Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 19 Dec, 2021 @ 9:04pm

Version 1.91.35
- Temporary override fix for missing hearty feast. It seems they deleted the blueprint the hearty feast uses, so it had no idea with what to do with itself and therefore hides forever. Don't be a hearty feast. Do something, something is better than nothing

- Added Donor Armor, Daughters of Mitra. Thanks Anya, and artist Norbert!

- Added Bear Faction switcher
- Added recipe for blesser elemental blessing of fire...
- Added admin spawn Deadlands Guide: Classes, that describes some of the progression process. This will be edited with upcoming mod updates as the reworks begin.

- Claws of the Morrigan is properly 2h now (can use the offhand attacks of claws). Increased pen from 15% to 25%. Decreased stam cost per swing to be in line with the new claws rather than the old zoomy ones. Made it legendary tier so legendary repair kits are applicable.
- Added shattering morrigan claws for testing

- Battle Lance feat renamed Shattering Spears. Duplicate warspear removed, Diamond Breaker Added

- Katana instant-dash attacks have had their stamina costs increased substantially.
--- Katana lights have been slowed down 15%, but are still slightly faster than base game attacks.
--- Katana dash attack no longer has anti-shield/block properties. Heavy combo 3 and 4 have shieldbreak.

Unarmed Combat
- Defensive Stance. Heavy combos stamina cost cut in 1/3. Attack speed decreased 10%. Stamina costs cut down substantially on lights 3 and 4. Hyperarmor reduced on some light combos. Attack speed of light2 increased 15%. Light 4 increased 20%
- Savage Stance. Light 2 CC duration increased by about .4 sec, damage multiplier 1.4 -> 1.5x%
--- Sounds changed to be a bit more... savage.
--- Attack speed of heavy 3 increased by 20%. Attack area is wider around the point of impact
--- Hyperarmor has been adjusted.
--- Stamina drain decreased
--- Mini wounding (like greataxe) has been added to savage lights
--- Added a new attack before the final attack for light and heavy
--- Stamina cost on heavy attacks increased
- Shattering Tide stance no longer auto tracks to judge for leaping or combo. You must quick-sprint to do the leap attacks.

- Light Armor Mastery dodge roll adds bonus agility for a short time on roll. The amount increases from LAM 1 to 2.

- Fixed a javelin heavy attack not linking back to lights
--- Stamina cost on light 1 reduced substantially

Factions, soon classes, have started reworks.
The main thing to be reworked is the progression to them. We are going to make them independently progressable. The main thing slowing us down is gathering up/writing up the lore needed to RP these abilities or sciences out with reasonable competence.

As of now, the feats can be purchased with feat points (reduced costs from before) AFTER obtaining a t1 seeker token. Once you use a seeker token and get that t1 feat, you will not be able to learn another. If you use a yellow lotus feat reset potion, you will not lose these feats. You must be admin reset or can use a faction reset item (supplied by admin)

- Move useable items out of t5 feats to t4. Make t5 feats invisible/admin characters only.
- Remove non faction legendary/relic weapons from t2 and t3 ranks
- Add lore items that explain the abilities and nature of the class IC and out to help them be more independently playable
- Custom UI for feats/feat tree/lore, like... any other rpg game usually has ???

- It is possible existing characters with these feats may suddenly have a ton of feat points since the cost have been reduced from 10,000 to 20, 250, 750, 1000 for most of the tiers. They may need to be admin reset, if it matters

- We will include our mushiscript for the classes when they are done, though they are tailored to the server's current timeline and location so they will still need editing.

Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 8 Dec, 2021 @ 7:36pm

Version 1.91.34
-Recompile mainly for 2.7 update
- Updated to newest version of Accessory Wardrobe API

-Reduced combo multiplier damage of thrown lights (due to double attack), also reduced stam cost.
-Increased combo multiplier damage of heavy 1 thrown.

