Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
Showing 231-240 of 286 entries
< 1 ... 22  23  24  25  26 ... 29 >
Update: 25 Jan, 2020 @ 10:31am

-Scourgefire and spectre coating can now be used on players! But only if they are wearing the armor that turns them into undead. Base game effects outside of these will be rolled in to work differently against undead PCs over time.
-Wight Armor (Pauldrons) - makes immune to poison, bleed, frostbite, reduces thirst, and consumes corruption to heal some health and stamina. If someone comes at you with nightscourge lotion aka scourgefire - just run away or accept your destruction. Spectre coating will be uncomfortable but bearable.
-Fixed wight armor not activating on server.

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

-----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)
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:
Add "Ruined" faction weapons: signature weapon of the varied factions that has a very short decay time (5 or 10 minutes) that exist to feel how they perform.
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Non-legendary glaives/chakrams/wind fire wheels will eventually make their way in
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 24 Jan, 2020 @ 2:15pm

-Spectral Greataxe added.
-Wight armor that partially wightifies and draws off of corruption added. Since NPCs cannot be corrupted, its bonuses will not work on thralls
-Spectral weapons have had their durabilities increased and their repair components added properly. They are in line with other faction weapons that can only be repaired with their materials, and thus require more work to upkeep. This brings me closer to discovering the secrets of necromancy \o/ or really, well, actually kind of. Getting closer to figuring out how to make players undead.

-Cleaned up feat categories. The factions again only show when you have one of the feats (initiate, or full faction feat), but this time, there are preview notes craftable from the deadlands category that will tell you about them.

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

-----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)
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:
Add "Ruined" faction weapons: signature weapon of the varied factions that has a very short decay time (5 or 10 minutes) that exist to feel how they perform.
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Non-legendary glaives/chakrams/wind fire wheels will eventually make their way in
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 23 Jan, 2020 @ 2:08pm

-Spectral Lance looks a bit different now
-Ifrit Burning 2h sword added
-Mod feats have been reorganized and cleaned up a bit and now fall under their own feat categories
-Unarmed Feats split up and branch off of Unarmed Mastery I now
-Xaltatun's Risen Feats: Spectral Sword and Axe made craftable. Flickering Spectral Sword is still craftable. Base game spectral weapons given other names (Haunted or Flickering) namely just to denote they are weaker. Flickering weapons is a category of weapons that have a duration. Its like a sampler of the main thing.
-Feat teacher scrolls have all been named: Teaching: Feat. In the case of prereq feats like Nightscourge Initiate, it is Teaching: Faction Initiation
-Treefrog Initiate skull provides initiate feat properly now
-Vulna Sect properly allows the teaching scroll to be crafted for 750 ghostly essences (Dungeonmastertools Mod)
-Antivenom feat moved to survival category under deadlands survival items. Man eaters, raw ash, and dire beasts have also been condensed
-You can now roast dead animals in the furnace and yog pit and get dead ash
-Added additional lore topics craftable via the deadlands survival feat
-Visibility Potion marker changed to a greenish color to stand out more on the map. Inb4 'whats that goblin face on the map..?'
-Explosive Jars and Kinscourge Heart are able to be stackable again. Why you change this funcom?
-Greataxe heavy combo damage multiplier of 1.2 reduced to 1.0. The animation was sped up by 50%, so 50% speed + 20% damage had some pretty disastrous results.

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

-----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)
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:
Add "Ruined" faction weapons: signature weapon of the varied factions that has a very short decay time (5 or 10 minutes) that exist to feel how they perform.
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Non-legendary glaives/chakrams/wind fire wheels will eventually make their way in
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 19 Jan, 2020 @ 7:45am

-Added Jhil Champion Helmet - Admin spawn (commission).
-Offhand glaive weapons should have no durability
-Treefrog poison toned down to 8%+base 75 damage every 5 seconds (2 ticks) from 12%. May change it back when I figure out how to scale things to factor in NPC damage dealt/received in server settings.
-Nightscourge was doing about 3x more damage than it was supposed to oops. It is still the unchallenged best way to kill undead. It does less damage per tick, still significant at 30 stacks, and also does initial damage on the first hit and every 5 ticks.
-Some more EE items that should not be used featblocked
-Unarmed Mastery II is now learnable and craftable. All unnarmed items have either style (primary weapon) or stance (offhand supplimentary weapon) in their names
-Dire Beasts moved to their own feat in Survival and given instructions now. This should not affect characters characters that have taken the deadlands feat already as they will still have the recipes. You may not see the feats before though, but you can still assemble the creatures. Going forward, new characters will have to buy the 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)
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:
Add "Ruined" faction weapons: signature weapon of the varied factions that has a very short decay time (5 or 10 minutes) that exist to feel how they perform.
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Make dire beasts mountable
Non-legendary glaives/chakrams/wind fire wheels will eventually make their way in
Alchemy and some healing items are in the works now
Finish off bleed damage cap, and poison and such
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 13 Jan, 2020 @ 8:57am

