Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 8 Jul @ 10:19am

Main mod Version 1.9845

- Fixed weapon scaling happening when over the target level cap (default 60) and scaling weapons down to default damage.

- Added Zealous Hammer + Scourgefire Hammer (Gwendvir) and scourgefire variant, thanks artist Deaven and Gwendvir!
- Added Trishula (Kali), from Kali from their retired mod!
- Added feats for Nuala's Merciless Warspear, Trishula, and Zealous Hammer+Warspear
- Added Dash item. Listen. I haven't done anything crazy in a while. So... Enjoy. Find it in the Deadlands survival category. There's also an admin version that adds a 30% speed boost.

- Healing on Golden Lotus Throwing Spikes fixed

- The ambusher effect for Light Armor Mastery (crouch and receive 30/50% damage boost and speed boost on next hit) takes 1.5 seconds to activate instead of 3

- Scourgefire Barrage - hyperarmor slightly reduced on sonic boom slice, and does 3 hits instead of 5. Damage of 5 hits at 20% changed to 3 hits at 50%. Stam cost of 5x attack increased to 7x attack. Stamina cost per light attacks of 11 increased to 15
- Fixed bug/oversight so Treefrog Bone Spears are not lootable on ground anymore.
- Scourgefire Oil should apply to applicable weapons (weapons that don't already have the effect) now

- Rapier light attacks, and heavy attack 2 (aoe swipe) hyperarmor reduced
- Warspear/staff have animation rotation so you can pivot during attacks, usually up until the striking portion of an attack.

- combo breaker buff description should be back to normal

- Astral Warden style's proc no longer does stamina damage, and the cooldown on proc should be in effect once again.

- Zingaran Inquisidores should have all of their hands, and weapons present to use as they do their unexpected work

Update: 17 Jun @ 1:39pm

Main mod Version 1.984

- Hotfix for Halberd WIP style. Some moves had missing animations outside of devkit and were too fast. Sounds and attack timing was also adjusted. The crouching light attack now properly executes.
- Barrage style has proper comboability between more of its attacks
- Fixed a bug where crafting elder throwing spikes would result in 100 being crafted, back from when they were ammo based and not durability. All other throwing spikes are fine.

- Removed accidental cost of purified flesh from repair ingredients of Prettyboy Killer Style
- Increased stamina cost of blocking for obliteration/astral warden style.
- Attacking after blocking in halberd style will be much more fluid now.
- Toned down damage combo multipliers of Halberd heavy 2-4 by ~20%


- Reduced Damage of Scourgefire Blast Light attacks

Scourgefire Barrage Style
- Reduced move cancel window of light 1 blast attack
- Adjusted attack rotation ability of heavy attacks
- Damage reduced on light blasts and offhand attack
- Increased damage of heavy kick 3 and slightly widened hitbox
- Added an alternate kick, to skip over the straight kick and go to a wide angle kick that does less damage. Use light attack for attack 3 instead of heavy attack.
- Adjusted VFX closer to their final intended version

- Asura Afriti Religion feats (upgrades and such) have been fixed
- Blessing: Elemental Fire will work for flamekin properly now
- Divine Alchemy Feat able to be purchaseable Asura Afriti T3 Flamekin and Pyrolife

- Unarmed Styles (Training, 1, 2) can be upgraded with the older version and hard lessons now. Hard lessons should be generated through using a style repeatedly.

- Astral Warden's Astral Crush effect is now crit based. It may happen sooner but has a cooldown.

- Resurgeance (Vitality 10 top perk) will not retrigger until you are healed up to 90%, up from 75%. It now heals slower.

Update: 17 Jun @ 1:02pm

Main mod Version 1.984

- Hotfix for Halberd WIP style. Some moves had missing animations outside of devkit and were too fast. Sounds and attack timing was also adjusted. The crouching light attack now properly executes.
- Barrage style has proper comboability between more of its attacks
- Fixed a bug where crafting elder throwing spikes would result in 100 being crafted, back from when they were ammo based and not durability. All other throwing spikes are fine.

- Removed accidental cost of purified flesh from repair ingredients of Prettyboy Killer Style
- Increased stamina cost of blocking for obliteration/astral warden style.
- Attacking after blocking in halberd style will be much more fluid now.
- Toned down damage combo multipliers of Halberd heavy 2-4 by ~20%


- Reduced Damage of Scourgefire Blast Light attacks

Scourgefire Barrage Style
- Reduced move cancel window of light 1 blast attack
- Adjusted attack rotation ability of heavy attacks
- Damage reduced on light blasts and offhand attack
- Increased damage of heavy kick 3 and slightly widened hitbox
- Added an alternate kick, to skip over the straight kick and go to a wide angle kick that does less damage. Use light attack for attack 3 instead of heavy attack.
- Adjusted VFX closer to their final intended version

- Asura Afriti Religion feats (upgrades and such) have been fixed
- Blessing: Elemental Fire will work for flamekin properly now
- Divine Alchemy Feat able to be purchaseable Asura Afriti T3 Flamekin and Pyrolife

- Unarmed Styles (Training, 1, 2) can be upgraded with the older version and hard lessons now. Hard lessons should be generated through using a style repeatedly.

- Astral Warden's Astral Crush effect is now crit based. It may happen sooner but has a cooldown.

- Resurgeance (Vitality 10 top perk) will not retrigger until you are healed up to 90%, up from 75%. It now heals slower.

Update: 26 Apr @ 11:16am

Main mod Version 1.983

- Hotfix for Halberd WIP style. Some moves had missing animations outside of devkit and were too fast. Sounds and attack timing was also adjusted. The crouching light attack now properly executes.
- Barrage style has proper comboability between more of its attacks

Update: 23 Apr @ 7:02pm

Main mod Version 1.982

- Updated the Deadlands Menu in the inventory screen to give a WIP primer on some of the mod info (mainly how classes work, and how unarmed combat works, and a few other features of the mod). This will have good formatting when I can get to it, and write up/organize the information.

- Added New Moveset, Barrage, that will be featured with variations in a few of the faction's movesets, and one that branches off sorcery. This is a WIP style that is about sorcerous blasting, martial arts, and point blank aoes. Some animations are placeholders until I can resume my animation software license and complete them. This is an admin spawn item for now called Scourgefire Barrage. Thanks Marcos! Has evade heavy attacks (move left/right+heavy attack) and crouching light attack.

- Scourgefire should affect more targets it's expected to affect. Added several community IDs and name exceptions that should cover a number of supernatural

- Added a WIP Halbred moveset, with placeholder moves that will eventually be handmade. This is for Vicious Render (Kaldor). Has move left/right + light and heavy attacks for big knockdown and knockback attacks, move back heavy attack for a long reach wounding poke, a block, can cancel attacks to block, and forward whirlwind knockback with forward+kick button. I expect it will need adjusting. A craftable version with a different look, called the Vicious Halbred, is available for testing.

- Water Tribe can now craft Lotus Spikes at T2! These are different colored lotus throwing spikes that have a variety of purposes, such as buffing, confusion, healing, and more.

- Feat: Move unarmed mastery I from level 20 to level 15. Reduced feat point cost.
- Unarmed Obliteration Stance only requires Unarmed Mastery 3 as a feat now.
- Added an invisible shield, for ToT custom and skinning things to be shields shields on it.

- Reduced Stamina costs of some greataxe attacks, and dual axe style
- Bomb/Bomb+knife should no longer lock into the stylistic equip animation
- Bomb+Knife stamina costs reduced. Removed the initial radial damage part that would lead to self harm on the light dash attack
- Single bomb now throws bomb with light attack, and does the shoulder charge with heavy attack.

- Fixed Story Egg's extra floor collision that was causing floating.

- Fixed Ancient Ice Temple making surrounding area reddish.

Update: 18 Apr @ 8:49am

Reverting to this version since my recent update was for the unreleased game update and incompatible with this version

Update: 18 Apr @ 8:12am

Version 1.98

- Added New Moveset, Barrage, that will be featured with variations in a few of the faction's movesets, and one that branches off sorcery. A WIP style that is about sorcerous blasting, martial arts, and point blank aoes. Some animations are placeholders until I can resume my animation software license and complete them. This is an admin spawn item for now, Scourgefire Barrage. Thanks Marcos! Has evade heavy attacks (move left/right+heavy attack) and crouching light attack.

- Added an invisible shield, for ToT custom and skinning things to be shields shields on it.

- Scourgefire should affect more targets it's expected to affect. Added several community IDs and name exceptions that should cover a number of supernatural

- Reduced Stamina costs of some greataxe attacks, and dual axe style
- Bomb/Bomb+knife should no longer lock into the stylistic equip animation
- Bomb+Knife stamina costs reduced. Removed the initial radial damage part that would lead to self harm on the light dash attack

- Fixed Story Egg's extra floor collision that was causing floating.

Update: 3 Apr @ 1:37pm

Version 1.9795

- Nasty Claws of the void - tpose on idle stance fixed
- Kudu Stance feat gives kudo style recipe also
- Thug knife no longer triggers zath knife smoke cloud effects and does wounding
- Prettyboy Killer moveset damage increased by roughly 15%

- Added Goblin Bomblettes and Deluxe Bomblettes, which are alternate bomblettes that use expertise instead of agility.
- Added iron shing-ka
- Added invisible Thug Knife for tot-custom/rpr skinning

- rapiers/sabers/scimitars - stamina use reduced from about 15/15 to 11/13, post conan update
- doubleswords - stamina use 16/20 reduced to 13/17
- throwing spikes - stamina use 16/20 -> 13/13
- boomerangs - 35/20 to 20/12
- unarmed styles - stamina use 10-14 down to 10/10 in most cases
- Shing Ka - stamina use - 20/20 to 14/18 in most cases

- Fixed some dysfunctional nightscourge hunter weapons

- Still can't figure out why npcs are only attacking once with some weapons

Update: 6 Nov, 2024 @ 12:12pm

Version 1.9795

- Fixed bug of Ambush buff from light armor self-hurting
- Recook for official hotfix

Update: 17 Oct, 2024 @ 6:43am

Version 1.9794

- Light Armor Mastery Ambush buff adds movement speed. Dodging now clears cripple.

- Saber HC1 speed slowed 10%
- Saber HC3 combo damage multiplier reduced from 1.25x to 1.0x
- Saber HC4 combo dmg mult reduced from 1.35 to 1.25x

- Scimitar hc0 dash stamina multiplier increased to 2x
- Added wounding to scimitar lights and heavy dash

- PBK - increased knockdown time of combo finishers to 2 seconds (1.5 or 1 second previously), minimized knockdown effect and time of the actual ground stabs/stomps.
- Emotional Damage corruption effect of PBK slap decreased from 5 corruption to 3.
- Back slap combo mult reduced from 0.5x to 0.3x, stam cost increased from 1.5x to 2x
- Damage of other combos adjusted, generally downward.
- Wounding and bleed are on knife combos only.

- Various uppercut moves that have a high cost or happen late in a combo chain (werewolf claws, hammer, pbk, greataxe, def style) now deal 20 stamina damage.

- DL Whirlwind axe has had aiming added to its moves. Also, the heavy spin attacks will now reach the crush finisher after 3 attacks instead of 9
- Crush attack has wounding now

- Shattering Tide Heavy 1 kick has wounding now

- Thug Knife now is a knife instead of a shortsword
- PBK Style (Sharkpup) is no longer disarm style and instead zath purge poison