Conan Exiles

Conan Exiles

Compendium of Crawling Chaos
Showing 11-20 of 38 entries
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Update: 21 Jan, 2024 @ 4:46am

Fixes and Changes
  • Crafting Sacrificial Blood in a flask now yields 4. No need to let those extra pints of blood go to waste. If you can have 5 souls per sacrifice, you can have 4 pints of blood!

  • Increased drop chance of sorcerer satchels for tier 2 and tier 3 sorcerers.

  • Made a change to the sorcerer satchels: Higher loot chance on Sorcerous Spell Pages; replaced 'notes' with Failed Sorcerous Spell Pages, but at a lesser rate; Samite Satchels dropped from tier 4/named sorcerers will drop Samite Pouches.

  • Lowered the amount of Blood Crystal needed to craft Samite Pouch. I may have gone too hard.

  • Sorcerer's Grimoire is now also a journal!

Update: 6 Jan, 2024 @ 11:41pm

Fixes and Changes
    Well of Souls
  • Added some new particles and sound cues to Well of Souls. Pretty!
  • Well of Souls now takes into account the player's corrupted vitality, increasing the duration of the spell, and its heal potency. Those without corrupted vitality will still be able to use the spell at a base rate of 100 HP initial heal, and 10 HP per tick for 20 seconds.

  • Death Knight and Rage Demon now respect the exclusivity of their contracts. They will no longer offer their services for non-necromancers and non-demonologists. ie, clan members without the appropriate feats will no longer benefit from their buffs. I feel pretty silly I forgot to put that in as a condition until now.

  • Fixed a few other embarrassing oversights.

Notes
I plan to make a lot of my spells take corrupted stats into account going forward with changes and additions. However, I will never require corrupted strength as I do not wish to pigeon hole players into a strength build. Thematically, I like the idea that corruption should have a benefit, if the player is going to sacrifice that much health and stamina. Power is bargained for, mortal.

Update: 4 Jan, 2024 @ 7:37am

New user manual
All the information about my mod is spelled out (harharhar) in lots of detail for both casual users, server owners, and other mod authors. This is the only document that will be kept up to date with changes from here on out.

https://docs.google.com/document/d/1P9ndDzjqSTSjhsVQn9bng4D9GCpJLYwC7CvquGMzrzE/edit?usp=sharing

New Content
Improved spells are here! The Abyssal Words of Power are new feats required to trigger the enhancements. These new feats are learned at the Thaumaturgy bench, similar to base game spells.The spell recipes are named 'Abyssal Folio,' and granted at different points in upgrading the Tome of Kurak.

These spell feats are much more expensive to craft. Some of the mats may be difficult for players to acquire, depending on map and mod loadout, and may require some admin intervention. I will make a note of this in my user guide.

!!Players and admin be aware!! Players that have already upgraded their Tome of Kurak past the point at which the spell feat recipes are awarded will need to have the feats granted to them by admin.This is due to how the thaumaturgy bench works. In the future I may account for this.

Players that learn sorcery from the beginning will be able to learn these feats without admin intervention.

!!Under no circumstances should admin remove base game spell feats from players!! This will not reset the player's sorcery progress, nor their spell casting, and in fact, make a mess.

  • Abyssal Word of Power: Call of Nergal. More endurance based on Corrupted Authority.
  • Abyssal Word of Power: Creeping Darkness. Bestows 'Night-Eye' and casts 'Invisible Self' on the sorcerer.
  • Abyssal Word of Power: Wall of Fire. Heatstroke component now on this version of the spell.

A massive thank you to Celeantor of 'Sorcery Tweaks' for their help walking me through actor components and where I was going wrong with them. They're the reason you've got nice things, folks.

Fixes and Changes
  • Fixed a bunch of literally unplayable typos while I was working on the new user guide. I am sure I'll find more.
  • Fixed the particle system associated with Meteor. Checkered ribbons begone.
  • Duration of meteors on the ground from Summon Meteor reduced to 2 minutes.
  • Wall of Fire/Lava Wall reverted to the base game blueprint. The heatstroke component is no longer automatic.
  • Increased stack size of 'Sorcerous Spell Page' to 100.

Update: 30 Dec, 2023 @ 9:42am

New Content
New Items
  • Sorcerer's Grimoire. A human-scale decorative placeable 'Tome of Kurak' with no special properties. Requires level 60, Basic Sorcery knowledge. Costs 1 feat point. Crafted at artisans table.
  • Necromancy Grimoire; Demonology Grimoire; Divinology Grimoire; Illusion Grimoire; and Thaumaturgy Grimoire. These are placeable grimoires with appropriately themed particles. Admin-only spawn.
  • Added static moveable Skelos Mask to accessories.
Fixes and Changes
    Abyssal Pact
  • Re-worked to be usable with base-game demons summoned via Abyssal Call provided the player has been granted the feat of the same name. This grants 'Rage and Retribution' while the demon follower is set on follow. The feat is issued by 'Demonologist Tome: Abyssal Pact' which is only spawned via the admin spawn panel.
  • 'Abyssal Fury' not available for Abyssal Call summoned demon as this is nearly identical to the 'Fury' corrupted authority perk. No double dipping!
  • 'Abyssal Rage' buff re-written to play a little nicer with stamina regen.

    !!Note!! When a demon is first summoned via Abyssal Call, this buff will not apply. Simply set the demon follower to unfollow, then refollow. This buff effect is increased by points in corrupted authority. My demonology additions are meant to be played with an authority build specializing in the 'Well Trained' perk.

    Meteor
  • Added new particles, sfx and anim montage
  • Meteor now drops >4 meteors in a randomized, wider spread. Still obeys server build rules. BE CAREFUL! You can absolutely gak yourself and everyone else with this spell.
  • Mat cost for Samite Pouch has been increased.

  • Added sound and particle effects to Cthonic Surge, Abyssal Quickening, Heart Rend, Abyssal Rage, and Abyssal Retribution to better indicate their on-going effects. This is part on an on-going polish pass.
  • Increased duration of the Miasma cloud to 45 seconds, up from 20. Miasma should now correctly cause agro.
  • Lemurian Pauldrons returned to ?armor? type accessory. These weren?t playing nicely as a static moveable accessory.
  • ?Derketo?s Embrace? should no longer slot to armor or show up in Tot! Custom as armor.
Known Issues
Due to funcom?s janky combat camera movement changes, Heart Rend aiming is again way off. Point your character?s torso in the direction you want Heart Rend to fire, with your reticle pointed off to the right, a little further than a body-width away. It?s firing from the chest. I?ve uploaded a screenshot to Steam that shows the box trace. Yes. I am mad about it. Bro.

Update: 14 Dec, 2023 @ 9:16am

Cooked for new devkit version

Fixes and Changes
Heart Rend
  • Chance to ‘fail’ has been removed.
  • Heart Rend now has a 50% chance to ‘crit.’
  • Non-crit damage reduced to 50% of HP.
  • Heart Rend target distance has been increased.
  • Targeting with Heart Rend should now be more forgiving. Should. Emphasis on should. There is a lot of should that goes around in this mod.

Accessories and Armor
I have begun my first pass of migrating my accessories over to using the Tot! Custom API. This should allow for precise placement for those using Tot! Custom. This means that in order to use my accessories, you’ll need to have Sudo Admin and Tot! Custom installed. However, you’ll still be able to use my two armor pieces without any additional mods. My mod isn’t dependant on it, but enhanced.

Known Issues
  • Lemurian Pauldrons don’t attach well at all to the right? right shoulder on both male and female. They’re upside down! I need to account for this by reseating their root origins. This is on my to-do list. In the meantime, you can absolutely turn them about and seat them as needed. I will be including a less rigid version of the pauldrons in a future update.

Notes
I will begin working on new content and QOL additions at the end of the month when I have some annual leave from work. I don’t have an ETA for when any of it will be implemented. I want to include some ‘improved’ versions of base game spells, and further develop demonology. Funcom also introduced a ‘Meteor Mage’ to its purge mechanic, and its VFX are truly awesome. I’ll be using some of those assets to make my spell at least half as cool. My mod has increased very slightly in size in prep.

This mod should stay near the middle or top of your mod list. It never needs to go near the bottom, and should never be placed below Sudo Admin or Tot! Custom.

About version numbers. I know I’ve skipped around a lot, but I want my version numbers to now co-inside with the chapter updates. ie, I want this to be major version 2 for the ‘age’ 2; minor 3 for ‘chapter 3’ and the builds to reflect any changes I make within the chapter. So this patch will be version 2.3.0. If I have any updates to make, that will be version 2.3.1, and so on. These will not reflect major content updates. Yes, very pernickety.

Update: 23 Sep, 2023 @ 9:40am

Cooked for new devkit version

Update: 21 Sep, 2023 @ 9:25am

New Content
  • Heart Rend. Necromancy. Grasp the still-beating heart of your enemies.

    Squeeze until they die. 25% chance to inflict 'Doom: Heart Rend' on your target. Uncleansable damage stacking debuff that will kill the target. If a human, rewards 'heart of a hero.' 50% chance your enemy suffers, concussed and knocked back for 75% of their health. 25% chance to 'fail,' causing not more than a flinch, and doing up to 10% damage and causing agro. Does not work on undead. !!Clan members and followers not immune!! Pro-tip: point your aiming dot very slightly to the right.

  • Added 'Samite Pouch' recipe to 'Meteor' and 'Heart Rend' feats. This is a higher-level reagent pouch found in the devkit and re-purposed for my mod. 1 Layered Silk; 10 Blood Crystal; 25 Alchemical base; 1 Sorcerer's Skull. This reagent pouch will be required for all and any of my high tier spells going forward as these spells are silly powerful.

  • Whipped up some custom spell icons and runes for casting. They should now be more visually distinct.

Fixes and Changes
  • Samite Pouch now required to cast 'Meteor' and 'Heart Rend'.
  • Too many decimal places in the encumbrance weight for burlap sack. Now .1 like all other pouches.
  • Summon Death Knight: Changed recipe to require 1 sacrificial blood in a flask instead of Soul Essence. Seemed silly to require Soul Essence twice in different components.
  • 'Heatstroke' damage from Lava Wall very slightly reduced.
  • 'Heatstroke' hazard area will no longer stick around after spell has ended.
  • Unplayable typos and boring icon fixes.


Update: 12 Aug, 2023 @ 9:46am

'Reinvent The Wheel' edition.

New Content
  • Nada
Fixes and Changes
  • Death Knight's 'Wretched Affliction' should now consistently debuff, and only debuff non-friendly targets. You know. Like it has an aura. An affliction aura.
  • The potency of the 'sunder armor' componenet is now based on the owning player's corrupted authority. At 20 points, armor is reduced by 30% (ie 1.5% per point)
  • Abyssal Quickening attack speed increased to 10%. Stamina pool increased while spell is active.
  • Cthonic Surge re-written and run speed very, very slightly increased. It should now actually work. Emphasis on should.
Notes
In my tradition of being incredibly transparent about my own limitations, and things that could go wrong, there is a bug where the Death Knight may stop applying Wretched Affliction. This has happened in a situation where I have adjusted my corrupted authority while the Death Knight is on follow. If you are going to adjust your corrupted authority, make sure the Death Knight is not on follow at the time. I have not been able to replicate this.


!!IMPORTANT!!!

I changed around two feat IDs that I forgot to document. This should only affect Summon Death Knight and Summon Demon Lord.

Update: 6 Aug, 2023 @ 9:28am

Time to rage!

New Content
  • Zilch
Fixes and Changes
  • 'Revenant' and 'Fury' were not taking corrupted authority into account. Now they are. Ho boy, hold onto your butts!
  • 'Abyssal Rage' now also increases stamina based on corrupted authority. Now is a good time to try out that cute Abyssal Maul you've had your eye on.
  • Added more useful descriptions to buffs.
  • 'Miasma' timer adjusted.
!!Known Issues!!
  • Tell me! Tell me what you've found!

Update: 5 Aug, 2023 @ 9:51am

New Content
Have you tried putting in a delay with your delay?
  • Revenant
    Buff. When placed on follow, the Death Knight receives a damage increase based off corrupted authority. This buff drops off when unfollowed.
  • Fury
    Buff. When placed on follow, the Rage Demon receives a damage increase based off corrupted authority. This buff drops off when unfollowed.
Fixes and Changes
  • Stygian Heavy Belt for males has been finessed a bit. Much more snatched.
  • Death Knight no longer debuffs non-attacking and/or friendly followers.
  • Miasma particle effect should consistently despawn on spell end.
!!Known Issues!!
  • See notes.
Notes
Both 'Revenant' and 'Fury' are repurposed 'Frenzy'. These buffs have been included to avoid editing a basegame blueprint, as this corrupted perk was not applying to either follower due to their thrall groupings. If at some point I devise a more elegant solution, I will go with that.

If your Death Knight or Demon Lord are set to hostile/attack all enemies, they will attack everything, as one expects. This includes zombies from 'call of the dead,' which are not your friends, anyway. I won't change that.

My mod might not be playing nicely with some other mods atm. I am still investigating this. These issues are mostly cosmetic, and these issues do not exist when my mod is the only mod installed: My summoned followers might have red bars instead of green. Don't worry, they aren't hostile to you And some of my particle effects are affected. This is purely cosmetic. And unfortunate. I like my particles. Turns out it was my test environment. Seems to be fine on dedicated server environments.