#Hexis (Beta)

124 messages · Page 1 of 1 (latest)

hollow forge
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Hello hello! This is Hexis, my solo project attempting to add a layered overhaul to Vintage Story’s combat. Please take a look at the mod page for more details!

empty zinc
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Is this mod like mountblade?

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With hold attacks and feinting etc

idle minnow
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Hello!

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So big thing I found similar about what I've written for developing in the future (but kinda got demotivated) was UC text full in on a easy approach to HEMA combat. And biggest unique thing is the blocking system which would rely on basically the player putting their weapon or shield/buckler into Point which then would require the blade to become a hitbox that would trigger an animation for individually both for the one that struck the hitbox and the one doing the point, the animation would be triggered to be 4 different kinds of swiping motions to redirect the blow away, meanwhile the opponent after having connected with said blocking hitbox would have their strike directed away.

With the Point block which I genuinely would just put on RMB you should be able to do a quick stab attack at about 400ms that would be a sort of back off or "keep distance" tool. So combat becomes a lot more about spacing. Also for your Stances I recommend having a keybind Like R perhaps be what puts you into a sort of combat mode with your the weapons you're wielding, otherwise your weapons would be mainly in a resting state.

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then for if you do the stances system and you can have it's new movement system be toggled on R you can then disable jumping and have autoclimb 1 block on so that dodging becomes spacebar.

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and dodges could be more akin to a simple passing step.

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So if you like the idea of this then please feel free to use it!

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I'm not developing on the documents I wrote until I move out of my apartment, so it'll be a year or two. And Vintage Story deserves a good combat system that isn't just Combat Overhaul.

It should fit the philosophical factors of giving players a good system to work with in both team fights which includes PVE & PVP. But allow slowly after configuration for actual tactics to work as a result of the mechanical implementations.

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(and there's much more I can share that also would go into grappling moves and a way of being "knocked over" that would trigger a being 70% more vulnerable to critical hit chances.)

empty zinc
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@idle minnow Can be easily done with CO addon I'm making one myself in regards to stances

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And funny seeing you here

hollow forge
# idle minnow I'm not developing on the documents I wrote until I move out of my apartment, so...

Interestingly, I had already been considering Langenort (which is what I believe the image you attached depicts?) as a possible expression of Low stance, amongst others. I did some minor animation work for it, but haven’t decided whether I’ll implement it.

The main criterion for such systems is basically:

What kind of embodied state or disposition am I in? → what follows?

So, as you would have seen in the handbook, if Low is about creating space, undermining the enemy, and avoiding confrontation, then the mechanics and behaviour that follow from inhabiting that state should reflect those things.

I think the Point system you outline is really interesting in that regard, as you could plausibly arrive at something in the same area from the questions above.

I’m curious if that was how you approached your own system, or if you arrived at it from a different direction? Like having a background in HEMA, for example.

On the R key toggle, I don’t really see combat (at least for Hexis) as a discrete mode that you step into. It’s more something that’s always potentially live depending on your current state. So the moment an enemy despawns, Low still has functional weight, and the disposition itself still remains.

hollow forge
# empty zinc Is this mod like mountblade?

I haven’t played much mountblade, so I can’t speak to how close the overlap actually is. For the new animations in v0.1.4, when you’re in High stance, movement shows intent and attacking is the subsequent affirmation of that. So moving left gives you access to a left-sided horizontal attack, moving forward gives you a downward one, and so on. These are currently visual/postural only, and for now function as making High stance feel embodied and expressive.

empty zinc
# hollow forge I haven’t played much mountblade, so I can’t speak to how close the overlap actu...

