Combat becomes trivially easy by mid-game. This MUST be fixed

I like the idea of some sort of combination between BareNekked’s suggestion and munkt0r’s. I think addressing it from a statistical approach alone isn’t quite enough, there needs to be an added element of physical ferocity paired with this.

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You make a fair point, I agree both should be addressed. I just think one is more egregious than the other in that most enemies can’t even penetrate your defenses whether they hit or not.

Basically, in my scenario with current defense mechanics, you’ll take damage still - in yours it will just be you getting hit more often and still not taking damage =)

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I’ve edited damage scaling in my files so that skills provide less of a damage boost. It’s working great in tandem with an armor increase mod – unarmored bandits and civilians die easily like they should, lightly armored guards can be slashed to death, and heavily armored opponents are best defeated with piercing strikes to unprotected areas, such as faces in open helmets. Everything feels great and authentic now.

The health increase mod I linked earlier is a bit obsolete, but I still use it for the stamina nerf, which makes combat much more dangerous and challenging.

For anyone that wants to try it, you can incrementally decrease the damage scaling from strength and weapon skill by increasing the value “70” in the “SkillToDmgConstA” line. It’s in the rpgparam.xml file. Supposedly, a value of 400 or above virtually eliminates weapon damage scaling with strength and weapon skill, which basically means your damage will be the weapon’s base damage.

Personally, I wanted to retain some of the scaling from weapon skills and strength, so I replaced the value “70” with “200” with 4x armor values. Enemies wearing heavy armor are immune to my sword attacks unless I stab them in the face, but I can punch through some of their armor with my mace. I could further reduce damage scaling in my mod and decrease armor values to make the early game more coherent, but I’m too lazy to go back into the files, and everything is working more or less perfectly for me now. :slight_smile:

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Hi everyone, thanks a lot for all your feedback and ideas.

I just wanted to stop by to tell you we are aware of this issue and working hard on polisihing combat RPG to mitigate problems mentioned in this thread (and others). Problem is a little bit more complex than it may seem: there is still many people around thinking the combat is too hard so what we try to achieve is to make it much more challenging on higher levels while maintaining current difficulty settings at the first half of the game (we believe it works quite well there).

We are heading similar way some of you here suggest: more really hard enemies, tighter stat scaling, slower combat xp gains on higher levels, nerfing some owerpowered perks, more aggressive high level AI etc. Some of these changes should be available very soon, some will take more time to test and tune. Thank you for your patience and please, go on and discuss the topic further if you wish, we read it here and it helps us to see what you think about the game systems and how you use them. Thank you for that too.

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Same probleme here… roughly 50 hrs into free roaming and side quests so i did continue the storyline when this happened… took me 1 or 2 strikes, since I wanted to start the „fight“ with a combo.

Awesome. :slight_smile: Glad to hear that Warhorse is aware of the issue. I hadn’t expected the team to address it in the near future, so hearing news of an official fix on the horizon is great.

Personally, I think combat is too easy throughout the entire game, so having difficulty settings that change certain parameters (such as armor values and damage scaling) sounds more like an ideal fix for people of all stripes. I can create de facto difficulty settings myself just by editing those values in the game files, so I can’t imagine it would be too difficult to translate that into different difficulty settings that can be accessed in-game.

Of course, having more aggressive high-level AI and more “hard” enemies later in the game sounds nice, and I hope to see those soon. ^^

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Thanks so much WH, now i can wait patiently for this to get fixed now that I know you guys are working on it.

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Thank you! I’m much more motivated now lol. I’ve been thoroughly enjoying the game after I’ve completed the main story just going around and getting treasures. I’ve finished up all of the bandit camp quests which is sad I wish every town had a series of bandit bounties lol.

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Good. In my document, I propose you change the scale from linear to logarithmic as a good place to start. You still get the massive stat boost on the first few levels but then it evens out.

Holy cow.

Thank you for the update and I’m so happy to hear you guys are aware and are addressing the issues!!!

We appreciate the transparency.

