Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 15 Jun, 2020 @ 5:31pm

v.1.9.25
- Added Bjorn's Berserker Axes
- Added Broken Spear (Shortsword, Greatsword). Mastersmithing
- Added icons for Nemedian Champion Shield and Warspear. Added them to mastersmithing and mastercrafting.
- Twin Black Khopesh comes from black khopesh recipe
- Vendhayan Dhal Shield and Nemedian Champion Shield, Bruiser shield added to mastercrafting.

- Deeds no longer have timers

- Grimkaiser repair items reworked and should be repairable as normal now.
- Moved lethal claws from BT t3 to t2 now that relentless beast claws are a thing
- Undeath and Demonic Manifestation Feats have flesh to blood, and corrupted wisp recipes
- NSH and WT Auras corruption cleanse amount doubled. Stamina drain increased. Wounding effect remains while active and shortly after.
- :NSHellmo:
- Heart Snatching Style Stamina cost 14 -> 8
- Heart Wrenching Savage Stance 20 -> 25 (it does some significant damage for being able to cancel from attacks into). Its attack type will eventually be the zoom punch
- Eldritch Fire Offhand does more AOE damage and less direct damage.
- Burning Lance (Non-Commissioned visual) Added
- Eldritch Fire should no longer permachill people who do not have the prerequisites. Eldritch fire should also heat and cool properly.
-Treefrog Spear (thrown) debuff damage per stack reduced from 2.2 per stack to 2.0
- Unarmed Nimble Stance dodge stamina cost 6-> 20. This may end up with being restricted to medium and light armor, or
- Undead: Removed cripple buff that has not actually worked despite displaying.
- Spectral Weapons - removed passive life regen from spectral weapons. Life drain deals 3% of total damage done, and goes up to 3.5% or 4.5% when heavily corrupted (for anyone with a lifesteal weapon, living or undead). Corruption eating heal 35hp for 100corruption/5 seconds ->20. Stamina heal from corruption eating 20->10 stam. These numbers will be monitored and examined at length
- Lifesteal script optimized. There was no performance impact before, this is just me petting myself on the shoulder for cleaning up a script more.
- Added Life Draining Defilement - an enchantment kit that adds lifesteal to a weapon. Most easily found among the higher ranks of the Risen, and master sorcerers.
- Added Defilements - (admin) Feat of sorcerous recipes.
- Blood is more efficient drink source for undead now

- Destroyer Missiles break on impact/don't get stuck in things like normal arrows.
- Burning weapons cost 2 keystones since the 4 can't be reduced by a thrall at volcanic forge
- Soul Guide tool is useable on mount. Whack those bad ghosts.
- Greatsword: Combos 4 and 5 use half the stamina they did previously.
------ Final heavy Combo damage multiplier is increased about 30%.
------ About 20% more damage will come from light and heavy attacks. Ultimately, if I were to change light attacks, much more could be done with this style. Nobody was using greatswords before the change, now at least a few have tried it.

- Treepeople will aggro on ape men and cats now, to better guard their areas.
- Faction Switcher, Group2, properly applies group 2 faction buff instead of group1 like it was before. They will also remove old faction buff display properly now.
- Faction NPCs will check/spam less now that some testing data info is in.
- Faction Icon indicator has switched to something more legible for now.
- Faction switchers, with the exception of monster group factions like undead and snakes, all cost 1 stone to make now.
- Undead Bull can be harvested now
- BL_NPC_Bull_Undead bp renamed BP_etc

- [Override] - Shortswords are useable while mounted

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 10 Jun, 2020 @ 12:13am

v.1.9.23
- Rend affects undead. It cannot be cleansed by bandages at the moment, but can be cleansed by the Bandage Other item. This will be expanded to other bandages as it was before.
- Reaper poison fixed and doesn't stack to do up to 81% hp damage to npcs.
- Added beautiful new mod image thanks to our Cur {Malefactor}!


