Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 26 Jun, 2020 @ 4:17am

v.1.9.29
- Fixed issue with corpses being auto destroyed. That should be a devkit only thing
- Nasty Claws of the Void - does reduced corruption damage and no longer do stamina damage
- Spectral Glaives - Corruption damage increased from 11-16, vs other spectral weapons that do 25. Damage increased from 40 to 50 to be in line with all other damage values of weapons. Armor pen reduced from 0.3 to 0.2. Their damage bonus has been restore to how other spectral weapons function. This will be adjusted when scim+scim damage values are increased.
- Ifrit Burn damage over time vs players reduced from .75 armor ignore per stack to .7.

Please let me know how it all works and feels

-Hopefully within a week I'll get automatically switching your nearby thralls to your faction working, which may lead into the system to have players get their own unique drops from certain mobs rather than having to deal with ninjaloot.

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
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.

-----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:
Make dire beasts mountable

Update: 23 Jun, 2020 @ 7:50pm

v.1.9.29
- [override] Skeleton keys, heart of nordheimer stackable

- Group 1 faction switch restored to 1 hour, oops (thanks Leiknir)

- Burning debuff of afriti weapons now does its old damage and +temperature increase over 20 stacks. While not quite OP, it can get fairly strong, so this makes it take a bit of work to get and keep up.
- Burning arrows were using the wrong type of burn debuff, now they're in line with the stacks of everything else
- Burning Greatsword and Waraxe should not have permanent particle effects. Their function has updated to match the other burning weapons effect, but they still retain bonus on-hit damage.
- Burning Waraxe (greataxe) version has been added

- I have increased my general corruption level as I further my understanding of the dark devkit arts.
- Heart wrenching stance will now harvest a human heart when it kills. I am creating monsters everyday.

- Some hyperarmor has been added to scim+scim/throwing axe since CC was removed a month or two ago because of it being a stagger-locking blenderfest. Hyperarmor has been adjusted on heavy attacks, generally for the better. The light spins do slightly more damage, and can be interrupted at the start of the spin.
- Reverted mod changes to Maces since they were done before a few of funcom's buffs to them. Some sundering and damage changes may happen, though the ability to cancel out of some of them remains
- Daggers have vastly improved hitboxes. Their light attacks have Some hyperarmor during their attacks, but still only have small windows. Heavy attack hyperarmor windows have been adjusted also.
- Slight adjustments to lethal claw hitboxes
- 40% increase to bow heavy attack shot
- Greatsword light attack finisher has faster recovery time. Hyperarmor of light attack 1 starts sooner, but there is still a gap
- Scimitar light attacks, 2 3 4 (excludes 1, 5 and 6) do not CC stagger anymore. You will have to alternate heavy attacks in rather than catch someone and engage in free damage
- Katana heavy attacks combo multiplier damage increased. Final HC hitbox widened slightly and damage multiplier increased to 3.0. HC2 should hit more reliably, its hitbox was there only for a flash and too short.
- Katana offhand dash hyperarmor reduced to being in stance, instead of from the beginning. It also no longer hits 2.5 tiles behind you. Its damage multiplier 2.0->2.25. It is a little easier to combo into other attacks with

Please let me know how it all works and feels

-Hopefully within a week I'll get automatically switching your nearby thralls to your faction working, which may lead into the system to have players get their own unique drops from certain mobs rather than having to deal with ninjaloot.

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
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.

-----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:
Make dire beasts mountable

Update: 22 Jun, 2020 @ 6:49am

v.1.9.28
- Thanks to advice and help from Testerle, Dr Nash, and finally Luap of Funcom itself, the grouping/faction switching feature is fixed!

