#Combat Overhaul
1 messages · Page 36 of 1
Monsters deal blunt?
drifters and eidolon
drifters do blunt
high tier drifters do either blunt or piercing
shivers and saw locusts do slashing
bowtorn and locusts do piercing
predators do slashing
herbivores do blunt
Wait a minute, scale can be worn under plate now?
good!
All drifters do only blunt now
good change
no
no, scale takes outer layer and mid layer
you can still wear gambesson underneath
yes
I see
scale is cheap decent protection with balanced downsides
I'm glad that it is no longer worthless or only worth wearing by noobs
i never said it's noob only armor, just that it has highest value to noobs
covers all three stats
ok
my fav thing now is running primarily ranged with highly optimized armor
this armor costs only 1% speed!
actually no 6%
ditch the chest and it's 1%
Damn really
Most of the speed debuf is in legs/feet
So it's stronger than the vanilla counterpart
all armor is way better than vanilla
well, contextually
can't be fully protected wearing only gamb, but gamb is also way cheaper, yadayada
Spamton glasses
Gambeson is cheaper to make?
Fuckin hell I know nothing
all armor is way cheaper than vanilla
vanilla plate is 72 ingots
co chain + plate is 39 ingots
Chain and plate together are only 39?
making plate armor in vanilla requires an entire military industrial complex
but it can be fully automated at least
vanilla plate is a noob trap you make once and never again
I don't know how to feel about this. On one hand I'm happy there is less grind, on the other I don't like modding my games to be any easier.
here you will keep coming back for more
well look at it this way, vanilla lies to you, co doesn't
play on wilderness survival 🙂
you will definatly not regret it
i wish the game had features to make wilderness more playable
like at the very bare minimum mapping mechanics and a compass
i technically play on wilderness survival but i heavily tweaked it to be less stupid
there were a map mod, kinda
I'm very curious as to why you think this
makes best surface armor.
any questions?
You can discuss tailor in another thread, tbh
Reminds me of the time I saw a thread in the suggestion forum where the guy insisted the normal survival mode should have you start without a map and force you to craft it later for the sake of realism.
tailor main tears channel is needed
there is a good chance it was me, but im not a guy xd
I treat guy as gender neutral
Because the alternative would be to refer to you as guyette
I like it more than gal but not enough to use it still
I tried to look up leather recipes by pressing "H" on my leather and my game crashed
confession, the only reason i make coif over the full chain head is cause it doesn't hide my beard
visuals are the main reason behind some of my armor choices
@fallow surge recurve bow has a weird fov jitter when releasing the arrow with fov effect disabled
Unsure if this is the right thread to discuss armory weapons, but what're the go-to weapons that people like using? I've mostly stuck to longswords/sabers but I'm curious if there's any other standouts that play well with certain fighting styles
greatsword for crowd control
falx for more ballsy crowd control
club/polehammer for simple blunt greatness with good reach
with poleaxe as the king of weapons that is the best at everything
imo greatsword is the best because you can block and have no min range
Falx? I was under the impression it's worse than the other modded options
But that's cool to know that is decent
falx is the best actually
it gets an extra tier and has the longest hit duration
only downside is range
I see
And should I be running a shield with it? (I'm using a mod with wearable lights so my offhand is free)
yes because it has no parry
Will definitely try swapping then - I tried out quarterstaff since I had spare nails but was pretty underwhelmed
Seemed alright defensively but otherwise quite clunky
quarterstaff is weak
its upside is that it's cheap, has a block and parry and decent reach
idk about dps, but general reliability yes
it's hard to miss with the falx
due to how long the hit lasts
And do shields have any penalty for being constantly equiped?
(specifically the medium/light ones)
Like a vanilla ornate shield bought from a merchant
light shields have no penalty except the default 20% hunger
heavy shields have a 10% movement penalty offhanded and extra 50% while blocking
also make co shields, don't use vanilla shields
their parry is not full body protection
I see
You need to be a clockmaker to take advantage of it's DPS
Yeah when I tried using quarterstaff in archives, I ended up using it to parry enemies to run past them and close doors more than I did actually attacking with it
Which tbf was still good
I can't parry with halbert :C
use poleaxe
but I get 30% attack speed with halbert
yeah that's kinda how I do it
hey hey hey its fat halbert
hey am i the only one who can't use ANY weapon with the mod ?
i am all updated i just wanna know if it's a bug from the mod or mod non compatibility
You can try to use VS Launcher to bugfix mod compatability because it lets you have multiple profiles that don't interact
thanks for the tips it was an incompatibility with a mod adding swords
tried fighting double headed drifter in bronze armor while blocking, nearly died
How many hits have you taken
if your shield tier is not high enough for the attack, it gets ignored
or if you get hit on an unprotected part
i took two hits, one for 4.5 damage and another one for 7
i run away after
yeah that's typical bronze armor damage from specials
I crashed while trying to look at the armory section in creative menu
is there a way to make the higher tier enemies spawn more often?
Go down to the mantle
lol i mean in general
at bronze you should just kite drifters to avoid taking any damage
oh no shit?
can you do it just server side?
is this what i'm lookjing for ?
proly
I love the Firearms mod
not because I use it but because every time I hear someone else melee fighting something nasty then stopping to say "okay you know what" and a gunshot, it's always funny
or the occasional "BEAR" followed by volley fire
(I know Firearms has its own mod thread but I'd also consider it to be part of the greater "Combat Overhaul" mod umbrella)
(Just wanted to voice a "thanks for making this")
warhammer states it has armor piercing
does it mean i can smash bear heads with it?
bears are like tier 8 blunt res?
Only effects player armor in pvp iirc
i remember playing with a friend, and their surprise when a boar attacked me and i cover the bastard with smoke
to my suprise i was able to kill a polar bear with a spear while wearing bronze armor
i got hit only once for 2.4 damage
polar bears do only tier 4 slashing!
thats still 24 damage on WS, but somehow my armor takes it very well
i wear full gambesson and chail with plate breastplace and open helmet
armour piercing stats are only relevant for pvp
iirc the warhammer has tier 6 blunt and tier 3 AP so what happens is your warhammer does tier 9 blunt damage against players specifically
bears are a lot weaker in CO compared to vanilla, even starter armour is effective against their attacks and weapons like bronze pikes are great for kiting them to death
that's because armor in co works
unlike vanilla which says one thing then pulls extra modifiers from its ass
well, im glad that i smithed myself a full set of chain
gambeson + chainmail is enough to wander around safely
combined its tier 4 slashing which is enough for all predators
i think when i get to steel im gonna wear full scale with tailored gambesson, for simplicitys sake
tier 8 resist all
scale legs are 10% movement so be wary
even though im a malefactor, im thinking about buying a bow and using it
meteoric iron arrows look very tempting
tier 6 piercing ranged weapon
yeah, i misspelled
bows sway A LOT
and even more with armor
i turn the bow sway down in config to make it less frustrating to use as non hunters
also where are you gonna get feathers
i have some artic birds from a mod
there were a mod that adds penguins too
but i found it too much, penguins are everywhere, cant defend themselfs, drop okay amount of meat, feathers AND hide
also using penguin feathers for arrows does not make sense
i could make an arquebus but its needs like 4 or 5 different items to be reloaded and i dont have leather yet for ammo pouch
my suggestion is look for a composite prod and get that
make a latch
can't go wrong with that
hunting weapon
much more reliable than a bow for non hunters
it does worse damage type and lower tier, i will not be able to hurt much with it
since you are looking at higher tier arrowheads you can up the tier
only things resistant to that will be endgame monsters
meteoric iron bolts is +1 tier, so it will be just tier 5 piercing
surface level monsters have tier 4 piercing, i think?
i might as well club them to death, they are not scary
also, i love you can make flintlocks at steel now
wdym now
always was that way
if you have a schematic you may want to wait for steel and make yourself a proper gun
really? i thought it was a recent change
https://mods.vintagestory.at/moreanimals this mods adds more bird variants including those that spawn in artic climate
More Animals Mod
This mod adds new animals for you to hunt or nurture as you please, currently this mod includes:
Ring-necked Pheasants which will spawn in grassy or shrubby temperate areas between 6 and 28 degrees C
Wild Turkeys which also spawn in temperate areas, but forested ones
Golden Pheasants that spawn in forested tropical areas betwee...
or subartic rather
though i don't see how you'll be getting steel, since no flax at poles
farming killpits for days i guess just to get a pulv working
im not on the poles though, i have set starting climate to icy but i didnt made any more adjustments
flax dont spawn here yes (nothing besides rye does), but i could potentially grow it if i find seeds
i didnt found any seeds nor i need to, because im playing with Wool mod and it allows me to partially make sails from wool
linen itself i just buy in bulk from traders or get it from drifters
i already have one full set of sails and im about to make another one
i temperature gets too low - its gets so harsh its no longer fun
i played with lowest temp climate and lowest world temperature and it was a torture
cant even make a fire to warm up because there is no grass anywhere, you have to get it from cache
also no traders, and no clay deposits ever
Masochistic world gen settings
If your looking for winter apocalypse look into the long dark
i actually liked that game a lot 🙂
still crashing, trying to look at leather too
What's a good generalist weapon?
iron tier
falx
the standard falx is the generalist?
yes because of its extra tier
ah coolio
what is your class?
doesn't matter the class, prof is just a bonus
i like to play into class fantasy
Hunter
i feel confident with just keeping distance with a long reach weapon
i use long axe or clubs
evading enemies is fine
Does falx have parry
malefactor gets proficieny bonis with it heh
i dont like shields personally
i use weapon parries instead of shields when possible
in CO the antique armors are better versions of iron plate as well yes?
yes
yes, forlorn is lighter and bg has higher downsides but higher defense
No chain? So iron + chain is better?
no
Ah so iron is as good only if it has chain underneath
yes that's always implied
Okay, good to know.
If only these armors were easier to find, but I do have bg chest.
repairing it is easy
I know the th trader sells them but I'm saving up for elk
well in vanilla that's the ONLY way you get them
in vanilla afaik they don't appear in any lootpools
Wrong
I've found the title screen ruin yesterday, the one with the ornate shield
in the room next to it there was the bg chest on an armor stand
i noticed i dont really use sling that often
now that i have armor, its much faster just to ran up to a thing and start clobbering it
not complaining btw
That's the french knight mentality
though i think a good point was brought up today that answers malt's question of why crossbows are less popular than guns
it's because monsters are resistant to them
you can only deal full damage to specials with a windlass and steel bolts for example, and stirrup/latch with the bolts available at the time only do full damage to surface enemies which at that point aren't a threat
this works completely fine from a dynamic standpoint and gives bows more ground later on in the game
Can someone else reproduce it?
I suspect some other mod just breaks stuff
...
Why ppl ask me to make this mod not depend on CO? What do they expect from this mod?
Have they ever played the game before posting this comment?
Like, in PVE in vanilla damage tiers and damage types are irrelevant. And in PVP damage types are irrelevant.
i don't think the people even know what the mod does
This is my first comment on this mod
The mod description says exactly what the mod does
Do you have an idea which mod in my mod list could be causing the incompatibility?
no
Ok, now this mod has another requirement
DAMN
Can someone explain what the damage tier does
if tier is equal or higher to enemy's defense tier, full damage
if one lower, 75%
if lower than that, 50%
PvE, it is different in PvP and EvP
co's ranged lineup is the main reason i play tbh
they are so satisfying to make and use
if bullseye was merged into vanilla i would consider vanilla combat playable
Btw, there is Bullseye, if you dont need melee or armor part of CO, you can use it. It only changes ranged weapons.
hence why i said bullseye
it is how i got introduced to your mods, bullseye and its version of firearms (just before ovhlib happened)
and ever since i have been taking every excuse to use them
Btw, why ppl started to make "quivers" mods after I made my own?
https://mods.vintagestory.at/show/mod/36227
https://mods.vintagestory.at/show/mod/34270
https://mods.vintagestory.at/simplequiver
Whats the point of those?
Quiver exists in the game, but is hidden/locked. Anyway, who need backpack slot occupied by quiver with additional 10 slots for stackable arrows?
This simple mod not only unlock quiver, but also add possibility to carry spears - now quiver is more useable.
Quiver is craftable only by Hunter class (or any class with bowyer trait). To switch off...
Simple little content mod that makes Quivers craftable! Also they hold hunting stuff!
Quivers cost 6 leather and a plate of copper, bronze, iron, or steel and are effectively 10 slot alternatives to mining bags.
I put screenshots of everything that goes in the bags at time of writing-- I'll either keep those up to date or I'll start exhaustively...
Enables the vanilla quiver that is currently inaccessible and adds a set of recipes for it.
It functions as a backpack, and can hold:
Bows
Bowstaves
Arrows
Arrowheads
Spears
Spearheads
Knives
Feathers
Sticks
Bones
Reed basket traps
Fishing spears (if you have Primitive Survival)
Metal Bits (if you have Smithing Plus - broken arrows drop them)...
those have been a thing
since vanilla has a disabled quiver
it's useless cause it takes a backpack slot
0.0.1 version of my quivers mod got more downloads in 2 days than total downloads of all these 3 combined...
1/ "reading comprehension" and the (un)willingness to search the modDB for "I wonder if a mod already exists for this"
2/ probably a massive minority but maybe some of these are "My first mod" because all you need to do is enable the disabled quiver and maybe give it a new slot
Ok, there is this mod https://mods.vintagestory.at/quiver that was around for a while, but it just adds the recipe
i believe a few class mods reenable the quiver as well
And I think it's Better Ruins (?) that adds a tower ruin where there's a corpse with a bow and that "vanilla" quiver next to it.
