MP Modified Combat Parameters

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Disclaimer: Since TW has disabled private servers it won't be possible to test the mod online anymore.

I took a few days to experiment with the .xml files containing combat parameters, and attempted modifying them with the intent of making positive changes according to my vision of combat, this is the result of my changes so far. Keep in mind I'm not here to try to tell TaleWorlds how to do their job, the purpose of this thread is merely to provide more detailed, hands-on feedback and my perspective on what these parameters should come closer to resemble. These are obviously not perfect and would likely require wider testing, hence the post, however I think these small changes alone can make a considerable improvement on combat. Sadly there are also many parameters that we cannot change, as they are outside these .xml files, nevertheless this is better than nothing.

Below is a changelog of all the parameters I've modified so far. There are some I haven't touched yet, and probably will in the future (such as the thrust damage curve), as well as continuing to tweak these parameters to move closer to a sweet spot.


native_parameters.xml
ParameterOld ValueNew ValueDescription
bipedal_sprint_speed_ratio
bipedal_sprint_time_ratio
0.22
0.85
0.37
0.9
These changes should make movement feel a lot more responsive and greatly reduce the "ice skating" feeling. At the same time acceleration to top speed is slightly longer to prevent "hit and run" tactics, this should go in conjunction with decreasing weight of shields/movement speed of the fastest classes.
quadrupedal_delta_rotation_threshold_for_keeping_local_velocity
0.5
0.6
This makes it slightly easier to turn on horseback and somewhat reduces ice skating. Any further changes should come from the individual horses.
running_backward_speed_multiplier
0.45
0.5
Slightly increased running backwards speed as it was too difficult to keep multiple opponents at bay for an even short amount of time while backpedaling.
running_sides_speed_multiplier
0.65
0.6
Slightly decreased strafing speed to reduce the effectiveness of moving out of range via endlessly strafing.
bipedal_combat_speed_deceleration_blend_multiplier
0.2
0.6
Deceleration to combat speed made faster to reduce the floaty feeling of combat and once again to reduce the effectiveness of going quickly in and out of range by locking the player in combat speed.
max_anim_weight_to_cancel_attack
0.3
0.28
Very slightly reduced attack canceling window to balance the increase in ready speed, the difference should be negligible but still have a small impact in making feints more readable. I would've much rather increased the window and reduced animation blending to make feinting snappier, but it's out of my control.
on_weapon_hit_speed_regain_acceleration
on_weapon_hit_slow_down_factor
4
0.6
4.8
0.1
Only visual flavour, these changes should make hits feel more weighty and satisfying. Might still need tweaking to ensure no impact on gameplay.
ready_speed_multiplier
release_speed_multiplier
defend_speed_multiplier
1.7
1.35
2.0
2.2
1.18
3.8
Increased ready and defend speed to make combat feel much more responsive, release speed slightly reduced to compensate for these changes as release could be generally too fast and contribute to make feints hard to read. Any further changes to speed should come from the individual weapons.
quick_release_skipped_progress
0.01
0.03
Slightly increased the amount of skipped animation with quick attacks. This should mitigate the attack delay issue by totally skipping the additional delay frames in the animation.
added_animation_duration_for_blocked_attacks
stun_period_bounce
0.2
0.4
0.095
0.338
Changed these parameters as a workaround to make attacker recovery faster. This should help with putting more pressure on the enemy, and giving the defender a tighter window to react, allowing the attacker to punish more effectively poorly timed reactions. It should make fights (especially with shields) faster as a whole.
minimum_anim_strength_for_chamber_block
maximum_anim_strength_for_chamber_block
0.2
0.8
0.15
0.85
Increased the window for chamber blocking. This alone won't fix chambers though, they will still be totally inconsistent because of their physically based nature but should at least be somewhat easier to perform with swings.






managed_core_parameters.xml
ParameterOld ValueNew ValueDescription
FallDamageMultiplier
FallDamageAbsorbtion
0.525
55.0
0.575
52.0
Changed fall damage to be more punishing than the current version, but less so than before b.0.8.8.
BipedalCombatSpeedMinMultiplier
BipedalCombatSpeedMaxMultiplier
0.8
0.9
0.74
0.84
Slightly decreased combat speed to reduce the effectiveness of moving in and out of range as well as sliding past the opponent.
DamageInterruptAttackthresholdPierce
DamageInterruptAttackthresholdCut
DamageInterruptAttackthresholdBlunt
7.5
7.5
4.5
6
6
4
Decreased damage interrupt thresholds (after how much dmg an attack is interrupted when hit), this should help reduce unintentional glances inevitably caused by the large arcs of swings.
MakesRearAttackDamageThreshold
30
10
Reduced rear damage threshold to make it slightly easier to rear a horse as it became very difficult even with a well placed hit.
SwingCombatSpeedGraphZeroProgressValue
SwingCombatSpeedGraphFirstMaximumPoint
SwingCombatSpeedGraphSecondMaximumPoint
SwingCombatSpeedGraphOneProgressValue
0.1
0.23
0.45
0.01
0.3
0.15
0.54
0.01
Modified damage curve for swings to make damage output overall more consistent and reduce low damage hits, while still glancing very early in the animation (to a certain extent, often it won't glance but it's out of my control). This should also reduce hits to kill.
StunPeriodAttackerSwing
StunPeriodAttackerThrust
StunDefendWeaponWeightOffsetShield
StunDefendWeaponWeightMultiplierWeaponWeight
StunDefendWeaponWeightBonusTwoHanded
StunDefendWeaponWeightBonusPolearm
StunMomentumTransferFactor
StunDefendWeaponWeightBonusRightStance
StunDefendWeaponWeightBonusActiveBlocked
StunPeriodMax
0.42
0.72
0.5
0.25
0.35
0.45
0.007
0.15
0.4
0.6
0.1
0.67
0.1
0.21
0.25
0.35
0.006
0
0.1
0.8
Modified defender stuns to be slightly longer, especially when using a shield, and slightly decreased attacker stun. This should give the player a somewhat tighter window to react after a hit, and make it easier to put pressure on the enemy and punish poorly timed reactions.
ShieldRightStanceBlockDamageMultiplier
ShieldCorrectSideBlockDamageMultiplier
0.90
0.50
1
0.7
Modified shield damage multipliers, by default they take 50% less damage when blocking in the correct direction, and an additional 10% less damage when in the right stance. I eliminated the stance bonus and reduced shield damage bonus to 30% when blocking correctly. This makes shields instantly a lot less durable, removes some of the inconsistency in their damage, and incentivizes directional blocking while not making the lack of it too punishing. I guarantee you shields will break with this simple change.




combat_parameters.xml
ParameterOld ValueNew Value
onehanded_left
collision_damage_starting_percent
N/A
0.294
onehanded_left_balanced
collision_damage_starting_percent
N/A
0.304
onehanded_left_leftstance
collision_damage_starting_percent
N/A
0.366
onehanded_left_leftstance_balanced
collision_damage_starting_percent
N/A
0.366
onehanded_right
collision_damage_starting_percent
N/A
0.333
onehanded_right_balanced
collision_damage_starting_percent
N/A
0.363
onehanded_right_leftstance
collision_damage_starting_percent
N/A
0.2975
onehanded_right_leftstance_balanced
collision_damage_starting_percent
N/A
0.2975
onehanded_lance_thrust
collision_damage_starting_percent
0.15
0.25
onehanded_lance_upperthrust
collision_damage_starting_percent
0.15
0.25
twohanded_left
collision_damage_starting_percent
N/A
0.345
twohanded_left_balanced
collision_damage_starting_percent
N/A
0.345
twohanded_right
collision_damage_starting_percent
N/A
0.39345
twohanded_right_balanced
collision_damage_starting_percent
N/A
0.36345
twohanded_left_left_stance
collision_damage_starting_percent
N/A
0.38715
twohanded_left_balanced_left_stance
collision_damage_starting_percent
N/A
0.38715
twohanded_right_left_stance_balanced
collision_damage_starting_percent
N/A
0.341
twohanded_right_left_stance
collision_damage_starting_percent
N/A
0.331
polearm_right_balanced
collision_check_starting_percent
0.35
0.32
polearm_right_balanced
collision_damage_starting_percent
N/A
0.32
polearm_right_unbalanced
collision_check_starting_percent
0.34
0.31
polearm_right_unbalanced
collision_damage_starting_percent
N/A
0.32
polearm_left_balanced
collision_check_starting_percent
0.30
0.28
polearm_left_balanced
collision_damage_starting_percent
N/A
0.29
polearm_left_unbalanced
collision_check_starting_percent
0.30
0.28
polearm_left_unbalanced
collision_damage_starting_percent
N/A
0.29
polearm_right_balanced_left
collision_check_starting_percent
0.30
0.28
polearm_right_balanced_left
collision_damage_starting_percent
N/A
0.284
polearm_right_unbalanced_left
collision_check_starting_percent
0.30
0.28
polearm_right_unbalanced_left
collision_damage_starting_percent
N/A
0.284
polearm_left_balanced_left
collision_check_starting_percent
0.30
0.28
polearm_left_balanced_left
collision_damage_starting_percent
N/A
0.29
polearm_left_unbalanced_left
collision_check_starting_percent
0.35
0.33
polearm_left_unbalanced_left
collision_damage_starting_percent
N/A
0.34
polearm_left
collision_damage_starting_percent
N/A
0.35
polearm_right
collision_damage_starting_percent
N/A
0.35
polearm_thrust_heavy
collision_damage_starting_percent
0.28
0.29
polearm_thrust_left
collision_damage_starting_percent
0.28
0.29
polearm_upperthrust_left
collision_damage_starting_percent
0.28
0.29
polearm_upperthrust
collision_damage_starting_percent
0.28
0.29


Modified combat_parameters.xml to add animation glances for two-handed, one-handed and polearm lateral swings. By default glances depend on a damage threshold, which however makes them totally inconsistent as speed bonus, a low armour value, or a high dmg weapon can easily get past that threshold and deal a full hit even extremely early in the animation, with the risk of becoming impossible to react to. Following this change, glances should always, consistently happen when hitting too early in the animation. Modified the thresholds for spear thrusts as well which should hopefully mitigate the instant hit issue. Changed swing damage curve to accomodate for this change.

Keeping in mind that, as the arcs of swings are still very large, it would be inevitable to unintentionally glance by catching an opponent in one of your wide swings, I kept the thresholds quite low to avoid too frequent, frustrating glances. That said, please note that all the current values are not perfect and will need fine-tuning over time. I couldn't test with all weapons, so if you feel like you're glancing too little or too often, let me know which weapon you were using and (possibly) which attack direction, so that I can test and modify accordingly.


Parameters documentation by @Noudelle :
AirFrictionJavelin -- Effectively determines air velocity of javelins.
AirFrictionArrow -- Effectively determines air velocity of arrows.
AirFrictionBullet -- Effectively determines air velocity of bullets.
AirFrictionKnife -- Effectively determines air velocity of throwing knives.
AirFrictionAxe -- Effectively determines air velocity of throwing axes.
HeavyAttackMomentumMultiplier -- Does nothing.

ReducedMouseSensitivityMultiplier -- Does nothing.
RangedAddedElevationForCrosshair -- X axis camera angle while holding a ranged weapon. (third-person only).
MeleeAddedElevationForCrosshair -- X axis camera angle while unarmed or while holding a melee weapon. (third-person only).
BipedalRadius -- (???)
QuadrupedalRadius -- (???)
BipedalCombatSpeedMinMultiplier -- Minimum combat speed of two-legged characters.
BipedalCombatSpeedMaxMultiplier -- Maximum combat speed of two-legged characters.

