
Souls Combat - Advanced Combat System
The modification changes the combat system to make it more challenging, thereby reducing its clicker-like nature, at least to some extent.
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[img]https://staticdelivery.nexusmods.com/mods/952/images/13255/13255-1791117160-133254754.png[/img]
[center][size=3][font=sans-serif]Souls Combat transforms combat in The Witcher 3 by introducing a dedicated stamina system, more demanding defensive mechanics, tactical combat options, expanded skills, reworked potions, and a redesigned HUD. Every attack, dodge, block, and counterattack matters. Managing stamina, timing your defenses, exploiting enemy weaknesses, and choosing the right moment to strike are essential to surviving difficult encounters. The mod also expands the General, Alchemy, and Signs skill trees, introduces enemy stamina and new combo mechanics, and provides extensive customization options.[/font][/size][/center]
[center][b][color=#f6b26b][size=3][font=sans-serif]Almost every major mechanic can be adjusted through the in-game configuration menu.[/font][/size][/color][/b][/center]
[img]https://staticdelivery.nexusmods.com/mods/952/images/13255/13255-1791834426-330382699.png[/img]
[font=sans-serif][color=#f6b26b][size=4][b]Souls Combat introduces a separate resource dedicated to physical combat[/b][/size][/color][/font]
[list]
[][font=sans-serif][b]Stamina[/b] is used for attacks, blocking, counterattacks, dodging, and rolling.[/font][/]
[][font=sans-serif][b]Mana[/b] is the renamed original resource used for casting Signs.[/font][/]
[][font=sans-serif]Configure stamina capacity, action costs, regeneration speed, and recovery delay.[/font][/]
[][font=sans-serif]Sustained special attacks also consume adrenaline.[/font][/]
[][font=sans-serif]Adrenaline provides additional damage resistance, influenced by supported skills.[/font][/]
[/list][font=sans-serif][color=#f6b26b][size=4][b]Exhaustion System[/b][/size][/color]
Attacking without enough stamina builds up to [b]five exhaustion levels[/b].
By default, each level applies increasingly severe penalties to attack speed and damage, reaching up to 50% slower attacks and 90% reduced damage.
Exhaustion levels are removed as stamina recovers. The default recovery thresholds are now based on maximum stamina:
[b]5% / 10% / 15% / 20% / 30%[/b]
Penalties and recovery thresholds can be customized.
Stamina-Based Blocking[/font]
[font=sans-serif]
[b][color=#f6b26b][size=4]Blocking becomes less reliable as stamina decreases[/size][/color][/b][/font]
[list]
[][font=sans-serif]Above 25% stamina: normal blocking.[/font][/]
[][font=sans-serif]At lower stamina levels: 50%, 25%, or 0% chance of successfully blocking.[/font][/]
[][font=sans-serif]Failed blocks cause Geralt to stagger.[/font][/]
[/list][font=sans-serif][b][color=#f6b26b][size=4]Evasion Without Stamina[/size][/color][/b]
Choose how Geralt behaves when attempting to evade with no stamina remaining:[/font]
[list]
[][font=sans-serif]Allow normal evasion.[/font][/]
[][font=sans-serif]Disable evasion.[/font][/]
[][font=sans-serif]Allow slower short dodges with reduced invulnerability.[/font][/]
[/list][font=sans-serif]Movement penalties and invulnerability settings can be adjusted.[/font]
[heading][color=#f6b26b][size=4][font=sans-serif]COMBO SYSTEM[/font][/size][/color][/heading]
[font=sans-serif]Souls Combat introduces attack sequences that reward combining light and heavy strikes.
[b]Available combos:[/b][/font]
[list]
[][font=sans-serif]LLLHL[/font][/]
[][font=sans-serif]LLHLH[/font][/]
[][font=sans-serif]LHLLH[/font][/]
[][font=sans-serif]HLLHL[/font][/]
[/list][font=sans-serif][b]L[/b] represents a light attack, while [b]H[/b] represents a heavy attack.