----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such

=========

---(v.1.9.16): Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Make dire beasts mountable

Update: 8 Jun, 2020 @ 2:30pm

v.1.9.22
-Treepeople faction fixed so they will respect treepeople friendlies (seeker feat, or faction item)
-Treepeople aggro altered so its more like it originally was. Get too close and they'll attack, maybe pursue, but they don't really care too much if you get far, they won't chase much.
-Tadpoles are also weaker overall than treefrogs, oops. They still pack a punch, beware.
-After 120 seconds of being acquired/forced friendly by a friendly faction npc, you will revert back to default faction. This should still allow another faction to reacquire you if one does, but this will need testing. For now, you'll get a sidescreen notification when entering or existing a faction. Eventually this will go away, but for now, you all are my tester bots \o/

-Burning effect (ifrit weapons) has been reworked and should...work now. Temperature increase, damage, actual fire effect around the screen now..
-Mod beasts drop corpses appropriate to their type
-Flamebeast and sandbeast pets should not be staggerable anymore, like other quadrupeds
-Fixed 2 npcs that were giving outright levels for being killed
-A total confounding rework of demonlings and resulted in them getting renamed. Unfortunately spawners will have to be updated. Apologies. Took me 5 hours to find the problem -_-

...Hey...its the 100th update and my birthday at the same time. Lucky madness o/

- Please let us know in the feedback channel after a few hours of trials and death how it feels

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such

=========

---(v.1.9.16): Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Make dire beasts mountable

Update: 7 Jun, 2020 @ 12:15am

v.1.9.21
-Altered the first heavy combo's knockback on scimitar so you don't knock people out of range of followup attacks
-Added prying kit to master crafting feat for real now

- Lifesteal is fixed and will properly get boosted if you have medium corruption, more for heavy, and more if you are a supernatural entity. These values will be adjusted here and there I imagine, as its a very dangerous and reactive mechanic that can very quickly go from underwhelming to overwhelming and immortal pretty fast.

- Corrupted Wisp recipe yields 5, up from 1, and gives more corruption up front instantly (200->500). Its bandage heal has been increased (10-35, and 6 seconds down to 3 seconds per tick). Its food/drink contribution has been doubled. It still removes bleed each tick. Overall they're much, much more effective for undead/supernatural.

- Faction switch items have been added to some of the appropriate faction things (mostly seeker level, or flametouched for AA, or T3/Undeath for XR). They can all make the reset faction item as well.
- Undeath Invocation no longer automatically adds you to undead faction. It must be crafted now.
- Removed random stygian raider chestpiece from set priest antivenom feat.
- A few missing recipes (venom arsenal, faction lore, shortbow) should show up as craftable in feat windows now
- Reaper Arrows should yield reaper arrows now and not treefrog arrows

- 2 Player groups have been added. These are separate factions which will be attacked by pretty much everything, (but appropriate mod npcs), but what they do is allow you to use them, hop in this faction, and then you won't hurt or affect other players in the faction beside you. It should make group PVE and PVP a little less hectic and annoying, if this all works out. Please test it.
---You can find it in the Deadlands Survival Category, at the bottom. We'll probably make a free kit for it as well.
---Factions do not add, you can only be in 1 at a time (until I figure a workaround).
---NPCs of Nightscourge Hunter and Treepeople faction will add you to their faction if you have the feat and come near them.

- Please let us know in the feedback channel after a few hours of trials and death how it feels

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such

=========

---(v.1.9.16): Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Make dire beasts mountable

Update: 6 Jun, 2020 @ 7:11am

v.1.9.20
- Legendary spear and shield (battle lance) Nemedian Champion Sword/Shield added (artist Deaven Chiang!)
- Adjusted positioning and size of Enchanted Bone Harp. Arrows no longer show (some 'arrows' shot by it would be said to be innate to bow/wielder)
- Adjusted positioning of ifrit staff. It should ..hopefully display properly when shouldered via fashionist.
- Thickened up the warspear (staff/lance) hitbox so that direct pokes are a little more forgiving and less reliant on the wonky base game animations
- I believe I fixed client side crashing from eldritch fire <_<