-Glaive Held Orientation finally Fixed \o/
-Burning Hands and Nasty Hands have their particle effects and lights appear in both hands instead of just right hand
-Asura weapons fixed. Use your flametouched ability too o/
-Asura weapons had had vitality bonus reduced to make up for flametouched status
-Unarmed Blocking costs less stamina for heavy combos 3 and 4 (shoulder slam and uppercut). Hitboxes have also been adjusted on some of these to connect better without going too far
-Dual Wield scimitars/glaives have undergone a number of animation and damage changes.
-Deadlands Lore notes added to deadlands survival feat category

-----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.

-Non-legendary glaives/chakrams/wind fire wheels will eventually make their way in
-Alchemy and some healing items are in the works now

---
-Dual Wielding (Testing). Testing a dual wield style activated by using a scimitar moveset and offhand axe (custom Twin Scimitar added). Goes well with glaives. This is testing and the offhand blade is made to face forward. The plan is to clone mainhand onto offhand for this for visuals, but we'll get there. I will probably have to tone down damage further, but we'll see. Light attacks are fast but easy to interrupt, heavy attacks are a bit more stable and have some cc + status, hit harder but of course are slower and use more stamina. The struggle of this style may be getting in close/lack of easy hyper armor. Please note the offhand for this may not remain with offhand axes, and it may turn into a daggers situation (daggers are a 2h weapon that function like greatswords/hammers etc).


Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 12 Jan, 2020 @ 2:02pm

-Added Deadlands Weapon guide that you can craft for 1 plant fiber. Its just a note that tells you about the different weapon types and factions available.
-----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.

-Added Twin Scimitar to all the scimitar recipes. It is just an offhand scimitar that severely cripples on an offhand swing
-Added Merciful Fist - concussive style. Cripples, drains stamina, and can be used to knock out npcs. Does not Headcrack PCs.
---Currently there is not yet a source to learn the advanced unarmed styles from.

-Bleed has been lowered from 1.0 damage to 0.8 damage per stack, and from 10 seconds to 7 seconds, and still retains its 1.1 exponential increase and its 40 stacks. Its still more than base game but less than it was before.
-Fixed animals not attacking because they were trying to run disabled kung fu animations. Sorry yall, clearly kung fu panda / croc is not happening in 20,000 bc.
-Offhand weapons no longer dissamble into hardened steel. You are not yet alchemy geniouses, so sorry
-Dire hyenas are bigboigals again. Curse this corruption stank warping reality. Oh geez, what else has been shrunk this time?
-Offhand sword reverse grip fixed so it works again
-Twin scimitar (offhand sword) is no longer reverse grip
-Battle lance looks a little different when wielded, and has lance/warspear grip again. It also punctures armor. It is very heavy/stamina greedy. Experiment
-Lethal claw orientations may be fixed for skinning claws over them. This is meant to be a bare handed weapon and animations will eventually be adjusted to show this.
-Visuals for twin scimitar and flawless scimitar have changed and are scimitars now. Crescent Talon is still the khopesh
-Don'ttouchme's of the faction weapons should be active and finally working again
-Some of the unnarmed attacks had hitboxes pulled in to avoid hitting behind you

-Flametouched: Cool and Heat should be active and working. They give a small vitality boost and increase or decrease temperature

Thanks to Mythos / Setna for testing some weapons and finding missing stat bonuses
-Treefrog poker grants Accuracy and Grit
-Venom infused double sword (and venom quadswords) properly add 10 survival in line with other venom infused weapons.
-Poisoned throwing daggers add some survival
-Spectral mace properly adds might
-Festering blade properly adds survival (in line with venom infused) and agility
-Crescent Talon properly adds agility and grit

-Darfari treefrogs and tadpoles will level now using base game tracks and stats until mod added ones get working somehow. Their aggro radius is greatly reduced for now but they still don't want your grabby hands.
---
-Dual Wielding (Testing). Testing a dual wield style activated by using a scimitar moveset and offhand axe (custom Twin Scimitar added). Goes well with glaives. This is testing and the offhand blade is made to face forward. The plan is to clone mainhand onto offhand for this for visuals, but we'll get there. I will probably have to tone down damage further, but we'll see. Light attacks are fast but easy to interrupt, heavy attacks are a bit more stable and have some cc + status, hit harder but of course are slower and use more stamina. The struggle of this style may be getting in close/lack of easy hyper armor. Please note the offhand for this may not remain with offhand axes, and it may turn into a daggers situation (daggers are a 2h weapon that function like greatswords/hammers etc).

Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 4 Jan, 2020 @ 6:41am

-Ifrit weapons should not apply extra heating to owners
-[override] falcata and serpentmen swords are scimitars now
-dual wield light spins do 3 hits instead of 4 hits, with damage maintained and stam cost decreased
-dual wield heavy attacks 1-3 do more damage and more stamina usage, but have no mobility and short reach. These changes should make it feel much better, but it will still be monitored (light spins stam may increase).
-Nightscourge corruption removal increased from to 30 per tick from 10
-Flametouched heating/cooling control in testing. Greatly warms up/cools. It has not yet been added to feat list/recipies.

-Dual Wielding (Testing). Testing a dual wield style activated by using a scimitar moveset and offhand axe (custom Twin Scimitar added). Goes well with glaives. This is testing and the offhand blade is made to face forward. The plan is to clone mainhand onto offhand for this for visuals, but we'll get there. I will probably have to tone down damage further, but we'll see. Light attacks are fast but easy to interrupt, heavy attacks are a bit more stable and have some cc + status, hit harder but of course are slower and use more stamina. The struggle of this style may be getting in close/lack of easy hyper armor. Please note the offhand for this may not remain with offhand axes, and it may turn into a daggers situation (daggers are a 2h weapon that function like greatswords/hammers etc).

Known Issues
Twin blade style offhand blade is held with reverse grip.
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 4 Jan, 2020 @ 4:03am

-Reduced Burning Hands temperature grade from 12 to 10 to be in line with the other Burning faction weapons.
-Final Breath of the Red Mother no longer has nightscourge buffs/donttouchme.

-Dual Wielding (Testing). Testing a dual wield style activated by using a scimitar and offhand axe (custom Twin Scimitar added). Goes well with glaives. This is testing and the offhand blade is made to face forward. The plan is to clone mainhand onto offhand for this for visuals, but we'll get there. I will probably have to tone down damage further, but we'll see. Light attacks are fast but easy to interrupt, heavy attacks are a bit more stable and have some cc + status, hit harder but of course are slower and use more stamina. The struggle of this style may be getting in close/lack of easy hyper armor. Please note the offhand for this may not remain with offhand axes, and it may turn into a daggers situation (daggers are a 2h weapon that function like greatswords/hammers etc).

Known Issues
Twin blade style offhand blade is held with reverse grip.
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 31 Dec, 2019 @ 8:34am

-May have fixed the faction weapons betraying their approved owners
-Scourgefire Orbs now do less of a dot and more of an upfront explosion to cut down on serverload a little bit as these are typically used against crowds or events when there may be 20-50 undead at once.

Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons

Update: 30 Dec, 2019 @ 1:17pm

Added
-Xaltatin's Risen weapons have their own feat line now.
-Burning Launcher added with placeholder model
-Spectral Mace, Spectral Glaives added

Changes/Fixes
-Snake Hand Style's poison changed from envenomed throwing dagger poison to venom-steel poison so it is not world ending boss poison.
-Lance + shield heavy combo 1 should connect now
-Corruptor weapons changed from 40 corruption to 25 per hit. This is still affected by player damage server settings and corruption server settings.
-Fixed an oops bug that may have given corrupting weapons the Xaltatun Spectral weapon buffs instead of -just- dealing corruption+bonus damage. No more free life regen and other perks for having some regular ol corruptor weapon.
-Fixed tooltip on corruption weapons that said scourgefire
-Enter the Yeetun. Woe to thee who art yoted by the yeetfist.
-Burning Glaives are throwable again
-Scourgefire Orbs work again
-Burning Arrows can be equipped on most vanilla shortbows, and of course the Deadly Shortbow. They have small blasts and light direct hits on fire.
-Ifrit burn increased from 12 per tick to 20.
-Get your dirty paws off me: Ifrit weapons now properly burn most people to the touch. Nightscourge weapons are antisocial. Don't even get started on Xaltatun's Risen spectral weapons' unpleasantries. What else is new right?
-Dire pets heights are normalized. I will try and figure out how to make them grow when I get to setting them up to level. Statwise though, currently they are at the point of a fully leveled thrall once you place it down.


Known Issues
Dire Wolf is forever plagued by corruption and weirdness. If you've seen the screenshots, well, you will shudder with me.
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:
Remove corruption immunity from survival (it currently only applies to weapon-dealt corruption, not environmental anyway)
Add passive treepeople, and replace the aggro shade maul tribe npcs around the Jungle Haunt quest/hunting area
Figure out npc stats and why Treepeople NPCs (tier 2 tadpoles) got switched up with regular treefrog npcs
Continue experimentation with dismounted lances...
Make thrown weapons add some bonus damage from Might.
Add lifedrain to spectral weapons