Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
Viser 131-140 af 286 forekomster
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Opdatering: 11. mar. 2021 kl. 16:16

v.1.9.81
Good lord the heavy armor offhand saga is finally over. It makes the right thing.
- Offhand equipping functionality is fixed. Light armor offhand max durability increased by 50 to 150, since sometimes it double hits. Heavy Armor offhand also forces momentum. Enemies beware.
- Medium offhand will trigger retaliation, for 2x the stamina cost if it triggers.
- Restoration orb doesn't do positive damage on explode, so that may solve the weird sometimes it explodes and heals, sometimes it doesn't
- Shieldbash animation used by various attacks should be a little quicker to cancel out of
- Marksman's coat properly gives accuracy now
- Ram offhand with unarmed now does unarmed defensive style for attacks
- Scourgefire is fixed and should purge some forms of demonic healing as intended
- Smoldering now lets you heal from farther away and works reliably. Ifrit fire puts out a small lasting aura that checks if anyone has smoldering and pops em a heal. This is more for my future reference as none of you (rightly sane people) actually want to know how this sorcery works.
- Lifeblood effect removed from AA weapons that were missed before (the greatsword/waraxe, claws, unarmed) to move the healing towards smoldering's cinderbask heal.
- Flamehealing has proper toggle again, but with a 2 sec cooldown between toggling

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Opdatering: 10. mar. 2021 kl. 14:43

v.1.9.80
- Spectral Bane blessing is fixed, and was set to try and apply normal scourgefire before.
- Inventory shrinkage on new armors fixed. If it happens again, or in another mod, unequip it (throw it on the ground, have someone pick it up or put it in some other inventory while your backpage inventory is shrunk), and relog to fix. Or relog with it on after equpping and that may fix it. But hopefully no one ever encounters the problem anywhere o/
- Heavy Armor Offhand actually fixed and craftable
- Offhands work properly (you can use them in the right gear types only, and they don't take 200 stamina)
- Added Burning Devastator, gauntlets and claws, to AA T5.
- Imbued Brimstone moved to AA T4
- The infusions and most of the blessings have their own dedicated icons now. The new funcom icon layering system gets weird as hell so I give up.
- Flame Healing recipe changed and moved from T3 to T4. Flame healing heals for more over time, but starts out weak and grows stronger the longer it is on. It now lasts 30 seconds (again), and debuffs the caster by 1/3 up from 1/4. It can still be cancelled early. Scourgefire burning targets cannot heal, but may resume if the fire falls off and the healing is still active.
- Added Herbal Tea and Cleansing Brew to AA T4. You may need to hand it out after flame healing.
- Smoldering will now check if you're near a burning target to heal so you don't have to touch them after the initial lighting. You still need to trigger cinderburning though
- Demon Corruption eating now triggers its corruption eat+heal when you hit 100 corruption (how much its always consumed) rather than as soon as you have a single point of corruption
- Detect Corruption no longer has blinding whiteness and does less damage (less than 1) per tick.
- Scourgefire now removes corruption, more the longer it is active. Scourgefire also finally has its own icon now, f. It will also remove the component some sorcery based corrupted healing uses.
- Scourgefire bow damage has been doubled, from 10 to 20. Use whatever arrows in it, it has a string..just imagine it has...a place to knock the arrows...!

- Medium armor buff, retaliation duration moved from 3.0 back to 3.5 for now.

- Water Tribe (Take) weapons have experimental effects.
- Savage Light combo 1 movement cancel spam removed and attack cancel point increased
- Fixed mastersmithing Reforging (Shatter and Critical Strike). They are not yet permanent though.


