail, and t. gambeson if melee playstyle; for hybrid gambeson and chain mail, and optionally some outer layer for extra protection. I also like scale mails from Forgotten armoury series of mods for how small ranged/manipulation speed maluses they have
Melee playstyle with no plate on hands/arms is also ideal, since they limit manipulation speed greatly
scale without sleeves is great for ranged
and for light combat
but if you go melee there's not much reason not to do the logical three layers
mix and match to find your ideal setup
noticed broken copper javelin heads gives 20 bits in armroy version 1.2.1
Not a CO feature
ah myb
That is in the wearable lamps and lanterns mod
hi, wanted to ask for some help regarding of item patching for the mod compatibility, in this case being a sword, I've tried copying a file from another mod (Ancient Armory) to make it work as I'm not very familiar with this mod code (and patching in general), but it doesn't work properly, I'm missing something?
What does grip changing do for charging spears?
https://mods.vintagestory.at/show/mod/19838
@fallow surge
we talked a long time ago about this but now there is a port!!
its not Blender but its close?
Most recent releases can be found here from now on: https://github.com/Darkluke1111/BlockbenchPlugins/releases
What this is:
A Blockbench (BB) plugin that handles importing and exporting from and to the Vintage Story (VS) shape format to make it a viable alternative to Vintage Story Model Creator (VSMC). The VS shape format is similar to the B...
it adjusts range so you can hit up close
no idea what you mean by charging spears
When u charge them by holding down rclick
it doesn't affect throwing
Oohhh ty
i'm trynna modify the traits, if i change the values is there an actual change ingame or are these just descriptions?
why tf does tailored gambison need steel or meteoric iron nails @fallow surge
ig it's balance cuz it's better than jerkin armor?
Yes. It's by far the best skin armour. So for balancing it requires steel, unless you're a tailor and can make it sooner
in pvp would a weapon having the armor piercing effect mean that their damage goes through shields? or is this effect only applied on clean hits to another player?
Guys, question for my Forgotten Armory update.. im adding bear armor variants... for Vannila stats, im keeping them just slightly slower (like 2% per part) with the benefit of getting you some warmth.
Im considering different approach for Combat Overhaul stats adding +2 +2 +2 for resistance and heavy penalisation on walking speed and manipulation, lets say 15% on both per set and of course benefit is temperature bonus...
I would like to see yall opinion on this
Does it feel
1ļøā£ balanced
2ļøā£ Useful
3ļøā£ Useless
4ļøā£ Keep it mainly just cosmetic as vanilla
Scroll up this thread
Dont need to ping me for such questions
AP is just attack tier added when dealing with player armor, thats all
not a fan at all of the armorer Sewing and tailor kits
maybe if there was an actual early game skin layer armor that'd be appreciated but nothing is pre-anvil
tailormains keep losing
bear armor is an early alternative
lamellar for noobs
given how skin armor is now pretty much free to wear, this works
first you get cumbersome armors, then at copper you can make light armors
but i do agree tailor got nerfed by this
now the class' most significant trait is getting base gambeson at bronze
you can get a copper anvil in like an hour or 2. how do you not have an anvil before having enough flax to make any kind of gambeson lol
OK fair enough but floral zones
Mods
I also have a habit of exploring for upwards of 6 hours before settling
I think something like reed armor or crude pelt armor could be nice to have really early on
Especially with how aggressive boars have become with 1.20.5
ah okay that makes a lot more sense
Even bamboo armor was a think but I can't imagine that being skin layer
Rattan armor!
but that's what lamellar is
wood lamellar
a pelt, a resin and firewood
that's easy day 2 stuff
wooden lamellar, my beloved
but I agree that it would be interesting to have a pelt/skin option, like a light armor counterpart
obviously less protective but more light to wear around, and maybe more durable.
and tbh, you could have some real bad luck and not find any resin around, making primitive armor your only available option (which sucks)
wood bark armor?
and where would you get bark specifically
could be a new co item like wooden handles
bloating with an item that only has one use?
why does stone age NEED a skin armor
stone age is limiting by design
Use lamellar until you get leather for jerkin
Just don't get hit, no need for srmor. 1hp and a dream!
maybe if enemies had good attack hitboxes that would be more viable
co makes it a lot better with the tighter player hitboxes but getting hit by air is still a problem
I'm not a gamedev team with animators, coders, testers, e.t.c. There is no way I'm doing full entities rework.
yeah i figured that
The amount of works it requires is enormous.