Successfully completing a sequence grants a [b]2% base damage bonus[/b] to the finishing strike.
Combo tracking follows actual successful hits:[/font]
[list]
[][font=sans-serif]Missing an attack does not advance or cancel the sequence.[/font][/]
[][font=sans-serif]Hitting multiple enemies with one swing counts as a single combo step.[/font][/]
[][font=sans-serif]Waiting too long between hits resets the sequence.[/font][/]
[][font=sans-serif]Additional defensive mechanics can increase the finishing bonus.[/font][/]
[/list][heading][color=#f6b26b][size=4][font=sans-serif]PERFECT DEFENSE[/font][/size][/color][/heading]
[font=sans-serif]Precise timing is rewarded with powerful counterattack opportunities.
Perfect Parry
A perfectly timed parry opens an opportunity to retaliate.
Choose between:[/font]
[list]
[][font=sans-serif][b]Light Riposte:[/b] focuses on attack speed and damage.[/font][/]
[][font=sans-serif][b]Heavy Riposte:[/b] applies greater pressure to enemy posture.[/font][/]
[/list][font=sans-serif]Consecutive Perfect Parries also benefit from a rhythm-based mechanic.[/font]
[font=sans-serif][b][color=#f6b26b][size=4]Perfect Dodge[/size][/color][/b]
Perfect Dodge rewards precisely timed short dodges.
Follow-up attacks can close the distance to the target, provide configurable invulnerability, and consume no stamina during their protected execution.
A successful attack against the same enemy from behind shortly after a Perfect Dodge can trigger an additional bonus.
You can also configure a successful follow-up slash to begin a new combo sequence.
Manual follow-up key: Right Ctrl
(U can change that in key mapping in game)
The V key retains its original functionality for switching tracked quest objectives and handling reading notifications.[/font]
[font=sans-serif][b][color=#f6b26b][size=4]Perfect Parry[/size][/color][/b][/font]
[font=sans-serif]Parry just before an enemy attack connects to create a counterattack opportunity.[/font]
[font=sans-serif][b][color=#f6b26b][size=4]Initiative[/size][/color][/b][/font]
[font=sans-serif]Alternating between Perfect Parries and Perfect Dodges builds Initiative.
Initiative increases the combo finishing damage bonus by [b]3 additional percentage points[/b].
These mechanics include individual settings, timing restrictions, and HUD indicators.
Perfect Dodge
Time your dodge to trigger a fast follow-up attack, automatically or manually.[/font]
[heading][color=#f6b26b][size=4][font=sans-serif]EXHAUSTION AND INJURIES[/font][/size][/color][/heading]
[font=sans-serif]Combat mistakes, repeated actions, and powerful enemy attacks can trigger additional conditions:
[b]Winded, Off Balance, Guard Broken, Overextended, Strained, Breathless, and Crippled.[/b]
These conditions introduce temporary combat penalties and encourage more deliberate stamina management.
Additional effects include:[/font]
[list]
[][font=sans-serif]Bleeding can reduce stamina recovery.[/font][/]
[][font=sans-serif]Poisoning can reduce maximum stamina.[/font][/]
[][font=sans-serif]Custom HUD icons indicate active conditions.[/font][/]
[][font=sans-serif]Exhaustion levels I–V are displayed individually.[/font][/]
[/list][font=sans-serif]These mechanics are configurable.[/font]
[b][color=#f6b26b][size=4][font=sans-serif]SKILLS AND MUTAGENS[/font][/size][/color][/b]
[font=sans-serif]Souls Combat expands all three major skill categories:[/font]
[font=sans-serif]
[b][u][color=#6aa84f][size=4]General Skills[/size][/color][/u][/b]
General skills provide additional combat bonuses, including offensive and defensive effects.
General skills also interact with green mutagens. Each connected General skill grants [b]+5 armor[/b].[/font]
[font=sans-serif]
[b][u][color=#a2c4c9][size=4]Alchemy Skills[/size][/color][/u][/b]
Alchemy skills provide additional conditional combat bonuses and interactions with potions and decoctions.