It's very simple I dont wanna overcomplicate it, but its bascially a CO addon as that mod already adds a great foundation for alot of combat needs, also with F you can have difference stances so I could for instance change my longsword into a mordhau, but the fundamentals are basically directional combat and blocking I am currently animation the blocking and gonna test it, I already got hold attacks and feinting in

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Gonna test this mod out tho looks interesting

hollow forge
empty zinc
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See I got hold attacks in

hollow forge
empty zinc
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Repurposing longsword of CO

hollow forge
# empty zinc

I really like how you have that slow down/freeze frame as a hit lands

empty zinc
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Tho its not as flashy as your mod tho haha

hollow forge
empty zinc
hollow forge
empty zinc
hollow forge
idle minnow
# hollow forge Interestingly, I had already been considering Langenort (which is what I believe...

Yes you are correct that is Langenort. I tended to practition and learn from my instructors/fencing partners more than reading the manuscripts which I should be getting a few for christmas.

I do love your approach with disposition of follow up state but considering that- it makes me curious how you'd approach animating blocking from each approach because I am of the belief that the constant use of a hanging guard as the default one all purpose tool of a block makes blocking an impending blow feel not only a little unrealistic (which of course is not always a problem) and less impactful. I believe if you can do a new approach or innovate something then you should, it breaches ground for a completely new and unexplored game mechanic.

idle minnow
empty zinc
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Fighter class, spends points into the tree can unlock more advanced stances

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Send you DM btw I dont wanna clog this guys page

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CO mod alot of amazing stuff build in to support stances and other things

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So you only build upon as a addon saves you alot of work

idle minnow
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As said for Hexis @hollow forge . I think you're going to need to look at all possible keys that might be popularly taken by mods that players who play with many mods or on multiplayer servers would use or add. For example eith testing for my own background VS Server project we put Hexis in and found a lot of keybind interlocking with other keybinds.

But I think all us three including @empty zinc might have something in common we could perhaps talk about more in the future.

I believe firmly that we all might be going in a very similar direction to where it could warrant a short hangout in vc, showing off eachother's visions somewhat.

idle minnow
quick umbra
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Oh its Italian

quick umbra
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Anyways, Noumenon, if you'd like another perspective let me know.

hollow forge
# idle minnow Yes you are correct that is Langenort. I tended to practition and learn from my ...

Cool! As for weapons, I’m mostly coming from kobudo, so it’s quite interesting learning about the European traditions.

In terms of blocking, and this is probably my bias in the exposure I’ve had, I’d think rather in some form of redirection of force, with an equal in nature response to the aggressor. I’ve got some ideas for how to go about it, but I’ll hold off from saying a great deal till they’re further along. I can’t really see a guard as functioning as a one for all purpose blocking tool, as it’s neither realistic, nor does it make blocking feel like it’s actually responding to what’s coming at you.

hollow forge
hollow forge
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How’d testing it on the server go? Excluding the keybinding.

idle minnow
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it needs simplification.

hollow forge
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Even with the suggested keybinding in the handbook?

idle minnow
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yup.

hollow forge
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Noted

idle minnow
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it'd look very much like what you'd see in proper fencing.

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if we lay out all the keybinds and how you wish for everything to work mechanically we can probably figure out keybinds and shortcuts that don't use too many individual keys but instead using combinations.

hollow forge
# idle minnow it needs simplification.

Just for context, I did test some other ways of managing the system in terms of keybindings. The contextual keys and whatnot were what I found intuitive, and avoided the clutter of something like Chivalry 2, in my experience. It’s something I’d be open to revisiting later.

I do hope the ability to rebind everything gives people something to play with and see what they like/don’t like while I flesh out Hexis a bit more.

quick umbra
hollow forge
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Was anything noticeably affected by the lag?

quick umbra
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Not really, even the method you used for hitboxes (I'm unaware of what it is) was working despite people teleporting around.

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In a way it was more reliable than vanilla combat xD

quick umbra
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I've gotta say, I'm really excited to see where the mod goes from here, considering I got to see the new animations and them being proper guards was quite the treat.

hollow forge
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Within a radius*

quick umbra
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That explains why it hits pretty reliably then xD

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My biggest issue with it was figuring out the range that it had, but once I did it wasn't an issue anymore.

hollow forge
quick umbra
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Oh I bet, but its still a really good and easily recognizable animation.

hollow forge
quick umbra
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Theres a penalty for missing?

hollow forge
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The way it’s meant to work is if you miss, you basically get a temporary speed penalty, and no recoil to the original position.

