We have a new Video Update, enjoy
Will the wallpapers or screenshots from the pc screen be released anytime soon?
Also any ETA on a new update or Beta announcement?
Warhorse answer this in the comment section bellow the video. ETA is “soon”.
I had the same thoughts The art style is absolutely incredible, blows me away everytime… they should release some of the concept art / wallpapers along with the Beta later next month
Oh to dream haha
Nice video… thanks a lot. Makes me realy want to play the Beta…
Great update! There is a good comment from user ZURATAMA1324 on Youtube, which shares some of my worries about combat more eloquently than I’m able to explain:
First, the obvious.
Many people seemed to be confused of what is going on during combat
because of the camera angle.
To be fair irl, fighters would have felt the same way if they were
getting pommeled.
But to a player, it seemed unrelatable.
Second, the players seemed devoid of tension in combat.
While the game does a spectacular job replicating historical fighting, I
think it has not replicated the fighter’s ‘experience’.
For instance, a thump in the head might be the same thump sound to other people.
But the man giving the blow, and the man taking the blow will certainly
’experience’ it more dramatically.
Bottom line, I hope the devs are able to improve how they convey motion
to players and improve the way they ‘present’ combat so the players can
feel tense and invested in the experience.
That said I think this might get better after the experience is ironed out in the final version and one can become more invested in Henry through the main story. I like the little combat I can play (framerate issues) in the alfa so far.
Comment Warhorse: My Anus Very soon, we are preparing for Beta update this week
Nice to see the new weapons. I assume the weapons all have different damage stats and effectiveness at stabbing, slashing and blunt force, but will they also have different reach and speed stats?
You should remove that guys username it just sound weird when you write ‘‘My Anus’’ in the start off the sentence here when it don’t look like a username Kappa and… I always forget that this is not twitch with kappa
And now I have a hard desision. Take out my Kingdom Come mousepad on bete release or wait to full release…
New weapons look boss!
Gimme one of them heater shields and a sweet little horseman’s axe any day
Really impressive stuff… And I believe that we can say with some confidence that each weapon will have differing levels of effectiveness against varying armour types. This concept is something that WH have spoken about since the early days of the campaign; it’s a certainty to be included in the final release. As to it’s refinement in the beta *who knows
[quote=“Earl_Thorn, post:10, topic:26186”]
I believe that we can say with some confidence that each weapon will have differing levels of effectiveness against varying armour types.
[/quote]Yes, we already have that in the alpha. Each weapon has stabbing, slashing and blunt force stats, so I assume that simply carries over.
What I was curious about was whether there would be range and speed stats. A dagger would be a lot faster to swing than an axe, and a bastard sword, or pole arm, if they end up putting them in, would be able to hit from farther away than a dagger.
Again, yea you would like to think so right?!
To me it’s all a part of the same concept of accurate medieval combat. We know there’s been compromises in relation to fun over authenticity etc. however it would be a massive oversight if these statistical identifiers weren’t also varied across weapon types.
So again, I’m going for a resounding yes here as well. And just spit balling here; the physics based system should facilitate objects having an actual mass or weight value. Which would relationally determine how easily or conversely difficult the object was to wield. Range simply comes down to the objects overall length, or in actual ranged combat sense like Archery it’s dependant on the poundage of the bow, the types of arrows, and external environmental conditions as well.
Obviously there’s RPG elements thrown in the mix here too (Henry’s own strength for example, or his level of training / experience with a certain weapon type) which theoretically would all contribute to an overall proficiency rating.
You’d like to think that a master swordsman could wield a sword in a fashion that was both faster, more accurate and precise than someone completely untrained (with some minor exceptions). I guess my point being that whilst the weapon contributes to those elements, it’s not the only defining value. And that ideally a number of different statistics would feed into this overall rating.
Sounds complex
thy new animations are brilliant. is that a battle axe i see? can’t wait.
I love the style of the concept art and cant wait to look at it in detail
Excellent video. I’m not normally all that interested in the fine details of the combat system, but the overview in the video was genuinely interesting - I enjoyed hearing about the very different types of swordplay used in different media (theatre, film/tv, etc.), and the compromises that had to be made between accuracy and playability when designing KC:D. And it was great to see in-game footage of all those different weapons!