here's hoping vanilla gets to it sooner than later
heh, doubt that
i was gonna be a vanilla purist until i realized the devs are not even thinking of touching combat yet
now i'm on co and can't play without it
CO crossbows are so much better than vanilla ranged options for hunting
there are talks in the team about combat update
Well next update is supposed to focus on mechanics, and combay is a mechanic
mechanical
mechanical power
Tbh, I would prefer for combat update to not happen, so I dont need to find ways to turn new features off, to bypass new crutches, and fight with new vanilla code that does stuff in a wrong and crutchy way.
in a perfect world co gets slowly integrated into vanilla
i wouldn't expect it to be without changes but i'd take anything
I'll make skin armour that can be made with seraph skin for my Cannibalism mod. Just for you
that'll be quite cool
not practical, but fear inducing armor/clothing to intimidate others
I've been trying to think of uses for stuff like that anyway, so it may actually be a decent idea
You can already smoke and cure seraph
oh right, forgot about the "Cannibalism" title lol
oh i get it
SKIN armor
It'll hardly help at all, but it should look horrible
There are more powerful ways to look horrible
Hehe. I love that mod and run it on my server, sadly nobody has played skeleton yet š
But imagine a skeleton wearing skin armour... š¤
did you give em a charsel
The command? They got to pick when they spawned in, but I'm not sure if you mean something else
You should make skeletons drop rot whenever they eat. No stomach after all.
yeah maybe someone would play skeleton if they could charsel into one
Too much work for such simple mod, I let someone else do it
My brother and I chose Kobolds because we love them so much, but the others just went Seraph
Nah, they said they'd just stay Seraph.
i'm bound by the swampman, i cannot play anything else by my code
Can you imagine? That's the most efficient composter I could think of
I particularly enjoy that kobolds can be the absurd height difference
hire a skeleton to hold rightclick
So my brother is 3 blocks tall, and I'm 1 block
Does it cause weird bugs? Absolutely, but they're so worth it
In theory, I found a potential bug that would allow skeletons to be any size, too
I fixed some of these bugs, but game is just not meant to be played with height not equal to 1.7
Honestly? The problems aren't that major
You can json patch it in before I added such config option
I realize it causes issues, but it's too fun otherwise
Ah, I just meant when I installed it and started playing, I realized I could set my size to 50% as kobold, then switch to skeleton and remain 50%
Even though skeleton doesn't allow that
hm...
It's more of a feature than a bug, but my own philosophy is that players should be allowed to screw themselves over if they want
Like putting on 1200C hot armor piece?
Exactly
Become one with your steel skin, eternally
What if dual wield?
how would that even work
You have a weapon in one hand, and another weapon in the other /j
let the devs figure out one weapon first
You would just swing weapons alternately at a faster pace than just one
But also you would die twice as fast with no block
Btw, skeletons now have "skeleton" and "undead" tags, and dont have tag "seraph". So you can check it for your cannibalism mod. You can look into refactored ai tasks code for example of dealing with entity tags.
Sweeeeet. I'll need to use the tag system now, 'cause I want boners to have no meat, and it'd be cool if Kobolds actually dropped dead kobolds
With the skeletons it would be interesting to replace drifters and bowtorns with skeleton versions, get a sort of necromancy vibe going
Sounds like a neat solo mod idea
Ton of work still, may be later
yo maltiez the belt and sheaths are sick idk if you have thoght of this yet but back scabbards for longer swords would be sick
also what is this?
Sorry, I think I will direct translators to this project now: https://mods.vintagestory.at/bettertranslations
Translations from the Community for all kinds of mods.
Ā
From the project on Crowdin at https://crowdin.com/project/vintage-story-mods
All credits to the translators!
Allows to update the language files even if the original mod didn't update.How does it work?It grabs all the translations from the Crowdin project and adds the translated strings...
feel silly having to ask this, but if i accidentally closed the menu to equip armor...how do i reopen it? 
C just brings up everything else but the armor menu
the Minecraft spear but better
hell, mix it with the glider
halue, can i ask? is there a list to see all the combat overhaul proficienciesš¤ ? im looking at the modpage and it has a few but it does not look like thats all of them
im trying to customize some sonito perks
You can crack open the mod Zip and check out the json file defines for the traits
thanks
That might be the most comprehensive option right now, heh
Usually it'll have bonuses and names that'll make it pretty clear what it's trying to do
i think this is it š¤
dem theres alot more than i thought XD
"canParryProjectiles"š¤ ā
is this like
hm...
i gotta try this out XD
blackguard can parry projectiles with weapons
thats so cool man 0_0
but is also now balanced out by taking torso damage to legs
is there gonna be any indicator that the parry worked? im tryna test if it works with sonitos perks by throwing a spear into the air and trying to parry it XD
i cant seem to hit it tho.. idk if im just bad or
sound indicator
I mention it bc I tried it with a friend
the motherfucker parried a shot from a blunderbuss
ahaahah XD
but yeah there's an indicator for a successful parry
do I recommend it? no, get a shield
is it fun? when it works
omg it works! i gave up on the spear and tried with a stone and i finally hit it
i heard like a thHOnk
hahah this is so cool
yeah!
can i ask what playerLegsDamageFactor and playerFeetDamageFactor attribute does?
