Conan Exiles

Conan Exiles

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Archers Are ARCHERS (1.0.3)
   
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1.138 MB
29 Jul, 2023 @ 8:47pm
2 Apr, 2024 @ 3:25pm
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Archers Are ARCHERS (1.0.3)

In 1 collection by Wyrd
Wyrd Makes MODS
16 items
Description
Tired of your archers just feeling like second-rate fighters? Now they can fulfill their actual role a little better!

This won't necessarily shake up the meta, but it will give you more incentive to actually capture some of those archer thralls that you ignored before and outfit them with ranged weapons.

CHANGES:
- Archers now deal more damage with ranged attacks (~25%) but less melee damage (~10%) than previously
- Fighters do less ranged damage (~10%)
- T1-T3 Darfari Cannibal and T1-T4 Exile NPCs given a small stat boost

PLEASE NOTE:
Attribute and growth changes will only apply to newly spawned thralls, not ones that have already been spawned in the world (as well as not working on mod-added thralls). Damage changes will apply to any mod-added thrall that uses the original Archer/Fighter tier 1 to tier 5 "StatModifierTemplate" entries.

FAQ:

Q. Why?
A. Because I can't help but mess with things.That and I like having options be an actual option and not a method of self sabotage.

Q. But why the racial change? Isn't this just about archers?
A. For the same reason as I mentioned above. Generic Exiles and not-Brute Darfari Cannibals fall off really hard against the other groups later on, so giving them a small stat boost increases their usability and means they remain a reasonably viable option past the early game.

TROUBLESHOOTING:
If the stat changes aren't showing up on newly spawned thralls, it's likely another mod is overwriting the changes made by this mod. Try moving this mod lower than any other mod you suspect might be doing this. Be aware that mods that change existing entries in the game don't always play well together, so you may need to choose between that mods functionality and this one.

Full disclosure, I have done the bare minimum of testing on this mod but by the same token it does the bare minimum of changes. Any issues beyond the above are likely the result of a conflict I do not have the expertise to work out, sorry.

MOD ID:
3012074524

DISCLAIMER:
-Mod uses assets Funcom copyright something something-

SELF PROMOTION
I am accepting tips from anyone feeling generous![ko-fi.com]

READ THIS BEFORE COMMENTING
I do not currently have the devkit installed and it will take me some time to download and reinstall it as it is almost 300gb. I'm in no rush to do this unless one of my mods is completely broken with the Age of Heroes update.

Unhelpful comments like "plz update" will be deleted, if something doesn't work you have to provide actual information.
11 Comments
Blast (AKA LostAmI) 21 Aug, 2023 @ 10:17pm 
I'd like it if archer thralls on guard wouldn't move... PERIOD! =D
Wyrd  [author] 17 Aug, 2023 @ 2:10am 
No worries, glad you got it sorted out. I did open the mod up in the devkit just to be sure and my mod shouldn't affect their health per vitality or anything like that :)
Ramona 13 Aug, 2023 @ 4:23am 
I have found the mod that caused this issue it's The Sign of Jhebbal-sag mod that supposed to buff pets but mess with darfari thrall somehow. I'm so sorry I thought this mod that caused it. I will remove my comments if you want but I think I just leave it here just in case someone ran into similar issue. Tested your mod with freya and lissa they do indeed have more points in ranged damage multiplier than melee. Works as intended thank you!
Ramona 13 Aug, 2023 @ 3:32am 
I really like the idea of this mod but after installing tamed darfari thrall got a ridiculous amount of health. Ansina the performer starts with 8k health. This issue persist even after I removing the mod. I don't know where things messed up please help all I ever wanted is an archer with an archer tag below their names.
LennyAxK 3 Aug, 2023 @ 2:08pm 
@Noxsa, I put my archers on Stand And Defend behaviour and when they enter combat they stand still and shoot from their spot like they're supposed to... The same goes for following archers, when you enter combat they stand still and shoot from the spot they were after you attacked the enemy. I also put my archers on maximum engage distance and lowest chase distance, so that the thrall doesn't run somewhere you don't want him to. It's been working the same in vanilla and modded, but I rather run modded with better thralls and sidekick mods, just to make the authority build much easier to play. :steamthumbsup:
Wurm 1 Aug, 2023 @ 9:59pm 
I can't say I've seen that problem before.
Noxsa 1 Aug, 2023 @ 2:44pm 
yes, i did and that made them confused and they did not fight at all, its like the code needs a sword at close range, but they don't have one anymore so the AI quits lol.
Wurm 1 Aug, 2023 @ 1:21pm 
They only ever use fists if they have literally no weapon in their inventory, in my experience. When I want to get archers to only use bows in defense situations, I put a little barricade at the base of their tower so enemies can't get close enough to make the archer switch to their melee. Then I set the archers to prioritize melee (sounds weird, I know) which causes them to always run to the edge of their tower to fire. That prevents them from backpedaling to the point where they can't see their target, and the barricade keeps enemies far enough away that the archer won't switch weapons.
Wyrd  [author] 1 Aug, 2023 @ 12:05pm 
@Noxsa - Have you tried removing the melee weapons from the Archers? They may keep the bow active since it's more powerful than their fists, though I'm not 100% certain how the melee/ranged switch logic works.
Noxsa 1 Aug, 2023 @ 6:57am 
ah darn it, i thought this was a mod that changes the way archers use weapons, i'm frustrated that they switch to a sword close rages, now that sounds logic and realistic, i do not want that because i use archer for on top of small towers to help me, but the second anemy stands under the tower they switch "or try to because i took the sword of them" to close combat mode and are clueless and stop doing damage at all.