Conan Exiles

Conan Exiles

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Glory of Combat Full Update Change Logs
By Dread Swoop
For those who are interested, the full update logs for Glory of Combat (the prior name of Valor's Call) have been provided for informational purposes.
   
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INITIAL RELEASE [1.0] (May 15, 2020 @ 7:43 AM)
General Changes:

* Added standardized light attack combos for 1H Swords, 1HAxes, 1H Maces, Shortswords, and Truncheons. This combo is based on the modern 1H Sword light combo with some tweaks.

* Added status effect applications on a successful hit with the last swing of a light combo. Most of these effects are bleeds, except for 1H Maces and 1H Spears, which have sunders. 2H Axes and 2H Hammers do not have these effects due to their propensity to double strike.

* Shields can perform shield bash combos when wielded with one-handed weapons, taking up the heavy combo slot. These are intended for crowd control, with heavy staggers. Note: using a shield with a 1H Spear will prevent you from being able to throw the spear.

* Weapon trails have been set to standard distortion effects for a more realistic look.

* Stamina costs for attacks have been balanced thus: a full light combo should take about 33% of base stamina to perform, while a heavy combo should take 50-60% of base stamina to perform. These numbers are slightly lower for one-handed weapons.

* Damage multipliers for attacks have been altered to provide a degree of equilibrium between weapons. 1H and 2H weapons are balanced within their group in terms of damage output in a total combo. 1H weapons will generally deal less damage than a 2H weapon but will use less stamina and allow for the use of shields and shield attacks. Specific information about damage multipliers per attack will not be provided as I don't want this log to go on forever.

* The unarmed/one-handed kick has been replaced with a new animation.

* All combat animations are housed within-mod; this ensures greater longevity against changes made by Funcom.

2H Axe:

* The light attack combos have been replaced with 2H Hammer animations.

* The heavy attack combos have been replaced with three of the five 2H Hammer animations.

* The old 2H axe heavy animations, known colloquially as 'The Whirlwind', have been improved and set to the offhand key. The attacks gradually speed up and decrease in stamina cost with each swing but have a high barrier to entry.

* Light attack damage has been raised to compensate for the new animations.

* Heavy attack damage has been raised to compensate for the new animations, as well as having a shorter total combo than the 2H Hammer. The heavy combo can apply bleed and sunder effects to targets.

* Various changes to stagger effects have been made.

2H Hammer:

* The 2H Hammer has retained its light and heavy combos in their entirety.

* The offhand kick has been replaced by The Whirlwind. Its function is identical to the 2H Axe.

* The light attack animations have been sped up by around 25% to return them to their original state.

* Light attack damage has been adjusted to compensate for the increased attack speed.

* Various changes to stagger effects have been made.

2H Sword:

* The 2H Sword light and heavy combos have been reshuffled and reworked, paying homage to the discontinued 2H Sword moveset. Only one attack has been retained in its initial placement from the base game.

* The light attack combo is focused on multi-target cleave damage, while the heavy attack combo is focused on single-target damage. The heavy combo can apply bleed and cripple effects to targets.

* The offhand kick has been replaced with a lunging stab attack. This attack inflicts decent damage and uses a moderate amount of stamina.

* Various changes to stagger effects have been made.

2H Spear:

* The light combo for the 2H Spear has been completely replaced with a two hit combo colloquially known as the 'Street Sweeper'. This combo is intended for close-quarters crowd control where the heavy combo would not be feasible. The heavy attack animations have not been touched.

* The offhand kick has been replaced with a lunging stab attack, very reminiscent of the new 2H Sword offhand. However, it is a bit more goofy-looking.

* Stamina costs for heavy attacks have been reduced slightly.

* Staggers effects have been changed to allow for an enemy to dodge away from subsequent strikes.

Katana:

* Few changes have been to the Katana. Damage multipliers and stamina costs have been adjusted to bring the weapon into line with the rest of the 2H weapons. The heavy attack can deal massive damage, especially when paired with high strength.

Bow:

* The draw speed on the bow's heavy attack has been increased by 50% to make for a more enjoyable experience. Faster shots mean more damage output, which means more fun.

* Heavy shots deal increased damage and use less stamina. An archer should be able to fire 5-6 times in rapid succession with base stamina before reaching exhaustion.

Daggers:

* Very few changes were made to daggers. I was content with their performance relative to the other weapons.

* A bleed effect has been added to the light 4 attack.

* Daggers have retained their offhand dodge.

1H Axe:

* The 1H Axe light animations have been removed in favor of the standardized 1H light combo.

* 1H Axes have retained their heavy animations.

* 1H Axes paired with a throwing axe have had their cripple effects removed, replaced with a bleed effect every 4-5 strikes.

See General Changes for more information on changes to the 1H Axe.

1H Mace:

* The 1H Mace light animations have been removed in favor of the standardized 1H light combo.

* 1H Maces have retained their heavy animations.

See General Changes for more information on changes to the 1H Mace.

1H Sword:

* The light animations have been changed to the standardized combo set, which is nearly identical to the previous animations save for the initial strike.

* The last heavy attack has been changed to recreate the old-style 1H Sword heavy combo.

See General Changes for more information on changes to the 1H Sword.

1H Spear:

* The 1H Spear has one animation change: the removal of the light 2 attack, which was an odd swing attack, in favor of a modified Shortsword stab.

* Added shield bash support to the 1H Spear.

* Increased thrown damage of the 1H Spear.

* Added a sunder effect to the last light attack in the combo.

See General Changes for more information on changes to the 1H Spear.

Shortsword:

* The light attack animations for the Shortsword have been replaced by the standardized 1H light combo.

* The heavy attack combo has been retained, with a bleed effect added to the last attack of the combo.

* All attacks for the Shortsword have been sped up by 10%.

* Shortsword damage has been increased to be comparable with other 1H weapons.

* Shield bash support has been added to the Shortsword.

* Throwing axe support has been added to the Shortsword.

Truncheon:

* The Truncheon's attack animations have been removed in favor of the standardized 1H light combo for both light and heavy attacks. This should ensure that it is far easier for a player to bludgeon their soon-to-be slave into submission. By extension, the Truncheon now swings faster than before.


This concludes the change notes for the mod. Keep in mind this is not an exhaustive list, there may be minor tweaks included that were not mentioned here because I forgot. Thank you for reading the change notes, if you have questions that were not answered in this briefing, leave a comment and I will answer you as soon as I am able.

Thank you all,

Dread Swoop
UPDATE 1 [1.0.1] (May 16, 2020 @ 4:41 PM)
* 2H Sword and 2H Spear's jump stab offhand has been altered to execute slightly faster. In response, its damage has been reduced by around 4%.

* The collision window on 2H Sword light attack 2 has been extended to assist players with hitting enemies with the bottom of the swing.

* The collision window on 2H Axe light attack 1 has been manipulated to reduce the chance of dirt kickup at the beginning of the swing.

* Surplus animation files have been culled from the mod, taking the active, uncompressed mod size from ~110 MB to 80 MB.
UPDATE 2 [1.0.2] (May 20, 2020 @ 7:17 PM)
* Shortened cancel attack window on 1H Spear Light 1 to make for a less jerky combo sequence.

* The offhand jump-poke attack for the 2H Spear has been replaced. The new animation is a sweep attack, the old light attack 3. In response, damage for the attack has been reduced by 10%, the stamina cost multiplier has been lowered from 2.5x to 2.2x, and a pushback effect has been added to keep enemies hit with the strike away from the wielder.

* The cancel attack window on 2H Mace heavy 4 attack has been extended to allow for more reliable execution of heavy attack 5.
SPECIAL BUGFIX UPDATE (May 22, 2020 @ 3:04 AM)
* An issue involving the charcter going into T-Pose after attempting to perform an offhand kick after performing the katana light attack 3 has been resolved.
UPDATE 3 [1.0.3] (May 26, 2020 @ 1:58 PM)
Introducing Mounted Combat Incorporation!

* All weapon trails have been changed to distortion effects.

* Weapon damage in general has been reduced to bring mounted damage output inline with infantry combat, with some exceptions.

* Example: most light attacks on horseback had their damage multiplier cut from 1.5 to 1.2 (or 1.25) and most heavy attacks had their multiplier cut from 1.7 to 1.5.

* The mounted heavy bow attack's damage multiplier has been increased to match its infantry counterpart. As well, the draw speed of the mounted bow heavy attack has been increased by 50%, again to match its infantry counterpart.

* The 2H spear light attack on horseback has been sped up by around 10%

* Status effects have been halved for most mounted weapons. Instead of applying a status effect (bleed, sunder, cripple, etc.) every swing, these effects now apply on the 2nd swing in the 2-part combo. 1H Swords now apply bleeds instead of cripples.

* The lance has a new knockdown effect on strike to reflect being struck at high speeds with a giant metal spear.

Infantry Changes:

* Daggers have had their status effects on heavy strikes greatly reduced. Previously, due to double-strikes, 6 bleeds could be applied within a single heavy combo. Now, that number is reduced to three, one on heavy 3 and a 2x strength effect on heavy 4.

* Status effects have been added to the Whirlwind offhand attacks for 2H Axes and 2H Maces. Every 3 swings, an axe will apply a bleed effect and a hammer will apply a sunder effect, thus resulting in 6 applications with a full 18-swing cycle.

* HyperArmor coverage has been added to the shield bash heavies 1 and 3. It was previously only on 2 and 4.

* There have been some changes to Bows, specifically regarding the zoom effect. To reduce the zoom out/in phenomenon after firing an arrow, coverage of that zoom effect has been increased. However, there is now an odd-looking flash/twitch effect at the end/beginning of repeat shots, due to the zoom effect ending/beginning again. The only way I can see to get rid of this effect would be to remove the zoom functionality entirely. But for now, this should help for people who were feeling sick of the zoom in/out issue.

* The original shortsword light attack animations have been reincoporated when used with shields equipped. This combination is now a formidable choice for tank players with fast-paced and sustained damage output. A bleed effect has been added to light 4 inline with other 1H light combos. Stamina costs have been increased to more closely match other 1H weapons as well.
KATANA BUGFIX UPDATE SPECIAL (May 27, 2020 @ 3:13 PM)
In response to several issues that have emerged regarding Katanas, I have fully reviewed the system and reverted problem areas to vanilla standards.

From the testing I've done, the Katana now works flawlessly, as it did in vanilla.

Now, I want to make something very clear. I'm sick and tired of working on Katanas. I've had enough of them.

