Blade & Sorcery
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JojyGuy

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JojyGuy

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About this mod

Makes punches and kicks not always knock down enemies, so it takes a lot more effort to take someone down with your bare hands.

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Inspired by Weaker Punches, this mod aims to solve a common complaint with punching/kicking. Normally it takes 1-3 hits in order for an enemy to fall over, but now it takes much more effort to knock them down.

UPDATE

After weeks of fiddling and iterating, I have found out a little more about blunt damagers. I have figured out how to get slightly more powerful less forceful punches! 

Now, I have made 3 types of less forceful punches and 2 types of less forceful kicks. You can choose between them to your liking:



Weak Punches - Similar to the original Less Forceful Punches and Kicks, these punches will only deal a little bit of knockback, and will not always do knockback.

Light Punches - Light Punches will knockback most of the time, depending on how hard you hit. You won't knock anyone down (afaik).

Light Punches KD - Similar to Light Punches, but you can still knock down enemies if you hit them really hard. Knock downs are much easier with slow motion, but still require effort.

Weak Kicks - Weak Kicks will do a very short stun when hitting an enemy.

Light Kicks - Light Kicks are a little more powerful than weak kicks, with a longer stun that will knock enemies back a little bit (no knockdowns)


CUSTOMIZATION

As I was messing around with values, I learned how to change the behavior of punches and kicks (and blunt weapons in general)
It is a little bit complicated, but hopefully it will let you adjust it to however you like it.

Here is what one of the modifiers for Light Punches KD looks like.

"modifiers": [
  {
"$type": "ThunderRoad.DamageModifierData+Modifier, ThunderRoad",
"tierFilter": 0,
"imbuesFilterLogic": "AnyExcept",
"imbuesFilter": [],
       !!!!"minVelocity": 5.0,
"damageMultiplier": 1.0,
       !!!!"allowKnockout": false,
"allowPenetration": false,
"pressureAllowed": false,
"knockoutAllowedMinVelocity": 40.0,
"knockoutForcedMinVelocity": "Infinity",
"knockoutThrowAllowedMinVelocity": 40.0,
"knockoutThrowForcedMinVelocity": "Infinity",
"knockoutDurationMultiplier": 0.75,
       !!!!"pushLevels": [
{
  "$type": "ThunderRoad.DamageModifierData+Modifier+PushLevel, ThunderRoad",
  "hitVelocity": 4.0,
  "throwVelocity": 4.0
},
{
  "$type": "ThunderRoad.DamageModifierData+Modifier+PushLevel, ThunderRoad",
  "hitVelocity": 9.0,
  "throwVelocity": 9.0
},
{
  "$type": "ThunderRoad.DamageModifierData+Modifier+PushLevel, ThunderRoad",
  "hitVelocity": 15.0,
  "throwVelocity": 15.0
}
],


I don't know exactly how any of this works, so I am very likely wrong about most of these, but here are the important values and how I understand it:

"minVelocity" - the minimum velocity of an attack in order to do any damage at all. Any attacks below this velocity will not do anything!
"allowKnockout" - if true, hits will always knock out enemies if damaged
"pushLevels" and "hitVelocity" - the way I understand it, each value is the minimum velocity for a certain type of hit. I think the first hitVelocity value is the minimum for knockback, the second for more knockback, and the third for knockouts. So any strike with a velocity over 15 will knockout, and between 9 and 15 will do some knockback, and between 4 and 9 will do a little knockback.

You will need to adjust these values for each armor type (flesh, leather, chainmail, and plate). I kept them all the same, but you can make it so it is harder to punch enemies with certain armor types if you desire.

Like I said I don't really understand these, but if you want to fine tune it to your liking, that is what I used.