Mods / Combat Overhaul: Armory
Category:
#Weapons
Author: Maltiez
Side: Both
Created: Oct 22nd at 8:45 PM
Last modified: 4 days ago
Downloads: 7404
Follow Unfollow 171
Author: Maltiez
Side: Both
Created: Oct 22nd at 8:45 PM
Last modified: 4 days ago
Downloads: 7404
Follow Unfollow 171
Latest file for v1.20.0-rc.5:
armory_0.0.29.zip
1-click install
Requires Combat Overhaul
Adds new weapons, shields and armor.
Please report bugs via official VS discord server.
Weapons:
- shields - Done
- short swords - Done
- long swords - Done
- great sword - Done
- clubs - Done
- maces - Done
- polehammer - Done
- warhammer - Done
- pikes - Done
- javelins - Done
- poleaxe - WIP
- halberds - Done
- long-axes - Done
- battle-axes - WIP
Vanilla armor split into parts:
- Plate - Done
- Chainmail - Done
- Brigandine - Done
- Scale - Done
Other stuff
- Javelins quiver - Done
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.29 | 713 | 4 days ago | Show | armory_0.0.29.zip | Install now | |
v0.0.28 | 671 | 6 days ago | Show | armory_0.0.28.zip | Install now | |
v0.0.27 | 106 | Dec 14th at 4:45 PM | Show | armory_0.0.27.zip | Install now | |
v0.0.26 | 2033 | Dec 5th at 12:38 PM | Show | armory_0.0.26.zip | Install now | |
v0.0.25 | 327 | Dec 3rd at 5:05 PM | Show | armory_0.0.25.zip | Install now | |
v0.0.23 | 146 | Dec 2nd at 3:01 PM | Show | armory_0.0.23.zip | Install now | |
v0.0.22 | 35 | Dec 2nd at 1:05 PM | Show | armory_0.0.22.zip | Install now | |
v0.0.21 | 191 | Nov 30th at 7:47 PM | Show | armory_0.0.21.zip | Install now | |
v0.0.20 | 36 | Nov 30th at 7:04 PM | Show | armory_0.0.20.zip | Install now | |
v0.0.19 | 137 | Nov 29th at 5:19 PM | Show | armory_0.0.19.zip | Install now | |
v0.0.18 | 157 | Nov 28th at 7:45 AM | Show | armory_0.0.18.zip | Install now | |
v0.0.17 | 94 | Nov 27th at 7:02 PM | Show | armory_0.0.17.zip | Install now | |
v0.0.15 | 46 | Nov 27th at 3:15 PM | Show | armory_0.0.15.zip | Install now | |
v0.0.14 | 181 | Nov 25th at 7:52 PM | Show | armory_0.0.14.zip | Install now | |
v0.0.13 | 193 | Nov 24th at 1:08 PM | Show | armory_0.0.13.zip | Install now | |
v0.0.12 | 145 | Nov 23rd at 3:54 PM | Show | armory_0.0.12.zip | Install now | |
v0.0.10 | 247 | Nov 21st at 1:53 PM | Show | armory_0.0.10.zip | Install now | |
v0.0.9 | 121 | Nov 20th at 4:34 PM | Show | armory_0.0.9.zip | Install now | |
v0.0.8 | 139 | Nov 19th at 3:52 PM | Show | armory_0.0.8.zip | Install now | |
v0.0.7 | 41 | Nov 19th at 11:28 AM | Show | armory_0.0.7.zip | Install now | |
v0.0.6 | 220 | Nov 16th at 7:41 PM | Show | armory_0.0.6.zip | Install now | |
v0.0.5 | 463 | Nov 9th at 12:45 PM | Show | armory_0.0.5.zip | Install now | |
v0.0.4 | 447 | Oct 31st at 10:51 PM | Show | armory_0.0.4.zip | Install now | |
v0.0.3 | 95 | Oct 31st at 1:17 PM | Show | armory_0.0.3.zip | Install now | |
v0.0.2 | 261 | Oct 27th at 7:28 AM | Show | armory_0.0.2.zip | Install now | |
v0.0.1 | 71 | Oct 26th at 9:23 PM | Show | armory_0.0.1.zip | Install now | |
v0.0.0 | 51 | Oct 22nd at 8:46 PM | Show | armory_0.0.0.zip | Install now |
Maltiez
I would argue there are some viable gameplay variants, particularly with the currently missing Asiatic laminate style of bow making (gotta love those horse archers with the new mount system, eh?) or simple upgrades to bows (aiming shelves for better stability and aiming speed, etc) like you have with your wonderful crossbows and firearms mods. There's also the possibility of bodkin (more penetration less damage), broadhead arrows (more damage, less penetration), or even blunt arrowheads, given you have a focus on damage types with your combat system, and feature a smiliar situation of ammo types in your wonderful Firearms mod.That's just me dreaming as an avid archery lover though. Either way like I said before, absolutely love the mod.
edit; I also noticed none of the weapons have attack reach as a listed stat now, though they do seem to have different reaches in game. I'm not sure if that's intended, or just an oversight.
ShanaLarisar
Crossbows and firearms are variations of bows in this case. You already have composite fast shooter recurve bow and plain wood heavy shooter long bow, there are no other viable gameplay variants. I think four vanilla ones are enough. If you want material progression, you have arrows made from different materials.
Do you have any plans to add additoinal variatons of bows? Maybe something using (spring) steel, bows reinforced with animal horns or the like, more advanced version of existing longbow/recurve with cut-in draw rests like calfs hair, etc. Given you've made Bullseye and a bow retexture and all. Either way love the mods, thanks for all the hard work!
FYI game crashes on 1.20r3 when you put a cow skull on your new helmet slot!
Will you work on a video for info how to use it? Or you plan on getting some testers to help?
But love the simple fight ^^
Looks like the Night Vision Mask doesn't have a slot assigned and cannot be worn anymore.
I tested the javelins after the changes you made and they feel pretty good, I don't have the same issue with hunting rabbits or non-predatory animals as I did prior to them. I still don't expect to take on a bear with them, but that's a reasonable expectation for what game stage you're supposed to be using them on. Thanks for hearing out the criticism I left earlier.
getting an error that im requireing "combat overhaul" by one of your mods, i didnt see any requireing it tho. im guessing its this one, can you confirm?
can this work on 1.19.8?
Maybe the Javelin could gain a buff by applying a slow and bleed effect on hit
I can kill a bear with a regular spear. Spears have enough knockback and reach that I can actually beat a bear with a flint spear. I've done it multiple times. Meanwhile, I regularly die to even fucking wolfs trying to use javelins because the low reach, low damage, and low knockback combined with their pouncing ability means that engaging at range requires unreasonable time spent kiting, and engaging at melee is a near-guaranteed loss. The spear is just flat-out a better weapon in every way because the javelin's higher ranged damage doesn't matter when both it and a spear need two hits to take down a rabbit. The javelin is just too weak overall, the quiver that lets you carry them without stripping away inventory slots for necessary materials to survive in the stone/copper age requires nails that you can't make without having enough metal to make an anvil, and all these factors combined with the ease of knapping a flint spear and just using that instead means that the javelin is essentially worthless. I wanted to play a Malefactor to shake things up with the javelin but it's just a waste of time.
If anybody else is considering using the javelins, just take it into consideration that they're frustrating, don't offer any particular strengths, have plenty of weaknesses, the Malefactor's proficiency bonus is pointless for what role a javelin is supposed to play, and you will get bodied by wolves, bears, and potentially even drifters since it can take over 5 throws to kill a single surface drifter with one which means you either need to dedicate 5 inventory slots to javelins or kite to pick up thrown javs for every drifter you face. Skip it and just go spear instead, as boring and overdone as it may be.
You won't be able to deal with bears using stone weaponry anyway though, they are too tough for that, just run
Javelins are just genuinely terrible, even on the Malefactors who are supposed to specialize in them. A flint javelin can't reliably take out a rabbit in one hit and they're already up and sprinting away faster than you can go by the time you ready your second javelin to throw. Against a black bear, it took me half an in-game day of constant strafing and recollecting them to bring it down. I'm not expecting a flint javelin to be an "I win button", but it'd be nice to be able to always take down a rabbit in one go given you're spiking it with what amounts to three times its mass. The 30% proficiency speed boost to them doesn't come into play either given you're always going to take a little time to line up your throws, and fighting with javelins in close quarters is a losing proposition because your enemy will just press in through the knockback due to the short range and evenly trade attacks with you (and as a Malefactor you have less HP than other classes to work with, and you're never getting a pet to help distract enemies like the Clockmaker). I'd rather give up the worthless attack speed and exchange it for a 10-15% boost to Javelin damage, which would go a lot towards solving the unreliable rabbit killing and make fighting off wolves and bears in the early stage less (but still) painful.
Just recently tried out the new armor system and it is genuinely awesome. Can't wait to see more!
TwoF
Geology Additions is a mess implementation wise, ask them for compatibility.
Please make the mod compatible with Geology Additions. In your mod you have the ability to create maces and javelins from stone. Geology Additions adds three stones from which you can make stone tools - Gabbro, Quartzite and Diorite. It will be very good.
Maltiez
Perhaps a Pavise would fit well as the Heavy Shield of the steel age? Italian Crossbowmen used them up until the 17th century.
Maltiez
Oh gosh duh, thank you for answering that lol. I should've known. Thanks for these kick ass mods!
RanOutOfSpac
Damage tier
Dumb question, but what does the t mean in for example the javelin says: "One-handed 1(1t) Piercing" ?
Dskater84
May be heater shield, probably as heavy, cause there is no steel age heavy shield.
This is absolutely amazing, now the last thing we need is more armour types and we can go full medieval on the drifters. I love your mods.
Any plans to add a few more medieval shield types?
Is there a description anywhere of how the weapon variants differ from each other in principle?
A combat mod is expected to create a situation where nothing is ideal - everything is selected for the needs and personal style. I think it is assumed here.
For example, the Spear is a universal weapon suitable for close combat with the desire to keep the enemy at a distance, but at the same time it can be used in long-range combat during a throw. The Pike is a spear, but with the loss of the ability to throw with an increase in the effect of keeping the enemy at a distance from itself in close combat. The Javelin is the opposite, the loss of the ability to inflict damage at a distance in close combat, but enhanced characteristics for long-range combat by throwing.
The differences between other weapon variants are not so obvious. I want to know.
Inflectus
Right now there are no such plans
Radiantlunar
XavierDare
Report bugs via discord, moddb commetns are not suitable for this
Are there plans for war axes? I notice they're not on the current weapon roadmap, but I was wondering if that's because they were overlooked or intentionally not wanted. Either way, I love the current roadmap and the models you have made so far!
XavierDare I've got the same problem, i'm gonna try to fix it, i'll let you know if i come up with anything
I cant seem to get the javlin to work. when i attack something with it its acting like im just using my hands
I just recently downloaded 0.0.3, and 30 minutes later it's already version 0.0.4
do you continuously print the mod on a 3D printer?) 🤣
Maltiez
Having an error where all Armory assets lack their textures despite combat being installed as a library. Am I missing another dependency?
I get the feeling combining this (once finished) and the dodge button, plus some steam controller support shenanigans, I could basically make a Darksouls-esque srt up on my controller and play vintage story kinda like that! :0
Good work on all your combat and weapon mods so far dude, I FUCKING LOVE THEM!!!!!!!! (perhaps you might add optional support for Salty's dodge mod on the main Combat Overhaul? hell, I'd be surprised if you make a stamina bar addition to combat overhaul, and have the "Frail" trait balance out less max health with more stamina, and it would be something to see a leveling system too but this feels too long winded. Sorry! ;~;)
Would it be possible to get a screenshot of each "module" as they're added?
Cool mod, thank you for it 👍.
Oh? I dont know what this does and i already love it :p