-Reduced some damage and CC on javelin, slowed the javelin zoom dash some.
-Godspearer reduced to legendary tier, throw costs 1% of max durability down from 1.5%. Durability increased from 2000 to 4000.

- Added admin item (only for now) Diamond Breaker. A javelin with shatter properties.

Take those damned feathers off that you weren't wearing for any other reason than the stats I forgot about. I SEENT YOU
- Epic Idris Headdress added, admin spawn, for stats. Its still an accessory. The normal version had its stats removed since its found its way into normal crafting.

Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
.... Bear faction switcher
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 6 Dec, 2021 @ 2:25am

Version 1.91.33
- Added donor weapon: Inquisitor, katana and 1h sword versions. Thanks Anya!
- Added Relic grade javelin, and added to Master Smithing.

-Javelins have been significantly overhauled. After 1 light attack, you can go into a heavy shoulder slam to create distance, and then a lounge to catch up if you choose. Javelin+throwing axe (twin weapons included) have been slightly improved, but may need damage adjustments. Javelin+Shield is respectable. I fully expect to have to make adjustments.

- Doublesword stamina costs decreased about 15% on lights, and about 50% or so on heavies.
- Greatsword light attacks come out about 20% faster, but do not cancel much quicker as a balancing factor. Damage slightly increased. You can combo easier into the overhead swing now.
- Shortsword heavy 1 has been speed up in total speed and recovery.
- Lance Light 1/2/3 sped back up about 20%

- Fixed icon for Fiery Brimstone Pick to have the DL border
- Updated Sangsudo to use revamped katana moveset

- Reduced weight of throwing rocks from 1.0 each to .1. You never know when you might need one. They also will bounce now, and won't stick in people.

Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
.... Bear faction switcher
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 28 Nov, 2021 @ 11:46pm

Version 1.91.32
- Added Hyena faction switcher

- Javelin/1h spear attacks do about 15% more damage, have less recovery on their attacks, and in a few cases have minimal hyperarmor or speed increases. The heavy throw has much less recovery time and is slightly quicker. Using heavies once the combo is underway does shoulder slams. Overall its quicker, and easier to react and poke with. Also has offhand attacks with the throwing axes/twin weapons.

- Inferno Aura FX should properly fade out now (thanks for the reminder Xena o/ )

- Claws of the Morrigan debuff should fire off at max stacks properly. I can't test this in devkit so may have to reevaluate it later. Should also craft at morrigan shrine now.

- Elemental Firestream should now repair with itself (basically you reload!)

- Fixed some of the overextended hitboxes of saber


Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
.... Bear faction switcher
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 23 Nov, 2021 @ 5:20am

Version 1.91.31
-Blessed Afriti Staff no longer applies the mystic specific burn AND normal afriti burn...which was causing the mystics to really burn. It work as intended. Burns the nonmystics.
- Lesser Burn Blessing now looks for t3 mystic instead of whatever missing feat it was looking for.

- Fixed a stray secondary dodge cancel window on katana instant dash spanning the whole animation.
- So those increased speed light attack combos for katana? Never actually applied the altered animations. Yep. Been using the old ones. These are now 20% faster and can cancel into the next sooner, potentially. That also means you will use up stamina much more faster, as its cost has not been adjusted.
- Increased greataxe damage by 10% on lights and roughly 15% on heavies. Heavy 4 shieldsmashes (it already went through shields)

Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
.... Bear, Hyena faction switchers
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 21 Nov, 2021 @ 8:13pm

Version 1.91.3
- Rapier/Saber style weapons now use accuracy as their primary stat. They will be updated to indicate this in the future. Javelins will follow. Limited time to mod!

- Devouring Reaping now gives stamina on return instead of heal. The small heal over time continues though. It also works reliably now.
- Rapier/Saber style has had its CC reduced, stamina cost lowered, and its damage on lights reduced by about 10%.
- Ruin (expose detonate) no longer does armor ignore damage, which was double dipping on the armor lost from expose.
- aa staff is now staff and not greataxe as far as fashionist is concerned. It also burns non mystics, horribly. Lay off the cheese.

- Thrown backflip should have better hit connecting.

- Katana dash. I'm sure some of you found it and probably deposited anyone who began to talk about the charge in a sealed box in the ocean. But...1.6x weapon damage *4 hits at the max dash level was ahhhhYEAHBYE. Its still more than the original damage. Also combining with ruin lead to some atrocious results. NOW....the first offhand works as it used to, but a bit less damage than the recent update, but goes through shield and block (still linear). Using it after other attacks HOWEVER lets you go into an instant, non shieldsmash/pierce version for a little chunk of stamina. The execution feels good, we'll see about damage/abuse. I'm pretty satisfied with how it feels at the moment though. Lets see how it goes.

-Hammer heavy 1 shield breaks and pierces shields. Stamina costs of heavy hammer attacks reduced by about 15%e

- Stamina cost on lance final light reduced from 2.5x to 2.0x
- Stamina cost on staff light and heavy finals reduced from 2.0x to 1.5x
- Stamina cost on greataxe reduced by about 25%, damage increased by 10%
- Block on greataxe is the same as staff now. IE you can move and block

-Changed launch velocity and projectile properties of the jungle glaive. Its meant to be a returning glaive (maybe one day will get that to happen visually), so it just sticks in an enemy for a second

- Deadlands Lore, Unarmed Combat produces proper lore item now.

- Donor Item: Altered effect and description of Rod of Mezmerizing Madness

- Idris Headdress accessory added to Mastercrafting feat

- Apparently the glass throwing spike recipe has been missing SINCE THE DAWN OF TIME! Its here now. This is more relevant to the Hard Work mod that has early access to the glass spikes.

Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 7 Nov, 2021 @ 3:34pm

Version 1.91.2

Survival has some extra perks. They're hidden because I'm not reworking funcoms UI, but they'll tell you when they activate. At t2 and T3, you'll get +5 bonus survival. At T4 you will periodically cleanse dire poisons. At t6 (because its easier to get that amount of points now), you will get a secondary reaping that heals 5% off a kill and adds a small heal over time, with a 5 second cooldown.
-- Added an item to Deadlands Survival that describes these perks.

Made some changes (lethality improvements) to Vanilla Claws, Katana, Greataxes

Claws are more scratchy and more zoomy, but far from original claws/DL Claws!
- Claws heavy attack speed has been increased, their hitboxes widened slightly, and the combos reodered so its wide aoe first,t hen narrow, then wide. An offhand attack has been added to the beginning of the offhand claw combo chain: it is a far leap that shoves, but costs a load of stamina, much like the old staff knockback the hammer swing, the claws uppercut, etc.
- Claw lights have had their hitboxes cleaned up a little, and extended. They should be a little more reliable.

- Fixed missing textures on nemedian spear
- Jungle glaives has a new appearance, operates off the throwing spike moveset, and does not cost ammo.

- ++bulli on big ouch axe.
-- Greataxe damage on heavies last 2 in final combo increased by about 25%
-- First two heavies and last deal a short lasting wounding
-- the shoulder slams will knock an enemy back a good distance
-- Sprint attacks cost more stamina, but knockdown.
-- Most of the great axes from Vanilla have had armor pen added on them

- Fixed. DL Greataxe spins now link into the final slam again

- Although I sped hammer up and in some cases increased damage, it still wasn't enough. The grand slam offhand attack makes it much more fun, but it still isn't an imposing weapon. Now its a bit more methodical and dangerous on heavies.
- Hammer damage increased by about 15% on heavies, with the uppercut dealing 40% more damage (it was severely less before.
- Final hit of hammer light costs more stamina.
- Heavy 1, 3, and LIght 1 deal more CC that may sometimes take priority over some hyperarmor.
- Some of the heavy hammer attacks have stamina costs increased by 20% while lights are lowered

- Katana dash has been increased to have a minimum of 40% more than before, increasing depending on where in a combat it is used. The enter into dash has also been sped up by 20% Its stamina costs also increase.
- Katana CC on some heavy attacks has been improved (duration or distance lengthened)
- Katana attacks deal expose and quick wounding. The final heavy and dash attacks deal ruin (expose detonate). Weebs have mercy on our souls.
- Attack hitboxes have been widened on the heavies
- Light attacks have been sped up 20% and also cancel faster into the next strike. Damage has decreased 10%.
- Final heavy attack has had some recovery time added onto it, but can be dodge canceled out of sooner

- Added an additional attack to thrown heavy combos

- Detect Corrupted now will work on targets that have a cetain amount of corruption items or more.
- Inner focus will work properly with mystic t4

- Headclonking Vine Maces added to Master Smithing

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 23 Oct, 2021 @ 7:45pm

Version 1.91.1
- Added Combo Breaker item, craftable at level 1 in weapons. It is an item you can use that will give a brief pushback and make you immune to crowd control for a short time before going on cooldown

- Reduced Festering Blade damage from 50 to 40.
- Reduced Una Amiga Letal damage reduced from 50 to 40.
- Other rapiers may follow, or combo multipliers may be reduced. Expose and Ruin are effective on their own, and the speed at which you can attack is significant as well.
- Claws of the Morrigan will do a short lasting encumbrance buff at full stacks. They also now use the new claws moveset.

- Reduced Combo Damage Multipliers on dual wield attacks of shortsword+throwing axe (ie twin weapons)
- Scimitar DW combo multiplier reduced from about 190% of base damage down to 150%
- Bleeds added to Great Axe heavy 1 and 2, light 2 and 4, and sunder to heavy 4. Increased heavy damage multipliers by about 15% and light by 10%
- Hammer light attacks speed increased by 20%, except for the final attack. Hyper armor has not been increased to compensate. Final attack's damage increased 20% each hit and stamina cost increased 15% each hit. Heavy attack 4 (jump swing) increased by 20% and stamina cost reduced by 20% Final heavy damage increased by 50, attack speed slowed by 20%, but recovery time sped up by roughly 40% Some of the active hitbox frames have been increased on hammer attacks.

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 22 Oct, 2021 @ 4:46pm

Version 1.9.97812lolwhenisthisgoingtoendImnotreadyfor2.0atall
- Reduced Festering Blade damage from 50 to 40.
- Reduced Una Amiga Letal damage reduced from 50 to 40.
- Other rapiers may follow, or combo multipliers may be reduced. Expose and Ruin are effective on their own, and the speed at which you can attack is significant as well.

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 17 Oct, 2021 @ 7:21pm

Version 1.9.978
- Added Donor Weapon, Rod of Mezmerizing Madness. Thanks Nicolette, and Vortar!
- Fixed up materials for donor weapon, Barbarian King's Sword / Sword of the doomed King
- Updated Riku's Blade (Krug) to use lesser burn and not have afriti burn properties

- Added Entertainer charms. Admin spawn items, but meant to be used by the Hard Work mod where they are craftable by entertainers. They are short lasting (2 hours atm) little boons that can be worn and will crumble away when done.

- Fixed Dragon's Vanguard chest and helmet not crafting
- Fixed collision on morrigan shrine

- Crit effect lowered from 60 damage to 45, and chance increased from 15% to 20%. This is still a decrease in overall damage, and there is still a crit gate so that you can only receive a crit every few seconds.

- Un amiga letal bonus strength set back down to 2. No idea when it powercrept itself up to a +8 str.
- Lesser burn stacks to 10 instead of 20.
- Added feat+recipe for Morrigan Claws.

- Fixed collision on morrigan shrine front

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?