#Combat Overhaul
1 messages · Page 45 of 1
better than no damage types
It's basically the same as if there weren't.
cause then spears really do become the meta
I wouldn't think so. The best way to balance these types of things tends to be the route maltiez already took with everything on tier and hand count doing the same damage. Then the balancing factors become their secondary features. Arcs, attack patterns, hitbox lengths.
In my case, the greatsword lunge was the best of all of those.
they dont have shared weakness: animals have lower piercing, monsters - lower blunt. Splitting them even further will result in damage types being irrelevant, cause you cant chose a weapon for the situation, cause in each situation you will have multiple weaknesses tyoes
everything already was doing the same damage "on tier and hand count"
it just has +-0.5 damage depending on material type
stop repeating the same missconseption again and again
Was there not a time when longaxes dealt 9 damage and greatswords 7?
Both being steel
long axes dealt and deal 2h damage, same as greatswords
there is 1h, 1.5h, 2h damage, + 2h+ for some ocaisions
And having one weapon deal 0.5 or even 1 damage more - results in no difference, so I dont know what you are so upset about
The point of splitting damages into those 4 is to stop deceiving player with irrelevant differences
4,6,8,10 - damage values all result in different amount of hits to kill, adding inbetween values does not make a difference in practice, and just messes with players' brains
I see.
I love this mod so much
essential
even when not doing combat
cause the armor is much more modular and generally much lighter
and ranged adds a dimension vanilla refuses to add
Actually, +1 damage does result in some difference against enemies with 24+ hp, may be I will make quenching damage buff add +1
would +1 tier be too good?
I think there are 2 buffs in vanilla, one to damage, one to crit or something, I need to look into it
+1 tier is one of the buffs for sure
crits are another mechanic added out of nowhere
the reason for crits, is dev realizing that +10% damage will not make a difference
At least it is not like +2% crit chance, like most of the other games
I'm not a fan of randomness, so I will not add critchance to CO weapons
Serrations help with fibrous materials a lot, though.
Yeah, after thinking about it a bit more, serrations can make a difference
Many knives designed for rope cutting, like sailor knives or climber knives, have serrated parts.
Here's a knife specifically for rope cutting, for example.
Though for the combat: you really dont want your weapon to be stuck in an enemy, so personally I would rather avoid serrated weapons
Seeing them side by side, it honestly feels like they saw this knife design and ran with it.
These look more like saw teeth than serrations though
Was probably too hard to represent well without going too fine on the details.
I’m going to go a bit deadass on the devs: they wanted to have Warhammer chainswords in their game but make them retro primitive and the falxes we got is the result 💀
Chain swords are a very different kettle of fish.
I wish there were just regular swords for normal progression and after a certain technological threshold there would be actual swords with current falx qualities that allowed people to fight rust creatures effectively.
Problem is, vanilla doesn’t really allow that, and seraphs apparently have some metalworking knowledge embedded in them, since they can make falxes from the get-go
They sure look cool, but I wouldn't want to use one, if I had the option of a chain sword or the vs falx, I'd use the falx.
wh is over-the-top fantasy meant to look stupid and cool, and chainswords fit it very well. VS is meant to be more grounded
Oh it for sure wants to be grounded
Making rust creatures have metal embedded in the bodies and coming up with falx for design to combat that is an odd decision, is all.
tbh, I dont see how falx serrations can help with metal, and unless it is soft thin metal, its shape wont help either
That’s my point, I don’t get this either
Ok... I think I dont want to deal with all this, may be i will add actual falxes into armory later, but I wont mess with vanilla falxes.
Thank you maltiez...
Tbh you should make blackbronze into iron if not meteoric
ICBM
All it needs is the l4d hunter sound clip
intercontinental ballistic moose
"run momentum type shit"
Hi
i have problem with ingame wiki, i can craft items but cant look up their recipes
are you using optimization mods?
only content mods and libs fro them
and firearms have same problem
Did you just load into the world?
Give it second
it stays the same
nothing changes after 2h
ok
nvm
sorry for trouble
i have to directly search for it and it works
maybe level up mod
It doesn’t work with more guns?
I was thinking of adding more guns, I already have meteor steel mod
Actually yeah, it seems I have moved javelins to 10 damage, probably from 9 or something
that's quite strong
It has been like that since the all the same weapons do the same dmg(excession being stone to flint, and throwing dmg of javellin, from 6 with flint, 8 copper and 10 bronze+) only change is tier from metal metal
Yeah, I know
And it will stay until I see some convincing arguments against it, and without exaggerations, I'm sick of ppl constantly exaggerating and dramatizing everything
well that is serious competition to crossbows
very cost efficient too
will keep in mind to try in the next world
throwing delay makes it a bit mid
crossbows have a reload
It cost you 5 durability on entity hit, and javelins durability in general very low
yeah i know but still
Javelins also have terrible velocity I think
No idea about other mods, I can only guess, once again, that those two mods have issues with recent CO changes.
you can make three from one ingot
I am still playing on the last version, would it work?
What is it? 1.21?
The one that added boats and stuff
I think

If you don't update CO to the version that changed spears, those two mods shouldn't explode because it cannot find spears afaik
or you update CO and don't use the meteoricsteel mods
1h damage
You're meant to throw it after all
ah, for stone ones, yes
...
should not be
it should be 4, it is 4 in the itemtype
full damage to animals
half to drifter despite matched tier
one tier higher does full
thrown does full damage tier matched, melee doesn't
best guess is melee does a lower tier
Ok thanks, I haven’t updated anything
Mods don’t automatically update right?
That would be hell if they did
Yeah
If you don't have a automodupdater thing, you'll be fine
Thanks
it would be a seceurity issue
Bro steam workshop does it and it can be very annoying
gmod has proven its a issue for security lol
fucking around with javelins i found a cool tech
time a jump well while throwing to make it go much further
I like that though, i ramble more to remind myself and others than you, just pinged ya cause it seemed apropriate
Realistic too, it uses your speed as base speed then adds to it
oneshotting drifters with 10 damage is satisfying
i will apply this knowledge later
the nighttime drifter fuck off kit
Javelins very much a skill weapon it seems
better metal, less chance to break no too?
i recently got javelins mostly done anim wise for my player model mod
they look fun to play around with
What is it?
