Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But! Now we have a secret backend solution for these cases :D
There's also a youtube video above by pixelcave that shows most of the functions, including how to hide the combat log.. so the new players could watch that, though if they're quitting because there is a scrolling combat log on their screens, then you have bigger problems than that.
Thanks for your mod it's great!
Do you think there's an option to disable (minimize, no combat log) it per default? Because i experienced it's overwhelming for new players and then they quit playing in the area of level 0 - 10 but very appreciated for veterans so i'd like to keep the mod but having it disabled per default.
So I thought it best to limit it to the player only for now, however I might add it for thralls as well in a future update as an optional setting, maybe redesign their version of the font so it's a bit smaller.. etc.
For now though if you want to see thrall numbers, I can recommend that you go to the settings, turn off time-stamps as it takes up space..
Then you can resize the combat log from the bottom right corner to something really small and leave it somewhere on-screen in a corner while hiding the main UI
That will at least let you see all hits, including ones from thralls.
In that case you would be left with the floating numbers.
There aren't any for healing though, only damage done by the player (color coded for the various damage types), but it's more than enough imo. and looks pretty RPG-ish :)
And thanks for the feedback :)
PS: I am surprised from how many of your mods i use myself. They are all great. Keep up the good work
You should be able to identify them in the combat log or floating damage numbers simply by getting 2 numbers at the same time instead of 1.
(well actually i can set crit on 100% chance and do some math with the mobs HP number but this is not fun at all)
Old version available in the discord server in case you get temporarily locked out of your server (though that's probably common today)
https://forums.funcom.com/t/here-you-go-made-a-damage-meter-mod/213240/25
We had a slight miscalculation of diseased weapon effects, so that's fixed and the settings UI received some slight changed (you can now set a refresh or segment timer in intervals so you don't have to use a microscope to avoid the weird fractions)
Old version is in the discord in case you get temporarily locked out of your server with a mismatch error
If so they reported this today, but I'm not sure it's my mod causing it, they said they'd investigate.
However if you don't know them, then your modlist might help get to the bottom of it
It's also possible it's just a basegame crash. If nothing hit you and you didn't hit anything then my mod doesn't do anything at all, it only starts calculations and logging AFTER you've been hit.
So if you just ran into the circle and it crashed before the rocknose spawned and hit you, then there's a good chance it's not caused by this. Looking at the logs might help.
For example, if we keep track of all damage done, there is no way my characters damage bar would ever compare to my greater shaleback bodygaurds. and if you keep track of how much time it took it to do it, the DPS will be more accurate cuz its over hours instead of minutes, Tons more samples.
I had to work externally in a C# app reading my current XP from pointers gathered from cheat engine :) When there was a large gap between XP rewards I would continue logging, but add this duration to a downtime variable to be calculated in the sessionTime Get { return (totalTime - downTime) ; } to be used in the averaging math. But I kept all my values with no resets.
From just watching the XP value I could keep track of kills per hour as well.
What it does is simply sets how long to wait without anything happening (damage done or taken) before it starts logging to a new segment.
This is necessary because unlike in MMOs and other games, in Conan there is no "combat" state, it's just a bunch of collision boxes hitting each-other, the only thing resembling any form of "in combat" is the music, but that is in low level C++ and it's just specific for that, your character doesn't actually get into a different state when being chased by stuff.
And while I could've just made it an internal number (that 7 seems to work fine for most cases), I figured people might want the ability to change it to their preference
The new segment time slider is a bit odd? I noticed default was 7 seconds which indicated about half on the slider. If you touch it, that part of the bar becomes 9 seconds or so, with the min of 5 seconds. I think? I would want it to be close to my attack speed? I dunno, works great though.
(also it doesn't ask you to reset if it's 0.. at least it shouldn't)
I like to measure damage but when I pop online, am i really going to care to reset my damage meter from zero to zero? And even at that point i think it would be better to reset it exclusively from the reset button.