Starbound

Starbound

Melee Rebalance [0.6: Shortsword Rework]
41 Comments
knishle 16 May @ 4:38pm 
this mod breaks aimable shields. Think there could be a fix?
Ryanor 1 Sep, 2024 @ 10:28pm 
Hey, is this mod compatible with Melee Aiming and FU Melee Aiming? I was using it on the server but noticed the broadswords I was using didn't really have any special new attacks.
Lo-op  [author] 2 Aug, 2024 @ 10:35pm 
I've updated Tech Rework into a true content mod.
TR [1.0]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3293271257
Lo-op  [author] 20 Jul, 2024 @ 9:42am 
Tech Rework:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3293271257
For those who want sorcery rework first, please respond. I am going to work on monsters.
Lo-op  [author] 19 Jul, 2024 @ 6:18pm 
Update10: The physical( element ) enemy bomb in vanilla actually doesn't work, got me so confused.
Lo-op  [author] 19 Jul, 2024 @ 4:45am 
Lo-op  [author] 16 Jul, 2024 @ 4:34am 
@myt0, I've updated the mod, the shortswords should be better now.
Lo-op  [author] 16 Jul, 2024 @ 3:02am 
I like modding blindly, but I think the best way to learn modding is to unpack other's mods and see the files.

From my understanding:
1) FILENAME.FILETYPE.patch with a path relative to the mod's folder will patch FILENAME.FILETYPE with the same path relative to the asset folder. And replace it if without the ".patch" part.
2) Paths in the Json files are either relative to the asset folder/mod's folder or the folder the Json files is in.
3) New logic or functions can be implemented by changing the scripts' path in a Json file to a new lua file's path.
Lo-op  [author] 16 Jul, 2024 @ 2:58am 
As for the NPCs, I have to understand all systems that work with it like status, resources, behavior and possibly sensors which I haven’t laid my eyes upon once. I return to them once I have done balancing all the generated weapons( also, check out my Diverse World modpack, which is mega brutal and has the tier and armor rebalancing ).

For documentation, under your local game file there is "doc" for information about the build-in functions, but it's not always correct, some function names under the "mcontroller" table are missing the "control" prefix.
When finding a file, unusually Ctrl + Shift + F in your code editor of choice would open up Search in Files.
You can include new scripts( lua files ) in some Json files, and some like .behavior files( are Json files ) are already logic and functions.
Lo-op  [author] 16 Jul, 2024 @ 2:57am 
@myt0, thanks for suggestions, I've definitely messed up the shortsword's DPS. The original intent was to prevent the duel-wielding-stun-lock, but I was so keen on the idea of shortswords dealing no more damage per attack than the broadswords. Now with more experience, they should be as powerful as broadswords with no alt abilities.

“Slowing the weapons speed based on rarity” is an easy way to make weapons more distinct. So I can categorize and make more out of a few weapon types. With the new sniper rifle and shotgun rework, I’ve learnt that a better visual cue helps a lot with slower weapons. I'll try changing the animations of shortswords, and give them a longer fire time as it equals to the dodge time.
myt0 15 Jul, 2024 @ 9:08pm 
I've been testing it on FU and 250+ mods and so far there are no problems.
myt0 15 Jul, 2024 @ 9:05pm 
I wish I knew how to mod Starbound, but the documentation is extremely limited and I have no idea how you can really change stuff or core mechanics like FU or simple mods that change global stuff (for instance, loot tables). I just don't know where to find that configuration file or if I can write new logic or functions.
myt0 15 Jul, 2024 @ 8:58pm 
I like this mod a lot, but I don't think slowing the weapons speed based on rarity is the way to go. For instance, I found a rare (blue rarity) short sword and its speed was 0.4... It was ridiculously SLOW, practically garbage in comparison to a crafted short sword.

I think making the combat dynamic, fast and challenging is something that the game needs, especially for melee and against NPCs, but again lowering the speed of the weapons just makes it annoying and dull.
myt0 15 Jul, 2024 @ 8:57pm 
Even if a weapon deals more damage per swing, if it becomes so slow you can't even keep enemies at bay or you have to make a sluggish combo, then run away and literally wait ~4 seconds to be able to fight again, it's simply not worth using.

