Come Get Yer Armour In Kingdom Come: Deliverance

This is a grown man being kicked in the chest while wearing a full suit of armour. The folks behind Kingdom Come: Deliverance [official site], the medieval RPG that is replacing magic, goblins and fantasy with realistic combat and rotting food, have released a development diary showing off the armour system while playing dress-up. It’s extensive. While most games of its ilk would be satisfied with offering helmets, chest plates, boots and gloves, here there will be four layers of armour, with a grand total of 16 slots for all the wearable bits, including a coif, which is something I just had to look up.

(It’s a head thing.)

Since Warhorse Studios are going for realism, the armour will also fall apart. Weakened, dirty or bloodied armour will make you less effective and even sully your reputation. “If you are too dirty, you will have troubles in the city or while you are shopping and people will not talk to you,” says Viktor Bocan, lead designer.

If you wear the correct sets of armour and “are convincing enough” you can also fool NPCs into thinking you are one of their own, sneaking into bandit camps in their “uniform” or getting more information out of a beggar by donning rags. It is also possible some characters will attack you simply based on how you look. I very much like this idea. It brings to mind the possibility of tramping into a village exhausted from a fight, soaked in gore and rust, only to have the villagers panic and poke you with pitchforks.

Here’s the breakdown of what you will be wearing as you lug yourself through quagmires and hit men in the face with sword hilts.

6 body slots (cloth, chainmail, plate, sleeves, gloves, coat/hood)
4 leg slots (trousers, chainmail, armor, boots)
4 head slots (coif, chainmail, helmet, necklace)
2 jewelry slots (ring, spur)

And here’s the full development diary video (skip to 8:10 to see the developer wearing four layers of armour getting kicked in the chest, in scenes reminiscent of how badly we treat robots).

There’s also some talk in there about the skills you’ll get and what kinds of interactions you might have with NPCs. It looks like the old triumverate of RPG persuasion techniques – threatening response, smarmy response and bribey response –  are all present and correct. Still no precise release date but we do know it will be out some time in 2017. That is if it doesn’t get delayed again.


  1. JB says:

    Normally I greave at the pauldr(on)y selection of armour in RPGs, so this is good news. I look forward to gorgeting myself on the choice-filled goodness in KC:D

  2. BiscuitP1mp says:

    All those slots, and no cape!? I love me some flowing cape. Cape, cape, cape.

    • Mezzo says:

      To be fair, it’s intended to be a (mostly)historical game and capes in real life are a Bad Idea for any sort of combat situation.

      • SlimShanks says:

        I want to agree with you, because I hate the style of throwing capes on everything just because it looks cool. But, a cape wrapped around the arm is better than an empty hand for parrying or catching an opponents weapon, and some nobles were recorded as having done this.

        • LittleJP says:

          Yeah, I think that’s a bit later than the period that they’re going for, past the 13/14th centuries. I’m pretty sure the cloak and weapon style of combat only came into style past the 15th century, and only as a civilian style, not on the battlefield.

        • Mezzo says:

          I assumed they were referring to putting capes over top of armor, which would be pointless as a thing to do when you are already protected by plate.

          • Chiron says:

            It would however serve to keep the armour clean and protect it from to much mud and shit

      • LexW1 says:

        People wore capes over armour all the time, so it’s actually totally a-historical to pretend that they didn’t. You see it regularly in medieval art, and whilst people certainly often took them off before combat, they didn’t always do that either.

        They cannot claim to be “realistic” and have no capes, frankly, in the middle ages. That’s a straight-up history-fail.

        • Mezzo says:

          They wore surcoats over armor during combat (which are loose and cut to not interfere with your ability to fight), but I can’t think of any examples where they wore big Warcraft style capes.

          If you know any historical examples of it, I’d be happy to be able to see them.

    • Dewal says:

      Well, they said that you can put on a coat. So maybe not a floating super-hero cape but a capey riding-hood could fit the description.

  3. caff says:

    You didn’t know what a coif was? Pfft noob etc.

    But in all seriousness, I have no idea what to make of this. I have a feeling the game might look excellent but the multiplayer will have the jankiness of Rust.

  4. racccoon says:

    This game is a gimme :) love it.

  5. SlimShanks says:

    Sweet jesus that combat looks good. It’s genuinely shocking to see fencing in a game that sometimes looks like real sword fighting.
    Please let it be as good as it looks!

    • Menthalion says:

      If you like that, also take a look at . It’s a more serious Chivalry with devs averse to cheap exploit moves.

      • SlimShanks says:

        Interesting, thanks.

      • Darth Gangrel says:

        I’ve heard of plenty of multiplayer games that focus on fencing, but there seems to be no singleplayer games doing fencing or simply melee combat that well.

  6. harley9699 says:

    Kudos to them for not having any kind of magic. I love anything ‘Medieval’, without magic, which is even less common than most people would think. Most devs: “Let’s do a Medieval game, so we automatically have to put in orcs, goblins, and magic shit.” (well, not “magic shit”, but a lot of times, it may as well be)

  7. Boult Upright says:

    I’m personally happy they are delaying the release in an attempt to get the game to where they want it. It’s an ambitious project, and they may still make a meal of it, but if they do it will be with full effort and spectacularly so. As a backer I can live with that.

