Conan Exiles

Conan Exiles

Javelin Improved - v2.6.4
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Update: Dec 7, 2022 @ 12:57am

Version is 2.5.21

Bug Fixes, Changes, and Adjustments
  • Fixed the Ymir's True Targe feat so that it correctly rewards it when learning the Exalted Altar to Ymir vanilla feat.

  • Fixed the Material on the Enhanced Glowing Star Metal Shield

  • Fixed the Materials on the Blackened Tusk Shield

  • Fixed a typo in the Riptide (R) weapon description

  • Fixed spawning conflicts that caused vanilla NPC's not to spawn (Warmakers, etc).

  • Changed the Blunted One-Handed Spears and Blunted Offhand Javelins Feat to require level 30 since the Torturer's Table isn't unlocked until level 30 as well.

  • Fixed the Blunted One-Handed Spears of Justice feat to be a level requirement of 60 instead of 0

  • Moved the Star Metal blunted Javelin and Hasta into its own feat, "Star Metal Blunted One-Handed Spears" to be consistent with other blunted feats.

  • Hastas can now be used underwater.

  • Hastas will now use the 1 handed spear (Javelin) idle animation instead of the 2 handed spear.

    Note: Depending on the terrain and Hasta, the Hasta may clip a tiny bit into the ground. Will revisit this later to see if I can adjust where the spear is being held.

Additions
  • None for this update.

Update: Sep 11, 2022 @ 2:09pm

Version is 2.5.2

Bug Fixes, Changes, and Adjustments
  • Minor amounts of stat changes on a handful of weapons (damage, durability, etc).

    Looks like the Excel Sheet I previously used to determine the stats of all my weapons wasn't as far off as I thought it was.

  • Updated all of the weapon description specials to correctly reflect their bonuses as appropriate

  • Completely overhauled the bonuses as appropriate for the weapons to better match vanilla guard rails.

    I will likely revisit these if or when Funcom does any significant change to their own balancing for weapons (or general game balance).

  • Updated a few weapons specials (I forget all the ones I did already, just a small handful here and there).

  • Fixed several material issues that caused the weapons to look like they had messed up textures (granite errors).

  • Updated the Shields found in the mod to use the newer ItemClass blueprints Funcom set up for 3.0

  • Removed the Javelin Improved Shard system since it was too confusing to players. Recipes now require a ton of star metal and Tablets of Power.

    Existing Javelin Improved Shards can be converted into Fragments of Power on any Javelin Improved Blacksmith or Armorer. They will be completely removed in a future update.

  • Updated the Javelin Improved Armorers to have the latest bonus recipes

  • Updated a few recipes

Additions
  • Added all new Abyssal weapons! These weapons can be summoned like the other Abyssal weapons found in the vanilla game. They include:

    * Abyssal Javelin
    * Abyssal Hasta
    * Abyssal Offhand Javelin
    * Abyssal Shortened Offhand Javelin
    * Abyssal Shield

    They can be learned once a player has learned the Abyssal Maul and Abyssal Bow. Due to some issues, players will have to actively click on the learn button in the Sorcery Tab found in Knowledge. For more information on this known issue, please see the Known Issues category of these patch notes.

Known Issues
  • When transmogging a weapon, if it uses a "Skeleton Mesh" on the original item, it will show up on the Transmogged weapon too. The Transmog system was not designed for Skeleton Meshes (that means, animated segments of the weapon), so things like the Yog Javelins won't work exactly like you would hope.

    It is also the same in reverse. If you take a weapon without an animated (Skeleton Mesh) piece on it, and use one that does (Yog Javelin), the Skeleton Mesh won't transfer over.

  • You can combine Hastas and Javelins in a Transmog. This isn't intended. I have not yet identified a way to prevent it.

  • The new Abyssal weapons were supposed to auto learn with the same requirements as the Abyssal Bow and Maul. However, the data table merger for this appears to not be functioning correctly. I will update the mod if or when a resolution to this comes to fruition.

  • The Abyssal Shield spawns in the Demon's hands kinda funky looking. Couldn't get it to rotate, but didn't feel like it was that big of a deal either since it otherwise works fine.

Update: Sep 7, 2022 @ 4:51pm

Version is 2.5.1

Bug Fixes, Changes, and Adjustments
  • Fixed the Glowing Abysmal One-Handed Spears and Offhand Javelin feats to be invisible until the prereq is learned.

  • Fixed the One-Handed Spears Epic pre-reqs (facepalms).

  • Updated the Javelins, Offhand Javelins, and Hastas to use the new stat categories of weapons

    * Javelins and Offhand Javelins use Agility

    * Hastas use Strength

  • Updated game tags on weapons, required because of the 3.0 update.

