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Not sure if mod conflict or no longer works with the current Conan version. As I'd rather not use this than to find which other mod it might conflict with or if just issue with current version of Conan.
Though the current entchantment are one attrib +1 .. no mixed, yet since in need to plan it out and the base bonuses on armor are not equal 5 normal to 7-9 on epics and mixed armors go even further up. and if i add a + str +agi enchant i guess most people would simply apply it to all armors and get +5str +5agi and with triple stat even more.
About the temprature the display is quite misleading ... it scales from 1-5 and silent legion has +2 so 10 heat protections, the legendary shields even have 25 ..but yeah i'm looking into this issue :)
@ginger no i wasn't aware of this, i'll add it to the tracker.
As it is, the negative modifier when removing armor is key to this belief that it's intentional: there's nothing in the base game that lowers stats directly, that I've seen, so the unequip function would have to be something like "look at all armor pieces, calculate total stat bonuses, negate them." Then, when the last armor piece gets removed, the function probably says "uhoh, there are no armor pieces, I can't calculate anything," and exits without resetting that one final stat point.
That's just my guess. It could be way off.
The game uses a plethora of existing effects which were recycled in Storm's Weapon mod. Some were apparently already sitting inside of CE's existing kit assets. One axe he created in particular would surround the wielder in lightning.
It is extensive enough that a creative and intuitive enough script-writer could create weapon enchantments that stick to specific weapons and queue their their combat effects on draw events.
Its your mod. Be as creative as you want to be. Anyone who tells you that you can't or shouldn't is just holding you back with petty bickering.
Furthermore to fix certain gripes we had on our roleplay server.
i think especially on the topic of magic is a wide field of whishes and styles that it would be really hard to please everyone with only one approach. So it cones down to taste and i agree every should play the way they want.
P.S. i'll rename the combat enchants to ritual since its hard to tell them apart. Both work quite different :) and rituals is more fitting.
@137 parsecs away yes the system is there and certain resources though the amount of existing effects is quite limited in contrast what the system offers.
Enjoy the game how you want to everyone. Mods are optional. ;-)
Parading around this attitude of what should be contributed by modders here is just going to come off as pretentious after all we've experienced in this game. And maybe this game just isn't for those who're trying to dictate what they selectively remember the lore states about sorcery. We're already past that point and apparently some have entirely forgotten about The Tower of The Elephant (Yes there's an achievement reference), Yag-Kosha/Yogah of Yag, Yara and events surrounding these stories. People should spend less time trying to dictate or criticize what modders are contributing and this kind of cynicism just comes off as presumptuous. Considering the horrors SOME modders have contributed here I think this is the LEAST of your worries.
Hypnotisim, tricking the mind, and the honest belief of the people that something was "sorcery." The whole (oft misused) "Any sigificantly advanced technology" applies. Mix that with elements of the "actual" supernatural and you get a very different flavor of magic from say D&D.
However, this mod actually isn't about that style so far as I can tell. Right now it's about "enchanted" weapons and armor, which is just as easily cunning design or superior materials/craftsmanship. And maybe just a bit of the Outer Dark.
The game does have un-implemented mechanisms that could be used for the flashy stuff, but it can also be used for a "realistic" approach to Magic.
The first Conan MMORPG got this wrong too.
Another way could be you modify the thunder buff and would have to add the removal portion this is possible but you'd have to compare the whole debuff on each patch which depending on the size of the blueprint can be quite a task.
At least thats what i found out so far :).
About the regeneration that seems to be a bug we noticed our self and unrelated to vampiric (though that makes testing on server a bit of a issue). We weren't able to pin down the cause of the regeneation, but it randomly happens and happend before.
Yes all combat buffs do that, and we decided to keep it in. Kinda like a price to pay if you don't use magic "wisely" :) (and i also paid that price more then once)
Also, Vampiric and Soul Drain both affect the player, as well, if the player damages themselves (for example by fall damage). I’ve killed myself with the Vampiric effect 2 or 3 times now, hahaha.
If it can, I think I’ll probably look into fixing it myself.
about the combat enchant ... you have to aktivate them and should recive a buff this buff should apply its effect to each enemy hit. bleeding and vampiric currently do the same.. apply a dot, the healing component was accendently disabled in this build (just noticed recently). Though maybe the damage/stack is quite low so it might be hardly noticeable depending on the enemy.
The issue with not hitting seems to be a general issue. i often noticed a arrow gets stuck on the nemy and simply no damage is applied, even with normal weapons. I'm not sure there is something i can do about it :/
But aside from that, this is really great idea and I like it. And only way we can see magic until FC add sorcery.