There will NEVER be an update for the Katana again.
UPDATE 4 [1.0.4] (May 29, 2020 @ 10:31 PM)
Weapon Stratification - 1H:

* Shortswords standard combo attacks have been sped up from 1.1x speed to 1.15x (on average), as well as having damage reduced by around 4.5%

* 1H Sword standard combo and heavy attacks have been sped up from 1x to 1.1x (on average), with an accompanying damage nerf of around 10% (NOTE: Heavy attacks were not doing as much damage as I intended, so those damage numbers will be buffed by a currently indeterminate amount.) Mounted 1H Swords have been increased and decreased by the same amounts.

* 1H Axes and Truncheons will retain their current attack speed and damage multiplier, some numbers may be altered unrelated to the stratification efforts. Mounted axes attacks have been sped up from 1x to 1.05x.

* 1H Mace standard combo attacks will be slowed from 1x to 0.9x (on average), with an accompanying damage multiplier buff of around 10%. Heavy attacks are not currently being changed. Mounted mace attacks will remain at 1x speed.

* 1H Spear does not currently have plans for changes.

Weapon Stratification - 2H:

* 2H Sword light and heavy attacks have been sped up from 1x to 1.1x (on average), with an accompanying damage cut of around 10%. The offhand has not been changed.

* 2H Axe light and heavy attacks have been retained at 0.95x speed, but will be receiving slight damage buffs to raise its performance to match 2H Swords and Maces at end-game.

* 2H Mace light and heavy attacks have been slowed from 1x to 0.9x (on average), with an accompanying damage buff of around 10%.

* 2H Spears do not currently have planned stratification changes.

* Dagger light and heavy attacks have been sped up from 1x to 1.1x, accompanied by a damage buff ranging from 10-20%.

* There are no changes for the Katana.

General Changes:

* Daggers heavy attack 2 will regain its bleed effect, taking the total bleed output from the heavy combo from 2 to 4.

* 2H Spear light attacks now deal 10-20% more damage than before.

* 2H Spear heavy attacks will now have ShieldSmash (for those of you who don't know, ShieldSmash means that the attacker does not recoil from hitting a shield, it will NOT damage the defender through their shield).

* 2H Spear heavy attacks will now deal roughly 10% more damage than they did previously.

* The number of consecutive Whirlwind attacks for 2H Axes and Maces has been doubled, from 18 to 36.

* 2H Axe and 2H Mace spin attack damage has been reduced from ~90% base weapon damage per swing to ~80%.

* Bow light attack damage has been raised by 10%.

* The unarmed / 1H offhand kick has been altered slightly to (hopefully) improve hit detection.

* The distortion effect on all standardized combo light 1 attacks have been shortened slightly.

* Truncheons should now deal 10% of their base damage per swing. (Hopefully) no more unintentional homicides.

* A covert project in experimental Truncheon technology has discovered methods of incapacitating targets with a shield equipped.
UPDATE 5 [1.0.5] (June 7, 2020 @ 4:26 PM)
* General stagger adjustments. I have listed some of these changes below, but in general I would like to explain what I did and why. The stagger regime of previous versions is based mostly on vanilla staggers plus some occasional adjustments I made (mostly to avoid stun-locking). This definitely needed some improvement.

In this update, most stun stagger effects have been replaced with stumbles (there are exceptions). What's the difference, you might ask? Well, stuns are stagger effects where you lose control of your character, unable to finish your attack or move / dodge until the stagger animation completes. With stumble effects, your attack will be interrupted (if there is no HyperArmor present at that time), but you are able to dodge during the stagger animation to avoid follow-up attacks from your adversary. I decided stumbles were the best way forward (in most cases), especially considering many PvE scenarios are multi-target. With multiple enemies, the addition of stun effects into the mix could be, to put it lightly, quite bad for your health. In PvP, you shouldn't be assblasted by an opponent just because your attack was a frame slower than their attack. NOTE: this does not affect staggers from animals, only humanoids with weaponry.

* Orb grenade incorporation. (In case you were unaware, a light throw causes the orb to bounce, while a heavy throw explodes on impact.)

* The "heavy" orb toss, due to its odd windup, has been replaced with the light animation. The throwing animation of orbs have been sped up by around 25%.

* The last vestiges of weapon trails have been stamped out with the removal of weapon trails from 1H Mace Heavy 1 (w/ Throwing Axe) and Unarmed Heavy 3.

* Shield bash 4's hitbox has been altered to much more reliably strike targets (the distance traveled during shield bash attacks is still an issue I am currently trying to solve).

* 2H Spear light 4 has been adjusted to allow for a smoother transition into the next combo.

* 2H Spear Offhand has been altered slightly to reduce the frequency of swipe spamming.

* The HyperArmor windows for 1H Sword Heavy attacks have been reduced.

* 2H Axe Heavy 3 has been adjusted to allow for a smoother transition to the next combo.

* HyperArmor windows for 2H Axe and 2H Mace light and heavy attacks have been adjusted to allow for an opponent to have a better chance interrupt the combo (it will still be somewhat difficult though).

* The Whirlwind attacks for 2H Axe and 2H Mace have been slightly altered. The range of attack speeds has been increased from 1.3x - 2.0x to 1.2x - 2.0x.

* Stagger effects from Whirlwind attacks for 2H Axe and 2H Mace have been changed from "2h_Axe_Heavy_Right" (not sure what that entails) to quick stumbles.

* The first three Whirlwind attacks for 2H Axe and 2H Mace no longer have ShieldSmash. Blocking the beginning strikes of the combo will stop it cold, but when it is sped up it can no longer be stopped (run away).

* The spam attack phenomenon for 2H Axe and 2H Mace has been quelled (for now). This occurs when there is a disparity in length between attack combos (example: 4 light attacks to 36 offhand attacks). I don't believe such a phenomenon was ever intended by Funcom, nor do I understand why it would occur in the first place. Example: if you cast 5 successive Whirlwind attacks and switch to a heavy strike within the same queue window, it will now cast Heavy 1 with no queue for future attacks. Once the attack enters its cancel-able phase, you should be able to begin executing the heavy sequence as normal.

* Cripple effects have been added to 1H Sword Heavy 3, 1H Mace Heavy 3, and Shortsword Heavy 3.

* Bleed effects have been added to Dual Wield Axes Light and Heavy attacks 6, 8, and 10.

* All stun effects on heavy attacks with Throwing Axes have been replaced with quick stumbles. Knockdowns at the end of the combos will remain.

* Katana heavy attack damage has been reduced from 1.5x to 1.3x.

* Katana heavy attack stamina costs have reduced.

* 1H Spear damage multipliers for Light 3 and 4 have been reduced from 1.3x and 1.6x to 1.25x and 1.5x, respectively.

* Changed stagger effects on 2H Swords from Funcom's "2H_Sword_Light/Heavy" (whatever that entails) to mostly stumbles (with one stun on Heavy 4).

* Stagger effects on all standardized combos have been changed to remove stun effects, replaced with equivalent stumble effects.
UPDATE 6 [1.0.6] (June 11, 2020 @ 2:45 PM)
Important:

Two base game assets have been edited directly: the weapon class Blueprints for 2H Axes and 2H Maces. I was hoping to avoid doing so, but there does not appear to be much in the way of options when it comes to editing them indirectly. Mods that rely on changing those weapon BPs specifically may now have issues with Glory of Combat, but luckily there does not seem to be many of them, if any.

* The damage modifiers for 'secondary' (offhand) attacks has been raised from 0.1x to 1.0x for each weapon (within the class BPs).

* All 72 Whirlwind attacks have had their damage multipliers reduced from 8.0x to 0.8x (in the Unicom data table).

The result is that Glory should no longer have damage issues with mods such as Professions or EEWA that decided, for one reason or another, to use non-vanilla weapon blueprints.

General:

* The sunder effect on 2H Axe Heavy 1 has been replaced with a bleed effect.

* Katana heavy attacks 1, 2, and 3 have had their damage multipliers reduced from 1.3x to 1.1x as part of an effort to account for the damage gains from the power charge.

* Katana Heavy 4's damage multiplier has been reduced from 1.3x to 0.7x. This is due to the propensity of that attack in particular to strike a target, especially large targets, several times (the most I've seen from one attack is 4). I believe this to be a bug from vanilla.

* The 2H Sword offhand poke has been replaced with an old horizontal sweep. (The world erupts in thunderous applause.) For compatibility's sake with teella's Old Two-Handed Sword (and my Return of the Sword Kick), I did not go the route of a repeating combo. This attack is formidable in multi-target cleave scenarios.

* The stamina cost of the 2H Sword offhand attack has been reduced from 4.0x to 3.5x.

* A pushback effect has been added to the 2H Sword offhand to fill a similar role as the 2H Spear offhand.
UPDATE 7 [1.0.7] (June 20, 2020 @ 9:49 AM)
General:

* Major weapon damage rebalancing has been completed across all main weapon classes. Some weapons received buffs while others received nerfs. This was done to tighten the range of time-to-kill values across all weapon types, divided into 1H and 2H groups. (NOTE: I placed these balance changes atop previously-made buffs and nerfs, so it may be confusing down in the notes.)

Please be aware that due to the non-uniform nature of weapon damage stats, it is impossible to have every weapon deal completely equal DPS across all tiers. This has been done to narrow the differences between weapon classes to promote a wider range of viable weapons. Trying to balance weapons at Epic tier (or beyond) would wildly throw off balance at earlier tiers and vice versa.

* Audio cues tied to animation montages have been adjusted across all weapon classes. The goal is to remove any superfluous and unnecessary sounds from attacks. Some weapons are currently better-off than others, so there will be some weapons with little to no changes, while others receive major changes (at least major with regards to audio cues).

* I am planning on 1.0.7 to be the first update with a concurrent Weapon Trails variant. This will NOT affect the base version (yet). The weapon trails will be assigned as per my specifications and desires, and as such the trails added may appear slightly different than vanilla. Only attacks that inflict status effects will receive weapon trails other than distortion. Due to the potential volume of interested people, I will hopefully be releasing the Weapon Trails version as a separate mod on the Steam Workshop instead of the Glory Nexus page.

* All standardized combo Light 1 distortion trails have been slightly shortened.

Whirlwind:

* The number of Whirlwind attacks have been reduced to a total of 19 per weapon, down from 36. (At least this means that there are now 34 less attacks total for me to mess with.)

* The stamina multipliers in the 2H Mace and 2H Axe weapon blueprints have been reduced from 3.0x to 1.0x.

* The stamina cost retrograde curve has been adjusted from 0.8x - 0.2x with a 0.1x reduction per attack to 2.5x - 1.5x with a 0.1x reduction per attack. This represents an net increase in the stamina costs per attack over previous iterations. This is to incentivize players using 2H Axes and 2H Maces to invest heavily into Grit to get the most out of these attacks.