DamageInterruptAttackthresholdPierce -- Minimum damage needed for staggering to occur when pierce damage is taken.
DamageInterruptAttackthresholdCut -- Minimum damage needed for staggering to occur when cut damage is taken.
DamageInterruptAttackthresholdBlunt -- Minimum damage needed for staggering to occur when blunt damage is taken.
MakesRearAttackDamageThreshold -- Minimum damage needed for special staggering animation to occur when damage is taken from the rear.
MissileMinimumDamageToStick -- Minimum damage needed for missiles to stick to shields or body.
BreakableProjectileMinimumBreakSpeed -- Minimum speed needed for breakable projectiles to break when hitting hard surfaces.
FallDamageMultiplier -- Multiplies damage taken from falling.
FallDamageAbsorbtion -- Armor rating applied to damage taken from falling.
FallSpeedReductionMultiplierForRiderDamage -- Multiplies damage taken from falling while riding a horse.
FistFightDamageMultiplier -- Multiplies damage dealt with fists.

SwingHitWithArmDamageMultiplier -- Multiplies damage dealt with arms for swing attacks. (Requires melee weapon) (Doesn't work properly)
ThrustHitWithArmDamageMultiplier -- Multiplies damage dealt with arms for thrust attacks. (Requires melee weapon) (Doesn't work properly)
NonTipThrustHitDamageMultiplier -- Multiplies damage dealt with the shaft of a weapon.

StunPeriodAttackerSwing -- Time between the moment your swing attack gets blocked and the moment you can ready an attack.
StunPeriodAttackerThrust -- Time between the moment your thrust attack gets blocked and the moment you can ready an attack.
StunDefendWeaponWeightOffsetShield --
StunDefendWeaponWeightMultiplierWeaponWeight -- Factors defender's weapon's weight into stun calculation.
StunDefendWeaponWeightBonusTwoHanded -- (???)
StunDefendWeaponWeightBonusPolearm -- (???)

StunMomentumTransferFactor -- Time between the moment you block an attack and the moment you can ready an attack. This parameter multiplies with StunPeriodMax.

StunDefendWeaponWeightParryMultiplier -- (???)
StunDefendWeaponWeightBonusRightStance -- (???)

StunDefendWeaponWeightBonusActiveBlocked -- (???)
StunDefendWeaponWeightBonusChamberBlocked -- (???)

StunDefendWeaponWeightBonusActiveBlocked -- (???)
StunDefendWeaponWeightBonusChamberBlocked -- (???)
StunPeriodAttackerFriendlyFire -- Presumably determines the stun period of characters when hit by team mates.
StunPeriodMax -- Maximum stun period.

ShieldRightStanceBlockDamageMultiplier -- Multiplies damage taken by shields when blocking in the correct stance.
ShieldCorrectSideBlockDamageMultiplier -- Multiplies damage taken by shields when blocking in the correct direction.
maximum_passable_slope -- (???)
maximum_normal_z_to_check_feasibility -- (???)


jump_cooldown -- Minimum time required between two jumps.
bipedal_sprint_speed_ratio -- Determines the time needed to reach sprinting speed for two-legged characters. Higher value means longer time.
bipedal_sprint_time_ratio -- Multiplies standing movement speed of two-legged characters.
bipedal_speed_multiplier -- Multiplies movement speed of two-legged characters.
bipedal_crouch_speed_multiplier -- Multiplies crouched movement speed of two-legged characters.
bipedal_delta_rotation_threshold_for_keeping_local_velocity -- Transfers or negates momentum into turning speed for two-legged characters. Higher values means faster rotation while moving.
quadrupedal_delta_rotation_threshold_for_keeping_local_velocity -- Transfers or negates momentum into turning speed for four-legged characters. Higher values means faster rotation while moving.
running_backward_speed_multiplier -- Multiplies backwards-running movement speed.
running_sides_speed_multiplier -- Multiplies strafe-running movement speed.
walking_backward_speed_multiplier -- Multiplies backwards-walking movement speed.
walking_sides_speed_multiplier -- Multiplies strafe-walking movement speed.
ladder_climb_up_speed_multiplier -- Multiplies ladder-climbing movement speed.
bipedal_jump_end_speed_multiplier -- Multiplies the speed at which a two-legged character will move after landing. Only active for a split-second.
bipedal_jump_end_hard_speed_multiplier -- Multiplies the speed at which a two-legged character will move after landing from a high place. Does not seem to do anything, since taking damage from falling stuns you before you can move.
quadrupedal_jump_end_speed_multiplier -- Multiplies the speed at which a four-legged character will move after landing. Only active for a split-second.
quadrupedal_jump_end_hard_speed_multiplier -- Multiplies the speed at which a four-legged character will move after landing from a high place. Only active for a split-second.

