Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 13 Jan, 2020 @ 8:57am

-Glaive Held Orientation finally Fixed \o/
-Burning Hands and Nasty Hands have their particle effects and lights appear in both hands instead of just right hand
-Asura weapons fixed. Use your flametouched ability too o/
-Asura weapons had had vitality bonus reduced to make up for flametouched status
-Unarmed Blocking costs less stamina for heavy combos 3 and 4 (shoulder slam and uppercut). Hitboxes have also been adjusted on some of these to connect better without going too far
-Dual Wield scimitars/glaives have undergone a number of animation and damage changes.
-Deadlands Lore notes added to deadlands survival feat category

-----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.

-Non-legendary glaives/chakrams/wind fire wheels will eventually make their way in
-Alchemy and some healing items are in the works now

---
-Dual Wielding (Testing). Testing a dual wield style activated by using a scimitar moveset and offhand axe (custom Twin Scimitar added). Goes well with glaives. This is testing and the offhand blade is made to face forward. The plan is to clone mainhand onto offhand for this for visuals, but we'll get there. I will probably have to tone down damage further, but we'll see. Light attacks are fast but easy to interrupt, heavy attacks are a bit more stable and have some cc + status, hit harder but of course are slower and use more stamina. The struggle of this style may be getting in close/lack of easy hyper armor. Please note the offhand for this may not remain with offhand axes, and it may turn into a daggers situation (daggers are a 2h weapon that function like greatswords/hammers etc).


Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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)
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: 12 Jan, 2020 @ 2:02pm

-Added Deadlands Weapon guide that you can craft for 1 plant fiber. Its just a note that tells you about the different weapon types and factions available.
-----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.

-Added Twin Scimitar to all the scimitar recipes. It is just an offhand scimitar that severely cripples on an offhand swing
-Added Merciful Fist - concussive style. Cripples, drains stamina, and can be used to knock out npcs. Does not Headcrack PCs.
---Currently there is not yet a source to learn the advanced unarmed styles from.

-Bleed has been lowered from 1.0 damage to 0.8 damage per stack, and from 10 seconds to 7 seconds, and still retains its 1.1 exponential increase and its 40 stacks. Its still more than base game but less than it was before.
-Fixed animals not attacking because they were trying to run disabled kung fu animations. Sorry yall, clearly kung fu panda / croc is not happening in 20,000 bc.
-Offhand weapons no longer dissamble into hardened steel. You are not yet alchemy geniouses, so sorry
-Dire hyenas are bigboigals again. Curse this corruption stank warping reality. Oh geez, what else has been shrunk this time?
-Offhand sword reverse grip fixed so it works again
-Twin scimitar (offhand sword) is no longer reverse grip
-Battle lance looks a little different when wielded, and has lance/warspear grip again. It also punctures armor. It is very heavy/stamina greedy. Experiment
-Lethal claw orientations may be fixed for skinning claws over them. This is meant to be a bare handed weapon and animations will eventually be adjusted to show this.
-Visuals for twin scimitar and flawless scimitar have changed and are scimitars now. Crescent Talon is still the khopesh
-Don'ttouchme's of the faction weapons should be active and finally working again
-Some of the unnarmed attacks had hitboxes pulled in to avoid hitting behind you

-Flametouched: Cool and Heat should be active and working. They give a small vitality boost and increase or decrease temperature

Thanks to Mythos / Setna for testing some weapons and finding missing stat bonuses
-Treefrog poker grants Accuracy and Grit
-Venom infused double sword (and venom quadswords) properly add 10 survival in line with other venom infused weapons.
-Poisoned throwing daggers add some survival
-Spectral mace properly adds might
-Festering blade properly adds survival (in line with venom infused) and agility
-Crescent Talon properly adds agility and grit

-Darfari treefrogs and tadpoles will level now using base game tracks and stats until mod added ones get working somehow. Their aggro radius is greatly reduced for now but they still don't want your grabby hands.
---
-Dual Wielding (Testing). Testing a dual wield style activated by using a scimitar moveset and offhand axe (custom Twin Scimitar added). Goes well with glaives. This is testing and the offhand blade is made to face forward. The plan is to clone mainhand onto offhand for this for visuals, but we'll get there. I will probably have to tone down damage further, but we'll see. Light attacks are fast but easy to interrupt, heavy attacks are a bit more stable and have some cc + status, hit harder but of course are slower and use more stamina. The struggle of this style may be getting in close/lack of easy hyper armor. Please note the offhand for this may not remain with offhand axes, and it may turn into a daggers situation (daggers are a 2h weapon that function like greatswords/hammers etc).

Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
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: 4 Jan, 2020 @ 6:41am

-Ifrit weapons should not apply extra heating to owners
-[override] falcata and serpentmen swords are scimitars now
-dual wield light spins do 3 hits instead of 4 hits, with damage maintained and stam cost decreased
-dual wield heavy attacks 1-3 do more damage and more stamina usage, but have no mobility and short reach. These changes should make it feel much better, but it will still be monitored (light spins stam may increase).
-Nightscourge corruption removal increased from to 30 per tick from 10
-Flametouched heating/cooling control in testing. Greatly warms up/cools. It has not yet been added to feat list/recipies.

