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KickStarter Kingdom Come: Deliverance - Dan Vavra's medieval chad simulator

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I'm very enthusiastic about a game of the kind that KCD is but following the course of a single military campaign through the perspectives of two different characters where the player gets to play as either of them from one chapter to another.

It would be crazy complex to make of course, if you want to have some meaningful reactivity. But the switching of perspective a la "Heat" (1995) would make it stand out and even if the reactivity isn't great, it will be forgiven if the story and characters are gripping.
 

cvv

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Enjoy the Revolution! Another revolution around the sun that is.
I'm very enthusiastic about a game of the kind that KCD is but following the course of a single military campaign through the perspectives of two different characters

I've been thinking the same thing for a while now. I imagined two point of views - a German crusader and a Czech Hussite. Build some sort of character arc for both of them. Weave their stories together. It'd require some screenwriting skill ofc.

Undoubtedly a lot of drama queen would whine about the game taking away their character in the worst moment, just as they whined about the "long yntro waah", but it'd be worth the novelty.
 

Cadmus

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fock ey mate, tell vavra to fix the goddamn FPS drops
Or am I supposed to be randomly getting 25-50 FPS on a 6gb 1060 GT? Is this hardware obsolete nowadays?
Fock yer DLC

The tournament was literally unplayable on any settings, sometimes I was getting under 20 FPS, real fun for the frantic, no holds barred, 1st person twitch combat.
 
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Doktor Best

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fock ey mate, tell vavra to fix the goddamn FPS drops
Or am I supposed to be randomly getting 25-50 FPS on a 6gb 1060 GT? Is this hardware obsolete nowadays?
Fock yer DLC

The tournament was literally unplayable on any settings, sometimes I was getting under 20 FPS, real fun for the frantic, no holds barred, 1st person twitch combat.

Which Cpu do you have? KCD performance is often bottlenecked by processor power especially the older ones with quadcore without HT.
 

SlamDunk

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TLDW;

Tobias Stolz-Zwilling said:
Greetings Roxy,

Although we are honored about the huge interest this picture raised, I am afraid that the answer is less exciting than you might think. What you can see is a YouTrack Code. It's an internal tool we use to identify bugs and gather feedback. On the pictures you can see a workshop with medieval reenactors that were showing us period clothing and weapons. This workshop was meant to spice up a regular dev day and to bring new employees up to speed. People should post their ideas and feedback in the YouTrack Issue: KCD [2-1506].
 
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Arulan

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I'm looking forward to all the DLCs being released to play this again.

There are a few RPGs I still need to play from last year, but Kingdom Come: Deliverance may well just be my favorite game of the year. I haven't felt so engrossed in an open-world RPG since the likes of Fallout: New Vegas, Gothic, and The Elder Scrolls III: Morrowind. I attribute this most of all to how well the game reacts to logical choices you make that the game never presents to you. At one point I sent bandits on a wild goose chase to Rattay, encountered them by happenstance several days later at the tavern in Rattay, and quietly followed them for hours across the country to discover the location of The Camp. This quality above all else makes me willing to believe in the world, because it feels like I can do almost anything. The illusion isn't immediately destroyed by making it obvious how limited your actions truly are.
 
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If anyone is interested in improving KCD combat (I think out of the box vanilla combat is pretty atrocious), I've been really enjoying the below mods:

Better Combat and Immersion Compilation - https://www.nexusmods.com/kingdomcomedeliverance/mods/651:

This collection of mods does various things to improve combat and other aspects including:
- The time window for perfect blocks is lowered, so it's harder to get them, although this will still increase as you level up
- The master strike time window for both the player and the NPCs is lowered significantly, so this will no longer be something that breaks the entire system. You will see them much, much less often now.
- NPCs will block less often now, and instead perfect block and dodge more often.
- NPCs in groups attack normally now (in vanilla, they would slow down, Hollywood style, if outnumbering you)
- You can't clinch very effectively anymore, as this was pretty broken/OP in vanilla
- Damage gains from skills are halved
- NPC and player armor values are now similar, in vanilla, player had a lot more
- fast travel and player marker on the map are removed
- HUD is disabled
- less inventory weight allowed


No Mo' Slo-Mo - https://www.nexusmods.com/kingdomcomedeliverance/mods/284

This mod lets you disable the slo-mo effect when you perfect block.


More encounters -

There are some mods available for this, but they were mostly out of date with the latest version, so I just modded this myself using Internet advice. It's pretty simple, you can follow this guide for example: https://www.reddit.com/r/kingdomcom...o_get_more_random_encounters_any_kcd_version/

Basically, you are adding a console command to increase the random encounter rate. To make it automated (so you don't have to set it every time in-game), put this command in user.cfg file, and in Steam, add the command +user.cfg to launch options.


So what's the point of all of these mods? Well, KCD combat has some very fundamental problems out of the box. One problem for example, is that after a while, you and the enemies know master strike, which is a non-counterable move. So essentially, whoever masterstrikes wins. This is pretty boring.

Another issue is that in the 2nd half of the game (or even earlier), your armors and skills are so high, that you can steam-roll everything without any challenge.

These mods above address all of these issues (or at least try to). By signiciantly lowering the time window for masterstrike, these mods almost eliminate it from combat. By lowering the damage gain from leveling up, and armor values for the player, they also level the playing field so the NPCs have a chance even when it's late in the game.

But in addition to that, these mods create something that the base game doesn't have: a really nice flow to combat. When fighting against an experienced opponent, there are movie-like chains of exchanges, as each side attacks, parries, ripostes, counter-attacks, parries the counter-attack and ripostes itself. I would also sincerely advise
Smejki to check it out, because there are really good suggestions in these mods for the direction in which KCD2 should go into.
 

Funposter

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I find that in the above combat mod, NPCs still master strike frustratingly often. Sometimes it's fine, but other times they can take away half of your health bar for having the gall to attack in an action RPG. This is especially problematic in the Tournament activity, where one wrong move means all of your progress will be reset. I think that while it's an improvement over vanilla, it often leaves you at the mercy of the AI since you're forced to be a lot more passive and wait for them to attack, rather than being able to overwhelm them.
 
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So far, I haven't seen that yet, but I am pretty early in this playthrough. Bernard does master-strike sometimes, but not nearly as often as in the vanilla game.

If that's still an issue for you, you can probably google the variable that sets master strike frequency, and set it to whatever. The No Mo' Slo-Mo mod I linked above also has a way to disable master strike entirely, but I am not sure if that will clash with the other mods (probably depends on load order or whatever).
 

agris

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What about a mod that tweaks or removes combat lock? IIRC, when the game was new, people were playing around with making it easier to break out of the lock-on cam when in combat, and make the lock only occur when you're close to enemies - or remove the lock entirely. Has that gone anywhere and are there any mods that do this well? I never cared much for this aspect of the combat system myself.
 

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