About this mod
This mod tries to replicate real life combat physics as close as possible through changing some parameters.
- Requirements
- Permissions and credits
- Changelogs
My goal with this mod is to replicate real life medieval combat as close as possible with the tools given by Taleworlds.
Features:
- Tweaked running speed to a more realistic level (including sprint ratio).
- Ready speed before swinging a weapon will be slower and feel less robotic.
- Release speed of an attack will be fast like in real life. No slow motion effect crap.
- Tweaked defense speed to be more realistic and natural looking.
- Tweaked collisions between friendly troops and enemies.
- Added more animation duration for block stuns to reflect a higher impact.
- Heavy attacks will now be stronger than normal attacks and cause a longer stun effect to enemies.
- When shields are hit, this will cause the shield to spin more visibly, increasing the perception of impact.
- Implemented weapon collision when hitting enemies.
In case you are wondering, yes, it is compatible with RBM. It is probably compatible with anything, but like always, I recommend you to load this mod at the bottom.
1.1.4 update
Natural Attack Chains Reworked the combat animation system to allow for more fluid and natural weapon handling:
- Enhanced attack chain fluidity by reducing artificial delays between swings
- Modified animation transitions to enable smoother attack combinations
- Adjusted combat pacing to feel more responsive and dynamic
- Improved momentum handling during weapon swings
- Enhanced hit response system
- Balanced recovery times for better combat pacing
- Adjusted AI behavior to prevent unrealistic attack cancellations
- Modified defensive timing for more engaging fights

In real life, weapon strikes often flow more naturally than depicted in most video games. In real sword fighting, attacks don't have the long "windup" or preparation time that games typically use for gameplay balance and visual feedback. Instead, strikes can be initiated quickly from different guard positions, and fighters can chain attacks fluidly without artificial pauses.
This is why this update reduces the artificial "preparation" time between attacks - while not claiming to be a perfect simulation, it aims to get closer to a more natural flow of combat where strikes can be chained together in quick succession, rather than having exaggerated pauses between each attack.
The changes to animation timings and transitions reflect this concept, allowing for faster and more fluid combinations while still maintaining enough feedback for players to read and react to incoming attacks.

1.0.3 update
Improved collision of weapons when they hit a body, trying to simulate real life physics, I noticed that in "feel the hit" mod the weapon bounces back after a hit, but I was not 100% comfortable with that, so I did some research and practice, and found the closest parameters I could to simulate a generic real life hit.
If you look at this: you can see the sword does not stop completely when it hits the body, it just reduces the acceleration but continues its way with less strenght.