The combat in this game has a higher learning curve than most other rpgs. And even after the combat tutorials I had many questions about exactly how to execute some of the moves. Now I feel quite comfortable after spending time in the arena, not just getting some basic skills (maybe a cap at LVL 6 would be in order) but mechanically as well.

After this I restarted the game and even managed to beat hans in the duel with my speech character, a fight that I previously though was rigged sinse I got beaten so bad.

So increasing the difficulty at mid game and onwards while keeping the low levels more or less the same is key.

I can’t seem to find the files in my folder. Do I have to unpack the game?

It’s easier if you have a mod to work with already, such as the stamina overhaul mod linked above near the top of the thread. You also need 7zip and Notepad++. After extracting the .pak file (the mod, in other words) from the compressed file, you put it into your data folder in Steam > Steamapps > Common > KingdomComeDeliverance > Data. Then, you follow these steps:

  1. Right click on the modded .pak file, open the menu for 7-Zip, select “Open Archive”
  2. Open the folders Libs > Tables > rpg
  3. Right click on “rpg_param.xml” and select “Edit” (To make sure Notepad++ edits .xml files in 7-Zip, go under the “Tools” menu bar, select “Options”, go to the “Editor” tab. Then click the “…” button next to the Editor field. Navigate that to your Notepad++.exe)

Now you can change the value in the line I mentioned earlier. Again, it’s best to use it in conjunction with a mod that increases armor values. What you’re basically trying to do is increase armor values and decrease damage scaling in a way that’s balanced and coherent (substantially more armor and modest damage scaling reductions seem to work best, for me).

  1. Save and close. When it asks to update the archive, say OK.
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I’ve changed that command line to 1000, and I am still unable to completely eliminate modifier from strength – however it completely eliminated modifier from sword skill.

I had 11 str with a weapon that does 49 and th3 weapon does 60 in stat sheet. I can only assume one point of str adds 1 damage. That’s the only place the damage can come from I have no active perks that would increase damage.

Edit-- I wad using the armor mod (2x slash 1.5x moregeneral def) alongside this mod but it broke hunting so I had to remove it. So instead I’m playing with the RPG commands to try and balance game.

Meh… I suppose strength should increase weapon damage a little, to be honest. A stronger swing yields more impact force, after all. At any rate, I don’t see the point in completely eliminating all damage scaling from all stats and skills. After all, in an RPG, leveling skills and growing more powerful with those skill increases is part of the equation. :stuck_out_tongue:

What’s more important is to rein it in to a modest, acceptable level so that armor plays a key role. Realistically speaking, armor is what prevents your limbs from being cleaved off.

As for hunting, critters like rabbits and deer shouldn’t have any armor whatsoever. Were you using the stamina overhaul mod or the stamina + health increase version?

I agree with strength contributing to damage but I wanted to eliminate the scaling for the sake of short term balancing so the game is playable.

The problem is the scaling of the PC gets so out of control with all these stat and damage modifiers it’s like exterminating a squirrel with a damn tank. Completely and absolutely over kill.

I think that raising stat requirements on weapons and removing damage modifier from strength can help bring balance, short term. You still will benefit from more damage with more strength because you will have better quality weapons. With higher reqs people will have to stick to the Thumper and Saving Grace as bread and better early game, and wont be able to use Herods Sword much later.

Check out this mod guys.

Looks PROMISING!

https://www.nexusmods.com/kingdomcomedeliverance/articles/15

This particular user on Nexus has put in a lot of work and made a lot of discoveries regarding KCD.

I am trying the realistic c0ombat mod and I must say it makes combat a lot better. I need to take a look at the files myself tomorrow since I still want to change something around.

MOD:

I think the idea of adding a human trafficking/ rape element is a bad idea. I vote no.

I agree with all of the above, except I would put henry’s cap EVEN LOWER, like at 10 for all weapons and 7 for bows. Professionally trained soldiers and Knights should far surpass Henry, they have way more training over extended periods of time. It should be REALLY HARD for henry to compete against a true Knight who started at the age of 7 for his training. Henry can’t even swim yet!

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