Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 23 Oct, 2019 @ 6:56am

Changed:
-There should be no more coughing and spitting sounds from the idle animations. I don't know why they thought it was a good idea for us to sound like we're slow dying without some kind of status causing it.
-Durability kits now add 50% durability instead of 50, and repair an item by 200 points.
-Admin enchants should no longer prevent a weapon from being repaired.
-Feasting Man-Eaters now craftable at Yog Shrines with blessings of yog unlocked. Harvest damage 8 -> 12.

Weapons
-Deadly Shortbow is fixed so it is repairable (it was related to the enchants). It now has a massive heavy/power attack that will also drain a massive amount of stamina.
-Lance weapons are now 1h in that they can be paired with a shield for some bashes and shield piercing stabs.
-First attack of staff/lance atk speed reduced 5% to look a little less jarring
-Nightscourge Lance weight 2.0 -> 5.
-Treefrog poison should have a damage cap now...

Still trying to get this dire wolf working...

Update: 20 Oct, 2019 @ 12:29pm

Changed:
-Enchants 10 and below are permanent kits and do not run down in duration.
-Heavy Dodging - 33% faster. I wanted to make collided targets flinch but dodges don't work the same way weapon combos do so further digging is required.

Katana Changes
-Old Light attacks are now the heavy attacks - and slightly sped up. Final hit does more damage, more stam cost, bleeds.
-Light attacks have a kick, hop, and aoe swings. Bleeds.
-Offhand/kick is the old dash. Hold kick to start the charge, then heavy+light attack to set it off. Does more damage, but the [get into the attack stance] has had its hyper armor removed. The charge attack still goes through people and has hyperarmor.

Mace Changes
-Sunder has been added to the beginning and end of the both combo types.
-The last heavy attack can now be cancelled out of before the second swing so you aren't forced to commit to the double attack.
-Hyper armor has been added where it was missing on heavy attacks
-A couple animations have been sped up (jumps) by about 15% in some cases, or, damage has been increased by 15%.
-These changes are for mace+shield and offhand axe combos also.

Weapons
-Nightscourge Greataxe added. Same type of craft reqs as the lance. Bow will probably be next, but that is taking a little more time (ie devkit crashes every 10 min) to get right. Still need custom models.
-Treefrog Bonespear and Throwing Spear +accuracy 5-> 30 to provide extra ranged damage until I come up with a script that factors in Might as a secondary damage contributor, or, something else.
-Treefrog Throwing Spear 45-50. Stam use from 5 to 12. Stam drain from 5 to 10. This will probably changed to some sort of spikefruit or something when the art assets can be done for it.
-Envenomed Throwing Daggers: Last 4 seconds (0.5sec tick for 8 ticks) and poison damage (0.5 dmg/tick, 25 stacks) ignores armor now.
-Treefrog poison has partial armor penetration. Damage 125+12% max hp per 5 second tick -> 50+12% max hp + 75pure damage per 5 second tick.
-Deadly Shortbow Acc bonus: +10 -> +20
-Added an experimental (enchanted) type of weapon, admin spawn.

Trying to get this dire wolf working...

Update: 16 Oct, 2019 @ 6:45am

Changed:
--Visibility Potions. You can broadcast your location on the global map until death. Craft from a torch and 2 human flesh
--Bruiser Shield - Legendary weapon. Craftable now. This is the predecessor for either more combat shields if there is more interest, or definitely, claw/hidden blade weapons.
--Hitboxes of lethal claws has been improved. Its Light Attacks have been slowed a little, but damage increased to make up for it so no overall dps loss. Craft at jheb shrine for these. They're not perfect yet but they're fun and not super borked, and they can be upgraded with kits.
--Greataxe animations sped up (light: 25%, heavy 50%) and...its something of an improvement or feels better.

Lethal Claws v.0.80
(daggers for fashionist, but they are meant to be empty handed attacks)
60dmg/30 on block/15% armor pen (all weapons I've added have dmg on block, bone weapons have a higher proportion).
5 stam/atk (standard). Weight 2.
--Can be crafted if you can craft jhebbal sag claws. Same mats, or you can pop a set of claws in there and convert it over to these.
Stats:
Light: Atk1: Anim speed decreased by about 25-30%. 1.3x dmg 1x stam. Atk2:1.2x dmg 1x stam. Atk3: 1.2x dmg 1x stam. Atk4: 1.3dmg 1.5x stam.
Heavy: Atk1: 1.75x dmg, 2.5x stam. Atk2: 1.5x dmg, 2x stam. Atk3:2.0x dmg, 3x stam.
Offhand Uppercut: 2.0x dmg, 12x stam.

Update: 9 Oct, 2019 @ 1:51am

Changed:
Visibility Potions. Admin spawn for now. You can broadcast your location on the global map until death.
Increased Dire Hyena armor to 650 armor. Increased penetration of attacks from 10% to 20% (and charge to 33%)

Still working on trying to get cloak potions working.

Update: 8 Oct, 2019 @ 4:23am

Added:
---Visibility Potions. 5 human flesh and you can broadcast your location on the map.
---Added venom-infused scimitar and lance. Recipes are part of venom arsenal.
---Added a Dire Hyena. Its an experiment. Greater Hyena + a keystone at animal pen. It has 10k hp, 300 armor (up from about 75), and does about 3x damage as a greater pet. It also has a severe cripple and bleed. This is aiming to be the standard for dire pets that are meant to compete/compliment t4 thralls by offering a bit of utility and respectable (but not the best) damage.

Changed:
-Slashing Sword renamed to Scimitar
-Venom-infused weapons (includes venom-infused scimitar and lance) add 10 survival for poison/bleed resist.
-Bruiser shield (scimitar that has a shield graphic) adds 50 armor and 5 grit
-Scourgewrath coating properly renamed scourgefire coating.
-Scourgefire coating/infused weapon and bombs reduced in effectiveness down 70%. It was pretty frightening, and still is significantly stronger than spectral coating. 10dmg/tick, 3 tick/second, 30 max stacks down to 7dmg/tick. Scourgefire bombs: 33dmg/tick->21dmg/tick, 3 ticks/second for 10 seconds.

Still working on trying to get cloak potions working, and now, player map location broadcast.

Update: 1 Oct, 2019 @ 12:12pm

Updating servermod for featblocking of EE shapeshifts/illegal attachments.

Slashing Sword quickslice attacks (Light attacks 2 3 4 dmg/stam use up from .66 to .75 to compensate for the speed decrease to make it easier to attack that was added in a few updates ago).

Hitbox of slashing sword + shield shieldbash was extended to make it more reliable to hit point blank

Nightscourge Scroll can be made by someone with the nightscourge feat. It requires a base of 2 hours and 2000 ghostly essences (Dungeonmaster Tools mod, item ID 2709511) which currently are worth 5000xp each on the server.

Update: 29 Sep, 2019 @ 1:59am

Level 99/100 bug fixed.

Restoration arrows: 10%hp per tick (3) -> 8%. Heal on NPCs is 5%->3% to adjust for overall big big strength and to compensate for increased damage/healing npcs take.

Cloak potions for actors working among hostile npcs should finally work next update.

Battle Lance damage 60/30 light/heavy -> 65/25. Its light attack poke/shield chip damage has been increased also. Big stamina drain still remains.

Some Exile thralls will have a small chance to drop Vulna wine now.

Crescent Talon, legendary slashing sword, will have bonus grit and agi.
Slashing sword light combos 3 bleed stacks - > 5 bleed stacks.

Will see if slaup+shield is fixed or not

Update: 15 Sep, 2019 @ 9:03pm

-Fixed sword T-Posing animations (or maybe it was the patch that broke it in the first place, so much OOF /tired)
-Fixed Battle Lance disappearing from crafting window, but still searchable
-Warspear style (staff/lance) should no longer stun animals and undead into long moments of self reflective stupors.
-Fixed admin spawn Cloak Potions thanks to Muzlu Pasta (of IQOL mod)
-Added admin spawn shield weapon (uses slashing sword moveset) for dual shield wielding. Still WIP.
-Fixed staff/warspear icons
-Essence of Rot finally is stackable up to 1000.

Kits/Enchanting:
Admin spawn kits that have ++ in front of their names are working again. This was done until all the kits can be properly fixed. They work like the new oils where they will add an effect for a certain amount of time, then break to 250 durability at the end. Weapon enchants will last 2 hours for +20 and above, 1 hour for +10 and above, and 30 mins for under +10. Armor enchants will last for 1 hour.
Master plating kits add 30 armor and no durability increase.
Armor plating kits at 7 armor per armor tier (stone/iron/steel).
Bulked plating adds 50 armor and 10 weight.
Hardening Armor Enchant adds 30% total armor, and then 20 points of armor for 1 hour.

Update: 7 Sep, 2019 @ 5:50pm

Fixed sword T-Posing animations (or maybe it was the patch that broke it in the first place, so much OOF /tired)
Fixed Battle Lance disappearing from crafting window, but still searchable
Added admin spawn Cloak Potions thanks to Muzlu Pasta (of IQOL mod)
Added admin spawn shield weapon (uses slashing sword moveset) for dual shield wielding

Update: 4 Sep, 2019 @ 5:52am

Updated for official patch.
Updated with respect to new enum E_WeaponComboType list.

-Increased damage (+3 points) and penetration (8%->15%), and stamina usage on staves (5->7). Star metal staff remains its low stamina cost.
-Battle spear's light attack damage increased (base 55->60), heavy attack damage decreased (55->30), penetration increased (22%->40%), and stamina usage increased (5->12), and durability decreased (1500-750).

-Starmetal Staff and Battle Spear's craft requirements have increased.
-Fixed animations that needed to be updated for the official patch so swords do not invoke the deadly t-pose.
-Renamed Flawless Slicing Sword->Flawless Slashing Sword.
-Fixed Staff feat crafting categorizations
-Treefrog poison bomb arrows should be fixed for real now