天国:拯救2

天国:拯救2

Realish Speed
51 条留言
小蓝 18 小时以前 
Can we produce 1.5 times the speed
Сралс 9 月 25 日 上午 1:31 
Thank you very much. You make this game better.
Actalo  [作者] 9 月 24 日 上午 7:55 
Yes, but you should check Change Notes for update info.
Сралс 9 月 24 日 上午 1:53 
Is this mod compatible with the new 1.4.1 update?
Actalo  [作者] 9 月 11 日 下午 1:50 
Yes.
Switching Doom 9 月 11 日 下午 1:46 
is it compatible with the new update? 1.4?
Actalo  [作者] 9 月 11 日 下午 1:42 
I only update if I add, change, or fix something.
Switching Doom 9 月 11 日 下午 1:20 
update?
GPM 9 月 2 日 下午 2:14 
Thank you, that's awesome!
Actalo  [作者] 8 月 31 日 上午 9:00 
Yes
GPM 8 月 31 日 上午 3:31 
Hello im getting back into KCD 2 with mods.
"- Timewarp (slow-motion) melee actions disabled"
Just to be clear does this remove slow motion i.e. like the no slow mo mod for kcd 1?
Actalo  [作者] 8 月 27 日 下午 11:01 
Attack speed is hard-limited by animation duration.
호랑이는어흥어흥 8 月 25 日 上午 6:03 
mod is great but is it possible increase attack speed not depend on stats like agility or weapon skill that always enemies attack speed faster 25%
Actalo  [作者] 6 月 10 日 下午 4:53 
Should be fixed.
Glory Mooncalled 6 月 10 日 上午 11:05 
Hi, the animations are broken again for the animals and for the master strikes.
Actalo  [作者] 5 月 27 日 下午 2:34 
The recent hotfix messed up my faster animations, dunno why. They must have changed something since it was working fine before. I reverted to the slower animation speed, which I just tested and it seemed alright. I'm working on a PTF version but I'm not sure it'll work. Honestly, I now realize why the guy who made Rebalanced Combat Speed gave up on animations. It takes literal hours to adjust animations, and then every patch breaks them.
Glory Mooncalled 5 月 27 日 下午 12:51 
Since the last update 25.05 the mod breaks parry against the dogs and the wolves - it doesn't work even if the shield indicator flashes indicating the correct timing. In addition, the dogs and wolves now attack unnaturally fast and without breaks.
Actalo  [作者] 5 月 24 日 下午 9:41 
Yes
thesuperpanchito27 5 月 20 日 下午 7:25 
¿Does this mod work with Hardcore mode?
Actalo  [作者] 5 月 20 日 下午 1:10 
If you match the mod descriptions up with their corresponding parameters, there should be enough contextual information to show their relationship better than I could explain.
breversa 5 月 20 日 上午 8:56 
I still don’t fully understand what’s the logic behind, but thanks for the details and taking the time to try and explain.

Also, great mods overall! :-)
Actalo  [作者] 5 月 20 日 上午 8:22 
I'm just not skilled enough in modding to articulate how animation blending works.
Actalo  [作者] 5 月 20 日 上午 8:21 
These are the game values, with some values explained.
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 -->
breversa 5 月 19 日 下午 2:48 
Alright then :-)

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?
Actalo  [作者] 5 月 19 日 下午 2:15 
I adjusted parameters to make this mod. The mod description explicitly states what those parameters do. There's a lot more to attack speed and animation speed than just the parameters, which can only operate within the limits of the animation. Asking a question in the form of a statement is very difficult to answer because you're asking me to confirm your statement instead of asking me what the mod does.
breversa 5 月 19 日 下午 12:57 
Sigh. But at least I got the first part right? Because the mod description seem to take it for granted that players know the inner mechanisms of the game…
Actalo  [作者] 5 月 18 日 上午 8:13 
"And this mods tweaks the way the bonus/malus is calculated."

Yes and no. It's difficult to explain in the format of your statement/question. Mod description is explicit in what the mod does.
breversa 5 月 18 日 上午 1:06 
So, let me get this straight:

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?
Actalo  [作者] 5 月 17 日 上午 8:55 
This mod only increases attack speed within the set animation speed. Animation speed is tied to weapon type, which is associated with animation timing in the game files. Mods like Rebalanced Combat Speed actually speed up animations, which is why everything is faster; however, it still relies on default attack speed parameters. Those parameters handicap enemy attack speed difference from Henry and slow many of their animations to make the game easier. This mod disables all those settings, allowing fair attack speed rules between Henry and his opponents.
Lucasleepwalker 5 月 17 日 上午 4:21 
could you increase heavy weapon speed up to around the same as sword speed? (unless i completely misunderstand what this mod does)

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
Actalo  [作者] 5 月 16 日 上午 7:41 
All my mods are compatible.
Crytek 5 月 16 日 上午 12:43 
Does this conflict with your realish enemies mod?
Actalo  [作者] 5 月 9 日 下午 3:05 
If you have a question, feel free to ask here.
frundsberg 5 月 9 日 上午 1:46 
Hi, sent a request to discuss something.
breversa 5 月 9 日 上午 1:46 
… and plate armor’s weight was often better distributed over the body than a contemporary ceramic plate carrier, so no, armors don’t warrant additional debuffs.

Here, educate yourself: https://www.youtube.com/watch?v=qzTwBQniLSc
Actalo  [作者] 5 月 8 日 下午 4:34 
You're wrong. 15th Century knights wore roughly the same weight in armor and gear as a modern Infantryman. Many knights often fought on foot, especially English knights.
Semper Augustus 5 月 8 日 下午 3:48 
This game really neeeds heavy armor to slow you down more so there isn't only 1 "best" armor in the game aka milinase plate. Knights fought on horseback for a reason, it was not easy to move around in plate.
Actalo  [作者] 4 月 28 日 下午 7:25 
Yeah a walk speed mod is doble with some kinda input framework to force the game to recognize new input keys, I think there's already a "walk" speed in the game, so you wouldn't need to try to simulate one using buff/debuff. However, that's beyond my skill as a modder.
Actalo  [作者] 4 月 11 日 下午 4:52 
This mod only affects attack speed within the limits of the animation. It doesn't affect animation speed, only the relative speed between combatants. Mods like Rebalanced Combat Speed and Remove Ice Skating, actually speed up animations.
Сыч 4 月 11 日 上午 2:40 
This mod breaks the master strike a little. Some attacks become too easy, while the basic animation of changing the character's stances simply does not keep up with the strikes, which makes them unreasonably more difficult to perform. For example, for some reason in my case, it is much easier to perform a master strike from the left part of the attack socket, while in the rest it becomes almost impossible to keep up, because the animations do not keep up. The mod itself is cool and adds hardcore, but the fact that you seem to know how to read directions and have already learned the animation patterns and everything breaks down due to speed is sad.
Actalo  [作者] 4 月 7 日 下午 8:17 
They both work together pretty well.
MrVainheart 4 月 7 日 下午 7:52 
Would using this mod with re-balanced combat speed work? Or would it be unnecessary?
Actalo  [作者] 4 月 1 日 下午 10:06 
If your enemy has much higher weapon skill and agility, yeah, he's going to be way faster than you.
randommanisreal 4 月 1 日 下午 5:34 
Love the concept, but getting hit mid combo by the same enemy is very annoying.
Actalo  [作者] 3 月 31 日 上午 5:53 
So it's not this mod causing your issue.
Evgoga 3 月 26 日 下午 1:10 
crash during saving after the last update. But I have many other mods.
Actalo  [作者] 3 月 19 日 下午 4:50 
There are mods to turn of slo-mo in riposte, which means I won't post the same mod.
Rato Branco 3 月 19 日 上午 10:03 
theres is a slow motion when riposting
Rato Branco 3 月 19 日 上午 10:03 
could you not turn off slow motion ?
Actalo  [作者] 3 月 18 日 下午 8:11 
Yeah, I've been testing it and it's an issue due to animation speed limit. I'm updating the mod to minimize the effect.