Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 8 Feb, 2020 @ 11:58pm

-Fixed Blackglass Bastard textures
-Savage Chosen, Oathwrought legendary weapons added to mastercrafting feats. Oathwrought added to Nightscourge Secrets, Savage Chosen added to Water Tribe.
-Blood can now be drank by those good ol Darfari, or, the truly reckless.
-Human Flesh to Blood conversion feat added to Feasting Man Eater Feat, as well as Water Tribe, Asura Afriti, Xaltatun's Initiate, Treepeople Initiate
-Water Tribe Faction feat Added. Has various medicine, conversion, and cooking recipes for now, as well as the trademark spears (Savage Chosen) and glaives of the tribe. It will be the goto place for medicine and purification recipes. Must also be learned via admin spawn
-Fixed Admin Enchant kits making weapons stackable that weren't stackable
-Added kits that will duplicate a weapon or armor it is used on. This will eventually be applicable to normal items and hopefully allow dyed armor to be replicated.
-Reduce instant damage + chunk ticks of NS weaponry by / 4 for now due to x4 npc damage received server damage. It is meant to be 200, not 800 (damage of most dots done is handled as if the target is doing it to itself)
-Potion of Natural Learning brought to other respec pot standards. Yellow Lotus potion now grants 4 potions and does not grant attribute reset potions. Attribute and feat reset potions will give both 2 attribute and feat potions regardless of which you craft.
-Burning Launcher Stamina use 20 -> 30 per shot, before attribute perks
-Wight Armor Healing in corruption heal 60 - > 35 every 5 seconds while corrupted

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

-----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
-Blade Star Chakram will have to be fixed on a mesh level to prevent it from displaying at a weird location
-Jhil Champion Helmet does not yet have physics (feather bounce)
Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.

Update: 5 Feb, 2020 @ 2:08pm

V32
-Update to add several legendary weapons + models. These are
-----Blackglass Bastard - A Blackglass spear. One of many more blackglass weapons to come. These are brittle weapons that inflict bleed and do not care much for armor.
-----Savage's Chosen - a staff/spear that also has a thrown javelin duplicant. Legendary
-----Oathwrought - a monk's spear, well rounded but difficult to repair. These model assets were done by The Oubliette and commissioned by Atreo
-Updated visuals of Crescent Talon to the model assets designed by Nicolas Bilinskiy
-These weapons will be made craftable by mastersmithing in the next update

-Reduce instant damage + chunk ticks of NS weaponry by / 4 for now due to x4 npc damage received server damage. It is meant to be 200, not 800 (damage of most dots done is handled as if the target is doing it to itself)

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

-----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
-Blade Star Chakram will have to be fixed on a mesh level to prevent it from displaying at a weird location
-Jhil Champion Helmet does not yet have physics (feather bounce)
Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.

Update: 31 Jan, 2020 @ 6:57am

v6.31
-Separated Progression overrides and ELI+EE featblocks from this mod into a separate DL Progression mod.
-Separated non essential item overrides into separate DL Progression mod (thrown weapon changes go, changes to yogmeat, reaper poison, breath of the red mother, undead weapons, torches, stay)
-Added a lore note about the exiled land's location thanks to Mythos (Setna)

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

-----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
-Blade Star Chakram will have to be fixed on a mesh level to prevent it from displaying at a weird location
-Jhil Champion Helmet does not yet have physics (feather bounce)
Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.

Update: 30 Jan, 2020 @ 6:35am

-Slightly fixed the scimitar blade. Blade Chakrams may also be fixed for fashionista display and proper rotation
-Scourgefire orbs properly no longer damage the living
-Bonus damage on corruptor weapon hits tuned from 20 down to 15.
-Wight armor immune to cold debuffs. Which is great in the cold, but ah, don't go tanning mr skeleton o7

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

-----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
-Blade Star Chakram will have to be fixed on a mesh level to prevent it from displaying at a weird location
-Jhil Champion Helmet does not yet have physics (feather bounce)
Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.

Update: 30 Jan, 2020 @ 6:18am

-Slightly fixed the scimitar blade...
-Scourgefire orbs properly no longer damage the living
-Bonus damage on corruptor weapon hits tuned from 20 down to 15.
-Wight armor immune to cold debuffs. Which is great in the cold, but ah, don't go tanning mr skeleton o7

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

-----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
-Blade Star Chakram will have to be fixed on a mesh level to prevent it from displaying at a weird location
-Jhil Champion Helmet does not yet have physics (feather bounce)
Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.

Update: 28 Jan, 2020 @ 8:03pm

-Added Custom models for scimitar/flawless scimitar/twin scimitar, and blade star chakrams (and offhand that throw like glaives). They are all crafted from the deadlands scimitars feat. Scimitar mesh will have to be fixed today or tomorrow, one side of blade does not absorb light at times.
-Fixed recipes for faction weapon description notes so they yield proper note when crafted
-Scourgefire should once again not burn living humans
-Warrior Mutator Legendary armor Kits can be converted into base game legendary armor kits for the sake of compatability with mushiscript, other recipes, etc
-Added and fixed some icons for glaives so you can now tell which is an offhand throwable, and which is a mainhand weapon
-Optimized (for utter destruction) admin Ifrit destroyer missiles for base destructions. These are nukes, straight up lol
-Added [Ruined] faction weapons. Spectral Glaives, Burning Slayer (GS), Nightscourge Lance These are weaker versions of the weapons that still have the faction's main effect, but they are fast decaying and do not have the added buffs that the proper faction weapons do. These are meant as event rewards/rp drops/quest items, but mostly as preview items.
-Full faction feat lists are again viewable in feat window. Figured it out. But the faction description notes are pretty handy so, leaving them in.
-Spectral weapon damage has been lowered from 50 to 40 on most weapons (shortsword and bow excluded) to offset the bonus damage they do.

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

-----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
-New Scimitar mesh will have to be updated, it has some lightness issues with the mesh/material
-Jhil Champion Helmet does not yet have physics (feather bounce)
Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.

Update: 25 Jan, 2020 @ 10:31am

-Scourgefire and spectre coating can now be used on players! But only if they are wearing the armor that turns them into undead. Base game effects outside of these will be rolled in to work differently against undead PCs over time.
-Wight Armor (Pauldrons) - makes immune to poison, bleed, frostbite, reduces thirst, and consumes corruption to heal some health and stamina. If someone comes at you with nightscourge lotion aka scourgefire - just run away or accept your destruction. Spectre coating will be uncomfortable but bearable.
-Fixed wight armor not activating on server.

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

-----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)
Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Add "Ruined" faction weapons: signature weapon of the varied factions that has a very short decay time (5 or 10 minutes) that exist to feel how they perform.
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Non-legendary glaives/chakrams/wind fire wheels will eventually make their way in
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 24 Jan, 2020 @ 2:15pm

-Spectral Greataxe added.
-Wight armor that partially wightifies and draws off of corruption added. Since NPCs cannot be corrupted, its bonuses will not work on thralls
-Spectral weapons have had their durabilities increased and their repair components added properly. They are in line with other faction weapons that can only be repaired with their materials, and thus require more work to upkeep. This brings me closer to discovering the secrets of necromancy \o/ or really, well, actually kind of. Getting closer to figuring out how to make players undead.

-Cleaned up feat categories. The factions again only show when you have one of the feats (initiate, or full faction feat), but this time, there are preview notes craftable from the deadlands category that will tell you about them.

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

-----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)
Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Add "Ruined" faction weapons: signature weapon of the varied factions that has a very short decay time (5 or 10 minutes) that exist to feel how they perform.
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Non-legendary glaives/chakrams/wind fire wheels will eventually make their way in
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 23 Jan, 2020 @ 2:08pm

-Spectral Lance looks a bit different now
-Ifrit Burning 2h sword added
-Mod feats have been reorganized and cleaned up a bit and now fall under their own feat categories
-Unarmed Feats split up and branch off of Unarmed Mastery I now
-Xaltatun's Risen Feats: Spectral Sword and Axe made craftable. Flickering Spectral Sword is still craftable. Base game spectral weapons given other names (Haunted or Flickering) namely just to denote they are weaker. Flickering weapons is a category of weapons that have a duration. Its like a sampler of the main thing.
-Feat teacher scrolls have all been named: Teaching: Feat. In the case of prereq feats like Nightscourge Initiate, it is Teaching: Faction Initiation
-Treefrog Initiate skull provides initiate feat properly now
-Vulna Sect properly allows the teaching scroll to be crafted for 750 ghostly essences (Dungeonmastertools Mod)
-Antivenom feat moved to survival category under deadlands survival items. Man eaters, raw ash, and dire beasts have also been condensed
-You can now roast dead animals in the furnace and yog pit and get dead ash
-Added additional lore topics craftable via the deadlands survival feat
-Visibility Potion marker changed to a greenish color to stand out more on the map. Inb4 'whats that goblin face on the map..?'
-Explosive Jars and Kinscourge Heart are able to be stackable again. Why you change this funcom?
-Greataxe heavy combo damage multiplier of 1.2 reduced to 1.0. The animation was sped up by 50%, so 50% speed + 20% damage had some pretty disastrous results.

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

-----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)
Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Add "Ruined" faction weapons: signature weapon of the varied factions that has a very short decay time (5 or 10 minutes) that exist to feel how they perform.
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Non-legendary glaives/chakrams/wind fire wheels will eventually make their way in
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 19 Jan, 2020 @ 7:45am

-Added Jhil Champion Helmet - Admin spawn (commission).
-Offhand glaive weapons should have no durability
-Treefrog poison toned down to 8%+base 75 damage every 5 seconds (2 ticks) from 12%. May change it back when I figure out how to scale things to factor in NPC damage dealt/received in server settings.
-Nightscourge was doing about 3x more damage than it was supposed to oops. It is still the unchallenged best way to kill undead. It does less damage per tick, still significant at 30 stacks, and also does initial damage on the first hit and every 5 ticks.
-Some more EE items that should not be used featblocked
-Unarmed Mastery II is now learnable and craftable. All unnarmed items have either style (primary weapon) or stance (offhand supplimentary weapon) in their names
-Dire Beasts moved to their own feat in Survival and given instructions now. This should not affect characters characters that have taken the deadlands feat already as they will still have the recipes. You may not see the feats before though, but you can still assemble the creatures. Going forward, new characters will have to buy the 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)
Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Add "Ruined" faction weapons: signature weapon of the varied factions that has a very short decay time (5 or 10 minutes) that exist to feel how they perform.
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Non-legendary glaives/chakrams/wind fire wheels will eventually make their way in
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons