Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
Zobrazuje se 81–90 z 286 položek
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Aktualizace: 18. led. 2022 v 15.40

Version 1.91.54
- Added Donor Armor Elder Spirit Warden set. Thanks Sill/Savious/Lotharian/Speaker/a million other
characters...pretty much like me wooooops. And big thanks for the wonderful art, Norbert!
- Added Donor weapon Elder Warden Flail.
- Added Elder Warden Cloak and Skirt accessories to Treepeople T2 Feat
- Added Tree Warden armor set (medium) to Treepeople T3 feats
- Added Tree Warden Greatflail (deadlands whirlwind axe) to Treepeople weaponcrafting feat
- Added Treefrog Scimitars to Treepeople weaponcrafting feat (thanks InteractiveZone)
- Added (converted thrown spikes to) Treefrog Daggers to Treepeople weaponcrafting feat.
- Added new model for burning glaives so they have an appearance again, and will show up on characters when stowed
- Added new model for afriti war axes so they have an appearance again, and will show up on characters when stowed
- Added Summon and Reinvigorate Flamebeast recipies to T3 Asura Afriti Flamekin
- Added (converted lance to) nightscourge hunter spear to weaponcraft
- Added cosmetic admin spawn fire bodyglows. They are accessories, and one of them is definitely cursed .. (visually D:)

- Visibility items are now auras that grant 1000xp per minuteto everyone in a 3000 unit radius

- IA assassins gauntlets added to T3 Trickster feat. Bolts also added.
- Nightscourge Blessing properly looks for t3 instead of t4 now
- Scourgebane blessing properly looks for t2 instead of t1 now
- Inner Focus properly looks at t2 instead of t4 now

- Fixed class teacher items requiring deeds and faction coins still
- Fixed Totem Master not appearing in t3 classes recipe list
- Fixed devouring reaping not triggering on t3 survival perk

- DL Guard mobs are now be player community (-1) and will hopefully defend a bit better

- Funcom Greataxe heavy combo 1 and 2 damage multiplier increased 30% and made to move cancel/recover faster. Slowed slightly so the attack is active for longer. This still results in a damage increase and faster ability to move-cancel or attack-cancel.
--- heavy combo 3 is sped up 10%, cancel/recovery window improved. Hyperarmor pushed forward in the combo and lengthened. You can now cancel into lights easier rather than it being a 'commit to attack 4 and weep' starter.
--- heavy combo 4 knocks down
--- light combo 4 (the carve slice) damage multiplier increased from 85% to 145% and also does mini wounding
--- cc on the lights has been increased by 0.2 seconds and the distance it pushes slightly farther

- returned short cc to light attacks (but not the initial dash)
- all torch swings will now apply lesser burning, unless that torch is a final breath or balesong torch

- Scourgefire damage reduced from 4.6 per tick to 3.334 per tick. Initial burst damage remains the same. Damage reduction of XR undead is removed since story preperations are no longer valid. Damage to PC
division reduced from 4 to 3.

- Ifrit fire damage reduced from 4/2 per tick on npc/pc to 2.7/1.6
- Spectral Bow (all 3 versions) have had stamina damage removed. No weapon in DL mod should have stamina damage on it. If it is a special effect, a debuff, that is different.

- Sibilant brood poison no longer dealing afriti burn. It has been properly named and has a different icon now
- Sibilant throwing spikes now take on their enhanced form when wielded by a t4 set mystic (hard work) since the required feats were previously unavailable

- Encumbrance buff on morrigan claws should fire off properly now

- Nightscourge Hunter weaponry and Afriti weaponry, and all forms of spectral bows will need to be replaced.
- Added missing bonus stats to scourge punishing switch (rapier) and scourge ruining knives (dagger)

- All class feats are now in the RELIGION category. Armor mastery feats are in the religion category under deadlands soul (they're passives, more or less, rather than crafted armor)

Issues:
Dual Glaives do the scim-scim slash dash, rather than throw. I have to figure an alternative out for this

Aktualizace: 5. led. 2022 v 17.25

Version 1.91.53
- Added Donor Armor: Sibilant Shadow Set. Thank you Setna, and Norbert!

- Fixed bug of war maiden boots taking over legs appearances

- Added Anonymous Visibility potion. Only shows 'Someone' instead of character name.
- The main visibility potions give 1000 kill xp every tick (30 seconds).
- Reduced crit damage of blasphemy's effect, and increased cooldown on it. (2->3 seconds)
- Increased cooldown of normal DL crit effect from 1.2 to 1.5 seconds.
- Added War Maiden Arsenal feat for the donor weapons
- Added Sibilant Shadow feat for the donor armor set
- Donor weapons durabilty increased to 2000 if it was lowerthrowing rokc
- No more spinning trails from throwing rocks. Further decreased their weight
- Decreased weight of Pocket Sand

Known Issues
- Flame healing applies oddly sometimes.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Aktualizace: 4. led. 2022 v 8.12

Version 1.91.52
- Fixed various armor kits being totally bonkers. Also fixed some old ones that haven't been touched in ages.
- Fixed afriti flame not giving credit when killing. Also lowered NPC damage as it was far, far outstripping comparable dots and doing too much on its own.
- Fixed reckless stance not crafting from jheb shrine
- Moved smoldering invocation from AA T2 to T1
- Reckless no longer removed your armor to become a period of invulnerability.
- Moved Detected Corrupted for mystics from t4 to t3. Inner focus (nightscourge hunter buff) is removed from t3 and replaced with Invocation: Mystic Cleanse. They can self cleanse corruption slowly during an animation.
- Fixed class guide not showing up in the recipes of the class feat, as well as beast tribe t1 feat teacher item not showing. The feat teachers can now be dropped/moved.
- Added Immunize to Heavy Armor Mastery when it goes on cooldown.
- Bonus survival perks should now only tell you once per life they are active

Added Donor Weapons:
- Bright Staff, thanks to Seyalsien and artist Kujo!
- Rugged Smasher, thanks Braevrick and artist Kujo! Thanks to Norbert for the physics additions!
- Black Miasma, thanks to Grixx and Kujo!
- Blade of Palatine added, thanks to Anya and Kujo!
- Damage decreased on katana and 1hsword Inquisitor. Increased on 2h sword. Fixed bonus stats on 2h sword and increased them by +1. Hilt length increased to match Blade of Palatine.

Coming soon:
...Setna's Sibilant Shadow armor set.
... 2h stance buffs. I have started on these, but they are not ready. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Flame healing applies oddly sometimes.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Aktualizace: 31. pro. 2021 v 14.21

Version 1.91.5
- Added NSH daggers and rapiers to the weapon list. good lord, sorry lol (but then again no one reported!)
- Added Headclonking vine mace to Treefrog Weaponry. Icey blade will be added to XR in the upcoming patch.
- Added Volsungr's Icy Blade to XR weaponcraft
- Added Beast Tribe T2: Reckless Stance. Discard armor, regain full stamina periodically if over 50 stamina, lose health constantly. Can't use aloe potions during it.
- Added Beast Tribe T2: Headbutt stance. Ram them! It now also gives mini-wounding.
- Added admin grantable feat, Resonant Soul: Survival permanent buff. Give the feat and they will automatically have the bonus.

- Heavy Armor Mastery, during Momentum cooldown, periodically removed sunder. At the beginning and end of the cooldown at HAM 2, shatter is removed.

- Shattering Tide stance now begins with flying elbow and flying knee for light and heavy.
-- Some of the attacks (starters and finishers) now do mini-wounding.
-- Stun time increased on light attack 3.

- The final hit of scimitar light attacks knocks down, but costs more stamina. One of the light attacks was missing a 20% damage multiplier. The final hit has been increased by 40%. The Scimitar heavy combo chain have had a total of roughly 40% total damage added. The attacks do not shield bounce. Mini-wounding has been added on the first, every 2nd, and last heavy attack combos.

- Unarmed Defensive Style heavy combo 1 stuns for longer than before. The second heavy attack combo, and light 1 have mini-wounding.

- The Dual scimitar combo chains have had their stamina costs increased by roughly 25% between all the different combos

- Fixed nonworking armor bonus on Mezmering Staff

- Changed recipe for Grand Ritual of Necrofication to not require ghostmaker axe, but keystones. Adjusted other ingredients.
- Changed recipe for treefrog poison to use human flesh instead of purified flesh
- Added beast faction switchers (and beast wisening skullstick) to t3 beastmaster, and the individual ones to the totems
- Supernatural Stalker Vision and Detect Corrupted are added to t3, and t2 of each class respectively. They will also bypass the feat check if used by an admin character.
- Dread Beasts now craft in inventory and require corruption to craft.
- Inferno Aura and Purge Corruption Aura have been removed from AA/NSH craftable feats due to being just too powerful and effective and a nightmare to balance for PCs
- Blessings no longer work on weapons with over 50 damage.

- Bonus survival perks changed. T2 Grants reaping perk (heal on kill). Moved T6 perk to replace DL's bonus T3 perk: Grants devouring reaping perk (tiny heal over time, and bonus stamina on kill). Added an item available in Deadlands survival category that describes these perks.
- Reaping now costs 20 feat points.

Faction reworks, now classes!
All the classes have 3 tiers.
--- They do not require someone to teach you how to get there. They do require feat points and level 60.
--- *They are purchaseable
--- T1 is the intro to it, and some useful utility. T2 is when they really come into their own. T3 is when they really master the class.
--- *Weaponcrafting is available per class for a very high cost (but it will be blocked on our server due to conflict with class mods, inventory overload, and keeping the acquisition and importance of these things meaningful). This feat group is mainly meant to be accelerated by admin quests.
--- Teaching is an admin granted feat that has what t5 used to have, the way to produce the teacher items to uprank someone. Grant and use at your own risk.
* = via default deadlands mod. On main Deadlands server, these are disabled via Hard Work and must be learned via quests.

For in depth information on the classes, you can look at the Deadlands Guide: Classes.

We will be sharing mushi scripts via a google drive once these are finish. Keep in mind these are custom tailored to our current setting, which includes the continent mayapan and their civilization (basically a blend of maya and inca. Eventually we'll get some armors and weapons to further this.)


The classes still require lore writeups for their abilities for roleplayers. The main thing slowing us down is gathering up/writing up the lore needed to RP these abilities or sciences out with reasonable competence.

To select a class (Our Server): Be level 60. Don't have another class. Find the class intro npc and complete the journey.
To select a class (everyone else): Be level 60. Don't have another class. Open the feat window, go to weapons category, choose deadland classes. Purchase the feat. Make one of the Class Beginner items and use it.

As of now, the feats can be purchased with feat points (reduced costs from before) AFTER obtaining a t1 seeker token. Once you use a seeker token and get that t1 feat, you will not be able to learn another class. If you use a yellow lotus feat reset potion, you will not lose these feats. You must be admin reset or can use a faction reset item (supplied by admin)

- Move useable items out of t5 feats to weaponcrafting or elsewhere in tiers. Make t5 feats invisible/admin characters only.
- Remove non faction legendary/relic weapons from t2 and t3 ranks

- It is possible existing characters with these feats may suddenly have a ton of feat points since the cost have been reduced from 10,000 to 20, 500, 1500 for most of the tiers. They may need to be admin reset, if it matters

- We will include our mushiscript for the classes when they are done, though they are tailored to the server's current timeline and location so they will still need editing.

Coming soon:
... Several donor weapons and an armor set, likely tomorrow.
... 2h stance buffs. I have started on these, but they are not ready. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Flame healing applies oddly sometimes.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Aktualizace: 19. pro. 2021 v 21.04

Version 1.91.35
- Temporary override fix for missing hearty feast. It seems they deleted the blueprint the hearty feast uses, so it had no idea with what to do with itself and therefore hides forever. Don't be a hearty feast. Do something, something is better than nothing

- Added Donor Armor, Daughters of Mitra. Thanks Anya, and artist Norbert!

- Added Bear Faction switcher
- Added recipe for blesser elemental blessing of fire...
- Added admin spawn Deadlands Guide: Classes, that describes some of the progression process. This will be edited with upcoming mod updates as the reworks begin.

- Claws of the Morrigan is properly 2h now (can use the offhand attacks of claws). Increased pen from 15% to 25%. Decreased stam cost per swing to be in line with the new claws rather than the old zoomy ones. Made it legendary tier so legendary repair kits are applicable.
- Added shattering morrigan claws for testing

- Battle Lance feat renamed Shattering Spears. Duplicate warspear removed, Diamond Breaker Added

- Katana instant-dash attacks have had their stamina costs increased substantially.
--- Katana lights have been slowed down 15%, but are still slightly faster than base game attacks.
--- Katana dash attack no longer has anti-shield/block properties. Heavy combo 3 and 4 have shieldbreak.

Unarmed Combat
- Defensive Stance. Heavy combos stamina cost cut in 1/3. Attack speed decreased 10%. Stamina costs cut down substantially on lights 3 and 4. Hyperarmor reduced on some light combos. Attack speed of light2 increased 15%. Light 4 increased 20%
- Savage Stance. Light 2 CC duration increased by about .4 sec, damage multiplier 1.4 -> 1.5x%
--- Sounds changed to be a bit more... savage.
--- Attack speed of heavy 3 increased by 20%. Attack area is wider around the point of impact
--- Hyperarmor has been adjusted.
--- Stamina drain decreased
--- Mini wounding (like greataxe) has been added to savage lights
--- Added a new attack before the final attack for light and heavy
--- Stamina cost on heavy attacks increased
- Shattering Tide stance no longer auto tracks to judge for leaping or combo. You must quick-sprint to do the leap attacks.

- Light Armor Mastery dodge roll adds bonus agility for a short time on roll. The amount increases from LAM 1 to 2.

- Fixed a javelin heavy attack not linking back to lights
--- Stamina cost on light 1 reduced substantially

Factions, soon classes, have started reworks.
The main thing to be reworked is the progression to them. We are going to make them independently progressable. The main thing slowing us down is gathering up/writing up the lore needed to RP these abilities or sciences out with reasonable competence.

As of now, the feats can be purchased with feat points (reduced costs from before) AFTER obtaining a t1 seeker token. Once you use a seeker token and get that t1 feat, you will not be able to learn another. If you use a yellow lotus feat reset potion, you will not lose these feats. You must be admin reset or can use a faction reset item (supplied by admin)

- Move useable items out of t5 feats to t4. Make t5 feats invisible/admin characters only.
- Remove non faction legendary/relic weapons from t2 and t3 ranks
- Add lore items that explain the abilities and nature of the class IC and out to help them be more independently playable
- Custom UI for feats/feat tree/lore, like... any other rpg game usually has ???

- It is possible existing characters with these feats may suddenly have a ton of feat points since the cost have been reduced from 10,000 to 20, 250, 750, 1000 for most of the tiers. They may need to be admin reset, if it matters

- We will include our mushiscript for the classes when they are done, though they are tailored to the server's current timeline and location so they will still need editing.

Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Aktualizace: 8. pro. 2021 v 19.36

Version 1.91.34
-Recompile mainly for 2.7 update
- Updated to newest version of Accessory Wardrobe API

-Reduced combo multiplier damage of thrown lights (due to double attack), also reduced stam cost.
-Increased combo multiplier damage of heavy 1 thrown.

-Reduced some damage and CC on javelin, slowed the javelin zoom dash some.
-Godspearer reduced to legendary tier, throw costs 1% of max durability down from 1.5%. Durability increased from 2000 to 4000.

- Added admin item (only for now) Diamond Breaker. A javelin with shatter properties.

Take those damned feathers off that you weren't wearing for any other reason than the stats I forgot about. I SEENT YOU
- Epic Idris Headdress added, admin spawn, for stats. Its still an accessory. The normal version had its stats removed since its found its way into normal crafting.

Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
.... Bear faction switcher
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Aktualizace: 6. pro. 2021 v 2.25

Version 1.91.33
- Added donor weapon: Inquisitor, katana and 1h sword versions. Thanks Anya!
- Added Relic grade javelin, and added to Master Smithing.

-Javelins have been significantly overhauled. After 1 light attack, you can go into a heavy shoulder slam to create distance, and then a lounge to catch up if you choose. Javelin+throwing axe (twin weapons included) have been slightly improved, but may need damage adjustments. Javelin+Shield is respectable. I fully expect to have to make adjustments.

- Doublesword stamina costs decreased about 15% on lights, and about 50% or so on heavies.
- Greatsword light attacks come out about 20% faster, but do not cancel much quicker as a balancing factor. Damage slightly increased. You can combo easier into the overhead swing now.
- Shortsword heavy 1 has been speed up in total speed and recovery.
- Lance Light 1/2/3 sped back up about 20%

- Fixed icon for Fiery Brimstone Pick to have the DL border
- Updated Sangsudo to use revamped katana moveset

- Reduced weight of throwing rocks from 1.0 each to .1. You never know when you might need one. They also will bounce now, and won't stick in people.

Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
.... Bear faction switcher
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Aktualizace: 28. lis. 2021 v 23.46

Version 1.91.32
- Added Hyena faction switcher

- Javelin/1h spear attacks do about 15% more damage, have less recovery on their attacks, and in a few cases have minimal hyperarmor or speed increases. The heavy throw has much less recovery time and is slightly quicker. Using heavies once the combo is underway does shoulder slams. Overall its quicker, and easier to react and poke with. Also has offhand attacks with the throwing axes/twin weapons.

- Inferno Aura FX should properly fade out now (thanks for the reminder Xena o/ )

- Claws of the Morrigan debuff should fire off at max stacks properly. I can't test this in devkit so may have to reevaluate it later. Should also craft at morrigan shrine now.

- Elemental Firestream should now repair with itself (basically you reload!)

- Fixed some of the overextended hitboxes of saber


Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
.... Bear faction switcher
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Aktualizace: 23. lis. 2021 v 5.20

Version 1.91.31
-Blessed Afriti Staff no longer applies the mystic specific burn AND normal afriti burn...which was causing the mystics to really burn. It work as intended. Burns the nonmystics.
- Lesser Burn Blessing now looks for t3 mystic instead of whatever missing feat it was looking for.

- Fixed a stray secondary dodge cancel window on katana instant dash spanning the whole animation.
- So those increased speed light attack combos for katana? Never actually applied the altered animations. Yep. Been using the old ones. These are now 20% faster and can cancel into the next sooner, potentially. That also means you will use up stamina much more faster, as its cost has not been adjusted.
- Increased greataxe damage by 10% on lights and roughly 15% on heavies. Heavy 4 shieldsmashes (it already went through shields)

Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
.... Bear, Hyena faction switchers
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Aktualizace: 21. lis. 2021 v 20.13

Version 1.91.3
- Rapier/Saber style weapons now use accuracy as their primary stat. They will be updated to indicate this in the future. Javelins will follow. Limited time to mod!

- Devouring Reaping now gives stamina on return instead of heal. The small heal over time continues though. It also works reliably now.
- Rapier/Saber style has had its CC reduced, stamina cost lowered, and its damage on lights reduced by about 10%.
- Ruin (expose detonate) no longer does armor ignore damage, which was double dipping on the armor lost from expose.
- aa staff is now staff and not greataxe as far as fashionist is concerned. It also burns non mystics, horribly. Lay off the cheese.

- Thrown backflip should have better hit connecting.

- Katana dash. I'm sure some of you found it and probably deposited anyone who began to talk about the charge in a sealed box in the ocean. But...1.6x weapon damage *4 hits at the max dash level was ahhhhYEAHBYE. Its still more than the original damage. Also combining with ruin lead to some atrocious results. NOW....the first offhand works as it used to, but a bit less damage than the recent update, but goes through shield and block (still linear). Using it after other attacks HOWEVER lets you go into an instant, non shieldsmash/pierce version for a little chunk of stamina. The execution feels good, we'll see about damage/abuse. I'm pretty satisfied with how it feels at the moment though. Lets see how it goes.

-Hammer heavy 1 shield breaks and pierces shields. Stamina costs of heavy hammer attacks reduced by about 15%e

- Stamina cost on lance final light reduced from 2.5x to 2.0x
- Stamina cost on staff light and heavy finals reduced from 2.0x to 1.5x
- Stamina cost on greataxe reduced by about 25%, damage increased by 10%
- Block on greataxe is the same as staff now. IE you can move and block

-Changed launch velocity and projectile properties of the jungle glaive. Its meant to be a returning glaive (maybe one day will get that to happen visually), so it just sticks in an enemy for a second

- Deadlands Lore, Unarmed Combat produces proper lore item now.

- Donor Item: Altered effect and description of Rod of Mezmerizing Madness

- Idris Headdress accessory added to Mastercrafting feat

- Apparently the glass throwing spike recipe has been missing SINCE THE DAWN OF TIME! Its here now. This is more relevant to the Hard Work mod that has early access to the glass spikes.

Coming soon:
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
... 2h stance buffs. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Auras may apply their debuffs in strange ways in some instances.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
-2.5 issues???
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?