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Also, great mods overall! :-)
https://warhorse.youtrack.cloud/articles/KM-A-20/RPG-Constants-Params
These are my mod values with default values on the right.
"AgiDiffToAttackSpeed" rpg_param_value="0.5" /> <!-- KCD2 0.1 -->
"SkillDiffToAttackSpeed" rpg_param_value="0.3"/> <!-- KCD2 0.05 -->
"AttackSpeedPlayerRelative" rpg_param_value="1"/> <!-- KCD2 1 -->
"MaxAttackSpeedMod" rpg_param_value="0.25" /> <!-- KCD2 0.2 -->
"MaxAttackSpeedPlayerMod" rpg_param_value="0.25" /> <!-- KCD2 0.25 -->
"MaxAttackSpeedNpcVsNpcMod" rpg_param_value="0.25" /> <!-- KCD2 0.1 -->
"TimeWarpPBFadeSpeedForPlayer" rpg_param_value="1" /> <!-- 1 is disable -->
TimeWarpPBFadeSpeedForOpp" rpg_param_value="1" /> <!-- 1 is disable KCD2 0.4 -->
"TimewarpSyncPBSpeedForOpp" rpg_param_value="1" /> <!-- 1 is disable KCD2 0.4 -->
"TimeWarpMSFadeSpeedForOpp" rpg_param_value="1" /> <!-- 1 is disable -->
Can you please tell me:
1. How does the base game work (that’s what I feel is missing from the mod’s description)?
2. What the mod does? In particular, what is the link between parameters and animation?
Yes and no. It's difficult to explain in the format of your statement/question. Mod description is explicit in what the mod does.
If I understand correctly, the base game mechanism is that when two opponents engage, each gets a bonus/malus to attack speed (= attack animation gets sped up?) depending on their relative difference in Warfare, Weapons skill, and Agility, with that bonus/malus being capped to some value.
Is that right?
And this mods tweaks the way the bonus/malus is calculated.
Is that right again?
as fighting a few opponents with swords is quite fun and fast paced, but when i go to fight people with 'heavy' weapons it becomes a bit of a slog where i usually end up getting hit for reacting too quickly rather than the enemy's skill
Here, educate yourself: https://www.youtube.com/watch?v=qzTwBQniLSc