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Any way to tone down the group combat or ensure the changes affect allies as well? Story missions feel like playing with a pack of lepers who immediately die in every scripted combat situation.
(I will try to isolate which mods breaks what and will let you know)
- No allies are spawned
- The enemies glitch out after setting up the ladders, which you cannot push back
- No enemies try to attack the gate (the gate being broken open may play though)
… wich means you’re unable to achieve any goal and progress further into the story.
After disabling your mods, the game played as normal.
Edit: Could Better Combat not being compatible explain some of the jankiness I was experiencing?
It feels like the packpedalling + masterstrike of KCD1, which was efficient, but… boring. :-/
Not everyone is the most hrdcore player permanently looking for the hardest challenge. I for one enjoy your mod, even though getting swarmed by several enemies at the same time makes me revert to good ol’ KC:D1 strategy of backpedaling while preparing a masterstrike, then repeat until all enemies are dead.
If anything, I’d appreciate toning down the group attacks while keeping the rest.
do you have any suggestion so i can fix that? thanks
"CombatAutoOppZoneAdaptDelayMinMin" rpg_param_value="0.1" /> KCD2: 0.1
"CombatAutoOppZoneAdaptDelayMaxMin" rpg_param_value="0.5" /> KCD2: 1
"CombatAutoOppZoneAdaptDelayMinMax" rpg_param_value="0.5" /> KCD2: 0.5
"CombatAutoOppZoneAdaptDelayMaxMax" rpg_param_value="1" /> KCD2: 2
"CombatAutoTrickReactionMinDelay" rpg_param_value="0.1" /> <!-- KCD2: 0.1 -->
"CombatAutoTrickReactionMaxDelay" rpg_param_value="3" /> <!-- KCD2: 8 -->
"CombatAutoZoneChangeDelayMinMin" rpg_param_value="1" /> <!-- KCD2: 2 -->
"CombatAutoZoneChangeDelayMinMax" rpg_param_value="3" /> <!-- KCD2: 6 -->
"CombatAutoZoneChangeDelayMaxMin" rpg_param_value="2" /> <!-- KCD2: 5 -->
"CombatAutoZoneChangeDelayMaxMax" rpg_param_value="5" /> <!-- KCD2: 10 -->
What really makes it hard is how they always position themselves and flank me when there are multiple enemies. So if there is a way to remove that but keep the buff to their actual fighting abilities, I think it will be well balanced.
It's also worth mentioning that Warhorse made Kuttenberg enemies stronger after 1.3 patch, so maybe that's also a reason why it fells too hard with this mod now.