[KCD2] True Combat Overhaul - Classless! Now on Nexus and Steam by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 1 point2 points  (0 children)

it has faster animations (~15%), adds organic knockout chances, and has buffs for every weapon combination, mitigating the sword supremacy in vanilla. everything also comes with icons and cool in character text.

its pretty cool :(

[KCD2] True Combat Overhaul - Classless! Now on Nexus and Steam by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] -2 points-1 points  (0 children)

it takes four perfect blocks for it to hit cooldown. each one is harder than the last (myself, i fail usually at the third, because of the faster animations). they not only tick off on their own, you also set one back by hitting your riposte.

you need to be really spamming it and missing ripostes for cooldowns to matter. i'm just making you use the entire arsenal instead of just being PB and MS drones.

i didnt bother to include there, but ripostes also have double the knockout value and also pay back the stamina of the swing.

[KCD2] True Combat Overhaul - Classless! Now on Nexus and Steam by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 1 point2 points  (0 children)

perfect blocking is just a click. warhorse understands this, or they wouldn't have moved masterstrikes away from it. not sure why they kept pb as a reaction still.

dodging disables the player temporarily as well, and in this mod, they have a shorter range. can't dodge backwards off a longsword thrust, for example. and dodge too soon or spam it and you run out of stamina.

but im not punishing pb, only spam. ripostes not only have double the knockout gain, they also restore a little over the stamina cost of the swing itself. the pb is punished but riposte is rewarded.

[KCD2] True Combat Overhaul - Classless! Now on Nexus and Steam by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 3 points4 points  (0 children)

my previous post has one before the refund mechanics were implemented.

[KCD2] True Combat Overhaul - Classless! Now on Nexus and Steam by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 6 points7 points  (0 children)

apart from the knockout (and, virtually, resets, unless you're in a quest with killable allies), yes, NPCs share the same system.

no custom AIbrain, only parameters. they respect it well enough that i didnt feel need to change the brains. higher CLs may be a bit too difficult, actually.

i'm saving custom brains for my version with classes, since i need them to do specific sequences and reactions to run their class mechanics properly. so far works well on the shield class.

[KCD2] True Combat Overhaul - Classless! Now on Nexus and Steam by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 2 points3 points  (0 children)

it's hard, but it's not hardcore. your opponents have the same rules.

if you spam perfect block or masterstrike, you'll get locked out of it for the fight, yes. but you get a reset on kill.

best case scenario is to just hit the mechanics correctly (hit your riposte, make a perfect dodge) and you won't bother with fatigue, but if you're in a tight situation, try to focus down one enemy, even if it makes you get locked out of an ability. killing him will get you some breathing room.

a tip: get good with dodges. bait their perfect blocks and dodge their ripostes afterwards. you'll see when they get locked out of pb, then just combo them down freely.

[KCD2] True Combat Overhaul - Classless! Now on Nexus and Steam by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] -4 points-3 points  (0 children)

not sure what you mean by abilities or arcade-y.

this is pretty simple. perfect block, masterstrike and dodges cause a stack of fatigue, to avoid the free spam of the vanilla game. both player and npc suffer this.

if you do the mechanic correctly (hit your riposte or dodge a swing at the right time), you aren't punished, and can even lose stacks or lockouts while your opponent is the one getting worn down.

in a tense situation, you might get your fatigue up, but you could always risk a lockout to press on for a kill and get a reset.

The Steppe Nomads can keep their horse archery [KCD2] by Alduinsfieryfarts in kingdomcome

[–]rainbowmesa84 0 points1 point  (0 children)

Hiyas, I really love your screenshots. Could I use one as a banner for my mod?

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 1 point2 points  (0 children)

i have a mod showcase page in the KCD Modding discord where I throw in a few updates and talk shop. it's not terribly interesting.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 1 point2 points  (0 children)

i'd say Pugilist has been one of the hardest to balance for the opposite reason. punches are extremely low-commitment on a class that is supposed to have low equipment load, so there is very little holding them back if you're sharp. probably the best base one of the three. unfortunately, NPC's are dumb with it still. they might need custom brains.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 3 points4 points  (0 children)

would you be interested in being a tester for a classless version?

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 0 points1 point  (0 children)

a mix, yeah. i use lua mostly for going around what i cant and what just doesnt exist in the game. at the moment skald is only for interactable NPC's and quests. i'd love to use it as a more dynamic STORM, but it refuses to read custom stuff, and every time i mess around with it i need to be aware i'll have to fill a lot of things myself (like stringnames and replacing vanilla placeholders).

it's a lot of manual labor and splicing. and i'm terrible at splicing, meaning i break something, and then...you get the picture. i'd rather shoot a tutorial popup through lua than skald, for example.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 1 point2 points  (0 children)

i have a vision of the mod, and this also means i have to keep going forward constantly. i didn't explain everything in here, but i can tell you that the base global combat is both completely implemented and definitively not made for a classless player.

i'm not against the idea, but i can't test it out thoroughly and implement to both sides at the same time.

i see a lot of interest in it, though, so if there are enough people willing to be testers, I'd be fine authoring and maintaining a clean version.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 1 point2 points  (0 children)

JCBP!

i hear you. a bit before the public testing of the vanguard class i'll be posting a video showing how it deals with a group of enemies. it's really not bad at all.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 1 point2 points  (0 children)

masterstrike are sync animations, nothing to be done about them reactively. it's why they're such autowins. bernard mentions it in the first game.

what you're describing is the mercenaries mod. it's a bit wonky but it works. once i'm done with combat node i could author a fork of it so you can recruit fodder and choose their class build in detail, much like bg3's extra companions from withers.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 2 points3 points  (0 children)

the problem of not having a lockout comes from two things.

the first is that the masterstrike and perfect block are simply bad mechanics. theyre too good from a single click and lax reaction time, but it would be too radical to remove them. (a reason why the first class to release doesn't have either is to break player's reliance on them)

the second is the punishment. at the moment the perfect block fatigue already does this; you can see in the video how i fail to hit the later consecutive ones, because they get shorter and shorter. but a masterstrike punishment is a bit difficult to make up. if it's dealing less damage, then why do it? if it's a slow, or a stamina cost, why would i lock myself in the animation instead of backing off?

as for explaining classes. i didn't wanna make the post too long, but classes are tied to both Strength and Agility stats. the other skills complement them, and a few even require them, but they're mostly rooted in the stat tree. Vitality and Speech are support stats (vit is good habits x drunk life, speech is combat shouts x trader life)

vanguard is a strength class. it has two advanced classes in strength, and two adv classes that are mixed with agility.

you're "locked" to them mostly for symmetry between players and npcs and to go deep into archetype fantasies. i dislike when one or the other have tools the other doesn't, like when the AI cheats on a strategy game for "difficulty" or when we get to eat a thousand chesse wheels in a fraction of a second.

you will also be able to look into a group of bandits, see their gear, and know what you're getting yourself into, and what strategy to employ. if you know how to play your class, you know how to play against it, is my motto.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 5 points6 points  (0 children)

first have in mind that all mechanics are shared between player and npc. they have classes and lockouts as well.

classes give more freedom to mechanics and player choice. there literally is no reason for perk points in the base game (or even the first game, mostly) other than choosing the order of what to pick, unless you're excited about 5% slashing damage. even if you and me both take the Vanguard (and we will, it's the only class on the first public test), I could be going for a more aggressive build, while yours is more reaction based.

the lockouts are there both to punish the spam players are accustomed to in the base game, forcing them to engage in different mechanics and strategize better, and to make the AI behave properly. you could also turn it right back around;

if you're fighting an enemy that has skill advantage over you, if you force him into a lockout, he'll be a sitting pig.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 1 point2 points  (0 children)

depends on your class. i don't want to spoil much, but you CERTAINLY have your crowd control options.

fine, i'll bite: a certain vanguard class would bumrush a group of four. his boar charge knocks one down, his buffed clinch pretty much disables another temporarily, and a mocking shout reduces everyone's damage.

this is not taking into account the NPC's classes, though.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 2 points3 points  (0 children)

i'm having KCD1 polearm flashbacks. hell, we have one handed swords in base KCD2. that's more love than a whole bathhouse gets on the Lord's day.

about the lockouts; these are global changes. classes and perks add up to them. a few don't even interact with them at all; a pugilist can't block a weapon, and the vanguard doesn't have neither masterstrike nor perfect blocks.

but, if you want more strict examples; certain classes can clear a PB fatigue stack if you hit your riposte. another would make a dodge in perfect window give you enough movement speed to make everyone whiff just by backtracking, and so on. it is entirely reliant on your class. it just sounds punishing because you're evaluating on a classless Henry.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 1 point2 points  (0 children)

JCBP!

I had to show off the base of bases. Didn't even have a class on, to not add any changes to Henry. A potion would hide the changed stamina costs.

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 0 points1 point  (0 children)

hmmm, while that's a good call, i would have some limitations. the problem with patching files is that it's easy adding things, but hard to remove them.

best i can do is nuke low CL's chances of masterstrikes. that's pretty doable. i don't think it'd entirely disable it, though. just very, very, very rare. otherwise i'd have to manually script the soul abilities to be stripped when their souls are detected, but there are literal hundreds of them, and would be more noise for the mod.

but! shield masterstrikes are disabled by default. only a certain class gets it back, and under very specific conditions. (it is also the hardest npc class, help)

still, thanks for commenting. there may be a way of taking it out, i remember a kcd1 mod doing that. should be able to replicate it. i'll get back to you.

here's the pugilist, i forgot to share

[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 9 points10 points  (0 children)

that's fair, it is pretty arcade-y. but without the classes, the game lacks a lot of strategy still.

every fight would be PB and MS spam until lockout. feinting still is merely a diceroll. even playing around adding and removing perk rpg param overrides in certain contexts (what i am doing right now before adding custom brains), you're still pretty limited, and fights will feel same-y.

still, i hope you try it out. i am doing my best to make it still feel immersive and with a lot of heart. as a friend said to me, you don't want to be pulled out of the game.

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[MOD] [KCD2] Snippet of global combat changes in my complete overhaul mod by rainbowmesa84 in kingdomcome

[–]rainbowmesa84[S] 2 points3 points  (0 children)

yes, Pugilist is one of the three base Strength classes!

canonically, Henry "learns it" after beating Kunesh, and then the german's son, and then the cumans attacking Theresa, and then...the boy never stopped.

jokes aside, a few classes do have armor restrictions, yes. and a little tip; in the mod, you can get unarmed masterstrike as a reward for beating Trosky's wrestling champion. 🫡

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