#Combat Overhaul
1 messages · Page 46 of 1
You own a computing device, but I wager you don't know the exact intricacies of its function.
Neither do I.
they are though?
I concede
Whatever
It was, that's what composite bows are, and there is a composite bow in the game.
yeah
composite bows are fun
Well, sort of, there's the recurve bow, which seems to use "composite" ingredients, but it does so in a confusing manner.
It’s a game
I guess
toolsmith should do a thing where material strenngth determines how the bow acts, annd you can use composites of diferent woods to get the material yyou want
Is the hand waved reason
I love spreadsheets
it should just say inn the stats though
offtopic
lets move to toolsmith?
Well, no, I was more referring to the fact that it uses bushmeat, which my best guess is that's what the meant as the sinew/sinew glue component.
Now that everyone said no to you, you should use that to fuel spite, learn and make your own mod adding the compound bow
Spite is a powerful thing
I mean, we said no because he wrongly described the workings of a compound bow
No, said no because there is no technology in the lore
I guess teleportation is easier than making a bow
Dimension hopping
I made some poor assumptions to die on
I can’t art for shit
Otherwise i like the idea of compound bow
There was some crazy machines in the RA
I think the game being voxel you won't need to make it too detailed, also I heard there is a website that can convert normal models .obj into voxel/blocks, although I didn't look for it myself, but seen people using it to make chiseled statues and shit, could be a start and then tweak the model
VS does not use voxel style
Mind if I ask what way you normally make models for the mod? Is it through the VS model creator or do you use Blockbench/some other external program and convert?
just VSMC
I see
making a compound bow model seems interesting, but I'll need to look into the upsides/downsides of converting from other software since I do have a lot more experience in blockbench.
hey Maltiez, congrats on becoming a part of the VS team! does this mean Tyron and company plan on integrating Combat Overhaul's improvements into the vanilla game? or some of them at least? will Combat Overhaul remain being developed? will it be a side project, or halted entirely? love your mods and regardless it's great to see you progress this far!
he has been part of the team for a while
i didnt know lmao 💔
my boyfriend only recently made me aware
ok, i swear someone complained about shortsword not working in tight corridors, but i have zero issues
probably a skill issue thing
that was complaining about all weapons not working in thight spaces
Okay, makes sense though, not every weapon is suited for every environment, for tight corridors, weapons like shortswords are perfect, for not so tight corridors, or open spaces, literally everything is good
If you still don't wanna have a shortsword/arming sword for tight corridors and s bigger sword for everything else, then feel free to change the config file
Thanks, nope, nope, yes, same as before
There is a config option for it, I dont get why some ppl get so very upset about this feature.
these peeps clearly havent played a soulslike then lol
Some people just like to hate on CO in general. 🤷♂️ Dunno why. Because they want it, but don't want it they way you've done it, so they take out their frustration on this mod. That's my theory.
nah it's all about the author
then people pretend it's not because of the author and the mods are "buggy" and "bad" (never elaborated)
western post 2015 online culture is everything wrong with humanity
Whats wrong with the author? Are those ppl still upset about me being upset about a person harassing Salty for use of AI in thumbnails?
Tbh, I find this unlikely, you are generalizing
they once screenshotted your response being rightfully mad at mrmutant poisoning the well and making people not even look at co like that's unreasonable behavior
seen too many people like this in my lifetime to pretend it's a generalization
🤷♂️
I dont understand how humans think
average programmer
Often they don't think
Haven't played the prerelease 1.22 versions yet, is this mod affected by them?
Like, does it run fine or did the new versions break it?
#1260976245374582886 message
Aw nuts
That was me and I meant the falx, because they swing at an angle. Doable but frustrating and I wind up using a spear in tight caves which is the exact opposite of what should be happening
Actually I've played and beaten Elden Ring, Dark Souls and mostly beaten Dark Souls III...the wall bounce in DS1 was easily the worst feature of that game
I like the mod by the way just to be clear, I just wish block collision was off by default because my server owner is too lazy to go in the config file and change the setting and I probably took it out a bit unfairly on you, my apologies. I love 99% of CO
I will look into short sword animations at some point, they should not hit walls around you, ideally
Rn I'm focused on moving to 1.22 and doing some refactoring of the lib
A shame we can't use stances in Vintage
wdym?