I think the best way to improve the combat is to change the NPC mechanics, not just the weapons. For instance, making NPCs no longer stupid and actually able to hit you. There are so many ways that their behaviour could be improved and you could make it different based on the tier of the NPC.
myt0 15 Jul, 2024 @ 8:57pm 
Here's an idea:

First and foremost, NPCs no longer rush towards you like zombies, even if they don't have a gun and are only melee.

They will keep a certain distance and strafe backwards and forwards to try to dodge your attacks, let's say the NPC will always keep an X distance on which X can be any number of tiles on a certain interval (e.g between 6 and 10 tiles, as the range of a spear -ultimate cheese weapon- is around 8 tiles):
myt0 15 Jul, 2024 @ 8:57pm 
If you run away, they will chase you until you stop and they reach that X distance again; if you run at them, they will strafe backwards until they reach that X distance again.

This X distance can be ignored if the NPC is going to attack you, for which there should be some signal that allows you to react in time and dodge the attack or block it.

Jumps should be one of the most important aspects of combat, given the limitations of 2 dimensions and the fact that there is no such thing as a dodging or rolling (dash only works because NPCs rush you like zombies and you can make a combo and dash backwards, but if you dash forwards you get hit anyways).
myt0 15 Jul, 2024 @ 8:57pm 
NPCs should jump in a defensive way when there is too much distance and they receive damage (which means you're shooting them, in order to dodge your projectiles), and also jump backwards if you hit them with a melee weapon.

When you hit them with melee, there is a short window of time for you to make another hit, otherwise they can jump backwards and dodge you; but if you rush them there is also another short window of time on which they can't attack. If you fail again, you will most likely get hit. And NPCs will be unforgiving.
myt0 15 Jul, 2024 @ 8:57pm 
NPCs can make combos on you, using primary and alt attacks (their energy is bumped up too), the only way to stop them from hitting you is to hit them first or dodge them with jumps. But how would this work?

Let's say the NPC has a spear, it would be extremely difficult to hit them first if you have a dagger, since the spear has more reach, and realistically you would most likely die if you tried to fight against a spear with a dagger.
myt0 15 Jul, 2024 @ 8:57pm 
HOWEVER, as I said before, the NPCs will telegraph or signal when they will attack you in some way or another, and if during this brief moment you jump FORWARDS, they will cancel their attack (they won't strafe backwards) and you will get a chance to hit them first without getting hurt, potentially leading up to a combo.

You know that annoying thing the NPCs do on which they jump onto you in a way you can't and it's impossible to dodge their attack? By jumping forward you could cancel their attack and then hit them. But if you try to run away, you're toast.
myt0 15 Jul, 2024 @ 8:56pm 
As for long distance gun duels, if an NPC is taking damage it should do something rather than just standing there, like I mentioned it could jump to dodge bullets or get under cover; and instead of aimbot (they should still be able to shoot you if you crouch), they should actually shoot you, constantly, instead of shooting a few bullets and stopping because their energy is limited.

But there will be a caveat, first of all, their reaction time will not be so instantaneous, they will take more time to realize you got out of cover and to adjust their aim to your movements. Nonetheless, they should definitely spray and pray. Their accuracy, reaction time and aiming speed will also be determined on the tier of the NPC.
Lo-op  [author] 14 Jul, 2024 @ 8:43am 
Update9: The primary abilities for the guns are done, only pistols left for balancing. What do you guys think of the rocket and grenade launchers, should I change how they play out? After that, is making the alt abilities slow, hard to use and much more powerful acceptable? ( completely different from what Melee Rebalance does )
Lo-op  [author] 13 Jul, 2024 @ 2:00am 
Update8: I have decided to halted the work on NPC behavior, as they need to be able to build, mine, coordinate( I don't even know an example of it in 2d-sidescrollers ) in order to have any chance at anti-cheese.

Weapon improvements are in the works.
projectmayhem 30 Jun, 2024 @ 8:14am 
Just tossing this out there since you mention it in the mod description. You can't patch lua files, so you are correct in just replacing them. The other option is to patch the items in question so they point to a custom lua you made. The way you did it is probably best for compatibility with other mods.
Lo-op  [author] 27 Jun, 2024 @ 9:40am 
Update7: Melee approach behavior is coming slowly, problem is that I have to lose precision for speed, as I does not know how to change the update time for the behaviors. And a more precise one is complex, I ended up coding it like the vanilla's but breaks every 2 seconds. The new one is still missing the ability to recover from failed jumps, predict player movement ( it only sees you when in sight, so predicting is necessary ), and not fall to doom.
Lo-op  [author] 24 Jun, 2024 @ 5:09am 
Update6: Basic movesets are done, now onto pathing.
Lo-op  [author] 24 Jun, 2024 @ 3:00am 
By slow, I mean the npc is, its velocity is frequently set to 0 instead of using the movement controller. So it's clunky and slow.
Lo-op  [author] 24 Jun, 2024 @ 2:53am 
Update5: Sorry for waiting, I found that the vanilla npc pathing is irredeemable, too complex( interconnected and slow ) for its own. And rewrite it with lua is possible.
Lo-op  [author] 19 Jun, 2024 @ 10:30pm 
Update4: Road map to get you all hyped:
Player like npc combat -> gun rework -> sorcery rebalance -> mission level redesign -> boss rework.
Lo-op  [author] 19 Jun, 2024 @ 8:37am 
Update3: Two new experimental rebalancing mods, I will test them when I gets enough sleep.
Lo-op  [author] 18 Jun, 2024 @ 3:32pm 
@dc, thanks. It is.
I've partially tested it with the whole Supper's Combat Overhaul, and change the priority to overwrite the abilities. As for NPC Behaviour, this mod does not interfere( the one shown in the mod page is for testing and another mod ). Sorry for the wait, I just got up.
ErickD 18 Jun, 2024 @ 9:44am 
@Lo-op Hi,nice job . is this compatible with Super Combat Overhaul NPC Behaviour Only ?
Lo-op  [author] 18 Jun, 2024 @ 2:27am 
@I can't think of a name, I think it is compatible with Difficulty Overhaul. Difficulty Overhaul didn't completely remove i-frames, so the alt-abilities involve going through enemies and such are fine.
Lo-op  [author] 17 Jun, 2024 @ 3:22pm 
Yes, it's compatible with FU, but don't expect too much change, as FU focuses on crafted weapons.
El Violador 17 Jun, 2024 @ 9:54am 
is this compatible with FU?
Lo-op  [author] 15 Jun, 2024 @ 5:52am 
Update2: I got it to do combos!
Lo-op  [author] 15 Jun, 2024 @ 5:44am 
Update: I am still trying to guess what different notes do.
Do you know that the Json file piece "direction": “walk” could mean mapping output "direction" to “walk”?
That got me so confused.
Nonetheless, Npcs that use combos should come soon( a few days ).
Lo-op  [author] 14 Jun, 2024 @ 8:28pm 
Sorry, the vanilla is still very unbalanced, and I have other projects. General mod support will be done much later, when I have an actually playthrough to back up the projects.
Naii Starwing 14 Jun, 2024 @ 7:11pm 
Is Fox's rampant wavedashing getting fixed? Is the Wombo Combo still going to be possible?
Lo-op  [author] 14 Jun, 2024 @ 6:01pm 
It isn't vanilla right? Where's it from?
Naii Starwing 14 Jun, 2024 @ 4:55pm 
Melee rebalance? Is Marth's grab finally getting nerfed? ...Wait, what?
Lo-op  [author] 14 Jun, 2024 @ 6:18am 
Maybe it’s time for a story:
I was surprised to see my guide actually getting some attention over time, since from the workshop, I knew that the majority of the player base has moved on. And I got curious, found new guides popping up. One of them( by Reishadowen ) is about tips on the hardcore mode.
With the guide as an inspiration, I started my own three-hit and no armor challenge, in which I take 40% of the max health per hit/fall. But my interest in it died fast. A pair of daggers I found could completely neutralize any non-boss threats, and there is no fun taking it to the limit.
So I have this mod. An escape for my current situation, or hope seeking depending on the way you look at it.

More later.

Without things to say?
Then I can go back to learn more!