Conan Exiles
Deadlands - Factions, Weapon Styles, Sorcery and More
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Ενημέρωση: 30 Μαϊ 2020 στις 15:06

v.1.9.18
- Staff/lance heavy combo 1 damage mulitplier 1.25% per hit -> 0.8 % per hit. Its reach, quickness, and armor as a combo starter makes it very, very hard to deal with. Its a very very strong moveset that's not been touched in a while.
- Hyperarmor on heavy scimitar attacks have been reduced as they were impossible to interrupt without good timing and minimal lag
- Invocation: Demon Manifestation no longer requires actor feat.
- Treefrog poison sunders on stack increase now instead of every 3

- Unarmed Master 2 damage 50-> 55
- Smashing style damage 35 -> 45
- Chilling fist style damage 40 -> 45
(You will need to acquire new ones)
- [override] Most lesser undead can be harvested for lingering essence now
- Soul Guidance uses cleaver animation now (stationary whack)

=========

---(v.1.9.16): Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.
- Added Legendary Sangsudo Kitana (Artist: Juani Forn)
- Added Black Khopesh (Artist: Chuwakcz)
- Added Sangsudo (Artist: Juani Forn)
- Added Gnarled Staff (Artist: vojtaklemperer)
- Added Frostforged Great Axe (Artist:Charles Cloutier)
- Added Vendhayan Khanda Sword (Artist: DT7)

- Added Soul Guide, Nightscourge Tool for farming lingering essence (Artist: Adriancgmask)

- Katana light combos have changed to more aoe sweeps, the only direct attack in the combo is the head kick.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----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.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Ενημέρωση: 25 Μαϊ 2020 στις 19:16

v.1.9.17
- Treefrog poison stacks, but does not do additional damage on stacks. Every 3 stacks, it does additional damage, and then resets at 15. Acid eaten is applied every 3 stacks.
- Acid Eaten now stacks from 9 to 20, which stretches out its armor reduction of 100% over 20 stacks instead of 9 (-5% each stack) It now lasts 3 minutes instead of 5 and increasing stacks will not extend its timer.
- Spectral bow moveset's knockdown on heavy blast is overriden by the new glorious t4 accuracy perk. This has been changed to an encumbrance debuff that costs a large amount of grit to use.
- Increased katana damage by about 10% for each combo type. Increased dash attack by about 50%
- Decreased light attack combo damage of shortswords, increased heavy attack combo damage. The first heavy combo when paired with a shield does the shield bash now.
- Hitboxes should be better on heavy combo 2 and 4 of unarmed+defensive style. Defensive and nimble now add 50 armor like most other shields.
- Model for Soul Guide should show now.
- extended forward hitbox of unarmed def HC 2 and final so they should connect better
- Pair treefrog poker with nimble stance for some obnoxious jukes and hoppy pokes
- Scourgefire oil cost severely reduced
- Amount of imbued brimstone for weaponry reduced
- Asura Afriti (feat) can create burning arrows
- Corrupted Wisp craft time reduced
- Spectral Essences were not meant to produce 250 faded essences. Reduced to 10
- Corrupted Wisp craft time reduced to 6 seconds. They now also grant corruption every 5 seconds, in time with corruption eating buff tick times, and have a visual effect when it activates. It is a bandage and will remove on moving, as before.
- Same thing as above but for Demonic Manifestation
- Undeath and Demonic Manifestations are added to actor feats
- Pict NPCs should use weapons properly
- Black Lotus Corruption should be fixed and not be fixable only be death
- Added Wretched Shadow (DL_Shadow) hostile npcs. Just some simple ghostly dudes that use claws
- Double attack of eldritch fire should be more reliable now, in hitting 2x. Movement cancelling is not weird now.

**** Undeath state is now persistent. There are things on the backend to fix up, but, it works. If you have the feat, it will persist.
-- The Wight armors will no longer add the buffs since they are automatically granted, so please get rid of the helmets and chests and replace them with new ones from an admin or admin script.
**** Resonant Soul (Prestige buff) is also now persistent.


=========

---(v.1.9.16): Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.
- Added Legendary Sangsudo Kitana (Artist: Juani Forn)
- Added Black Khopesh (Artist: Chuwakcz)
- Added Sangsudo (Artist: Juani Forn)
- Added Gnarled Staff (Artist: vojtaklemperer)
- Added Frostforged Great Axe (Artist:Charles Cloutier)
- Added Vendhayan Khanda Sword (Artist: DT7)

- Added Soul Guide, Nightscourge Tool for farming lingering essence (Artist: Adriancgmask)

- Katana light combos have changed to more aoe sweeps, the only direct attack in the combo is the head kick.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----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.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Ενημέρωση: 23 Μαϊ 2020 στις 17:36

v.1.9.16
- Antivenom craft material costs reduced on the 6 count and increased on 10 count to be a little more in line with each other, but still improved on the improved yield 10 count.
- Treefrog serpent venom gland recipe requirement reduced from 500 to 200. Black Lotus powder req reduced from 50 to 40.
- Treefrog poison damage (respects armor) increased from 5% per 4sec tick to 8%. Armor ignore damage upped from 10 to 13 (it multiplies, must be careful). Buff ticks cut down to 3 ticks from 6.
- Jungle Glaives produced the proper amount of offhand glaives now.
- Undead Lure added to Novice ranks of Nightscourge Hunters and Xaltatun's Risen. They use different materials for their recipes, but produce the same things. They also have no land claim requirement so they can be placed wherever. As to whether or not lures will ever work, well, funcom..
- Fixed Eldritch Fire (offhand) backdash. I apologize, but you can no longer dissuade enemies from chasing you by asserting your dominance as the world slides forward from you (because lets be honest, if you were T-Posing well enough you do not retreat, the world retreat from you). Eldritch Fire no longer nukes buildings with high building damage

- Replaced Burning Reaver (AA scimitar) model with a unique model (Artist: jonahlobe)
- Fixed weapon placement regarding fashionist of a few weapons

- extended forward hitbox of unarmed def HC 2 and final so they should connect better

- Master Crafting split into Master Smithing. Master Smithing has the weapons

---Added a number of legendary weapons that will be worked into various craftable feat categories in another update. For now, they are craftable under mastersmithing.
- Added Legendary Sangsudo Kitana (Artist: Juani Forn)
- Added Black Khopesh (Artist: Chuwakcz)
- Added Sangsudo (Artist: Juani Forn)
- Added Gnarled Staff (Artist: vojtaklemperer)
- Added Frostforged Great Axe (Artist:Charles Cloutier)
- Added Vendhayan Khanda Sword (Artist: DT7)

- Added Soul Guide, Nightscourge Tool for farming lingering essence (Artist: Adriancgmask)

- Katana light combos have changed to more aoe sweeps, the only direct attack in the combo is the head kick.
- Hammers have had roughly a 10% increase to most combos (significant boost in overall damage). Light combo 1 and 5 will sunder, and two heavy combos will cripple.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----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.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Ενημέρωση: 16 Μαϊ 2020 στις 14:22

v.1.9.15
- 2h sword animations should be fixed finally. Light attack last combo will only deal bleed. Heavy attacks have had stamina cost increased and slightly more damage dealt on a few of the later combos.
- Eldritch fire equip dodgeback animation should be fixed
- Eldritch fire is made at the volcanic forge. Its damage has been decreased (30, %20pen->20, %50pen), but does extra damage on successful hits that increases every hit up to 10. Stacksize increased to 100. With both hands equipped, you can do a heavy combo double punch and have a chance at lighting 3 stacks for a heavy stamina cost and no ammo.
- Give and Take Spear version should be skinnable as a 1h spear now.
- Deadlands weapon guide updated to include general descriptions of vanilla weapon changes.
- Various feat teacher items do not show the wrong faction name in their item tags
- Soul-Guardian's Storm flames pointing forward for precision ghost burning.
- Purge Corruption visual changed slightly
- Nimble + unarmed has kicks now, unused animations from Conan's files.
- Antivenom craft material costs reduced

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----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.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Ενημέρωση: 13 Μαϊ 2020 στις 20:04

v.1.9.14
- 2h sword animations should be fixed and also not double damage in some cases
- Deeds should last a bit over 4x the time they were decaying, and were never meant to decay that fast. They will decay into deadlands coins.
- Water Tribe Invocation Purify should clear most heat sources and grant a temporary water breathing buff, instead of permanent (until death) iron lung buff
- Eldritch Fire will cause a stack of scorching burn
- Dread pets properly inflict mod corruption (corruption + damage on hit) and are considered severely corrupted (anti-demon/undead measures)
- Flamebeast damage increased (30->50)

Still have not determined what to add to get some of them functioning again.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----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.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Ενημέρωση: 13 Μαϊ 2020 στις 6:40

v.1.9.13
- Once, the dread sabretooth was the badass mofo on the block. Check out his slow strut. All the sabretoothesesses couldn't get enough of big man dread cat. However, he has accepted that he has shit to do and now runs at the pace he was supposed to.

- CHOP AND STAB THEM ALL, then sprinkle rainbow sprinkles on their corpse! 2h Sword given some of its old animations back with a bit more hyperarmor than what it has most recently. Last light combo (old one), and first heavy combo (deathknight thrust). This can be rolled back or tossed over to lances based on feedback, but, 2h feels a lot more fun IMO. sorry I didn't add rainbow sprinkles

- Fixed missing AA and NS recipes (two feat teacher items). Asura Afriti can make at a furnace (eventually it will be a shrine). They...make their human-flametouched babies in furnaces for now. Its fitting. and people are being REBORN its okay! Don't call eldritch protection services pls.
- Speaking of needing eldritch protection services, there's fire available to bosses. Its scary, but, its also prohibitively expensive and really only meant for demons. I mean, sure, you -can- hold stone-burning fire in your hand but uhhhhhh

- Added AA Invocation: Heat Drain (admin)
- Added AA Asuran Fire Blast and Eldritch Fire Blast. AA rank (above flametouched) can craft it. There are separate feat teacher items so that Asuran Fire, or Eldritch fire can be tought individually. These are thrown via offhand attack, do direct damage and AOE damage, but do more damage on a direct hit and as stacks increase. They will detonate at 10 stacks and reset at 1 after. They also corrupt while holding.

- Listen, its nice to be good to your friends, and people around you. I would even say be respectful to your enemies, but this is conan so you better beat them over the heat and turn them into unquestioningly loyal slaves, that, may also be about ten times tougher than you and several times stronger, but you know, you tortured them for a day so now they're pudding.

- Added Invocation: Purge Corruption to NS adept rank. Cleanses corruption with scourgefire.
- Added Invocation: Purify to WT adept rank. Cleanses many status effects and heals some. These are expensive, and also for proto-hippies. Sacrifices will be made for your friendly rituals.
- Added Water Tribe Totem hammer (testing). It comes in two flavors, Give and Take. Beat some life into your friends without fear. Just uh, don't hug everyone, because your enemies don't give a sandbeast bootyhole about your hugs, and depending on the lack of sleep and food, I may not either....but that's probably a lie.

Listen, there are some crazy ass wildmen out there. I don't want to meet them. They'll claw you in the face, stab you, and then when you come to immediately regret the decision of bothering them, you'll find they will track you by your dripping blood and whimpering screams across the whole countryside, just teasing them into hunting harder. You really should have left britney alone.

- Added Relentless Tribal Warspear (Commission, thanks Khaleme!) to Beast Tribe Weaponry.
- Relentless Beast Claws will properly damage their targets. Damage increased from 30/10 seconds to 50/10 seconds. Every 10 stacks, they will do 2x their stack number in damage.

I like martial arts, kung fu, and if you do, that's good, because getting mighty yourself and choppin a fool in neck with your hand is more satisfying than a lot of things in the life. I still haven't done custom animations, but I have the software installed and am going through the tutorials. In the mean time, these weapon types require feat investiture to use. If you don't know the feat, you're going to stand in the corner bobbing around with absolutely no rhythm while tripping over your knees and licking your elbows in shameful defeat afterwards. Or I guess you'll just pick up a sword and shank someone, that's cool too dude.

- Nimble Stance can be made from the unarmed feat group
- Unarmed Savage Stance strikes (use kick button) applies the wounded debuff (a major cripple and tiny damage dot to prevent healing).

-The stances, styles, and claws now require you to have the martial arts or claws feats to equip and use them. They will tell you what you need. This includes faction stances.

- Wight armor reduced to light armor and 100 armor per piece, 150 for chest pieces.
- Actor stones are now consumables and require the actor feat to be used.
- Various mod optimizations. Hopefully not 'Optimizations', yeetyeet aaaaaaa!
- A few of the npcs have been fixed, but not all. Ghost Wolf is still ghost wolf, so its ok. I think I've been in the devkit for about 30 hours in the last 2 days and I have actually mastered RL sorcery to the point I can trick myself into believing I created the sun, and my cups are magical cauldrons that give me +++healing.

Don't text and drive.

Shit, I forgot the turbo pygmy shoebills..
================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----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.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Ενημέρωση: 7 Μαϊ 2020 στις 12:18

v.1.9.12
- Maybe dread sabertooth is fixed...
- Pet health values have been touched again. They should not be going far over 10k and that may change in the future.
- Relentless Beast Claws Mark, Rend, and Bleed their targets now.
- Unarmed Savage (nimble) stance name changed to Unarmed Nimble Stance

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----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.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Ενημέρωση: 4 Μαϊ 2020 στις 3:06

v.1.9.11
- Faction Reset items will need to be handed out since some of the feats have been restructured. See below.
- Dread Sabertooth fur fixed
- Certain NPCs made unthrallable.

Armor Class Buffs:
Removed +5 Encumbrance from Heavy Armor
Light Armor accuracy 4->5.

- faded essence icons fixed
- beast tribe visibility potion renamed to proper name on map and using proper icon now
- treefrog poison dot tick time sped up (5 seconds per tick -> 4 seconds)
- Spectral Glaives applies corruption+the corruption damage slower so that it does not stack several times faster compared to other weapons. Spectral weapons now add a small amount of cold per hit. (15 scaling dmg, 25 corruption per hit d-> 25 armor respecting and 11 corruption)
- Ifrit War Axe (hammer moveset) does burning damage every few ticks
- Scimitar heavy combo 1 (dash) uses more stamina.
- Wretched Claw Style and Unarmed Savage (nimble) stance added to Beast Tribe Novice
- Ghost Wolf Added. Currently has less HP than dread pets which should be fixed, or compensated for.

- reduced swing cost of twin (the special offhand) weapons debuff attack to normal weapon stamina costs
- staff/lance: stamina cost of last light attack, and offhand knockback attack reduced by 50%. Heavy attacks cost less stamina.
- lance+shield stamina cost of 1st attack reduced significantly.
- claw style: last heavy attack stamina cost reduced by 50%
- scimitar heavy attack combo stamina costs reduced significantly
- scim + shield stamina costs reduced slightly. First attack (shield bash) reduced significantly.
- Katana final heavy attack combo stamina cost reduced significantly.
- shortsword combos still do 30% more than base game, and 50%+ more damage on heavy combos compared to base game. No change, just reminding people.
- Dual scimitar attacks that were said to have ceased doing CC (stagger) now actually do not stagger. This is the light attack spins and the heavy first leap attack.
- Katana damage combo multipliers have been added on both light and heavy attacks. Their power is significantly increased. Depending on the upsurge of weebocity, may have to re-nerf them.
- Greatsword final heavy combo has been restored to the original spin swing animation, with a damage and stamina cost increase on a few attacks.

- faction feats restructured. Previously:
-you rp'd to get into a faction (still the same) -basically earning the trust to gain an apprenticeship, and having some relevent fit for RP beyond I DEMAND SHINY
-prove to be a reasonable fit and stable oocly since these are powerful tools but also have plot and story relevance to be handled with some maturity
-get inducted in whatever form that is per faction, get initiate feat
-roleplay to learn what its all really about, the conduct, the mentality, the goals. At this point you were pretty much trusted to go to the adept level and rp overtime and gather feat points to get there on your own, and then have some sort of aha moment, ceremony, etc. It is in no way (then or now) meant to be Ohhhh I'm in faction, now I have everything. the last thing we needed to see (and thankfully didn't) was someone that was like teehee I heard you need 2k tablets so I stockpiled them so I can understand all of this at once and be a master right away and lead the faction or my own splitoff!!

How it will be now:
3 feat tiers. Top tier is admin spawn.
Tier 3 is the one that makes weapons and armor and the complex, iconic things. Can teach people into tier 1 and 2.
Tier 2. Can make the tools, ammo, trinkets and generally supply tier 3. Can induct people in, likely at guidance of tier 3 people.
Tier 1. Entry level. You can hold onto the goods if something happens and you get to hold one. without getting burned up/drained away/corrupted to sickness and madness. You get a sampling of insight and can get started on faction tasks and helping people.
-Asura Afriti are an exception - holding and using the weapons still requires being flametouched.
-The feat teacher items are craftable and require faded essence to turn in.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----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.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Ενημέρωση: 20 Απρ 2020 στις 16:09

v.1.9.10
-Dread beasts textures fixed
-References to Ghostly Essence 2709511 removed and replaced with Faded Essence from the mod
-Raw ash from arms and legs up to 3 from 1. Dead leg raw ash up to 25 from 10.
-Flametouched invocations no longer can be used by non-flametouched, so the dead embers acting as a security feature is less necessary. The invocations have a longer expiration time now. This will eventually change to have the effects permanent when the curse system is finished, with Heat Area becoming an invocation.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----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.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable

Ενημέρωση: 18 Απρ 2020 στις 14:33

v.1.9.9
-Hexbombs will heal corrupt beings slightly over time, but still do the debuff and hurt on launch. It also provides immunity to direpoison tagged poison.
-Flametouched buff now creates a small hotzone around the invoker that will warm people up. It will last for a few minutes.
-Actor stones and demon/undead making boots made very durable since infinite/no durability not working.
-BLC gorillas can't be CC'd now.
-Unarmed Grimkaiser style added to grimkaiser crafting
-Yeetfist heavy attack now launches up instead of knockdown+drag in, and hitbox is slightly less ridiculous on the yeetlaunch
-Misc Item: Deed (sorcery) added in.
-Dire Beasts renamed to Dread Beasts. Dread Sabretooth added with a corrupted beast appearance, and the dire hyena has a new more corrupted dire look as well.

================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

Lightning will soon strike

-----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.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Clean up getoffme blueprints to use toggle check in sorcery getoffme item
Figure the rest of the curse system out
Make dire beasts mountable