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regular fogman : attack 51 defense 52 strength 44 dexterity 65 toughness 58
heavy fogman : attack 77 defense 66 strength 70 dexterity 65 toughness 65
fogman prince : attack 109 defense 90 strength 74 dexterity 117 toughness 95
mongrel guard : attack 86 defense 82 strength 90 dexterity 93 toughness 85
@Asur hmm, i've never encountered that issue in my current playthrough (or i probably just havent noticed) but i will include that change in the next small update. thank you for the report, helps a ton :)
It may be due to the parameter anim stop frame 1, its value 32 is less than the value 33 of anim blocked frame 1. I do not create animations, but it seems to me that this value should be greater than that of anim block frame 1.
I set it to frame 37, and the animation in 99% of cases began to work correctly, registering damage and conducting the 2nd part of the animation.
I can send you a video if needed.
ex. an "outnumbered" tag so combatants that meet this criteria are more likely to use winding/spinning attacks to keep enemies at bay as well as prioritise footwork and positioning to keep from being surrounded
Unfortunately, many (if not all, idk) combat animation mods do not take this into account, focusing specifically on the spectacularity of animation. So I prefer to leave it as default. Although for blades separately, for example, I wouldn’t mind slightly reducing the swing.
I 200% agree with what you said about the big stumble. If I had more control I would have it only play when being attacked by heavy weapons. I contemplated leaving it disabled but I left it in mostly because the animation balances out itself. It creates a huge gap in distance which allows weaker characters a chance to stay longer in a fight and as you say it's a great displacement tool for characters that are outnumbered (+ i just find it hilarious XD) though I may or may not replace it in the future with something more immersive. For now, the most control we have (as far as I know) is modify the chance stat the stumble has in the FCS to something lower. That and change what limbs causes the animation to play.
Also did you update the mod recently? I feel like I am seeing new animations, and I think you updated the thumbnail for the mod but I can't find notes, anyways it's great keep it up
grounded 2 was meant to be an overhaul that replaced grounded 1 since the more animations you add the more you veer away from the true vanilla feel
i never used grounded 1 when i was playtesting grounded 2 so going off of that u should probably use one or the other by itself
Your work is great Dig, thanks for making Kenshi even better
If you don’t like them there’s a patch mod to remove them - just search “grounded no blowbacks”
Not a huge fan of the end game One Punch Man style MA characters.
If you want Grounded animations over certain MCA animations, put Grounded under MCA.