***Poison stuff***
- Envenomed Arsenal feat requires 300 feat points due to the new offerings, but can also be taught by someone who knows it for 500 faded essence. Treefrog warriors do not get this for free but can learn it at faded essence cost. Devout Setites can earn and learn this for 500 zeal.
- Antivenom increased to 15 seconds duration. Setites do not require treefrog poison anymore and instead can make them for the same recipe but zeal instead.
- Acid Eaten debuff max stacks 20->10. It will take less to stack it up to full.
- Poisons adjusted (dire poisons). At about 50-60 survival they will end after 3 ticks on most poisons.
- Festering poison: -5 might -5 accuracy -5 survival
- *Cobra poison: -8 grit
- Venomsteel poison: -8 might -8 accuracy
- *Reaper poison: - 8 might -8 grit -8 accuracy
- *Scorpion Queen venom: -8 might -8 accuracy. Lasts 20 sec.
* = 40 survival will block the poison. Their debuffs activate on the first hits, as opposed to stronger poisons that take 10 stacks for the debuff to work.
- DirePoisons (except treefrog) add a minimum of 6 survival after 15 seconds, and lasts 10 seconds. This effect is called immunized to allow people a breather without being entirely dependent on potions to survive. The effect can still be maintained, though it will create an interesting ebb and flow in long drawn out fights.
- Reduced survival effectiveness on pocket sand and increased duration 3-> 5 seconds. Sandmite feat icon also changed.
- Arrows have been made: Reaper, Cobra, Queen (sounds like a mean squad uh oh). Venomsteel has intentionally been left out. It takes 1 poison and 10 ancient arrows to make the poison arrow versions.
**Crafting**
- Legendary Armor Patch Kit is now properly produced by the mastercrafter recipe
- Aura's for Nightscourge Hunters and Water Tribe are craftable
- Ifrit weapons no longer take 50/50 enchantments (admin spawn) to craft and instead take 5 or 10 Afriti Blood to craft
- DMT prying kit made available to mastercrafters

**Combat Changes**
- Lifesteal will restore additional health if the wielder is medium corrupted, or more with heavy corruption.
- Unarmed+Defensive stance Heavy light combo damage increased significantly (about 40%) and its stamina cost increased more
- Duelist Katar damage increased 42->50.
- Smashing style damage further increased from 45->50
- Chilling Fist style damage further increased from 45->50
- Heart Snatching Style damage further increased from 65->70. Stamina cost per hit 12->14
- As always you will need to seek replacements. If an admin is present on DL server, we can swap out if we're available.

***Factions and Guards***
- It looks like I did it. I finally figured out how to make factions work.
There may be some weirdness with the mobs or other mobs but I believe it should be good. People of the appropriate faction will be friendly to that type of creature. We'll see how it works and what changes need to be made. Actors may have to reset faction feats to get a normal experience. If you have a faction feat, the npcs will recognize you and pull you into that faction. If you use an invocation, that will also pull you into that faction. What happens when you're in the presence of multiple factions you're a part of? ...Hellmo \o/
- Beast Tribe will have some interesting things in store when I tackle that whole ritual/hunt system..
- Guards are also friendly to players, but not undead, but hey, undead are friendly to undead sooo....let the mayhem begin.
- Praise and Honor Set items in testing. They will switch you to snake factions.
- Mod pets and mob enemies should attack properly now
- Added Relic Hunter with shortbow option

...I never did figure out cloak potions but...this accomplishes just that! There are also admin spawn arrows that will set the target to the matching faction.

- Please let us know in the feedback channel after a few hours of trials and death how it feels

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such

=========

---(v.1.9.16): Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Make dire beasts mountable

Update: 2 Jun, 2020 @ 8:36pm

v.1.9.19
- Added Enchanted Bone Harp (Thanks Lassil). Another variant, and a second harp altogether will soon follow because...reasons.

- Spectral Coating stacks to 15 now
- Invocation: Purify, and Purge corruption, are now Aura's that slow the wielder when walking, allow blocking, and actively drain stamina (but the effect will persist after stamina is gone). Well, they're supposed to drain stamina but that part's a little funny at the moment. You can't hurt things while you have them on, but you can block.

- Anti Undead/demon stuff like scourgefire properly applies to demons and not just undead now. If a human npc has a questionable name, and is affected, well, just assume they've been into Some Shit and are pretty corrupt, whoops.
- Shatter effect of battle lance/war spear increased to 9 seconds total. It also does extra damage per stack.