As a result, these changes should reduce the duration of the Whirlwind's very high sustained damage output against single-target encounters (bosses, players) while still providing an incentive to use the attack in its intended scenario (AoE havoc).

2H Mace:

* Heavy 2's damage multiplier has been lowered from 1.3x to 0.9x to match the 2H Axe Heavy 2.

* The sunder effect on Heavy 2 has been removed.

* The stamina modifier for Heavy 2 has been reduced from 2.0x to 1.0x.

* Stamina modifiers for Heavy 4 and 5 have been swapped from 2.5x and 0.5x to 0.5x and 2.5x, respectively.

* In addition to the changes above, 2H Maces have received major damage buffs across all attacks. Light attack damage has been increased by 24.2% on average, heavy attack damage has been raised by 31% on average, and Whirlwind damage has been raised by 11.2% on average.

* A sunder effect has been added to Heavy 4, as well as shield penetration.

2H Axe:

* Light attack damage has been increased by 12.8% on average.

* Heavy attack damage has been increased by 6.8% on average.

* Whirlwind damage has been reduced by 8.6% across all attacks.

2H Spear:

* Light attack damage has been lowered by 4.2% on average.

* Heavy attack damage has been reduced by 3.4% on average.

2H Sword:

* Attack speeds have been lowered across the board for 2H Swords. The average speed has been reduced by 5%, with one or two 10% reductions on certain attacks.

* Damage multipliers across all combos have been reduced.

* Light 2's damage multiplier has been lowered from 1.1x to 1.0x.

* Light 3's damage multiplier has been lowered from 1.0x to 0.7x (this attack double-strikes).

* Light 4's damage multiplier has been lowered from 1.2x to 1.1x.

* Heavy 1's damage multiplier has been lowered from 1.4x to 1.3x

* Heavy 2 and 3's damage multipliers have been lowered from 1.3x to 1.2x.

* Heavy 4's damage multiplier has been lowered from 1.5x to 1.1x (this attack double-strikes).

* In addition to the changes to damage above, light attack damage has been raised by 2.6% on average and heavy attack damage has been reduced by 10.6% damage.

2H Swords were the undisputed front-runners in melee combat with regards to time-to-kill. These changes should (hopefully) narrow the gap without relegating the weapon class to obsolescence.

Katana:

* Light attack damage has been increased by 1.2% on average.

* Heavy attack damage has been reduced by 23% on average. Heavy stamina costs have subsequently been reduced by 33%, from 3.0x to 2.0x to match other 2H costs.

(Katanas were far too powerful in their previous iteration, as I did not properly take the PowerCharge damage multiplier into account when assigning damage values.)

Daggers:

* Light attack damage has been reduced by 28.6% on average.

* Heavy attack damage has been reduced by 7.4% on average.

Bow:

* The damage multiplier for the heavy shot has been reduced from 2.0x to 1.4x. Such a high multiplier was not intended, I'm not sure how that happened.

* The PowerCharge window has been adjusted to better fit the decreased drawback speed. Archers should now be able to reliably achieve max power on heavy shots by releasing on the audio cue. Additionally, it appears that a full power shot will be retained for as long as you hold the shot.

1H Sword:

* Light attack damage has been increased by 14.25% on average.

* Heavy attack damage has been increased by 12.75% on average.

1H Mace:

* Light attack damage has been raised by 0.6% on average (you probably won't even notice).

* Heavy attack damage has been reduced by 11% on average (you may notice this, though).

* The CancelAttack window on Light 2 has been adjusted to prevent Light 3 from executing prematurely.

1H Axe:

* Light attack damage has been raised by 1.5% on average.

* Heavy attack damage has been reduced by 7% on average.

A CancelAttack window has been added to Heavy 4 to allow for a shorter period between combos.

1H Spear:

* Light attack damage has been reduced by 22.5% on average.

(Javelins were the most powerful one-handed weapons, with by far the best 1H light TTK, surpassing most 2H weapons and challenging the busted Daggers and Katana for best TTK across all weapons. This change was necessary, but javelins will remain a solid choice due to their very high base damage.)

Shortsword:

* Light attack damage has been increased by 21.25% on average.

* Light attack damage (w/ shield equipped) has been reduced by 9.5% on average.

* Heavy attack damage has been increased by 12.2% damage on average.

* The cripple effect on Heavy 3 has been removed due to the ability of Shortswords to engage in continuous, uninterrupted attack combos.

Mounted:

* The mounted Bow heavy shot's PowerCharge window has been adjusted in a similar manner to the infantry Bow.

* The mounted 2H Spear heavy attack now has a CancelAttack window for faster follow-up strikes and a more fluid attack sequence.

Torch:

* The torch offhand smack animation has been adjusted to execute faster (1.0x to 1.2x speed) and has an added CancelAttack window to provide a more fluid flurry of smacks.

NOTE: Torches lose additional time on their duration when used to strike enemies. Be warned.

Claws:

* Weapon trails have been removed from werewolf claws.

* Light and heavy combos have been altered slightly.
UPDATE 8 [1.0.8] (June 26, 2020 @ 1:01 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

After 1.0.7's rather large scale, I hope that this update will stay small while addressing some remaining issues.

Standardized Combo:

* Combo windows on Light 1 have been adjusted.

* Combo windows on Light 2 have been adjusted.

* Combo windows on Light 3 have been adjusted.

* QueueWindows on Light 4 have been shortened dramatically to reduce the possibility of an unintentional follow-up strike. CancelAttack and CancelMove windows have also been adjusted.

Shield Bash:

* Lock triggers on Shield Bash attacks' CapsuleSlide windows have been reduced from 35.00 to 10.00. In simpler terms, this should reduce the amount of times shield bash attacks are 'deflected' by sliding into an enemy combatant. (I wanted to accomplish this by shortening the traversal distances of those attacks, but those seems out of reach to edit for now).

Daggers:

* The animation for Light 2 has been replaced with a stab attack similar to Light 1.

* The offhand backflip animation has been replaced with the old backwards medium armor dodge (RIP old dodges).

Katana:

* Lock triggers on SlideCapsules for light attacks have been reduced from 35 to 10.

Throwing Axe:

* The offhand throw animation for throwing axes has been replaced with a refurbished Early Access animation. Instead of the current twirl and toss, the animation is more stationary with a more vertical tossing arc.

Claws:

* Combo, Queue, CancelMove, and CancelAttack windows for Light/Heavy 1 have been adjusted.

* Combo, Queue, CancelMove, and CancelAttack windows for Light/Heavy 2 have been adjusted.

* Combo, Queue, and CancelAttack windows for Light/Heavy 3 have been adjusted. The attack speed has been reduced from 1.1x to 1.0x.

* The Queue window for Light/Heavy 4 have been adjusted. The attack speed has been reduced from 1.15x to 1.0x.

Mounted:

* Queue windows for Sword, Mace, and Axe Heavy 1 attacks have been adjusted to allow for more reliable execution of Heavy 2.
UPDATE 9 [1.0.9] (July 9, 2020 @ 2:21 AM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* Collision bounds on the offhand kick have been altered to provide greater reliability.

2H Sword:

* Combo and Queue windows on Heavy 3 have been adjusted.

1H Sword:

* Throwing Axe heavy damage multipliers have been reduced by 17% on average.

1H Mace:

* Throwing axe heavy damage multipliers have been reduced by 25.7% on average.

1H Axe:

* Throwing axe heavy damage multipliers have been reduced by 20.3% on average

1H Spear:

I had been reluctant to add Throwing Axe heavy combo support to 1H Spears as Javelins Improved by Multigun has already done such. However, with damage balances coming to all Throwing Axe heavies, I figured now would be as good a time as any for implementation.

* Throwing Axe combo support will be added. Similar to shield bashes, this will disable the throw ability for 1H Spears while a Throwing Axe is in the offhand. The axe should be throw-able, however.

* CancelMove, CancelAttack, CancelDodge, and Queue windows have been added to the 1H Spear throw animation. This should provide a better experience using that attack.

* 1H Spear throw attack damage multipliers have been reduced by 4.7%.

* The QueueWindow on Light 2 has been extended slightly to close a gap where the animation would stop but no follow-up attack would start.

Shortsword:

* The Queue window on Light (w/ Shield) 2 has been extended to close a gap in a similar fashion as 1H Spear Light 2.

* Damage multipliers on Throwing Axe heavy attacks have been reduced by 14.8% on average.

Throwing Axe:

* Throw damage has been increased by 43.4%.

Mounted:

* 1H Sword light attack damage has been reduced by 9.2% on average.

* 1H Sword heavy attack damage has been reduced by 14.3% damage on average.

* 1H Mace light attack damage has been reduced by 16.2% on average.

* 1H Mace heavy attack damage has been reduced by 18.1% on average.

* 1H Axe light attack damage has been reduced by 18% on average.

* 1H Axe heavy attack damage has been reduced by 15.8% on average.

* Pike light attack damage has been reduced by 3%.

* Pike heavy attack damage has been reduced by 33%.
UPDATE 10 [1.1.0] (July 15, 2020 @ 1:09 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* All 2H heavy damage has been raised by 10% (on average).

* All 2H light damage has been raised by 5.7% (on average).

* All 1H heavy damage has been lowered by 7.5% (on average).

* All 1H Light damage has been lowered by 7% (on average).

* All 1H alternate (Mounted, Shield bash, Throwing Axe) damage has been raised by 5% (on average).

* Ranged attacks will stay the same (for now).

(NOTE: Daggers have not been changed.)

* All 1H Light and Heavy (Normal) attacks will now cost 10% less stamina to perform in response to the damage cuts.

Shield:

* The collision windows on all Shield Bashes have been extended to provide much greater reliability in striking the enemy, as well as reducing the chances of deflection. (NOTE: deflection and misses are still possible with the 1st attack if you are very close to the enemy.)

* 1H Sword Shield Bash attack damage multipliers have been raised by 6.7%.

* 1H Mace Shield Bash attack damage multipliers have been reduced by 8.5%.

* 1H Axe Shield Bash attack damage multipliers have been raised by 2.6%.

* 1H Spear Shield Bash attack damage multipliers have been reduced by 11.2%.

* Shortsword Shield Bash attack damage multipliers have been raised by 27.6%.

(NOTE: These changes are in addition to the 5% buff from the stratification changes.)

1H Spear:

* Shielded Light attack 2 has been replaced with the proper animation.

* Light and Shielded Light attack 3 animations have been replaced with a slowed version of Shortsword Heavy 1.

Shortsword:

* Attack speed for Light 1 has been increased from 1.15x to 1.2x.

* Attack speed for Light 2 has been increased from 1.05x to 1.15x.

* Attack speed for Light 3 has been increased from 1.15x to 1.2x.

* Attack speed for Light 4 has been increased from 1.05x to 1.15x.