Supported potion-related skills can also increase the number of available potion charges.[/font]
[font=sans-serif]
[b][u][color=#c9daf8][size=4]Signs Skills[/size][/color][/u][/b]
All [b]20 skills in the Signs skill tree[/b] now receive additional Souls Combat bonuses.
These effects scale with skill rank, and their descriptions display the appropriate values.
[b][color=#f6b26b][size=4]Green mutagens provide additional stamina-related bonuses:[/size][/color][/b][/font]
[list]
[][font=sans-serif][b]Lesser:[/b] +2 stamina regeneration per second.[/font][/]
[][font=sans-serif][b]Normal:[/b] +3 stamina regeneration per second and +5 maximum stamina.[/font][/]
[][font=sans-serif][b]Greater:[/b] +5 stamina regeneration per second and +10 maximum stamina.[/font][/]
[/list][font=sans-serif]Additional bonuses to damage, protection, and posture are subject to stacking limits to maintain balance.
Souls Combat bonuses are highlighted in skill descriptions:[/font]
[list]
[][font=sans-serif][b]Orange:[/b] skill bonuses.[/font][/]
[][font=sans-serif][b]Green:[/b] mutagen bonuses.[/font][/]
[][font=sans-serif][b]Blue:[/b] decoction bonuses.[/font][/]
[/list]
[color=#f6b26b][size=4][font=sans-serif][b]SIGNS AND MANA[/b][/font][/size][/color]
[font=sans-serif]The original Sign resource is now called [b]Mana[/b], clearly separating magical abilities from physical stamina.
Configure:[/font]
[list]
[][font=sans-serif]Maximum mana.[/font][/]
[][font=sans-serif]Individual Sign costs.[/font][/]
[][font=sans-serif]Mana regeneration.[/font][/]
[][font=sans-serif]Regeneration delay.[/font][/]
[/list][font=sans-serif][b][color=#f6b26b][size=4]Signs also receive additional combat interactions.[/size][/color][/b][/font]
[font=sans-serif]
[b][color=#6d9eeb][size=4]Aard[/size][/color][/b]
Applies additional pressure to enemy posture.[/font]
[font=sans-serif]
[color=#cc4125][size=4]Igni[/size][/color]
Weakens enemy armor.[/font]
[font=sans-serif]
[color=#b6d7a8][size=4]Axii[/size][/color]
Creates a temporary opportunity for bonus effects after use.[/font]
[font=sans-serif]
[color=#8e7cc3][size=4]Yrden[/size][/color]
Weakens enemy attacks within its area of effect.[/font]
[font=sans-serif]
[color=#ffd966][size=4]Quen[/size][/color] — Layered Protection
Standard Quen has been redesigned around three protective layers:[/font]
[list]
[][font=sans-serif][b]First layer:[/b] absorbs 100% of incoming damage.[/font][/]
[][font=sans-serif][b]Second layer:[/b] absorbs 70%.[/font][/]
[][font=sans-serif][b]Third layer:[/b] absorbs 40%.[/font][/]
[/list][font=sans-serif]The shield lasts a maximum of [b]10 seconds[/b], followed by a [b]3-second cooldown[/b].
An active Quen shield cannot be refreshed.[/font]
[font=sans-serif]
[b]Additional rules:[/b][/font]
[list]
[][font=sans-serif]Missed attacks, dodges, and parries do not consume layers.[/font][/]
[][font=sans-serif]Damage-over-time effects bypass the shield.[/font][/]
[][font=sans-serif]The sustained alternative Quen shield retains its original damage-handling behavior.[/font][/]
[][font=sans-serif]Breaking Quen can trigger a short defensive protection bonus.[/font][/]
[/list]
[b][color=#f6b26b][size=4][font=sans-serif]POTIONS AND DECOCTIONS[/font][/size][/color][/b]
[font=sans-serif]Potions have been rebalanced to provide more meaningful tactical choices.
