#Combat Overhaul

1 messages · Page 46 of 1

wary swift
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Because the power is stored in the limbs.

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You own a computing device, but I wager you don't know the exact intricacies of its function.

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Neither do I.

stray elm
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Yeah but the limbs arent made out of carbon fiber or fiberglass

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That was my point

scenic arrow
stray elm
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My apologies

scenic arrow
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yeah

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its finne

stray elm
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I concede

scenic arrow
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but historically wood could be used

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still

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the technology is very new

stray elm
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Whatever

wary swift
wary swift
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Well, sort of, there's the recurve bow, which seems to use "composite" ingredients, but it does so in a confusing manner.

scenic arrow
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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

stray elm
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Is the hand waved reason

scenic arrow
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offtopic

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lets move to toolsmith?

wary swift
# stray elm It’s a game

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.

lean token
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Now that everyone said no to you, you should use that to fuel spite, learn and make your own mod adding the compound bow

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Spite is a powerful thing

scenic arrow
lean token
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No, said no because there is no technology in the lore

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I guess teleportation is easier than making a bow

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Dimension hopping

stray elm
scenic arrow
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Otherwise i like the idea of compound bow

stray elm
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Can’t draw nonetheless animate

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Not trying to get pity btw, that’s dumb

scenic arrow
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There is a diference between opinion and facts imo

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Compound bows sound fun

stray elm
lean token
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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

void scarab
void scarab
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I see

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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.

late citrus
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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!

scenic arrow
late citrus
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my boyfriend only recently made me aware

restive nacelle
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ok, i swear someone complained about shortsword not working in tight corridors, but i have zero issues

sterile forge
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probably a skill issue thing

glass sluice
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that was complaining about all weapons not working in thight spaces

restive nacelle
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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

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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

fallow surge
fallow surge
trail spade
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these peeps clearly havent played a soulslike then lol

fervent swift
lyric marsh
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then people pretend it's not because of the author and the mods are "buggy" and "bad" (never elaborated)

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western post 2015 online culture is everything wrong with humanity

fallow surge
lyric marsh
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yes

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and then they find every possible excuse to justify their hate too

fallow surge
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Tbh, I find this unlikely, you are generalizing

lyric marsh
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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

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seen too many people like this in my lifetime to pretend it's a generalization

fallow surge
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🤷‍♂️
I dont understand how humans think

lyric marsh
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average programmer

glass sluice
iron rivet
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Haven't played the prerelease 1.22 versions yet, is this mod affected by them?

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Like, does it run fine or did the new versions break it?

wary swift
amber spade
amber spade
amber spade
fallow surge
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I will look into short sword animations at some point, they should not hit walls around you, ideally

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Rn I'm focused on moving to 1.22 and doing some refactoring of the lib

dense prairie
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A shame we can't use stances in Vintage

fallow surge
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wdym?

dense prairie
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Like historical sword stances (Such as halfsword)

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If my rambles make sense

fallow surge
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Spear has stances now

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Code for it is here, just need a whole tone of animation work to add to other weapons

dense prairie
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Much excitement for the future, indeed

fallow surge
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Very distance future, unless I find a dedicated animator, or rather dedicated animator finds me

stray elm
dense prairie
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I don't mind waiting a hot minute at all

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And kind of cx
Halfsword is good for CQB from my understanding

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Or just hit em with that surprise attack

fallow surge
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irl halfswording is useful against an armored opponent, cause it makes it easier to stick the sword into gaps

dense prairie
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Precision and control

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I gotta watch more sword fighting videos
Ideally demonstrations or technique over sword fight that turns into a grapple brawl

glass sluice
glass sluice
dense prairie
glass sluice
dense prairie
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Hear a noise to the left, turn sharp
Cave in own head

restive nacelle
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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

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Unless you mean a smaller arc

lean token
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I never paid attention to the animation of Falx, but isn't the same as the club?

trail spade
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is there really no undo button?

fallow surge
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Yes, it is hard to implement

trail spade
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yeah thats uhh

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very very important feature for a animator

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also needs a freecam implemented to the animator

fallow surge
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may be at some point, it was meant to be a dev tool for importing and fixing vanilla animations

trail spade
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ill atleast say its good for doing anims in fpv view tho vsmc is not so good at that

fallow surge
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I made it specifically for fp animations, cause you cant really use vsmc for it

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initially tp animations wont even planned

trail spade
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i rip my hair out doing tp in overhaul lib meanwhile i rip my hair out doing fp in vsmc 🥲

fallow surge
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just do fp for ovh lib and just dont care about tp for time being

trail spade
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i have to make small arms work with two handed weapons

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i kinda have to

scenic arrow
trail spade
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lol

fallow surge
trail spade
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well its not crashing that better then nothing atleast

scenic arrow
dense prairie
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If you don't even know your next move, how will the enemy?~

hollow tulip
lean token
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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

fallow surge
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better for them to fix it

lean token
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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

restive nacelle
rigid mortar
fallow surge
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Its just a bug in spin implementation used with quaternions

lean token
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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

scenic arrow
fallow surge
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no, the model is just half a block forward

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need to edit arrow model

scenic arrow
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Ah

formal turret
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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

restive nacelle
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chainmail is good by itself, or if you wanna get more protection (like plate or brigandine)

formal turret
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do you usually keep your armor on 24/7?

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before combat overhaul i usually stuck with gambeson since it doesnt slow you down much and still provides good armor

restive nacelle
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chainmail and skin layer (like leather jerkin or gambeson) yes, but not the heavier sets

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armor hinders your mobility much less than in vanilla

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and since i have way too much food, i sometimes don't take it off, in case i get mauled by a bear

formal turret
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i see

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so once i get my hand of more flax would you recommend gambeson and chain mail together?

restive nacelle
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yes, good protection in general, and it has very few debuffs

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maybe scale if you want a bit more, but idk how you craft it in CO

formal turret
restive nacelle
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so it's it's own set

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got it

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scale uses the slots for chainmail and plate/brigandine, mind you

formal turret
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yeah i see that

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so maybe keep a set on hand as my dungeoneering loadout

restive nacelle
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as your main loadout?

formal turret
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i'll keep gambeson + chain mail as my main 24/7 loadout

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and when i need to go into dungeons i swap the chain mail with scale

restive nacelle
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alright

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it's gonna cost a bit but sounds good

formal turret
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yeah lol

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but hey, more stuff to do for me

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btw what weapon(s) do you use?

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ive currently stuck with a falx but i see that it can be a bit lacking in tight spaces

restive nacelle
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shortsword is great in tight spaces

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or spears, too

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i use either a greatsword or poleaxe for more open spaces (i chose blackguard)

restive nacelle
formal turret
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btw is damage resistance a flat or %?

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for enemies

restive nacelle
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i don't really know how it works, but it's the same as the player i believe?

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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

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if the protection value is close, it'll deal a good amount

formal turret
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i see

restive nacelle
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and if the damage value is much higher than the protection value, it will deal most of the damage

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wait i think it's percentage based

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you can check how much damage you'll take in the armor page

formal turret
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quite surprising that bullets do blunt damage

restive nacelle
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what bullets

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firearms mod?

formal turret
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yeah

restive nacelle
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i thought they dealt piercing damage

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but makes sense if they deal blunt damage

formal turret
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to me bullets would do more slashing or piercing damage

restive nacelle
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they are a pretty blunt object

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it's just really fast and hard hitting

formal turret
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and something that goes at that speed usually pierces and shreds through what you shoot at

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bullets dont kill by ways of bludgeoning or concussions

restive nacelle
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also, we're talking about bp guns

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muskets deal tier 9 blunt damage, which is still crazy

scenic arrow
# formal turret for enemies

for enemies if the tier damage of the attack is lower than its defense, it halves damage no matter what, otherwise, full damage

formal turret
sterile tree
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All bullets cause blunt force trauma, some just much less than others to gain travel distance/penetration/etc

restive nacelle
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if fast ball hit you, it's still like getting hit by ball

scenic arrow
formal turret
gusty saffron
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You could also argue that it doesn't really "pierce" through as much as it "rams" through

formal turret
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point being?

gusty saffron
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the difference being in the amount of energy transmitted to it's surrounding

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A thin, needle like projectile would pierce without doing much damage

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a thick projectile would impart much more force

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The whole concept of "stopping power" relies on that

formal turret
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and they would still die as a result of direct damage to vital parts of their body or blood loss

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whereas death by blunt force trauma has more internal damage than external, rather than both

gusty saffron
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The categories are arbitrary and very gamey

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Meant as a trade-off

formal turret
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the only time bullets would cause injuries consistent with blunt force is if the bullet is stopped

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such as fractures, organ damage, bruising, etc...

trail spade
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holy crap thats a massive link

gusty saffron
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Sorry, how do I shorten it?

trail spade
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idk lol ive never seen a link this long before

gusty saffron
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Is it against server etiquette?

trail spade
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nah

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im just more amazed by the link being this long

formal turret
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but the fact of the matter is that it also causes lacerations from the spalling and cavitation

gusty saffron
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It totally does

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It's just not the main issue

formal turret
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so having it be purely blunt is still non sensical

gusty saffron
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Slashing someone with a blade also does some blunt trauma

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should that be counted, too?

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I think it's unnecessarily complicating stuff, better stick to the main mechanism

formal turret
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yes a negligible amount

gusty saffron
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I work in the medical field, I have seen machette wounds

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it's not negligible

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just not the main mechanism

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I really think it's mostly a linguistic issue

formal turret
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besides, blunt trauma is also defined as being non-penetrative

gusty saffron
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We usually talk about bullets "piercing"

formal turret
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which would only happen in the case a bullet is stopped

gusty saffron
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Basically, as the bullet passes through tissue, the speed of it passing causes an expanding cavity, which then compresses again

formal turret
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i know how a bullet works

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i was in the army

restive nacelle
gusty saffron
formal turret
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but to pass through tissue it still needs to penetrate

gusty saffron
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Just not the penetration that kills

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That's why people survive headshot wounds with small calibers

restive nacelle
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well, a hammer can technically penetrate skin, right?

formal turret
gusty saffron
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Of course, because surrounding blood vessels get damaged. If it were only the ones in the way, clotting would prevent that

restive nacelle
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also, im pretty sure the game is talking about the "form factor" (for lack of a better word) not the actual wound itself

gusty saffron
formal turret
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whatever helps you sleep at night man

restive nacelle
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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

gusty saffron
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It really doesn't, it's not a factor at all

gusty saffron
lime leaf
fallow surge
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this went way too into offtopic, please move to offtopic channel

lime leaf
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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"

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ah oki

fallow surge
naive mountain
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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)"

naive mountain
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ok

slim inlet
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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

naive mountain
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thanks will see if that was the cause or if anything still does shenanigans
yeah it was kemono thanks for the help

inland portal
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is there any way to lock attack direction?

scenic arrow
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Look at the config

inland portal
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uhhhh

scenic arrow
trail spade
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shift + r

scenic arrow
trail spade
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to lock dirrection

scenic arrow
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Yeah

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You can use a custom keybind though

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Also i think you need to enable it?

trail spade
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no it just let me lock dirrection whenever i want via that keybind

faint plover
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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

still mauve
wooden field
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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.

gentle bane
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only way to find out is to try it

inland portal
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dont see why it wouldnt stack

faint plover
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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 ?

scenic arrow
faint plover
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yeah the aim's fine, it's mostly the manipulation speed that's annoying

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actually you gave me an idea

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i'm gonna make a normal torso armor

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but with light arm armor

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bc we can split them

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i'll get scale arms, and chainmail+brigandine on the torso

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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

lyric marsh
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neck and face are very unlikely to be hit and if you do there's second chance to save you

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scale sleeves are a bad idea, big aiming penalty

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it's more for light melee setups

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if you need sleeves just go chain

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full helmet is okay

wooden field
inland portal
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is there any way to keep the m1's from alternating when i attack

gentle bane
faint plover
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i just noticed, the hunter's slashing attack tier trait doesn't work on crossbow because they are piercing...

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i love crossbows but piercing isn't good to kill drifters MarioDead

lyric marsh
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use higher tier ones

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and proper bolts

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iron already gets an extra tier

faint plover
lyric marsh
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the crossbows that can't deal with drifters aren't good for much anyway (the two starting ones)

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stirrup and latch are very good

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especially with the trait

faint plover
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ye i love stirrup

lyric marsh
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latch is a machinegun and stirrup is a dmr

scenic arrow
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20 dmg per shot?

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And cheap

faint plover
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20 dmg tier 3

lyric marsh
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used to be less but now it's nuts indeed

scenic arrow
faint plover
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the tier is low tho

scenic arrow
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Even as a blackguard the sway is almost none

faint plover
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a recurve or longbow is tier 4+1 with perk

scenic arrow
lyric marsh
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iron bolts and that's enough to deal with surface enemies (though they're already super weak)

faint plover
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it's weird how crossbows are lower tier but higher damage than bow

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wouldn't it be the opposite ?

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crossbows punch through with a smaller head

scenic arrow
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Also we are comparing a bronze crossbow

faint plover
lyric marsh
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try aiming them

scenic arrow
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Yeah but the bows are hard to use even if you dont have a sawy debuff

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Bows are very effectively used for hunter due to low sway and fast reload so you dont waste time lining your shot

lyric marsh
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crossbows don't have major movement penalties, have very low sway and can hold a shot indefinitely

faint plover
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i am hunter tho

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so ig I'll pick up the bow again until I get better crossbows

lyric marsh
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or just get iron

faint plover
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but the iron latch crossbow doesn't even get higher tier

lyric marsh
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bolts give tiers

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do not sleep on ammo

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applies to both bows and crossbows

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iron +1
m iron +2
steel +3

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everything short of endgame will be just fine with m iron bolts

sterile forge
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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.

mint fable
inland portal
restive nacelle
still mauve
lyric marsh
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most configs are clientside

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except for ones that alter game functionality obviously

rotund vault
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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?

turbid pilot
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Just wondering cause I can't find it in the mod patch notes, did combat overhaul recently remove the 30% damage increase for blackguards?

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Just noticed I am doing a lot less damage in my new run

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I've come to the conclusion that I can only be combat overhaul. welp better go teach myself Json patching I guess

lyric marsh
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everything now uses hp in multiples of 4

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damage percentages were removed for clarity

turbid pilot
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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

lyric marsh
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you can just increase global damage in config

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doesn't matter unless you're running a server

turbid pilot
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I am doing just that

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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

restive nacelle
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Ig i can see why

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The tier damage system for enemies seem kind of underbaked

turbid pilot
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Rly wish these types of class rebalance updates were able to be turned off in the config

wooden field
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What's the point in tier buffs? They make a class like blackguard pretty much worthless with good weapons don't they?

turbid pilot
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Don't rly want to stay behind too many updates cause of how interconnected the mods are either. especially with 1.22 so near

wooden field
# scenic arrow No

But once your tier is sufficiently high to damage the enemy, there's no benefits to improving it?

Edit:
To damage the enemy fully

turbid pilot
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Especially when you get into the iron age

wooden field
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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.

scenic arrow
scenic arrow
turbid pilot
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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.

scenic arrow
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Yes, the attack tier increase only matters if your gear is suboptimal

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Or in pgp

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Pvp*

scenic arrow
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It is made for the greatsword

turbid pilot
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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

turbid pilot
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I think that fits

scenic arrow
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Crossbow/gun reloading was done as preparation

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As their damage burst is high

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But it has lower dps compared to melee

turbid pilot
wooden field
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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.

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Also blackguards have huge drift in weapons as well.

turbid pilot
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So in the end you basically get axtra health and thats it

scenic arrow
turbid pilot
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Not rly

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I tested it

scenic arrow
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Double headed

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Etc

turbid pilot
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its what, 1 hit difference? not a lot

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Wow what a buff, truly impressed

scenic arrow
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You get half the damage from not meeting the tier needed

turbid pilot
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The soldier that is good in damage is now..... basically just as good in dealing damage.

scenic arrow
turbid pilot
turbid pilot
scenic arrow
turbid pilot
turbid pilot
scenic arrow
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75% for equal tier

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100% for tier above

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Now its 50% if tier is below

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100% if tier is equal or above

turbid pilot
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Well at least being above the tier actually does something now, hate how you need to exceed the tier to do 100% the damage.

scenic arrow
turbid pilot
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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

scenic arrow
turbid pilot
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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

rotund vault
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Tier buffs only matter for PvP ironically, but otherwise it makes it so you can do full damage to certain mobs early.

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Early game power, late game irrelevance

turbid pilot
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PvP hadn't even crossed my mind to be honest.

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Seems like such a minor thing for a game like vintage story

lyric marsh
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get an early tier falx, it has the falx bonus AND a tier on top

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AND you have prof for it to swing faster

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that's insane

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blaggard can just ignore damage types basically

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use swords for everything as soon as you can make them

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besides what is a 30% bonus actually doing

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it's a placebo

inland portal
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okay uh honestly i dont know how to access config

turbid pilot
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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

lyric marsh
inland portal
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when i tried adding the config mod vintage story crashed

lyric marsh
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add imgui too

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make sure versions match too

inland portal
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alright

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thank you

lyric marsh
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it making any difference is an extreme edge case

slate valve
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Isn't blackguard the only one that can parry projectiles without shields?

lyric marsh
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yes

slate valve
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That seems pretty damn good to me

lyric marsh
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blaggard is already insane

turbid pilot
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Just strafe

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what use is a parry if I can just walk to the side?

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parry is amazing in melee

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But not so much in ranged

lyric marsh
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cause enemy hit detection is jank

slate valve
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Isn't blackguard also the one that has the most walk speed penalty reduction? So you can strafe and parry even more

scenic arrow
# lyric marsh it's a placebo

Its so op, tried swinging a sword withou being blackguard and it was disgusting how slow it was, even more in plate

lyric marsh
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"i hit anything in this general direction"

scenic arrow
lyric marsh
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not the damage bonus

scenic arrow
slate valve
scenic arrow
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Blackguard, the commited melee class, is busted in melee

inland portal
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or. open

scenic arrow
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Who couldve guessed

inland portal
#

it

scenic arrow
inland portal
#

oh okay

scenic arrow
#

Its on the aide of the configs

inland portal
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thank you

scenic arrow
#

So "settings"

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And "mod settings" on the side

slate valve
#

Oh wow manipulation speed penalty is reduced by 50% as well

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I struggle to see how blackguard is a bad class

turbid pilot
#

the lack of the vanilla damage boost rly feels lacking to me, but it appears I am in the minority about that

scenic arrow
#

Its like taking away a stick of tnt and giving back a thermobaric bomb

turbid pilot
#

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

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I do not see a world where 75% is more then 130%

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Thatis more like taking away a stick of dynamite and replacing it with a fire cracker

scenic arrow
#

That was from BEFORE

scenic arrow
#

Before youd do 75%*1.3

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Or about 98.5%

turbid pilot
#

Oke I admit I read that wrong, that was on me

scenic arrow
#

If:
Damage tier>=armor tier
Multiply damage by 1
Else multiply damage by 0.5

turbid pilot
#

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?

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I at least think iron is the tier where you start hitting nightmare creatures on equal terms at least

scenic arrow
scenic arrow
slate valve
turbid pilot
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Roger. Misremembered that then

slate valve
#

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

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And with iron, you do full damage to corrupted tier

wooden field
#

But if using blunt damage at even bronze tier you'd do full dmage.

lyric marsh
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nothing exclusive to blaggard

restive nacelle
restive nacelle
#

I like that CO buffs plate armor

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But i feel like it's a bit overtuned

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Also, they made armor cheaper, too, which I really don't like

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For the amount of protection that you get in CO, i would expect armor to be just as expensive as vanilla, not less

scenic arrow
restive nacelle
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Yeah, i think it's a good trade off

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Chainmail is way too cheap and not any harder to make, which is what i hate

restive nacelle
#

Even with skin layer armor?

scenic arrow
#

Due to piercing

restive nacelle
#

I guess that's fair

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But i only remember bowtorns having piercing damage

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Is the slashing damage protection bad, too?

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I don't really know since i only installed the mod after i had gotten to steel and had plate armor

scenic arrow
#

I dont remember if higher tier drifters are slashing too due to the blade

restive nacelle
#

I think they also deal blunt

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At least nightmare drifters do

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Which is why they're kinda dangerous

faint plover
#

why does my aiming direction sometimes doesn't work and get stuck on side attacks ?

scenic arrow
#

increase the sensitivy of the aiming change

wooden field
#

Is the pinned spreadsheet for stats up to date?

restive nacelle
#

It seems to be updated (just not the very first page though)

wooden field
#

Thanks, I was trying to use it to determine the right arrows for bear hunting but I am useless at interpreting it.

faint plover
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it just blocks to one side

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my halberd is just an axe now lmao

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i can't poke or top swing

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i found the problem

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so shift + R

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locks direction aiming

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i was constantly pressing shift + R bc R switches to my secondary sword with the sheath and sling mod

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(and i was doing that while sprinting)

fallow surge
faint plover
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Tbf I should have noticed the red text when I pressed shift r when trying to switch weapons

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But I didn't know what it meant until now

rotund vault
#

@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?

rotund vault
#

Got it. Thank you!

rotund vault
#

Is there any limitation that would stop a weapon with DirectionalAttacks from having a Riposte?
I can't seem to get it working

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I am trying to add a Riposte to the Poleaxe, for reference, which has different typed directionals, so I cannot fall back on Attack

scenic arrow
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Great sword has a riposte and directional attacks

restive nacelle
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Yeah, but i think that one is a but weird since the riposte is also a bash

rotund vault
#

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

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But for Poleaxe you need different damage types

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but tbh the greatsword stab should be a piercing attack as well

hollow pasture
hollow pasture
wooden field
hollow pasture
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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

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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

hollow pasture
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If that hasn't been changed already

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Oops, I need to turn my pings off. Sorry!

restive nacelle
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Isn't the highest damage (blackguard shortsword, meteoric iron and steel falx) like 4.4?

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(in vanilla)

hollow pasture
restive nacelle
#

The wiki says it's 4.25 for meteoric or steel falxes

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By those numbers, damage increases by a whopping 1.27

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5.525 total

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That's not a very good buff if you ask me

scenic arrow
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Where you getting that 4.25

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I am sure 4.25 is for tin bronze falx

restive nacelle
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Wiki can still be wrong, but this is where i got it

scenic arrow
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Its 5.25 for steel/miron falx

restive nacelle
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Idk man

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1.21.6

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And i barely use falxes anyways

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It was 4.4 last time i checked

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Oh wait

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No i rember

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It was 5.2

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So vanilla blackguards deal 6.825 with a steel falx instead of 5.2

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Sounds awesome

scenic arrow
restive nacelle
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Well i haven't used those so i have no clue where that number came from 😭

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Maybe from using so much tin bronze it poisoned my brain

rotund vault
#

Is it intended that gold and silver armor no longer exist with the latest armory updates?

civic dragon
rotund vault
#

I see

civic dragon
#

you plate the steel armor with gold or silver to get the look

rotund vault
#

The helmet recipes are still forgeable so i suppose you can skip straight to steel helmets now

#

with a copper anvil

civic dragon
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that's weird

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is that visored helmet mod or combat overhaul doing that?

rotund vault
#

i was testing in a creative world on SP

rotund vault
# fallow surge It is fully functional

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.

fallow surge
rotund vault
#

Maybe. I will try again and see if I can find out what I did wrong

rotund vault
#

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?

kindred hazel
#

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?

glass sluice
#

For sure it is possible to lock it in one direction (ctrl r i think)

glass sluice
sterile forge
#

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

glass sluice
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Spear don't have it now?

sterile forge
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Oh right did maltiez just update spear to have directional?

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Haven't used it since I updated to current ver

glass sluice
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I think it always have directional attacks (upper and lowwer thrusts)

sterile forge
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That was pike

glass sluice
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I think that alsow spear
But I might be wrong

glass sluice
fallow surge
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Spear have stances now, you can choose on the fly how you want it