Don't Starve Together

Don't Starve Together

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The Combat Overhaul: Reimagined
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84.754 MB
22 Sep, 2021 @ 5:04pm
25 Jan, 2022 @ 10:31pm
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The Combat Overhaul: Reimagined

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://steamhost.cn/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.
Popular Discussions View All (3)
15
16 Jul, 2022 @ 1:44am
PINNED: Place Bugs Here
JustResort
0
20 Nov, 2021 @ 2:09am
PINNED: 中文翻译 (Chinese Translation)
Shimo
0
16 Nov, 2021 @ 11:31am
PINNED: Traducción al Español (Spanish Translation)
JustResort
167 Comments
пивоед 6 Jul @ 1:36pm 
@Ive / Ivy
sounds sweet, looking forward for this :luv:
Ive / Ivy 3 Jul @ 9:57am 
If people end up interested in reviving this idea, I'll be making one in the future with further updates and features.
Ive / Ivy 3 Jul @ 9:57am 
Would it be fair to say people would be interested in a Combat Rework mod remake?

Combat Rework, Remake Details:
- Stamina Charge slots bar. (Attack Technique and Dash usage limitations.)
- 3 new attack moves for each different weapon type. (Alternate, Heavy, and Special attacks. - Some may be the same among similar weapon types.)
- Dash move(s).
- Room for expanding upon the combat move options in the future.
- Combat moves are added via a combat skill menu and a slot in/out system. (Attack types and Dash.)
- Customizable keybinds.

Overall, my plan is to make the weapons have multiple types of attacks with the ability to choose different options to swap in. Plus offer a new Dash ability for movement purposes in combat.

Types of attacks: Alternate, Heavy, and Special.
ICECOLDWRXST 18 May @ 8:49am 
This mod makes the razor unable to shave beefalo. Instead turning it into a weapon, idk why, but nobody is using the razor as a weapon :deadweight:
Hamburger 10 May @ 7:26pm 
no updates? damn... :steamsad:
Olif 13 Dec, 2024 @ 1:34pm 
Just a reminder that this mod is abandoned, RIP, this will be very missed.
ruins 30 Oct, 2024 @ 12:47am 
i love using dark sword but since this mod only make it stronger in maxwell's arm make me feel not too good, can u make it a bit cooler when using other char?
Supersonic2419 14 Oct, 2024 @ 8:29am 
Are the attacks supposed to by very slow?
FoxKnight64 26 Sep, 2024 @ 12:19pm 
Too bad this mod isn't being updated
DeNarr 7 Jul, 2024 @ 7:59pm 
Lucy seems very random on when it's thrown vs melee. I'll click on birds, and sometimes it will throw it nicely, other times I try to chase them (and obviously fail). Is there a configuration I'm missing?