  8. zat0ichi says:

    I backed this game and have been trying the ALpha.
    After trying to get it to run for more 2 minutes without crashing ( the key there is don’t mess with the sliders in the graphics options) I found the combat training.

    Its deep

    Stance, attack angle, block, block angle, dodge, movement, strength of blow, type of blow and stamina management.

    The world is breathtakingly beautiful but the characters still need work. Dialogue is rough around the edges.
    I’m still waiting for the “shit we need to get this to run on consoles” witcher 3 moment.

    I have not played enough to see how my behaviour and reputation effect the world and apparently there is a small scale skirmish in the alpha to show off what group combat is like.

    • LexW1 says:

      It does sound complex – does it actually work, gameplay-wise?

      That’s consistently been the difficulty with getting medieval combat to work. In reality, it works because you are controlling all the parts of your body directly, so you can do complex shit without even thinking (after training).

      In a game, first off you need people to be able to fight at least vaguely decently within 5-10 minutes of starting playing with the combat system (or they will just give up in most cases, which loses you sales, esp. w/Steam if they end up on there), and gives you bad word of mouth. So if it’s ludicrously complex control-wise, that’s no good.

      Second off, you need to feel like you are actually in control and it’s not actually all just automated.

      There are difficult things to square up when you are ALSO trying to go for “realistic medieval” combat.

      Is it doable? Probably, but I’ll be interested to hear if it works out. I am a little skeptical given how many failures there have been in this area.

      • USER47 says:

        The system is quite simple really. You are locked onto and opponent and you can only do few things:

        – if he attacks and you quickly press A, S or D, you dodge in selected direction
        – if he attacks and you quickly press Q, you parry and have a chance to counterattack
        – if you hold Q button continuously, you block the incoming hits, but each blocked hit drains your stamina, so you can’t do it for too long
        – for attacks you select one of the 5 attack directions by moving the mouse on the directional star cursor thing. LMB is slash, RMB is stab
        – you can do feints by selecting one direction, pressing LMB, quickly moving the mouse to select other direction and releasing LMB. Makes the hit harder to block
        – you can do combos by chaining 3 or so specific hits
        – attacking, blocking and getting hit drains stamina, so you have to move around and let it regenerate between the hits. Your health only starts to get drained after you run out of stamina cushion, same goes for opponents.

        It’s not overly complex, currently the controls are a bit unresponsive and camera work isn’t ideal (low default FOV, cursor moving around etc.), but the system itself isn’t some sort of hardcore thing where you would have to control your bodyparts separately or anything like that. It’s just standard WSAD+Q+RMB+LMB thing.

    • USER47 says:

      “Stance, attack angle, block, block angle, dodge, movement, strength of blow, type of blow and stamina management”

      Huh? You have pretty much one stance, you don’t need to worry about block angle (pressing Q quickly will parry a hit from any direction), strenght of the blow is just tied to your stamina. It’s not nearly as complicated as you make it sound:).

  9. Neutrino says:

    No armoured codpieces though? I am disappointed.

  10. Rao Dao Zao says:

    I’m more worried about how to prononuce “coif”. Is it “coyf”? French-style “cwaf”? :fear:

    • TheAngriestHobo says:

      It’s originally a French word, as many commonly-used armor terms are (gorget, cuirass, etc). That said, it’s been anglicized to be pronounced as it’s written (kɔɪf in the phonetic alphabet).

  11. aircool says:

    Ha-hah… Torbjorn :)

    • Vorrin says:

      hah, I just opened this article to see if anyone had caught the reference in the comments, 1 brownie point to you! :)

  12. Pigswillfly says:

    The only problem I have had with all of these types of games so far is that although the armour and fighting might be more realistic the research on weapon seem very inaccurate. The damage dealt by the different types of weapon against armour is completely unrealistic, main example being the sword which after the introduction of plate armour became not much more than a show piece or duelling weapon.

    • Boosterh says:

      Fair point, but I think you are overstating the case. With the advent of plate, the sword was used as a wrestling aid, levering and manhandling opponents around, and then stabbing into gaps/weakpoints when you have them on the ground. As well, the sword still provided superlative service against all those poor schlubs who couldn’t afford plate armour.

  13. Rizlar says:

    Been cautiously cynical about this so far, as with anything hugely ambitious. But gosh the devs always come across really well in the videos, I remember a previous one talking about real castle architecture and the lessons they were trying to learn from it. Secretly excited.

  14. noodlecake says:

    I really like the look of this. Haven’t seen anything about it for a while. As someone who is trying to teach myself 3d modelling and would like to get into making games on some level I found the parts about how they dealt with pieces of attire clipping through each other pretty neat. Well… It was all pretty interesting really. Thanks for sharing. :)