Spear has stances now
Code for it is here, just need a whole tone of animation work to add to other weapons
Much excitement for the future, indeed
Very distance future, unless I find a dedicated animator, or rather dedicated animator finds me
Halfsword reference?
I don't mind waiting a hot minute at all
And kind of cx
Halfsword is good for CQB from my understanding
Or just hit em with that surprise attack
irl halfswording is useful against an armored opponent, cause it makes it easier to stick the sword into gaps
Precision and control
I gotta watch more sword fighting videos
Ideally demonstrations or technique over sword fight that turns into a grapple brawl
(Or mordslag/mordhau)
Or to wrestl it on the ground
True~
Would be alsow funny to see physics based weapons as flails
Hear a noise to the left, turn sharp
Cave in own head
I see, I didnt mean to shame you btw, so I'm sorry if it came across that way
Also, how else is a falx supposed to swing? I think it kinda makes sense it hits the wall, since the way the tip is shaped makes it probably not ideal for thrusting attacks
Unless you mean a smaller arc
I never paid attention to the animation of Falx, but isn't the same as the club?
the lack of a proper animation tool makes it hard for me to want to work on these aninmations...
is there really no undo button?
Yes, it is hard to implement
yeah thats uhh
very very important feature for a animator
also needs a freecam implemented to the animator
may be at some point, it was meant to be a dev tool for importing and fixing vanilla animations
ill atleast say its good for doing anims in fpv view tho vsmc is not so good at that
I made it specifically for fp animations, cause you cant really use vsmc for it
initially tp animations wont even planned
i rip my hair out doing tp in overhaul lib meanwhile i rip my hair out doing fp in vsmc 🥲
just do fp for ovh lib and just dont care about tp for time being
(swings, hits the pommel into its own face, go into fetal position and cries)
lol
Hm...
well its not crashing that better then nothing atleast
Speeeeen
If you don't even know your next move, how will the enemy?~
epic flashy combat
anyone know what file can I check to figure out how should I make the patch json to make a compat patch with Butchering and Combat Overhaul? Because Butchering adds a bone arrow, but it has piercing damage while CO arrows are slashing, also it does 5 damage which is more than steel arrows in CO, the purpose of the bone arrow in that mod is to be between flint and copper, so I will need to also reduce the damage it does
report to the butchering author first
better for them to fix it
yea gonna do, for now I will just edit the file myself so I can play with it properly, it has a patch for CO in the mod but for whatever reason it has tier 0 and 5 damage, I believe it should be tier -1 and 3 damage if the point is to be between flint and copper
spear trick
me when I input 180 radians instead of 180 degrees
Its just a bug in spin implementation used with quaternions
editing the file itself worked, just need to figure out what I have to fix to solve that gap when pulling the arrow or just play with it and hope the author wil fix it
Seems like bone arrow is centered on the wrong hand
Ah
what armor would you recommend for iron level
i havent dug too much into combat this playthrough and i dont have much flax or leather available atm
chainmail is good by itself, or if you wanna get more protection (like plate or brigandine)
do you usually keep your armor on 24/7?
before combat overhaul i usually stuck with gambeson since it doesnt slow you down much and still provides good armor
chainmail and skin layer (like leather jerkin or gambeson) yes, but not the heavier sets
armor hinders your mobility much less than in vanilla
and since i have way too much food, i sometimes don't take it off, in case i get mauled by a bear
i see
so once i get my hand of more flax would you recommend gambeson and chain mail together?
yes, good protection in general, and it has very few debuffs
maybe scale if you want a bit more, but idk how you craft it in CO
so it's it's own set
got it
scale uses the slots for chainmail and plate/brigandine, mind you
as your main loadout?
i'll keep gambeson + chain mail as my main 24/7 loadout
and when i need to go into dungeons i swap the chain mail with scale
yeah lol
but hey, more stuff to do for me
btw what weapon(s) do you use?
ive currently stuck with a falx but i see that it can be a bit lacking in tight spaces
shortsword is great in tight spaces
or spears, too
i use either a greatsword or poleaxe for more open spaces (i chose blackguard)
arming sword also works btw, but it's a bit finnicky
i don't really know how it works, but it's the same as the player i believe?
if you have an attack that deals high damage, but the attack tier is much lower than the armor tier for the enemy, it's gonna deal very little damage
if the protection value is close, it'll deal a good amount
i see
and if the damage value is much higher than the protection value, it will deal most of the damage
wait i think it's percentage based
you can check how much damage you'll take in the armor page
quite surprising that bullets do blunt damage
yeah
how so?
to me bullets would do more slashing or piercing damage
and something that goes at that speed usually pierces and shreds through what you shoot at
bullets dont kill by ways of bludgeoning or concussions
its for gameplay reasons
also, we're talking about bp guns
muskets deal tier 9 blunt damage, which is still crazy
for enemies if the tier damage of the attack is lower than its defense, it halves damage no matter what, otherwise, full damage
even if higher? just full damage?
Except...they literally cause blunt force trauma. This is especially the case for blackpowder guns that use balls as projectles, which is the entirety of Firearms mod
All bullets cause blunt force trauma, some just much less than others to gain travel distance/penetration/etc
if fast ball hit you, it's still like getting hit by ball
yes
you can argue that hitting something hard enough to the point it pierces through is not blunt anymore
You could also argue that it doesn't really "pierce" through as much as it "rams" through
point being?
the difference being in the amount of energy transmitted to it's surrounding
A thin, needle like projectile would pierce without doing much damage
a thick projectile would impart much more force
The whole concept of "stopping power" relies on that
and they would still die as a result of direct damage to vital parts of their body or blood loss
whereas death by blunt force trauma has more internal damage than external, rather than both
the only time bullets would cause injuries consistent with blunt force is if the bullet is stopped
such as fractures, organ damage, bruising, etc...
Bullet wounds are literally mostly blunt force trauma on the surrounding tissue
holy crap thats a massive link
Sorry, how do I shorten it?
idk lol ive never seen a link this long before
Is it against server etiquette?
but the fact of the matter is that it also causes lacerations from the spalling and cavitation
so having it be purely blunt is still non sensical
Slashing someone with a blade also does some blunt trauma
should that be counted, too?
I think it's unnecessarily complicating stuff, better stick to the main mechanism
yes a negligible amount
I work in the medical field, I have seen machette wounds
it's not negligible
just not the main mechanism
I really think it's mostly a linguistic issue
besides, blunt trauma is also defined as being non-penetrative
We usually talk about bullets "piercing"
The cavitation effect of the bullet is the main driver of damage, and it's non-penetrating
Basically, as the bullet passes through tissue, the speed of it passing causes an expanding cavity, which then compresses again
reminder, we're talking about smoothbore
Sorry, I couldn't tell
but to pass through tissue it still needs to penetrate
It does!
Just not the penetration that kills
That's why people survive headshot wounds with small calibers
well, a hammer can technically penetrate skin, right?
and most die of brain hemorrhage
Of course, because surrounding blood vessels get damaged. If it were only the ones in the way, clotting would prevent that
also, im pretty sure the game is talking about the "form factor" (for lack of a better word) not the actual wound itself
Anyways, God knows I tried. You can keep being wrong all you want, it's your right. I'm gonna go play and enjoy the game now.
whatever helps you sleep at night man
also, the guns the spanish colonizers would use could get stopped by the aztec's cloth armor (i forgot the name) pretty effectively, which is because smoothbore is still blunt
It really doesn't, it's not a factor at all
The sleep thing, that is, I agree on that
with this, surviving small calibers is most of the time a case of distance and quick medical treatment
this went way too into offtopic, please move to offtopic channel
besides the guns we're using in game can kill a man up to 300 yards away and theoretically have an effective range of 150-200 meters, "historically"
ah oki
This thread is too big now, no new users can participate in it. So I made a new one: https://discord.com/channels/302152934249070593/1482639521291178015
i have that stupid bug with the animations and no damage, maybe mod incompatibility?, also noticed this "Did not find required shape game:shapes/item/tool/club/{type}.json anywhere. (defined in Shape for item game:club)"
Remove kemono
ok
Kemono is pretty much incompatible with any mods that adds any animations and CO depends on animation to detect hits iirc
No clue about the club error tho
thanks will see if that was the cause or if anything still does shenanigans
yeah it was kemono thanks for the help
is there any way to lock attack direction?
Config lib
The combat overhaul configs?
to lock dirrection
no it just let me lock dirrection whenever i want via that keybind
what's the point of recurve bow ?
does it have better drawing speed and precision ?
longbow just has so much more damage, but tier and dmg are the only stats we can see
it's faster and slows you down less
Would anything happen mechanically if you got the same proficiency trait twice? I'm playing hill dwarf and Mason in the racial classes overhaul mod and both include mace mastery so I am curious if it does anything.
only way to find out is to try it
dont see why it wouldnt stack
if I want to use archer armor such as open helmet and torso armor without arms,
do i have to just accept the fact I can get nuked on the arms, neck and face ?
Tbh hunter can still shoot really well even with light armor such as chain/scale
yeah the aim's fine, it's mostly the manipulation speed that's annoying
actually you gave me an idea
i'm gonna make a normal torso armor
but with light arm armor
bc we can split them
i'll get scale arms, and chainmail+brigandine on the torso
not clue about the helmet tho, i think i'll have to go for a normal helmet bc being able to get hit in the neck or face is just not good at all
can't really get nuked on arms cause they take half damage
neck and face are very unlikely to be hit and if you do there's second chance to save you
scale sleeves are a bad idea, big aiming penalty
it's more for light melee setups
if you need sleeves just go chain
full helmet is okay
Ah I guess, it's just hard to check in sp because it's hard to measure speed
is there any way to keep the m1's from alternating when i attack
30% attack speed makes huge difference
i just noticed, the hunter's slashing attack tier trait doesn't work on crossbow because they are piercing...
i love crossbows but piercing isn't good to kill drifters 
i mean, yes, that's how weapons work lol, higher tier = better
the crossbows that can't deal with drifters aren't good for much anyway (the two starting ones)
stirrup and latch are very good
especially with the trait
ye i love stirrup
latch is a machinegun and stirrup is a dmr
Stirrup is great as bronze
20 dmg per shot?
And cheap
20 dmg tier 3
used to be less but now it's nuts indeed
Yuh
the tier is low tho
Even as a blackguard the sway is almost none
a recurve or longbow is tier 4+1 with perk
Its good for huntin
iron bolts and that's enough to deal with surface enemies (though they're already super weak)
it's weird how crossbows are lower tier but higher damage than bow
wouldn't it be the opposite ?
crossbows punch through with a smaller head
Balance ig
Also we are comparing a bronze crossbow
yeah but the bows are easier to get than the bronze crossbow lol
try aiming them
Yeah but the bows are hard to use even if you dont have a sawy debuff
Bows are very effectively used for hunter due to low sway and fast reload so you dont waste time lining your shot
crossbows don't have major movement penalties, have very low sway and can hold a shot indefinitely
or just get iron
but the iron latch crossbow doesn't even get higher tier
bolts give tiers
do not sleep on ammo
applies to both bows and crossbows
iron +1
m iron +2
steel +3
everything short of endgame will be just fine with m iron bolts
I use the windless as a cheap musket underground. With steel bolts you can blow the head off a lot of priority targets down in the caves.
Yes there is a setting for it in the config file
thank you
Does this work for servers?
yeah it should be clientsided
I seem to recall that a dagger was coming to this mod or was added at some point. Did I imagine that in my head?
Just wondering cause I can't find it in the mod patch notes, did combat overhaul recently remove the 30% damage increase for blackguards?
Just noticed I am doing a lot less damage in my new run
I've come to the conclusion that I can only be combat overhaul. welp better go teach myself Json patching I guess
damage tweaks were replaced by tier bonuses
everything now uses hp in multiples of 4
damage percentages were removed for clarity
Yep, until recently I was apperntly on a version that still had the bonus but also the tier tweak. Don't like the tier tweaks one bit so its learning patching for me then
you can just increase global damage in config
doesn't matter unless you're running a server
I am doing just that
And seeing as none of my friends like the tier buffing or debuffing in general nothing will be lost if we go back to the philosophy from before those were changed in the mod.
Can't rly do without the mod nowadays either
Rly wish these types of class rebalance updates were able to be turned off in the config
What's the point in tier buffs? They make a class like blackguard pretty much worthless with good weapons don't they?
Don't rly want to stay behind too many updates cause of how interconnected the mods are either. especially with 1.22 so near
No
Slashing for example
But once your tier is sufficiently high to damage the enemy, there's no benefits to improving it?
Edit:
To damage the enemy fully
In my experience the damage tier buffs do LITERALLY nothing
Especially when you get into the iron age
Blackguard already has some pretty severe weaknesses in needing such massive quantities of food and hunger as well as poor ranged efficacy, I don't know why it needed this as well.
In combat overhaul it has the least hunger debuff while wearing armor, it has half the hunger rate, movement speed and manipulation loss from armor
Its weaknesses are more than covered by its strengths
In vanilla that is not much of a problem if you ask me but with all the connected mods for crossbows and guns the reload speed alone is INSANE.
Yes, the attack tier increase only matters if your gear is suboptimal
Or in pgp
Pvp*
Because its a melee focused class
It is made for the greatsword
But now, I don't see a reason to play blackguard in CO anymore I think. the tier system is dog shit so I'd basically only take blackguard to move faster in armor and have it eat less of my food. and at that point i'd much rather just not
Wasn't complaning. was just expanding on what mr wheels said
I think that fits
I mean, in most of my experience
Crossbow/gun reloading was done as preparation
As their damage burst is high
But it has lower dps compared to melee
Also in actually you are still burning more food in the end aren't you? with the general debuff for that on the class
But then it's a huge nerf to blackguards still, hitting hard was part of the identity, and removing percentage buffs in melee eliminates that as who doesn't seek to melee good melee weapons anyways? Steel greatsword has tier 6 damage, and I don't know if there's any enemy where tier 6 vs tier 7 would make a difference.
Also blackguards have huge drift in weapons as well.
So in the end you basically get axtra health and thats it
For nightmare it makes a difference
It does in plate armor
Its double damage
You get half the damage from not meeting the tier needed
The soldier that is good in damage is now..... basically just as good in dealing damage.
What weapon are you considering?
Tested it when the tier update first came out. it is just 1 hit
It was changed
I was mainly testing with maces, polehammers and longswords
For blackguards, the main weapons are poleaxes and swords
In what way?
yes thank you I too can read their bonuses
50% dmg if tier is below
75% for equal tier
100% for tier above
Now its 50% if tier is below
100% if tier is equal or above
Well at least being above the tier actually does something now, hate how you need to exceed the tier to do 100% the damage.
The first one, with 50%,75%,100% was before
Why not meet it = 100% and exceed it do more then 100% damange, god i love the bones of this mod but many of the random changes are annoying to deal with
Ask maltiez for his philosophy
If I were to guess it is to make it less lethal. personally I dislike it.
Gonna see what I can do with patching but at this point I feel like I'm removing half the mod to get the core of the mod back
Or to make it balanced
Tier buffs only matter for PvP ironically, but otherwise it makes it so you can do full damage to certain mobs early.
Early game power, late game irrelevance
PvP hadn't even crossed my mind to be honest.
Seems like such a minor thing for a game like vintage story
lets you fight anything with swords much more reliably
get an early tier falx, it has the falx bonus AND a tier on top
AND you have prof for it to swing faster
that's insane
blaggard can just ignore damage types basically
use swords for everything as soon as you can make them
besides what is a 30% bonus actually doing
it's a placebo
okay uh honestly i dont know how to access config
I never had any issues with swords before the tier system got introduced. uses a long sword for everything and things died, big part of that was the 30% damange boost too. without it the guard feels like its doing nothing more then any other class in melee
configlib+imgui
when i tried adding the config mod vintage story crashed
entities now have less hp across the board, and as i mentioned hp now comes in multiples of 4
it making any difference is an extreme edge case
Isn't blackguard the only one that can parry projectiles without shields?
yes
That seems pretty damn good to me
blaggard is already insane
Just strafe
what use is a parry if I can just walk to the side?
parry is amazing in melee
But not so much in ranged
cause enemy hit detection is jank
Isn't blackguard also the one that has the most walk speed penalty reduction? So you can strafe and parry even more
Its so op, tried swinging a sword withou being blackguard and it was disgusting how slow it was, even more in plate
"i hit anything in this general direction"
that's the prof
Only it has walk speed reduction
not the damage bonus
Yeah
So blackguard is even better then
Yes
Blackguard, the commited melee class, is busted in melee
Who couldve guessed
it
On the pause menu
oh okay
Its on the aide of the configs
thank you
Oh wow manipulation speed penalty is reduced by 50% as well
I struggle to see how blackguard is a bad class
the lack of the vanilla damage boost rly feels lacking to me, but it appears I am in the minority about that
The other buffs make blackguard a weapons of mass destruction
Its like taking away a stick of tnt and giving back a thermobaric bomb
I rly do struggle to see that, truly. because before assuming you meet the damage tier you did 130% damage, from my understanding now if you meet it you do 75% damage.
Before the tier damage update blackguard still hate the speed bonus, still had the movement speed in armor bonus. so those stayed the same.
the only thing that happened here from my (obviously flawed) understanding is that everybody became far less lethal yet the blackguard got hit less with the nerf hammer
I do not see a world where 75% is more then 130%
Thatis more like taking away a stick of dynamite and replacing it with a fire cracker
I already told tou
That was from BEFORE
.
Before youd do 75%*1.3
Or about 98.5%
Oke I admit I read that wrong, that was on me
If:
Damage tier>=armor tier
Multiply damage by 1
Else multiply damage by 0.5
For npcs
So past durability do blackguard have much reason to move past iron now?
I don't know the enemy damange tiers from the tip of my mind but if meeting it is the same as exceeding it then why use steel swords?
I at least think iron is the tier where you start hitting nightmare creatures on equal terms at least
Because even with the extra damage tier, nigthtmares need one more tier of armor piercing for slashing full damage
Either nightmare or the variant(gearfoot, double headed)
Just checking right now, stilt/bellhead/deepsplit shivers, gearfoot bowtorns and double-headed drifters have resistance tier 7 for slashing. Steel greatsword is tier 6, so as a blackguard you do full damage to them
Roger. Misremembered that then
Iron is tier 4 btw (meteoric is tier 5), so as a blackguard you do full damage to nightmare creatures, which have tier 6 slashing resistance
With meteoric, I mean
And with iron, you do full damage to corrupted tier
But if using blunt damage at even bronze tier you'd do full dmage.
iron being endgame viable is just a co issue in general
nothing exclusive to blaggard
This sounds much better than what we have right now
It's just not, you can comfortably wear full plate, chainmail and gambeson with almost no issues, in exchange for being incredibly tanky, especially if you have steel armor, which makes you almost immortal
I like that CO buffs plate armor
But i feel like it's a bit overtuned
Also, they made armor cheaper, too, which I really don't like
For the amount of protection that you get in CO, i would expect armor to be just as expensive as vanilla, not less
Although its cheaper, the amount of work needed for plate in manual smithing is hell
In armory at least
Yeah, i think it's a good trade off
Chainmail is way too cheap and not any harder to make, which is what i hate
Ita much weaker though
Even with skin layer armor?
I guess that's fair
But i only remember bowtorns having piercing damage
Is the slashing damage protection bad, too?
I don't really know since i only installed the mod after i had gotten to steel and had plate armor
Slashing tends to be animals and shivers
I dont remember if higher tier drifters are slashing too due to the blade
I think they also deal blunt
At least nightmare drifters do
Which is why they're kinda dangerous
why does my aiming direction sometimes doesn't work and get stuck on side attacks ?
low sensitivy
increase the sensitivy of the aiming change
Is the pinned spreadsheet for stats up to date?
It seems to be updated (just not the very first page though)
Thanks, I was trying to use it to determine the right arrows for bear hunting but I am useless at interpreting it.
it just blocks to one side
my halberd is just an axe now lmao
i can't poke or top swing
i found the problem
so shift + R
locks direction aiming
i was constantly pressing shift + R bc R switches to my secondary sword with the sheath and sling mod
(and i was doing that while sprinting)
Hm... I might need to change default hotkey to something else... No idea to waht though
Tbf I should have noticed the red text when I pressed shift r when trying to switch weapons
But I didn't know what it meant until now
@fallow surge Is the Riposte attribute system ready to use for any/all weapons if I simply add those attributes to the itemtypes?
So for example if I created a new rapier weapon could I simply add "CanRiposte": true and the rest of the appropriate key values?
It is fully functional
Got it. Thank you!
Is there any limitation that would stop a weapon with DirectionalAttacks from having a Riposte?
I can't seem to get it working
I am trying to add a Riposte to the Poleaxe, for reference, which has different typed directionals, so I cannot fall back on Attack
Look at the greatsword
Great sword has a riposte and directional attacks
Yeah, but i think that one is a but weird since the riposte is also a bash
Greatsword is defined under Attack, not DirectionalAttacks
Since all of it slashing damage then you can just say it is Directionals: Square and it will auto map attacks
But for Poleaxe you need different damage types
but tbh the greatsword stab should be a piercing attack as well
The philosophy behind it was that the damage bonus never changed anything in actuality. You would only notice a 1-hit reduction if you had to hit things like 11 times
Parries do briefly stun enemies
A 30% buff though would turn a 5 or even 4 hit kill to one lesser though, depending on break points.
Not with how minimal the change in damage is between weapon materials and weapons
I don't have the exact values right now, but if I do 5 base damage (6.5 with bonus) and a drifter has 30 health then I'm going from 6 to 5 hits I suppose
On Blackguard it makes sabres the highest dps melee weapon I believe? I actually haven't messed with it since the base damages all became the same
So should the longsword's
If that hasn't been changed already
Oops, I need to turn my pings off. Sorry!
Isn't the highest damage (blackguard shortsword, meteoric iron and steel falx) like 4.4?
(in vanilla)
I need to go crunch the numbers and remake the video to account for new changes
The wiki says it's 4.25 for meteoric or steel falxes
By those numbers, damage increases by a whopping 1.27
5.525 total
That's not a very good buff if you ask me
Isnt it 5.25
Where you getting that 4.25
I am sure 4.25 is for tin bronze falx
Wiki can still be wrong, but this is where i got it
How long has it been since you played
Its 5.25 for steel/miron falx
Idk man
1.21.6
And i barely use falxes anyways
It was 4.4 last time i checked
Oh wait
No i rember
It was 5.2
So vanilla blackguards deal 6.825 with a steel falx instead of 5.2
Sounds awesome
Thats steel spears
Well i haven't used those so i have no clue where that number came from 😭
Maybe from using so much tin bronze it poisoned my brain
Is it intended that gold and silver armor no longer exist with the latest armory updates?
#1260976245374582886 message
check here
I see
you plate the steel armor with gold or silver to get the look
The helmet recipes are still forgeable so i suppose you can skip straight to steel helmets now
with a copper anvil
i was testing in a creative world on SP
I did some work on a temporary set of ripostes for my game, and what I noticed that weapons like Poleaxe which have "DirectionalAttack" defined with different damage types instead of the "Attack" cannot accept the basic functionality. I'm not certain why this is the case but for everything else it worked fine.
Should work just fine, just probably you define it incorrectly
Maybe. I will try again and see if I can find out what I did wrong
If I'm understanding it correctly it would just be:
"TwoHandedStance": {
"CanAttack": true,
"CanParry": true,
"CanBlock": true,
"CanSprint": true,
"CanThrow": false,
"CanBash": true,
"CanRiposte": true,
"SpeedPenalty": 0,
"ParryCooldownMs": 600,
"BlockCooldownMs": 0,
"GripLengthFactor": 4,
"GripMinLength": 0,
"GripMaxLength": 0,
"DirectionalAttacks": {},
"HandleAttack": {},
"Riposte": {},
"AttackHitSound": "game:sounds/thud",
"BashHitSound": "game:sounds/thud",
"HandleHitSound": "game:sounds/held/shieldblock-wood-light",
"AttackDirectionsType": "Square",
"AttackAnimation": {
"Top": ["armory:poleaxe-slash-2h-top"],
"Left": ["armory:poleaxe-slash-2h-left"],
"Right": ["armory:poleaxe-slash-2h-right"],
"Bottom": ["armory:poleaxe-thrust-2h-bottom"]
},
"RiposteAnimation": {"armory:poleaxe-slash-2h-top},
"ReadyAnimation": "armory:poleaxe-ready-2h",
"IdleAnimation": "armory:poleaxe-idle-1h",
"Parry": {
"Zones": ["Head", "Face", "Neck", "Torso", "LeftArm", "RightArm", "LeftHand", "RightHand", "LeftLeg", "RightLeg", "LeftFoot", "RightFoot"],
"Directions": [90, 90, 90, 90],
"Sound": "game:sounds/held/shieldblock-metal-heavy",
"BlockTier": {"BluntAttack": 9, "SlashingAttack": 9, "PiercingAttack": 9},
"CanBlockProjectiles": false
},
"Block": {
"Zones": ["Face", "Neck", "Torso", "LeftArm", "RightArm", "LeftLeg", "RightLeg"],
"Directions": [75, 75, 75, 75],
"Sound": "game:sounds/held/shieldblock-metal-light",
"BlockTier": {"BluntAttack": 7, "SlashingAttack": 7, "PiercingAttack": 7},
"CanBlockProjectiles": false
},
"BlockAnimation": "armory:poleaxe-parry-2h",
"BlockBash": {
"StopOnTerrainHit": false,
"StopOnEntityHit": true,
"CollideWithTerrain": true,
"MaxReach": 9,
"DamageTypes": [
{"DamageByType": {"*": {"DamageType": "BluntAttack", "Tier": 3, "Damage": 3.5}}, "Knockback": 2, "DurabilityDamage": 1, "Collider": [-2.5, 0, 0.5, -0.3, 0, 0.5]}
]
},
"BlockBashAnimation": {
"Top": ["armory:poleaxe-bash-2h-2"],
"Left": ["armory:poleaxe-bash-2h-1"],
"Right": ["armory:poleaxe-bash-2h-1"],
"Bottom": ["armory:poleaxe-bash-2h-2"]
}```
Directionals and riposte yknow definitions removed so I can fit this message fully- Just leaving the structure
And in this case it does not work the directional attacks do not play any animations. Do you see any errors?
I realize that it is highly unlikely, but I've run into an odd situation as we're prepping our friend group's new VS server for the 1.22 full release.
Most of the group adored Combat Overhaul but one particular person absolutely despises it to the point they've mentioned not playing if we include it.
Is there anyway to disable directional attacks for a single player instead of server wide?
For sure it is possible to lock it in one direction (ctrl r i think)
The cat tree got this "problem"
There are many ways to lock or deal with directional attacks.
If thats they're only problem then it shouldn't be an issue anyway because without CO your locked to spear and falx anyway which dont have directional attacks in CO
Spear don't have it now?
Oh right did maltiez just update spear to have directional?
Haven't used it since I updated to current ver
I think it always have directional attacks (upper and lowwer thrusts)
That was pike
I think that alsow spear
But I might be wrong
But only in 2 hands
Spear have stances now, you can choose on the fly how you want it