I see those three as "Spear spam" mods, tbh, and not quiver mods.
tyron has mentioned wanting to address spear spam soon, but there's such an easy solution to this, given bullseye both improves spears as a weapon by giving them iron and steel tiers and fixing spear spam
i wonder why they haven't done it
Combat balance doesn’t seem to be of big concern to the dev team
yeah and it's a shame
i would play on tops if ranged weapons were as cool as they are here
Fairly sure PvE is still the general main focus. So "How do you wanna kill the basic mobs that exist" is mostly up to you since you can still dig a pit and throw rocks
i can forgive the placeholder melee raycast combat if there are (real) ranged options
vanilla bows are melee+ more than anything
rock :>
co ranged is the perfect blend of frustration and satisfaction
you have control, but not too much
and the range lets you make really daring shots
faster to yeet a stack of rocks than fire sling bullets, costs nothing, you likely have like ten stacks in your inventory from mining, deals blunt damage so actaully pretty good against Drifters, ballistic arc makes it possible to chuck it over obstacles but at the same time you can throw them pretty far in a straight line...
what i'm saying is we need to brigade for vanilla to merge bullseye
Does Bullseye make ranged damage % increases irrelevant?
yes but that can be (and has mods that do) patched
By that feature alone, patches notwithstanding, it probably wouldn’t match vanilla’s idea of making the combat not complex
it makes it even simpler honestly
I can see why people would oppose the idea of a more complicated ranged combat, is all
no arbitrary "accuracy" concept, no velocity differences, no damage differences
Well, OK, what about shooting on the move?
recurve has no speed penalty
And in vanilla no bows have a move penalty - that’s also a problem
they have a movement accuracy penalty iirc
Well, even if they do, the point of contention remains the same: Bullseye makes the ranged combat a bit too complicated for what's needed for the game's combat system. As is ranged combat is very arcade'y and maybe it just don't have to be anything else than it currently is.
maybe if they rebalance bows to have actual range and the accuracy to be reasonable that would make it a weapon i can call ranged
(would still lack the awesome animations)
right now it's almost exactly like minecraft beta bow
very short range low damage machinegun
delay on arrow release is kind of annoying (idk if it's intentiinal)
thing about ranged combat is that players movement doesn't have any acceleration so it feels mostly like rng for pvp
when it comes to pve target's animations ussually have some kind of offset and also can quicky change directions/speed, that combined with (imo) slow projectiles and delayed trigger makes for mildy unsatysfying experience
makes game overall easier, any mod that adds somewhat balanced/underpowered content is a reason to make variant that introduces powercreep
How is the backpack slot in the character screen used?
all the co ranged weapons have a firing delay
it's the main element of randomness when shooting
i've gotten used to it
it gets better or worse depending on your steady aim
hunter's 50% reduction perk makes it pretty much a non issue
my only complaint is with bows, the random "jumps" are too common
one of those happening as you release your arrow is pretty much a guaranteed miss
is the bow compatible with the xskills stuff?
unless you're hunter, then it's negligible
xskills says it is
I saw but some people complained it wasn't
It should be - I know it’s functional on my server
I think it works for me too, at least it made me more accurate
accuracy works different in co
bows are 100% accurate, the inaccuracy factor is sway
in vanilla it's an rng cone
what I mean, after upgrading a specific skill (forgot name) I hit my enemies more often, so more accurate, idk
I play with sway off bc I hated that
idk I hit better now?
...
for example i thought for a long time musket was more accurate than the other guns
nope, same moa
english isn't my first language and I can't seem to explain myself so I give up
preach brother
i have become a super warrior
combatoverhaul ranged hunting scratches an itch no other game does, despite the often retarded animal ai
hunt is the closest it gets to that as a fully fledged game, but that's a pvp game where you can get jumpscared by a bushwookie back to lobby
Sorry if this has been asked a lot before.
But does the stab animation on the longswords actually do piercing damage as one would think or does it only do slashing?
I know the poleaxe from the armory mod says it does both so I would think not. yet you would assume a stab does piercing damage so maybe its just not labeled?
What does item description in game says for both of those?
You dont need to put them here, just read them and compare the differences
I think he was tellinf you to read it bc it answers your question.
But perhaps the question was more of “please make it do piercing”
No I legitimately was wondering. Sorry if it was a stupid question. I was not expecting to get the modders attention
I thought maybe it was just not labeled or something cause it was only for one direction
Nevermind
Sorry
Question about that, are the reworked shortswords supposed to still deal slashing damage and not piercing?
Is wearing plate leg pieces worth it even with the speed debuff?
Sorry for that, was not meant to be rude
Not really, you can get away with chain and gambeson or gambeson and scale since legs only take 50% damage (unless if you're a blackguard but then the speed penalty is massively reduced so wearing plate leggings is fine)
I do not have flax to spare for gambesons but plenty of metal
then make jerkin legs temporarily
put chain or scale over em
i never wear plate legs unless i want to be invincible
I figured out the crash, I think it was caused by the meteoric steel compat mod
is there a way to get all the animations of combat overhaul minus the peircing, blunt, slashing damage calculations?
Yeah, write your own mod based on overhaul lib that will add weapons with their own animations
when people ask this i wonder, do they mean vanilla with co animations, or co without damage types
i don't think even they know
I mean i just want the weapons and animations with the vanilla damage calculations
that's not how it works
co redoes it fundamentally
vanilla uses raycasts, co uses colliders, and co has its own math for everything (that isn't deceptive)
ah i see, well i guess i would like the colliders just minus the certain resitences to certain damage. I want just flat easily quantifiable damage
well you can just mod co to make everything one damage type and enemies to only have one resistance type
yea, true, i guess im just dreading the testing that involves
i thought id ask if there was something out there before doing that
Why? 3 damage types and two enemy types does not sound that complicated, it rather sounds over simplified tbh
like changing all the enemy patches and armor patches and damage on the weapons, its simple but its a lotta typing
and then going back into the game and testing
I mean, why would you do it in the first place?
i like a more hardcore feel to the game that carries on to the end game, so id want to make enemies deal meaningful damage even in steel armor
So it is not about weapons
well that's not damage types, that's just math
dont enemies have resitences?
yes i know, but a weapon has slashing damage and a bellhead has resitence to it making the damage value not always the damage done
what?
you are casting a broad net so it's hard to understand what your point is
is it about player dealing damage to monsters and animals, or monsters and animals dealing damage to player?
both, if i deal damage to a monster certain monsters have resitences, also certain weapons deal certain damages, if i understand it correctly
ok, I just let Bolotnik deal with it
damn
well in anycase I am pretty sure i know what i have to do, sorry for the confusion
i'm an outsourced feedback summarizer now
i would say the most controversial thing co does is make monsters highly resistant to piercing, and some people love their spears
from what i rember, my biggest gripe was the end game armors making all lower teir enemies deal .1 damage
but slashing resistance i think is a miscommunication because people don't look into how resistances work (can't blame them, that's not very straightforward info to get) and assume slashing weapon + slashing resistance is less damage
i understand that, so if i deal 10 damage to a bellhead who has slashing resitence ill do like 3 damage or something
no
10 slashing damage
if attack tier is equal or higher than defense tier, full damage
one lower, 75%
two or more lower, 50%
i don't even remember how i found that info tbh
huh, i didnt know that. But after looking in the json files it says they have "default resist types" and then it lists their resistences
"code": "CombatOverhaul:EntityDamageModel",
"damageModel": {
"TorsoDamageMultiplier": 1,
"LimbsDamageMultiplier": 0.75,
"HeadDamageMultiplier": 1.25,
"CriticalDamageMultiplier": 2,
"DefaultResistsByType": {
"-normal": {"BluntAttack": 0, "SlashingAttack": 2, "PiercingAttack": 4},
"-deep": {"BluntAttack": 0, "SlashingAttack": 3, "PiercingAttack": 5},
"-tainted": {"BluntAttack": 0, "SlashingAttack": 4, "PiercingAttack": 6},
"-corrupt": {"BluntAttack": 0, "SlashingAttack": 5, "PiercingAttack": 6},
"-nightmare": {"BluntAttack": 0, "SlashingAttack": 6, "PiercingAttack": 7},
"-double-headed": {"BluntAttack": 0, "SlashingAttack": 7, "PiercingAttack": 8}
}
does this not mean if i deal slashing damage to an enemy with say 2 slashing resistance it will take that into consideration and reduce my damage accordingly?
^
literally all there is to it
so what excatly does that part of the json file refer to?
the enemy's resistance
WTF is "vibecode"?
They mean my mods are made by AI
Enemies can be dealt headshots too if I remember correctly?
Incompetent coding
no, "vibecoding" means specifically generating code with AI without understanding the code itself
nah, i use club onehanded all the time
Oh.
Club is not taht bad, but long sword seems a bit too slow
I agree, but it feels not great to use it...
Why use longsword over the poleaxe if the latter is stronger? Aside from aura factor I mean.
completely different usecases
short ranged versatile attack angles with 1h compatibility vs swiss army knife that has to be used a specific way in every scenario
(although its tier crosses almost any threshold i can think of)
Doesn't this make the longsword a better generalist than falx
falx has an extra tier and no parry
And aside from that, been using the falx for a while and no monster dropped anything on the ground.
that's vanilla
Wasn't it supposed to make monsters drop their loot on the ground sometimes?
vanilla.
Long sword 1h thrust is 1.4 sec long, short sword thrust is 0.9 sec
co doesn't have that
hm...
Oh. Why?
idk maybe just not implemented
I have not reimplemented it, and tbh, I dont see why I should, I dont see this mechanic valuable enough to spent time on it
Hadn't played vanilla in so long I forgot this was a vanilla thing
it's a super recent addition
Why not?
Makes the falx more unique
I dont see this mechanic valuable enough to spent time on it
I dunno what to say to that but it would be cool if you did. I think people would appreciate it. Besides, the code is already there, it can't be that complex to make it compatible.
It will take at least an hour and may be more, and thats a lot of time for not so much gain. I dont see this mechanic fun or important
And it is more code to maintain, and more palces for bugs
I'm not gonna harass you further over this. Still, I think people would like it more than you think.
maltiez what do you think about turning enemies into gib/pulp/gore whenever too much excessive damage is dealt
rabbit getting but with greatsword, carbine etc
Out of scope of my mods
damn if there's anyone i would trust to make a gore mod it would be malt
brutal story
I like animals, I wont make such mod
understandable
Skip the gore.... what about model mutilations on players
Would be funny if using to high of a caliber or big of a weapon reduced the drops like when animals die from fall damage
same as I, so why not punish inhumane acts inflicted upon animals by players
Out of scope. I'm sure I'm not the only VS modder in existence.
you are the only one that adds considerably more features and mechanics to amount of repetetive content
Just 1upping the idea :)
sure feels like it sometimes
The problem is that I am the only me in existence, and I already have enough stuff on my plate. I would even say: too much stuff.
I'm spread too thin and quality of my mods suffers because of it
Tired of harvesting dozens of drifters after a long battle? Ever wondered why locusts and bells get all the special treatment? Well now drifters, bowtorn, and shivers will drop their loot automatically and their corpses will decay quickly! (In 0.1 hours)
What makes this mod different than say Instant Temporal-Mob Drops or Drifter Tweak? Well, th...
That's not what I mean. Falxes have a chance to make monsters drop things they can have as loot on top of the loot they already have.
do they?
Ah ok
no
fake info
Never encountered this. When was it added?
Ah.
To be fair I only used that mechanic once when I was fighting drifters in creative to get used to them when they were first added
CO wasn't updated yet so I was in vanilla
Hm, I need an animator, it seems some ppl are very upset about CO animations...
I mean you do have 30% more downloads than the next most popular and also the other people on that list get random requests all the time too.
But mostly this just seems to be something with combat and gun mod authors, they get proportionally way more requests for some reason.
Cuz guns...
I have twice the downloads than the third most popular modders. But these numbers are not really fair.
One does not simply mame guns possible without people wanting more firepower
It’s total downloads right? So if you update more the number goes up more?
Tho im abit surprised no1 attempted modern firearms yet...
Every1 focused on realism and wilderness survival aspects XD
There's already a mod which reanimates your weapons, unfortunately it has not been updated to the current version of the game. You could ask the modder to allow you to integrate their animations into the main mod.
Its been updated: https://mods.vintagestory.at/show/mod/32357
Requires: Combat Overhaul & Combat Overhaul: Armory
This mod currently adds/adjusts attack, parry or/and idle animations for:
Greatswords
Maces (this includes warhammers)
Falxes
Spears
Pikes
Light Shields
Long Swords
Long axe (With custom directional attacks!)
Sabres
Javelins
Short swords
Clubs
This mod also includes compatibility patche...
only three weapons
two of which are very similar to the current ones
the greatsword is the most significant difference
Oh that's the two I used combined into one. Neat, I'll download it now.
people are complaining primarily (and probably only) due to the lack of body movement
Would love to see those directional long axe animations in the main mod, they only realy need a bit of polish
Yeah. The only thing I dislike about CO is how much less Oomph the 3rd person weapon animations have compared to vanilla.
but like why does that matter
Immersion
when people are fighting they're gonna be in motion anyway and the body will be moving, and that only applies to multiplayer because no one plays third person
it's the nitpickiest of nitpicks
Eh...
first person animations mog vanilla and it's not remotely close
Well... third person mods
but people are so hardfocused on the third person display
There are people who use 3p yk
CO was meant to use vanilla animations for tp, but ppl bullied me into displaying fp animations in tp
Yeah.. i personally dont ise 3p but it has its merits
If you ask me all the animations really need is the chest not being completely static while the arms move.
There are technical limitations of tp animations, that I haven't solved yet.
It is a lot of work to make 2 sets of animations
And there is a problem of belning with movement animations
I'm aware of that, I've dabbled into 3d animating in the past.
I'm not an animator, I'm a programmer, also
i see nothing wrong with the first person animations, unless they're not historically accurate or something (i don't care)
I know the basic principles of animation, though I don't have that much practice. Maybe I could help you?
in ideal world fp animations would be the same as 3p anims
I tried using hema moves for great sword, but they are not very practical in game
the limiting factor is the tool
They are
vsmc is terrifying
Counterintuitive to use?
Kinda
lacks features
imo it would be fine if you could make custom shortcuts
Speaking of before I forget, I was thinking of creating amod about human bandits with CO integration as a main focus. @fallow surge do you think your code could be used in part for the npcs' behaviour?
If you do that you’ll either end up with stiff, lifeless 3p animations or give people motion sickness/too much arms in the face in 1p. There’s a reason they’re usually separate.
And i say this as someone who usually uses 3p animations in 1p.
I have no opinion on CO animations btw. I didn’t notice them, which in my opinion is probably a good thing ( they aren’t flashy, distracting, or obviously bad). Next time i fight something ill pay more attention lol
the thing is that in irl you don't get these issues bc your pov is above your arms and in games your camera is ussually located between arms, immersive camera is this kind of thing
it depends on what you want
Have them use the full range of the weapons' attacks and parry
not specific enough, if you want to reuse animations, you will have problems, and I dont recommend doing it anyway. The way CO integrates into vanilla animation system has drawback in terms of performance, and it is ok when only players use them, but not recommended for entities
There was a person that promised to work on tp animations for CO, but haven't got to it.
I see. I guess I'll try to make the mod with vanilla combat in mind first as a proof of concept and then see if CO can in any way be made compatible.
enemies still use raycasts in co afaik
You can look at vanilla enemies and how they work with CO, and do the same
Not raycasts, just distance check
they use vanilla code
ah that's why it felt like a box
I just got a bug where I'm unable to use any swords or bows from this mod. I'm not sure how this happened.
With the sword, it just looks like I'm holding alt, even when I'm not, and it doesn't respond to left click at all, but on right click it does that "hand forward" gesture.
With the bow, it's more interesting. My character knocks an arrow, and I get a crosshair, but it's the red cross.
hm...
It happened in the middel of the game.
I was able to use it just fine throughout the day.
Oh, yeah, thank you. I didn't even know that's a thing.
No clue how I managed to do it.
Or maybe something triggered it randomly.
Yeah, I made it use far away keys and with some rarely used key
So, has it helped?
if you mean the penalty some hybrid 2handed weapons get when used 1handed then yeah I do think it's quite harsh. It's at the point where I don't think it's worth using 1handed when you suffer four different penalties: attack speed, damage, damage tier and loss of direction attacks
I buffed longswords, so they should be better now
But yeah, penalty on all stats makes them multiply, it needs to be only one penalty, ideally
1h attacks with 1.5h weapons I think should work like onehanded weapon, but with some single penalty to justify existing of 1h weapons
I needs revisiting...
i use clubs onehanded over maces due to the bit of extra reach
and i can make it more powerful by twohanding
Yeah, reach is a considiration here...
Anyway, longs swords felt veeery slow, so they needed a buff
They feel much better now
I feel like the movement speed penalty for the bear pelt armour is excessive? In general it feels like an armour that would be used more by hunters so the penalties feel worse there.
The new firearm slings seems to break the backpack textures. I use vanity btw
...
I feared that... Will fix
Righto
Youtube just randomly recommended this stream: https://www.youtube.com/watch?v=xkROHp2uvV0, first time it recomends somethig this relevant to me: it is VS and even with my mods, usualy it is some random game streams
can you stack multiple slings of the same type?
like having multiple pistols ready to go?
Yes, though hotkey will work only for one
You can put a pistol in a sling and a pistol in an offhand sheath
You'll draw both of them at the same time and you'll be dual wielding them
I don't use the quivers and sheaths mod because I feared it would be incompatible with a mod I already use which makes the first two tools or weapons in the inventory show up on the player's back. But as far as I am understanding scabbards and sheaths give their own slots?
I'll have to test it.
Harper's Immersive Tools?
Yeah they work independently. One is rendering the items in your hotbar, one is closer to clothing rendering, they shouldn't conflict
This does not make any sense!
lmao
Do I need to add "basing reasoning skills" as a requirement?

I downloaded the quivers and sheaths mod and noticed a comment mentioning how equipping bow holder and quiver bricked the inventory system but when I tested it everything was fine. Was the bug fixed or was it mod conflict?
well thats the main draw compared to other block game, as the survival mechanics are good especially with mods who enhance stuff.
you believe sincerely people who can't bother to read anything will follow suit and understand the new requieremnt 😛
If I just take the old, pre 1.6.1 sabre animation files, and stick them where the new ones are, will they just work, or is there more than just animations that was changed about sabres? They feel kinda worse now.
I can't put my finger on it, so I wanna try to a/b test it for myself without changing mod versions.
The sanest approach to that is to not reply to it tbh, unless you thrive on having your blood pressure go up on that. Which can arguably enjoyable to some degree, if you can mock them.
Without knowing the exact stat's I'd wager it's bear pelt. It gives warmth good for colder starts and a little bonus. You could also not use the legs as usually those have the biggest debuff.
I asked this as well some time ago. In the base game this armor is completely worthless and Maltiez turned it into the best one you can get before metal (or at least, the grizzly and polar bear versions, they have higher stats than the others) plus it only takes the outer slot so it can be worn with chain and gambeson underneath. Just don't use the legs when you go around exploring.
But I never got the issue with being "slow" it's not that much slower. I guess the contrast with and without is strong but if that's the only armour and you don't have a class debuff for wearing it, it should be fine or not?
I suppose it's just the penalty of the legs which seems huge, otherwise I'd trust them, but I know the biggest danger is bears and with a 25% movement penalty it'd always end in a melee
Yeah, I'm really lost here. The mod merely adds new damage types to arrows, I wonder if they have actually used the mod
Do the barbed arrows do full damage to bears?
It depends on the tier of arrow and defense tier of the bear
Bodkins are technically better innately since they do piercing damage, but barbed arrows will do higher damage if the tier matches the bear's
The Arming Sword shows up as a Blackguard's Sword in a sheath.
How do people feel about a sling, especially compared to other ranged options available at endgame? Does it still hold up? And if not, what's the best non-firearm ranged weapon assuming no additional mods like extra arrows or whatever
Like say comparing latch crossbow vs sling with lead bullets
despite the fact that it has blunt damage type, it is a good hunting weapon when using lead bullets
not against bears though, naturally
i dont really use it in caves cause it has a wind up and it would be better to just run up to things and start clobbering
Its servicable ig? Its a stone-copper tier weapon.
You can also buy it off the trader for a low price.
it cant really compete with high tier guns-crossbows or bows when using good arrows, nor it should
i say its definatly better then latch, you can reload on a move and it does better damage type
latch is tier 4 14 piercing damage with bronze bolts?
Latch beats the sling in basically every category
I'm pretty sure it even has a faster fire rate but might need to check that
Latch is the crossbow that lets you to reload while mobile, I think you're thinking of Stirrup and Windlass which require you to be stationary to reload
Tested malefactor + sling, took 18 seconds to load and fire 5 bullets
Tested clockmaker + latch, took 16 seconds to fire 5 bolts
The guy should make it so you can make all weapons at all qualities
Cause I should be able to make a shitty Bronze Musket or a badass Steel Rossi Carbine
Would also be cool if they allowed us to make shitty Handgonnes, like just casting the barrel, putting it at the end of a stick, and allowing us to use whatever ammo in but it requires a lit Match
Extra Firearms has basically all of that already: https://mods.vintagestory.at/show/mod/33439
Original is Extra Firearms and like the original it needs Maltiez Firearms and Overhaullib
It would include the stats updated to line up with the firearms mod in damage, powder useage, and durability.
I also change the texture in the wheellock pistol and Bossi carbine to match the iron and steel textures.
Added the treasure hunter option to sel...
The guy has better things to spend their time on
Hi, my friends and I have been using this mod on our server for years now, and I just wanted to say that I love this mod, as well as the other mods such as firearms. Even if I might've not always liked one specific change here and there, I appreciate the work and effort put into them by Maltiez.
Curse the change making tailored gambeson craftable by all classes causing my main to be even more useless though😭.
Yeah, sure, I grant you my permission to make shitty Handgonnes. Also please read the mod description on moddb.
I need more red arrows, not entirely sure what I should be looking at
The last update of Overhaul Lib borks picking items up from the floor. I've dug dirt and broke some branches but my character isn't picking them up at all.
Sounds unlikely
Considering that everything was working fine couple hours ago, and the only two mods I just updated are Overhaul Lib and quivers, and reading this on the patch notes, it is quite likely. Reloading does nothing. I'll downgrade to earlier version and report back.
@fallow surge
Downgraded both Overhaul Lib (and Quivers, since it was asking for updated Overhaul Lib), relaunched world, could pick up the blocks and sticks that were on the floor. Confirming it to be Overhaul Lib that's causing this issue.
reproduce the bug and send client-main and server-main logs
and client-debug and server-debug
Same problem here, I'll reproduce the bug and send the logs
Send the logs to you or just post here?
drag&drop them here
Getting a few billion of these every second
As in just now? I updated moments ago
Yes
I left some unfinished code, it was not realted to inventory, jsut server overloaded with errors (that were not here if there is no entities present, like in my test world)
same but could not find the overhaul thread, to be fair i joined literally minutes ago just to report a bug
crashed
trying to see if your update did it or if I messed something up
was my bad
forgot to restart vintage story cuz dll update
seems to be working
Thanks maltiez, I appreciate your mods and damn this was fast work
Oh lord, insane screen shake on taking damage. No clue if its this mod though
Fast fix introduced by doing previous fix to fast and missing some code that should have been removed 😅
Also Imma delete my logs
okay, good news, item fix works
bad news, it does seem to be either combat overhaul or overhaul lib causing the screen shake and rendering hit sounds like a dozen times in a split second when attacking an entity
basically you hit something, screenshake like an earthquake, and the hit sound plays a ton
thats CO...
Argh...
No, I know exactly what is the problem, fixed already
I just happened to be online and you reported in discord and not moddb, so I fixed it right away... From second attempt.
Ok uh for some reason, the screen shakes to hell and back when hitting something while flying
update
I have the most recent version of CO
hitting a bear rn in my creative world
ok yea the update ya pushed a couple minutes ago fixed it
yea
Earthquake V
Yo novalux fancy seeing you here
Oh shit waddup
So-calian here, is this not what it's supposed to be like 24/7?
No clue what those first two words mean.
Southern californian
I see. American continents don't cross my mind too often.
is there an option to make the Armorer tailor kits reusable?
is there a way to disable needing to make them and revert back to using just sewing kits as well?
It should just be a json file with the recipe defined in it, so you can very well go and edit it.
You'd have to edit it every update, though, or write a content mod that does a patch to that recipe.
You can dissect already existing patches to get how they work, it'd basically be a bunch of folders one in another, and 1 text file with the relevant change.
file in question if anyones looking for it
can we get some kind of toggle or something to select which attack to use
trying to use the low or high attacks on most weapons is very frustrating
like you press up arrow and it locks to the high attack
especially for stuff like the poleaxe where you want to use the high or low attack and the side attacks just suck with lower reach
you can have it select attack direction based on hotkeys, and you can rebind those in the regular game settings
holy shidd
that would explain why nobody else was complaining about this in the comments
now i can use my jedi academy muscle memory
does that actually work
i changed the config but my hotkeys arent working
try restarting vs first
im on a server
hm...
did you save the config in the top left
yeah
yeah it just resets after relogging/restarting
and changing the config doesnt do anything
ok so
the "save all" button doesnt work
but the save button for just that config does
After changing hotkeys relog to server
appears to work fine in singleplayer
wdym? You cant click it or it does not save?
when i click "save all" it doesnt save
when I click "save" in the other menu it does
does it work now?
yeah you can change the config if you use the save button just not the save all button
curious question - are there any plans to have a separate mod just to add the multi layered armor system on its own?
im not a fan of combat overhauled in certain contexts, but i do like the armor system and how it works
I'm very mixed on the armor system, it basically does what it sets out to so I can't really fault it for that but on a personal preference level it's a bit gamey how stat-dense it is
wdym by "stat dense"?
I’m pretty sure the only stats it adds are the different damage types?
yeah to be clear a lot of my objections are things I could also levy against the base system and they are very much whiny pissbaby type complaints, I basically just dislike the whole "tier" system and how it exposes all the damage resistances and calculations directly to the player. I'm more on the Muh Immulsions side of design for vs where I don't particularly want to see precise information because I don't need it and it raises the "how do I know this" question which ruins Muh Immulsions
combat overhaul brings it into sharper contrast with the whole layering system
I love knowing how systems interact with eachother. I fucking hate when games hide shit from me.
Depends on the game I'm playing, I have spreadsheets for factorio but I want a bit of ambiguity in games intending to immerse me
Thinking back to destiny with ability descriptions that give you a vague idea of what it does when I want hard numbers to make a properly estimated choice.
So I've encountered an issue, at some point when putting on/ taking off my armor, it vanished, so I spawned in some replacement stuff, but now I'm not wearing any armor and I've got stats like I'm still wearing armor.
wait it just fixed itself
Yeah this is kind of what I mean, fromsoft has perpetually pissed me off with their "regenerate health slowly" ass effect text, but if I'm trying to roleplay and immerse myself I don't necessarily want to know the gritty details I want to be thinking in character and making decisions based on the logical information I would have available
It sounds like an option to hide some stats would be what you need
Maybe worded like "Strong enough to resist the strongest of creatures" or "Protects from weak hits but not much more"
regenerate health slowly was a mistranslation tho
like that was head to toe mistake
lmao caught the tiny being's ring reference, but I'm talking more in the general sense fromsoft has quite bad descriptions on what stuff actually does, it's rare you get actual numbers let alone stats
which is particularly funny given the absolute fucking walls their character stats screens are
just play VS with the hud always turned off for your immersion
if I can understand anything that's happening in the game at all I'm not sufficiently immersed because I don't really know anything about survival irl
Skill/knowlwge system would be needed for that
do bears and such have hidden resistance to damage
I hit a bear about 20 times with a polehammer and still ended up dying
thats more than 2x as many hits as it should take to kill him with raw damage (7 per hit 64 health)
No, no hidden resistance, all resistance is shown
starting to think the blunt weapons are totally useless considering they are already hard to use and a polehammer hit doesnt even oneshot a surface drifter
Good, it is exactly as it should be
oh so never make anything other than a halberd got it
No melee weapons oneshot stuff, melee weapon damage balancing is taken from vanilla
Animals being resistant to blunt and monsters to piercing is like the main thing in CO
why does it take a polehammer 3x as many hits to kill animals with less reach and lower swing rate compared to a halberd
They are not
They are twice as good against monsters
they are
2x*
Please dont increase this number overtime
the blunt weapons also have a major downside of low reach
even a polehammer puts you approximately in hit range of a drifter
they probably shouldn't also just be trash against everything that isnt a drifter
in terms of damage
especially since you can make a halberd out of non steel metals
Numbers, give me numbers, give me data. Rn I only see lack of understanding how CO works, not issues with it.
you're the dev you literally made the numbers
its obvious that a halberd has more reach than a polehammer
Numbers I have show that everything as it should be
ok so basically you have the option of halberd, which has so much reach you can easily dodge bears, drifters, and shivers while fighting them
or polehammer, which does not have that reach and also does dogshit damage vs bears
I dont think this is that hard
having enough reach to not get hit beats doing slightly more dps against the least threatening monsters
and then you also get to do 2x as much dps against the actually threatening stuff as a bonus
wild animals hit as hard as high level drifters and also have the speed and reach to actually hit you
I think if you take a survey of users you will find that halberd is one of the most popular weapons and the short blunt weapons are completely unused
Iron halberd deals half damage to half of all monsters with slashing attack. Polehammer deals full damage to all mounters.
