Mods / Cooperative Combat
Category:
#QoL
#Tweak
Author: Rangelost
Side: Both
Created: May 21st 2023 at 7:20 PM
Last modified: Aug 15th 2023 at 11:46 PM
Downloads: 30241
Follow Unfollow 232
Author: Rangelost
Side: Both
Created: May 21st 2023 at 7:20 PM
Last modified: Aug 15th 2023 at 11:46 PM
Downloads: 30241
Follow Unfollow 232
Latest file for v1.18.8:
cooperativecombat.zip
1-click install
This is a simple mod with the objective of fixing the game's multiplayer-hostile combat design.
Note: The author is on indefinite break. If you would like to continue this mod, feel free to use the included source code.
In the original game, creatures become invulnerable for 0.5 seconds when attacked. Because of this, if multiple players attack the same target, then most of the hits do not deal any damage.
With this mod, non-player creatures only become invulnerable for 0.5 seconds against the player who attacked them. This allows multiple players to attack the same target at the same time.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.1 | 22140 | Aug 15th 2023 at 11:46 PM | Show | cooperativecombat.zip | Install now | |
v1.1.0 | 5763 | Jun 20th 2023 at 9:13 PM | Show | cooperativecombat.zip | Install now | |
v1.0.0 | 2338 | May 21st 2023 at 7:20 PM | Show | cooperativecombat.zip | Install now |
Seems to work fine in 1.20 RC
That probably means incompatibility, which is important to know what might be causing it.
BillyGalbreath and Inflectus should both post their modlist for comparisson.
It works fine on 1.19.8
I'm not sure what te previous commenter is talking about. Me and a bunch of people on Discord tested it and we were unable to reproduce.
Tested on multiplayer server version 1.19.3, everything works. You can install and enjoy!
Is it still working at 1.19?
OmegaHaxors I hear you. It is the dev team using a flawed/bad architecture due to missing experience/knoweldge of software design. They have many corpses in the basement they are trying to rid themselves off, but they end up with horrible architecture hacks doing so. The sensible thing would be to release vintagestory 2 on a clean architecture.
Does this mod still work in version 1.18.15?
"Not the mod's fault, it's the game that breaks everything" is pretty much why I had to discontinue the pouch mod.
Everything on my end was working fine without any issues, it's the game's horrible desync problem which broke it.
Why the game doesn't disable the hitbox of the arrow against entities once it impacts something is beyond me.
Someone should write a patch which changes that functionality [drags on waterbottle] ... ... what?
Kirona
This mod should only affect player attacks against non-player entities. Attacks against players (from non-player entities and other players alike) should remain unchanged.
Please note that at this time, arrows are very buggy, and may hit a target several times on impact (my personal record is getting shot for 36 damage with a single arrow). This is an issue with the game, and is unrelated to this mod.
Does this affect PvP combat? It'd be cool to be able to better fight off drifters and bells and so on, but I'd rather not have it also result in people being able to bum-rush a player and just obliterate them.
Or, maybe, if it's not too hard, could it have a config option or something to enable/disable the effect on players, if it has one?
@Rangelost Awesome, thanks for adding that!
Guimoute
Good catch! I've updated the mod (v1.1.0) to deal with all damage universally. You should now be able to use this mod to attack enemies that are on fire as expected.
Hi! Does it work when the two sources of damage are the environment and a player? I've recently experienced not being able to hit a drifter because it was standing on a lit firepit, so I was wondering if the mod affected that too? Thanks :)
This has helped us a lot on the Bohemian Server! Thank you!
Tels
Glad to hear it!
This mod makes fighting in a group much easier and actually not as frustrating. Thank you!
mohmaniac
I agree, hence this mod.
Nice, I'd excpect this as native (vanilla) behaviour? Thanks!