Raptor? XD
avali
ive been working on anim compat for CO and armory the last few days
(mainly cause i just wana mess around with a varitiy of weapons instead of just the falx lol)
I'm kobold gaming, but I'm waiting for a good cat player model mod 
it's good to see more CO compat mods though
Does CO affect arrow stack limits. Before the update I was able to stack 64 arrows in a slot, now it's only 16. The wiki might be out of date but it says 64 as well. It might be another mod but I cannot imagine any of the mods in my list affecting it.
Yes, its 16 now
Is there any "counter" for the decreased stack size atm?
quiver
Which doesn't show up in game afaik sans the attach bag loop on mounts.
?
quivers & sheaths
another malt mod
stack sizes were reduced to encourage using quivers
also the mod 'Arrow Barrels' is very useful post the CO arrow stack size change, can set the size of them in Config Lib too
You can put them in pile on the ground
Yes like a savage
API Fixed: Offsets from mounted entities now make sense, existing ones will need adjusting
- The mounted animation should position the player relative to the hitbox
- The attachment point on the mounted creature should go on the part of the entity the player's movement follows
- The seat offset adjusts the location of the player's hitbox relative to the attachment point
Seems like there was some work done with the camera and mounts in the latest pre-release. Looks like someone was listening, unless this was your work.
Looking for some feedback on armour setups; is there a diffarent armour type outside of chain for the middle layer?
only chain, there is some stuff which is both middle and outer, like scale
scale is a great middle ground
so you get a bonus from having all 3 slots, light/med/heavy, correct?
you wouldnt run around without chain
its not you get a bonus
for example
if you were to use a bow
you wouldnt want to use anything like scale
only at the torso and head
depends onn your set up
your class
imo brigandine is not really worth it
what u broke
u used the smithing plus mode
I somehow altered the entire thing by 180 degrees when I was done with it
u used the smithing plus rotate mode
try it
use that mode again
its not even related to this mod
don't work
wekk
wait
so is the layered armour additive?
As in?
gamb lower level, chain mid, brig/scale/plate outer level and then tallies all of those up?
shift + lmb/rmb
@fallow surge can I please get some clarity on armor stacking on each slot?
Armormaxxing
Pretty sure it is
this is what id like clarity on
Best in slot perhaps?
Mobility / tanking?
Idk what you wanna know
Just clarification: is the best set up tailored gamb, then chain, then a heavy armour? You dont need all of the pieces per set, so which postives/negatives get taken into account?
“Best” as in unkillable, but you’ll be very very slow
but then head/chest/legs also work to cover the other spots as well, correct?
Armor is leveled per each part
You could have very good chest armor put no neck armor
head armor will defend head and chest armor will defend chest. if it grays out another slot its because the piece you are wearing is filling that slot.
Most protective would be tailored gamb, chainmail and plate, which is the only armor set that will only use the outer layer
But plate armor had the most debuffs
the armor you wear will tell you what parts its protecting, and when you put it on, it will gray those slots out.
I dunno, maybe plate should give you a negative blunt protection or something
That might be cool I guess?
Nah not really
It definitely should be positive, either just gamb or steel plate isn't enough for high tier enemies
Ya thats what I figured, I just wanted to know if each slot of light/med/heavy was additive so that wearing light/med/heavy gave the best overall defense
heavy armor is the best defense as you would assume.
thats not taking the downsides into account though.
Just going to some caves is enough to find tier 4 enemies btw
True, you might only want to use plate armor if you're a blackguard
yeah, the use speed penalty is pretty rough on plate. running full plate and mail will make you almost invincible, but your swing speed, and move speed will be lethargic.
use what ever sounds cool right now, later you can test out different armor combos to find what you like the most.
thats the beauty of CO.
Is there an actual cap/diminishing returns on armour?
Not that i know of
depends on what you're fighting.
some enemies deal higher tiered damage.
usually deep cave enemies.
Even against a bellheaded shiver (around 40 tier 7 blunt damage) isn't that dangerous with full steel plate and gambeson
(chainmail has no blunt protection)
yeah
i want to say bears are like tier 3 slashing (correct me if im wrong) so some chain or scale can be good enough when doing surface things in bear terriroty.
all depends on where you're going and what tier metals you're using.
I kinda wish there were more options for armor tbh
how so?
some armors are balanced around taking the chain slot like forelorn, blackguard, and scale, but i guess i see what you mean? idk. i dont know what you'd even put in that slot.
how would you balance a new mid layer armor
Extra padding or something
More blunt but less slashing and piercing?
Chainmail doesn't have that much protection
gambisons already buff the living hell out of your blunt and they are the only real choice for skin layer past a certain progression point.
Blunt is still the damage type you can have the least protection of
I think it's just because of chainmail
then why recommend a blunt mid layer?
What
Ig it's just boring to have chainmail as the only choice that doesn't use other layers
I'd say scale but that would seem kinda broken to have plate and scale
any progress on meteoric steel and m.s.compat getting updated or am i hoping too early?
Tbh my major problem is brigandine has no spot because it has the same debuffs as plate
ya thats what I found odd too
ask the mod authors for those
Do you know how the damage reductions work for the armor tiers?
Like is trying to hurt something 2,3,4 tiers above you even less effective?
ask them here? they dont have their own mod discussions
btw don't worry CO will be on the server I will run @lyric marsh
For enemies, 50% reduction if your weapon id a lower tier
Otherwise none
What about enemies attacking you
For the enemy
There is a graph
Really?
Surface drifters still very slightly hurt me
Wait
(I have leather jerkin everywhere)
Let me show u
its very self explanatory but here
the attack tier bar is where you select thea ttack tier that you will use to compate
and the armor protection is how much it will protect you
you can also change it to show how much damage you will receive in percentage
or accounting for the hit chance in that bodyy
or average daamge
@fallow surge for some reason the scrap spear has the same one handed damage as two handed damage of four. i think thats not intended
Wait what 😭 there's no way
yup
they also dont have the new spear modes(i have the latest version of the mod)
i could of sworn it was also missing the stances
the stances yes
How is that even balanced 😭
Ive been told that there are some alterations to crafting amounts
Apparently thats not being reflected on my server
There's a pic of it taking i chain to make a set but its costing us 12
Mod load order issue?