* Attack speed for Light 1 (Shielded) has been decreased from 1.0x to 0.9x.

* Attack speed for Light 2 (Shielded) has been decreased from 1.0x to 0.9x.

* Attack speed for Light 3 (Shielded) has been decreased from 1.0x to 0.9x.

* Attack speed for Light 4 (Shielded) has been decreased from 1.0x to 0.9x.

Bow:

* With a direct edit to the Bow weapon class BP, I have enabled the use of an offhand dodge roll, the same one Daggers have. Keep in mind that the bow must have an arrow equipped to perform the roll (it's just an eccentricity with that weapon class).

Katana:

* Lock triggers on CapsuleSlide windows for light attacks have been reverted to 35, up from 10.

* Attack speeds for all light attacks have been increased from 1.0x to 1.05x.

Unarmed:

* 'Weapon' trails have been removed from all unarmed attacks. (EXCEPTION: Heavy 3's cripple trail in Glory of Weapon Trails.)
SPECIAL UPDATE (July 16, 2020 @ 12:16 PM)
* Replaced offhand dodge roll for Bows with the Dagger backflip.
UPDATE 11 [1.1.1] (August 2, 2020 @ 12:58 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* Damage multipliers for all 2H weapon attacks have been reduced by 5%.

* Extraneous animations and montages have been culled, reducing the overall size of the mod by roughly 15%.

* Combo and Queue windows for all standardized combo attacks 2 and 4 have been adjusted to both eliminate unintended follow-up strikes and to ensure the combo does not reset halfway through.

* Weapon trails have been removed entirely from shield bash attacks.

* Shield bash 3 now has an animation for 1st person (the vanilla montage left that out).

2H Spear:

* The collision detection window on Heavy 1 has been extended slightly to more reliably hit targets at the edge of effective range.

Bow:

* The Heavy shot animation has been altered to reduce the speed of the nocking phase from 1.5x to 1.0x. The drawback speed is unaffected. This should make the attack slightly longer per shot, but not by much.

* The damage multiplier for the Light shot has been reduced from 1.1x to 1.05x.

* The damage multiplier for the Heavy shot has been reduced from 1.4x to 1.3x.

* Light shots now accept held input (holding down the button/key to attack will continuously fire).

Lance:

* The Lance attack now ignores armor.

* The damage multiplier for the Lance attack has been increased from 1.0x to 1.5x.
UPDATE 12 [1.1.2] (August 15, 2020 @ 5:32 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* Tools have now been incorporated into Glory of Combat! See the specific notes further down the list for more information.

* Stamina cost multipliers for all Shield Bash attacks have been reduced.

* The 4th attack in every Shield Bash combo will now apply a status effect. Axes, Swords, and Shortswords will apply bleed, Maces and Javelins will apply sunder, and the Truncheon will apply cripple.

* Combo, Queue, and CancelAttack windows have been adjusted on all standardized combo 1 attacks.

2H Mace:

* Shield Penetration capabilities have been removed from Heavy 4 and 5.

Katana:

* Light attack speeds have been increased from 1.05x to 1.1x.

Bow:

* Held input functionality for light shots has been removed.

* The Combo window on light shots has been adjusted to reduce the number of unintentional follow-up shots. Input will be accepted only after the projectile for the previous attack has been launched.

1H Mace:

* Shield Penetration capabilities have been removed from Heavy (w/ Throwing Axe) 4.

1H Axe:

* Shield Penetration capabilities have been removed from Heavy 4.

Shield:

* The block animation has been incorporated into the mod.

* A couple hundredths of a second have been shaved off the 'charge' portion of the animation, which should help somewhat in quick blocking scenarios. (The segment length went from 0.1111 repeating seconds to 0.08333325 seconds.

Mounted:

* Mounted Bow Heavy Shot can now queue same combo.

Pick / Repair Hammer:

* Support for the item classes has been incorporated.

*CancelAttack windows have been added to attacks 1 and 1 (Swimming). This should speed up harvesting / repairing as well as make the animations less jerky and clunky.

Hatchet / Pickaxe:

* Support for the item classes has been incorporated.

*CancelAttack windows have been added to attacks 1, 2, and 1 (Swimming). This should speed up the harvesting process and provide a less jerky experience.

* The original three-part combo has been reduced to a two-part combo.

* The Queue window on attack 1 has been replaced with a Combo window to allow for the full sequence to play.

* The Combo window on attack 2 has been replaced with a Queue window to restart the combo sequence.

Skinning Knife:

* Support for the item class has been incorporated. (No changes have been made as of this moment.)

Sickle:

* Support for the item class has been incorporated.

* A CancelAttack window has been added to attack 1 (Swimming).

* The collision box for Light 1 has been adjusted for more reliable harvesting.

Cleaver:

* Support for the item class has been incorporated.

* The heavy attack has been replaced with Pick attack 1. This change allows for two different harvesting methods.

* Swimming attack functionality has been added.
UPDATE 13 [1.1.3] (September 16, 2020 @ 4:33 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* The mod has been updated to be compliant with Isle of Siptah and its accompanying update.

* There are still weapon classes with issues yet to be resolved. The problem attacks have been replaced with base game attacks until they can be fixed. These include:

- Katana Heavy attacks

- Bow Heavy shot and backflip

- Mounted attacks

- 2H Spear Light attacks

Thank you for your patience.
UPDATE 13 PART 2 [1.1.3 pt.2] (September 19, 2020 @ 7:39 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* Katana Heavy attacks are now functioning as intended and have been reincorporated.

* Bow attacks (and backflip Offhand) are now functioning as intended and have been reincorporated.

* 2H Spear Light attacks are now functioning as intended and have been reincorporated.

* Mounted (horse) attacks have been reincorporated.

* Support for Mounted (rhino) attacks has been incorporated.

NOTE: It seems as if the light attacks for Mounted Axes, Swords, and Maces are broken in vanilla. The mounted attacks in this mod will act the same until Funcom fixes whatever is wrong further up the chain.
UPDATE 14 [1.1.4] (November 8, 2020 @ 8:49 AM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

2H Sword:

* The collision detection window on Light 1 has been shortened.

* The NPC collision detection marker has been placed earlier in the animation. Watch out.

Shortsword:

* The standardized light combo (non-shielded) has been replaced in favor of the original light combo.

* As a balancing measure, the damage multipliers for the affected attacks have been reduced from 1.18x to 0.93x (this is equal to the Light Shielded combo, which uses the exact same animations).

Mounted (Horse):

The following are changes to recreate the mounted combat regime before Isle of Siptah's changes, and are thus not new.

* The attack speed for Mounted Spear Light has increased from 0.8x to 1.0x.

* A CancelAttack window has been added to the Mounted Spear Heavy attack for a smoother transition between jabs.

* Damage multipliers for each mounted Light Sword, Axe, and Mace attack 1 have been raised by 15% to counteract the loss of the secondary attack.

* The attack speeds for Mounted Axe Light attacks have been increased from 1.0x to 1.05x.

* The attack speeds for Mounted Axe Heavy attacks have been increased from 1.0x to 1.05x.

* The attack speeds for Mounted Sword Light attacks have been increased from 1.0x to 1.1x.

* The attack speeds for Mounted Sword Heavy attacks have been increased from 1.0x to 1.1x.

Mounted (Rhino):

* The attack speed for Mounted Spear Light has been increased from 0.8x to 1.0x.

* A CancelAttack window has been added to the Mounted Spear Heavy attack for a smoother transition between jabs.
QUICK FIX UPDATE (November 9, 2020 @ 4:38 PM)
Shortsword:

* The flurry attack combo has been integrated into the combo set.

Daggers:

* The offhand roll has been replaced with the original backflip.
UPDATE 15 [1.1.5] (January 6, 2021)
Reformatted for compliance with Update 2.2's new data table structure.
QUICK BUGFIX UPDATE (January 11, 2021 @ 12:03 AM)
* Fixed the mounted Lance attack.

* The shortsword light attacks should now be the correct combo.
UPDATE 16 [1.16] (February 16, 2021 @ 1:39 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* The mod version numeration scheme has been changed to allow for clearer understanding. This mod version is 1.16 as it is the 16th significant update (non-bugfix).

* Glory will now make use of the changes made by Funcom to the combo table structure to allow for more varied combos. See specific weapon classes below for changes.

* This update focuses specifically on two-handed (2H) weapons. There will be an update in the future focused on one-handed (1H) weapons.

2H Axe:

* The Whirlwind combo has been moved from the Offhand slot to an optional finisher sequence. To start the Whirlwind finisher, press the Heavy attack key / button upon performing Light attack 3. To continue the Whirlwind, continue to spam Heavy.

* Weapon Trails and Collision Windows for Whirlwind attacks have been slightly adjusted.

* As a result of the Whirlwind combo moving, the 2H Axe Offhand kick has returned. The knockback effect on the kick has been strengthened over its vanilla counterpart. In addition, the attack speed of the kick has been increased by 10% and deals quarter weapon damage.

2H Mace:

* As was the case with the 2H Axe, the Whirlwind combo has been moved from the Offhand slot to an optional finisher sequence. To start the Whirlwind finisher, press the Heavy attack key / button upon performing Light attack 3. To continue the Whirlwind, continue to spam Heavy.

* Weapon Trails and Collision Windows for Whirlwind attacks have been slightly adjusted.

* Sunder applications from 2H Mace Whirlwind attacks have been changed from 1 every 6 attacks to 1 every 4 attacks.

* As a result of the Whirlwind combo moving, the 2H Mace Offhand kick has returned. The knockback effect on the kick has been strengthened over its vanilla counterpart. In addition, the attack speed of the kick has been increased by 10% and deals quarter weapon damage.

2H Sword:

* The Offhand sweep attack has been moved to an optional attack in the #4 position. Press the Offhand key / button upon performing Light / Heavy 3 to perform the attack.

* As a result of the sweep attack moving, the Offhand kick has returned (it has been absent from vanilla for quite some time now). The knockback effect on the kick has been strengthened over its vanilla counterpart. In addition, the attack speed of the kick has been increased by 10% and deals quarter weapon damage.

2H Spear:

* The Offhand sweep attack has been moved to an optional attack in the #4 position. Press the Offhand key / button upon performing Light / Heavy 3 to perform the attack.

* As a result of the sweep attack moving, the Offhand kick has returned. The knockback effect on the kick has been strengthened over its vanilla counterpart. In addition, the attack speed of the kick has been increased by 10% and deals quarter weapon damage.

Katana:

* Performing a Heavy attack after a Light will now perform a shorter, faster variant of the Heavy attack. This attack does not have a charge multiplier and only requires pressing the Heavy key / button to perform. These 'dash' attacks cannot be chained one after the other, and thus require alternation between Light and Heavy.

* Performing this new dash attack in the finisher (4th) position will still multi-strike the target, as it does with the original Heavy finisher.

* Starting with Heavy attacks will retain the old charged attacks, while still allowing you to transition to Light attacks.

* The knockback effect on the Offhand kick has been strengthened. Damage has been reduced from full to quarter weapon damage.

Daggers:

* The Offhand backflip has been replaced (yet again) with a backwards hop. The stamina cost multiplier for this move has also been dramatically reduced (from 4.0x to 1.5x). The intent is to allow for a quick, short, spam-able dodge that allows for a rapid counterattack while your opponent is still recovering from their (hopefully) failed swing.

* The hit detection window for Dagger Light 2 has been extended.

* Due to this weapon class being a pain in the ass to work with (thanks for turning the dagger backwards Funcom), there will not be further changes to Daggers this update (but perhaps more in the future).

Bow:

* In a similar fashion to Daggers, Bows will also be receiving a backwards hop in lieu of the backflip.

* Heavy Bow shots now cause the struck target to stumble, temporarily halting their forward progress.
UPDATE 1.16.1 (February 17, 2021 @ 11:54 AM)
* Reverted the changes made to the Katana with the previous update (minus adjustments made to the Offhand kick).

* Reverted the changes made to the Dagger and Bow Offhand dodge with the previous update.

These changes may return in the form of small, optional mods that can 'plug in' to Glory or vanilla.
UPDATE 17 [1.17] (March 9, 2021 @ 9:13 AM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* Due to a change in the way stamina is used in attacks that was introduced in 2.2, an issue has arisen where attacks that have multiple hit detection windows were using much less stamina than intended. As a corrective measure, stamina costs for those attacks specifically have been increased proportional to the amount of potential strikes. This returns the stamina costs back to pre- 2.2 levels.

* An additional side effect of 2.2's changes was the introduction of damage bleed-through when a deflection-resistant attack hits a shield. This has been removed for all attacks that ignore shield deflection (not shield penetrating).

* NPC collision detection boxes have been adjusted for almost every attack.

* The BP_DisableCharacterRotation notifier has been made obsolete with 2.2, and as such has been removed from all attack animations that previously included it.

* As a behind-the-scenes change, I will be discontinuing the unified data table merger and instead do individual mergers for each major weapon class (minor classes will likely be combined into a Miscellaneous table). This should not have any significant impact on performance, but will allow me to better categorize the work on the mod.

* Because the mounted animations tend to be somewhat dysfunctional at times, I will be removing the animation segments from the mod for the time being. As the current montages this mod uses are composed of base-game animation segments, there shouldn't be any noticeable side effects, aside from reducing the size of the mod by a decent amount (around 25% of the raw file size).

* I will also be using the DevKit's compression system to further reduce the size of the mod, provided it does not impact performance to any significant extent.

2H Axe:

* Whirlwind attacks will now cap at 1.5x speed (down from 2.0x).

* Whirlwind stamina cost now degrades from 2.0x to 1.5x, -0.1x per attack (was previously 2.5x to 1.5x, -0.1x per attack).

* Because the Whirlwind attacks have been moved to be performed after Light 3, all Whirlwind attacks will now ignore shield deflection.

* All Whirlwind attack damage multipliers have been raised from 0.8x to 1.08x. (This may be subject to change.)

* Heavy 1 can now queue itself.

* Heavy 2 now ignores shield deflection.

2H Mace:

* <MAIN GLORY> The first Whirlwind attack animation has been changed and is now in line with the other animations.

* Whirlwind attacks will now cap at 1.5x speed (down from 2.0x).

* Whirlwind stamina cost now degrades from 2.0x to 1.5x, -0.1x per attack (was previously 2.5x to 1.5x, -0.1x per attack).

* Because the Whirlwind attacks have been moved to be performed after Light 3, all Whirlwind attacks will now ignore shield deflection.

* All Whirlwind attack damage multipliers have been raised from 0.98x to 1.32x. (This may be subject to change.)

* Heavy 1 can now queue itself.

2H Spear:

* The Offhand alternate finisher now inflicts a Cripple effect.

2H Sword:

* The Offhand alternate finisher now inflicts a Cripple effect.

Katana:

* The equip animation for Katanas has been shortened from 2.0 seconds to 1.2 seconds to allow for faster deployment at the start of combat. This change is handled via a data table merge with WeaponUseTable.

Daggers:

* The backward hop has been re-implemented into the Offhand slot, replacing the backflip. To enhance its potential as a dodge, the distance covered has been increased by 25%, from ~ 2.8 meters to ~ 3.5 meters.

* The Offhand dodge will no longer end a combo until its animation fully plays out. If you queue another another attack during a dodge (or chain of dodges), the next Light or Heavy attack in the combo will begin. This adds a new layer of complexity to the combos, granting users greater mobility and control in combat.

* The Shortsword flurry sequence has been added to the Dagger combo set. It can be performed via Light attacks after Heavy 3. Each hit with these attacks will inflict a Bleed effect.

* A ComboWindow and a CancelAttackWindow have been removed from Dagger Flurry 5.

* The knockback distance on all Dagger attacks has been reduced to allow for greater hit potential (especially with Heavy attacks).

Bow:

* The backward hop has been re-implemented into the Offhand slot, replacing the backflip. To enhance its potential as a dodge, the distance covered has been increased by 25%, from ~ 2.8 meters to ~ 3.5 meters.

Shield Bash:

* The forward distance covered by Shield Bash 1 has been reduced from 4.2 meters to 3.2 meters.

* The ComboWindows for Shield Bashes 1, 2, and 3 have been expanded.

* QueueWindows have been added for Shield Bashes 1 and 2.

* The CapsuleSlideWindow for Shield Bash 1 has been extended.

* HyperArmor windows have been added to Shield Bashes 1 and 3.

Throwing Axe:

* <WEAPON TRAILS> The finisher animation for 1H Axe and Mace Throwing Axe Heavies should now properly feature Bleed trails.

Standardized Combo:

* The first twentieth of a second has been shaved off Light 1.

Shortsword:

* The flurry combo has been moved to be performed after Heavy 3.

* The flurry combo will now inflict Bleed effects on every other attack (3 per sequence).
UPDATE 1.17.1 (March 16, 2021 @ 12:24 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* Sprint attacks have been officially incorporated into the mod. For specific details regarding each weapon class, please read further down in the appropriate weapon class sections. As a standard, each sprint attack will lead into the 2nd attack in that specific combo, completely skipping the opener.

* Offhand sprint attacks will NOT be supported, and as such their attack IDs will be blocked.

* Until I am able to properly do balancing tests for the sprint attacks, they will be given roughly 33% more damage and cost 33% more stamina than the attacks they replace / are based on.

* CancelMoveWindows on most sprint attacks have been pushed back much closer to the end of each animation. This is to help prevent spamming of these attacks.

* CancelDodgeWindows have been added to all sprint attacks to varying extents, to provide for both fake-out strategies (for some attacks) and escaping missed attacks.

2H Axe:

* Reduced the distance traversed by the sprint attacks.

2H Mace:

* Reduced the distance traversed by the sprint attacks.

2H Spear:

* Replaced the Light sprint attack with a variant of 2H Spear Light 1.

2H Sword:

* Replaced the Heavy sprint attack with a variant of 2H Sword Heavy 4.

* Reduced the distance traversed by the Light sprint attack.

Daggers:

* Player collision detection has been adjusted for all attacks.

* As a result of the player collision changes, stagger effects for all non-flurry attacks have been returned to the standard Stumble_Quick.

* Added support for the skirmisher dodge to the sprint attacks.

* Removed a sound queue from Heavy 4.

Katana:

* Player collision detection has been adjusted for all attacks.

* The Katana sprint attack has been replaced with a variant of Katana Light 3.

Shield Bash:

* A Shield Bash sprint attack has been added to all 1H w/ Shield Heavy combos. It is a modified version of Shield Bash 3.

1H Axe:

* Replaced the sprint attacks with a variant of the 1H Axe Heavy 1 attack.

* Support has been added for Light sprint attacks with a Throwing Axe equipped.

1H Mace:

* Replaced the Light sprint attack with the previous Heavy 1H Mace sprint attack.

* Replaced the Heavy sprint attack with a variant of the 1H Axe Heavy 1 attack.

* Support has been added for sprint attacks with Shields and Throwing Axes equipped.

1H Spear:

* Support has been added for the Heavy Shield sprint attack, in addition to sprint attacks with Throwing Axe equipped.

1H Sword:

* For some reason, Funcom decided to replace the IDs for the 1H Sword (and only the 1H Sword). The IDs for the Light and Heavy attack openers have therefore been changed to ensure Glory's attacks override vanilla.

* Replaced the Light sprint attack with a variant of the 1H Spear sprint attack.

* Replaced the Heavy sprint attack with a variant of the 1H Axe Heavy 1 attack.

* Support has been added for sprint attacks with a Throwing Axe equipped.

Shortsword:

* Support has been added for sprint attacks with Shields and Throwing Axes equipped.

Truncheon:

* Support has been added for Normal sprint attacks, in addition to sprint attacks with a Shield equipped. These animations will mirror those of the 1H Mace.

* Truncheon sprint attacks will deal 33% extra concussive damage to targets.
UPDATE 1.17.2 (April 22, 2021 @ 9:14 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

Tools:

* To address an issue where the Hatchet animations were not functioning, I have gone through to ensure that all tool animation montages are referencing my segment copies, as opposed to those in the base game.
UPDATE 18 [1.18] (April 30, 2021 @ 10:09 AM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

Update 1.18 is currently planned to be exclusive to Glory of Combat. This is to help get the update out sooner. The plan is to provide a parity update for Weapon Trails alongside the changes that will be introduced in 1.19 which will eliminate minor unintended differences that exist between the two versions.

General:

* The CancelMove windows for most sprint attacks have been moved earlier in the animations to allow for faster re-positioning.

* Several IDs for Offhand sprint attacks with Tools and the 1H Spear have been added by Funcom in Update 2.4, and as a result these new IDs will be blocked by the mod.

Standardized Combo:

* The CollisionNotify windows for Standard Light 1 - 4 have been adjusted.

* NPC collision detection has been adjusted for Standard Light 1 + 3. The detection bounds are slightly different between each weapon class to ensure greater accuracy.

* Player collision detection has been adjusted for Standard Light 1 - 4. The detection bounds are slightly different between each weapon class to ensure greater accuracy.

* The WeaponTrail effect windows for Standard Light 1 - 4 have been adjusted.

1H Axe:

* Player collision detection has been adjusted for all attacks.