-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Opdatering: 9. mar. 2021 kl. 7:36

v.1.9.79
Hotfixoops
- Fixed Medium armor doing some stacking it wasn't supposed to. Doesn't grant acc that it isn't supposed to. Reduced duration of boost.
- Heavy Offhand is craftable. Fixed other offhand crafting mats.
- Cinderbask heal increased. 3 health once every 3 seconds, to + 1% health +3 health every 2 seconds for 2 ticks
- Treefrog poison wasn't doing full damage on tick most of the time. It no longer does the poison damage to undead, but all other parts of the acid take effect. It does not add its acid eaten effect so fast, only on some stacks, on tick, and the initial stab. It does a little more damage up front now. Acid eaten lasts 1 minute down from 3.
- Added Alternate recipes for mastercrafting repair techniques that use 4 power fragments instead of afriti blood.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Opdatering: 9. mar. 2021 kl. 3:11

v.1.9.77
- Throwing spikes now count as ranged weapons and scale primarily off accuracy. Normal thrown weapons scale off strength and accuracy almost evenly, but slightly more off strength just for general knowledge.
- At Accuracy 40+ Throwing Spikes now have a 5% to crit and deal extra damage equal to their bonus (non-weapon) damage.
- Infusions last 5 minutes. Its nice to share and when they disappear too fast in the trade process, poopy.
- Burning Greatsword added to AA T5. Its existed for eternity but wasn't in the craft list.

- Darfari Neckbeads and Southern Neckrings have been added to the DL armor crafting category. Mastersmiths can craft the epic versions
- Added Marksman's Coat to DL Armor crafting category.
- Flawlesss Hyperborian Light Loincloth requires 1 keystone now

- Continuing to pull some of the major, non dot effects of faction weapons off and put those more in the wielders power/ability set, Melee Asura Afriti weapons do not heal over time. They will now heal when in contact with burning enemies, and slightly more than before

+ Armor Class Bonuses have returned +
-- The way they work this time is different. They do not add passive stat buffs. There is now a deadlands armor category. In it you will find the feat, and 6 armor mastery feats. The lower forms have two recipes, the paper and the offhand. The offhand grants some stats and allows you to do a knockdown flip, a wounding backslash, or a wounding shoulderslam. The paper that tells you what its about. What its about:
- Light Armor Mastery (LAM): refunds a portion of stamina after a dodge. LAM2 refunds more.
- Medium Armor Mastery (MAM!): for a short time, adds a buff to might and accuracy HAM2 adds a higher bonus.
- Heavy Armor Mastery (HAM!!): Upon taking hits, you'll gain stacks, and when you've reached 10 stacks, you'll knock your attacker back and gain the Momentum buff that prevents any knockback for a short time. It will go on cooldown afterwards. HAM2 shortens the cooldown.
The focus of these buffs is to give a bit of identity around the armor types, and allow you to stay in the action longer through different styles.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Opdatering: 6. mar. 2021 kl. 21:54

v.1.9.76
- JK the fix for factions wasn't quite ready and didn't show the resulting issues outside of devkit so its been reverted for now. Grouping does not work for pvp purposes, again.

- Festering Poison damage reduced significantly.
- Vigil Aura tooltip fixed. It will also no longer apply to non thrall npcs.
- Burning Daggers uses normal ifrit fire rather than claw version of fire
- Forgot to mention last update, flame healing no longer reduces stamina from its Reserved Essence cost, and also heals 2.5% hp every tick to flametouched and slightly lessed for non. Now, it can be toggled on and off by the aura user. If a person affected by flame healing gains heatstroke during it, they will also light on fire. It lasts 15 seconds instead of 30 now

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Opdatering: 6. mar. 2021 kl. 14:48

v.1.9.75
- Burning Daggers damage increased to 50
- Icy Blade/Spectral glaves no longer perma cripple
- Reserved Essence no longer reduces stama
- Claws were missing their block stun on heavy attacks
- Glowing Essence added to WT T2
- Blue Crystal recipe moved WT T2 -> WT T3

- Hotfix before the bigger fix. Group 1 and Group 2 work as far as pvp is concerned.