  • Updated all weapons Weapon Modifiers (descriptive text on their specials) to match vanilla changes. Specifically, if a weapon was previously considered Low Grade, Mid Grade, or High Grade, those descriptions have been removed to match vanilla. Only Legendary "Grade" weapons will still show up in the description of the item.

  • Updated all the material instances to use the updated parent materials (potential minor performance improvement)

  • Updated and fixed all material instances granite information.

  • Fixed texture issue with the Spectral Javelin

  • Small optimizations to texture size of various assets to help with mod size. Just a minor amount though.

  • Changed the recipe cost of the Zathite Javelin and Setite Javelin. Specifically, you couldn't fit enough resources into the Zath Altar to even make the Zathite Javelin. That should be fixed now. Still costs a bunch though, as both weapons should.

Additions
  • None for this update

Known Issues
  • When transmogging a weapon, if it uses a "Skeleton Mesh" on the original item, it will show up on the Transmogged weapon too. The Transmog system was not designed for Skeleton Meshes (that means, animated segments of the weapon), so things like the Yog Javelins won't work exactly like you would hope.

    It is also the same in reverse. If you take a weapon without an animated (Skeleton Mesh) piece on it, and use one that does (Yog Javelin), the Skeleton Mesh won't transfer over.

  • You can combine Hastas and Javelins in a Transmog. This isn't intended. I have not yet identified a way to prevent it.

  • This is update Pass #1, targeted with mostly "getting the mod working." As such, a proper balance pass has not yet been done. That will come in update Pass #2, which will arrive in a later (sooner then later) update.

    With that, I have completely disconnected the Bonus Stat table that the weapons used to give prior to update 3.0. Meaning, things like bonus agility and etc are no longer awarded on the player with the weapons. Simply put, this entire system needs a look at in a proper balance pass, which will take me several days to do (if not longer).

    Note: I did not remove the Item Description on the weapons that gave bonus stats (and etc), simply because I am trying to save time. So they will incorrectly still tell you that they give bonuses when they don't. However, rest assured, unlike vanilla legendary weapons in 3.0, my weapons are not going to just be "reskinned" star metal weapons. I fully plan on giving them proper attention in Pass #2.

    Note 2: Mod creators were given a new tool by RobTheSwede (Funcom Senior Designer and one of the mod authors for Savage Wilds) that VASTLY expands the way we can do balance passes. That means that upfront, its going to take me several days to set up. But long run, it will be FAR easier to do balance passes on Javelin Improved as the game gets updated. This is essentially why I am choosing to update the mod now instead of waiting until after I do the balance pass. I want you all to be able to at least use the mod while I give the mod its proper attention for balance.

Update: Mar 21, 2022 @ 4:06am

Version is 2.5.0

Bug Fixes, Changes, and Adjustments
  • Changed the light attack 2 and 3 order and type of animations used in the Hasta/no offhand and Hasta/Shield

  • Various hyper window adjustments

  • Various trail color fixes

  • Set the Thunn'Ha Javelin to be able to be used while Mounted and using the Charged Throw. Like other Javelins in this mod.

    (Long term plan is to make a completely new mesh for this since Funcom is re-using the Ancient Javelin mesh. My first couple of attempts I didn't like. I simply need more practice that I don't have yet).

  • Updated the weapons that enemy Thralls can spawn in with to attack players.

    They were still using "exceptional" weapons, which have long ago been removed. I also made it so they can spawn in with Offhand Javelins for more combat variety.

  • Removed all instances of the Visual Destructible Mesh on weapons, which fixes some log spam (resulted from 2.5).

    Explanation: Funcom removed all the DM's for weapons in the 2.5 patch (they weren't being used, so, makes sense. It was a resource drain for no reason, essentially). However, I set it up to use them in case they ever were used. When Funcom updated to 2.5, this resulted in the mod telling the game to look for those DM's, but them not being there. Which resulted in a lot of log spam anytime somebody used a weapon from the mod.

  • Added many new Blacksmith and Armorsmith Thralls for the various factions found on Siptah. There should now be both types of Javelin Improved Thralls for all available factions in the game.

    For the Savage Wilds mod map, so long as Savage Wilds uses various vanilla Spawns (and it does use many of them), Javelin Improved Thralls should also spawn as appropriate.

  • Created a custom Combo Preset for all Jav Improved Thralls

    This is to increase the challenge of fighting these types of Thralls. These Thralls have by far more combo choices then any vanilla Thrall in the game. I also added a chance for these Thralls to use the Special attacks. But during my light testing, it doesn't appear Thralls go beyond 4 steps in a combo (special attacks are 6). If Funcom ever changes this, the Thralls should automatically pick up on that.

  • Updated all Jav Improved Thralls to utilize the new Stun Break values in SpawnDataTable

    Stun Break values impact how much CC immunity enemy Thralls have. All Jav Improved Thralls are set to use vanilla values to match vanilla Thralls.

  • Updated and changed almost every existing weapon and the weapon stats for them. That means stamina costs, weight, damage, armor pen, durability, and etc.

    Using a Funcom provided Weapon Calculater (albeit out of date), I updated and heavily modified this Excel file so that I no longer needed to "eyeball" all the weapon values. Instead, everything is now set by math. That math was created using vanilla weapon values so that the Javelins and Hastas in this mod utilize the same formulas as their vanilla counterparts. This mod has never been so closely aligned with vanilla weapon values as it does now.

  • Changed ALL Javelin types (main hand, offhand) to no longer be ammunition based. They now will allow infinite throwing until they run out of durability. Basically like "charges" instead of ammunition.

    This is obviously a major change to Javelins. You can only carry a stack of 1, and they cannot be retrieved from the ground (idea was taken after a discussion with one of Funcom's own devs. Kudos to the dev team for the idea). Here are the benifits of this change though.

    • Not having to worry about accidently throwing it or losing it in the terrain.
    • Picking it up off the terrain after a miss only for it to not actually return to inventory
    • Moddable/Thrall bonuses (this is the big one. You can FINALLY add mod kits or craft them from Thralls and gain the Thrall benifits.)

  • All throwable weapons will now do their status effects on impact

  • Set the main hand Javelin and Hasta to use FC's new weapon sheath system. No offhand weapon support at this time as existing weapon slots don't fit with either the Long or Short offhand Javelins.

    Note: This mod works closely with Fashionist and we have set up custom shealth slots for all weapons in this mod. It is HIGHLY recommended that players use Fashionist for the shealth system with this mod, rather then the vanilla one.

  • Updated all Icons to make the weapons and Javelin Improved stamp more visibile. And added a label so that it's more clear what each weapon is.

    Javelins have an "J"
    Hastas have an "H"
    Offhand Javelins have an "OH"
    Offhand Short Javelins have an "OS"

    Note: All Javelins, including vanilla Javelins, now have the Javelin Improved stamp on them. This is because I've made so many changes to them, I no longer consider them "straight vanilla." This is also to help players identify what javelins and hastas use my code and changes, and what modded stuff out there in other mods does not.

  • Set Charged Weapons to "dev item only" with the intention of full removal in the next major update. Feats and recipes are also disabled.

    These are redundent ever since the Thrall Crafting bonsues updated. Using modded blacksmiths from mods like AoC + the higher end legondaries from this mod (such as the Siptah weapons) should be powerful enough to take on AoC end-game content (this is what I was told. I will make other plans in the future if this isn't the case).

    Otherwise, whenever I do Javelin Improved's next major update (version 2.6.0?), these weapons will be FULLY removed. Get rid of them now.

  • Updated every single recipe and feat. Deconstruction & Repair materials have also been updated on most weapons.

  • Every Legendary in the mod is crafted ONLY, and I've completely removed all Loot Drops and Scrolls related to Legendaries.

    This was done for two reasons:

    * To make my life easier then trying to figure out where to put all the weapons

    * To allow legendary weapons crafteable bonuses so they aren't overpowered by basic star metal weapons or whatever else.

  • ALL legendary weapons in this mod can now be deconstructed and given a 'Javelin Improved Shard.' When using Javelin Improved Blacksmiths, with the appropriate number of these shards, nearly any legendary can crafted (so long as the appropriate knowledge points/feats have been learned first).

    This is my version of addressing "RNG" of having to hunt for a specific weapon all the time or other extremely annoying factors. Get rid of your unwanted Legendaries and turn them into the desired Javelins or Hastas!

Additions
  • Added many new Javelins and Hastas, far too many to list in this Change Note section. Please refer to the Javelin Improved Documentation (link is available on the BBB discord). The guide has not yet been updated at the time of this writing.

Update: Mar 16, 2021 @ 6:37am

Version is 2.4.0

Sad Note: I worked REALLY hard on creating new combos that utilized the offhand/kick (Ctrl) key. Significant time was spent on making them fun and working right (I had to use a work around plus do some other extra things to get them to work right). But at the last minute before 2.3 was ready to release, a major, game breaking issue was found.

The short story of this is, in order to utilize the ctrl key into it's own combo chain, I had to use a work around, that also had a bug with it. I reported the bug a couple weeks before 2.3 was due to be released. A few days before 2.3 was ready to be released, a Funcom dev got back to me. Not only were they aware of the bug I reported, but there was a game breaking bug I wasn't aware of myself. So all of that work had to be scrapped at the last minute.

