Kingdom Come: Deliverance
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MourningCoffee

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41 comments

  1. Hensches
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    What do you mean with this point? :

    "Balance values on certain items to prevent activities, such as hunting from being utterly useless"

    Reducing the amount of meat you get of each individual animal? Because every time I went hunting I had to return after one slain boar, stag or deer because they have too much meat on them.
    And when I say the big animals have too much meat the rabbits do have too much either considering their size.

    I mean you are hungry and plan hunting a rabbit to feast of for dinner and maybe for next morning and what you end up with is a month worth of meat out of only one rabbit. Which you have to sell the most of because you can't eat all of it before it gets rotten. Plus selling it is also a pain in the arse because it is just too much meat. If you hunt two boars you will have trouble selling all meat(cooked) in Rattay. In my view the prices are ok but the overall amount of meat you gain from each corpse is just ridiculous.

    I would apreciate it if you find the time to balance this issue.
    1. Wolfe44
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      the amount of meat is realistic, look at the weight recieved compared to the actual size of the animal, a boar would feed several lords at a banquet, a deer would set you up for weeks and they do have means to preserve the food, look at Preserver potion, nothing needs/needed to be done (past tense as this post is old)

      EDIT : i meant to add that you are correct on rabbits however, the amount of meat off of rabbits of the size as the jackrabbits in game would be 3/4 of a meal, not dinner and breakfast
  2. misterdc
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    I also run an Item Sorting and Minimal UI mode that appears to maybe effect some of the same assets your Balancing mod does. Does your mod effect the text_ui_items.xml inside english_xml.pak?
  3. vintage1111
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    Great mod and thanks for all the hard work and sharing it...but I am having the same problem as JmX1977 with the bleeding from shooting my bow. It makes no difference what I am wearing after the first 2 shots I start bleeding and it gets worse. I would endorse if this gets addressed. You have obviously put a lot of time into this and it makes the middle to end game much more challenging. If stamina is the issue as you stated, maybe a version posted with no stamina change. Thanks again MourningCoffee.
  4. vitorgiu
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    Could you upload a version with no change in stamina ?
  5. vitorgiu
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    Thats the mod i wast looking for.
    More realistic plate armor ( much more strong ) how it should be.

    As a sugestion for the mod, you could change enemies stats, because as it seens that all poor armored enemy are unskilled , and every heavy armored enmy are skillful. Why not have a very skilled enemy with poor gear, or a dumb enemy with full gear ?

    ( sorry for my bad english , its not my main language )
  6. malfurion333
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    I have tried all the other balancing mods and I was disappointed by how virtually all of them just cap the max dmg at 100 instead of making it scale harder at higher levels, so I don't lose all motivation to keep leveling after i reach the cap (which can be done quite easily on the other mods with a lot of OP perks), whereas this one actually makes the scaling smooth and slow without limiting it in what felt like an otherwise artificial manner. Also I disliked how usually armor seems to barely make any difference at higher levels even for the balancing mods. Now the armor far more accurately reflects how slashing is typically reduced to mere scratches by full plate, as any game that strives for realism should. I absolutely adore the mod, it even nerfs some of the ridiculous perks such as that stupid Cuman Killer, it was completely game breaking. If I may add a small nitpick of mine: I'm not sure if the low blunt defense for the hands is quite appropriate. In good full plate i have about 40ish piercing def, 60ish slash def, and 25ish blunt def for the head and body, pretty balanced for plate imo. Yet I have a mere 3 armor against blunt dmg with plate pauldrons and gauntlets. I'm not entirely certain those would be THAT low as it's virtually no damage reduction at all. I suppose its more realistic as you can't wear padding underneath your arms in gauntlets yet it just feels kind of weird to have 3 def when the others are all at least in the double digits lol. Perhaps buff it back to normal vanilla defenses, as i recall having about 11-12 blunt arm def, and it seemed a little underwhelming yet realistic I suppose. Overall this mod made combat far more enjoyable for mid-high level gameplay for me, where having to combo actually matters, and as i use a longsword like all the other scrubs, enemies with a bit of armor don't die in 2 shots anymore, whereas well geared ones actually pose a challenge again! I hope you'l consider my little suggestion and keep working on the mod, imo it's the best balance mod out there.
  7. JmX1977
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    for some reason im getting wounded by bow even with protection used (braces).. after few shots im bleeding...
    1. MourningCoffee
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      Thanks for the input, i'm currently almost done reworking armor values, i'll look into the issue as soon as i'm finished with that.
    2. MourningCoffee
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      Fixed the issue in 1.2 - Fixed. Newest file.
    3. JmX1977
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      actually, in 1.3 its still happening. i had warbraces dressed, gambeson, and while using capon bow i got wounded in arm after shooting 3rd or 4th arrow. everyarrow beyond that causes further wounds..
    4. JmX1977
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      i've checked your files and in rpg_param there is a value for "RangedWpnSelfHarmCoef" with value 30. Vanilla game has it 15. could that be the culprit?
    5. TurbanD00MED
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      Can confirm still happening in 1.3, it's not just vambraces, but all arm armour seems to still result in bleeding damage after 3-4 shots.
    6. MourningCoffee
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      That's weird, i've tested and it doesn't happen for me, which it did with a modifier of 15. I think the culprit might be the stamina damage causing the wounds.
  8. kaiserxkai
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    You could seek a slightly more realistic feel for armor by rendering weapons harder to use against them.

    Realistically Knights in full plate armor are walking tanks, so they are supposedly very cumbersome and slow but trades speeds for a large amount of defense.

    Increasing all armor values by 1.5x isn't sufficient in some cases though, because it would make some plate armor 'decent' against blunt weapons in a sense for no reason.

    Here's a basic concept to follow through on realistic medieval armor:

    Plate = Best against Slash and Stabbing, offers little to no blunt resist. This means Stab/Slash/Blunt ratio should be:
    1.35/1.50/0.75
    Composite = Plate armor pieces riveted onto fabric of leather, semi-good against Slash and Stab, and slightly better for blunt than plate alone.
    1.25/1.25/0.95
    Fabric = Non-padded clothing, offers little to no protection really, but additional layers can help with blunt or slash resist.
    0.95/1.15/1.15
    Padded = Armored clothing with lots of padding, great against blunt and slash really, but not so great with stab.
    0.75/2.0/1.35
    *Heavy padded clothing basically takes slight damage in a few hits but generally will not cut the skin at all with real life tests it seems*

    Chainmail = Ringed metal clothing that aids decently against slash, but offers no stab or blunt protection.
    0.5/1.5/0.5

    The reasoning why slash resist is very high is because realistically, swords aren't kept sharpened so much for long term purposes, too sharp of a sword will risk damage to the blade so they basically rely on different attack forms in order to get by various opposition (like rely on stabbing for damaging padded or armored targets or blunt attacks).

    It might be interesting if you can 'knock out' opponents even with stab/slash/blunt weapons, this would make combat into a form of 'knock out the enemy' then finish them off. Henry can technically 'get knocked out' as well but I don't think the AI knows how to deal with a unconscious player character unless they are a guard.

    Max damage in general with maximum skills and levels with the best weapon is generally 72 base damage + 200% or around 150 damage.
    Archery dishes out damage within the range of 50~150 stab/slash damage, and it's a bit odd we don't have blunt arrows.
    By having a full set of armor worn with every slot filled up, a 'Knight' technically should have around 75/100/30 defense ratios give or take some values based on the condition of the armor, remember, they are 'walking tanks'. Their movement speed should drop below 18 'speed' stat though to make up for the insane level of defenses.

    This also makes city guards very dangerous in large numbers, and blunt impact weapons would be insanely useful against the Knights.
    It also would be necessary to have armor 'decrease' the wearer's attack speed and animations slightly so they are telegraphed more too easily unless they are maxed out in skills, this makes them hard to take down, but easy to maneuver around... If you aren't being outnumbered by several of them and with the addition of enemy archers.

    For reference, you can't use archery to take out armored targets anymore... A 150 lb draw power longbow, only merely scratches a decently crafted plate chest piece at close range with a 12.7mm thick arrow shaft and decent arrow heads. But you need to give up some 'realism' for fun gameplay though because Henry generally 'solo' a ton of the combat encounters in this game... It's a bit akward that Henry doesn't have the opportunity to hire mercenaries or recruit friendlies to assist him.
    1. kaiserxkai
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      Weapon damage DO needs to be revamped with my armor concept though, it makes little sense for some weapons with bad stab values, to be used against these ratios because the armor would be very high compared to vanilla, and a 'low tier' longsword with a stab value of 11 and a slash value of 35, would end up doing little to no damage until you 'destroy' the opponent's armor parts with lots of effort.

      So buffing all weapon damage values to have a more even effect can help. If you buff armor by 1.5x average, then weapons needs to see a 1.5x boost to their 'weaker' damage types. I mean realistically anything sharp and pointy can get through armor if thrusted in with enough force... Just can't do it properly against plate armor and a little hard against chainmail.

      I wonder though, what happens if your weapons do little to no damage and you attack a enemy till he is out of stamina and keep hitting him? Does he take 100% damage bypassing armor, or does he take no damage and generally start being injured and then bleeding later on? Enemies dies too fast to make use of the bleed or cripple mechanics.
    2. SwitchBack1991
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      That's well written mate, it seems you got it the right way, did you post it on Dark Times mod to help the modder?
      If not you should do it there too. Thank you
    3. MourningCoffee
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      That's the plan for 1.1,but it will take a while, since i have to not just redo the armor piecea, but to balance them against each other.
    4. MourningCoffee
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      A while as in couple of days. Also the weapon damages were revamped based on how weapons look and their description there will still be a lot of fine tuning.
    5. kaiserxkai
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      Someone might need to write up a program that 'reads' these XML text files and identifies the attributes they use, and list them in a sort of table or database for easy editing and comparison.

      Also, there is a reason why Halberds and Polearms are commonly used in Medieval times, against Foreign forces like Knights and Cavalry, you need Polearms to knock them off the horse, and a heavy halberd to smash through a knight's defense, especially since they are so slow they have no choice but to guard against a Halberd's strike.

      Halberds could be buffed decently with higher 'impact' damage, as it seems that different weapon types do different impact weight, meaning much more stamina loss for the enemy. It makes sense that users of polearm can't perfect block or riposte, but you can't perfect block or riposte them either.
    6. MourningCoffee
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      Someone needs to. Adjusting these values piece by piece took me 8 hours. But i think the result was quite decent
    7. kemott11
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      "Realistically Knights in full plate armor are walking tanks, so they are supposedly very cumbersome and slow but trades speeds for a large amount of defense."

      hehehehe
      https://www.youtube.com/watch?v=qzTwBQniLSc

      The need to rebalance armor ratios I can agree with though.
    8. MourningCoffee
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      I gotta say. a dude in full plate armor running at you is about as scary as an oncoming train.
    9. Knoxogoshi
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      Hey, this mod looks great!
      I have created a mod resource similar to what you have described here and it might help speed up your adjustments of individual equipment stats: https://www.nexusmods.com/kingdomcomedeliverance/mods/326
  9. TurbanD00MED
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    Been using this on existing save and a new game and I'm impressed. Progression feels a lot smoother and combat doesn't lose challenge. The only suggestion I have is to reduce the stamina cost of sprinting, maybe from 3.5 to 2.5, as with the stamina changes, Henry kinda runs like he's out of shape/asthmatic.

    Would love a version that steered slightly towards armour realism, where fights with armoured enemies lasted a bit longer (mistakes are very unforgiving in this mod). But then 'RPG'ifying weapons to make them have specific roles. For example sabres would emphasise slashing, axes are short ranged, but versatile; swords are split into balanced slash/stab or primary slash, primary stab. Was considering making a sub-mod for this once you finish it.
  10. gogo561
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    seems pretty intresting are you gonna focus your mod only on the combat balance or are you gonna add some economy balance etc ?
    1. MourningCoffee
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      Once i'm done with combat balancing - i'll scour nexus for other mods, and if none of them have the right feel - then yeah, i'll go into economy balancing.
    2. MourningCoffee
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      Decided to take a different approach and tackle the economy problem by way of adjusting game mechanics, a lot of people might not like that, but since the mod is modular, they can just use the combat module and use something else entirely for their economy needs.
    3. gogo561
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      Intresting will def try it out when you get it done .:)