Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 8 Apr, 2020 @ 3:59pm

v.1.9.3
-Fixed two scripts that resulted in crash loops

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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: 8 Apr, 2020 @ 2:28pm

v.1.9.2
-Visibility potions should be their 4 hour time
-Added Hexbombs (XR)
-Added Sweeping Damnation admin/boss item
-Practice Scimitar and Claws recipies fixed.
-Flametouched invocation fixed.

================
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: 8 Apr, 2020 @ 2:17pm

v.1.9.2
-Visibility potions should be their 4 hour time
-Added Hexbombs (XR)
-Added Sweeping Damnation admin/boss item
-Practice Scimitar and Claws recipies fixed.
-Flametouched invocation fixed.

================
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 Apr, 2020 @ 5:17pm

v.1.9.2
-Visibility potions do not expire anymore. They weren't quite meant to. The effect lasts 4 hours and updates on the map every 30 seconds for the sake of optimization (not that I believe they were lag inducing whatsoever, but every single thing helps a server).

-XR weapons that did not have a weapon display for fashionist now have a corrupted wight rock.

-Added LuBu swamp soldier mobs
-The Relic Hunter Enforcers have been called in. They have a variety of relic/legendary grade weapons. Some of these use Warrior Mutator weapons
-Added Pict npcs (tier 4, light medium heavy. Light armor uses Mod metal staff)
-Nightscourge, Guard, and Fire Giant do not attack players. For aggro versions, there is a dl_firegiant_aggro etc (aggro tag on end). These can be put down in areas to guard towns with pippi spawners and such and they'll be okay. Be wary of rp exploits (oh I snuck by or this guy won't attack me no matter what, when its just mob setting)

-Agile shortbow damage heavy attack 30->25 (it has none of the stat bonuses of the DSB)
-Deadly shortbow damage light attack 15->8. It fires 45% faster than a normal bow and has boosted stats.. Even if it has short range, its still outclassing other bows and making them non-options.
-----All items have been turned to dust. These can be exchanged (must be mushiscripted, otherwise make a new one). DL server will have the consolations lady exchange the Lost to Time (Deadly Shortbow) for the new deadly shortbows. The recipe makes the bow with less damage.

-Tortoise Stance renamed Defensive Stance
-Kuttuvas renamed Katars because who is going to remember the actual name for them

-Katars and NS punchers area now oriented properly and don't swing around brokenly and...just work visually like you'd expect. They stay around the hands/arms instead of weirdo flinging (they're attached to wrist/shield sockets instead of hands that get funky)

-Added Smashing style, maximum sundering (like battle lance). This will go to yog legendary crafting
-Added Chilling Fist style, chills as black ice and cripples. This will go to ymir legendary crafting.

================
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:
Make dire beasts mountable

Update: 6 Apr, 2020 @ 2:18am

v.1.9.1
-Added a shortbow, a tier 1 wood grade version of the shortbows.
-Added practice weapons of scimitars, staves, doubleswords, lethal claws. You get the recipes in the base deadland feat and craft them at a crafting bench. The base wooden staff remains crafting from your inventory.
-Added doublehammer and doublemace. Stats are similar to star-metal doubleswords.
-Brutal Torrent double'sword' has an appropriate icon now
-Ifrit weapons must be crafted at volcanic forge
-Fixed recipes of faction visibility pots so they show their icon in the window
-The icon for faction deeds have been added, so now they are coins (thanks Stargrenade)
-Lethal Claws have a few additions to the family (relentless claws that heal over time) and a small amount of resource harvest power.
-Added a few mitran champion npcs to be used as t4 attacker thralls. They might dress like smelly foot bums but watch out
-DL_Guard npc (guard, looks like shemite with scimitar) will attack almost all animals and undead now. Still ignores most human thrall npcs.

================
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
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 3 Apr, 2020 @ 2:03am

v.1.9.0
-Lethal Claws are now a one handed weapon and can be paired with offhand attacks (recommend the unarmed stances, which also grant stat buffs). The light attacks with throwing axes have their own different attacks because the speed of the light attacks, and thrown weapons, can make them pretty horrific and very inescapable.
-Lethal Claw light attacks have been sped up for most combos, and their damage decreased back down to normal jheb claw combo bonuses. The 3rd combo is not at full speed, and the 4th is slightly less than full speed but does a bit more damage.

Lemurian_fighter_3 - the katana guys - will no longer try to do the offhand dash. This is to prevent them from getting stuck in it and doing nothing else but edgelording at you, since they cannot hit multiple 'buttons' at the same time

-The idle holding animations of some of the lances have been changed to 1h spear hold so they aren't holding the weapon at weird places.

-Added faction token items. They serve no direct purpose and are for quests, hunting grounds, etc.

-Pocket Sand is working beautifully. Anyone can learn it, but the recipe to make it stick and work must be discovered by the lost tribe of Sandmite hunters, or those who learned it. Functionally, its an obnoxious point blank cloud of sand that smoke blinds and does a bit of damage over time. IIts also just funny.