quadrupedal_acceleration_multiplier -- Multiplies acceleration of four-legged characters. Forward acceleration is capped at normal speed, but can be set lower than the base setting. However, decelerating while moving forwards works as you would expect.
bipedal_combat_speed_deceleration_blend_multiplier -- Multiplies how quickly the movement speed of two-legged characters reduces transitions into combat movement speed once in combat.
bipedal_ranged_ready_speed_multiplier -- Multiplies movement speed of two-legged characters while aiming ranged weapons.
bipedal_ranged_reload_speed_multiplier -- Multiplies movement speed of two-legged characters while reloading ranged weapons.

max_logical_distance_allowed_for_defend -- Related to scrapped weapon position system. Unused.
min_anim_weight_for_defend -- Related to scrapped weapon position system. Unused.
max_logical_distance_allowed_for_shield_defend -- Related to scrapped weapon position system. Unused.
max_anim_weight_to_cancel_attack -- Determines the length of the period where attacks can still be canceled after released.
min_ready_anim_weight_for_quick_attack -- Determines how soon quick attacks can be launched into the windup animation
min_ready_anim_weight_for_launching_heavy_attack -- Determines how soon quick attacks can be launched into the windup animation
on_weapon_hit_speed_regain_acceleration -- Determines how much momentum will be lost by a weapon after landing a hit.
on_weapon_hit_slow_down_factor -- Slows down the animation speed of a weapon slicing through cleaveable a target.
mounted_thrust_attack_rotation_base_speed_multiplier -- Multiplies thrust-attack turn-speed while mounted.
missile_launch_perpendicular_speed_effect_ratio -- (???)
ready_speed_multiplier -- Multiplies speed of readying attacks.
release_speed_multiplier -- Multiplies speed of attacks once released.
release_left_stance_speed_multiplier -- Multiplies the speed of attacks while released in the left stance.
heavy_attack_momentum_multiplier -- Multiplies the damage of heavy attacks
defend_speed_multiplier -- Multiplies the speed of blocking.
defend_right_stance_speed_multiplier -- Multiplies the speed of blocking while in the left stance.
shield_hit_ik_rotation_multiplier -- Multiplies the rotation of the inverse kinematics applied to shields upon getting hit.
shield_hit_ik_position_multiplier -- Multiplies the position change of the inverse kinematics applied to shields upon getting hit.
minimum_defend_duration -- The amount of time blocks will remain active after releasing the block button.
percentage_to_quick_ready_chance -- Determines at which point in an attack animation a chain attack can be done. Lower values means chain attacks are available sooner. Ranges from 0 to 0.6, after which it becomes unstable depending on the weapon, and seems to break entirely at 0.7, where chain attacks no longer work.
percentage_to_quick_ready_chance_for_thrust -- Does not seem to do anything as thrust attacks cannot be chained into.
quick_release_skipped_progress -- Determines at which point in the attack animation quick attacks will skip to. Lower values mean earlier start, while higher values mean quick attacks will skip to an advanced point in the animation.
release_skipped_progress_for_quick_ready -- Determines at which point in the attack animation chain attacks will skip to. Lower values mean earlier start, while higher values mean chain attacks will skip to an advanced point in the animation.
release_blend_in_period_for_quick_ready -- Something to do with animation blending of chain attacks.
minimum_anim_strength_for_chamber_block -- Something to do with chamber blocking.
maximum_anim_strength_for_chamber_block -- Something to do with chamber blocking.
added_animation_duration_for_block_stuns -- (???)
stun_period_bounce -- (???)

quadrupedal_radius -- (???)
shield_right_stance_defense_arc_multiplier
shield_bash_collision_check_scale_multiplier -- Multiplies range of shield-bashing distance. Also works backwards if value is set too high.
smaller_humanoid_physics_capsule_radius_multiplier -- Multiplies the size of the collision capsule of children humanoids.
bigger_humanoid_physics_capsule_radius_multiplier -- Multiplies the size of the collision capsule of adult humanoids.
ranged_target_radius_multiplier -- (???)
guard_reset_time -- Determines how long characters will remain in guard position after attacking or blocking.

vertical_arc_for_side_block -- Determines the maximum elevation difference at which side attacks can still be blocked.
side_block_outer_limit -- Determines the maximum outward angle at which side attacks can still be blocked in the correct direction.
side_block_inner_limit -- Determines the maximum inward angle at which side attacks can still be blocked in the correct direction.
side_block_outer_limit_for_opposite_direction -- Determines the maximum outward angle at which side attacks can still be blocked in the opposite direction.
side_block_inner_limit_for_opposite_direction -- Determines the maximum inward angle at which side attacks can still be blocked in the opposite direction.
horizontal_arc_for_up_down_block -- Determines the maximum angle at which up and down attacks can still be blocked.

How to install
In order to install and test these parameters, you will first need to install @MisterOutofTime 's community launcher. This will allow you to play offline with bots, and to join private multiplayer servers.

1. To install the launcher, simply extract the contents of the downloaded .zip package inside your Bannerlord folder. You can then start the launcher via the "CommunityLauncher.exe" in this folder "Mount & Blade II Bannerlord - Beta\bin\Win64_Shipping_Client".
2. Once you've started the launcher, select the "Get Mods" tab, then tick the "CombatDevTest" mod, and click on the "Download & Install" button below. Then select the "DLC" tab and tick "CombatDevTest" to enable the mod.​
3. Download the parameters files and replace them in your "Mount & Blade II Bannerlord - Beta\Modules\Native\ModuleData" folder. Also replace "managed_core_parameters.xml" in your "Modules\CombatDevTest\ModuleData" folder. Make sure to take backups of the original files.​
4. Now all that's left is starting the game through the community launcher. Make sure to tick "Use CommunityLobbyServer" below the Play button to have access to private servers. Once you're in the main menu, you can press F5 to host an offline game, or you can visit the server browser to join a private server if there's any hosted.​

If you host a game, make sure to only select TDM/Siege/Captain/Skirmish modes, other gamemodes might make your game crash.

Not everyone has permission to host servers, however there are often test sessions hosted, so you can join this discord server for information about the launcher or date and time of future hosted multiplayer tests:
https://discord.gg/cQGYm4k

However please note that not always games are hosted with modified parameters. If you're interested in testing them, make sure to ask the host whether or not they're enabled.

Download Links:
Community Launcher
Parameters


Thanks to @Piconi , @NIN3 , @MisterOutofTime , @Noudelle , @Klausolus , @Terco_Viejo , @Younes123 , @Marko͘ , @.Brandis , @vicwiz007 , for helping with setting this up, documenting the parameters, testing and so on.

 
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I strongly encourage beta players to test this tweaking for the combat system. IMO this is what should be officially implemented.
Thank you my boi Silen for making this happen.
8tuB.gif
 
Definitely feels a lot better than what we currently have in the official version, and with some more tightening of those values, it should be really good. I'm currently questioning whether turning up the speed on all the units make it a more enjoyable fighting experience, as compared to Warband, the movement speed feels a bit slow.