I've incoporated some or most of what I worked on into special attacks and as part of the sprint attacks for Javelin, but it isn't exactly how I envisioned it. When Funcom properly sets up the Ctrl key to work with 1 handed weapons so mod authors can create new combos with it, I'll be able to have it as I originally planned. However until then, this placeholder will have to do.

Bug Fixes, Changes, and Adjustments
  • Changed the first attack animation in the Javelin and Throwing Axe Heavy Combo chain so it looked more smooth

  • Numerious adjustments to dozens of animations to allow easier hitbox detection or more expected connection results. This also includes the hitboxes for NPC's. Other tweaks were made to things like adjusting the combo windows, hyper armor, types of stuns, and others.

  • Changed the throwing of the Javelin so that its now a charged attack! Doubles the damage on fully charged.

    Important Note: This only works on Javelins in this mod. This is due to the fact I had to do some weapon blueprint changes to make that work. Similar to why some modded Javelins on other mods aren't useable on mounts, while this mod does allow it. All vanilla Javelins will work, but if or when there are any DLC Javelins, those won't due to the blueprint overrides I need to do.

    You can still hold and aim the Javelin with other Javelins from other mods, but they do not gain the weapon bonus damage on a fully charge (nor will they receive the perk bonuses from Accuracy).

  • Numerious tweaks to balance (nerfs, buffs, etc). It would be 50 pages long if I listed every tiny change.

    Hades kindly made me a dps parser so I could do a proper balance pass instead of eye balling it like I have been. I'll never be perfect at balancing, but I did the best I could for the time being. Ideally it would be best to work on the numbers with a PvPer to get a second opinon on the numbers I'm landing on, but I will have to make due with doing this solo until or if I can find a regular partner for that.

  • Adjusted the trail color to the correct color for the 4th Heavy Shield Attack with the Javelin

  • Changed the Offhand Javelins (both long and short) to use different animation sequences then the Throwing Axe. They also do more damage while draining significantly more Stamina.

    This is a first pass on these balance wise and may be too strong, will adjust as necessary based on constructive feedback and results.

    Note: In order to give them their own weapon rules, they now ONLY combo with a Javelin or Hasta. If you use them with any other type of weapon (vanilla or from another mod) they will act like there is only one weapon equipped. You can still throw them though with the Offhand key.

  • Adjusted the Black Ice Javelin damage to once again match that with a previous vanilla change.

  • Changed all blunted weapons to no longer do bleed.

    This takes a LOT of work. I had to duplicate every single weapon combo I've created, and adjust so that they don't do bleed. This also increases the number of locally stored animations. Long view on this is that I probably won't do very much, if any balance changes on blunted weapons in the future. Just too much work to maintain so many animations. A one pass to get them sorted is good enough.

  • Updated the Javelin Improved Blacksmiths and Amorer Profession Data Table with the latest vanilla changes (routine stuff I do every major update).

New Additions
  • Added a Light/Heavy/Offhand sprint attack to all moveset variations when using a Javelin or Hasta in the main hand (No offhand, Shield, Axe/Offhand Javelin/Shortened Javelin).

    Simple sprint for at least 1 second before clicking your Light or Heavy attack buttons as appropriate. Depending on which attack you use and which weapon variation, you will either transition straight into a 3 combo (4 hits total) off of the sprint, or a high stamina costing and high damage attack.

    For Javelins, I added a new 4 step (5 step if you include the sprint attack opener) combo all together if you use the heavy attack as the sprint opener, and use heavy attacks to chain after that.

    *****Javelin*****

  • Added a special move to the Javelin and No-Offhand moveset that will cause a lot of damage on completion.

    Left Click, Right Click, Right Click, Right Click, Left Click, Left Click

    (Light Attack, Heavy Attack, Heavy Attack, Heavy Attack, Light Attack, Light Attack)

  • Added a special move to the Javelin and Shield moveset that will cause a lot of damage on completion.

    Left Click, Right Click, Left Click, Left Click, Right Click, Right Click

    (Light Attack, Heavy Attack, Light Attack, Light Attack, Heavy Attack, Heavy Attack)

  • Added a special move to the Javelin and Axe/Offhand Javelin/Offhand Shortened Javelin moveset that will cause a lot of damage on completion.

    Left Click, Right Click, Left Click, Right Click, Right Click, Right Click

    (Light Attack, Heavy Attack, Light Attack, Heavy Attack, Heavy Attack, Heavy Attack)

    *****Hasta*****

  • Added a special move to the Hasta and No-Offhand moveset that will cause a lot of damage on completion.

