Conan Exiles

Conan Exiles

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Glory of Combat
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Weapons: Weapons
Balance: Balance
File Size
Posted
Updated
17.275 MB
19 Jan, 2024 @ 10:42am
15 May @ 4:13pm
11 Change Notes ( view )

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Glory of Combat

Description
Welcome!


Once lost to time, this mod has risen back to the light.


Hello everyone,

With this mod, I hope to improve upon Conan Exiles' combat.


What the Mod Changes

Going into each minute change here would be impossible as there's simply not enough space. I'll try to keep it brief:

* General - hundreds of various adjustments to attack animations and their notifiers spread across all weapon classes. Full damage, stamina cost, staggers, and status effect rebalancing at the weapon class level. Replaced the Offhand kicks for all 1H weapons. Added 4-part Shield Bash Heavy combo for 1H Spears, Shortswords, and Truncheons. Colored weapon trails have been removed and replaced with the 'air-cutting' effect. Sound effect adjustments for nearly every attack.

* 1H Axe - replacement of the Light combo with a 'Standardized' combo, essentially a modified 1H Sword Light combo.

* 1H Mace - replaced the Light combo with the Standardized combo.

* 1H Spear - Shield Bash and Throwing Axe combo support has been added.

* 1H Sword - replaced the Light combo with the Standardized combo. The Heavy finisher has been replaced with its pre- Blood and Sand counterpart. An extended alternate Light / Heavy combo can be performed after Heavy 2/3.

* Shortsword - added Shield Bash and Throwing Axe Heavy support. Implemented the Standardized Light combo when a Throwing Axe is equipped.

* Truncheon - all attacks have been replaced with the standardized combo (thank me later). Shield Bash support has been incorporated.

* 2H Axe - utilizes a majority of the 2H Mace animations. The old Heavy spin 'Whirlwind' attacks have been adjusted and moved to become a Heavy finisher sequence performed after Light 3.

* 2H Mace - addition of the Whirlwind attacks to the alternate Heavy finisher position.

* 2H Spear - re-implemented the old Light combo, with the stationary combo now mobile and in the Offhand slot.

* 2H Sword - combo sequences reconstructed with re-implementation of the old Heavy opener and finisher. The Offhand kick has returned. Offhand attacks added to both combo branches.

* Daggers - Offhand backflip has been replaced with the backwards hop. The hops do not reset the combo if timed correctly, allowing for quick opportunity strikes.

* Bow - drawback speeds have been increased. A backward hop has been added to the Offhand slot.

Refer to the documentation provided via Steam Guide here for more complete details.


Damage Balancing:

I have used several series of calculations to match the 1H / 2H weapon groups as close as possible to their base game counterparts, with 1H and 2H Swords as the direct baselines. The calculations account for base damage, armor penetration against the 'average target', and attack speed, with the result that every weapon class should* be relatively competitive against the average enemy, with opportunity to excel in their specific niche.

* I have not touched individual weapon stats (base damage) in this mod; there will thus be outliers in every tier due to Funcom's choices in designing weapons. As well, given that the last rebalancing was performed prior to Age of Sorcery, there may be some tinkering to do, so bear with me.

As the mod has solely been developed in and for singleplayer, there will likely be changes which may negatively impact PvP experiences. You have been warned.


Mod Compatibility

Known incompatible mods will be listed in Discussions as they are reported.

If, for one reason or another, you do not like what I did with a particular weapon, it is possible to override that portion of my mod with another. You must ensure that the other mod is lower in the load order than mine for their changes to appear. Double check when you move mods around in the load order.

The mod may be added to or removed from an existing playthrough without issue.


Conclusion

Thank you all for reading,

Dread Swoop


Mod ID: 3142920306


A version of the mod with colored weapon trail effects can be found here.

Legal Disclaimer: all assets contained within this mod were created and are owned by Funcom. I just edited them.

Continued development and maintenance of this mod on the part of the author should NOT be inferred as approval of or support for Funcom or its doings.
Popular Discussions View All (9)
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5 Jun @ 7:01pm
PINNED: Feedback, Suggestions, Etc.
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29 Apr, 2024 @ 7:27pm
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19 Jan, 2024 @ 6:37pm
For Those Who Remember
Dread Swoop
153 Comments
Dread Swoop  [author] 4 Aug @ 5:46am 
This was the case when Funcom introduced a stun-lock prevention system which activated after about 5 seconds or so. There was no warning when it activated, and suddenly getting uppercut into being stunlocked / killed was frustrating. Funcom scrapped the feature pretty quickly.

They tried to solve the issue again by cranking stamina costs up in Age of War to limit how long a player could feasibly stunlock an enemy, which I think was much more successful, but I disagreed on the severity of the costs.
Dread Swoop  [author] 4 Aug @ 5:46am 
@vdhydra I apologize for the delay, the past week or so has been very hectic for myself.

You probably have found out already, but to answer your question, unfortunately no. This mod operates largely within the structure of the base game, which lacks a sophisticated stagger system.

The primary roadblock I see is the fragility of the player character. Some enemies can deal massive amounts of damage to the player, and without a visual or audible cue that the target is now resistant / immune to stagger, there will be a sharp rise in player deaths, and those deaths will not feel 'fair'. And yes, I know stunlocking enemies isn't fair either, but players would prefer an imbalance be in their favor.
vdhydra 29 Jul @ 4:06pm 
I noticed the stagger effect on this mod page, is there a chance that it stops enemies from becoming target dummies and getting staggered from any attack? I've been searching far and wide
w3bbr 19 Jul @ 4:28am 
Im sorry, said about wrong mod. Its ShieldShield was broking animations. Javelin working fine
Dread Swoop  [author] 18 Jul @ 11:04am 
Glad to hear you solved the issue! I will note that mod down in the 'Incompatibility' section.
w3bbr 18 Jul @ 8:18am 
Problem solved! Found mod which cause this problem. Its "Javelin improved". And yes Im tried to load it after your mod.
w3bbr 18 Jul @ 2:20am 
Tnax for respond. Ill try to figure out what is causing ishue and report back.
Dread Swoop  [author] 17 Jul @ 7:07pm 
I tested the three big mods you mentioned (EEWA, AoC, Warrior Mutator) individually and I didn't see any issues in combination with this mod, so they're probably not causing the issue.
Dread Swoop  [author] 17 Jul @ 6:09pm 
No, what you are describing is not how the mod is supposed to work. And judging from my testing, there's nothing wrong with this mod that I can find, so I think there may be another mod in your load order which is out-of-date and causing problems, or there is a compatibility issue between the two.

If you are doing singleplayer, I would recommend:

- Making a copy of your save (the game.db file found in Steam\steamapps\common\Conan Exiles\ConanSandbox\Saved for Exiled Lands) somewhere on your computer.

- Start a new game with only this mod active and test to see if this mod is causing the problem.

- If there's no issue, gradually keep re-activating mods until the issue appears, and then you'll find the culprit.

- Then of course re-order your mods and place your original save back into position.
w3bbr 17 Jul @ 12:21am 
Yes, im using another mods like WARRIOR mutator, EEWA, AOC and another qualiy of life stuff. So its seems like when im trying to attack my char do one hit and then stopping and like waiting for next input or like that. Some times doubleclick working, sometimes not. So is it me doing smth wrong or this is how mod works? :/