Values below correspond to [b]Standard / Enhanced / Superior[/b] versions.[/font]
[table][tr][th][font=sans-serif]Potion[/font][/th]
[th][font=sans-serif]Effect[/font][/th]
[th][font=sans-serif]Charges[/font][/th]
[/tr]
[tr][td][font=sans-serif][b]Swallow[/b][/font][/td]
[td][font=sans-serif]Restores 25% maximum HP over 10 seconds. Taking damage pauses healing for 2 seconds without extending its duration.[/font][/td]
[td][font=sans-serif]5 / 6 / 7[/font][/td]
[/tr]
[tr][td][font=sans-serif][b]Thunderbolt[/b][/font][/td]
[td][font=sans-serif]Retains its original effects and grants +10 / +20 / +30 maximum stamina.[/font][/td]
[td][font=sans-serif]3 / 4 / 5[/font][/td]
[/tr]
[tr][td][font=sans-serif][b]Tawny Owl[/b][/font][/td]
[td][font=sans-serif]Reduces Sign mana costs by 15% / 20% / 25% for 30 seconds.[/font][/td]
[td][font=sans-serif]3 / 4 / 5[/font][/td]
[/tr]
[tr][td][font=sans-serif][b]Maribor Forest[/b][/font][/td]
[td][font=sans-serif]Perfect Defense grants 0.20 / 0.25 / 0.30 adrenaline points, with a shared 3-second cooldown. Duration: 30 seconds.[/font][/td]
[td][font=sans-serif]3 / 4 / 5[/font][/td]
[/tr]
[tr][td][font=sans-serif][b]Blizzard[/b][/font][/td]
[td][font=sans-serif]Killing an enemy restores 10% / 15% / 20% maximum stamina. Duration: 30 seconds, with a 3-second cooldown. No time slowdown or free attacks.[/font][/td]
[td][font=sans-serif]2 / 3 / 4[/font][/td]
[/tr]
[tr][td][font=sans-serif][b]Full Moon[/b][/font][/td]
[td][font=sans-serif]Reduces incoming damage by 15% / 20% / 25% when HP is below 35% before the hit. Duration: 30 seconds.[/font][/td]
[td][font=sans-serif]2 / 3 / 4[/font][/td]
[/tr]
[tr][td][font=sans-serif][b]White Raffard's Decoction[/b][/font][/td]
[td][font=sans-serif]Instantly restores 35% / 45% / 55% maximum HP. The Superior version retains brief invulnerability.[/font][/td]
[td][font=sans-serif]Unchanged[/font][/td]
[/tr]
[/table][font=sans-serif]Additional potion charge bonuses still apply.
Drinking another dose refreshes the effect rather than stacking its strength.[/font]
[font=sans-serif]
[b][color=#f6b26b][size=4]Decoction Bonuses[/size][/color][/b]
Ten decoctions receive additional Souls Combat effects:
[b]Katakan, Arachas, Water Hag, Ekimmara, Troll, Noonwraith, Wraith, Ekhidna, Basilisk, and Leshen.[/b]
Their bonuses include stamina restoration, reduced action costs, improved recovery, and temporary combat effects.[/font]
[b][color=#f6b26b][size=4][font=sans-serif]UNDYING — REWORKED[/font][/size][/color][/b]
[font=sans-serif]The Undying skill now functions as a powerful but limited survival mechanic.
To survive a fatal hit:[/font]
[list]
[][font=sans-serif]Geralt must have all [b]3 adrenaline points[/b].[/font][/]
[][font=sans-serif]All adrenaline points are consumed.[/font][/]
[][font=sans-serif]Geralt recovers [b]10% / 15% / 20% HP[/b], depending on skill rank.[/font][/]
[][font=sans-serif]The effect has a [b]5-minute cooldown[/b].[/font][/]
[][font=sans-serif]At least [b]80% HP must be recovered[/b] before it can trigger again.[/font][/]
[/list][font=sans-serif]Undying no longer grants additional stamina or invulnerability.
