Conan Exiles

Conan Exiles

Glory of Combat
153 Comments
Dread Swoop  [author] 4 Aug @ 5:46am 
This was the case when Funcom introduced a stun-lock prevention system which activated after about 5 seconds or so. There was no warning when it activated, and suddenly getting uppercut into being stunlocked / killed was frustrating. Funcom scrapped the feature pretty quickly.

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.
Dread Swoop  [author] 4 Aug @ 5:46am 
@vdhydra I apologize for the delay, the past week or so has been very hectic for myself.

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.
vdhydra 29 Jul @ 4:06pm 
I noticed the stagger effect on this mod page, is there a chance that it stops enemies from becoming target dummies and getting staggered from any attack? I've been searching far and wide
w3bbr 19 Jul @ 4:28am 
Im sorry, said about wrong mod. Its ShieldShield was broking animations. Javelin working fine
Dread Swoop  [author] 18 Jul @ 11:04am 
Glad to hear you solved the issue! I will note that mod down in the 'Incompatibility' section.
w3bbr 18 Jul @ 8:18am 
Problem solved! Found mod which cause this problem. Its "Javelin improved". And yes Im tried to load it after your mod.
w3bbr 18 Jul @ 2:20am 
Tnax for respond. Ill try to figure out what is causing ishue and report back.
Dread Swoop  [author] 17 Jul @ 7:07pm 
I tested the three big mods you mentioned (EEWA, AoC, Warrior Mutator) individually and I didn't see any issues in combination with this mod, so they're probably not causing the issue.
Dread Swoop  [author] 17 Jul @ 6:09pm 
No, what you are describing is not how the mod is supposed to work. And judging from my testing, there's nothing wrong with this mod that I can find, so I think there may be another mod in your load order which is out-of-date and causing problems, or there is a compatibility issue between the two.

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.
w3bbr 17 Jul @ 12:21am 
Yes, im using another mods like WARRIOR mutator, EEWA, AOC and another qualiy of life stuff. So its seems like when im trying to attack my char do one hit and then stopping and like waiting for next input or like that. Some times doubleclick working, sometimes not. So is it me doing smth wrong or this is how mod works? :/
Dread Swoop  [author] 16 Jul @ 2:37pm 
I went through some testing last night, using daggers and some other weapon classes with both the release version of this mod as well as my test build, in addition to the base game as a baseline. I didn't see any issues with the progression of combos, as I was only interrupted when struck by an enemy.

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?
Dread Swoop  [author] 15 Jul @ 6:24pm 
@w3bbr I haven't heard of that issue happening before, but I'll take a look when I can and then report back.
w3bbr 15 Jul @ 1:00pm 
Need help.
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!
Surasu Undying 9 Jul @ 4:38pm 
So in resume, this supposed "improvements" are the following:

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.
Dread Swoop  [author] 1 Jul @ 4:31am 
@Vargus Dread Thank you!
Vargus Dread 30 Jun @ 11:49am 
Incredible mod, excellent work! :steamthumbsup:
Dread Swoop  [author] 26 Jun @ 7:11pm 
@Sowilo And thank you! (and sorry for responding late, I've been all over the place lately)

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!
Sowilo 19 Jun @ 11:49am 
Been playing with this for a couple weeks. I love the changes you made with this mod a lot, everything I've tried feels like a major improvement (spears especially), and if you think you can do even better, I look forward to any future improvements (or other mods) you may make.

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.
Dread Swoop  [author] 12 Jun @ 4:39am 
Controlling player performance is how Funcom decided to balance the game, and to a degree I am bound in the same way. Though I think their standard is too constricting for the player, and a lot of the lack of ergonomics comes from laziness on their part rather than a defined vision.

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.
Dread Swoop  [author] 12 Jun @ 4:38am 
@.Dog with a Hat on the Nose.,

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.
.Dog with a Hat on the Nose. 10 Jun @ 10:08pm 
I am happy to see this mod back, vanilla Claymore was so bad I had a friend quit the game because he didn't realize he was spoiled on this and thought Funcom nerfed them. I have a quick question though, is there ever going to be any chance you could introduce rolling and backflips into NPCs so they can achieve parity with the player someday? The animations are a bit too good, you can blender NPCs without issue.
Dread Swoop  [author] 5 Jun @ 7:17pm 
I'm assuming you're referring to the recent feedback in the other tab about some weapon classes.

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.
DatOnePeach 4 Jun @ 10:07pm 
animations i was referring to
Dread Swoop  [author] 4 Jun @ 7:16pm 
@DatOnePeach Do what to Katanas?

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.
DatOnePeach 4 Jun @ 4:23pm 
are you gonna do katanas as well?
Cloud Strife 16 May @ 10:48am 
awesome:steamthumbsup:
Wurm 16 May @ 7:48am 
Nice to see it back in all its original glory...of combat...
Dread Swoop  [author] 15 May @ 4:20pm 
Hello everyone,

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
Dread Swoop  [author] 30 Apr @ 4:48pm 
@blackshad

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.
blackshad 30 Apr @ 12:54pm 
Hello ! Is there any way to know wich modded servers are using valor's call?
Dread Swoop  [author] 22 Apr @ 2:47pm 
Hello everyone,

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
Satan 18 Apr @ 7:05am 
No, it only involved reverse left-handed weapons that came from Vam's dual swords, for example, which allow duals and a shield at the same time, or any other dual weapon from any other mod that allows this type of duals. Maybe it could have been an update from another mod, I have no idea, I just remember that it existed...
Dread Swoop  [author] 18 Apr @ 6:57am 
@Satan,

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?
Satan 17 Apr @ 6:08am 
I have a question, I remember that at some point I used this mod and managed to make the dual sword weapons from other mods make the left hand sword become a weapon in reverse, was it this mod or was it another one? I'm asking to see if I can get that visual effect back and maybe it's a matter of order.
Dread Swoop  [author] 9 Apr @ 4:19pm 
Update 1.29.2 has been released. As always, check the Change Notes section for full details. Here's a brief summary:

* 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
Dread Swoop  [author] 8 Apr @ 1:41pm 
After giving it a look, I will be reducing the stamina costs for Bow Heavy shots as well as the pseudo-dodge. I haven't finalized the changes yet, but I think it will be ~50% reduction for both.

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
Dread Swoop  [author] 7 Apr @ 1:57pm 
@MountedArchers I'll give it a look, thanks for bringing it to my attention.
亮网NO.91 6 Apr @ 2:47am 
The special skill (backward retreat) when holding a bow consumes too much stamina, even though it is not often used.
Dread Swoop  [author] 4 Apr @ 1:39pm 
The Weapon Trails version of the mod is now live!

Here's a link to the mod page (also provided in the description):

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3457964462
Dread Swoop  [author] 4 Apr @ 1:14pm 
Update 1.29.1 has been released.

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
Black 2 Apr @ 12:06am 
That's awesome! I'm really excited, thanks!
Dread Swoop  [author] 31 Mar @ 3:51pm 
Hello everyone,

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
Dread Swoop  [author] 29 Mar @ 10:02am 
@Reaper Yeah I had done three separate trials with stamina, one at 50% cost (pre-update), one at 75%, and one at 100% (current). Ideally, constraints on the player in the early game should incentivize growth in those areas of concern and make for more meaningful decisions with those points while leveling.

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).
Reaper 29 Mar @ 4:10am 
Will have to get used to the exhaustion again and yes it may force people to invest in grit, not sure about anyone else but I never bothered with that attribute much, prior to this update. Will keep you posted if I find anything dodgy.
Black 28 Mar @ 9:40pm 
First of all, thanks for the quick update! ❤️
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!
Dread Swoop  [author] 28 Mar @ 10:18am 
Hello everyone,

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
Dread Swoop  [author] 28 Mar @ 5:17am 
UPDATE: I'm still working on the update for the mod, to make sure the changes will be acceptable I have to do field-testing with the stamina regen / exhaustion, but of course that takes time.

@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.
Black 27 Mar @ 3:25pm 
Hello, I really like your mod, I was wondering if it's possible to re-activate the colored weapon trails, those look super cool and I like that they indicate the type of debuff each attack inflicts.
meow 25 Mar @ 12:18pm 
:sog_heart:
Dread Swoop  [author] 25 Mar @ 7:30am 
As a follow-up, it appears that stamina regen had also been reduced. Thus the modifiers I changed the attacks to are slightly too high.

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