🤷♂️
yes but you have enough reach to never get hit while a polehammer is basically the same reach as a drifter attack, maybe slightly more but not much
Ok
You are the first one to say this
theres no way thats the case
There were complains about maces having too short reach, and I made them loner and extended animation as far as possible. other than that, none
oh maces are completely unusable now i cant imagine how bad they were before
yes i would like to facetank every single drifter attack while 5 shotting tainted drifters
the words of a deranged lunatic
You mostly give opinions, and not proper arguments or some objective data, and it is fine, but there need to be more ppl with same opinions for me to take them into account.
take a survey then
everyone is free to give feedback, and I dont have resources to organize surveys.
The only thing I disagree, damage type wise, is guns having blunt damage for some reason.
Gameplaywise - blunt is the best choice. Irl wise - I would argue that gamefied concept of blunt damage fits damage made by a huge soft piece of lead better.
blunt is the best choice LOL
maybe if its pvp between two players with steel plate and steel mail
but thats about it
the best blunt weapon is the poleaxe anyway
it has way more reach and swings faster than the polehammer
the polehammer is just trash
I'd argue that blunt impact is when the item that collides imparts significant impact, but which is dispersed greatly across a given surface. It may slightly, but usually doesn't break the surface of the target.
Bullets do not do this, they concentrate their force on a small point.
maybe you need to be the class that gets 30 percent attack speed on maces
but i get neither a bonus for spears or maces and the halberd is notably superior in every way
mostl;y because of huge reach allowing you to not get hit
it doesnt really matter if it takes twice as many hits to kill a drifter if you arent facetanking a bunch of hits
I think if the polehammer swung faster it would have a niche for blackguard players who want to dive into a bunch of monsters with full plate
and just maximize dps
but for everyone else nah
In general, blunt weapons in real life are good at three things: countering armour (so pvp or Giant Enemy Crab), inflicting pain and breaking bones.
They don't actually do as much damage to large targets as a piercing wound might produce, and for animals would at most be used as a deterrent.
So on that front I don't actually see any problems.
Maces concentrate their force on a small point too. All the geometry of having ridges and other stuff facilitates this, though usually they have obtuse angle.
The concept of damage type is a game construct, that just vaguely resembles reality.
Compared to arrows and crossbow bolts round lead bullets do feel being better suited for blunt than piercing or slashing.
I meant, it's mostly a proportion of how much force vs how small the area is.
If you throw anything fast enough, it's gonna be heat damage anyway.
I mean smacking a bear in the face 20 times with a polehammer is not going to be something they can walk away from
Guns should be blunt for gameplay purposes, IRL doesn't matter much. Maces are really good with heavy shields, I use them when stuck in the tunnels.
It very much would.
While bears might not be some super murder machines that someone might think, they can easily shrug off a lot of things, even piercing wounds and especially slashing.
are bear skulls made of steel or something
They're rather tough, yeah.
Which bears? They all have different stats
you're underestimating how hard a polehammer hits in real life
They are all weak to piercing damage anyway
Like I said, you're more likely to hurt the animal, forcing it to reconsider, than to actually shatter its head.
Ok, I had a choice to make. I had crossbows, bows and firearms. And bows being default ranged weapon. I had blunt damage type (anti-monster), slashing (universal, less effecitve), piercing (anti-animal). I decided to distribute damage types this way. I dont see how other distribution will be any better.
at some point between smack 1 and smack 20 theres probably going to be an issue
if this game had stun/slow mechanics that would be a great upside for blunt
Just don't use blunt against bears
Way I'd done it is blunt is the "universal", slashing is good against monsters and piercing against animals.
Animals have a lot of vital organs that get damaged from piercing, the enemies seem to not have any "internals" going on, and given how they're sort of gangly, dismembering them is a valid option.
But, I said I don't agree to it, not that I demand it changed.
I think a 2x damage penalty is a little harsh in general ngl
because weapons have stats other than dps
There's enough reasoning to go into any combination of ways, gameplay wise and "immersion" wise.
and like i said the piercing/slashing options have more reach than blunt
a huge upside
arguably reach is the most important stat
The way I'd have buffed blunt is probably with an increase in speed if the hit connected.
Because that's actually one of the upsides of using a blunt weapon - it bounces back from the enemy, instead of getting stuck in it.
Bows need to be universal weapon, cause with CO alone this is your only ranged option (slings were not reworked at this moment). Bows doing blunt damage does not really make sense.
CO crossbows are perfect vanilla bows are uhhhh interesting
the poleaxe is probably the best blunt weapon
it has more reach good swing rate and you also get non blunt damage option
But, do you "need" a universal weapon in a category?
Even with a flat damage value, no types, the bows have enough damage to one shot a lot of monsters as tier go on.
Also animals being resistant to blunt and not slashing makes more sense when we are talking about hitting soft tissue through hide (though if we hitting skull and other bones, it can be the other way round)
its more a problem of blunt weapons have worse stats in general than damage resistances
well and also the fact that you can just not go into caves and then the most threatening enemies in the game are bears, by a lot
so why would you pick the bad against bears option
Just carry 4 different weapons 
poleaxe does all 3 and does blunt better than all the blunt options 🧠
I carry a sword and a bow, both basically slashing.
Never even considered to care about enemy resistances or weaknesses.
poleaxe high attack has the farthest blunt attack reach
The idea of people installing a mod where the key feature is different weapon damage types/resistances and then complaining about the differences in damage… like, this is a core rpg mechanic
therefore its the best blunt weapon
Just have multiple weapons
A spear and a heavy shield can kill any bear
Plan for what you’re going to fight, carry multiple weapons, or suffer.
slashing is universal
or just take a halberd or poleaxe because they kill everything with minimal risk
just have one with high enough tier
🤷♂️ You were complaining poleaxes were very risky against bears
Until you’re fighting in a 1x1 hole and the drifters are too close to hit
quarterstaff reaches farther
yeah but it does baby damage and has lower armor pen
and is literally completely useless against bears
poleaxe does tier 8 blunt steel quarterstaff does tier 6 blunt
There are 3 basic blunt weapons types:
1h mace (warhammer)
1.5h club (polehammer)
2h quarterstuff
Their ranges seem to be consistent of slashing weapons of the same type
Anyway, I don't see what needs to be changed atm. Halberds are nice and versatile, but slightly slower than spears and maces. Maces have small reach, but are a good shield combo
polehammer sucks bottom text
I dont see how I can add more reach to maces, tbh
They are fine
make the polehammer swing faster
It personally took me a few tries to really get into this mod but I really have grown to enjoy it. The modular armor is probably the coolest thing as I get to pick and choose my risks (Can't be assed to wear plate arm/foot protection) and there hasn't quite been anything like fighting a bear on horseback with a spear.
Also launching a drifter in to the abyss with the a weapon never gets old.
We're trying to set this up on a server, but we're really struggling to get the weapons to swing. We believe we've followed the necessary steps and troubleshooting, but may've missed something. Should we just try clean install of everything?
Send logs
Heyy I was told to forward this bug here. Meteoric Steel Plate Body Armor doesn't have any layers or body parts assigned.
Join us in the Cult of Poleaxe
This is from rustbound magic
Maltiez is it possible to have a slashing weapon other than the Falx with tier 7 attacks? or have an existing weapon buffed to tier 7?
Test without rustbound magic
it's more to stop the falx from obsoleting all the other one-handed swords
Still broken with rustbound uninstalled.
