Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 13 May, 2020 @ 8:04pm

v.1.9.14
- 2h sword animations should be fixed and also not double damage in some cases
- Deeds should last a bit over 4x the time they were decaying, and were never meant to decay that fast. They will decay into deadlands coins.
- Water Tribe Invocation Purify should clear most heat sources and grant a temporary water breathing buff, instead of permanent (until death) iron lung buff
- Eldritch Fire will cause a stack of scorching burn
- Dread pets properly inflict mod corruption (corruption + damage on hit) and are considered severely corrupted (anti-demon/undead measures)
- Flamebeast damage increased (30->50)

Still have not determined what to add to get some of them functioning again.

================
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: 13 May, 2020 @ 6:40am

v.1.9.13
- Once, the dread sabretooth was the badass mofo on the block. Check out his slow strut. All the sabretoothesesses couldn't get enough of big man dread cat. However, he has accepted that he has shit to do and now runs at the pace he was supposed to.

- CHOP AND STAB THEM ALL, then sprinkle rainbow sprinkles on their corpse! 2h Sword given some of its old animations back with a bit more hyperarmor than what it has most recently. Last light combo (old one), and first heavy combo (deathknight thrust). This can be rolled back or tossed over to lances based on feedback, but, 2h feels a lot more fun IMO. sorry I didn't add rainbow sprinkles

- Fixed missing AA and NS recipes (two feat teacher items). Asura Afriti can make at a furnace (eventually it will be a shrine). They...make their human-flametouched babies in furnaces for now. Its fitting. and people are being REBORN its okay! Don't call eldritch protection services pls.
- Speaking of needing eldritch protection services, there's fire available to bosses. Its scary, but, its also prohibitively expensive and really only meant for demons. I mean, sure, you -can- hold stone-burning fire in your hand but uhhhhhh

- Added AA Invocation: Heat Drain (admin)
- Added AA Asuran Fire Blast and Eldritch Fire Blast. AA rank (above flametouched) can craft it. There are separate feat teacher items so that Asuran Fire, or Eldritch fire can be tought individually. These are thrown via offhand attack, do direct damage and AOE damage, but do more damage on a direct hit and as stacks increase. They will detonate at 10 stacks and reset at 1 after. They also corrupt while holding.

- Listen, its nice to be good to your friends, and people around you. I would even say be respectful to your enemies, but this is conan so you better beat them over the heat and turn them into unquestioningly loyal slaves, that, may also be about ten times tougher than you and several times stronger, but you know, you tortured them for a day so now they're pudding.

- Added Invocation: Purge Corruption to NS adept rank. Cleanses corruption with scourgefire.
- Added Invocation: Purify to WT adept rank. Cleanses many status effects and heals some. These are expensive, and also for proto-hippies. Sacrifices will be made for your friendly rituals.
- Added Water Tribe Totem hammer (testing). It comes in two flavors, Give and Take. Beat some life into your friends without fear. Just uh, don't hug everyone, because your enemies don't give a sandbeast bootyhole about your hugs, and depending on the lack of sleep and food, I may not either....but that's probably a lie.

Listen, there are some crazy ass wildmen out there. I don't want to meet them. They'll claw you in the face, stab you, and then when you come to immediately regret the decision of bothering them, you'll find they will track you by your dripping blood and whimpering screams across the whole countryside, just teasing them into hunting harder. You really should have left britney alone.

- Added Relentless Tribal Warspear (Commission, thanks Khaleme!) to Beast Tribe Weaponry.
- Relentless Beast Claws will properly damage their targets. Damage increased from 30/10 seconds to 50/10 seconds. Every 10 stacks, they will do 2x their stack number in damage.

I like martial arts, kung fu, and if you do, that's good, because getting mighty yourself and choppin a fool in neck with your hand is more satisfying than a lot of things in the life. I still haven't done custom animations, but I have the software installed and am going through the tutorials. In the mean time, these weapon types require feat investiture to use. If you don't know the feat, you're going to stand in the corner bobbing around with absolutely no rhythm while tripping over your knees and licking your elbows in shameful defeat afterwards. Or I guess you'll just pick up a sword and shank someone, that's cool too dude.

- Nimble Stance can be made from the unarmed feat group
- Unarmed Savage Stance strikes (use kick button) applies the wounded debuff (a major cripple and tiny damage dot to prevent healing).