IF YOU HAVE A FOLLOWER, PUT THE FACTION SWITCHER IN ITS INVENTORY AND USE IT THERE. It will work on you both. For now, a follower still will try to attack someone else if applicable, but their hits won't connect. They don't know that, so you better tell them...they're not very smart after all. You did torture a dude for the better part of a day until he became an obedient and mindless husk capable of following only the most basic tasks. Got a good fighter though!

But seriously keep up the good work, don't go soft and modern.

[ OVERRIDE: BP_COLLISIONCOMPONENT ]
^ Technical stuff: In a prior patch, Funcom refactored the way the player community variable is processed, breaking the grouping/faction switching stuff I added in this mod...for the second time. They checked what changed and fixing it likely won't go in until at least 2.4 update, which is going to be a while. Like the last time though, thankfully, one of the devs over at Funcom helped get me through a workaround for the time being, so faction switching works again.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Opdatering: 4. mar. 2021 kl. 14:11

v.1.9.73

- Throwing spikes armor pen increased from .1 to .25.
- Dragdown gas arrow properly makes dragdown gas arrows now.
- Highly Explosive Arrows now also require a skeleton key to make.
- Some of the mastersmithing weapons crafting requirements were copied from a unique template that was not supposed to be the base for more weapons, leaving subsequent weapons with much cheaper requirements for relic grade weapons. They now require at least two keystones as they were intended to. Many of these weapons are on level with faction weapons and in some cases better, and still have a much cheaper crafting requirement than them.
- Armor enhancement kits now require a skeleton key as an ingredient, but the recipe yields 3.
- Hex blast recipe yield increased from 20 to 25.
- Prying Kit (dmt) recipe now yields 5
- Bloodthirster Katana fixed to have enhanced lifesteal
- Duelist Katars damage 50->55 and pen 0.25->0.30
- Berserker's fistblades (unarmed and scimitar) damage 52-56
- Fixed a few NS teacher items producing the wrong one.
- Elder Throwing spikes made in same place as the rest
- Recipe for Burning Spikes fixed and added to AA T5
- Restoration arrow recipe has been split into 2 recipies requiring green or blue crystal. Water tribe have blue, treefrogs have green. Everyone else has to figure out how to get those crystals. Farm WT and TP I guess :D
- Recipes for blue and green crystals have been added

- Projectile hitbox for thrown spikes has increased in size, so it should be easier to hit and not require pinpoint precision while also throwing an invisible bus.

- Adjusted hyperarmor of thrown spikes heavy attacks to bear more to the front of animations. Backflip stamina cost (depends on where its used in the combo) 8 6 4 -> 6 4 2, meaning its cheaper and now even cheaper when used in the combo rather than from standstill

I suppose I've done something pretty interesting to get shining and scathing feedback on these throwing weapons! Though most of the people who hated the style have zero accuracy or grit which..I don't know but okay!

- Saber style lounge is a little smoother, has a different sound, and its middle pokes' CC is less disruptive.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Opdatering: 2. mar. 2021 kl. 18:13

v.1.9.72
- Partially completed texture resizing (had some stray 4ks and things that did not need to be 2k). 1.24gb mod size ->
- Added New visual for iron throwing spike, treefrog throwing spike.
- Added Sakura Kunai to Thrown category.
- Added envenomed throwing spike, sibilant brood throwing spikes to Venom Arsenal feat
- Added Burning Spikes to AA T5 crafting.
- Added Fortress Breaker to Mastersmithing
- Added Bloodthirster Spike, Katana, and a Blessing to Defilements
- Added spectre coating recipe to Nightscourge Hunters T2
- Added Infusion: Reaper Poison

- Fashionize kits. How did they even get there to begin with -_-

- Fixed demon invo not granting its natural lifesteal (lifesteal on claws and unarmed)

Thanks for the feedback on the throwning weapons. Of course there'll still be plenty to look at, and as everything else goes, its subject to change with time. There's a bunch of changes to this but I think it flows even more, has some...interesting options that can pop up off CC sometimes, and though it wasn't my intent for the melee side of it to be a main focus, people wanted it enough so its a bit more competent. Now we just have to see if its too dangerous.
- Throwing weight spike increased from 0.05 to 0.01 each. Block damage reduced. Stamina cost reduced from 8 to 6. This affects the backflip.
- CC increased/changed on kick.
- Damage of heavy combos increased by about 25%.
- Stam cost multipliers reduced on light attacks.
- Removed bleed off weapon moveset and moved to bleed specific daggers.
- Increased hyperarmor on heavy 4 and 5 attacks (final attack hyperarmor increase applies to dual wielding as well).
- Heavy attacks can combo into the flip for less stamina cost the further they are in the combo.
- Changed the first heavy attack to be a quick lunge, since before the heavy shank is the same thing as light 1 more or less.
- Final hit of dual wield light and thrown heavy recovers much faster, but is also a little more punishable as hyperarmor runs out sooner
- Treefrog thrown damage increased 20 to 35 to heavy. Light remains as is

- Zi Hao effect occurs at 15 stacks now.
- Vigil Aura. Debuff should properly reset on reuse. Timer reduced to 5 minutes. No longer debuffs stamina.
- Draw Forth the Heart stance can now be crafted separately (and repaired), but still is produced when the style is made.

- *Nudges self down a mineshaft* ..TP blessings were failing because the blessings themselves were set to acid, and as tp and immunities go...well, yep. Blessings should apply properly again.

Most feats taught from a feat teacher item will not be reset from yellow lotus potions and should instead be rest with the faction feat reset item. The general exception to this is feats that are purchased with feat points via the menu will reset.

Thanks to Epic_Hard_RU (Medieval Hammer)
Monarch (Sakura Kunai)
Teliri (Sibiliant Brood Dagger)
Beyondmatter (Iron throwing dagger)

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Reduce weapon textures to 1k to cut mod file size down
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Opdatering: 26. feb. 2021 kl. 13:17

v.1.9.71
- Added Zi Hao, Dragonspear, for Wuqing. Thanks Dominik!
- Added Steel Throwing Spikes, with their own Feat Category. More will come after significant testing.

- Fixed the last hit of the last combo of dual wielding scimitars, and thrown daggers not hitting. It also recovers much faster and advances to the next attack now.

- Fixed armor enhancement kits someone making you drunk
- Fixed thrown daggers moveset not doing all their heavy combos. I decided to just reenable target lock on the thrown (lights) for now. If it gets bad I'll disable it, but considering how galatically weird aiming is in conan with no lag even, I'm more inclined to lean on the generous side.
- Reduced armor penetration of nuala's warspear from 25% to 20%
- Removed non-functioning disarm effect on Dueling Stances, and removed the - encumbrance balancing stat on it as well.
- Dragon Egg no longer permanently cripples Beast Tribe. You know what, in fact, it cleanses cripple. Be free like you were born to be. *insert EARTHBENDERS kid speech only to be stabbed dead without complaints because why M.Night, y u did dat??*
- Prey Freezing Roar now notifies you of your totem when it activates on you
- Cleaned up some backend functionality regarding the way the mod adds permanent buffs, as well as removed a ton of debug logging..........
- Vigil Aura radius turned down from 1000 distance to 300 until I figure out how to make it apply to others within your faction only
- Gouging Claws should make their proper sounds now.....
- Fixed Reset Attributes Potion being unusable
- Purify invocation and aura went missing from Water Tribe Feats. Added back to T4.

- Relentless Beast Claws (werewolf) will now properly move in werewolf stance. Headbutt Stance (Vortar) should not run with the strong hand anymore...
- Due to some horrificly broken self-healing potential, Give and Take's no longer heal+cleanse on equip. They still heal over time when held though.
- Caught you wee tricky froggers. Treefrog poison was adding an additional tick every other tick. Now it doesn't. May adjust damage to compensate slightly in a future update
- Rend was doing something equally tricky and adding two stacks at certain points. Beast Tribe fights dirty, if you didn't know. Rend 20 stack damage increased, and increased further due to the loss of added damage from cheat stacks.
-Ifriti Fireballs now have a longer period of time (1 second up to 5 seconds) where they do bonus damage per hit at full stacks before it resets.
- WT Feats: Jungle Glaive and Savage Chosen moved to T2. Una Amiga Letal, Gnarled Staff moved to T3. Serenity remains in T4. Added Invocation and aura purify back to t4. Removed soul guide from Water Tribe (nightscourge hunter tool)

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras. The first has been added. Awaiting more feedback when people acquire it.
-- There may be adjustments to some of the combo explosions in another update
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.
-- NS Daggers

Known Issues
- Beast Tribe Aura prevents caster from attacking for a short time
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Opdatering: 24. feb. 2021 kl. 16:32

v.1.9.70
- Altered Vortar's headbutt stance attack to stay active longer.Added Relentless Beast Werewolf Claws. Its the same but with the werewolf animations. Also added a conversion feat to go from one to the other. You will lose your kits on these.

- Added a nonfaction aura that can be bought into. Its still a little rough around the edges but its in a good enough state for testing and feedback.

- Added Throwing Spike weapon class in testing (Elder Throwing Spike). This is a very mobile, quick striking moveset that requires precision and aim for the rapid throw light attacks. Its offhand has a backflip that may knockdown, and its heavy attacks is a series of sweeping strikes - very dangerous but unsafe past the walking stab and the sweep kick.

- Treefrog Throwing Spear has been replaced with Treefrog Throwing Spikes. Recipe has been updated to accomodate high ammo.

-Treefrog arrow recipe 1 poison and 100 bone arrows = 100 treefrog arrows (from 1 poison 10 arrows and 50 arrows...was supposed to be 1, 50 = 50)
! Beast Tribe T5 Recipe/feat/item ID changed! 22199107 to 22198107
- Grimkaiser craft and recycle keystone requirement and yield (there was no loss before, still no loss, just required you to have them) changed to craft require 4 keystones, down from 10. It still recycles down so you can make a variant at no loss.
- Master smithing +kits moved to craft at blacksmith bench
- Cannibal Bow recipe moved to craft at carpenter's bench, from blacksmith bench
- Ruin Arrows craft at carpenter's bench now
- Treepeople Deadly Shortbow now has unique appearance (Cannibal Bow). Thanks Adzete. Updated visual, icon, and the story.
- Treefrog Spike Arrow recipe moved to carpenter's bench
- Treefrog climbing boots and claws added to T2/Novice
- Dragdown Gas Arrow recipe properly yields dragdown gas arrows now

- Snakehand style will now equip if you have the venom arsenal feat
- Mastercrafting Hammer no longer heals over max health, and it removes expose debuff once it hits 5 stacks.
- Cannibal Shortbow damage 8 -> 14, properly bringing it above agile shortbow's damage

- Potion of Attribute Reset can be moved in inventory, and can be dismantled. It now weighs 0 Funcom Units.
- Treefrog Poison immunity requires Treefrog Novice (T2)

- Corruption Aura damage increased from 6.5 x 3 seconds to 10 x 3 seconds.
- WT aura healing increased from 5 every 5 seconds to 10 health every 5 seconds

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Planned
-- Mastercrafting weapon additions. Currently experimenting.
-- A crafting structure that many of the DL specialty items will craft from.
-- Add aura's for the non-faction aligned. Healing auras and shouts that add temporary buffs much like the current faction auras.
-- There may be adjustments to some of the combo explosions in another update
-- See if its possible to make a UI or button press to make weapons switch movesets instead of needing different items.
-- NS Daggers

Known Issues
- Figure out how to fix group/factions switching after those last 2 funcom updates.
- Weapons made mountable again, good lord that workload.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)