I think this stems from some weirdness between Meteoric Steel, Meteoric Steel Compat, and Armory
Wait, meteoirc steel?
yessir
You want to contact author of the mod that adds it
tell him about meteoric steel not being made into buckles either 
Revolver arb doesn't show up on the sling as well. Slings are amazing btw, great addition
I know about revolver, will add later
I got a friend who is atrocious at handling pole-weapons because they always try to get right in the face with everything.
If you like to get so close your eyeballs are touching theirs, you want the swords.
Hey man I asked on the mod page then remembered discord exists. Would it be possible for you to make a patch for Temporals Reformed? It really doesn't like CO which is sad becuase I can't play without CO at this point
that's when you just bash them with the poleaxe
author just uploaded a lite version which is intended to be used with combat overhaul
I'm blind, thanks!
Players are fast enough and have no acceleration allowing them to dictate when contact will be made
tbh with how damn fast you move in vs with no swing slowdown like in most melee fighters I only really notice the difference in reach between polearms and swords
you can just start the swing and sprint in before it connects on any weapon
To me sabres feel like they reach a little less than they used to before a recent change in animation, but otherwise I haven't had any issues of reach with any weapons I tried.
Even with sabres it's not an issue, just sometimes misses where from prior "muscle" memory I expected it to hit.
Sounds like minor skill issue
real as fuck.
Given you have enough time to fully sprint through something without their move connecting, weapon reach only really matters for multi hitting im my opinion. I think its a nice balance. Sabre does a lot of dps for example, but im going to be using a halberd or greatsword if I want to cut through large groups of rustborn or shivers.
Like I said, it seems like a change more than an issue, but I'm nearly done with playing the game, and soon will lay it off for a while, I feel, so I won't even have much use for most of the stuff in the mod anyway.
yo, I have this error pop up whenever I'm starting my world, I'd provide .log file but I have no idea which one since there's like 6 of them
actually there's 10 of them
server-main
Before anyone asks, This is on a fresh VS install, with the whole VintagestoryData folder deleted from appdata, so that's not an old version of the mod conflicting etc.
I launched the game and generated a world before installing any mods to generate all files, then installed all the mods I needed, restarted the game and generated another world
It does not crash the game, and I've (yet) had no problems playing on an old backup world, but I tought it was worth reporting
Does anyone know where to look for "/server/behaviors/......."?
By the looks of it, you have a mod that modifies enemy behaviours. It patches the default "range" to "rangeByType", which is not what the overhaul lib expects.
Comb through the mods that might affect this, like any enemy overhauls or the like, and open their files. Then look for folder called patches and there should be something like bowtorn.json
Flee exhaustion mod is a very likely cause then
Some of that will have the change to this.
No, it contains only 1 patch to these enemies, but applies a special behaviour instead.
It's adding, and adding something else, so it shouldn't produce this behaviour.
temporals reforged lite then
Here's how the fleeentity looks like in the basegame. It's completely different from how you have it, which means some mods would have affected it for you.
Your only way is to open it and check.
I don't have that mod installed.
Doing it rn
Well, not the only way, but the best way.
yeah it was temporals lite
It had a lot of code and I'm to lazy to read all that, so I just deleted it and no more errors
How does CO interact with wolf taming's creatures and armors?
giving it some thought, i think i should first clarify that i'm mostly talking about this in a multiplayer / PvP context (which i'm aware you don't deliberately balance around), but i'll give my thoughts
- specifically with the armory mod, people very rarely go for anything but specific weapons (greatsword, in my experience). this means that despite the nice variety of weapons, they mostly become clutter
- with the base mod, there's a few problems, mostly just how swings and parrying work. specifically, directional swinging feels almost semi-random and is difficult to get a 'pattern' on, so if you specifically want to bypass a block by swinging from the left or deliver a devastating overhead, it feels like the system doesn't allow this very well
- this may be my own personal biases towards more mechanically complex melee systems, but i feel like the main thing that CO combat really adds, positively, is that you can now cleave through enemies. it doesn't often add nuance or changes to moment to moment gameplay because often, you are still doing the vintage story shuffle (run in, swing, assess prospects, either run in or run back to avoid a hit). it just makes clustering together more punishing
- to build on to the last point actually, i think while this is a larger problem with VS combat, but i think it relies too much on mobility and avoiding swings rather than deflecting or blocking swings - it doesn't feel like you're trying to outplay an opponent, just sprint around enough to smack em
- this kinda wraps back to the armory mod again, but i also do feel like the blunt/piercing/slashing way of going about things doesn't really affect playstyles - in PvE, you just choose the highest blunt damage to deal with 75% of enemies, in PvP, you.. just do whatever. oftentimes, it doesn't feel like your weapon does anything more than marginal damage in a position where it is doing the most 'kind' of damage - which makes weapon choice a little irrelevant
i had more to say but i realized i was reaching the character limit
and i'm already dropping a big ole wall of text here
you could bait their attack out? You can get into their melee range and just backstep, or just use a shield and block while going up.
but any combat game with attack direction have the issue just look at mordhau or chivalry... both games skill ceiling is the movement...
same with Mount and Blade, movement and fainting a attack is half the rent.
i mean i can't deny that, but movement is more used in VS in a way that makes blocking and parrying less viable than just sprinting out of the way and back
install sprint and momentum mod, the old version had a strict inertia system
1.3 version feels icy sometimes but you gotta build it up
which, granted, it's not like other games where stamina is an explicit resource that means sprinting is a choice you have to make
(which, good, i would hate to spend time taking a breather in my hunt for shinies)
and you have stamina usage while running
but the mod has some perfomance issues on my end and my guess why my old server crashed.
ah. good to know
spammed the server logs too with status updates etc. Without rubberbandaid fix not really playable.
but yeah that's the only 2 solutions I can give you, as the inherent problem isn't necessarily CO
My humble opinion is, any combat in most survival games don't feel as good compared to games who solely focus on it.
there is no game with good combat, the only "good" is something that you haven't experienced yet, after getting hang of something it all starts falling apart
We could look at vanilla combat in VS that says everything lol, secondly the only unique creatures are either the bosses or bowtorn shiver little spider robots or bells. Everything feels simple.
i mean honestly that's my opinion too, but since i can't get Just The Armor Layer Mod, i might as well give my earnest thoughts
Well there is good melee combat system. maybe not for you but I loath over Darktide's melee combat compared to any other game. Other example would be Mount and Blade.
so you would prefer the vanilla combat from VS with armour layering? I never played vanilla but saw once how one used the blackguard shortsword
at the very least i think ome of my my other criticisms are salient, since having run a few combat tests has given me that impression
at the very least i would like to have the armor layering and the ability to experiment with other weapon/combat mods
mainly broken as light attacks have the same attack speed as heavy attack
in the context of darktide you mean?
ye
since i think the layer system is cool, and should honestly be default - it gives more customization and (more importantly to me) allows me to play dressup
if you time it right ofc
well you rarely heavy attack unless your weapon has cleave on heavy attacks or it is single target dmg.
Or use the special mouse 3 button combo of swords or deflect special attack
there is nuanace how one uses tools in the mist of hordes.
..have to check since i've only played vermintide 2 - what's different about darktide combat?
besides the emphasis on guns
not much except the emphasis on the guns and more ranged enemys
it's combat overhaul channel iirc
oh it is, i jsut wanted to have reference since we're also discussing combat systems at large
I haven't played much vt2 but I could go into catalysm if I recal hardest diff with ease from darktide, issue was the lack of sprinting and sliding lol
someone may just think that it's nothing more that just random chatter and will just skip over feedback