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Changelogs
Version 3.2
Controlled fall can now be used by all vocations without having to acquire the skill from Thief
Version 3.1
Fixed a T-pose bug with the new Controlled Fall feature
Drakes and Lesser Dragons will now play an appropriate animation when you free yourself from their grabs
The gauge bar for wriggling the stick will now scale to your resolution
Version 3.0
Every vocation now has access to Controlled Fall (this replaces the old get up roll)
Reduced duration of crawling from 8 to 5 seconds
You can now start moving earlier when you get into a crawling state (1 second vs 2 seconds in vanilla)
You can now get out of grab attacks by wriggling the stick like in DD1 (this replaces the no grabs feature)
Version 2.9
Optimized the script a bit
Script core is no longer required
Changed the method of modifying stagger received to one that doesn't touch damage reaction rates
Version 2.8
Fixed a bug where spamming the get up roll button would let you do the roll several times in a row
The get up roll now has a stamina cost of 100
Reverted to the previous way of handling the get up roll, which was smoother
Reduced the stagger of goblinkin's bottle throws even further
Version 2.7
Fixed get up roll only working if you had iframes while knocked down turned on
Added getting ragdolled off a monster to the list of possible knockdowns
Swapped yet another form of large stagger for a smaller one
New feature: ranged attacks now deal reduced stagger to you
New feature: iframes during finisher moves
Version 2.6
Fixed an issue where the no grab attacks option was causing you to fall through the map
Tentatively made it possible to use vanilla controlled fall even when using the get-up roll option. There shouldn't be any issues because they happen at different times
Version 2.5
Fixed a bug that would cause you to fall through the map
Fixed a bug that caused pawns to not catch you when falling
Version 2.4
Added an option to turn off grab attacks
Version 2.3
Added an option to turn off dazed status effect
Added a stamina requirement for the get up roll
Version 2.2
Can now roll out of knockdowns (when you're crawling on the ground)
Fixed an issue where your set hotkey wasn't being saved properly
Version 2.0
Now all vocations have access to a get up roll like thief (except it's better and can be used almost always)
Added an option to prevent wallbangs
Added an option to give iframes while knocked down
Introduction
The stagger system in DD2 is, in my opinion, a bit too annoying. You just spend too long out of control of your character, between the long stagger animations, the exhaustion state being extremely punishing, wall bangs, dazed status effect, and so on. This mod tones that down a little bit by modifying a few mechanics to be more lenient. I recommend that you use Simple Difficulty Tweaks if you want to further customize the difficulty of your game.
Modularity
All of the features in this mod can be independently toggled on and off in the REFramework GUI. Turning all of the options on may be a little too lenient, at least if you're not using mods that make the game harder, but that's for you to decide.
Exhaustion changes
When you get to 0 stamina and enter the exhausted state, your stamina will start to recover immediately (keep in mind that the game allows for negative stamina values, so you won't see this effect immediately if you used a skill that left you with less than 0 stamina), like in DD1, and it won't stop until you're no longer exhausted. This means that:
The time you spend in the exhausted state is smaller.
Enemies attacking you can no longer keep you in the exhausted state indefinitely.
Stagger changes
Replaced the biggest forms of stagger for smaller ones. For example, you will no longer get staggered so bad that you get down on your knees for a few seconds.
Ranged attacks will now deal reduced stagger (80% reduction) to you. This means you'll no longer get staggered easily when a goblin throws a bottle at you while you're wearing heavy armor (I actually had to specifically adjust the bottle throws because of how insane their stagger is).
Wall bangs (crashing against a wall when getting staggered near it) are no longer a thing.
Every vocation now has access to Thief's Controlled Fall, but for other vocations it comes at a cost of 100 stamina. There's no need to get the actual skill from Thief for this to work.
The duration of crawling knockdown has been reduced from 8 seconds to 5 seconds. If you're using Balanced Augments and the Dilligence augment, you'll skip the crawling entirely. On top of that, you can now start moving in the crawling state after 1 second rather than the 2 seconds it takes in vanilla.
Status effect changes
You can now turn off the dazed status effect (the one where stars appear above your head).
Grab changes
You can now get out of grabs by wriggling your left stick/repeatedly pressing movement keys, like you could in DD1 (but far less mash-y). There's a gauge bar showing your progress for this.
Invincibility frames during some key moments
The following two features are disabled by default, because I think they're a bit too much, but you can enable them if you want.
You have iframes while knocked down (this includes while crawling).