* Fixed a nearly unnoticeable hiccup in the 1H Axe Heavy 3 animation.

* Swim attack animations have been incorporated.

1H Mace:

* Player collision detection has been adjusted for all attacks.

* Swim attack animations have been incorporated.

* The Combo windows for Heavy 1, 2, 3, + Heavy 1 w/ Throwing Axe, as well as the Queue window for Heavy 4, have been shortened to help prevent unintended follow-up strikes.

* Various 'flutter' and 'motor rev' sound effects have been removed from Mace Heavy attacks.

1H Spear:

* Light attack 3 has been replaced with the original 1H Spear Light 3.

* The 1H Spear can now be thrown with a Shield equipped. However, this is only possible while not currently performing a combo. Heavy inputs after Light attacks with a Shield equipped will allow for performing the full Shield Bash combo. A way to ensure that you will throw the Spear is to move your character slightly, which will break any active combos.

* NPC collision detection has been adjusted for all attacks.

* Player collision detection has been adjusted for all attacks.

* The new swim attack animations have been incorporated.

1H Sword:

* Added a two-part alternate 'cross' combo as a Heavy sequence after Light 2 (fully) or 3 (partially). It consists of a downward strike followed by a horizontal slice finisher. Cannot be performed with a Shield or Throwing Axe equipped. These attacks will use the same damage and stamina cost multipliers as Heavy 3 and 4 for now, but the Alternate finisher will not knock enemies over.

* Player collision detection has been adjusted for all attacks.

* Sound effects have been adjusted on most 1H Sword attacks, mostly related to the whoosh noise while swinging.

* Swim attack animations have been incorporated.

Shortsword:

* Player collision detection has been adjusted for all attacks.

* The Queue window on Light 4 has been shortened to help prevent unintended follow-up strikes.

* Swim attack animations have been incorporated.

Truncheon:

* [MAIN GLORY] Truncheons will run off their own copies of attack animations (except for Shield Bashes), as opposed to using the copies intended for the 1H Axe. This was already the case in Glory of Weapon Trails.

* Player collision detection has been adjusted for all attacks.

* Swim attack animations have been incorporated.

Tools:

* Picks / Repair Hammers and Hatchets / Pickaxes will now use the other's harvesting animations with the Heavy input, as opposed to the using the same animations between Light and Heavy. This also applies to animations while swimming.

2H Axe:

* A new Heavy sprint attack has been added. It is a modified version of the 2H Sword Heavy sprint attack.

* As was the case with Heavy 1, this Heavy sprint attack will apply a Bleed effect.

2H Mace:

* A new Heavy sprint attack has been added. It is a modified version of the 2H Sword Heavy sprint attack.

* As was the case with Heavy 1, this Heavy sprint attack will apply a Sunder effect.

Katana:

* Playback speed of Light sprint attack adjusted from 1.1x to 1.0x.

Bow:

* The Heavy shot animation has been rebuilt from the ground up. The time to fire a full-charge shot has been reduced by a twentieth of a second (from 1.392 seconds to 1.342) and the 'fire' phase of the animation has been adjusted to accelerate the deployment of follow-up shots (from ~ 1 second to 0.6 seconds).

* The CancelDodge window has been segmented, reducing its coverage from full to only over the initial charging (nocking), fire, and settle phases.

* The sound effects for the Heavy shot have been adjusted (should be substantially quieter than before, with the removal of what I consider unnecessary and superfluous noises).

* The distortion wave visual effect upon firing a Heavy shot has been removed.

* The animation of the Light shot has been replaced. The new animation should provide a comparable (if not slightly higher) volume of fire over the previous animation.

* Light shots will no longer inflict stamina damage against blocking targets. Heavy shots will now inflict double the amount of stamina damage as before to blocking targets.

Unarmed:

* The modded Offhand kick for Unarmed and 1H weapons has been restored for all 1H weapon classes.

* The Offhand kick animation has been broken into three segments for greater control over playback speed. Playback speed has been adjusted for faster execution of the attack.

* The animation for the Offhand kick has been adjusted so 1H weapons are held in the proper orientation. In addition, the right arm has been angled outward in the 'settle' phase of the animation to alleviate weapons clipping into the player's head.

* NPC collision detection has been adjusted for the Offhand kick.

* Player collision detection has been adjusted for the Offhand kick.

* Added a spin kick as an Offhand finisher for Unarmed attacks. Can only be performed after Light 2 or Heavy 2. Knocks the opponent backward through the air. Chuck Norris would be proud.
UPDATE 1.18.1 (May 1, 2021 @ 4:09 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

Update 1.18 is currently planned to be exclusive to Glory of Combat. This is to help get the update out sooner. The plan is to provide a parity update for Weapon Trails alongside the changes that will be introduced in 1.19 which will eliminate minor unintended differences that exist between the two versions.

Bow:

* The CancelAttack window on the Bow Heavy shot has been adjusted to its proper position, with a roughly 0.3 second release to follow-up time.
UPDATE 19 [1.19] (May 15, 2021 @ 11:21 AM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* Unused or obsolete animation assets have been culled from the mod, reducing overall mod size.

2H Axe:

* Player collision detection has been adjusted for all attacks.

* The player collision window duration has been adjusted for Light 1.

* The first Whirlwind attack has been replaced with a modified version which should provide a better visual transition from Light 3.

* Sound effects have been adjusted for all Whirlwind attacks.

* Various sound effects have been removed from Heavy 1 and 2, as well as Light 1.

2H Mace:

(Overall, I was content with the player collision detetction for 2H Maces, which is why I did not adjust them in this update.)

* The first Whirlwind attack has been replaced with a modified version which should provide a better visual transition from Light 3.

* Sound effects have been adjusted for all Whirlwind attacks.

* Various sound effects have been removed from Heavy 1 and 2, as well as Light 1.

2H Spear:

* Player collision detection has been adjusted for all attacks.

2H Sword:

* Player collision detection has been adjusted for all attacks.

* Player collision windows have been adjusted for Heavy 2 and 3, as well as Light 1 and the Offhand alternate.

* NPC SweepAttack windows have been adjusted for Heavy 2 and 3, as well as Light 1.

* Weapon trail coverage has been adjusted for Heavy 3, as well as Light 1.

* Sound effects have been adjusted for Heavy 2 and 3, as well as Light 2 and 4.

* The velocity dampener for the Light sprint attack has been removed.

Katana:

* The 2H Sword Light sprint attack has been added as the Katana Heavy sprint attack.

* The damage of the Heavy sprint attack has been increased from 1.7x weapon damage to 2.13x weapon damage.

* The stamina cost of the Heavy sprint attack has been increased from 2.67x to 3.33x.

1H Spear:

* Performing a Heavy attack after Light 1 with a Shield equipped will now execute Shield Bash 2, as opposed to Shield Bash 1.

1H Sword:

* Light attacks 1, 2, and 4 will now be correctly using the updated versions of the Standardized combo when a Shield or Throwing Axe is equipped.

Shield:

* Sound effects on all Shield Bash attacks have been lowered in volume.
UPDATE 20 [1.20] (August 19, 2021 @ 3:18 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* Update 1.20 is primarily concerned with compatibility, ensuring that weapon classes which have undergone overhauls on Funcom's end (Claws, Katanas, 2H Axes) are still operational.

2H Axe:

* Both subclasses of the 2H Axe weapon class now use the same animations.

Katana:

* The weapon class has adopted Funcom's new combat animations and data.

* [MAIN] All weapon trail effects have been changed to colorless weapon trails.

NOTE: There will be a standalone mod which will preserve the old Katana attacks (the ones in that mod will not deviate very much from those in pre-1.20 Glory).

Claws / Fist Weapons:

* The weapon class has adopted Funcom's new combat animations and data.

* [MAIN] All weapon trail effects have been changed to colorless weapon trails.

NOTE: There will be a standalone mod which will preserve the old Claw attacks (the ones in that mod will not deviate very much from those in pre-1.20 Glory).

Dual Axes:

* The new weapon class now uses 1H Axe (w/ Throwing Axe) animations primarily, with corresponding combo effects to match.

Bow:

* Bow strings now properly pull back on Light and Heavy attacks.
UPDATE 21 [1.21] (October 2, 2021 @ 4:01 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

Dual Axes:

* The weapon class now operates on its own attack animation copies.

* Strikes with the offhand (left) weapon should now properly register collision detection.

* NPC collision detection bounds have been enlarged for offhand weapon.

* Player collision detection bounds have been adjusted for all Heavy attacks.

2H Mace:

* To account for the increase in armor penetration the weapon class received in 2.5, as well as to correct a prior imbalance, all damage multipliers have been reduced by 10% for Light attacks and 15% for Heavy attacks (with the exception of Heavy 4, which will stay the same).

Katana:

* The 'charge' phases of the new Heavy attacks have been sped up to provide for a higher volume of strikes. On average, these adjustments save roughly 1-2 tenths of a second per attack, with a saving of .54 seconds over the course of a full combo (roughly 11% faster).

* HyperArmor coverage for all Heavy attacks has been reduced (most noticeably in the early charge phases of the attacks).

* NPC collision detection has been adjusted for all Light and Heavy attacks.

* Stagger effects have been adjusted for all Heavy attacks. Specifically, Heavy 1-3 have been changed from quick stuns to quick stumbles and Heavy 4 has been changed from quick stun to lengthy stun.

* A Bleed effect has been added to Light 4.

* Light damage multipliers have been lowered by 10%.

* Heavy damage multipliers have been lowered by 15%.

* Sprint attack damage multipliers have been increased by 25% and their stamina cost multipliers have been increased by 50%.

* Bleed effects have been removed from the sprint attacks.

Daggers:

* Resolved an issue where strikes with the left-hand dagger would not properly hit a target when wielded by an NPC. (watch out)

* NPC collision detection bounds have been adjusted for all attacks.

Fist Weapons:

* NPC collision detection has been adjusted for all attacks.
UPDATE 22 [1.22] (November 8, 2021 @ 12:53 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

With some exceptions, sprint attacks will now apply status effects. I've sorted the effects to be granted based on whether the attack is a slash (Bleed), pierce (Sunder), or targeting the legs / other (Cripple), taking into account the nature of the weapon class:

* 1H Axe: Bleeds for all except Shield Heavy

* 1H Mace: Sunders for all except Shield Heavy

* 1H Spear: Sunders for all except Shield Heavy

* 1H Sword: Sunders for Lights, Bleeds for Heavies except for Shield Heavy

* Shortsword: Sunders for all except Shield Heavy

* 2H Axe: Bleeds

* 2H Mace: Sunders

* 2H Spear: Cripple for Light, Sunder for Heavy

* 2H Sword: Bleeds

* Daggers: Sunder for Light, Bleed for Heavy

* Katana: Bleeds

* Fist Weapons: Cripples

* Dual Wield: Bleeds


Dual Axes (Dual Wield):

The Dual Axe class (to be referred to now as Dual Wield) has undergone a combo rework. Note that damage has not yet been rebalanced (to be done in a later update).

