Conan Exiles

Conan Exiles

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ArcherGoPew-Archers Use Light Attacks
   
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23 Sep @ 4:03pm
7 Oct @ 12:51pm
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ArcherGoPew-Archers Use Light Attacks

Description
TL;DR T3 and T4 archers will now also use light attacks and offhands, not just heavy attacks, functionally increasing their effective attack speed and maneuverability.

For those who've played Conan Exiles for as long as I have (doubtful), you'll likely remember back in ye olden dayes that NPC archers used both light and heavy attacks instead of just heavy. That was patched out a while ago, and now I have brought it back, among other things.

This only applies to T3 and T4 thralls. T1s and T2s will still only use heavy attacks. Not only does this allow it to adhere to Funcom's design for NPCs by giving higher-tier thralls more advanced combos, but also allows the thralls to sorta-kinda present a realistic skill with bows. Low tiers are inexperienced and have to carefully aim their shots from stationary positions, while high tiers are experienced enough to know how to knock and loose arrows in one smooth motion, even while moving.

FULL EDITS: Tier 3 and tier 4 archers now have the following new combos while using bows:
-Light
-Offhand
-Offhand->Light

FOR THOSE USING VANILLA, the bow's default offhand is simply another light attack. As such, the offhand combos will simply be light and light->light. Double shots for the win!

FOR THOSE USING GLORY OF COMBAT, there are two things to note. First off, the bow offhand is now a dodge, meaning the offhand combos translate to dodge and dodge->light. Secondly, they WILL still attempt to use said offhand ability even while attached to an archer post. This does not disconnect them from the archer post, thus meaning they will still be locked from walking. This can and will result in archers bouncing themselves backwards off your wall or into a dumb position they cannot fire from. I recommend not using T3s and T4s for your fortifications, but before you get mad at me, please think about it: the dodging will make those archers far more effective on the battlefield than attached to a wall, and archer posts automatically double the ranged damage multipliers of whatever thrall is attached to them. T1s and T2s can hit as hard as a T3 or T4 when assigned to an archer post, and their lackluster durability and unedited damage multipliers makes them far less useful for frontline combat. Use your low tier thralls as guards to man your fortifications and your high tier thralls as followers and battlefield rangers.

I will look into rectifying this, if I can figure out a way to force archer posts to block offhand attacks.

I have intentions to enhance the combos further with things like double and triple shot light attacks, but I'm currently trying to figure out how to make it compatible with Glory of Combat since that's my preferred combat mod.
22 Comments
Wurm  [author] 15 hours ago 
I checked the age of heroes chapter 1 tab, as that was the most recent one. Either way, it doesn't seem to make a difference in game. None of my testing is showing any kind of damage buff, either in the dev kit or in the live game.

I'll go ahead and keep the non archers the way they were, then. It does make more sense that way.
Aphyxia 8 Oct @ 2:45am 
Yes, I do have the extended thralls mod and it shows 2.8. And no the google sheets does not show them as 1.7, it shows them as 2.7. Maybe you checked an old tab or something. Though I will admit I never tested the damage myself so I do not know if these numbers are valid.

Regarding the combos. I think just archers having them makes sense. Currently archers are pointless because fighters are just better archers most of the time. Just T3 and T4 archers getting the new combos makes sense and is a necessary buff to archers.
Wurm  [author] 7 Oct @ 10:27pm 
If I just say screw it and give all archers the same combos, then that means anyone using GoC will be unable to effectively use archer posts, since any thrall attached to one will just dodge-hop his way away from where he's supposed to be standing. I'd prefer that not be the case.

So, the question is how to arrange this. Should non archers get the same combos? How do low-tier archers fit in a way that makes sense?
Wurm  [author] 7 Oct @ 10:24pm 
@Aphyxia I found the reason why it wasn't applying to non-archers. There are two combo tables used for NPCs: one of them (the one I had been working with) had individual combo rows for each tier of archer, allowing me to set T3s and T4s to use the more advanced combos I was working with. The other one is called the default combo table and has only one row for bows. It appears the first combo table only applies to archers and the second applies to everyone else.

It may seem like this is an easy fix, but while I could just slap all the fancy combos into the second table and give you the crackshot dancers and artisans of your dreams, that leaves us a problem: that table applies to literally every non-archer NPC. I don't know how to force it to separate out low-tier artisans, fighters, bearers, and dancers from high tiers, meaning low tier non-archers will wind up somehow being more skilled than low tier actual archers. Make that make sense.
Wurm  [author] 7 Oct @ 9:56pm 
Gonna be honest, I'm not sure that it's actually implemented in game. I just did a test pitting some T3 Black Hand archers against the game's dev practice dummy. One was Shemite, one was Hyrkanian, and one was Kushite. They all did the same damage. It's possible that the damage bonus you saw was a relic of a past attempt to add specialized racial bonuses to thralls and players, but practically, I'm not detecting any evidence of a supersized 150% damage bonus for all the Shemites and Hyrkanians.
Wurm  [author] 7 Oct @ 9:18pm 
And if there is a phantom damage bonus like that, it's hidden so well that the wiki doesn't have any info on it and no vanilla or mod functions are capable of detecting it in game, and it's not because they can't account for edits to base multipliers. Stick a thrall on an archer post, and Extended Thrall Stats will correctly show its doubled ranged damage multiplier on its stats page.
Wurm  [author] 7 Oct @ 9:11pm 
Which would be a bit ridiculous.
Wurm  [author] 7 Oct @ 9:09pm 
If it isn't accounted for, then his base multiplier of 2.88 is in addition to that racial bonus.
Wurm  [author] 7 Oct @ 9:08pm 
It is accounted for. Amurath the Swift has the single highest ranged damage multiplier in the game.
Dread Swoop 7 Oct @ 7:58pm 
I'm not sure if it's already been accounted for, but in working on Heritage I found that NPCs (and possibly players) internally-marked as Shemites or Hyrkanians receive an extra 1.5x damage multiplier for ranged weapons (1.8 x 1.5 = 2.7). It would help explain the strong performance from characters like Du'neman the Dragoon or Amurath the Swift.