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They tried to solve the issue again by cranking stamina costs up in Age of War to limit how long a player could feasibly stunlock an enemy, which I think was much more successful, but I disagreed on the severity of the costs.
You probably have found out already, but to answer your question, unfortunately no. This mod operates largely within the structure of the base game, which lacks a sophisticated stagger system.
The primary roadblock I see is the fragility of the player character. Some enemies can deal massive amounts of damage to the player, and without a visual or audible cue that the target is now resistant / immune to stagger, there will be a sharp rise in player deaths, and those deaths will not feel 'fair'. And yes, I know stunlocking enemies isn't fair either, but players would prefer an imbalance be in their favor.
If you are doing singleplayer, I would recommend:
- Making a copy of your save (the game.db file found in Steam\steamapps\common\Conan Exiles\ConanSandbox\Saved for Exiled Lands) somewhere on your computer.
- Start a new game with only this mod active and test to see if this mod is causing the problem.
- If there's no issue, gradually keep re-activating mods until the issue appears, and then you'll find the culprit.
- Then of course re-order your mods and place your original save back into position.
Is there a particular enemy that you were fighting when the interruptions occurred? When you say the issue occurred when fighting close to an enemy, how close exactly? Are you using a bunch of other mods?
Cool mod, like animations a lot. But there is one thing. Animations broking when trying to attack close to enemy. For example. Dual spinning attack with daggers (on rmb) stops at only one "hit". There is a lot of different attack pattern stops if I'm close to enemy and landed 1st hit in animation combo. So how to fix it? And also is there any option to change standing dodge to basic roll? Thx!
Making every status effect useless since you only apply 1 stack per combo because reasons.
replacing of all light attacks for 1H weapons to the exact same.
Transforming the 2H axe into a mace because why would we keep the 2H combo.
As far as i see, this are no improvements.
I mostly learned the DevKit on my own, but there's plenty I don't know. The systems I interact with are comparatively simple, certainly not in the same league as creating new mechanics like some modders do. And I would be and have been lost trying to figure out the Bethesda and Larian kits. Even simple NPCs in Skyrim would vex me!
Just wanted to give my thanks for your hard work, especially as a modder for some other games (which modding Conan in comparison is no joke; the devkit is quite the learning curve), I can tell the amount of work and thoughtfulness you put into this. I also greatly appreciate the excellent documentation with the guide you made!
Btw, the lack of backflips/dodges on NPCs is an improvement IMO. They didn't know how to use them as you say, so I find they feel a bit smarter, not dumber with the new movesets (even if they don't use them like the PC), as they have better consistency and less bad moves they can make.
I have some plans and ideas for a new combat mod which would be simplified in comparison to Glory of Combat, but may ultimately be more refined and better-balanced. I do and will make changes to this mod to improve upon it where I can, but it is also restricted because people become accustomed to the mod being a certain way and don't want big changes, which is understandable.
Sorry for the delay, I get distracted with other things at times and forget to reply.
I'm glad you enjoy the mod, it's been back for a bit over a year, but only recently did I bring back the original name. Changing the name to begin with probably didn't help old-time players find it again.
Regarding enemy NPCs, yeah the increased ergonomics of the attacks for players highlights how dumb their combat behavior is. But it's from that lack of sophistication in the AI that would make adding dodges to their toolkit difficult. The pseudo-dodges like the old Dagger backflip and the current Bow / Dagger hop operate as 'attacks' so they're very simple for NPCs to use, just not in a strategic manner. Blocking is the same, which is why they do it randomly.
I have re-worked the Heavy animations for Katanas already, shortening their excessively-long setups. While not necessarily an animation change, I also re-introduced the version of the charged Offhand attack that strikes multiple times (usable only on Offhand 4).
I may adjust the Light attacks alongside some of those of the other classes, mostly because I don't like that they chain indefinitely. I'd likely try to slow them down slightly and create a hard break at the end of the combo. To balance that I'd raise the damage multipliers for them slightly.
If you're referring to the mod description, the Katana has received a number of changes to damage and stamina cost multipliers, as well as tweaks and edits to some of the combat animations. There just weren't any changes notable enough to mention in the description.
Today marks the 5th anniversary of the original release of the mod.
Out of a sense of sentimentality, I have returned the mod to its original name, Glory of Combat. Valor's Call may be used for another project down the line, we'll see.
Apologies for not giving advance warning for the update (which otherwise does nothing except the name change).
Thank you all, the mod certainly wouldn't be the same without all of you.
Dread Swoop
On the right-hand side of the mod page, below the 'Created By' section, there's a block which says See all ### collections . Some of those may be compiled for someone's personal use, but a fair number of servers would have made collections as well. Presumably the ones for servers would include some information as to what server the collection is for.
I can't give recommendations for any particular servers as I don't play multiplayer, nor can I vouch for the other mods those servers may use.
I'm interested to know how you guys feel about the stamina regarding the mod. The cost of attacks, how the flow of combat is with the newer regeneration values, things like that.
I'm planning on running a new playthrough in the coming days, which will provide me with more feedback on how to make improvements, but it would be good to get more perspectives.
Thank you,
Dread Swoop
I think the feature you're talking about comes from another mod, but I don't know which one.
Did the weapons retain the same attacks as the dual wield class, or by changing the positioning of the left weapon did the animations swap to those of daggers?
* Stamina cost multipliers for the Bow Heavy shot and Offhand dodge were decreased significantly. Using Bows should now be a less-painful experience.
* The Offhand dodge for Daggers had its stamina cost multiplier reduced slightly as well for parity with the Bow dodge.
Let me know if you have any issues, and I hope you enjoy.
Dread Swoop
I think the current Light cost of ~10 stamina isn't prohibitive, so that will be staying as it is.
I'll put out another update tomorrow (my time) which should bring those costs down to acceptable levels.
Thanks for reading,
Dread Swoop
Here's a link to the mod page (also provided in the description):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3457964462
This is a pretty small update, so the full changes will be given here.
* Some attacks with one-handed weapons while a shield was equipped were using the older, lower-cost stamina values, so those were raised for parity with the other attacks.
* Fixed a weapon trail effect on Daggers Heavy 1 being applied to the dagger in the wrong hand.
* Removed a cripple status effect on Camel Sword Heavy 2 (mounted attacks with the mod should not have such effects).
I'm still setting up the mod page for the Weapon Trails variant of the mod, I think it will be done in the next couple hours or so.
Thanks for reading,
Dread Swoop
I came across some mistakes I had made regarding the last update, and I should have an update ready for Friday.
Coinciding with that fix, I also hope to re-launch the weapon trails wing of this mod. I had a horrible time copying over the data from this version, but I'm already about halfway through the trail adjustments (all 1-handers done).
Looking forward to getting asked "what's the difference between the two?" another 12000 times.
Thanks for reading,
Dread Swoop
I think a problem with Funcom's setup before was that stamina costs for attacks were so high that the stamina boost from Grit didn't really lead to much gain in effectiveness, making it irrelevant to invest into over other attributes. If costs are too low, though, then there is no incentive to expand the stamina pool and it again becomes irrelevant.
Personally, I think 5 - 10 Grit is pretty comfortable, especially factoring in the perks, where that extra 35 - 50 stamina can compete with the value of however much health or 25% - 50% increased damage. But at the same time I don't think the point investment is so large that it gimps builds (you do have 60 points to spend, after all).
About the trails, most of my friends really like them in vanilla, and for some, it's even game-breaking, to the point that they don't want to use the mod. But we manage to convince them anyway. That said, I might be in the minority here, but hopefully, bringing the trails back wouldn’t take too much of your time.
Regardless, thank you again for this great mod!
Update 1.29 has been released.
With this update, I settled on doubling the stamina cost modifiers for nearly all attacks in the game, in response to Funcom reducing the base costs by 50%.
The re-inclusion of the exhaustion state, as well as reduced stamina regen on the part of Funcom will make management of stamina in battles more important. Going all out will likely be difficult in the early stages of the game, but with Grit investment or with increased damage output, there should be more breathing room and greater allowance for dodging immediately after a string of attacks.
As always, feedback is welcome, but know that I know that stamina will be tight starting out.
Thanks for reading,
Dread Swoop
@Black Some years ago, I had a variant of Glory of Combat (the earlier name of this mod) which used weapon trails. I didn't bring that mod back when I returned, but if that's something people would be interested in, I can look into doing so.
I'll have to go back and yet again adjust the modifiers for all attacks to get them to a proper level. I hope to have an update out for the change either later today or tomorrow, barring any issues.
I hope you guys will be able to survive the half-costs in the meantime :P