* Animations have been replaced for Heavy 2 and 3.

* Alternate attacks have been added to be performed after Light 2, Light 3, Heavy 2, and Heavy 3.

* The spin attacks on Heavy 4 and beyond have been adjusted to allow for faster cycling. In addition, while the overall number of spins has been reduced from 7 to 3, all remaining spin attacks will inflict Bleed effects.

* The damage multipliers for all looping spin attacks have been increased from 0.33x weapon damage per strike to 0.5x. For the spin finisher attacks, these numbers are 0.5x and 0.75x, respectively.

* Performing a Light input during the spin attacks will queue the finisher and end the combo string.

* WeaponTrail effects should now properly emanate from the offhand weapon.

* The Cripple effect has been removed from Light and Heavy 3.

1H Axe:

* The CancelAttack windows for the Heavy (w/ Throwing Axe) spin attack animations have been expanded to allow for more fluid transitions between attacks.

Bow:

* <MAIN MOD ONLY> Removed the glow from the arrow while charging and holding the Heavy shot. The sound cue shall remain to signal when the shot is fully charged.

* Light shots now deal 50% stamina damage to blocking targets, up from 0%.

2H Axe:

* The offhand block has been re-incorporated for use with the main subset of 2H Axes.

* A CancelMove window has been added to the block animation, which should allow immediate movement once the blocking input is no longer held.

2H Spear:

* To counteract an unintentional delay between Heavy attacks, the CancelAttack windows for Heavy attacks 1-3 have been expanded. This should result in noticeably faster combo progression.

* The ComboWindows have been shaved down to better ensure fewer unintended follow-up strikes.
UPDATE 23 [1.23] (May 15, 2022 @ 10:55 AM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* Performed sound overhauls for most weapon classes. Adjustments include swishes, character vocals, foleys (essentially equipment noise), and footsteps. Impact sounds are unchanged, as they are not tied to animations.

* Equip animations are now under the scope of this mod, adjusted via table merger with WeaponUseTable.

* Set a number of attacks using Queued player hit detection to instead use Branching Point. For the user, this means that those particular attacks should feel more responsive when damaging enemies, though it will be somewhat more resource-intensive.

* Adjusted a very large number of function windows (Combo, Queue, CancelAttack, etc.) across almost all weapon classes. Fitting in every change here would likely cause the log to exceed the change notes character limit, so only significant changes will be included.

* The offhand kick for all 1H weapons has been replaced with the old standard kick. Unarmed will still use the previous offhand kick.

2H Axe:

* Whirlwind attacks can now strike the same target twice (though this will only be noticeable on the last spin of a series). (Also applies to 2H Mace.)

* Pressing the Light input while in the Whirlwind combo now performs a finisher, a slightly adjusted version of Light 4. (Also applies to 2H Mace.)

* The number of Whirlwind attacks has been limited from as many as a character's stamina could allow to 10, 9 spins and a finisher. (Also applies to 2H Mace.)

* An extension of roughly 0.1 seconds has been added to the start of the Heavy sprint attack animation. (Also applies to 2H Mace and 2H Sword.)

* The 'whirlwind' subset of 2H Axes (the ones that don't have the block offhand) now properly sheath and have equip animations. [Funcom didn't make a new entry for this class.]

2H Mace:

* Player hit detection has been adjusted for Heavy 5.

2H Spear:

* The Light "sweeper" combo has been replaced with an enhanced version of the base game Light combo which allows for character movement during attacks.

* The positioning of the spear in Heavy 4 has been adjusted to lessen the noticeable rotation back to idle at the end of the animation.

2H Sword:

* HyperArmor coverage has been reduced for all Light and Heavy attacks.

* Player hit detection has been adjusted on Light 1 and 3, as well as Heavy 2, 3, and 4, to reduce the likelihood of striking the ground.

Daggers:

* The 'flurry' combo after Heavy 3 has been removed.

* The base game Light 2 attack has been re-implemented as an alternate Light 2 accessible after Heavy 1 and Heavy sprint attack.

* The distance traversed while performing Light 1, 2, 2ALT, and 3 have been reduced.

* Added a modest amount of HyperArmor coverage to all Light attacks.

* Heavy 1 inflicts Bleeds once again.

1H Mace:

* Light 1 and 3 has been adjusted from 0.9x playback speed to 0.95x for slightly faster combo progression.

* HyperArmor coverage has been reduced on all Heavy attacks.

1H Spear:

* The spear should now be able to be thrown via the Heavy input with a throwing axe equipped. The melee combo is still able to be performed after Light 1.

* Light 1 and 3 should now have alternate animations when performed with a shield equipped (the same ones as the base game). They are roughly the same as the originals, but with the shield hand positioned in a more defensive fashion (NOTE: does not block).

* Light 2 has been reworked to achieve a slightly slower execution phase. Note that an animation cancelling bug still persists with this attack, but now should be less frequent.

* Fixed an issue where Heavy (w/ Throwing Axe) attacks were not properly playing after performing a Light attack.

1H Sword:

* HyperArmor coverage has been reduced on all Heavy attacks.

* The playback speed of Heavy 2 and 3 has been reduced from 1.1x to 1.0x.

* The distance traversed while performing Heavy 1 and 2 has been reduced (-1 meter and -1.55 meters, respectively).

Shortsword:

* Hit detection has been adjusted for Light and Heavy 2 and 4 to reduce the likelihood of striking the ground. The weapon collision hitbox has also been slightly enlarged on the sides of the blade to allow for more reliable detection.

* HyperArmor coverage has been added to Heavy 2 and 4.

Fist Weapons:

* Player hit detection has been adjusted for all attacks (net reduction).

* The obnoxious swish noise has been removed (for now).

* HyperArmor coverage has been reduced on all attacks.

* Heavy 1 and 3 no longer inflict Bleed.

Shield Bash:

* Hit detection has been adjusted for Shield Bash 1.

* Sound effects accompanying all attacks have been adjusted.

Throwing Axe:

* The melee animations have now been split and copied to the respective weapon classes which use them.

* Player hit detection has been adjusted for all attacks.

* The playback speeds for most melee animations have been reduced from 1.1x to 1.0x.

* The character's legs should now walk properly when throwing an axe (or knife).

* An offhand input while performing any but the last attack in a combo with a Throwing Axe equipped will prompt a spinning throw animation. This attack will end the combo.

Bow:

* The Heavy shot animation has been adjusted to appear less rushed. The time to full charge has increased slightly from ~1.34s to ~1.55s.
UPDATE 24 [1.24] (July 15, 2022 @ 3:16 PM)
<Unless otherwise stated, all changes listed below will be made to both main Glory of Combat and Glory of Weapon Trails.>

General:

* HyperArmor coverage has been greatly reduced or removed from the majority of attacks. Most 1H weapons now no longer have HyperArmor coverage (save for some exceptions, particularly involving leaps), with 2H Axes, Maces, and Swords having a modest amount on most attacks.

* Stamina cost multipliers have been adjusted for ALL attacks.

* Dodge windows have been adjusted for nearly all attacks. Attack animations should be able to be canceled via Dodge at any point outside of the 'execution' phase of the attack (when the weapon is active), excepting special circumstances.

* The duration of block rebounds has been reduced for most attacks.

* Offhand sprint attacks have been implemented for all 1H weapons, tools, Daggers, and Dual Wield.

* Removed all notifiers related to phase starts and ends, except for Bow attacks. [I'm unsure if these even do anything anymore, or if there will be any benefit from their removal.]

1H Axe:

* Damage multipliers have been adjusted for:

- Light attacks, from
1.0, 1.0, 1.05, 1.31 to
1.1, 1.0, 1.1, 1.3

- Heavy attacks, from
1.1, 1.1, 1.24, 1.46 to
1.25, 1.2, 1.3, 1.4

- Heavy (w/ Shield) attacks, from
1.616, 1.616, 1.616, 1.616 to
1.15, 1.2, 1.2, 1.25

- Heavy (w/ Throwing Axe) attacks, from
1.17, 1.17, 0.63x2, 0.4x2-3, 0.42x2-3 (loopingx6), 0.42x2 to
1.25, 1.1, 0.6x2, 0.5x2-3 (looping x7), 0.5x2

- Sprint attacks, from
1.47 (Light), 1.47 (Heavy), 2.15 (Heavy w/ Shield) to
1.5 (Light), 1.5 (Heavy), 1.4 (Heavy w/ Shield)

* HyperArmor coverage has been removed from Heavy 2, 3, and 4, with reduced coverage for Heavy 1.

* Heavy 2, 3, and 4 no longer ignore block deflection.

1H Mace:

* Damage multipliers have been adjusted for:

- Light attacks, from
1.05, 1.05, 1.05, 1.26 to
1.1, 1.0, 1.1, 1.2

- Heavy attacks, from
0.7x2, 1.01, 1.12, 1.33x2 to
0.75x2, 1.2, 1.3, 0.8x2

- Heavy (w/ Shield) attacks, from
1.44, 1.44, 1.44, 1.44 to
1.1, 1.1, 1.2, 1.3 (net decrease).

- Heavy (w/ Throwing Axe) attacks, from
0.585x2, 1.17, 0.66x2, 0.78x2 to
0.85x2, 1.35, 0.6x2, 0.7x2

- Sprint attacks, from
1.35 (Light), 1.47 (Heavy), 1.92 (Heavy w/ Shield) to
1.25 (Light), 1.35 (Heavy), 1.3 (Heavy w/ Shield)

* HyperArmor coverage has been removed from Heavy 2, 3, and 4, with reduced coverage for Heavy 1 and Heavy w/ Throwing Axe 1.

* Heavy 4 no longer knocks down enemies.

* Heavy (w/ Throwing Axe) 2 no longer ignores block deflection.

* The Cripple status effect has been removed from Heavy 3.

1H Spear:

* The original Light 2 attack animation has returned.

* Damage multipliers have been adjusted for:

- Light attacks, from
0.75, 0.81, 0.92, 1.11 to
0.8, 0.8, 0.9, 1.05

- Light attacks (w/ Shield), from
0.75, 0.81, 0.92, 1.11 to
0.9, 0.8, 0.9, 1.05

- Heavy attack, from
1.235 to
1.25

- Heavy (w/ Shield) attacks, from
1.4, 1.4, 1.4 to
1.0, 1.1, 1.2

- Heavy (w/ Throwing Axe) attacks, from
0.53, 0.61x2, 0.71x2 to
0.8, 0.6x2, 0.65x2

- Sprint attacks, from
1.0 (Light), 1.47 (Heavy), 1.87 (Heavy w/ Shield) to
1.2 (Light), 1.45 (Heavy), 1.2 (Heavy w/ Shield)

* HyperArmor coverage has been removed from all attacks except Heavy 4 and Heavy sprint attack.

