Kingdom Come: Deliverance
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machinegod420

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machinegod420

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About this mod

This is the most comprehensive polearm overhaul available right now for KCD. Enables perfect block and feint for polearms, as well as adds combos for polearms. You can also feint other polearm users now.

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Permissions and credits
This is easily the most comprehensive polearm overhaul available right now for KCD. Enables almost everything that was disabled for polearms before.

Brief

Polearms originally were missing important combat functions, making them boring to use but this mod restores them. They now have Feint, Perfect Block, and Combos to use, putting them in line with the rest of the weapons in the game. You can also feint other polearm users now.

It is unlikely masterstrike will be added. Not only are there animation limitations but the actions don't seem to trigger at all. I think the KCD exe has some flag associated with this due to perks that is not enabled for polearms.

Includes a patch for combat overhaul
https://www.nexusmods.com/kingdomcomedeliverance/mods/1112

Includes a patch for combo and weapon rebalance
https://www.nexusmods.com/kingdomcomedeliverance/mods/1148/

Files
PolearmAnimation.pak - contains the polearm animation data for the new animations that are derived from longswords or by blending existing animations
PolearmCombo_patched.pak - Adds the polearm combo and associated perk, as well as unhides the polearm skill
PolearmFeint.pak - Polearm feinting and preblock, as well as free attack animations
PolearmFeintPerfectBlock.pak - Perfect block for polearms
PolearmMorePolearms.pak - Add more polearms to the world
PolearmUtility.pak - This file does four useful things for polearms:
- Assigns them to the shield slot
- Rebalances their damage
- Provides a script to unequip them. Since you cannot unequip a polearm if it is in your shield slot without entering your inventory, this adds the hotkey 'R' to instantly unequip the weapon
- Adds polearms to blacksmiths for sale

Combos
Polearms have three combos available to them now. This is a highly experimental change and may cause animation issues. It has a tendency to teleport characters into the correct position for the animation. The combo files are in a separate pak file and so can be removed if you don't want this.

They have perks associated with them, but they are mostly for reference. See the below information for what perks give you the combo.

Blunt Strike
This combo is associated with the Shortsword Blunt Strike Perk. If you have this perk you can use this same combo on polearms. The polearm will follow up with a buttstrike attack after the combo is completed.

Queue Followup Strike

This combo is associated with the Longsword combo Duplieren: Doubling.

Staff Grip Stab

This combo is associated with the Shortsword Half Sword perk. Uses longsword halfsword animations.


There will likely not be many unique combos for the polearm. Adding combos seems to be difficult due to some hardcoded values, as well as animation limitations. Polearms only have clinch animations available to them for synchronized animations.

Issues
- Sometimes the guard after a riposte does not work correctly. Switching guards fixes this.
- Combo against longsword/unarmed not tested.

Changelog

2.4.3
- Bernard should really not have a polearm anymore.

2.4.2
- Blunt strike correctly targets head zone now. This has the side effect of making it REALLY good against people without a visor.

2.4.1
- Modified description of staff grip stab

2.4
- Blunt Strike and Staff Grip Stab do damage now!

2.3.1
- Weapon loadouts changed so you should no longer get wrecked by a polearm when you just have a sword.

2.3
- This is actually a rebalance pass for more realism and consistency. Makes polearms more like axes (since they are unbalanced, hafted weapons). Damage was reduced across the board, but most polearms do ~30 blunt damage as well.

2.2.3
- Adjusted the position alignment again to make it harder to dodge ripostes

2.2.2
- Added position alignment to the animations so it is harder to backpedal out of ripostes

2.2.1
- More new animations
- Updated CO patch

2.2
- Fixed issue where attacks would not register correct and phase through.
- Created entirely new animations by blending for perfect block and riposte, ditching the old longsword animations for perfect block.

2.1.6
- Attempted bugfix for sword perk issue where they could not perform combos while the polearms could

2.1.5
- Animation cleanup pass. Trying to remove spinning weapon due to animation system trying to match up the weapon end with the blocking one.

2.1.4
- Think I finally got the issue where attacks would screw up because the guard stances got mixed up. Now attacks should flow despite left or right guards.

2.1.3
- Fixed typo in combo hits
- Try to fix zone 0 again

2.1.2
- Hopefully fixed weird scenarios where polearm guards would become invalid
- Rebalanced defensive stats of polearms to make them better at defending

2.1.1
- Change the double stab perk to the half sword perk. Sorry if you already got the perk.
- Fixed Combat Overhaul patch issue with zone 0 blocking

2.1
- Important things for the combat overhaul patch

2.0
- Takes out that weird polearm free attack animation where you just kinda drop the halberd and replaces them with real combat animations. They look awesome.
- Fixed issue where some combos would not connect right

1.9
-Added new animations from longsword animations.
-Perfect blocks with LS anims properly riposte for the AI (expect more back and forth parry riposte battles)
-Added new combo with LS anims

1.8.1
-Redid Preblock animations to not be stab animations. They were too in your face and transitioned poorly.
1.8
-Added Pre-block animations to polearms. This is just the winding up for a stab animation. This is necessary because it was basically not possible to feint a polearm user since their block covered every attack zone. Now, you can feint around a block if your opponent blocks too early with a polearm, and the stab animation is a tell. It does look a little wonky but there aren't many animations for polearms and this is an easy way to tell if your opponent has committed to a block.
1.7
-Add another combo
1.6.1
-Redid the perfect block animations. They are more consistent and flashy now, and should make riposting smoother.
1.6
-Added polearms to shops from https://www.nexusmods.com/kingdomcomedeliverance/mods/651
1.5
-Pretty big update. Added the combo perk to the skill page so you can see it now. You will have this perk if you have the sword one, even if it is greyed out.
Added a bunch of useful polearm optional files.
1.4
-Changed files to patch files for compatibility as well as future proofing.
1.3
-Fixed combos against 1 handed weapons.
-Fixed guard zone bug after performing a combo.
1.2
-Added a buttstrike combo with the polearm
-Fixed some invalid riposte zones that caused the guard to glitch