    Left Click, Right Click, Left Click, Left Click, Right Click, Right Click

    (Light Attack, Heavy Attack, Light Attack, Light Attack, Heavy Attack, Heavy Attack)

  • Added a special move to the Hasta and Shield moveset that will cause a lot of damage on completion.

    Left Click, Right Click, Left Click, Left Click, Right Click, Right Click

    (Light Attack, Heavy Attack, Light Attack, Light Attack, Heavy Attack, Heavy Attack)

  • Added a special move to the Hasta and Axe/Offhand Javelin/Offhand Shortened Javelin moveset that will cause a lot of damage on completion.

    Right Click, Right Click, Left Click, Left Click, Right Click, Right Click

    (Heavy Attack, Heavy Attack, Light Attack, Light Attack, Heavy Attack, Heavy Attack)

Known Issues

  • Javelins such as Venom Javelin's aren't applying their debuff (such as Poison) when thrown. Not sure why yet. I can probably make a work around for it, but I would prefer to do it "properly."

  • The charge animation for throwing Javelins is "frozen" and immersive breaking. This is a placeholder animation until I can keyframe something (which takes a lot of work, and I'm not an animation expert).

Update: Jan 8, 2021 @ 4:10pm

Version is 2.3.3

Bug Fixes, Changes, and Adjustments
  • Set the Star Metal Hasta to the correct crafting station group.

  • Fixed the item tags for the 4.1 update of Fashionist so that the Offhand Javelin's properly display.

  • Compatibility update with the latest version of Conan Exiles.

  • Updated various animations to reflect various past changes done in other Conan Exiles updates.

  • Various updates to Javelins/Hastas to match their vanilla counterparts and recent changes (tier, damage, etc)

  • Updated all weapons to include stamina damage on block to match their vanilla counterparts

  • Updated the special recipes for all Javelin Improved Armorer Tier 4's with a focus in Durability to include a recipe that was added to it's vanilla counterparts.

Update: Nov 16, 2020 @ 10:07am

Version is 2.3.2

Bug Fixes, Changes, and Adjustments
  • Set the Impaler Hasta to have 800 durability, up from 200.

  • Fixed the Black Ice Shield and Charged Black Ice Shield to use + Grit as intended instead of + Encumbrance.

  • Adjusted the damage on stamina for blunted weapons to match the vanilla changes.

  • Adjusted the concusivve damage for blunted weapons to closely match the vanilla changes (they are slightly more powerful then vanilla currently, but only slightly).

    I didn't 1:1 match with Vanilla as I didn't agree that they should do the same concussive damage as a level 10 truncheon when the blunted javelin is learned at level 21.

  • Flagged various weapons to be able to be dismantled when they were previously not.

  • Spellchecker fix on Enhanced Glowing Lantern Shields

  • Removed Exceptional and Flawless Javelins and Hasta's from the loot table for the Javelin Improved blacksmith Thralls.

  • Changed the recipe that required Spear Handles to use Weapon Handles instead to match the vanilla changes in 2.1

  • Removed Flawless weapons as a recipe requirement for various recipes and increased the cost of other ingredients to try and compensate.

  • Updated all the Tier 3 and 4 Blacksmiths/Armorer's from the mod to include the new professions utilized in 2.1, with Tier 4's each offering a variety of the variations found in vanilla.

  • Removed the Tier 3 Blacksmiths/Amorer's from the spawn pools so they will no longer spawn. They were only used for Exceptional Recipes, and since those are removed, they are no longer needed. They can still be used if previously captured though.

  • Added Tier 4 Blacksmiths and Armorers to Siptah Surges. There are only two Surges where they spawn Tier 4 Blacksmiths, and only 1 Surge that spawns Armorers. I'll add more if or when more are added in vanilla

      Blacksmith
    • Cultist of Dagon Surge
    • Yoggites Surge

      Armorsmith
    • Army of Aquilonia Surge

  • Updated all the recipes to be craftable on various crafting stations as appropriate to the changes made in 2.1 and where their vanilla (or similar) counterparts are made.

  • Due to the fact Javelins (and other throwing weapons) cannot be given any bonuses from Thralls upon crafting completion, I've given them a very small buff in damage on their combo chains (.05 multiplyer).

    Note: After Conan Exiles 2.2 patch goes out, the mod may have a much larger change on balance since Funcom is calling 2.2 the combat update. Subject to review and change as appropriate.

  • Added some back end things for a potential change having to do with another mod. Will talk about it more if or when the concept in that other mod pans out.