Leaving combat does not reset its cooldown.[/font]
[color=#f6b26b][size=4][font=sans-serif][b]REDESIGNED HUD[/b][/font][/size][/color]
[font=sans-serif][b]Player HUD[/b]
The new layout displays:[/font]
[list]
[][font=sans-serif]Health, stamina, mana, and toxicity.[/font][/]
[][font=sans-serif]Adrenaline indicators.[/font][/]
[][font=sans-serif]Active combat effects and exhaustion levels.[/font][/]
[][font=sans-serif]Sign-related bonuses and other temporary statuses.[/font][/]
[/list][font=sans-serif][b]Minimap and Quest Log[/b][/font]
[list]
[][font=sans-serif]New square minimap positioned closer to the upper-right corner.[/font][/]
[][font=sans-serif]Repositioned quest log.[/font][/]
[][font=sans-serif]Improved time and weather display.[/font][/]
[][font=sans-serif]Adjusted objective distance indicator.[/font][/]
[][font=sans-serif]Support for restoring the original minimap layout.[/font][/]
[/list][font=sans-serif][b]Enemy HUD[/b][/font]
[list]
[][font=sans-serif]Redesigned enemy HP and level indicators.[/font][/]
[][font=sans-serif]Improved lock-on highlighting.[/font][/]
[][font=sans-serif]New enemy stamina bar.[/font][/]
[][font=sans-serif]Indicators for enemy exhaustion and other combat effects.[/font][/]
[/list][b][i][u][color=#cc4125][size=4][font=sans-serif]An option to restore the original HUD layout is included.[/font][/size][/color]
[/u][/i][/b]
[heading][color=#f6b26b][size=4][font=sans-serif]SKILL SLOT VERSIONS[/font][/size][/color][/heading]
[color=#ffffff][size=3][font=sans-serif]Souls Combat includes two main installation variants.
Additional Skill Slots
Choose between 4 or 8 additional slots in the in-game settings.
Slots unlock automatically as Geralt levels up, without spending ability points.[/font][/size][/color]
[table][tr][th][color=#ffffff][size=3][font=sans-serif]4 additional slots[/font][/size][/color][/th]
[th][color=#ffffff][size=3][font=sans-serif]8 additional slots[/font][/size][/color][/th]
[/tr]
[tr][td][color=#ffffff][size=3][font=sans-serif]Level 5[/font][/size][/color][/td]
[td][color=#ffffff][size=3][font=sans-serif]Level 5[/font][/size][/color][/td]
[/tr]
[tr][td][color=#ffffff][size=3][font=sans-serif]Level 10[/font][/size][/color][/td]
[td][color=#ffffff][size=3][font=sans-serif]Level 10[/font][/size][/color][/td]
[/tr]
[tr][td][color=#ffffff][size=3][font=sans-serif]Level 15[/font][/size][/color][/td]
[td][color=#ffffff][size=3][font=sans-serif]Level 15[/font][/size][/color][/td]
[/tr]
[tr][td][color=#ffffff][size=3][font=sans-serif]Level 20[/font][/size][/color][/td]
[td][color=#ffffff][size=3][font=sans-serif]Level 20[/font][/size][/color][/td]
[/tr]
[tr][td][color=#ffffff][size=3][font=sans-serif]—[/font][/size][/color][/td]
[td][color=#ffffff][size=3][font=sans-serif]Level 25[/font][/size][/color][/td]
[/tr]
[tr][td][color=#ffffff][size=3][font=sans-serif]—[/font][/size][/color][/td]
[td][color=#ffffff][size=3][font=sans-serif]Level 30[/font][/size][/color][/td]
[/tr]
[tr][td][color=#ffffff][size=3][font=sans-serif]—[/font][/size][/color][/td]
[td][color=#ffffff][size=3][font=sans-serif]Level 35[/font][/size][/color][/td]
[/tr]
[tr][td][color=#ffffff][size=3][font=sans-serif]—[/font][/size][/color][/td]
[td][color=#ffffff][size=3][font=sans-serif]Level 40[/font][/size][/color][/td]
[/tr]
[/table][size=3][font=sans-serif][color=#ffffff]No Additional Skill Slots[/color]
[color=#ffffff]Retains the original character panel and skill slot layout.[/color]
[u][b][color=#cc4125]Choose only one main version.
[img]https://staticdelivery.nexusmods.com/mods/952/images/13255/13255-1791835621-88007921.png[/img][/color]
[/b][/u][/font][/size][font=sans-serif][b][color=#f6b26b][size=4]Souls Combat introduces a configurable tactical AI system that makes enemies more responsive to Geralt's actions, positioning, and stamina management.[/size][/color][/b]
New options are available in the [b]Enemies[/b] settings menu:[/font]
[list]
[][font=sans-serif]Tactical AI[/font][/]
[][font=sans-serif]Stamina Management[/font][/]
[][font=sans-serif]Positioning and Range[/font][/]
[][font=sans-serif]Reaction to Prolonged Blocking[/font][/]
[][font=sans-serif]Opportunity Recognition[/font][/]
[][font=sans-serif]Reaction Time[/font][/]
[/list][font=sans-serif][color=#f6b26b][b]Enemy Stamina Management[/b][/color]
Enemies now take their remaining stamina into account when deciding whether to attack.[/font]
[list]
[][font=sans-serif]Below [b]25% stamina[/b], enemies may briefly pause to recover.[/font][/]
[][font=sans-serif]Resting ends when stamina reaches [b]40%[/b], or when the maximum rest duration expires.[/font][/]
[][font=sans-serif]Exhausted enemies become less likely to initiate new attacks.[/font][/]
[][font=sans-serif]Attacks and combos already in progress are never interrupted.[/font][/]
[][font=sans-serif]Exhausted enemies still take [b]50% additional direct damage[/b] from Geralt.[/font][/]
[/list][font=sans-serif]Rest duration depends on the enemy type:[/font]
[table][tr][th][font=sans-serif]Enemy type[/font][/th]
[th][font=sans-serif]Rest duration[/font][/th]
[/tr]
[tr][td][font=sans-serif]Monsters[/font][/td]
[td][font=sans-serif]1.4 seconds[/font][/td]
[/tr]
[tr][td][font=sans-serif]Regular humans[/font][/td]
[td][font=sans-serif]2.8 seconds[/font][/td]
[/tr]
[tr][td][font=sans-serif]Shield users[/font][/td]
[td][font=sans-serif]3.2 seconds[/font][/td]
[/tr]
[/table][font=sans-serif]The system also works when stamina regeneration is set to zero, preventing enemies from remaining in a resting state indefinitely.
Smarter Attack Timing
Enemies have different delays before prioritizing another attack after completing their previous one.[/font]
[table][tr][th][font=sans-serif]Enemy type[/font][/th]
[th][font=sans-serif]Attack delay[/font][/th]
[/tr]
[tr][td][font=sans-serif]Monsters[/font][/td]
[td][font=sans-serif]0.25 seconds[/font][/td]
[/tr]
[tr][td][font=sans-serif]Light fighters[/font][/td]
[td][font=sans-serif]0.45 seconds[/font][/td]
[/tr]
[tr][td][font=sans-serif]Shield users[/font][/td]
[td][font=sans-serif]0.7 seconds[/font][/td]
[/tr]
[tr][td][font=sans-serif]Heavy fighters[/font][/td]
[td][font=sans-serif]0.9 seconds[/font][/td]
[/tr]
[/table][font=sans-serif]These delays help create more varied combat pacing between enemy types.
Positioning and Flanking
When selecting the next attacker, the system favors nearby enemies positioned on Geralt's flanks.
Holding block for an extended period increases this preference, encouraging enemies to pressure defensive players.
The game's native behavior trees still determine actual movement and attack selection.
[b]The number of simultaneous attackers is not increased.[/b] Existing [b]GroupPressure[/b] and [b]GroupAttackers[/b] settings continue to control group aggression.
Opportunity Recognition
Enemies can recognize certain combat mistakes and briefly prioritize attacking.
These opportunities include:[/font]
[list]
[][font=sans-serif]Geralt missing a heavy attack.[/font][/]
[][font=sans-serif]Geralt becoming staggered.[/font][/]
[/list][font=sans-serif]Opportunity recognition includes a short reaction delay and a limited window of effectiveness.
Enemies do not treat a heavy attack as a miss if it connects with another opponent. Blocking or dodging also removes the additional attack priority.
This system does not read player button inputs or grant enemies additional damage.
Range Awareness and Defensive Movement
Regular human melee enemies are less likely to initiate standard attacks from excessive distances.
Charges, magical attacks, projectiles, and existing sliding attacks retain their native range handling.
Enemies capable of backstepping also have an increased chance of using their existing retreat behavior while recovering stamina, provided their behavior tree supports it and navigation conditions allow it.
Compatibility and Exclusions
Tactical AI does not interfere with certain special encounters and gameplay situations, including:[/font]
[list]
[][font=sans-serif]Protected story characters and recognized bosses.[/font][/]
[][font=sans-serif]Ciri gameplay.[/font][/]
[][font=sans-serif]Cutscenes.[/font][/]
[][font=sans-serif]Fistfights.[/font][/]
[][font=sans-serif]Combat while Geralt is mounted.[/font][/]
[/list][font=sans-serif][b][color=#f6b26b][size=4]Difficulty Presets[/size][/color][/b][/font]
[table][tr][th][font=sans-serif]Preset[/font][/th]
[th][font=sans-serif]Tactical AI[/font][/th]
[th][font=sans-serif]Reaction time[/font][/th]
[/tr]
[tr][td][font=sans-serif][b]Easy[/b][/font][/td]
[td][font=sans-serif]Disabled[/font][/td]
[td][font=sans-serif]—[/font][/td]
[/tr]
[tr][td][font=sans-serif][b]Normal[/b][/font][/td]
[td][font=sans-serif]Enabled, all features[/font][/td]
[td][font=sans-serif]0.4 seconds[/font][/td]
[/tr]
[tr][td][font=sans-serif][b]Hard[/b][/font][/td]
[td][font=sans-serif]Enabled, all features[/font][/td]
[td][font=sans-serif]0.25 seconds[/font][/td]
[/tr]
[/table][font=sans-serif]Heavy fighters receive an additional [b]0.15-second delay[/b] when recognizing a missed attack.
All tactical AI features can be configured individually in the Enemies settings menu.[/font]
[heading][font=sans-serif][color=#f6b26b][size=5][u]COMPATIBLE AND RECOMMENDED MODS[/u][/size][/color]
[color=#ffffff][size=3]Blood and Steel
Complete Animations Redux
Absolute Camera
Deaths Reworked (with patch)
Seamless Adaptive HUD (with patch)
Ink and Iron (with patch)[/size][/color][/font][/heading]
[heading][font=sans-serif][color=#f6b26b][size=5][u]LANGUAGES[/u][/size][/color][/font]
[color=#ffffff][size=3][font=sans-serif]Souls Combat includes localization for:[/font][/size][/color][/heading]
[list]
[][size=3][font=sans-serif][color=#ffffff]English[/color][/font][/size][/]
[][size=3][font=sans-serif][color=#ffffff]Polish[/color][/font][/size][/]
[][size=3][font=sans-serif][color=#ffffff]German[/color][/font][/size][/]
[][size=3][font=sans-serif][color=#ffffff]Czech[/color][/font][/size][/]
[][size=3][font=sans-serif][color=#ffffff]Russian[/color][/font][/size][/]
[][font=sans-serif][color=#ffffff][size=3]French[/size][/color][/font][/]
[/list]
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