The diference is making one set of chain yields 4
Mod load order is dependent on dependencies and the game does it automatically, so thst a mod dependencies always load firdt
So two ingot->4 chain
So what sort of progression should i be looking at armor wise? Im like 1 week in and about to enter the copper age and I'm noticing that mobs tend to 2 shot me
At least with weapons its more or less the same copper, bronze, iron etc etc
@restive nacelle Brigandine's gimmick is that It doesn't require any smithing work, just plates on a crafting grid. I find it very useful as all you need is power and a helve hammer, I use it before making a proper suit of full armor
weird niche as a mass Production armor
I like it as a niche
make jerkin to hardcounter drifters
make copper chain (i recommend waiting for bronze but copper is fine) for shivers and wolves
Can i just use hide for that or do i need proper leather?
don't need anything more unless you're cavediving or running into bears
hide jerkin is fine
i'm personally not a fan of changing the falx model
i like the vanilla falx because it looks cool, fits with the setting of vs and it's supposed to be a specialized weapon instead of a general use weapon (atleast lorewise)
it was specifically made to better deal with drifters and other monsters instead of human targets
i've heard some people have issues with the shape/length or serrations, the length would be better for cramped caves where the monsters are common and i always assumed that the falx was serrated so that it would leave a bigger wound when pulling the sword away after striking
you could add this as a separate weapon, i'd love to see more weapons in CO armory, or even a slight remodel of the vanilla falx to fit the CO aesthetic more while still keeping it true to the original
add those new falxs as proper falxs and have the vanilal ones still be there but renamed to jonas falx or something 🥀
the gold jonas falx 🔥
also the falx that's currently in CO fills a niche that i don't think any other weapon really does rn
maybe mace/warhammer but i think they were slower than the falx and had worse range or something
falx is the best weapon
As I already said, I will not change vanilla falx, may be indeed just rename it later
rot falx
the rust falx
Using just the plate curraiss without the arms is nice to avoid most of the penalties while still protecting the most commonly hit area
I like to use black guard so I'm full plate but my friends usually play hunter so I make them breastplates for when they want to be tankier. Works well it seems
super light setup: full skin, chain chest, chain head + light/open helmet
extremely light setup: nothing. Just dodge. Skill issues 
light setup (best): full skin and chain, chestplate and helmet
the payoff is 1% extra speed
going higher than the light setup tends to be overkill outside the early material tiers
but you can replace the sleeves and pants with scale
that setup is no longer suited for ranged
I've been using a bronze chestplate and light helmet with nothing else, and I've been pretty amazed at how effective just those two are
Honestly has been making me feel like CO could maybe use an add-on that adds an injury system that's determined by where a blow hits with armor greatly reducing the chance of an injury, just so there's a reason to armor parts beyond damage reduction
Arms: amputated
Legs: broken
Skull:fractured
Adding a limb based health system like Minecraft RLcraft to enrage players with oneshots
Might actually be interesting since the game already supports limb targets
Add splints to heal bone fractures
Casualties unknown type shit
Get shot and there is shrapnel inside you
yo maltiez i want to add full compat with CO to my mod abyssal depths. I have an item class for diving suits which adding a json CO patch ends up replacing so stuff breaks, should I just make another mod to patch that when both mods are present or do you know a better alternative?
i was thinking of making diving suit mechanics into a collectible behaviour to bypass the need for a patch mod
idk if it's CO or something else but sometimes I can't use the offhand nor use any weapon to attack until I unequip and equip the offhand back, maybe just unequiping fixes it but it's a shield so I equip it back
I have noticed this happens to me if equip armor with right click straight from my hotbar, it borks melee weapons until I reequip them, maybe this is your issue as well.
i must politely complain about how hard it has become to simply throw spears and javelins, or even successfully hit creatures (does not attack half the time, throw animation is janky and sometimes cancels out)
unsure if this is a me problem or if it's a genuine bug
It's working for me
weird. maybe it's just me then. what's the key/mouse combo for throwing?
i may be doing it wrong
you hold right click, then you left click
for spears you need to be in throw mode
you change that by pressing F, like a tool
and if i let go of right click at any point, it resets?
that's a bit silly in my opinion
why?
it's hard to think about using both mouse buttons at once
it feels like i'll break something lol
I cannot relate to that
so i struggle to time things right
i just prefer the vanilla mechanic more i think
feels more "powerful" to me
but eh, to each their own
Yeah I think the vanilla mode is worse. Can't easily cancel the throw
You can scroll but it's annoying
i can understand
The throwing itself is also very very fast
It's unbalanced and not really immersive, I like the delay CO adds
that's fair
again, to each their own, i'm not hating on anything, i'm just saying it's difficult for me specifically lol
the spears could be thrown further though, i'm used to them being aerodynamic and stuff
Javelins are the dedicated throwing "spear"
Spears are now more for stabbing, they can be thrown but it's very much a secondary role
i want a Yeet Stick™️
You could change the throwing distance in the config if you want the spear itself to be able to be thrown very far
im in a server where i dont think thats allowed 💔
get javelins then
True, vanilla is so annoying having to throw at the ground because can't cancel
are there any weapons you can use from behind a heavy shield?
One handed weapons
Falx, short sword, arming sword, uh mace, club(1.5 handed),long sword(1.5 handed)
1.5 handed weapons can be used eith an offhand but get slower when doing so
whats the best option? im a rust mage with -15% damage but i need a mele option for when im alone on the server XD
Depends
we also have the combat overhaul armory mod
anything that gets in my face. XD im not really targeting anything
and i have black bronze
Note that you cannot block and attack at the same time with a shield
well it matters quite a bit, if you're threatened by wildlife a spear will work best. If by unnatural creatures (drifters etc) a mace will be good
The falx is pretty fast but cant parry
shame. spears should be able to attck from behind a shield.