* Light 4, as well as all sprint attacks, now ignore block deflection.

1H Sword:

* Added a new attack able to be performed after the alternate Heavy 4 via an additional Heavy input.

* Damage multipliers have been adjusted for:

- Light attacks, from
1.17, 1.17, 1.17, 1.38 to
1.1, 1.2, 1.2, 1.3

- Heavy attacks, from
1.36, 1.56, 1.25, 1.67 to
1.3, 1.3, 1.45, 1.75

- Alternate attacks, from
1.25, 1.25, 1.67 to
1.2, 1.25, 1.45

- Heavy (w/ Shield) attacks, from
1.68, 1.68, 1.68, 1.68 to
1.25, 1.35, 1.45, 1.65

- Heavy (w/ Throwing Axe) attacks, from
1.28, 0.65x2, 0.74x2, 0.65x2 to
1.35, 0.7x2, 0.75x2, 0.85x2

- Sprint attacks, from
1.81 (Light), 1.47 (Heavy), 2.24 (Heavy w/ Shield) to
1.4 (Light), 1.6 (Heavy), 1.5 (Heavy w/ Shield)

* Player collision detection has been adjusted for all attacks.

* HyperArmor coverage has been removed from all Heavy attacks except for #4 (the leaping strike).

* Heavy 4, as well as all sprint attacks, now ignore block deflection.

* Sound effects have been adjusted for most attacks.

Shortsword:

* Damage multipliers have been adjusted for:

- Light attacks, from
0.93, 0.93, 0.93, 0.93 to
0.65, 0.6, 0.7, 0.6

- Light (w/ Throwing Axe) attacks, from
1.18, 1.18, 1.18, 1.18 to
0.75, 0.7, 0.8, 0.9

- Heavy attacks, from
1.09, 1.09, 1.09, 1.09 to
0.9, 0.9, 0.9, 0.95

- Heavy (w/ Shield) attacks, from
2.01, 2.01, 2.01, 2.01 to
1.0, 1.0, 1.05, 1.1

- Heavy (w/ Throwing Axe) attacks, from
1.05, 0.67x2, 0.76x2, 0.67x2 to
0.9, 0.55x2, 0.55x2, 0.6x2

- Flurry attacks, from
0.75, 0.75, 0.75, 0.75, 0.75 to
0.6, 0.6, 0.6, 0.6, 0.6

- Sprint attacks, from
1.4 (Light), 1.4 (Heavy), 2.68 (Heavy w/ Shield) to
1.0 (Light), 1.0 (Heavy), 1.2 (Heavy w/ Shield)

* Player collision detection has been adjusted for all attacks.

* HyperArmor coverage has been removed from all attacks.

* Sprint attacks now ignore block deflection.

Truncheon:

* All Cripple effects have been removed.

* Sprint attacks now ignore block deflection.

* 2H Axe:

* Damage multipliers have been adjusted for:

- Light attacks, from
1.49, 1.49, 1.14x2, 1.425x2 to
1.1, 1.1, 0.6x2, 0.7x

- Heavy attacks, from
1.78, 1.11, 2.02 to
1.6, 1.35, 1.8

- Whirlwind attacks, from
1.08x1-2 (looping x9), 1.425x2 to
1.0x1-2 (looping x9), 0.7x2

- Sprint attacks, from
2.0 (Light), 2.37 (Heavy) to
1.3 (Light), 1.8 (Heavy)

* HyperArmor coverage has been adjusted for all attacks.

* Light 1 and 2, as well as the sprint attacks, now ignore block deflection.

2H Mace:

* Damage multipliers have been adjusted for:

- Light attacks, from
1.1, 1.1, 0.9x2, 1.28x2 to
1.1, 1.1, 0.6x2, 0.7x

- Heavy attacks, from
1.68, 0.92, 1.9, 0.6, 1.68 to
1.5, 1.1, 1.7, 0.7, 1.55

- Whirlwind attacks, from
1.12x1-2 (looping x9), 1.28x2 to
1.0x1-2 (looping x9), 0.7x2

- Sprint attacks, from
1.47 (Light), 2.24 (Heavy) to
1.3 (Light), 1.8 (Heavy)

* HyperArmor coverage has been adjusted for all attacks.

* Light 3 no longer ignores block deflection.

2H Spear:

* The original Light 3 and 4 attack animations have returned.

* The mobile jab attacks have been moved to the Offhand input, replacing the kick.

* Damage multipliers have been adjusted for:

- Light attacks, from
1.0, 0.91, 1.0, 0.91 to
1.1, 1.0, 1.1, 1.2

- Heavy attacks, from
1.26, 1.26, 1.52, 2.01 to
1.2, 1.3, 1.4, 1.6

- Offhand attacks, from
1.05 to 0.5, 0.5, 0.5, 0.5

- Sprint attacks, from
1.33 (Light), 1.68 (Heavy) to
1.3 (Light), 1.5 (Heavy)

* Heavy attacks no longer resist block deflection. Sprint attacks now ignore block deflection.

* The playback speed for Light 3 has been changed from 0.9x to 1.0x.

* The Heavy sprint attack has been replaced with a alternate version of Heavy 1.

* HyperArmor coverage has been removed from all attacks.

* Sound effects have been adjusted for most attacks.

2H Sword:

* The Offhand attacks have been separated into two sections, those performed after Light 1-3 and those after Heavy 1-3. The attacks from Light can be chained into further Light / Heavy combos (except the finisher), while attacks from Heavy end the combo, but inflict Bleed.

* Damage multipliers have been adjusted for:

- Light attacks, from
1.04, 1.04, 0.72x2, 1.14 to
1.0, 1.1, 0.7x2, 1.3

- Heavy attacks, from
1.22, 1.12, 1.12, 1.03x2 to
1.3, 1.1, 1.2, 1.1x2

- Offhand special attack, from 1.15 to 1.2

- Sprint attacks, from
1.39 (Light), 1.63 (Heavy) to
1.2 (Light), 1.5 (Heavy)

* Sound effects have been adjusted for most attacks.

* HyperArmor coverage has been adjusted for all attacks.

* NPC collison detection points have been moved earlier in the animations.

* Heavy 1, 2, and 4, as well as the sprint attacks and the Heavy Offhand, now ignore block deflection.
UPDATE 24 PART 2
[The Change Notes for this update were so long, they could not be fit into a single Guide chapter. This is the spill-over from the prior entry.]

Katana:

* Damage multipliers have been adjusted for:

- Light attacks, from
0.8, 0.8, 0.8, 0.8 to
0.75, 0.75, 0.75, 0.8

- Heavy attacks, from
1.5, 1.3, 1.35, 1.7 to
1.45, 1.1, 1.2, 1.5

- Offhand attacks, from
0.6x2, 0.65x2, 0.7x2, 0.8x2x10 to
0.8x2, 0.85x2, 0.9x2, 0.5x2x10

-Sprint attacks, from 1.25 to 1.0

* HyperArmor coverage has been removed from all attacks.

* Sprint attacks now ignore block deflection.

Daggers:

* Damage multipliers have been adjusted for:

- Light attacks, from
0.8925, 0.8925, 0.6426x2, 0.714x2 to
0.75, 0.75, 0.75x2, 0.75x2

- Heavy attacks, from
0.8334x2, 0.8334x3, 1.0186x2, 1.2964 to
0.5x2, 0.4x3, 0.6x2, 1.1

- Sprint attacks, from
0.86x2(Light), 0.95x2(Heavy) to
0.9x2(Light), 0.9x2(Heavy)

* Light attacks 1 and 2's animations have been swapped.

* HyperArmor coverage has been removed from all attacks except Heavy 3.

* Sprint attacks now ignore block deflection.

Fist Weapons:

* Damage multipliers have been adjusted for:

- Light attacks, from
0.9, 0.9, 1.15, 0.9, 0.9, 1.15 to
0.7, 0.7, 0.8, 0.7, 0.7, 0.8

- Heavy attacks, from
1.4x2, 1.6x2, 1.6x2, 2.5x2 to
0.75x2, 0.85x2, 0.75x2, 0.9x2

- Offhand attacks, from
0.75x3, 0.75x3. 0.75x3 to
0.6x3, 0.6x3, 0.6x3

- Sprint attack, from 1.0 to 1.1

* HyperArmor coverage has been removed from all attacks except the Offhands.

* Sprint attacks now ignore block deflection.

Dual Wield:

* Damage multipliers have been adjusted for:

- Light attacks, from
1.33, 1.1, 1.2, 1.5 to
1.1, 1.2, 1.2, 1.3

- Heavy attacks, from
1.5, 1.5, 0.75x2, 0.33x2-3, 0.5x2-3, 0.75x2 to
1.35, 1.4, 0.75x2, 0.55x2-3, 0.55x2-3, 0.85x2

- Alternate attacks, from 1.2, 1.5 to 1.2, 1.3

- Sprint attack, from 1.3 to 1.5

* HyperArmor coverage has been removed from (almost) all attacks.

* Heavy 1, as well as the sprint attacks, now ignore block deflection.

Bow:

* The Light shot damage multiplier has been reduced from 1.05x to 1.0x. In addition, the Heavy shot damage multiplier has been reduced from 1.3x to 1.25x.

Shield Bash:

* HyperArmor coverage has been removed from Shield Bash 1, 2, and 3.

Mounted:

* Damage multipliers have been adjusted for:

- Light attacks (Axe), from 1.12, 1.12 to 1.1, 1.1

- Heavy attacks (Axe), from 1.326, 1.326 to 1.25, 1.25

- Heavy attacks (Mace), from 1.29, 1.29 to 1.25, 1.25

- Light attacks (Sword), from 1.144, 1.144 to 1.1, 1.1

- Heavy attacks (Sword), from 1.35, 1.35 to 1.25, 1.25

- Light attack (Spear), from 1.52775 to 1.1

- Heavy attack (Spear), from 1.407 to 1.2

- Heavy attack (Lance), from 1.5 to 1.0

- Light shot (Bow), from 1.05 to 1.0

- Heavy shot (Bow), from 1.3 to 1.25

* Status effects have been removed from all Mounted attacks.

* Playback speeds for all Mounted attacks have been set back to 1.0x.

Miscellaneous:

* Torch smacks now ignore block deflection.

* The damage multiplier for thrown Throwing Axes has been reduced from 1.434 to 1.25.