- Greataxe leap damage multiplier 4.0x -> 3.0x. Knockdown types changed so it shouldn't pin and lock you down like before.
- Added Beastlord faction switcher item (and admin test items to convert people/creatures to faction)
- Fixed Water Tribe Restoration Orbs healing 50% of NPC health

- [override] - bandages remove marked (Grimkaiser DoT, Rend) again. Temporary override until I can come up with an injection instead of targeting items themselves

[ Override ] - Basegame greataxes may do a bit more damage and cost less stamina. It is possible some mod weapons may also be affected. I normally don't do overrides without knowing well what mods assets of other mods we're associated with may be affected, but...we'll see what happens (hellmo). BP_Base_Item_Axe2h

[ OVERRIDE ] - FuncomFunctionLibrary. Includes an adjustment to account for communities in whether characters can attack each other or not. Confirmed by Funcom - This will be removed in a future CE update that fixes some bugs and oversights.


----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
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.

-----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:
Make dire beasts mountable

Update: 18 Jun, 2020 @ 8:10am

v.1.9.26
- Added Kirbon War Oath Helm (visual placeholder for now)
- Added Deucalion's Corrupted Blades (Lance/Greatsword)
- Added Relentless Great Smasher and Great Cleaver
- Added Water Tribe Cleanse healbombs to novice/t2 rank

- Feat Remove items renamed Feat Reset to be inline with other reset items

- Relentless Fist Style added to Beast Tribe Novice Feat. Replaces Wretched Claw style.

- All faction unarmed styles now require Unarmed Mastery II style as a component instead of 1 or more keystones. Some of the faction styles required multiple keystones so they have a significantly decreased cost. Costs of all of them have been brought down.
- Nightscourge Gauntlets are also cheaper to cost to bring them in line with other styles
- Apollo's Duty moved from mastersmithing to crafting.

- Eldritch Fire (mainhand) damage 45->35. These were devastating with simple archery builds. Reduced AOE range of eldritch fire doublepunch
- Hyperarmor improved on shortsword+nimble heavy combo 3 and light combo 4, and backdash

Lances: I've left these alone for a loooooooooong time, and as one of the weapons I use the most in pve pvp running events vs mass players vs individuals, and number testing and observations from others using them, well, there's enough info to make some fair changes. Currently the hyperarmor windows on heavy attacks are barely breakable, while the damage of easier hitting attacks is higher. Light attacks are halfway useless or a little strange on many lances and some staves because of wonktastic hitboxes that I finally figured out how to fix. This, along with some tweaks to how smooth the attacks come out and roll into each other has made it a little more natural to use.

In some cases there are slowdowns or points you can cancel attack sooner so I can't really say its been slowed down overall, but damage remains the same overall for the weapon. Heavy does slightly less early in the combo, and light does slightly more. Also, stamina costs were unfortunately off. The damage and strength of this weapon was based around the nightmare banishing lance and battle lance, meaning all the combo multipliers for damage and stamina use were geared towards that heavier stamina cost for swinging this big thing all over. So, stamina costs in most of the lance type weapons have increased, whereas the battlelance/warspear/NSH lance/venom lance, and staves remain about the same.

- Hyperarmor reduced on stafflance HC 1, 3 and 4.
- Hyperarmor improved on stafflance LC 1, 2, 4. Hyperarmor added to LC 3.
- Speed adjusted on light attacks 1 and 3, and 2. Its not exactly slowed down, but should be a little more fluid. Damage has been raised to compensate for the time adjusted. It is also a little easier to aim (you can pivot a bit between attacks so you aren't on a rail when using light combo). You still need to aim to reliably hit the last hard hit of light combo.
- Stamina cost reduced 2.5x to 2.0x on final light combo hop.
- Heavy Combo 1 damage multiplier, and cost 1.6 -> 1.2. Light combo 1 damage multipler 0.8x -> 1.0. LC 2 damage multiplier 1.0 ->1.25x.. Final LC damage multiplier 2.0->2.25x
- Staff swing damage multiplier 2.3 ->2.5x

- Stamina costs of lances were inconsistent and supposed to be 10 base, but many were at 7, and spectral lance at 6 and 11 for light attacks. They have been normalized to 9/9. Staves remain unchanged at 7/7 as they cannot be paired with so many weapons
- Lance collision is fixed on light attacks and not stab halfway through enemies while unfortunately, not actually stabbing them.

Daggers
Man u_u...
There is legit not a microsecond of hyperarmor on the light attacks. For all that you have to do to get in with a short range, somewhat mobile weapon, there is no real reward when you finally do get in. Heavy combos have some reasonable hyperarmor.
- Final combo light and heavy do sunder and light does cripple (HC already did cripple)
- Increasing damage mulitpliers of light attacks, and the last two heavy attacks. They do take a bit more stamina to match (and to add up with the additional status effects).
- HC3 shield smashes (the uppercut)
Hellmo

- Unarmed Nimble heavy shoulder smash (heavy combo 3) does shield smash now
- Lethalclaws Heavy combo final attack collision extended some to make it slightly easier to hit, but its still a point blank stationary crushing attack that hurts if it lands
- Stamina cost of scimitar light attacks increased by about 15% total.
- That update months back that was supposed to remove CC from some of the light attack swings...fixed now so it will stun lock less.
- Hyperarmor on scimitar heavy combos reduced to be less of an unstoppable buzzspin. The greataxe and doubleswords are meant for that.

Greataxe
Badass weapon, severely underwhelming and unrewarding. It has no way to create openings nor to punish openings and bad moves, its pretty much just good for stacking stacks and fulfilling dreams of garam/bayblade/everymmowitha2handerever. Now, it should be a bit more interesting and scarier when you commit to it. We'll see how it goes.
- The offhand chop I added before is now a leaping smash that will stagger targets near the point of impact. Direct hits hurt, but it also burns your stamina and leaves you wide open.
- Light attacks chain up to 8 attacks that do increasing damage and then ends in a heavy ground slam that will knock down around it at high stamina cost. I would not expect to have stamina left at the end of all of that.
- Active frames increased on the swing as it comes back around your side

- Dread beasts base hp 7000-> 5000. Armor 2500->2000
- Thralls remain lower powered than funcom's changes. Brought t4s up to .6 damage multipliers. T1 thralls remain fighting desperately for their lives at 100% of normal damage

- Burning vfx no longer persists until relogging/death and ends properly
- Scorp queen venom is about 2x more effective vs survival and should stack properly again, same for reaper poison.

-Burning launcher max distance decreased from 13500 to 10000 (standard bow range), and burning arrows speed decreased from 8000 to 6000 to make aiming a little more consistent.

TO FIX
(me mod) group faction switcher is broken until I can figure out what funcom did with the update

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
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.

-----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:
Make dire beasts mountable

Update: 15 Jun, 2020 @ 5:31pm

v.1.9.25
- Added Bjorn's Berserker Axes
- Added Broken Spear (Shortsword, Greatsword). Mastersmithing
- Added icons for Nemedian Champion Shield and Warspear. Added them to mastersmithing and mastercrafting.
- Twin Black Khopesh comes from black khopesh recipe
- Vendhayan Dhal Shield and Nemedian Champion Shield, Bruiser shield added to mastercrafting.

- Deeds no longer have timers

- Grimkaiser repair items reworked and should be repairable as normal now.
- Moved lethal claws from BT t3 to t2 now that relentless beast claws are a thing
- Undeath and Demonic Manifestation Feats have flesh to blood, and corrupted wisp recipes
- NSH and WT Auras corruption cleanse amount doubled. Stamina drain increased. Wounding effect remains while active and shortly after.
- :NSHellmo:
- Heart Snatching Style Stamina cost 14 -> 8
- Heart Wrenching Savage Stance 20 -> 25 (it does some significant damage for being able to cancel from attacks into). Its attack type will eventually be the zoom punch
- Eldritch Fire Offhand does more AOE damage and less direct damage.
- Burning Lance (Non-Commissioned visual) Added
- Eldritch Fire should no longer permachill people who do not have the prerequisites. Eldritch fire should also heat and cool properly.
-Treefrog Spear (thrown) debuff damage per stack reduced from 2.2 per stack to 2.0
- Unarmed Nimble Stance dodge stamina cost 6-> 20. This may end up with being restricted to medium and light armor, or
- Undead: Removed cripple buff that has not actually worked despite displaying.
- Spectral Weapons - removed passive life regen from spectral weapons. Life drain deals 3% of total damage done, and goes up to 3.5% or 4.5% when heavily corrupted (for anyone with a lifesteal weapon, living or undead). Corruption eating heal 35hp for 100corruption/5 seconds ->20. Stamina heal from corruption eating 20->10 stam. These numbers will be monitored and examined at length
- Lifesteal script optimized. There was no performance impact before, this is just me petting myself on the shoulder for cleaning up a script more.
- Added Life Draining Defilement - an enchantment kit that adds lifesteal to a weapon. Most easily found among the higher ranks of the Risen, and master sorcerers.
- Added Defilements - (admin) Feat of sorcerous recipes.
- Blood is more efficient drink source for undead now

- Destroyer Missiles break on impact/don't get stuck in things like normal arrows.
- Burning weapons cost 2 keystones since the 4 can't be reduced by a thrall at volcanic forge
- Soul Guide tool is useable on mount. Whack those bad ghosts.
- Greatsword: Combos 4 and 5 use half the stamina they did previously.
------ Final heavy Combo damage multiplier is increased about 30%.
------ About 20% more damage will come from light and heavy attacks. Ultimately, if I were to change light attacks, much more could be done with this style. Nobody was using greatswords before the change, now at least a few have tried it.

- Treepeople will aggro on ape men and cats now, to better guard their areas.
- Faction Switcher, Group2, properly applies group 2 faction buff instead of group1 like it was before. They will also remove old faction buff display properly now.
- Faction NPCs will check/spam less now that some testing data info is in.
- Faction Icon indicator has switched to something more legible for now.
- Faction switchers, with the exception of monster group factions like undead and snakes, all cost 1 stone to make now.
- Undead Bull can be harvested now
- BL_NPC_Bull_Undead bp renamed BP_etc

- [Override] - Shortswords are useable while mounted

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
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.

-----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:
Make dire beasts mountable

Update: 10 Jun, 2020 @ 12:13am

v.1.9.23
- Rend affects undead. It cannot be cleansed by bandages at the moment, but can be cleansed by the Bandage Other item. This will be expanded to other bandages as it was before.
- Reaper poison fixed and doesn't stack to do up to 81% hp damage to npcs.
- Added beautiful new mod image thanks to our Cur {Malefactor}!


----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such

=========

---(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.

================
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
Make dire beasts mountable

Update: 8 Jun, 2020 @ 2:30pm

v.1.9.22
-Treepeople faction fixed so they will respect treepeople friendlies (seeker feat, or faction item)
-Treepeople aggro altered so its more like it originally was. Get too close and they'll attack, maybe pursue, but they don't really care too much if you get far, they won't chase much.
-Tadpoles are also weaker overall than treefrogs, oops. They still pack a punch, beware.
-After 120 seconds of being acquired/forced friendly by a friendly faction npc, you will revert back to default faction. This should still allow another faction to reacquire you if one does, but this will need testing. For now, you'll get a sidescreen notification when entering or existing a faction. Eventually this will go away, but for now, you all are my tester bots \o/

-Burning effect (ifrit weapons) has been reworked and should...work now. Temperature increase, damage, actual fire effect around the screen now..
-Mod beasts drop corpses appropriate to their type
-Flamebeast and sandbeast pets should not be staggerable anymore, like other quadrupeds
-Fixed 2 npcs that were giving outright levels for being killed
-A total confounding rework of demonlings and resulted in them getting renamed. Unfortunately spawners will have to be updated. Apologies. Took me 5 hours to find the problem -_-

...Hey...its the 100th update and my birthday at the same time. Lucky madness o/

- Please let us know in the feedback channel after a few hours of trials and death how it feels

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such

=========

---(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.

================
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
Make dire beasts mountable

Update: 7 Jun, 2020 @ 12:15am

v.1.9.21
-Altered the first heavy combo's knockback on scimitar so you don't knock people out of range of followup attacks
-Added prying kit to master crafting feat for real now

- Lifesteal is fixed and will properly get boosted if you have medium corruption, more for heavy, and more if you are a supernatural entity. These values will be adjusted here and there I imagine, as its a very dangerous and reactive mechanic that can very quickly go from underwhelming to overwhelming and immortal pretty fast.

- Corrupted Wisp recipe yields 5, up from 1, and gives more corruption up front instantly (200->500). Its bandage heal has been increased (10-35, and 6 seconds down to 3 seconds per tick). Its food/drink contribution has been doubled. It still removes bleed each tick. Overall they're much, much more effective for undead/supernatural.

- Faction switch items have been added to some of the appropriate faction things (mostly seeker level, or flametouched for AA, or T3/Undeath for XR). They can all make the reset faction item as well.
- Undeath Invocation no longer automatically adds you to undead faction. It must be crafted now.
- Removed random stygian raider chestpiece from set priest antivenom feat.
- A few missing recipes (venom arsenal, faction lore, shortbow) should show up as craftable in feat windows now
- Reaper Arrows should yield reaper arrows now and not treefrog arrows

- 2 Player groups have been added. These are separate factions which will be attacked by pretty much everything, (but appropriate mod npcs), but what they do is allow you to use them, hop in this faction, and then you won't hurt or affect other players in the faction beside you. It should make group PVE and PVP a little less hectic and annoying, if this all works out. Please test it.
---You can find it in the Deadlands Survival Category, at the bottom. We'll probably make a free kit for it as well.
---Factions do not add, you can only be in 1 at a time (until I figure a workaround).
---NPCs of Nightscourge Hunter and Treepeople faction will add you to their faction if you have the feat and come near them.

- Please let us know in the feedback channel after a few hours of trials and death how it feels

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such

=========

---(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.

================
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
Make dire beasts mountable

Update: 6 Jun, 2020 @ 7:11am

v.1.9.20
- Legendary spear and shield (battle lance) Nemedian Champion Sword/Shield added (artist Deaven Chiang!)
- Adjusted positioning and size of Enchanted Bone Harp. Arrows no longer show (some 'arrows' shot by it would be said to be innate to bow/wielder)
- Adjusted positioning of ifrit staff. It should ..hopefully display properly when shouldered via fashionist.
- Thickened up the warspear (staff/lance) hitbox so that direct pokes are a little more forgiving and less reliant on the wonky base game animations
- I believe I fixed client side crashing from eldritch fire <_<

***Poison stuff***
- Envenomed Arsenal feat requires 300 feat points due to the new offerings, but can also be taught by someone who knows it for 500 faded essence. Treefrog warriors do not get this for free but can learn it at faded essence cost. Devout Setites can earn and learn this for 500 zeal.
- Antivenom increased to 15 seconds duration. Setites do not require treefrog poison anymore and instead can make them for the same recipe but zeal instead.
- Acid Eaten debuff max stacks 20->10. It will take less to stack it up to full.
- Poisons adjusted (dire poisons). At about 50-60 survival they will end after 3 ticks on most poisons.
- Festering poison: -5 might -5 accuracy -5 survival
- *Cobra poison: -8 grit
- Venomsteel poison: -8 might -8 accuracy
- *Reaper poison: - 8 might -8 grit -8 accuracy
- *Scorpion Queen venom: -8 might -8 accuracy. Lasts 20 sec.
* = 40 survival will block the poison. Their debuffs activate on the first hits, as opposed to stronger poisons that take 10 stacks for the debuff to work.
- DirePoisons (except treefrog) add a minimum of 6 survival after 15 seconds, and lasts 10 seconds. This effect is called immunized to allow people a breather without being entirely dependent on potions to survive. The effect can still be maintained, though it will create an interesting ebb and flow in long drawn out fights.
- Reduced survival effectiveness on pocket sand and increased duration 3-> 5 seconds. Sandmite feat icon also changed.
- Arrows have been made: Reaper, Cobra, Queen (sounds like a mean squad uh oh). Venomsteel has intentionally been left out. It takes 1 poison and 10 ancient arrows to make the poison arrow versions.
**Crafting**
- Legendary Armor Patch Kit is now properly produced by the mastercrafter recipe
- Aura's for Nightscourge Hunters and Water Tribe are craftable
- Ifrit weapons no longer take 50/50 enchantments (admin spawn) to craft and instead take 5 or 10 Afriti Blood to craft
- DMT prying kit made available to mastercrafters

**Combat Changes**
- Lifesteal will restore additional health if the wielder is medium corrupted, or more with heavy corruption.
- Unarmed+Defensive stance Heavy light combo damage increased significantly (about 40%) and its stamina cost increased more
- Duelist Katar damage increased 42->50.
- Smashing style damage further increased from 45->50
- Chilling Fist style damage further increased from 45->50
- Heart Snatching Style damage further increased from 65->70. Stamina cost per hit 12->14
- As always you will need to seek replacements. If an admin is present on DL server, we can swap out if we're available.

***Factions and Guards***
- It looks like I did it. I finally figured out how to make factions work.
There may be some weirdness with the mobs or other mobs but I believe it should be good. People of the appropriate faction will be friendly to that type of creature. We'll see how it works and what changes need to be made. Actors may have to reset faction feats to get a normal experience. If you have a faction feat, the npcs will recognize you and pull you into that faction. If you use an invocation, that will also pull you into that faction. What happens when you're in the presence of multiple factions you're a part of? ...Hellmo \o/
- Beast Tribe will have some interesting things in store when I tackle that whole ritual/hunt system..
- Guards are also friendly to players, but not undead, but hey, undead are friendly to undead sooo....let the mayhem begin.
- Praise and Honor Set items in testing. They will switch you to snake factions.
- Mod pets and mob enemies should attack properly now
- Added Relic Hunter with shortbow option

...I never did figure out cloak potions but...this accomplishes just that! There are also admin spawn arrows that will set the target to the matching faction.

- Please let us know in the feedback channel after a few hours of trials and death how it feels

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such

=========

---(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.

================
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
Make dire beasts mountable

Update: 2 Jun, 2020 @ 8:36pm

v.1.9.19
- Added Enchanted Bone Harp (Thanks Lassil). Another variant, and a second harp altogether will soon follow because...reasons.

- Spectral Coating stacks to 15 now
- Invocation: Purify, and Purge corruption, are now Aura's that slow the wielder when walking, allow blocking, and actively drain stamina (but the effect will persist after stamina is gone). Well, they're supposed to drain stamina but that part's a little funny at the moment. You can't hurt things while you have them on, but you can block.

- Anti Undead/demon stuff like scourgefire properly applies to demons and not just undead now. If a human npc has a questionable name, and is affected, well, just assume they've been into Some Shit and are pretty corrupt, whoops.
- Shatter effect of battle lance/war spear increased to 9 seconds total. It also does extra damage per stack.

- Festering Blade poison damage decreased, but survival affects its duration less
- XR Weaponry (spectral) and any weapon with the 'spectral' or 'lifesteal' tag will now do 3% lifesteal. For undead and demons, it will be doubled. Ranged weapons are exempt from this and do not grant lifesteal.
- Other weapons have been given lifesteal properties (water tribe t2 and t3 weapons that don't heal, Heart Snatching unarmed Style, boss weapon Sweeping Damnation)
- Treefrog bone spears do a separate, similar kind of poison when thrown vs stabbing

- Cold debuff of eldritch fire removed
- Blackglass bastard was made properly 1h (lance)
- Twin Black Khopesh added
- Shade NPCs have weaker claws now. They corrupt.
- Added demon fledglings. Mini thags.

- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such

=========

---(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.

================
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