  • Set the various existing Javelin and Hasta's (or their recipes) to drop from where their vanilla counterparts are set in their own loot tables for Siptah.

    As an example, places where you can find vanilla Venom-Infused weapons or their recipes, is where I also set the Javelin's and Hasta varients. This is subject to change as other places are discovered and the Siptah map continues to be finalized by Funcom over the next few months.

  • Disabled the recipes previously set for Siptah that could spawn as part of a very large legendary pool found in vaults.

    Since every Javelin or Hasta (or Recipe) is now in the various appropriate Siptah loot pools, these were no longer needed. I also felt that since the two maps will eventually be able to accept character transfers from one to the other (sometime close to full release of Siptah), it's important that each map be given unique Javelin's and Hasta's. It is also (and still is rather) on my todo list to create unique Javelin's and Hasta's for the Siptah map as part of a larger feature update sometime in the future.

  • Renamed the Javelin Improved - Legendary Weapons category to Javelin Improved - Epic and Legendary Weapons

  • Merged the Lemurian Javelin and Hasta feat together to cut down on icon clutter. It also results in only one scroll dropping from Razma now in terms of the Javelin and Hasta.

  • Changed how the Pristine Khari Javelin and Hasta can be looted from the Wine Cellar. First, they no longer compete with vanilla Pristine Khari weapons for spawning (since it's only a 5% chance to find one, I didn't want to make it more difficult). Second, the Pristine Khari Hasta is no longer craftable, and can only be looted like any other Pristine Khari weapon. This was done because of the blacksmith bonus changes, as well as to reduce icon clutter in blacksmith benches.

  • Changed how the Javelin and Hasta of the Warmaker can be looted from the Warmaker Dungeon. Same reason as the Pristine Khari Javelin/Hasta.

  • Changed how the Dragonslayer Javelin and Hasta can be looted from the Wine Cellar. Same reason as above x2.

  • Fixed the text on the recipe for the Balanced Iron Hasta

  • All modded Javelin and Offhand Javelins have had have had their number increased in drops. For non-legendary, the maximum stack of Javelins. For Legendary, anywhere from 1 to the max stack will drop.

  • Made numerious recipe and repair changes to almost all Javelins (main hand and off-hand), with other various changes to Hasta's as well. There were also various minor adjustments to durability here and there as appropriate.

    Javelin's are now much cheaper to craft, with them being closer if not identical to where vanilla Conan Exiles has it. They used to be more expensive with the mod because of the fact they became more of a melee weapon, but because Javelins cannot have mods attached and cannot benifit from Thrall bonuses, this was another step to help give a difference in using them over Hastas.

Update: Sep 21, 2020 @ 12:16am

Version is 2.3.1

This is the first of what will probably be many update passes to Javelin Improved as I have several things I want to work on, improve, and add. I also will be revising the mod over a short period of time as I learn more about Siptah, it's loot, and mechanics.

Important Note: The Surge mechanic of Siptah is currently not moddable. I chatted with a Funcom developer on this one, and he wants to get that changed sooner than later (but no ETA, could be a long time, could be a short time). As such, the Blacksmith and Armorsmith Thralls for this mod cannot be found in Siptah without setting up something like Pippi spawners, or admin spawning them in for players. As soon as this changes, I'll make sure to include them in the Surge or wherever becomes available.

Bug Fixes, Changes, and Adjustments
  • Fixed the recipe for the Lantern Shield

  • Updated the combo chains to be compliant with Siptah

  • Fixed several granite errors with several materials

  • Changed the Ymir's True Targe to have a crafting station requirement of the Ymir Tier 3 Altar

  • Changed the Charged Shields to be crafted in the Armorsmith bench for consistancy

  • Fixed the recipe requriements for charged Grim weapons

  • Updated the profession recipes for all Javelin Improved Blacksmiths and Armorers to reflect the new changes from Siptah

  • Fixed an issue that would cause new combat mechanics (Mounted Rhino Combat) to not work.

  • Fixed the recipe requirement for Gavain's Rusty Hasta so that it requires the Gavain Rusty Pike instead of the Lifeblood Spear.

  • Changed the Ancient Lemurian Javelin and Hasta scroll and feat to be 1 feat that unlocks 2 recipes, instead of 2 feats and 2 scrolls.

  • Removed the outdated Grim Hasta feat since both the Grim Javelin and Hasta are unlocked in another feat.

  • Merged the Khari Javelin and Khari/Pristine Khari Hasta feats into 1 feat to help with icon clutter.

  • Merged the Venom-Infused Javelin and Hasta feats into 1 feat to help with icon clutter.

  • Changed the Ymir Iclce Javelin so that it can be learned without finding the recipe, but also increased the crafting cost (now requires a fragment of power).

  • Changed the Obsidian and Serpent-Man Hasta and Off-Hand Javelins to no longer drop from "The Degenerate" boss in the Volcano dungeon. Instead, they are free unlocks once you have learned the Obsidian Javelin and Serpent-Man Javelin feat.

  • Made the Javelin and Hasta useable on both Horse and Rhino's using the 2 handed spear weapon attacks.

    HUGE thanks to Dr. Nash for coming up with the code to make this happen

  • The following Javelin's and Hasta's can be found in the Siptah Vaults, or it's Siptah specific recipe.

    • Bloodstone Javelin/Hasta
    • Dragonslayer's Javelin/Hasta
    • Legendary Spectral Javelin
    • Riptide
    • Venom-Infused Javelin/Hasta
    • Enhanced Warhasta of the Black Circle

Note: This is a first pass on Legendary Javelin's and Hasta's to find their way to Siptah. Until I learn what Exile Lands Legendary's and Recipes are available in Siptah, I thought I would start with just a handful. They are also only the "weaker" version of Eldarium type weapons (the stronger Eldarium weapons require more Eldarium and are far more powrful). Once I learn more about Siptah, I will be adding new Legendary's specific to Siptah that fit better with Eldarium, and may phase out these weapons and keep them specific to the Exile Lands. But again, I need to learn more about Siptah to figure out how I want to approach everything.

Another Note: I was unable to get the Delving Bench to work with the Javelin's/Hasta's this update go around. Will try again in the next update pass when I get some more information.

Update: Jun 22, 2020 @ 7:15pm

Version is 2.3.0

Bug Fixes, Changes, and Adjustments
  • Fixed the Khari Hasta so that it uses the correct static mesh

  • Fixed a typo with in the Recipe name for "The Hasta of Epemitreus"

  • Changed the name of the Stone Spear (vanilla) to Stone Javelin

  • Changed the name of the Yoggite Bone Spear (vanilla) to Yoggite Bone Javelin. I also changed the icon so that it has the Javelin Improved stamp due to other changes I made (see below about Apex).

  • Changed Star Metal Javelin and Offhand Javelin to be the same weapon tier as other Star Metal weapons

  • Changed the name of the Spectral Javelin to Legendary Spectral Javelin

  • Changed the Ancient Lemurian Javelin to be the same weapon tier as other Ancient Lemurian weapons

  • Changed the Black Ice Hasta to be the same weapon tier as other Black Ice Weapons

  • Changed the Serpent-man Hasta's to be the same weapon tier as other Serpent-man Weapons.

  • Changed the Venom-Infused Javelin, Hasta, and Offhand Javelin to be the same weapon tier as other Venom-Infused weapons. Also changed the Modifier description to be High Grade Flawless instead of Legendary.

  • Fixed the Yoggite Bone Offhand Javelin so that it uses the right mesh when thrown

  • Fixed various minor sound issues.

  • Fixed the knockout javelin offhand so that it uses the correct static mesh.

  • Added Durabilty to the Long Fang of the Red Mother. The fact it was missing it was unintentional.

  • Set all Star Metal weapons to the same weapon tier as their vanilla counter parts

  • Made all throwable glowing weapons able to shine their light as they are thrown and land. Just like how Light Arrows work in the vanilla game.

  • Fixed the Blunted Offhand Javelin to reward the correct recipe and show the correct icon

  • Fixed the Blunted Hasta to have the correct armor penetration

  • Added a Description to all Black Ice Weapons that it uses a cold attack

  • Fixed the durability amount on various Hastas

  • Added a new feat category, "Javelin Improved - Legendary Weapons" to help reduce icon clutter from the mod.

  • Changed the ingredient for various Hasta's to now use the same "Spear Handle" as Javelin's when crafting level 60 Hastas.

  • All Hasta feats now require a Javelin version to unlock instead of a 2 handed Spear. The feat cost remains at 0 for Hastas.

  • Added Apex cloth animation to all Yoggite and Abysmal weapons. This gives the weapons a little extra immersion as the tail feathers of the weapons will now animate when moving around and swung.

    Note: I couldn't get it to work when thrown (kept getting crashes in Maya with PhysicsX, which is somewhat normal since Apex is very buggy), so the feathers will look stiff when it's stuck in a target. The feathers will also be invisible when the weapon is holstered (such as with a mod like Fashionist).