================
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
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 31 Mar, 2020 @ 2:01am

v.1.8.9
Fixed flametouched borkery so it doesn't burn you.

================
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
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 29 Mar, 2020 @ 1:59pm

v.1.8.8
Become Undead and Become Demon renamed Invocation: Undeath, and Invocation: Demonic Manifestation
Invocation: Sooth, renamed: Invocation: Flametouched.

Regen effects have been severely toned down since the vitality 4 perk scaled them up. They were meant to be a nod towards the old lifeblood effects, but less ridiculous, and more effective than the nerfed pointless lifeblood effects, but they can be hellish to face.
-Regeration effect for spectral weapons (10 per 3 sec increased to 8 per 10 seconds for living and 50 per 30 seconds for undead) and made to work with undead characters.
-Regeneration effect for faction weapons/lifeblood spear (10 per 7.5 sec to 8 per 10 sec).

Invocation: Undeath(undead characters) gain +3 might (corruption bonus/tag).
(Flametouched bonuses now properly count as corruption tag. Note that this particular tag does not make them susceptible to scourgefire.)
Vulna Wine now has a chance to be resisted (:

================
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
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 28 Mar, 2020 @ 8:25am

v.1.8.7
-Faction Visibility Potion recipes will produce the right ones now
-Recipe.Treefrog Poison: No longer uses silver dust, but instead, black lotus powder.
-Recipe.Treefrog poker and shade maul : no longer requires bones, but 5 black lotus seeds
Treefrog Poker, heavy attack: Heavy attacks poke immensely hard, but drain immense stamina.
-Treefrog poison damage 2%+10 dmg over all ticks (2) up to 3%+10 dmg.
-Armblade Parrying Sword (a shield with sword visual) reversed. It is also added to the Dual Wielding Weapons feat category.
-Venomsteel poison damage per stack 2.5-> 2.25 with exponent of 1.5 remaining.
-Ifrit weapons all have lights now as they should. The glaives do not.
-Burning War Axe (hammer) has had its damage increased from 50 to 80 and 100 for light attacks, and its stamina usage increased from 5/6 to 12/20. Its weight has gone up from 3.5 to 10.
-Shortswords have had another 10% damage increase to their combos.
-Thrown rock added to Deadlands Items (Weapons). Its...a rock. You 'make' it with rocks.
-Testing Pocket Sand
-Some textures on some of the weapons added by Nikolai B have been fixed. UE material still need attention.
-Dual scimitars have had the CC pulled, finally, off the moves that were supposed to lose them before.
-Hardened Steel Doublesword size increased 20%.
-Grimkaiser Doublesword size increased 10%. Heal effect increased from 10% to 15% heal over 10 seconds (assuming you're in the cloud for everyu single tick). Grimkaiser damage increased since the beserker effect was removed from the cloud and the armor stripping is already present.

================
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
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 24 Mar, 2020 @ 6:46am

v.1.8.6
Treefrog Weapons
Treefrog weapons now do tadpole poison (the weaker version) on equip. If you are a tadpole or treefrog, you won't take any damage. This will encourage sticking to the actual weapons, or using the arrows that are meant to be the primary weapon of the faction. If you switch on and off, you'll burn yourself and your armor up.
-Treefrog poison. Damage and time changed:
Old. 100 armor ignoring damage at acid start, on tick 8%hp +30 armor ignore damage down for 2 ticks for 5 seconds each.
New 25 damage up front, 4% per tick + 10 damage for 6 ticks of 5 seconds each. Has a chance to cause flinch and 10 stamina loss every tick. Overall does significantly less damage, but is much more inconvient/utilitarian and requires more engagement and less komodo dragoning people.
-Tree people weapons have had their armor penetration lowered by 10-20% and damaged increased by 5-10 points (thrown spear excluded). Shade Mangling Maul 40dmg/50% 60dmg 30%

-Deucalion's Zweihander (By Nikolai B) added. Thanks!
-Tavarus Asura Afriti spear/lance added (By Jynus/VampireSaviour and reworked by Nikolai B). Thanks guys!
-Added Agile Shortbow, craftable as a basic item. It is like the deadly shortbow, shoots fast and has a flinch for a high cost.
-Burning Launcher damage light attack 25->50, heavy attack 80->100. Its stam usage of 30 per light shot remains the same. This is an update with the Warrior Mutator accuracy perk change considered.

-Mod spear/lances can now stab things like a lance when mounted, but the animation is still a little screwy and not very aimable for now. If you run next to someone where your spear end is, you'll clip em and hurt. I will come back to this when my soul ressurects from the nacho cheese dip it has become
-Offhand weapons may be skinnable? Let's find out!
-The green lance now properly cannot be held by those who are not masters of such terrible forces
-Maybe the grimkaiser effect is fixed? Its certainly bigger, scarier, and smokeninjabam-ier.

-[OVERRIDE] Potion of Beastial Memory is now Beastblood Elixir, a potion of healing. Deadlands Recipe will still craft The Old Potion of Beastial Memory

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

-----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
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable