Conan Exiles

Conan Exiles

Glory of Combat
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Update: 15 May @ 4:13pm

Version 1.30 (5th Anniversary)

* Returned the mod to its original name.

Update: 9 Apr @ 4:18pm

Version 1.29.2

DAGGERS

* The stamina cost multiplier for the Offhand dodge has been reduced from 2.2x to 2.0x (~31 to 28 stamina for most daggers).

BOW

* The stamina cost multiplier for Heavy shots has been reduced from 2.0x to 1.25x (24 to 15 stamina on initial draw for most bows). This also applies to mounted Bow shots.

* The stamina cost multiplier for the Offhand dodge has been reduced from 4.0x to 2.35x (48 to ~28 stamina for most bows).

Update: 4 Apr @ 1:08pm

Version 1.29.1

GENERAL

* A number of attacks, particularly some 1H weapons with shield equipped and the Shortsword flurry sequence, did not have their stamina costs raised alongside the other attacks with the previous update. These values have now been doubled to bring them back into line.

DAGGERS

* Fixed an erroneous weapon trail application on Heavy 1.

MOUNTED

* A cripple effect has been removed from 1H Sword Heavy 2 while mounted on a camel.

Update: 28 Mar @ 10:11am

Version 1.29

GENERAL

* Because Funcom is reducing base stamina costs for weapons by 50%, to maintain the mod's current balance stamina cost modifiers for nearly all attacks have been doubled.

Update: 18 Oct, 2024 @ 7:41pm

Version 1.28.1

* Re-cooked for Age of Heroes chapter 1.

Update: 30 Aug, 2024 @ 1:20pm

The previous update accidentally had the (TEST) designation, so this was a quick re-upload with the normal name in place.

Update: 30 Aug, 2024 @ 1:09pm

Version 1.28

GENERAL

* Due to a shift in how certain internal settings now function, attacks that should have ignored block deflection were not doing so. This has been corrected across all relevant attacks.

* The considerable stamina damage that had been dealt to a blocking target by some attacks has been reduced down to normal levels.

* Block confirmations (the animations played when a blocker is struck with an blocked attack) have been standardized. One-handed weapons will generally inflict shorter animations, whereas the more massy two-handers will inflict longer.

* Stagger effects should now visually knock the target back in the direction the weapon was moving.

* The HyperArmor window for the 1H Axe leap attack (and all its derivatives) has been shortened to allow more consistent interruption at the very start.

BOWS

* The damage multipliers for heavy Bow shots, both on foot and while mounted, have been reduced from 1.25x to 1.0x (now the same as base game). This has been done in response to archer NPCs dealing more damage than intended (sorry archery players).

Update: 15 May, 2024 @ 1:02pm

Version 1.27 - 4th Anniversary Update

GENERAL

* A new data table, WeaponMaterialTable, is now affected by the mod. This is to allow for changes to sound effects that can vary depending on a material assigned to a weapon. Currently, only the entries for certain sword type swishes are overwritten.

In the future, this table could be used to adjust sound effects such as weapon impacts.

* Sound effects have been adjusted for most attacks in the game. Some attacks have more pronounced changes than others. Changes of particular importance will be recorded in their respective weapon class section.

STANDARDIZED COMBO

* Smoothed out weapon motion for Standard 1 in the late swing phase of the attack. This change applies to all weapons using this animation.

1H AXE

* Adjusted weapon rotation on the Light 'uppercut' sprint attack so that the weapon is not striking the target while sideways. Also applies to 1H Maces.

* Adjusted weapon rotation on Heavy 1. Also applies to 1H Sword Heavy 4 and the leaping sprint attacks.

1H MACE

* Adjusted weapon rotation on the Light 'uppercut' sprint attack so that the weapon is not striking the target while sideways (easier to tell with some maces than others). Also applies to 1H Axes.

* Adjusted weapon rotation on all regular Heavy attacks (they were rotated off to the side about 90 degrees, it's hard to tell on most maces, and a couple even use the erroneous rotation correctly).

* Attack speed multipliers for Light 2 and 4 have been increased from 0.95 to 1.0.

1H SWORD

* Attack speed multipliers for Light 1 and 3 have been reduced from 1.1 to 1.05.

SHORTSWORD

* ComboAdvance windows for all Light (Normal) attacks have been pushed back, slowing combo progression.

* Attack speed multipliers for Light (Standard) 1 and 3 have been reduced from 1.2 to 1.1 and those of 2 and 4 have been reduced from 1.15 to 1.05.

* Attack speed multipliers for all Heavy attacks have been decreased from 1.1 to 1.0. In addition, ComboAdvance windows have been pushed back, slowing combo progression further.

* Damage multipliers have been adjusted for the following Light (Standard) attacks:
- Light 1 has increased from 0.75 to 0.8
- Light 2 has increased from 0.7 to 0.8
- Light 3 has increased from 0.8 to 0.9

DUAL WIELD

* Added an extra attack after Heavy 4 (Alt).

2H AXE

* Stamina cost multipliers have been adjusted for the following (block subclass) attacks:
- Heavy 1 decreased from 0.96 to 0.75
- Heavy 2 increased from 0.24 to 0.6
- Heavy 3 decreased from 1.15 to 1.0

* Stamina cost multipliers have been adjusted for the following (non-block subclass) attacks:
- Heavy 1 decreased from 1.24 to 1.0
- Heavy 2 increased from 0.32 to 0.75
- Heavy 3 decreased from 1.5 to 1.3

2H MACE

* Queue Windows for Light 1 and 2 have been pushed back considerably (also affects 2H Axes).

* A gap now exists in the repositioning phase of Light 1 and 2 where the combo cannot be continued or restarted during that time (also affects 2H Axes).

* Damage multipliers have been adjusted for the following attacks:
- Heavy 1 decreased from 1.5 to 1.4
- Heavy 2 increased from 1.1 to 1.3
- Heavy 3 decreased from 1.7 to 1.6

* Stamina cost multipliers have been adjusted for the following attacks:
- Heavy 1 decreased from 0.62 to 0.5
- Heavy 2 increased from 0.14 to 0.35
- Heavy 3 decreased from 0.62 to 0.5
- Heavy 4 increased from 0.18 to 0.35
- Heavy 5 increased from 0.62 to 0.5

* Sound effects have been adjusted for all attacks (should hopefully be less painful to listen to).

2H SPEAR

* Reduced coverage of Queue windows on Heavy 2 and 3 to reduce likelihood of unintentional combo restarts.

BOW

* The sound effect that signifies when the Heavy shot is fully charged has been adjusted so that its volume is more consistent.

* If the above change wasn't enough, the flash visual effect has been re-added when full charge has been reached (silent archers rejoice). The glow will not persist while the charge is held.

MOUNTED

* Duration of glow effect signifying full charge on Heavy Bow shots has been reduced to be in line with normal Bows.

* CancelAttack windows have been placed on all Heavy Bow shots, allowing faster follow-up shots.

* Camera positioning should now stay consistent throughout the 'fire' and 'settle' phases of the Heavy Bow shots for Camels and Rhinos.

* The animations for the Rhino Heavy Bow shot should now play in the proper sequence.

Update: 30 Apr, 2024 @ 12:15pm

Version 1.26

General

* The Heavy Shield attack combos have been restructured for certain one-handed weapons, specifically the 1H Axe, Mace, and Sword. The animations should reflect those used in the base game, where the combo performs a weapon strike, shield strike, weapon strike, shield finisher. Specific details will be included under each weapon type section.

(It should be noted that 1H Spears, Shortswords, and Truncheons will retain the current Shield Bash combo for now.)

* Heavy Shield sprint attacks now apply long stumbles instead of stuns.

1H Axe

* The Heavy Shield combo now reflects that of the base game, with the inclusion of Heavy 1 + 3 weapon strike animations and Heavy 2 + 4 shield 'swipe' and 'sweep' animations, respectively.

* Alternate attack IDs have been created for the Heavy 2 + 4 shield attacks, using modified versions of those animations. These have been created for better visual transitions from Light attack animations.

* A Heavy input after the Heavy Shield sprint attack performs the shield 'sweep' animation for Heavy 2.

* Damage multipliers have been adjusted for Heavy Shield attacks:
- Heavy 1 increased from 1.15 to 1.25
- Heavy 2 decreased from 1.2 to 1.1
- Heavy 3 increased from 1.2 to 1.3
- Heavy 4 decreased from 1.25 to 1.15

* The stamina cost multiplier for Heavy Shield 3 has decreased from 0.81 to 0.48.

1H Mace

* The Heavy Shield combo now reflects that of the base game, with the inclusion of Heavy 1 + 3 weapon strike animations and Heavy 2 + 4 shield 'sweep' and 'uppercut' animations, respectively.

* Damage multipliers have been adjusted for Heavy Shield attacks:
- Heavy 1 increased from 1.1 to 0.75 (2 strikes)
- Heavy 3 increased from 1.2 to 1.3
- Heavy 4 decreased from 1.3 to 1.2

* Stamina cost multipliers have been adjusted for Heavy Shield attacks:
- Heavy 1 decreased from 0.72 to 0.6
- Heavy 3 decreased from 0.9 to 0.54

1H Sword

* The Heavy Shield combo now reflects that of the base game, with the inclusion of Heavy 1 + 3 weapon strike animations and Heavy 2 + 4 'punch' and 'push' animations, respectively.

* A Heavy input after the Heavy Shield sprint attack performs an alternate animation for Heavy 2.

* Damage multipliers have been adjusted for Heavy Shield attacks:
- Heavy 1 increased from 1.25 to 1.3
- Heavy 2 decreased from 1.35 to 1.25
- Heavy 4 decreased from 1.65 to 1.55

* Stamina cost multipliers have been adjusted for Heavy Shield attacks:
- Heavy 1 decreased from 0.8 to 0.6
- Heavy 3 decreased from 1.0 to 0.66

Shortsword

* Light inputs after the Heavy sprint attack now perform the Flurry stabbing sequence.

2H Spear

* The Sweeping subset of Spears now use identical combos to those of conventional Spears under the mod.

* Stamina cost multipliers have been adjusted for Light attacks:
- Light 1 decreased from 0.84 to 0.75
- Light 2 decreased from 0.84 to 0.75
- Light 3 decreased from 1.12 to 0.85
- Light 4 decreased from 1.12 to 0.85

2H Sword

* The animation for Light 1 has been replaced with a modified version of the base game's Heavy 1. The distance traversed by the attack has been increased by ~ 0.8 yards, and the long settle phase of the attack has been shortened considerably.

* An Offhand input after performing Light 2 will now perform an Offhand finisher, ending combo progression.

* Stamina cost multipliers have been adjusted for the following attacks:
- Light 1 increased from 0.54 to 0.6
- Light 2 increased from 0.62 to 0.68
- Light 3 increased from 0.76 to 0.8
- Light 4 increased from 0.76 to 0.8
- Heavy 1 increased from 0.48 to 0.58
- Heavy 2 increased from 0.38 to 0.43
- Heavy 3 increased from 0.38 to 0.43

Daggers

* A Cripple effect has been added to the Light 2 Alt attack (small consolation for missing out on the 3x Bleed on Heavy 2).

* The stamina cost multiplier for the backward hop has been increased from 1.1 to 1.67.

Bow

* The volume for the sound effect signifying full charge for the Heavy shot has been raised from 60% to 90% base volume.

* The stamina cost multiplier for the backward hop has been increased from 1.3 to 2.0.

Mounted

* The final Outrider Journey step should now complete when using a Lance while on a horse.

Update: 1 Feb, 2024 @ 4:01pm

Version 1.25 Minor Update 1

General

* Adjustments to the WeaponUseTable are now performed via a control table merger, which should reduce the likelihood of compatibility issues with other mods.

* Removed some unused and superfluous animations from the mod, reducing overall size slightly.

Shortsword

* The damage multiplier for Heavy (w/ Shield) 4 has been reduced from 2.01x to 1.2x. (Likely a typo on my part, apologies to whoever was killed by it.)


2H Sword

* An Offhand input after performing the Light sprint attack will execute an Offhand finisher strike.

Fist Weapons

* Adjusted the stamina cost multiplier for Light 6 from 0.82x to 1.0x.

Bow

* Players using Target Lock will now be able to properly switch targets while holding the Heavy shot.

Throwing Axe

* The two Throwing Axe throw animations have received attack rotation notifiers. This should fix the unintended yet amusing trickshots at targets behind the player (once Funcom addresses the stationary rotation issue).