Awesome job.
 
tried these changes, definitely prefer them. i don't think they're perfect, but even playing with higher ping on silen's server it felt much more responsive and satisfying than the base game does with 15-20 ping.
 
So is there any way for us to tell if we're using it or not? I had it installed I though but I couldn't tell if I was or not. It had me spawn a server and I'm downloading a bunch of stuff for my Coronacation work-from-home situation, so it could have been lag on my end that was making things seem wonky
 
The combat with Silen's parameters feels much more responsive, speeds even tho slightly higher, feel more natural, only a couple of weapons might need individual adjusting, as said in the OP.
So is there any way for us to tell if we're using it or not?
If you have done this:
Next, you will need to download the parameters files. Once you've done that, simply replace "managed_core_parameters.xml" in this folder "Mount & Blade II Bannerlord - Beta\Modules\CombatDevTest\ModuleData", and replace "native_parameters.xml" in this folder "Mount & Blade II Bannerlord - Beta\Modules\Native".
When creating a server, choose 1 bot for team2, and try to kill it, you should notice the difference. Anyways, the changes are not very radical, sometimes are even much more subtle than i personally would want them to be, but means a world when you play a game one them after playing on default parameters.
I shoud mention that if you want to try the parameters on, and then play a game on official servers, its good to backup both native_parameters and managed_core_parameters, and change them back, just so you dont have to verify the game each time you try the parameters on beforehand.
If you realy realy want to test if you are using them, there is a line in native_parameters you can open and search for (while in the game) called "bipedal_crouch_speed_multiplier" value="4.0" , you can change that value to 40.0 (10x speed), click save in that xml, then in the game you are in, on the right you have rlg console, type "game." and a dropdown list of few files will show, click native_parameters, then hit ENTER. You should see a message in the console in green saying something like, "succesfully reloaded parameters". If you did it right, you should be 10x faster while crouching ? , which also means you did previous things correctly, and that you ARE in fact using this parameters.
 
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I don't have the time to test this at the moment (or play bannerlord at all right now!) but the logic behind most changes seems sound! Interested to see if there is any pickup from this.
 
The amount of effort behind this... Extremely good work.

Will try it later, if it's as good as people type here and speak around,Taleworlds should really make a move and copy most of those values and optimise them afterwards(even applying some of the changes that Silen mentions that he cannot touch).
Great initiative.
 
Big improvement, I encourage everyone to give it a try. It's a shame that we didn't have access to every variable involved. Hopefully the dev team will see this and either implement some of these changes themselves or at least facilitate additional tweaks for the future.

Silen spent a lot of time on this, please let it be worth it.
 
I have captured a video of a duel with these edited parameters, between two very competent melee players (Silen vs Gibby), but have in mind that neither of the players had full health, recording didn't start from the beggining of their duel, and Gibby also carried over couple of wounds from their previous duel.
Also, i apologize for the shaky camera, as i wanted only to be very close, but could not follow up their movement well enough, hopefully it is long enough to give a feel of what combat, speed and responsiveness looks like using these parameters to those who haven't tried them yet.
 
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I also played with these parameters and immediately the combat felt better and more snappy. I hope TW decides to look into this and maybe implement some stuff, followed by some deep structural changes of why and how the combat is not where it should be atm.
 
I also played with these parameters and immediately the combat felt better and more snappy. I hope TW decides to look into this and maybe implement some stuff, followed by some deep structural changes of why and how the combat is not where it should be atm.
+1
What a great truth made statement.
 
This looks promising (2/3) and at the same time is a sign of Warband problems (1/3).

these changes make it feel more like Warband, for sure, but what problems are you referring to? frankly I don’t see any of the controversial elements of warband present in these changes, they just improve the foundation and responsiveness of the combat/movement.
 
It honestly can never be like Warband for reasons other than parameters. I think a sweetspot would be 3/5ths towards Warband in between where it is now and Warband, with much more readable feints than Warband had.
 
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