{"code": "legDay", "type": "mixed", "attributes": {"playerLegsDamageFactor": 1.0, "playerFeetDamageFactor": 1.0, "jumpHeightMul": 0.25}},
does that encrease dmg to the legs and feet? on here it says 1.0 so im guessing it increases dmg by 100%?
but that does not make sense on a perk called LegDay
on the perk called ThickScull theres this attribute called playerHeadDamageFactor
and its -0.5
so based on the vanilla stats that means it reduces dmg to the head by 50%
in co different parts take different damage
torso 1x, face 1.5x, head and neck 2x, limbs 0.5x
the traits multiplicatively add or reduce those multipliers
so in the LegDay trait it increases dmg to the legs and feet by 100% š¤ ?
yes, which makes it 1x
ohhh
same as torso
aight thanks!
Just checking my client-main log after a crash and it's not related, but seeing some CO warnings about missing colliders for "Snout" for caribou deer and "mouth up" for takingold goats.
what are the new armor models like?
?
what new armor models
oh new update
i would guess that's transforms?
helmets are transparent now
for skeleton combatibility
only change i can immediately notice
bear armor is still clipping city
ah
I pretend that bear armor does not exist for now
all vanilla player got so hyped for it when it turned out to be tier 1
which, worryingly, did not stop their hype
Hey, i was wandering if there's a way i can disable movmeent while an attack animation plays?
i belive someday touhou model comes to vs
What? How is it related to CO?
you mean to put this in the PML thread?
What, i didnt know pml has its thread
#1364315680077512756
wow this really fits my character
here's pre rot swampman
also
+30% -30%
life just be like that
game 1.21.1
mod 1.2.1
are copper javelins meant to use 5 durability on thrown hit?
well between spears and javelins...
javelins lasts alot longer than spears in melee
and javelins lasts shorter than spears in thrown
but javelins are easier to throw
(copper)
yes the extra durability use is the design of javelins
they have way more range and autoswap
javelin melee sucks ass, you're supposed to throw them
Will probably rework their melee animations, dont like current ones
make it something similar to the vanilla stab
humans
cause they're just cool like that
What a nice golden helmet, should I put it on straight away?
Wtf, it was copper... There is a bug in recipe that noone reported? Or is it this id shifting shit?
are the CO traits that the classes get something that are configurable?
trying to get people to play Tailor but its hard to convince them when its like 5 downsides and no benefits
I had this helmet lying around unfinished for some time
by this i mean the weapon specialties
Doesn't it just look gold because it's over 1000°C?
I remember that scene from Game of Thrones
No, read the name
"gold" was a joke
Yeah, I see it's bismuth bronze, but isn't it still superhot?
traits and classes are not configurable via config lib, so nope
yeah i thought that might be the case
traits and classes are loaded on client before server sends first sync packet to client, so they cant be synced, so they cant be configured.
that makes sense, thought maybe it was something you could change before server launch. tbh i never change configs on the fly, always restart after i adjust them, wasn't aware they could just update like that
Dagoth Ur helm
I made a copper full helm earlier today, it ended up as copper. 0.10.9.
I think it is vanilla bug where it uses integer ids for recipes that can change between world reloads
hey is there a way to tone down the grace timer when ur close to death as its 5 seconds and I wanna make it 2 @fallow surge
server config wise
I will look into adding into config
yeah pls do also by default it should be 2 or 1 second cuz most people use those 5 seconds of grace running closer to the attacker and attacking them without fear it's just annoying
overall good mod had some fun tribal warfare today lol
why would you run AT the thing killing you
you only would if it's a hit from death
makes no sense
the point of the invincibility is giving you a chance to potentially escape
also making it 2 seconds would completely remove the point
it would only be applicable in 1% of situations
Xskills heavy armor skill not working, any idea why?
Report to Xandu
Reworked armor models don't have the time rn to check it in game but like a complete visual rework?
sometimes if both people are low hp the guy with grace will try to hit him and then run away so both graces go on cooldown
oh so pvp
trust me we tried it
most people do range
and yes its pvp
co isn't balanced around pvp
Just turn off second chance