- Festering Blade poison damage decreased, but survival affects its duration less
- XR Weaponry (spectral) and any weapon with the 'spectral' or 'lifesteal' tag will now do 3% lifesteal. For undead and demons, it will be doubled. Ranged weapons are exempt from this and do not grant lifesteal.
- Other weapons have been given lifesteal properties (water tribe t2 and t3 weapons that don't heal, Heart Snatching unarmed Style, boss weapon Sweeping Damnation)
- Treefrog bone spears do a separate, similar kind of poison when thrown vs stabbing

- Cold debuff of eldritch fire removed
- Blackglass bastard was made properly 1h (lance)
- Twin Black Khopesh added
- Shade NPCs have weaker claws now. They corrupt.
- Added demon fledglings. Mini thags.

- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such

=========

---(v.1.9.16): Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Update: 30 May, 2020 @ 3:06pm

v.1.9.18
- Staff/lance heavy combo 1 damage mulitplier 1.25% per hit -> 0.8 % per hit. Its reach, quickness, and armor as a combo starter makes it very, very hard to deal with. Its a very very strong moveset that's not been touched in a while.
- Hyperarmor on heavy scimitar attacks have been reduced as they were impossible to interrupt without good timing and minimal lag
- Invocation: Demon Manifestation no longer requires actor feat.
- Treefrog poison sunders on stack increase now instead of every 3

- Unarmed Master 2 damage 50-> 55
- Smashing style damage 35 -> 45
- Chilling fist style damage 40 -> 45
(You will need to acquire new ones)
- [override] Most lesser undead can be harvested for lingering essence now
- Soul Guidance uses cleaver animation now (stationary whack)

=========

---(v.1.9.16): Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.
- Added Legendary Sangsudo Kitana (Artist: Juani Forn)
- Added Black Khopesh (Artist: Chuwakcz)
- Added Sangsudo (Artist: Juani Forn)
- Added Gnarled Staff (Artist: vojtaklemperer)
- Added Frostforged Great Axe (Artist:Charles Cloutier)
- Added Vendhayan Khanda Sword (Artist: DT7)

- Added Soul Guide, Nightscourge Tool for farming lingering essence (Artist: Adriancgmask)

- Katana light combos have changed to more aoe sweeps, the only direct attack in the combo is the head kick.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Update: 25 May, 2020 @ 7:16pm

v.1.9.17
- Treefrog poison stacks, but does not do additional damage on stacks. Every 3 stacks, it does additional damage, and then resets at 15. Acid eaten is applied every 3 stacks.
- Acid Eaten now stacks from 9 to 20, which stretches out its armor reduction of 100% over 20 stacks instead of 9 (-5% each stack) It now lasts 3 minutes instead of 5 and increasing stacks will not extend its timer.
- Spectral bow moveset's knockdown on heavy blast is overriden by the new glorious t4 accuracy perk. This has been changed to an encumbrance debuff that costs a large amount of grit to use.
- Increased katana damage by about 10% for each combo type. Increased dash attack by about 50%
- Decreased light attack combo damage of shortswords, increased heavy attack combo damage. The first heavy combo when paired with a shield does the shield bash now.
- Hitboxes should be better on heavy combo 2 and 4 of unarmed+defensive style. Defensive and nimble now add 50 armor like most other shields.
- Model for Soul Guide should show now.
- extended forward hitbox of unarmed def HC 2 and final so they should connect better
- Pair treefrog poker with nimble stance for some obnoxious jukes and hoppy pokes
- Scourgefire oil cost severely reduced
- Amount of imbued brimstone for weaponry reduced
- Asura Afriti (feat) can create burning arrows
- Corrupted Wisp craft time reduced
- Spectral Essences were not meant to produce 250 faded essences. Reduced to 10
- Corrupted Wisp craft time reduced to 6 seconds. They now also grant corruption every 5 seconds, in time with corruption eating buff tick times, and have a visual effect when it activates. It is a bandage and will remove on moving, as before.
- Same thing as above but for Demonic Manifestation
- Undeath and Demonic Manifestations are added to actor feats
- Pict NPCs should use weapons properly
- Black Lotus Corruption should be fixed and not be fixable only be death
- Added Wretched Shadow (DL_Shadow) hostile npcs. Just some simple ghostly dudes that use claws
- Double attack of eldritch fire should be more reliable now, in hitting 2x. Movement cancelling is not weird now.

