Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 1 Sep, 2024 @ 6:44pm

Version 1.9788

Recook because something, plus me, lost its damn mind

Update: 1 Sep, 2024 @ 6:12pm

Version 1.9787

- Savage style heavy hit damage reduced, and aoe radius shortened and damage reduced
- Obliteration style final heavy knocks down. First two heavy attacks damage increased by 20%
- Trifling Kudo has had an increase in hyperarmor. It has had its light attack replaced with a new lunging punch. While slower, its reach is farther and it does more damage, as well as inflicts Expose. Detonate is inflicted on the final heavy attack now. The circlestep dodge attacks also inflict detonate.

- Throwing spike throw animations have been done from scratch and are improved. Their speed is slightly reduced and damage has been increasd to compensate.

- Bomb & Knife Light 4 damage increased slightly
- Bomb & Knife has wounding on knife attacks
- Damage increased on thrust attack
- Bomblettes durabilities have gone up from 200-500 to 1250 -1750
- Added Lone N'erdowell to zath's purging touch feat. Its a knife that equips to your mainhand but is held in the offhand and does what the knife does from the bomb and knife. Due to some utter weirdness I can't yet figure out but need to get the mod update out, you have to equip both the mainhand and twin zath to do hit with the light attacks.
- Zath's purging touch debuff does not remove wounding, but still counts it for its bonus damage on hit.
- Added two new attacks to knife style, RIPPER ZIPPER Risky Finisher move. Read the long description of bomblettes to see how to do it. I am pretty excited for this finishing touch of the Bomb-Knife, The Alleyway Killer, The N'erdowell style.

- Invocation: Golem Feat/Item added, and accompanying equiment, Golem Crystal Core. These convey a number of buffs. Golems have less means to heal than undead do, and are more resilient and hardy.

* Please report any known bugs in the deadlands-mod channel on the discord. Do not assume anything is already known.

Update: 26 Jul, 2024 @ 5:57pm

Version 1.9786

- Zath's Purging Touch (knife) renamed to N'erdowell. Damage increased from 36/36 to 40/40
- Zath's bomblette's increased from 44/35 damage to 50/50 damage.
- Made recipes for Torchfire Bomblettes and Turanian Dervish Bomblettes and added them to Bomblette Feat

- Improved the equip animation (knife lick)
- Hitbox Width of Bomb+Knife Crouching attack increased, and it does 2 hits now (same total amount of damage as before). Damage+stun increased. The next attack is now the double slash, as originally intended.
- Hyperarmor of Light combo 1 (toe stomp) increased

- Greataxe Heavy attacks 1 and 2 (aoe swings) stamina increased to 1.75x and 1.5x to offset the reach, damage, and reliability the attacks have.
- Hammer Light attacks stamina cost increased from 1.2 to 1.25 in most cases, with light and finisher being 1.5x.
- Hammer Heavy attack 1 stamina cost increased from 1.0 to 1.5. It still retains its 2x damage multiplier and hypearmor.

- KICK STANCE is now Trifling Kudo Stance, and has a whole set of animations behind it. You can still press kick button and yeetfoot someone, but now there are big kicks, lightning legs, left/right + heavy attack directional attacks, and a cannonball dropkick. It still needs a crouching attack and possibly a back directional attack, and custom light attacks to replace the temporary ones, but...it is fun. Try it. Abuse it. Use it. Let me know how it goes.

See the video posted for details. This is now my third moveset with custom animations and gameplay. More to come.

- Added steel warspear to Deadlands Weapon category. Its a lower grade warspear that has the moveset

* Please report any known bugs in the deadlands-mod channel on the discord. Do not assume anything is already known.

Update: 27 Jun, 2024 @ 12:45am

Version 1.9784

- Added Additional versions of Sibilant Shadow Doublesword - Sibilant Fangs of Apophis doublesword and warspear version (Mythos). Thanks Setna! Added to feat Implements of Apophis.

- ADDED NEW Bomb and Knife Moveset, N'erdowell, commissioned by Cars. Added Bomblettes (with a few types to start), and Zath's Purging Touch, and Zath's Purging Bomblettes (to be used with purging touch). Thanks a million Cars!

This is my first moveset with completely new (motion captured and cleaned) animations all done by me. There are still some changes to animations to be done, a finisher animation to come, and 1 or 2 flavor animations. Bomb and Knife is a roguish, midrange, opportunistic style that can hurt when you find or create an opportunity to get in. Hope you have a friend on your side with this style, because its great for support. But also bombs, so watch out.
- Added Donor weapon Zath's Purging Touch, shortsword and throwing axe versions.
- Added Bomblette, with smoke, torchfire, zath's purge variations, and Turanian Alchemist Bomblettes (legendary, not yet craftable). Use bomblettes and a throwing weapon/offhand axe/twin weapon to use the moves.

The bomb is the mainhand weapon and the one that requires the special effect, and what the stats are derived from despite striking with the offhand. I thought I found a workaround and was fooled, so, mainhand = all the stats.

- Future bombs will use this style.
- 'Bomb'/Bomblette weapons can be thrown independently.

The bombs are point blank/short range utility that aren't meant to do much damage (or it'd be more hell than intended). They can help get in and out of situations, trip enemies up, and pepper with support. You will love and hate it.

PVE and PVP wise I am hoping to get input from anyone who spends time with it, so please feel free to DM me feedback. It is not an easy style to use (not doublesword easy), but it isn't Shattering Tide levels of tough to reach the extreme lethality. I'll let you figure out its secrets, or you can just read the item. As always, I expect to be adjusting mod content with feedback, so let me know.

- Scourgefire orbs - weight reduced and stack size increased. May convert these to bombs, unsure. Right now they're funcom grenade orbs.

- Mastersmith/craft kits recipe crafting should work now.

- Added Invisibile Twin weapon to make it easy to transmog offhand weapons with ToT Custom and such.

- Returned warspear light attack 1 back to normal.

* Please report any known bugs in the deadlands-mod channel on the discord. Do not assume anything is already known.

Update: 6 Jun, 2024 @ 1:48am

Version 1.9783
- Eldarium repair component of Vicious Render fixed, requires star metal
- Convert Specter Oil to Lingering Essence recipe fixed, 20 oil > 100 LE instead of 1
- Added recipe knowledge for Imbued Brimstone to Imbued Brimstone long description, and Afriti Blood long description
- Added another lengthy and costly way for afriti blood to be obtained

- Obliteration Stance feat teacher teaches properly now. Hit that enter button with authority.
- Damage increase of astral warden gear from 42 to 60.

- Fixed Iron Tower giving negative armor bonus that granted to immortality. Reworked it entirely. As you receive debuffs and conditions, you get tougher. Not compatible with nimble stance. Need pve and pvp testing.

It has a new description with a story and its details.

When crippled: gain grounding
When poisoned: gain speed
When staggered: gain health, but lose stamina
When Nimble: rooted.

- Altered Heart Snatching. It does more damage, more concussive damage, has higher penetration.

- Scimitar/Nimble Dodges speed increase by 15% and full hyperarmor added.
- Nimble/Astral palm strikes now move you forward just a little
- Added more hyperarmor to the beginning of circle dodges, and increased width of hitboxes
- Astral/Obliteration Style - Heavy attack 4 damage increased. Hyperarmor added. Range increased.
- - Block speed increased significantly
- - Fixed idle animation hand loop

- Savage Heavy final attack knocksdown as it's supposed to have. A rotation rate has been added.
- - Heavy attack 1 should collide better and sooner
- - Heavy Attack 2 should collide better and does extra hits, but has had its damage reduced to keep in line

- Katana heavy attack combo stamina costs reduced by about 30%

As always, ask any questions on the discord to receive a quicker answer, but DMs are always welcome and may help both you and friends and me as well!

- Doing some weird work on ice scion passives

* Please report any known bugs in the deadlands-mod channel on the discord. Do not assume anything is already known.

Update: 5 Jun, 2024 @ 10:51am

Version 1.9782
- Added Donor we....arms...MANIFESTATION: Astral Warden ARMS ...stance, style, warpaint, and animations. This may be the wildest (combat) thing we've made yet. Added a less intense version, Obliteration Stance, that can be taught. Thanks Greybuck, and Norbert!
- - Renamed donor items that had Anorah, Speaker, Falon, to (Greybuck)

- Vitality Perk, Last Stand. Changed from 6 seconds to 3 seconds (When your health drops below 50%, you remove all negative effects and gain 95% damage mitigation for 3 seconds. Recharges in 15 seconds. (Deadlands)

- Disarm debuff - for npcs, since disarming is unreliable, it will instead trip them.

- Unarmed Weapons will now track their own XP amounts, and generate up to 3 hard lesson items during this amount. You can now drop Martial Reflect on an unarmed weapon and it will tell you via a popup how many hard lessons are generated and the %xp to next). You gain weapon xp per hit and some on kill. Unarmed recipes have changed as a result.

! NIMBLE STANCE has been reworked. It still maintains its quick flurry of light attacks and evasiveness, but now has custom animations I've done that give it the identity I've been looking for it to have. It also introduces (Thanks to the consistent brilliance of the Dr. Nash and us anti-clowning on the Devkit)...

Directional attacks!

Press A/D/Left or Right Stick/Left or Right Dpad and heavy attack to initiate an evasive attack that leaps to the side and strikes. This is unlike anything in conan, and I've wanted to add this sort of thing to combos for a long time. As I come up with animations for the existing styles, they'll get added. Once I'm satisfied with the animation itself, I am fine with sharing these particular animations and blueprints so other modders can have directional attacks. If you've played Soul Calibur, Tekken, Black Desert Online, Blade & Soul to name a few and you are used to ... move left while attacking does a left moving attack, well, here we are.

- Scimitar and DW Scimitar also have these directional hops. More weapons will be added, but for now we're testing with these.

- Nimble stance multihits no longer CC as they were not supposed to (attack category: too fast). Nimble strikes now ignore block deflection though.
- Nimble has new attack animations, done by hand!
- Read the More Info on the item for detailed information. Most of my items have descriptions here...

- Dual Axes light 1 has no more move cancel so it can't be super spammed
- Shattering Tide Block no longer allows you to run and block, and will cancel on movement.
- Shattering Tide Final Light attack damage combo multiplier (whew that was a lot of words) reduced from 2.75x to 2.5x since the perks were taking its damage higher than intended.
- Iron Tower style armor bonus increased from 50/150/250 to 125/300/500 at 75%+/50%/25% health.
- Merciful Hand Style does more concussive damage on heavy attacks

- A number of weapons should behave better with NPCs now (New Default NPCCombo Preset field filled in)

! DL Weapon UI active. Found as an Afriti Forge Icon in the inventory. This is Disabled by Default.

This is a system carried over from a previous season's server mod where we introduced weapon damage scaling with level as a way to make the leveling process more natural, so that characters showered with legendary weapons upon arrival don't suddenly become content-skipping mini-gods, more or less. It allows weapons under certain damage threshholds to auto-repair durability and also not be scaled down, meaning many lower tier weapons can still remain relevant. Details on how it works are contained in the panel.

Please note: This requires some testing (SP or fresh servers).

As always, ask any questions on the discord to receive a quicker answer, but DMs are always welcome and may help both you and friends and me as well!

* Please report any known bugs in the deadlands-mod channel on the discord. Do not assume anything is already known.

Update: 21 May, 2024 @ 9:27pm

Version 1.9781
Sorry for the rapid hotfix

- Lotus Spikes, Vicious Render, Twilight's Claim, and a few other recipes were crafting at the very wrong places. Fixed that.
- Lotus spikes were doing mismatched effects...which in some cases was...hee.......
- Other rando quick adjustments to some typos

* Please report any known bugs in the deadlands-mod channel on the discord. Do not assume anything is already known.

Update: 21 May, 2024 @ 8:59pm

Version 1.978
- Added Donor Weapons: Twilight's Claim, Hook Swords for Kae Lao, by Kae Lao, with UV+texture consolidation from Norbert!
- Added Donor Weapons: Green Flame Sword. Thanks Bigfoot, thanks Norbert! Renamed any remaining weapons from (Xunrak) to (Bigfoot)
- Completed (save for ongoing testing) Donor Weapons/Craft Suite: Black Lotus Throwing Spikes (Jystyl/Kyo/LaughinGnoll)! Thanks Kyo!

[OVERRIDE] - Fixed Vitality perk 1A, Resurgeance, not triggering on undead characters.
[OVERRIDE] - Vitality Perk Last Stand Recharges in 15 seconds instead of 60. HELLMO?!? \o/
[OVERRIDE] - Added (Deadlands) To altered vitality perk descriptions

- Mastercraft Armor Repair Kits work now! They now repair ALL WORN ARMOR for 1/5 of max durability + 50 per use. It says it does this in the descriptions.

- Restored Animal Home's Ground Texture

- Black lotus using combat styles will do less damage than before, but with possibilities to inflict more damage depending on the target's actions (pvp)... in pve, it does flat+scaling damage. It also leaves a cloud that will inflict the effect.


Lotus Spikes (LaughinGnoll)
- On equip, they check for appropriate feat, will not do their harmful effect if you have it, lose durability, and will grant the associated elixir buff.
- Mixtures can be used 10 times directly, in addition to being consumed to repair lotus spikes. You can now get high off your own supply
- Golden Lotus Spike Mixture recipe has changed. Effect also adds vitality potion bonus.
- Black Lotus effect updated to new black lotus effect
- Purple throwing spikes will now properly throw, and the expose buff will properly stack.
- Bleak adds carry capacity. Purple adds agility. These are elixir buffs so they override each other.
- Damage and durability has been adjusted.

- Altered descriptions of offhand weapon recipe descriptions to inform they inflict wounding
- Fixed a weirdness that was causing Unarmed Mastery 1 to show up before Unarmed Training in the feat list

- Removed the AOE knockdown of Shing Ka. It is too fast to get to this combo and too easy to chain stun.

- Classless buff, worldly, will now properly not add if you have a class


* Please report any known bugs in the deadlands-mod channel on the discord. Do not assume anything is already known.

Update: 19 May, 2024 @ 8:21am

Version 1.9791
- Reupload to fix a placeable that's been in the mod for well over a year but may be crashing saves?

* Please report any known bugs in the deadlands-mod channel on the discord. Do not assume anything is already known.

Update: 19 May, 2024 @ 7:30am

Version 1.979
- Added 2 Donor weapons:
- - Dark Hunter Rapier (Marcos), you'll always have my thanks Marcos! And thanks for another beautiful stabbytool from artist Norbert!
- - Lotus Spikes, and supporting feat library, for Jystyl. To block this feat for any reason, simply block the "Lotus Spikecrafter Student" feat 22190658. Thank you much Kyo and an absolute Hellmo to what this causes! I regret nothing (at this immediate moment)!

- Added Werewolf and Werehyena faction switchers

- ! Combo Breaker moved to its own feat under Deadlands Weapons in combat tab. Its duration is changed to 1.5 seconds and it can be used every 12 seconds instead of 30. We'll see what this causes and if this lasts \o/

- Attacks that are not supposed to do CC finally do not do CC. At least in devkit! This includes some werewolf attacks, rapier attacks, and nimble attacks. Basically anything that is super fast and would stunlock in CC and force a dodge.

- Offhand Hammer swing dodge and attack windows decreased, dodge possibility will occur later in the animation. This was too abusive for too long and unreported. Its hyperarmor has been brought closer to the actual swing and time of impact.
- Hammer updated to allow turning on light attacks.

- Vicious Render Warspear erroneously had AP of 0 instead of 20%

- T1 Beast Tribe: Grizzleberries were not craftable, but the t3 grizzlestick was in its place. Fixed.
- Scourgefire Orbs recipe now yields 5
- Black Lotus Poison's Damage * Stack value reduced from 1.5x to 1.0x. Duration reduced from 10s to 5s.

- Defensive Stance: Damage multipliers on heavy combos 1+2 reduced from 2x to 1.7x and hyper armor trimmed down closer to the actual strike.
- - Light attacks 2 and onward, hyperarmor reduced. Final attack's uppercut hyper armor is only reduced on the end to provide more danger during recovery time.

- Savage Stance - Heavy 3 damage (the slam) damage multiplier increased from 1.5 to 2.0

- Shattering Tide: Heavy 1 knee attack moved back to end of the combo, since the flying elbow is similar and on light. New Heavy 1 (old heavy 2) now does 2 hits and is 10% faster, and has hyper armor when returning to stance in case you want to hold and time your attack with some safety (its not full block)
- - Heavy 2 jump kick now has wider angle, 10% speed increase. Does increased knockback for clearing space. Damage reduced from 1.8x to 1.5x
- - Heavy 3 long kick has a longer reach, slightly slower but with an adjusted attack window that is as long as it was before.
- - The knee block part has been extended in duration. Stamina cost increased from 2.0 to 3x. It can now transition into a light or heavy attack from point of blocking.

* Please report any known bugs in the deadlands-mod channel on the discord. Do not assume anything is already known.