The Combat Overhaul: Reimagined

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Author: JustResort

Last revision: 26 Jan, 2022 at 05:31 UTC

File size: 80.83 MB

On Steam Workshop

Description:
What You’re Getting Into

For starters, this is a polished and professional version of my original mod. That one was used as an experiment to see what worked and what the community wanted.

For those of you who are new, welcome! Here, I reworked the basics of combat to add some spice and variety. It’s made for the fun of it, not to be the next game update (as many people treat it). However, my assets are now much more practical than before, seeing how everything played.

Configurations

This is apparently a high demand thing. So what are they?

Quick Disable
A feature that lets you disable a group of things with a click of a button! Want only weapon animations, no mob changes, or no new weapons? Now, you can do that without scrolling through every single configuration!
(It’s a testament to how little people regard my work, really)

Individual Configurations
Of course, this needs to exist. You can disable changes for specific weapons, disable added weapons, disable individual mob changes, and even disable some crossovers with other mods. That was left from the experimental phase.

Content

Here’s a run-through on the actual content being altered or added. In case you need to translate something or you didn’t look at the preview images.

Mob Combat
Here to really spice your experience. A selected amount of mobs have been either given new attacks or had their base attacks changed. Dodging includes a lot more movement and often requires you to move in more ways than running directly away in a straight line. I’m talking about kiting. It’s not so brain-dead as it was, for these changed mobs at least.
The tree guard, spider queen, terrorbeak, hounds, and pigs are the only mobs that have changes. By the way, mob combat is compatible with Uncompromising Mode.

Weapons
The base of the mod. Many weapons have been given new swinging animations, but a good amount of weapons have been given a class. The only classes are basic, spear, and blunt. Classes are capable of inflicting a critical hit, each with varying chances. These critical swings do not affect attack speed, unlike the original mod. Not all weapons have a class of their own, mainly misc and basic equippables.

New Weapons
Controversy roams with these, but like I said, this mod is for the fun of it. These weapons were added to give some more options. If you don’t like them, you could always just disable them (people don’t read, if you can’t tell). Some are experimental assets, usually brought from some part of Klei. Others derived from another weapon I originally added.

Extras

It’s been a nightmare managing this mod when it was in its early stages. I’ve seen some of the best and the worst of people come around. The mod ended up changing from an experiment with the Steam Workshop to a burden for a bunch of people who were only using me. Demands and ignorance still come up, even for the very first version that points out the flaws (the updating issue). Anyway, everything is all set. Hopefully, you understand.

The Original, Working Mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2460598856&searchtext=combat+overhaul
It’s not compatible, by the way.

Special Thanks To:

The Scounger for helping me fix a serious multiplayer issue for the original mod.

ChubbyPanda for helping me build up ideas for the mod.

My character bots for helping me test each feature of this mod until game updates broke them (R. I. P.).

Remilia_Scarlet and Shimo for helping me with the Chinese translation.

Other supporters who gave me a reason to keep pushing to the end.

Speaking of the end,

I’m no longer working on or managing mods anymore. I’ve moved on to take care of myself over spending hours just to get some virtual validation. Besides, I don’t and shouldn’t owe the community anything for what I contributed to it.