Oh well
The falx is a great option
You could throw them before the spear stance change, idk if it works rn
Slashing and has +1 tiered damage
yeah you can throw still.
Balance considerations. Blocking and attacking at the same time is to powerful
While blocking with a heavy shield? Nice
Because here blocking actually negates damage
Doesnt only lower ir
Tbh
Heavy shield really isnt needed at all
Unless bowtorns
Shields are really op irl, they feel pretty weak in CO, especially the heavy shields
Heavy shields can completely nullify bear attacks
And ESPECIALLY since there's no steel heavy shield
(just get blackguard and parry the fucking arrows you casual)
In fact, the wicker shield can completely block brown bears
Literally sekiro
Block, not parry?
Mfs on co about to 1v1 a bear no armor and win
Wow, i didn't know that
STANDING HERE..
Do light shield blocks protect more than weapons?
Light shield has a higher tier of protection, but it doesn't cover all body parts, so it's more unreliable
it protects against projectiles
Tbh just go berserk with a great sword as a blackguard
Is it more than a greatsword?
Parry the fucking bullets and stare them down
For some reason, blocking with a greatsword NEVER works for me
If steel
Sure, but great swords appear at iron. At iron I would say bears are not that much of a problem
From what ive herad they are not problems even in normal playthroughs
No, great sword is better at blocking/parrying melee, but can't block projectiles unless you're a blackguard
Stone age wicker shield>>brown bears
Once you know the tricks and are ready for them, sure. You can still be ambushed and misstime attacks/blocks
I swear blocking never works with a greatsword, i almost always get hit when fighting
You gotta learn the timing
Go in creative
Spawn gear foot bowtorn
Get some iron armor
Parry
Oh wow
Parrying works just fine, but it feels like the block never does anything 😭
Check the damage log
Blocking with a greatsword doesn't cover all body parts
You might be getting hit in a noncovered part
It's part of why heavy shields are good: they cover all body parts
Well... it tells you which parts are covered. So the ones not in the list are exposed
I don't know which other parts there are though
Should be noted black guard can only parry projectiles with a weapon, not block them.
Is it the ones in the menu?
Your arms and hands probably
The fact that feet are included kinda confuses me
Why?
Is it possible to blackguard parry a firearm bullet? I'd assume so but it's so fast I'm not sure if there's even a projectile
It's not a seperate thing in the menu, right? There's only 2 slots for shins and legs
Well I can't read
Animal AI is a bit wonky. And the bears do like a second "invisible" attack right after doing the proper attack
The animation is quite large
I assume it would be more predicting than reacting
But if you get shot suring it you ahould parry it
people complaining about m2+m1 to throw have never played an fps and that concerns me
I had a mouse once that had a failing right click, so everytime I would use it to aim it would basically do a quickscope by default
Wolves do that too, from time to time.
Which can turn a sudden encounter into a combo wombo to the grave.
I mean, when I played my first FPS, it was keyboard only
CO doesn't have sheaths or belts afaik, you'll have to get quivers and sheaths then probably ask in https://discord.com/channels/302152934249070593/1427248356631252992
isn't bundled with CO, but the mod was made by Maltiez, so it's honorable mention
yeah but its made by the same guy
(also did not know it existed)
how does parrying work?
wolf is an exception because doom already had mouse support
Right click with the weapon, it makes you not take any damage
For weapons that can also block, you need to press right click and have the attack hit you before the parry window ends and the block window starts
@fallow surge any recommendations?
dunno, not enough information
rn I'm taking a short break, cause I dont feel well
I hope you feel better soon
Ok
Is parrying better?
How does armory patch the vanilla forlorn hope and black guard sword shapes exactly? Cuz I can't seem to able to find the patch
Am I dumb or does blocking/parrying still work while stuck in another animation?
I’m hard at timing those things that’s all
toggle vsync if you're using that
What would that do?
Its not a patch
If you put something in your mod on the same path as in what you want to replace, you can replace the shape
I have a mod that does exactly this for armory
Here:
Look at the path i took and compare it to the armory path of this same model
You also have to set as dependency where the model you wanna change is
So it loads after it
If you want a more detailed explanation ping me in https://discord.com/channels/302152934249070593/351624415039193098 so we dont get too offtopic
how do i changed the health value of enemies I've been trying to mess around in the files but nothing im doing is actually working would be nice if someone could help
specifically the eidolon and chapter 2 boss
Open the combat overhaul zip
Assets->combatoverhaul->jsonpatches->entities->lore-> eidolon_immobilized.json and erel.json
hello everyone im having problems with combatovehaul how to open the ingame menu where u can configure things
cant find they key in my configurations :/
Another mod called config gui, needs img lib
Or something like that
i'd also like to know on behalf of our server's owner, is that how you disable the block collision?
I meant this
Yes
but I did open it exedantly 1-2 days ago
Modlist?
Careful not to get the 1.22 version
any way to deal with that annoying thing that prevents me to throw a puch or swing a sword when im next to something?
It will not work with 1?21
I cant fricking fight in caves or in dungens cause of that
Block collision?
On the configs
yeah its from mod right?
Yes
I cant remove this overhaul mod cause other mods are dependent on it
Its on the config of the mod
I hope I can turn it off its soo annoying
Thats not ehat causes it
Its combat overhaul itself
Meant to make you use other weapons
like what?
Spears and shortswords are great weapons in the caves
spears? dogshit zero damage
Lol
Shortswords
Pikes
Maybe not pikes
You can disable it
when I go in dungeons towers level 1 drifters clap my chicks and I cant even kill one
Its on the config
Okay
ok ill install that configurator thank you for your help
cant find it config gui you said?
Config lib, requires dear ImGui
god bless you good sir
i know where it is it's just not changing the value for the health i assumed i would only need to change the maxhealth and currenthealth values but for some reason they just aren't doing anything :/. im on 0.15.1 ill just have to tell the host to update it to latest version and see what i can do then since its clearly not working.
the host has to change it yes
you need to change it on the machine that hosts it
yeah, upgrade it to the major version 16
it uses jsonpatches as a dependency which allows you to set priority orders on patches
so i think the eidolon health might be getting patched and then unpatched
Pikes deal more damage than 2 handed swords btw
Spears deal the same as a greatsword
Unless you're fighting drifters ig
Shortswords work very well for fighting in tight spaces
Or you can just spam the thrust attack on a greatsword
Any 1h spear mods that work with CO?
or you could put something in your offhand to use spears in 1h mode
Lower dmg though/
:/
it has diffrant stances compaired to javelin
its thowing stance lets it attack like javelins too
more range but slower
Yeah probably but Im testing it in a basically clean environment so bit weird I'll try again later today with the current version
You can adjust your range manually
with spears
also spears are a bit more tricky (but easier) to land full damage hit on things moving "at" you (headshots are arguably a lot easier with the way they attack)
it would be really cool to be able to combine multiple layers of armor to into one, so we can have 3 pieces of equipment instead of 9 
And then have 9 combined pieces 
not with the new rework at least
does bashing stop a block?
No
@fallow surge I believe you asked to be reminded about the hotbar for firearms
Albiet I am one pre-version late
I have thought about it, and I think I know how to implemented it in code, but will do it in 1.22
Amen, i pray for combat overhaul in 1.32
1.22
Great work you have been doing, and good to know you have beem taking a rest when needed
see you next decade lol
can use them to thrust/stab with 1h and shield?
Yes, javelins are one hand only
how do i use the blunt side on the pole axe?
overhead
I thought it was if you were too close to the enemy
😩 it will take a lot of work to update ovh lib to 1.22
im having a strange issue where none of my armor seems to take any durability damage, nor does it seem to offer any protection. I have uninstalled both CO and Overhaul lib, cleared the cache folder and reinstalled but the issue persists. its both vexing and annoying as im wearing full iron brigandine, iron chainmail and tailored gambeson only to still get either instantly killed or have swathes of my health taken out in a single hit. Any help would be appreciated
oh, im on 1.21.6 and using CO version 0.16.16, Armory version 1.10.2 and OverhaulLib 1.21.0
any other option? way the jav gets held looks awkward af when doing the stabby stab with it
good news, its been resolved. It was a dependency issue, think a mod update borked something. did a full reinstall of all the mods and their dependencies and everything is functioning as it should be.
Spears, you can use them one handed, have more reach but are slower
Ig shortswords work kinda like that, too
you can go spear and shield?
good luck
Oh
You need to stop blocking and parry
So which is better?
Let's say I got an arming sword
This as my main weapon to fight rust monsters.
Well, shield can block and parry (unless it's a heavy shield)
Sword can only parry
Also, shield can block and parry projectiles, whereas swords can only parry if you're a blackguard
What you recommend me to use to take full advantage of my one handed sword mastery trait?
Then using a shield might be a good idea
Alright then
Base combat overhaul includes heavy shields right?
What the difference between them both?
I think heavy shields are from the armory mod
They are like light shields, can't parry, but when you block it protects every single one of your body parts
Blocking is tier 7, whereas parrying is tier 9 btw
Yeah, no problem
what's the status of combat overhaul for the current rc version?
seem to be running into issues with starting a simple flat world
just read this because i was too blind to see it the first time around
Literally any weapon I use is completely useless in anywhere except the surface, the only thing that works reliably for me inside or underground is a frickin axe. It's not even a weapon
Spears and large weapons make sense to have block collision to discourage their use inside, but shortswords and the falx, weapons literally designed in the lore for fighting rust monsters in tight spaces, should not be totally unusable 50% of the time when in caves. I like most of what the mod adds but block collision on by default for short weapons is such an abysmal dogshit experience and I can't even config it as my server's owner is inactive
Same man just use that gui you can turn that bullshit off from gui
I got bullied by literally level 1 drifter in space less 3x3 (even there if ceiling is 2 block tall u fucked)
Just remove all mods that has this mod author on them, and you will be good
Idk man, have you tried getting good
It is an mp server, so they cant go the usual route
I see that u got upset about this,listen dont wanted to sound rude but I like other mods that are dependant on this mod but I dont like some things that this mod brings. im thinking, disliking and being so negative about some settings in mod dos not make be bad person right? but yeah I get why u upset, this mods are chads but as my personal opinion that setting where u hit walls is dogshit 😄 I understand that wheever came up with that setting wanted it to be realistic but theres way more to that then it is in mod so thats why its bad in my opinion, but I gotta say other things are awesome and I love it and thank you for your hard work
I see that u got upset about this
listen dont wanted to sound rude
you can disable it tho
gotta admit I cant, i work 10-12 hours 5 days a week so when I come home tired id like to chill the way I want cause I dont have so much time to go the usual route as many others do cause of all free time ❤️
I did and everything is 100%
I play with it and have fun, you just gotta adapt, if you still don't like it (for example, if you use a weapon without directional attacks) then you should disable it
wdym everything is 100%?
Good, i assume?
everything is good thats what I meant
I mean I have dungeons mod as well and every time I tryed to go inside those drifters swarmed the place and I could not even land 1 hit same problem in caves so idk how you guys adapt to it
Greatsword thrust spam
Or poleaxe
Depends on what I'm using
(if it's a small corridor)
ah so its more like forcing you to use other weapons as well insted of just falx sword and its not about being good with swords xD
understood thanks
Tbh a spear is actually good, i fought using a short sword and a spear in the 1 wide corridors in the archives and rarely hit the wall, same for the short sword
so its not about skills I guess cause I swear I tried cause im to lazy to turn of game and change something from mods config or things like that xD
Just hug the wall oposite to your swinging arm
Falx cannot hit in small tunnels because it swings in an arch
That easy
You can use a spear or shortsword to counter act that
still annoying for me to fill my inventory with serveral types of weapons when inv slots is so limited
If you have the armory mod, you can use a ton of different weapons
2 slots
its more like extra steps and extra time spent wich I dont have sadly
What backpacks do you have
leather for now with 8 slots each
That's plenty to bring 2 melee weapons
Or just
Bring a shortsword or spear only
You don't HAVE to use a falx
now I see but at the time of problem i was broke it was my 10+ hour world so yeah
now im quit rich but yeah I see that setting as useless/annoying
Tbh weapons are pretty cheap, what is expensive is armor
If you wanna disable it, go ahead, there's a mod that lets you change it by pressing esc
Personally, it's not a big issue though
trust me when you trying to get total of 20 copper bits to just make hammer and pick everything is expansive 😄
You can make a flint spear
40* but after that its a breeze
already did this problem happend to me several days ago someone replayed to me and I answered back thats what happend
Flint mace my beloved shiver abuse weapon
not really I did change their spawn rate and shit but panning is way to go I just found out after like 1000 hours in to game
Or heck, a heavy wicker basket, made with cattail, rope and sticks can completely defend you against bears
Spawn rate up or down?
Heavy wicker shield?
Yes
Isn't that from the armory expansion mod
It counters bears
So is the flint mace
down or else why I would be complaining about being broke
And the short sword
Bears when i put in front of them a bunch of cattails and sticks:
Well, that is kinda your fault ig 😭
Tbh i dont like panning because i could be getting seeds while i gather copper nuggets, or find limestone or traders
nah im good I like it this way
thats just to get 40 to get started unless I find surface ones
I like panning when i have an excess of food
Move offtopic to https://discord.com/channels/302152934249070593/454909656230526976 please
And not enough copper nuggets
Mb
tell me about it it drains your saturation
Oops
right well it was nice chitchating boys thank for your recomendations ❤️
i've tried, hard to do when all of my strikes bounce off because i'm 2 blocks away from an edge. i like most of the mod don't get me wrong but i can't even make use of most of the weapons because i literally can't swing them except when i'm outside in a wide open space
I probably came off a bit too harsh in my rant, I do appreciate Maltiez's hard work and the cool features this mod adds, but that one default setting and not being the owner of the server is just really frustrating. I think having the default setting be block collision for long weapons but not shortswords and small weapons would vastly improve the default experience
When I'm standing in a 1-block wide tunnel facing directly forward, I should be able to use my falx to hit the drifter who is standing at my feet punching me. But any leftclick causes it to bounce and barely move unless i am standing at a perfect 45 degree angle, in which case every other click is a bounce off. It basically makes short weapons - except for axes, which are tools and not weapons - completely useless in tight spaces which is exactly where they are supposed to shine, they're outclassed by spears and large weapons in any open environment.
Pretty sure shortswords are the ones supposed to be in tunnels
Also, it makes sense that spears are good in tunnels
Idk if you could contact the server owner to disable that setting
i've done so, but he is very busy with midterms etc so i am stuck for now
well realistically you wouldn't be able to turn with them
Yeah, but it would be too annoying to have your weapon bump into everything, especially since you can really change how you hold it
no, they're extremely long and awkward to use in tight spaces especially around corners. their thrusting is better than a greatsword with wide horizontal swings for sure, but a short and easily maneuverable sword like the falx (hacking vertically, no reason it should bounce off the walls on the sides!) or shortsword (thrusting like a spear but less awkward) is far better suited to the cramped tunnels and underground
but that's the niche of short swords...in vanilla VS, you're supposed to have two weapons, a spear for the surface so you can keep your distance from charging beasts, and a falx/blackguard sword for the caves to get in close and hack rust horrors to death. no one weapon is supposed to fill the entire niche
that is honestly something i would love, being able to switch falxes between vertical hacking and horizontal sweeping
Not really, one weapon is more than enough in vanilla
Let us switch between hacking and sawing modes (more damage but slower attacks)
as long as i could actually hit things in cave i'd be happy
how much longer are polehammers from warhammers?
About yay long.
I don't remember exactly, but I think when I tested them, it was like a fraction of a blocks difference, about .25 or so. Keep in mind, not only the physical length of the weapon matters, but also the animation.
You could always run a quick test in a creative world, though.
Playing with this and fantasy creatures mod on
Dragon hits like a truck; if I had steel armour would it actually mitigate some of the damage?
And are there any armour considered t4 outside of steel?
not how it works
here tier is diferent
its a bit outdated but here
Chapters
Introduction: 00:00-0:13
Dealing Damage: 0:13-1:49
Wearing Armor: 1:49-3:01
Taking Damage: 3:01-4:12
Making Armor: 4:12-4:55
Supplementary Mods: 4:55-7:20
Hello, this game is Vintage Story: A moderately unforgiving and learning intensive sandbox survival game that will test your patience, capacity to learn, and ability to appreciate d...
I really really wish combat overhaul was modularized in some way.
I love a lot of the changes, the stuff from bullseye, the weapon animations, it all feels so nice.
but I don't like the armor and damage changes. I feel like I'm between a rock and a hard place where I have to either settle for vanilla or put up with features I really don't like.
I guess I just feel like it could be split up because it adds so much stuff
even if there was no way to remove the modular armor system, which I could understand, I wish there was at least a way to disable the tier system
I'm pretty sure the tier system is like, technically part of vanilla too
That being said I also use Combat Overhaul pretty much explicitly for the modular armor system so
Odd thought, actually: Would it be possible to make vanilla tools deal CO damage types? Such that all damage types were usable in an install without Armory?
Might look into making a patch that does that, potentially, idk
should be I think.
but that's kind of why I suggest the mod should be modularized. You use CO for a different reason than I use CO, because the mod kind of covers a wide range of potential wants when it comes to weapons and armor
I don't know how tightly woven everything is on the backend, I haven't had a chance to read through the code or anything, but I would think at least some systems should be able to be disabled
I really hate fighting ||the eidolon|| with CO installed
I suppose it could be interesting to somehow poll CO users at to what features drew them to the mod
co uses completely different math from vanilla
so you can't just do vanilla armor
(and you wouldn't want that anyway, vanilla armor lies to you)
co armor is objectively better in every way
yes you can't just wear a gambeson for full protection but everything else is balanced accordingly
co armor is way cheaper and way stronger
also to "disable" the tier system, make a json patch to unify the tiers into one (pretty sure people have already done that, look through moddb)
i haven't played the new versions of CO but in what way did shivers get fixed? i remember seeing that in the patch notes
they're still pretty dumb in the current version i'm playing on so i'm wondering what i should expect when i eventually do play on the new versions
something's wrong with the hit detection rn
they miss a lot
they were fixed by getting their animations back to vanilla speed
can they hit you while moving or do they still have to stop moving to do it
they hit while moving
except the hit almost never connects
need to wait for malt to figure out what's happening
i swear they can hit you while moving in vanilla
also did they completely remove shiver leaping from CO
cause i'm pretty sure they can do that in vanilla
but i've never seen em do it in CO
Yeah that was a weird fight. I did it once and at first I was using an iron greatsword and dealing 0 damage. I ended up just spamming the block stab as that was the only thing that made the health bar move.
Maybe skill issue but you don't have a lot of time to figure stuff out during it
||I settled for poking down the red eye/button on its face as slashing the head or body seemed to do nothing.||
Story content spoiler ^
the weakpoint is the glowing blue orb on it's chest
you need to use precise weapons for it
or thrusting attacks
not a spoiler because the co page mentions it
I still consider it one. I want to be polite to those who haven't done the story yet
didn't even notice it in the heat of the moment tbh
nah just hit the eye
surprised so many people have trouble doing that
most weapons are very generous with precision
i've seen people claim it was bugged
only the really long sweeping weapons have a hard time with it
and even then they have thrusting attacks in kit
This is not in scope of the mod, though - it's supposed to be a complete system by itself.
Say, the melee animations have no purpose in vanilla, since it uses a simpler system for melee hits detection, unlike CO, which has an entire framework made to make it work. Multiple weapon types also do not make sense in vanilla, because there is just one source of damage, and having different weapons creates complexity that may not translate well into neither providing sufficient vanilla-adjacent balance, nor quality - since these items were animated specifically for CO.
Design-wise these features are interconnected, so disconnecting them from one-another is ill-advised for either maintenance or quality assurance purposes (also imagine maintaining multiple versions of the same mod, as a person-author - it's a nightmare).
If anything, Bullseye is a separate mod - so at least that makes sense - since it basically just overhauls how bows are handled.
#bullseyeforvanilla
Bullseye for vanilla would be crispy indeed
It's up for grabs iirc
🫵 You could be the Bullseye for Vanilla person, or bribe a modder with donations to take care of it
the bottleneck here is tyron
he gets the say on what does and doesn't get in
and tyron likes to pretend this game doesn't have combat
i do think a combat overhaul update for vanilla would be good
maybe not all the features that CO has
it won't be as good as co i can tell you that much
even their "solution" for spear spam is the laziest thing possible
just make it slower
nerf spears, make throwing slower
pat on the back, back to implementing autistic shelves
While I don't know what anything looks like on the backend, so I cannot speak at all as to how easy the split would be, I kinda disagree about the other points.
the melee animations have no purpose in vanilla
The melee animations aren't useless at all in vanilla. One of the most popular mods for minecraft is literally just weapon animations and nothing else. Not only do they just make combat more satisfying, but things like PvP if you're into that are improved.
Multiple weapon types also do not make sense in vanilla
I think you're thinking about this solely from a utilitarian perspective. I like historical weapons. I'm sad that I only have access to a falx. Having lots of animated weapons is awesome.
I'm not claiming it's practical for Maltiez to do, I just wanted to share my desires. If I had a lot more time on my hands, I would gladly fork bullseye myself and maybe I will, but I'm very busy with school and currently just dabbling in VS modding. I have a lot to learn, and reading through through the code of bullseye.
I think the numerous mods that just add weapons and armor do prove there is at least some market for an extended weapon set, and adding nice animations atop that is just even nicer
combat rework
it adds vanilla raycast weapons that at least try to have accurate visuals unlike vanilla
the point about co is that the animations are the actual collision of the weapon
in vanilla it's all fake
so you can't just transfer co animations to vanilla, it just doesn't make sense
greatsword does a wide swing while all that's happening on the technical side is a laser beam shooting out your face
again, I do like the hitbox based weapons
I don't like the way damage works
I don't like getting one shot by the stupid falling rocks in the ||eidolon|| fight
I believe there is a valid separation in the damage system, the weapon overhaul, and the modular armor
oneshot by eidolon rocks?
that's interesting
that means your armor doesn't mean the minimum tier for reducing damage from that attack
I was wearing bronze
practically co armor makes you very tanky
but that's kind of what I don't like, that weaker armor does basically zero against higher tier stuff.
i actually don't know what tier the rocks do, but i don't remember ever taking more than like 2 damage from them
I just frankly prefer the vanilla armor system
where 97% protection is like ~75%
vanilla armor is way weaker, it's just that it becomes even weaker when the right tier isn't met (it loses like half or more of its already poor protection + you take 100 points of durability a hit)
my guess, your head wasn't appropriately protected and you got headsmacked a bunch
now that really is devastating
the only thing that can make co feel weaker than vanilla is headshots
that's why appropriate headgear is top priority
and yes you can "disable" them in config
set head, face and neck multipliers to 1.0
I'm not ignorant, and I do get that there can never be a perfect version for me, I just really want more values exposed to the config and the ability to toggle more features
i prefer vanilla's defense conceptually (though it's likely more a success by incompetence) where endgame (or even midgame) threats remain scary forever, but i prefer co functionally because it never lies to the player
co has the opposite issue of what you're describing
armor is perhaps too good
I do truly hope we'll get a combat update one day, though I think the biggest issue with Vanilla Combat is just enemy animations feel stiff and hard to read
co doesn't change any animations
just gives everything accurate hitboxes and hitzones
I'm aware
in vanilla everything is a massive cube
as for vanilla combat updates, i described above you probably shouldn't hold your breath for it
despite their increasing emphasis on combat as part of the gameplay loop with 1.20 they are very hands off and bare minimum about actually improving the combat
check out combat rework for a fix of new weapons with good animations while still having vanilla armor
Increase enemy dmg tier pls, tier 7 at max is not it
You can get like tier 10 eith bronze, which means like a 50% protection
Tier 9*
Im pretty sure each armor tier above bronze increases defense of all by 3, where as copper to bronze is 2
Well you can’t move at that point either
Its all trade offs.
CO really let's you fine tune your stats.
Recently I mental boomed trying to craft the best armor set for my needs and budget.
There were so many good options.
Settled on bronze scale sleeves and legs with brig chest and plate helm. So I could pack as much defense as I could while still keeping lighting fast weapon speeds and mining time for the deep caves.
so what is an ideal armour setup?
Good chest and head piece, with arms and legs (probably) being something with more mobility
go full padded, chain head/chest, plate chest/head?
Yeah, that's usually a good idea
Chainmail or scale for arms and legs for mobility
so you dont do the piece where its all 3 combined, you do it seperate?\
Yeah
Needs more space if you don't wanna wear your armor at all times (to avoid food penalty) but it's better in combat
so how much of an upgrade is steel over meteoric iron? is it less since its based off everything being added together?
It's still a pretty significant difference
For weapons it's 2 tiers above iron, and 1 tier above meteoric iron
I can't check for armor though
Holy brianfart
So better off to make some plate with steel than invest in the meteoric iron stuff
steel armor is overkill
but if you want to be indestructible then yeah go for steel
m iron armor is identical to regular iron
Yeah, i think it's only slightly more durable
we've got dragons on the server that hit like a truck, thats why im consideing it
Steel chainmail, plate and gambeson should be enough
There's also other mods for slightly better armor
right now ive got meteoric chain, full tailored gamb and am just tryiong to figure what my next step up shpuld be
Plate gives a lot of protection
Brigandine you don't wanna smith all that
And scale if you want more protection but also more mobility
What dragon mod are you using btw
Fantasy Creatures Reborn
Interesting
I've seen people complain the dragons are stronger than the current final boss
Kinda makes sense ig
Do the dragons drop anything of worth?
A heap of gold scales, that you can then melt into gold bars.
I did find some of the "lesser" enemies from that mod a nuisance, so I edited their files so they spawn further away from the player and in darker / more wooded areas.
But, it is more stuff to fight, I guess.
Scale armor would conflict with your chainmail and if you're wanting to push your defensivives as far as they will go id look at plate or brig. Always remember that if you're willing to give up the chance for survivability, you can use less armor on arms and legs, because those body parts take half damage.
I mean, you could make some meteoric iron scale, unless you want the steel stuff
why would the scale conflict with the chain?
because scale uses both the over and mid layer.
think of it like an advanced chainmail that you cant wear plate with. its light weight, and efficient as its own thing but HEAVILY loses out defensively against full chainmail + over armor
Scale is cost efficient as well
ohh ok, ty
is the repaired forlorn stuff worth it? or similar to scale due to losing out on a layer
The same way that scale is an advanced chain that you cant use an over on, forlorn and black guard are advanced plate that you cant use a mid on.
The quality of life of combining 6 peices into 3 is nice if you like taking on and off your armor a ton like me, but you lose a lot of defence and durability because of it. Again, Its preference.
I think brig armor should have some stat advantage
Instead of being “bad but easy to make”
Maybe I don’t understand because I like the smithing mini game
my boy brig got gutted:cryy:
it kind of sucks in the base game too though doesn't it
The only times I've cleared the RA and subsequent areas has been with Brigandine in vanilla due to the rediculous metal requirements. It's not exceptional at anything even there, but it makes stuff survivable and that's all I need
I could definitely see some lower manipulation speed penalties due to it having a bit greater flexibility than larger plate harnesses, but it tends to be heavier, so idk
chest have lower manip speed debuf, due to being more flixeble, arms and hands have higher debuf for being heavier. When summed - it is the same debuf. But you can wear brig chest and plate arms + hands to minimize the debuf
Ahhh, gotcha. Didn't know this was already implemented
@fallow surge im gonna assume you're waiting on stable versions before you try and port CO to 1.22?
@fallow surge oh hey havent noticed but when did you become a VS dev? also wat type of work u do for them?
just curious
Please stop pinging me about random stuff that does not need my immediate attention
I dont know if this was seen but the scrap spears dont have the new animation and when yielded 2 handed it still does the same damage as one handed:4
To answer you;
#mods-general message
Mod API Programmer
thx
sry
(He's busy)
him
I am him
CO is having a TON of patch related errors in my logs. I havent seen it affect gameplay, but i feel like I should post here.
VS Version 1.21.6
CO 0.16.16
JsonLib 1.3.1
OverhaulLib 1.21.0
I do have a decent amount of mods, but just from looking it doesnt seem like any of them touch what CO is having issues with.
ain't that a 1.22 jsonlib version
those don't work
Wilderlands Rustbound is the culprit. I had the same issue. That mod contains patches that change stats of all vanilla armor and also change damage and damage tier for all vanilla creatures on top of it, which pretty heavily clashes with CO's balance. Those patches located in "game" folder inside WR's assets.
hey boss can i use the mod for the test version?
no
CO isnnt compatible with 1.22 yet
hes workingn on it
he said it somewhere
or i just confused two mod creators?
nah just asking i just update my game
Has there ever been thought of adding a mechanical/compound bow as a late game bow? From what I understand the technology is there in the vintage story world
No, there is not enough technological advancement in the vs lore to offer ways to make compound bows.
Why not
You can somehow cast barrels that don’t explode I am sure you could cast/forge what is essentially just a pulley system
Compound bows were developed in our world 60 years ago.
And?
All the focus was on firearms, not figuring out how to make a better bow
just because the technology was there doesnt mean it was developed
Even bow hunting is barely a thing compared to firearm hunting
Because it's not just a bunch of pulleys, it's made possible by materials that aren't available in the game, that needs some good 300-400 years of development of metallurgy and material sciences to reach.
they are made of fiberglass and carbon fibers
Bro this world has temporal magic, all I want is a compound bow😭
To be lighter
not only that?
Heavy doubt
carbon fibers/fiberglass offer material that is stronger and more flexible
You don’t need flexible in a bow
Fuck you mean
COMPOUND bow
read how a bow works
The thing that stores the energy is a flat spring
Of metal, probably some special alloy but we already have steel crossbows in CO
No, you want to go and read how a compound bow works.
its not
its the limb of the bow
I OWN one