  • Various minor LOD changes for some weapon meshes

  • Bumped up the feat cost for Star Metal Javelin's to be equivalent with vanilla weapons

  • Fixed a few minor Loot table issues

  • Changed the Khari Javelin and Khari Hasta from a guarantee drop from Skeleton bosses in the Wine Cellar, to needing the Khari Pike Feat (part of the Khari Weaponry Scroll that drops from the Thag boss) to unlock

  • Changed the required level for the first tier of Hasta from level 8 to 6 to better match up with Javelin's

  • Fixed the feat cost for the Balanced Iron Offhand Javelin feat[so that it's 0

  • Lengthed some previously created modded Javelins as they were too short

  • Slight Weight adjustments to various Javelin Improved Blacksmith thralls to match up with their vanilla counterparts

  • Changed the equipped weapons of the Javelin Improved Thralls to add more variety when they spawn. They also all now use advanced combo move sets to make their battle engagements more fun and challenging. Finally, all their loot tables have been updated to anything new that vanilla has added since I first made the loot tables, as well as to include all the weapons they can spawn with

  • Changed the recipe for the vanilla Shell Shield's so you can actually make them at early levels.

  • Improved the equip animation with the Hasta while on a Mount.

  • Various lore friendly long description edits, many provided by Deaso. More to come in the future.

Moderate and Major Balance Changes

  • Adjusted (nerfed) the armor penetration of many Javelin's and Hasta's to reflect a balance pass Funcom did at some point with the Javelin's.

    I have no idea when it happened, but Funcom nerfed down the armor penetration of all vanilla Javelin's. So I adjusted them down, and adjusted a few Hasta's as well since they are supposed to be halfway between Javelin's and 2 handed spears.

  • Set the Legendary Spectral Javelin to 49 light, and 71 heavy damage. But upped the armor pentration to 26% (which is considerably higher than other Javelin's). Stamina costs remain the same.

  • Set the Ancient Lemurian weapons to higher damage (62 for the Javelin, 60 for the Hasta), but lowered the armor penetration (9% and 6.75%). Also added heat insulation to the Ancient Lemurian Hasta

  • Gave Gavain's Rusty Hasta a heated affect, where it will cause the temperature of the opponent to rise with every strike.

    Basically, the exact opposite of Black Ice Weapons.

  • Shortened the Blunted Hasta so that it was the equivalent of what a Blunted Javelin is compared to other normal Javelin's.

  • Gave the Enhanced Warhasta of the Black Circle a slight buff in damage.

  • Adjusted the durability of several Hasta's, both nerf and buff, depending on the Hasta. This was done to be more consistant with how other Hasta's in the mod have been set up.

  • Buffed the damage and armor pen for the Yoggite weapons to compensate for the new mid tier Javelin's.

  • Slight nerf to the Basic Iron Hasta weapons in damage so that it is more consistant with how other Hasta's compare to Javelins

    Also adjusted the crafting cost's slightly to be more in line as well.

  • Gave the Black Dragon Hasta + 5 Grit instead of +50 Stamina to be more in line of the vanilla Black Dragon weapon

  • Changed the Hastas combo chain while mounted to be the same as Javelins.

    I had planned on creating a custom move set, but due to modding restrictions, I can't. I have assets completed in this area though and hope that future modding tools will allow me to revisit this.

New Additions

Due to character limit, I won't list every single new weapon that has been added in this update. Instead, I will refer you to the new Javelin Improved - Guide, where you can look at the full list of every weapon in the mod.

Javelin Improved - Guide - Link[docs.google.com]

  • Several new Javelin's and Hasta's, both normal and Legendary

  • More Full sized Offhand Javelin's have been added

  • A new class of Offhand Javelin's have been added, the Shortened Offhand Javelin

    These Javelin's have infinite durability (like Throwing Axes), have the same armor penetration as their main hand javelin version, and stack to 7. They do less damage than a full sized Offhand Javelin though.

  • New shields have been added. Just a handful for now. In order to be able to craft certain shields as appropriate, new Thrall Armorer's have been added to the mod. See the guide previously linked for details.

    Why shields? Javelin Improved is all about enhancing Javelin (and Hasta) playstyles. Shield use is a core playstyle of this mod, so naturally I have wanted to visit on adding more variants.

  • Added "Charged" weapons, which are legendary weapons balanced for end-game content for mods such as AoC. These weapons can only be granted via an admin only spawnable recipe.

    See the "Javelin Improved - Guide" for additional details.

Update: May 11, 2020 @ 3:00am

Version is 2.2.7

Bug Fixes and Changes
  • Restored the crafting groups to the Javelin Improved Blacksmiths so they will properly slot into a blacksmith bench. They can go back to work now.

  • Adjusted the aggression settings for all Javelin Improved Blacksmiths to match their vanilla counterparts.

  • Adjusted the repair tier of the Dragonbone Hasta to match it's vanilla counterparts.