-The stances, styles, and claws now require you to have the martial arts or claws feats to equip and use them. They will tell you what you need. This includes faction stances.

- Wight armor reduced to light armor and 100 armor per piece, 150 for chest pieces.
- Actor stones are now consumables and require the actor feat to be used.
- Various mod optimizations. Hopefully not 'Optimizations', yeetyeet aaaaaaa!
- A few of the npcs have been fixed, but not all. Ghost Wolf is still ghost wolf, so its ok. I think I've been in the devkit for about 30 hours in the last 2 days and I have actually mastered RL sorcery to the point I can trick myself into believing I created the sun, and my cups are magical cauldrons that give me +++healing.

Don't text and drive.

Shit, I forgot the turbo pygmy shoebills..
================
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: 7 May, 2020 @ 12:18pm

v.1.9.12
- Maybe dread sabertooth is fixed...
- Pet health values have been touched again. They should not be going far over 10k and that may change in the future.
- Relentless Beast Claws Mark, Rend, and Bleed their targets now.
- Unarmed Savage (nimble) stance name changed to Unarmed Nimble Stance

================
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: 4 May, 2020 @ 3:06am

v.1.9.11
- Faction Reset items will need to be handed out since some of the feats have been restructured. See below.
- Dread Sabertooth fur fixed
- Certain NPCs made unthrallable.

Armor Class Buffs:
Removed +5 Encumbrance from Heavy Armor
Light Armor accuracy 4->5.

- faded essence icons fixed
- beast tribe visibility potion renamed to proper name on map and using proper icon now
- treefrog poison dot tick time sped up (5 seconds per tick -> 4 seconds)
- Spectral Glaives applies corruption+the corruption damage slower so that it does not stack several times faster compared to other weapons. Spectral weapons now add a small amount of cold per hit. (15 scaling dmg, 25 corruption per hit d-> 25 armor respecting and 11 corruption)
- Ifrit War Axe (hammer moveset) does burning damage every few ticks
- Scimitar heavy combo 1 (dash) uses more stamina.
- Wretched Claw Style and Unarmed Savage (nimble) stance added to Beast Tribe Novice
- Ghost Wolf Added. Currently has less HP than dread pets which should be fixed, or compensated for.

- reduced swing cost of twin (the special offhand) weapons debuff attack to normal weapon stamina costs
- staff/lance: stamina cost of last light attack, and offhand knockback attack reduced by 50%. Heavy attacks cost less stamina.
- lance+shield stamina cost of 1st attack reduced significantly.
- claw style: last heavy attack stamina cost reduced by 50%
- scimitar heavy attack combo stamina costs reduced significantly
- scim + shield stamina costs reduced slightly. First attack (shield bash) reduced significantly.
- Katana final heavy attack combo stamina cost reduced significantly.
- shortsword combos still do 30% more than base game, and 50%+ more damage on heavy combos compared to base game. No change, just reminding people.
- Dual scimitar attacks that were said to have ceased doing CC (stagger) now actually do not stagger. This is the light attack spins and the heavy first leap attack.
- Katana damage combo multipliers have been added on both light and heavy attacks. Their power is significantly increased. Depending on the upsurge of weebocity, may have to re-nerf them.
- Greatsword final heavy combo has been restored to the original spin swing animation, with a damage and stamina cost increase on a few attacks.

- faction feats restructured. Previously:
-you rp'd to get into a faction (still the same) -basically earning the trust to gain an apprenticeship, and having some relevent fit for RP beyond I DEMAND SHINY
-prove to be a reasonable fit and stable oocly since these are powerful tools but also have plot and story relevance to be handled with some maturity
-get inducted in whatever form that is per faction, get initiate feat
-roleplay to learn what its all really about, the conduct, the mentality, the goals. At this point you were pretty much trusted to go to the adept level and rp overtime and gather feat points to get there on your own, and then have some sort of aha moment, ceremony, etc. It is in no way (then or now) meant to be Ohhhh I'm in faction, now I have everything. the last thing we needed to see (and thankfully didn't) was someone that was like teehee I heard you need 2k tablets so I stockpiled them so I can understand all of this at once and be a master right away and lead the faction or my own splitoff!!

How it will be now:
3 feat tiers. Top tier is admin spawn.
Tier 3 is the one that makes weapons and armor and the complex, iconic things. Can teach people into tier 1 and 2.
Tier 2. Can make the tools, ammo, trinkets and generally supply tier 3. Can induct people in, likely at guidance of tier 3 people.
Tier 1. Entry level. You can hold onto the goods if something happens and you get to hold one. without getting burned up/drained away/corrupted to sickness and madness. You get a sampling of insight and can get started on faction tasks and helping people.
-Asura Afriti are an exception - holding and using the weapons still requires being flametouched.
-The feat teacher items are craftable and require faded essence to turn in.

================
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: 20 Apr, 2020 @ 4:09pm

v.1.9.10
-Dread beasts textures fixed
-References to Ghostly Essence 2709511 removed and replaced with Faded Essence from the mod
-Raw ash from arms and legs up to 3 from 1. Dead leg raw ash up to 25 from 10.
-Flametouched invocations no longer can be used by non-flametouched, so the dead embers acting as a security feature is less necessary. The invocations have a longer expiration time now. This will eventually change to have the effects permanent when the curse system is finished, with Heat Area becoming an invocation.

================
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: 18 Apr, 2020 @ 2:33pm

v.1.9.9
-Hexbombs will heal corrupt beings slightly over time, but still do the debuff and hurt on launch. It also provides immunity to direpoison tagged poison.
-Flametouched buff now creates a small hotzone around the invoker that will warm people up. It will last for a few minutes.
-Actor stones and demon/undead making boots made very durable since infinite/no durability not working.
-BLC gorillas can't be CC'd now.
-Unarmed Grimkaiser style added to grimkaiser crafting
-Yeetfist heavy attack now launches up instead of knockdown+drag in, and hitbox is slightly less ridiculous on the yeetlaunch
-Misc Item: Deed (sorcery) added in.
-Dire Beasts renamed to Dread Beasts. Dread Sabretooth added with a corrupted beast appearance, and the dire hyena has a new more corrupted dire look as well.

================
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: 15 Apr, 2020 @ 2:22pm

v.1.9.8
Undeath invocation no longer damages on tick. As a temporary solution it can be crafted if certain major materials are just in your inventory (you'll get them back), but it is still meant to be an admin item.

================
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: 14 Apr, 2020 @ 5:08pm

v.1.9.7
-removed armor item override as the mod preventing kit updates is no longer in use by us
-fixed crash from feat search window clicking
-I haven't eaten in 12 hours, but there's plenty of you here (yog)

================
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: 14 Apr, 2020 @ 3:20pm

v.1.9.5
-Added Warspear, a battle lance visual alternative. Its location via fashionist store may be off for now. Hopefully this will be fixed within the next 10 days along with other weapons. Craftable via Lance feat
-NS corruption removal: 30 every 6 sec, or 150 every 30 seconds. Changed to 50 every 10 seconds (same but longer ticks) for optimization sake. Increased to 75 every 10 seconds. Have intended to increase it for a while, but this makes the window larger to stack corruption against someone with a NS weapon larger in the way that undead healing from corruption is also more dangerous.
-FG burning dot will stack properly now but needs adjustments I may not be able to make for about a week.
-Added prestige item/admin item that adds +3 encumberance and +25 health if you have the feat for it. This is meant to be given out if a player chooses to delevel themself. For 1 stone from your inventory, you can make the Resonant Soul item. Currently it grants +3 encumbrance. This item cannot be used by people that do not have the feat, so it is useless to them.
-Added many icons for existing items, many of which came from our resident artist, Star Grenade!
-Treefrog poison erroneously had 20% survival effectiveness per point rather than 2%, so it was falling off fast. It is now..much less than 20%. It also does 5% (+10) up from 4% (+10) damage per tick.
-Twin (offhand) weapons now apply a cripple and prevent healing, as bleed.
-Added Black Lotus Corrupted Mobs, cure, and black lotus corruption claws (NPC stuff)
-Beast Tribe Visibility Potions!
-Added Beast Tribe feats. They still need a lot of recipes added (mountable animals, rejuvinating claws, unarmed bleed style, jheb weapons etc)

***It is possible doing a feat search window will crash. Don't press the little magnifying lens next to feat window.

================
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: 11 Apr, 2020 @ 2:06pm

v.1.9.4
-Added silken bandages to Bandage other feat. Bandage other heal increased from 25 per smack to 30, and stam cost reduced from 60 to 40.
-Oathwrought, blackglass bastard, savage chosen tiers reduced to 5 so that legendaries work. The items will likely need replacing to get the updated ones.
-Offhand axe should be skinnable now

================
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