Conan Exiles

Conan Exiles

Endgame Extended Weapon Arsenal (EEWA) v0.29.19
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Update: May 14, 2019 @ 10:23pm

0.8.2
Sometimes things in the devkit don't always translate that well into the game. That is what happened with my dual wield weapons. Should work now however.

Fixes:

  • Dual Wield light attack 1 and 3 works now. (Tested on server and works)

Enjoy the new moveset!

Update: May 14, 2019 @ 4:07pm

0.8.1
New minor version.
In this update I wanted to add new additions and refine all the weapons stamina usage.

Fixes:

  • Blood Magic should now unequip and equip your weapon after it's done. This looks way more crisp than before and prevents the previous bug mentioned in Known Issues.

Additions/changes:
  • I have decreased stamina drain on the earlier weapons drastically (some were ridicilous) and decreased slightly on the rest of all the weapons. I want the weapons to be true lategame items that need to be handled as such, so the stamina drain on the weapons are still quite major.

  • Added a new type of weapon: dual wield. I replaced the Thin Reptilian Blade, with Blades, effectively making it dual wield.

  • Added two new weapons, a pair of dual wielded Stalwart Axes that is unlocked in the Apprentice Corruptionist feat. And a pair of dual wielded Maces, called Evening Stars, in the Magic Arsenal Feat. The Evening Stars grant reduced Stamina Drain while equipped.

Enjoy!

Update: May 12, 2019 @ 12:04pm

0.7.1
New minor version.
In this update I wanted to focus on fixes but I also spent a little extra time on another goodie.

Fixes:

  • Fixed the issue with the spells (and weapons) that caused you to have negative corruption beyond your healthbar. You will now die if you keep using the weapon/spell too much.
  • Fixed the issue where you could basically abuse spells by taking them out whenever you want to throw them and just unequip them again. You now gain a lot of corruption when equipping the spell and then gain some over time, to prevent this.
  • The Blood Magic spell (should) not reset your IQoL body settings, if it does still do so. Please tell me.

Addition/changes:
  • I have nerfed/buffed some weapons by 1-6 damage across the board.
  • Increased Blood Magic HP Drain but increased the damage output and duration.
  • Added stat bonuses to the Godly Weapons.
  • Added a new weapon that is bound in flames and grants extra armor.
  • Added some stat bonuses to some of the Ultradimensional weapons, will be adding more stat modifiers in the future.
  • Added/changed some small things, and also removed that god awful sound for the gas spell.

The new two handed weapon, the Flamberge can be unlocked in the Magic Arsenal Feat, deals 90 damage, has no Armor Pen, but instead grants you 105 bonus armor.

Enjoy!

Update: May 9, 2019 @ 10:33am

0.6.2

I just fixed an unintended mod clash by renaming a component.

Update: May 8, 2019 @ 8:29pm

New Minor Version Update (0.6.1), added two new weapons.

A shieldbraking Sword and a high damage low penetration Mace. They were both added to the Apprentice Corruptionist feat, meaning you will have direct access to them if you have the first feat in this mod.

See for yourself and enjoy ;)

Update: May 8, 2019 @ 6:55pm

Fixed an issue with the Item Table that caused weird white boxes to appear in recipes/feats in the UI.

Update: May 8, 2019 @ 9:28am

Update for the big content patch.

Fixed some minor spelling errors. Enjoy the anniversary patch folks!

Update: May 8, 2019 @ 2:41am

Public release folks!

Time to enjoy the mod and it's treasures.

Fixed some naming errors and changed the Ultradimensional weapons to only be able to be crafted at the Frost Smithy.

Update: May 7, 2019 @ 11:56pm

Public release soon. No more private testing needed, just need to refine some small things and double check a few other things.

This was a balance pass and minor bug fixing update.

Update: May 7, 2019 @ 6:11pm

Minor bug fix and fixes for interface errors, next update will probably include file cleanup. Soon ready for public release.