https://www.nexusmods.com/kingdomcomedeliverance/mods/1088 -- Polearms (remove weapons.xml or load Realish after) https://www.nexusmods.com/kingdomcomedeliverance/mods/1070 -- Better combat https://www.nexusmods.com/kingdomcomedeliverance/mods/284 -- No slow mo (There's more than one mod)
Any Midnight Armor or Horse Armor mod - just load Realish after.
The mod is designed to make armor effective, as in, you can't hurt people very well when they're wearing it. That's why it's a mod, not the base game - accessibility is not my concern. However, once your stats get 10+,15+, once you using more high tier anti-armor weapons, you'll be more effective.
Armor is much more effective than games portray yes, hence why instead of dramatic hack and slash. Instead combat was a lot more precise and up close, lot's of wrestling each other down, lots of stabbing slits and gaps.
KCD lacks that, its a HEMA dueling sim, if knights in plates were dueling like it is in KCD no one would've been hurt especially with a sword. In pursuit of realism you may have ruin the balance.
I don't know if you are working on this mod anymore but I just read up on Bohemian Longswords and it seems they were not designed very well for thrusting attacks compared to other Longswords when up against heavy armor. Though lowering their thrusting would make them a whole lot worse
I've pretty much moved onto playing KCD2 and am currently working on an equivalent mod for it.
As far as Bohemian steel goes, I dunno. Most of the top tier longswords in KCD seemed to be imports from throughout the Empire but not inside Bohemia. For IRL reference, longswords do more slashing damage than sabers/arming due to the force brought by 2h vs 1h, as well as basic physics. If you swing any two objects of unequal lengths but equal speed, the longer the object, the faster the speed is at its end. Thrusting is big too with longswords, as they were the preferred sidearm over maces, hammers, etc, since you could stab between gaps.
Yeah I thought they might be imports myself. Longswords dealt with armor specifically by using half swording techniques but since you can't use the half swording technique all the time in KCD at least. I don't i know about KCD 2 thrusting against armour is not quite as effective as it could be. There is one longsword I have read about though that's meant to be a lot more effective against armor through thrusting attacks the Danish longsword type XVIIIe it was designed specifically for powerful thrusting attacks and could even pierce through armor though not as effectively as a spear.
This makes the game way too easy and unplayable basically because you don't take any damage or do any damage, this is the opposite of making a game more fun.
The mod is designed to make armor effective, as in, you can't hurt people very well when they're wearing it. That's why it's a mod, not the base game - accessibility is not my concern. However, once your stats get 10+,15+, once you using more high tier anti-armor weapons, you'll be more effective.
Hi! I'm very interested in this mod, but have a major concern regarding balance. In vanilla KCD, armour is ubiquitous; i.e. plate armor is - IMHO - waaaay too common (reminds me of TES: Oblivion where every petty brigand seems to be decked like a full time soldier). Wouldn't this mod turn every encounter with bandits a much more tedious chore?
I made the mod to focus on realism. Late game you'll encounter heavily armored opponents which may take a few hits to bring down. Simply put, I don't run this mod by itself, I usually run this mod with two additional mods: Polearms Unleashed (but the weapon.xml has been removed) and Better Combat. I've made my own custom versions of these mods for personal use.
When soldiers were wearing plate armor, they didn't use shields and primarily used poleaxes, halberds, and pole-hammers. In other words, plate armor removes the need for a shield since you're near impervious to arrows or bolts. This allows the soldier to wield a two-handed polearm and take advantage of the leverage and distance you gain with such a long weapon. In late game, with 15+ Strength and wielding a Lucerne hammer, you'll be able to drop any armored opponent in 3-5 hits, which is fairly realistic.
If you're trying to fight a plate armored opponent with a sword or edged weapon, you're going to have trouble.
Thanks for the quick reply. Just to clarify, my gripe is against the poorly handled armor distribution in the vanilla game, otherwise your mod would be PERFECT. In real life, there's no reason to NOT wear armor if you are facing combat but there are nuances to that. Can you afford it? Is it readily available? Does the terrain/weather/planned journey allow you to bear the encumberance? etc. The answer to all those questions in KCD is always (unrealisticly): YES; thus throwing nuance out of the window... But in that regard your mod truly enhances realism on late-game combat, so I'll definitely give it a try further down my playthrough.
People never consider that it would take you around a half hour to hour and considerable effort and energy to completely remove tied, sewn, and fastened armor pieces on a defeated enemy especially if they are fully kitted up. People didn't just slide that armor on like a t shirt they had servants and staff that would help them get it fastened on before they went out.
Is this balanced for normal or hardcore or do both work? So far great mod. The only downside so far is fist fighting and armor is not a good combination, basically needs a head cracker proc to defeat armoured fist fighters. I use it together with Better Combat but I'm thinking about switching to Better Combat and Immersion Compilation. Any idea if that would work balancing/conflict wise?
I've never been a fan of using mod compilations like BCAIC - but I have cannibalized them for the parts I did like.I do use Better Combat with my own mod and recommend you stick with it. BCAIC has a few immersion mods that are great and you should definitely use but the combat portion is not as good as Better Combat's. Download the mod and open its data folder to pick and choose which ones you want to keep.
But I wanted to touch on one thing you mentioned: fist-fighting with armor. I mean, imagine punching someone who's wearing a helmet...
Yeah the bow/arrow power affects the range, of course. To what degree/scale, I don't know. However the mod's changes are not going to drastically affect range.
Double the armor? Man im just looking for a mod that lowers it not increases it. I feel so overpowered once i put on full plate armor and stuff. You write '' Increases the attack modifiers of all melee weapons by 0.1 or 10% rounded up to the nearest 0.5 or 5%'' Is 0.5 not 50% instead of 5%?
edit: Real armor is designed to defeat weapons, whether blunt or edged. In a 1v1 or against unarmored opponents, yeah, you're basically a tank. If you want to make combat more difficult, I'd recommend Better Combat https://www.nexusmods.com/kingdomcomedeliverance/mods/1070. I use it with my mod.
I would say polearms were extremely powerful. The first thing people would go with to deal with armor. I guess if armor protects from the thrusting weapons better now than it might make sense to nerf polearms some. Warbows were capable of penetrating light armor which I believe includes chain mail.
So again, as I mentioned in description - I only lowered the top end slash and stab damage to reflect how armor would mitigate - but increased the smash damage to reflect the leverage and weight of the weapon.
I thought a great deal about how to make bows more realistic. Bows are governed by stab damage, which yes penetrates chainmail, but probably not multilayered outer armor w/ chainmail and gambeson - with the exception of the warbows. And they will still penetrate mid-armor when you're strength is higher. All of these stats are geared for max strength values, so when you first get the weapon - it's going to be meh, just like IRL.
32 comments
https://www.nexusmods.com/kingdomcomedeliverance/mods/1088 -- Polearms (remove weapons.xml or load Realish after)
https://www.nexusmods.com/kingdomcomedeliverance/mods/1070 -- Better combat
https://www.nexusmods.com/kingdomcomedeliverance/mods/284 -- No slow mo (There's more than one mod)
Any Midnight Armor or Horse Armor mod - just load Realish after.
KCD lacks that, its a HEMA dueling sim, if knights in plates were dueling like it is in KCD no one would've been hurt especially with a sword. In pursuit of realism you may have ruin the balance.
As far as Bohemian steel goes, I dunno. Most of the top tier longswords in KCD seemed to be imports from throughout the Empire but not inside Bohemia. For IRL reference, longswords do more slashing damage than sabers/arming due to the force brought by 2h vs 1h, as well as basic physics. If you swing any two objects of unequal lengths but equal speed, the longer the object, the faster the speed is at its end. Thrusting is big too with longswords, as they were the preferred sidearm over maces, hammers, etc, since you could stab between gaps.
base game - accessibility is not my concern. However, once your stats get 10+,15+, once you using more high tier anti-armor weapons, you'll be more effective.
I made the mod to focus on realism. Late game you'll encounter heavily armored opponents which may take a few hits to bring down. Simply put, I don't run this mod by itself, I usually run this mod with two additional mods: Polearms Unleashed (but the weapon.xml has been removed) and Better Combat. I've made my own custom versions of these mods for personal use.
When soldiers were wearing plate armor, they didn't use shields and primarily used poleaxes, halberds, and pole-hammers. In other words, plate armor removes the need for a shield since you're near impervious to arrows or bolts. This allows the soldier to wield a two-handed polearm and take advantage of the leverage and distance you gain with such a long weapon. In late game, with 15+ Strength and wielding a Lucerne hammer, you'll be able to drop any armored opponent in 3-5 hits, which is fairly realistic.
If you're trying to fight a plate armored opponent with a sword or edged weapon, you're going to have trouble.
But in that regard your mod truly enhances realism on late-game combat, so I'll definitely give it a try further down my playthrough.
So far great mod.
The only downside so far is fist fighting and armor is not a good combination, basically needs a head cracker proc to defeat armoured fist fighters.
I use it together with Better Combat but I'm thinking about switching to Better Combat and Immersion Compilation. Any idea if that would work balancing/conflict wise?
But I wanted to touch on one thing you mentioned: fist-fighting with armor. I mean, imagine punching someone who's wearing a helmet...
edit: Real armor is designed to defeat weapons, whether blunt or edged. In a 1v1 or against unarmored opponents, yeah, you're basically a tank. If you want to make combat more difficult, I'd recommend Better Combat https://www.nexusmods.com/kingdomcomedeliverance/mods/1070. I use it with my mod.
I thought a great deal about how to make bows more realistic. Bows are governed by stab damage, which yes penetrates chainmail, but probably not multilayered outer armor w/ chainmail and gambeson - with the exception of the warbows. And they will still penetrate mid-armor when you're strength is higher. All of these stats are geared for max strength values, so when you first get the weapon - it's going to be meh, just like IRL.
Thank you for the feedback.