-Dual Wielding (Testing). Testing a dual wield style activated by using a scimitar moveset and offhand axe (custom Twin Scimitar added). Goes well with glaives. This is testing and the offhand blade is made to face forward. The plan is to clone mainhand onto offhand for this for visuals, but we'll get there. I will probably have to tone down damage further, but we'll see. Light attacks are fast but easy to interrupt, heavy attacks are a bit more stable and have some cc + status, hit harder but of course are slower and use more stamina. The struggle of this style may be getting in close/lack of easy hyper armor. Please note the offhand for this may not remain with offhand axes, and it may turn into a daggers situation (daggers are a 2h weapon that function like greatswords/hammers etc).

Known Issues
Twin blade style offhand blade is held with reverse grip.
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
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: 4 Jan, 2020 @ 4:03am

-Reduced Burning Hands temperature grade from 12 to 10 to be in line with the other Burning faction weapons.
-Final Breath of the Red Mother no longer has nightscourge buffs/donttouchme.

-Dual Wielding (Testing). Testing a dual wield style activated by using a scimitar and offhand axe (custom Twin Scimitar added). Goes well with glaives. This is testing and the offhand blade is made to face forward. The plan is to clone mainhand onto offhand for this for visuals, but we'll get there. I will probably have to tone down damage further, but we'll see. Light attacks are fast but easy to interrupt, heavy attacks are a bit more stable and have some cc + status, hit harder but of course are slower and use more stamina. The struggle of this style may be getting in close/lack of easy hyper armor. Please note the offhand for this may not remain with offhand axes, and it may turn into a daggers situation (daggers are a 2h weapon that function like greatswords/hammers etc).

Known Issues
Twin blade style offhand blade is held with reverse grip.
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
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: 31 Dec, 2019 @ 8:34am

-May have fixed the faction weapons betraying their approved owners
-Scourgefire Orbs now do less of a dot and more of an upfront explosion to cut down on serverload a little bit as these are typically used against crowds or events when there may be 20-50 undead at once.

Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
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: 30 Dec, 2019 @ 1:17pm

Added
-Xaltatin's Risen weapons have their own feat line now.
-Burning Launcher added with placeholder model
-Spectral Mace, Spectral Glaives added

Changes/Fixes
-Snake Hand Style's poison changed from envenomed throwing dagger poison to venom-steel poison so it is not world ending boss poison.
-Lance + shield heavy combo 1 should connect now
-Corruptor weapons changed from 40 corruption to 25 per hit. This is still affected by player damage server settings and corruption server settings.
-Fixed an oops bug that may have given corrupting weapons the Xaltatun Spectral weapon buffs instead of -just- dealing corruption+bonus damage. No more free life regen and other perks for having some regular ol corruptor weapon.
-Fixed tooltip on corruption weapons that said scourgefire
-Enter the Yeetun. Woe to thee who art yoted by the yeetfist.
-Burning Glaives are throwable again
-Scourgefire Orbs work again
-Burning Arrows can be equipped on most vanilla shortbows, and of course the Deadly Shortbow. They have small blasts and light direct hits on fire.
-Ifrit burn increased from 12 per tick to 20.
-Get your dirty paws off me: Ifrit weapons now properly burn most people to the touch. Nightscourge weapons are antisocial. Don't even get started on Xaltatun's Risen spectral weapons' unpleasantries. What else is new right?
-Dire pets heights are normalized. I will try and figure out how to make them grow when I get to setting them up to level. Statwise though, currently they are at the point of a fully leveled thrall once you place it down.


Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
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: 26 Dec, 2019 @ 7:20am

-Okay kicking is fixed for real
-Added another unarmed substyle, and unarmed fighting feats
-Toned bleed duration down to 10 seconds, since at 40 stacks that's some free mega damage for 20 seconds.
-Burning weapons fire dot increased slightly (100/tick to 120)

Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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 Feat restrictions to NS faction weapons, More heat/burn generation to user outside of FG faction
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
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: 26 Dec, 2019 @ 2:22am

-Fixed festering dagger recipe missing an output
-Relinked enchantment tables
-Your reign of dominance is over. All have found equal footing. (Asserting your dominance via T-Posing via kicking fixed)
-Nightscourge, Ifrit, Treefrog, Vulna sect feat lines are now visible but still require RP/admin spawned item to be able to purchase.

Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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 Feat restrictions to NS faction weapons, More heat/burn generation to user outside of FG faction
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
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: 25 Dec, 2019 @ 2:06pm

-Added unarmed brawling weapon that can be crafted off the deadlands feat. Comes with 'invisible shield' which changes the heavy attacks of unarmed and allows a few blocks before you have to eat up
-Unarmed attacks should have reliable hitboxes (fixed from vanilla) and connect now, but some of them still may need fine tuning
-Improved unarmed attack timing and damage (still requires an 'unarmed' weapon or fist weapon)

Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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 Feat restrictions to NS faction weapons, More heat/burn generation to user outside of FG faction
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
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: 25 Dec, 2019 @ 2:08am

-Fixed more weapons from bugged patch. Metal staff also displays its texture properly.
-Finished datatable organization that affects no one but me
-Mastercrafters/smiths can now forge legendary armor patch kits. Be nice to your mastercrafters, or beat them over the head with a truncheon attach them to a tortuous wheel for 12 hours and then make them absolutely miserable and socially dysfunctional beyond return so that they'll repair your scratched battle bikini.

Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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 passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Get custom models for NS doublelance, scimitar, treefrog throwing spear (sporebomb).
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons