Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
Showing 211-220 of 286 entries
< 1 ... 20  21  22  23  24 ... 29 >
Update: 31 Mar, 2020 @ 2:01am

v.1.8.9
Fixed flametouched borkery so it doesn't burn you.

================
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
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 29 Mar, 2020 @ 1:59pm

v.1.8.8
Become Undead and Become Demon renamed Invocation: Undeath, and Invocation: Demonic Manifestation
Invocation: Sooth, renamed: Invocation: Flametouched.

Regen effects have been severely toned down since the vitality 4 perk scaled them up. They were meant to be a nod towards the old lifeblood effects, but less ridiculous, and more effective than the nerfed pointless lifeblood effects, but they can be hellish to face.
-Regeration effect for spectral weapons (10 per 3 sec increased to 8 per 10 seconds for living and 50 per 30 seconds for undead) and made to work with undead characters.
-Regeneration effect for faction weapons/lifeblood spear (10 per 7.5 sec to 8 per 10 sec).

Invocation: Undeath(undead characters) gain +3 might (corruption bonus/tag).
(Flametouched bonuses now properly count as corruption tag. Note that this particular tag does not make them susceptible to scourgefire.)
Vulna Wine now has a chance to be resisted (:

================
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
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 28 Mar, 2020 @ 8:25am

v.1.8.7
-Faction Visibility Potion recipes will produce the right ones now
-Recipe.Treefrog Poison: No longer uses silver dust, but instead, black lotus powder.
-Recipe.Treefrog poker and shade maul : no longer requires bones, but 5 black lotus seeds
Treefrog Poker, heavy attack: Heavy attacks poke immensely hard, but drain immense stamina.
-Treefrog poison damage 2%+10 dmg over all ticks (2) up to 3%+10 dmg.
-Armblade Parrying Sword (a shield with sword visual) reversed. It is also added to the Dual Wielding Weapons feat category.
-Venomsteel poison damage per stack 2.5-> 2.25 with exponent of 1.5 remaining.
-Ifrit weapons all have lights now as they should. The glaives do not.
-Burning War Axe (hammer) has had its damage increased from 50 to 80 and 100 for light attacks, and its stamina usage increased from 5/6 to 12/20. Its weight has gone up from 3.5 to 10.
-Shortswords have had another 10% damage increase to their combos.
-Thrown rock added to Deadlands Items (Weapons). Its...a rock. You 'make' it with rocks.
-Testing Pocket Sand
-Some textures on some of the weapons added by Nikolai B have been fixed. UE material still need attention.
-Dual scimitars have had the CC pulled, finally, off the moves that were supposed to lose them before.
-Hardened Steel Doublesword size increased 20%.
-Grimkaiser Doublesword size increased 10%. Heal effect increased from 10% to 15% heal over 10 seconds (assuming you're in the cloud for everyu single tick). Grimkaiser damage increased since the beserker effect was removed from the cloud and the armor stripping is already present.

================
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
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 24 Mar, 2020 @ 6:46am

v.1.8.6
Treefrog Weapons
Treefrog weapons now do tadpole poison (the weaker version) on equip. If you are a tadpole or treefrog, you won't take any damage. This will encourage sticking to the actual weapons, or using the arrows that are meant to be the primary weapon of the faction. If you switch on and off, you'll burn yourself and your armor up.
-Treefrog poison. Damage and time changed:
Old. 100 armor ignoring damage at acid start, on tick 8%hp +30 armor ignore damage down for 2 ticks for 5 seconds each.
New 25 damage up front, 4% per tick + 10 damage for 6 ticks of 5 seconds each. Has a chance to cause flinch and 10 stamina loss every tick. Overall does significantly less damage, but is much more inconvient/utilitarian and requires more engagement and less komodo dragoning people.
-Tree people weapons have had their armor penetration lowered by 10-20% and damaged increased by 5-10 points (thrown spear excluded). Shade Mangling Maul 40dmg/50% 60dmg 30%

-Deucalion's Zweihander (By Nikolai B) added. Thanks!
-Tavarus Asura Afriti spear/lance added (By Jynus/VampireSaviour and reworked by Nikolai B). Thanks guys!
-Added Agile Shortbow, craftable as a basic item. It is like the deadly shortbow, shoots fast and has a flinch for a high cost.
-Burning Launcher damage light attack 25->50, heavy attack 80->100. Its stam usage of 30 per light shot remains the same. This is an update with the Warrior Mutator accuracy perk change considered.

-Mod spear/lances can now stab things like a lance when mounted, but the animation is still a little screwy and not very aimable for now. If you run next to someone where your spear end is, you'll clip em and hurt. I will come back to this when my soul ressurects from the nacho cheese dip it has become
-Offhand weapons may be skinnable? Let's find out!
-The green lance now properly cannot be held by those who are not masters of such terrible forces
-Maybe the grimkaiser effect is fixed? Its certainly bigger, scarier, and smokeninjabam-ier.

-[OVERRIDE] Potion of Beastial Memory is now Beastblood Elixir, a potion of healing. Deadlands Recipe will still craft The Old Potion of Beastial Memory

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

-----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
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 20 Mar, 2020 @ 3:59pm

v.1.8.5
-Fixed Sansa's necklace mesh and made it fully tintable
-Grimkaiser effect properly applies berserk now, as well as reveals a corruption cloud to the affected warmonger buff area.
-Legendary Grimkaiser Blade has feat and feat teacher. The feats allow the item to be changed between doublesword type, scimitar lance and shortsword. This recipe system of recycling back to base mats is a temporary workaround until a better system is figured out to switch weapon styles. This is a sorcerous item/event reward (admin item).
-Treefrog thrown spear: stamina drain removed. Base stamina use cost 20->25. Armor pen 16% - > 15%. Weight increased to 0.5 per stack. Dump your spears and get new ones.

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

-Testing Thrall Changes. Once Satisfactory, this will drop into server override mod instead. Armor buff changes will go into a different mod.
*Thrall damage has been severely reduced, and health has changed for the higher tiers to compensate for the boost added by thrall stats and item contribution.

T4 thralls (actual thralls not crafters) damage is reduced from 1.5x to 0.6x. Health has been reduced from 4x to 3x.

For T1 Thralls, their damage is 1.0x, but they still only have 2x health multiplier from their t1 world counterparts (ie they will hit harder and die much faster). This will only affect new thralls.

Thralls are meant to be support, not independant warriors meant to be more effective than the players. This will place support roles, ie stand back and shoot/or just heal thralls, further in that role. Thralls will not likely survive bosses on their own, even if geared, but of course will take a beating or deliver a beating. This will allow for tighter control of PVE and PVP and allow for regular risk and loss of resources/thralls as opposed to finding and breaking one slave and keeping them forever.

This will also allow for tighter control over server settings since companions are npcs and scale off of the server settings for NPCs (since funcom has not fixed the server settings specfically for thralls).

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

-----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
-HIghly Explosive arrows and treefrog bomb arrows are still behaving totally strange. Don't craft for now.
-[override] darfari cannibals are having a civil dispute due to faction changes and someone feeling left out...
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)
-Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Make dire beasts mountable
Finish off bleed damage cap, and poison and such
Continue experimentation with dismounted lances...

Update: 17 Mar, 2020 @ 2:13am

v.1.8.4
-Restoration arrows heal 8% / 3 ticks in 0.9 seconds - > 5% / 3 ticks in 0.9 seconds.
-Added Hardened Steel Doublesword (uses new model by Nikolai B.) Craftable with the others.
-The durability of doubleswords has gone up 200 points on most of the non-legendary doubleswords.
-Added NPC Boss weapon: Grimkaiser Blade - a legendary doublesworded boss weapon (uses new model by Nikolai B. Still fixing up textures.). It will heal and enrage the wielder and perhaps someone next to them, but prevent most sources of healing on anyone else.
----Added Undead Berserker npc for this
-Antivenoms protect against Dire Poison now. They do not cure addiction anymore. They give the bonus to survival that set potions do.
-Added Sansa's Necklace (commission item, admin spawn). Fixed tintable version will come in a day or two.
-Doublesword stam drain reduced on finishers (1.8 to 1.5x for light, 3.0 to 2.5 for heavy)

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

-Testing Thrall Changes. Once Satisfactory, this will drop into server override mod instead. Armor buff changes will go into a different mod.
*Thrall damage has been severely reduced, and health has changed for the higher tiers to compensate for the boost added by thrall stats and item contribution.

T4 thralls (actual thralls not crafters) damage is reduced from 1.5x to 0.6x. Health has been reduced from 4x to 3x.

For T1 Thralls, their damage is 1.0x, but they still only have 2x health multiplier from their t1 world counterparts (ie they will hit harder and die much faster). This will only affect new thralls.

Thralls are meant to be support, not independant warriors meant to be more effective than the players. This will place support roles, ie stand back and shoot/or just heal thralls, further in that role. Thralls will not likely survive bosses on their own, even if geared, but of course will take a beating or deliver a beating. This will allow for tighter control of PVE and PVP and allow for regular risk and loss of resources/thralls as opposed to finding and breaking one slave and keeping them forever.

This will also allow for tighter control over server settings since companions are npcs and scale off of the server settings for NPCs (since funcom has not fixed the server settings specfically for thralls).

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

-----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
-HIghly Explosive arrows and treefrog bomb arrows are still behaving totally strange. Don't craft for now.
-[override] darfari cannibals are having a civil dispute due to faction changes and someone feeling left out...
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)
-Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Make dire beasts mountable
Finish off bleed damage cap, and poison and such
Continue experimentation with dismounted lances...

Update: 15 Mar, 2020 @ 2:19pm

v.1.8.3
-Stamina regen requiring you to dodge upon respawn/login (same thing) is fixed. There's a 1 second delay after changing armor for the buffs to become active.
-Explosive arrows (highly, treefrog bomb, scourge firedust) work again
-Fixed Ifrit Invocation to include heatstroke properly. (Its buff tag is Overheating rather than hotbuff like everything else, where frostbite is coldbuff like everything else)

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

-Testing Thrall Changes. Once Satisfactory, this will drop into server override mod instead. Armor buff changes will go into a different mod.
*Thrall damage has been severely reduced, and health has changed for the higher tiers to compensate for the boost added by thrall stats and item contribution.

T4 thralls (actual thralls not crafters) damage is reduced from 1.5x to 0.6x. Health has been reduced from 4x to 3x.

For T1 Thralls, their damage is 1.0x, but they still only have 2x health multiplier from their t1 world counterparts (ie they will hit harder and die much faster). This will only affect new thralls.

Thralls are meant to be support, not independant warriors meant to be more effective than the players. This will place support roles, ie stand back and shoot/or just heal thralls, further in that role. Thralls will not likely survive bosses on their own, even if geared, but of course will take a beating or deliver a beating. This will allow for tighter control of PVE and PVP and allow for regular risk and loss of resources/thralls as opposed to finding and breaking one slave and keeping them forever.

This will also allow for tighter control over server settings since companions are npcs and scale off of the server settings for NPCs (since funcom has not fixed the server settings specfically for thralls).

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

-----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
-HIghly Explosive arrows and treefrog bomb arrows are still behaving totally strange. Don't craft for now.
-[override] darfari cannibals are having a civil dispute due to faction changes and someone feeling left out...
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)
-Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Make dire beasts mountable
Finish off bleed damage cap, and poison and such
Continue experimentation with dismounted lances...

Update: 13 Mar, 2020 @ 5:08am

v.1.8.2
-Fixed Nomad Recipe to be craftable without requiring the t4 thrall.
-Bandage Other feat and item are now standalone purchaseable feats. This may change.

-Kuttuva no longer says scourgefire
-Fixed a typo on the nightscourge visibility potion that prevented it from being crafted
-Reduced stamina drain on treepeople offhand javelin
-Increased treefrog thrown spear stamina cost substantially, and reduced its stamina drain to 5
-Lifeblood healing effect (shared by faction weapons) tick time increased from 3.3 seconds to 7. It is still 10 hp per tick. Why it heals for 30 on live, we'll soon find out..
-Flawless Light Hyperborian loincloth is properly light armor now
-Wight armor is properly medium now
-cleansing rod no longer cures addiction
-Blood restores more thirst
-Flametouched removal status...should be good. Its good in the devkit. ....we've heard that before.
-[OVERRIDE] Set Potions will cure cobra poison, and will grant a 6 second survival boost to make dire poisons run down faster. This buff is multipurpose and so set potions now weigh 2.0 (up from 0.88)
-treefrog does less damage overall, but more of its damage up front

-Added missing hyperarmor windows to dual scimitar heavy attacks. There are still opportunities to interrupt, but it has some momentum now. Increased the window on hyperaramor for dual scimitar light spin attacks. Before it was a small gap during the spin, now it is between the second and third hits of a single spin combo. It can still be interrupted at the beginning and end but now aligns more with its effectiveness and lack of CC. The second light attacak now stumbles (no cc previously)
-Unarmed+savage stance heavy attacks will now rush earlier. It is a bit more mobile now (combos 1 and 2 changed). Last light attack changed to be the double spin slash moved away from heavy.
-Lethal claws lost the spin of he heavy 2 combo to fit the more brutal beataing style, but now do rushing leap attacks. Heavy combos do a bit more damage overall now, but are slightly slower and more costly. Final heavy hit sunders. Light combos 2 and 4 bleed.
-Unarmed+Defensive Stance now has a very rough and tough one-two punch combo for the light attacks. It should feel very solid.
-Ifrit Fire does base damage of 7.5 per tick down from 20 against players. Against NPCs, it remains 20 per tick.

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

-----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
-HIghly Explosive arrows and treefrog bomb arrows are still behaving totally strange. Don't craft for now.
-[override] darfari cannibals are having a civil dispute due to faction changes and someone feeling left out...
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)
-Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Make dire beasts mountable
Finish off bleed damage cap, and poison and such
Continue experimentation with dismounted lances...

Update: 4 Mar, 2020 @ 8:43am

v 1.81
-Armor equip buff system did not save as activated, so had to reactivate and recook mod just for that -_-
-Added Nomad's Garb - Warm weather grit+9 light armor. Craftable like any other feat. It is epic flawless.
-Added Brutal Torrent Legendary doublesword, sundering whalebone doublemace.

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

-----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
-HIghly Explosive arrows and treefrog bomb arrows are still behaving totally strange. Don't craft for now.
-[override] darfari cannibals are having a civil dispute due to faction changes and someone feeling left out...
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)
-Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Make dire beasts mountable
Finish off bleed damage cap, and poison and such
Continue experimentation with dismounted lances...

Update: 4 Mar, 2020 @ 1:55am

v 1.8
-Added Exclusive admin spawn Donor weapon, Blade of the Librarian. It is a lightweight scimitar. Has a twin (offhand weapon for dual wielding)

-Scimitar Heavy combos: Stamina use reduced by roughly 40% and finisher animation changed. Finisher damage multiplier also increased.
-Scim+Scim dual wield: Heavy Combo 1 had its CC pulled, damage reduced, and stamina closed so it only serves as a gap closer and cannot permastagger. Light combo spins have had their CC pulled off all but the last spin. They have a small window of hyper armor added (must be timed well though)
-Scim+Shield stamina values have been fixed and were lowered significantly.
-Staff/lance: Light combos have had cancelability reduced so it doesn't shut down targets so well. Also fixed collision, it was maybe 30% shorter and its attack range ended much sooner than the blades' and staves ends.
-Lethal Claws Heavy Combo1 sped up dramatically, as well as the distance it advances. Heavy finisher slap attack 4 is slowed down 15% but knocks down. Damage has been backloaded: heavy does more and costs more stam but preceding attacks do slightly less damage (10-15% in most cases).
-Lance+Shield. Improved the shoulder shield smash damage + distance as a better get-back move and may be a more friendly defensive option if aimed somewhat reasonably. Switched animations on combo 2 and 4 so it just makes much more sense and feels better. Significantly reduced stamina costs of combos 2-4.
-Doublesword Heavy combo finisher - yank added. Offhand spin, meant to be a defensive deflection (could not figure out the block that it was supposed to have) instead has a knockback added and does lower damage to make it a more reasonable utility move.
-Unarmed attacks have had hitboxes adjusted so they aren't smashing the ground. Was harmless but a little weird to be metal clanking the dirt.
-Shortbow moveset: CC on heavy strike reduced, stamina cost upped. I remembered that the damage of in-the-field weapons does not change when changing the base item, so enjoy your higher damage deadly shortbows until your next wipe \o/
-Thanks to Dr. Nash of the Emberlight team for finding some devkit diagnostic stuff that makes editing hitboxes a lot easier to manage so its not blindly done and painstakingly edited each time /o\

-Blackglass Throwing Axe thrown fixed - I guess nobody uses these because they haven't been working/throwing all along oops.
-Burning Launcher: Light attack damage 50 down to 25, stam cost 30 remains. Heavy attack damage 50 to 80, stam 30 to 80. Range increased
-Reduce damage of venom infused doublesword 38-34.
-Savage's Chosen (watertribe weapon) heals the wielder over time now and adds survival.
-Bandage Other cures bleed once again, and heals a small amount per bandage whack.
-Grimrune axe fixed so no more turning all red when bloodied
-Apollo's Shield textures loading properly.
-Undead are no longer susceptible to poisons. Thanks to Ruby/Dragoonduneman for spending hours with me figuring what you'd think would be so simple out! \o/
-Fixed Flametouched buff not removing+granting temperature related immunities

-Experienced medical Setites can now learn to make antivenoms, though it remains a grueling process. This feat cannot be purchased as a standalone anymore. Characters that have it will retain it.
-Antivenom recipe has changed and now requires black lotus and treefrog poison.

-[OVERRIDE] Axe+Axe: Spin has had its hyper armor reduced (its was about 70% of the total animation) to about 30% of what it was. They still retain their CC but now are just not the unstoppable death vortex that they could be.
-[OVERRIDE] Throwing Axe: Stam cost increased x 2.25 and CC lessened (recovery time is faster). Mod items have had their stam costs adjusts to match so it should properly be 2.25x stam and not their old values times 2.25.
-[OVERRIDE] YOG'S TOUCH. Damage 54 down to 44. Armor pen 40% down to 18%. It has bonus damage from the corruption changes in this mod and was probably crazy on normal servers, being an axe, but now it has been calmed down some. It is still strong (its actually stronger than the XR spectral axe offensively, but missing a couple XR faction properties)

ARMOR CLASS BUFFS
To make armor beyond heavy more appealing, you now receive buffs based on your current armor type.
Light: Agility, Grit, Accuracy
Medium: Agility, Grit, Might, Accuracy, Survival
Heavy: Encumberance, Might, Survival

Remember, this is in testing and will shift based on feedback, and eventually split off into its own mod.

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

-----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
-HIghly Explosive arrows and treefrog bomb arrows are still behaving totally strange. Don't craft for now.
-[override] darfari cannibals are having a civil dispute due to faction changes and someone feeling left out...
-Various custom weapons will have to be fixed on a mesh level to prevent it from displaying at a weird location, with some funky workarounds for mounted display issues also
-Jhil Champion Helmet does not yet have physics (feather bounce)
-Offhand weapons cannot be skinned by Fashionist. I can't outright fix this but have one idea for a workaround that I may or may not have the skills to do.

To do:
Make dire beasts mountable
Finish off bleed damage cap, and poison and such
Continue experimentation with dismounted lances...