I’d be curious how reliable it is on servers in that regard.

hollow forge
quick umbra
hollow forge
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The handbook says it all! 😂

hollow forge
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Alas, fair enough haha

quick umbra
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I didn't think to check the handbook tbh, but I can read through it pretty quickly when I get the chance.

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That being said, I saw earlier talks about blocking/defense, do you intend to add something akin to parries?

hollow forge
quick umbra
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It makes sense

hollow forge
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As for other defensive mechanics, it’s really just about how much it suits the different dispositions, and if they’re necessary mechanics for Hexis itself.

quick umbra
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Gotcha, I ask because at least as far as the majority of weapons (excluding shields ofc) its all parries and redirections with the blade itself.

hollow forge
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Yeah that’s right

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Anyways, I need to sleep 🫡. I really appreciate the feedback!

quick umbra
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No problem, have a good night

hollow forge
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For those interested, the new update should be out by the end of the week, or a little later depending on other commitments.

The main additions will be:

  1. Nearly full support for the Vanilla Armory mod, excluding knives and axes
  2. New animations, specifically for shielded combat amongst others
  3. Tuning of existing animation transitions and attacks
idle minnow
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Also there's a pretty decent rapier mod that I think could do well for some special animations for it.

hollow forge
hollow forge
idle minnow
steep wedge
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This mod is really good, only thing holding it back is the vanilla hit detection

steep wedge
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Btw, stuns infact dont work in pvp

whole goblet
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yes yes

hollow forge
hollow forge
# steep wedge Btw, stuns infact dont work in pvp

There’s a (non sweating) particle effect that starts from just above the centre top of an entities hitbox, and it falls to the floor at the middle of their feet. Does that appear at all if you try to stun another player?

viral oracle
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Damn this mod got potential ,im looking foward to a completed version

hollow forge
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I appreciate it

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Just released the new update ⚔️

whole goblet
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I want a reason to do Calvary charges

hollow forge
# whole goblet I want a reason to do Calvary charges

I hadn’t thought of that actually.

I suppose you could have a momentum system, where the longer you hold the forward key in high stance the faster you’ll go.

Wind particles build up in the wake of the movement, and when you get enough momentum the only way to release it is to attack.

Sounds cool.

hollow forge
viral oracle
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I haven't try multiplayer with this mod but will it have some sort of blade clash and like custom sfx and vfx

steep wedge
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Its not that good for pvp

viral oracle
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it just a cool vfx for parry and stuff

hollow forge
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Being mindful that this is still early days

steep wedge
hollow forge
# steep wedge Well first, the stun hardly works on players. Second, parrying has no weight, no...

I appreciate the feedback, it’s genuinely useful. Stun’s issue is real, like you said, especially because I had no way to actually verify it against another player before release. I’ll see what I can do in that regard.

Parry’s fair too, as nothing currently stops the other side from just spam-clicking through it, so a successful parry doesn’t actually cost the attacker anything.

The dodge’s i-frames are there but only cover the dodge’s own short duration, so it’s not buying much against sustained attacks.

All three are on my radar now.

Thank you again.

whole goblet
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Where if you just run in a straight line in a single stance you can build up momentum

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Allows charges and Calvary charges

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This would also be effected by movement speed compared to base

hollow forge
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Wouldn’t be too hard to implement, and I very much like the idea!

viral oracle
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I also think a penalties should be applied for a failed calvary charge or mischarge into terrain , like stance losing for missing or stun when charge into block or high tier armored target.

whole goblet
whole goblet
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Where the sheer momentum allows you to bypass the block but at a disadvantage

hollow forge
whole goblet
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Aww man I love Mount and blade

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Not sure if it’s in your back alley but if horses and mounts had proper collision and knocked players down and did damage that would be cool too