**** Undeath state is now persistent. There are things on the backend to fix up, but, it works. If you have the feat, it will persist.
-- The Wight armors will no longer add the buffs since they are automatically granted, so please get rid of the helmets and chests and replace them with new ones from an admin or admin script.
**** Resonant Soul (Prestige buff) is also now persistent.


=========

---(v.1.9.16): Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.
- Added Legendary Sangsudo Kitana (Artist: Juani Forn)
- Added Black Khopesh (Artist: Chuwakcz)
- Added Sangsudo (Artist: Juani Forn)
- Added Gnarled Staff (Artist: vojtaklemperer)
- Added Frostforged Great Axe (Artist:Charles Cloutier)
- Added Vendhayan Khanda Sword (Artist: DT7)

- Added Soul Guide, Nightscourge Tool for farming lingering essence (Artist: Adriancgmask)

- Katana light combos have changed to more aoe sweeps, the only direct attack in the combo is the head kick.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Update: 23 May, 2020 @ 5:36pm

v.1.9.16
- Antivenom craft material costs reduced on the 6 count and increased on 10 count to be a little more in line with each other, but still improved on the improved yield 10 count.
- Treefrog serpent venom gland recipe requirement reduced from 500 to 200. Black Lotus powder req reduced from 50 to 40.
- Treefrog poison damage (respects armor) increased from 5% per 4sec tick to 8%. Armor ignore damage upped from 10 to 13 (it multiplies, must be careful). Buff ticks cut down to 3 ticks from 6.
- Jungle Glaives produced the proper amount of offhand glaives now.
- Undead Lure added to Novice ranks of Nightscourge Hunters and Xaltatun's Risen. They use different materials for their recipes, but produce the same things. They also have no land claim requirement so they can be placed wherever. As to whether or not lures will ever work, well, funcom..
- Fixed Eldritch Fire (offhand) backdash. I apologize, but you can no longer dissuade enemies from chasing you by asserting your dominance as the world slides forward from you (because lets be honest, if you were T-Posing well enough you do not retreat, the world retreat from you). Eldritch Fire no longer nukes buildings with high building damage

- Replaced Burning Reaver (AA scimitar) model with a unique model (Artist: jonahlobe)
- Fixed weapon placement regarding fashionist of a few weapons

- extended forward hitbox of unarmed def HC 2 and final so they should connect better

- Master Crafting split into Master Smithing. Master Smithing has the weapons

---Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.
- Added Legendary Sangsudo Kitana (Artist: Juani Forn)
- Added Black Khopesh (Artist: Chuwakcz)
- Added Sangsudo (Artist: Juani Forn)
- Added Gnarled Staff (Artist: vojtaklemperer)
- Added Frostforged Great Axe (Artist:Charles Cloutier)
- Added Vendhayan Khanda Sword (Artist: DT7)

- Added Soul Guide, Nightscourge Tool for farming lingering essence (Artist: Adriancgmask)

- Katana light combos have changed to more aoe sweeps, the only direct attack in the combo is the head kick.
- Hammers have had roughly a 10% increase to most combos (significant boost in overall damage). Light combo 1 and 5 will sunder, and two heavy combos will cripple.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Update: 16 May, 2020 @ 2:22pm

v.1.9.15
- 2h sword animations should be fixed finally. Light attack last combo will only deal bleed. Heavy attacks have had stamina cost increased and slightly more damage dealt on a few of the later combos.
- Eldritch fire equip dodgeback animation should be fixed
- Eldritch fire is made at the volcanic forge. Its damage has been decreased (30, %20pen->20, %50pen), but does extra damage on successful hits that increases every hit up to 10. Stacksize increased to 100. With both hands equipped, you can do a heavy combo double punch and have a chance at lighting 3 stacks for a heavy stamina cost and no ammo.
- Give and Take Spear version should be skinnable as a 1h spear now.
- Deadlands weapon guide updated to include general descriptions of vanilla weapon changes.
- Various feat teacher items do not show the wrong faction name in their item tags
- Soul-Guardian's Storm flames pointing forward for precision ghost burning.
- Purge Corruption visual changed slightly
- Nimble + unarmed has kicks now, unused animations from Conan's files.
- Antivenom craft material costs reduced

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable