Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: Aug 14, 2020 @ 8:51am

v.1.9.34
- Unarmed recipe icons fixed to be their updated icons
- Commission weapons Kheilreth doubleswords, burning devastation fixed. No More Troubles (Gennadiya/Suna) added. It does not move when shooting yet.
- Unnarmed training 1 uses soup now in its recipe and no wraps. Unarmed mastery I uses regular wraps in its recipe
- Spectral Claws recipe added to T3 XR
- Grimkaiser heal increased to about 70% of what it was before
- Heal and durability increased on bandage other (you will need a new replacement)
- Changed ifrit dot vfx to be less blinding until something better presents itself

- Greatsword attacks (heavies) have had slight improvements on heavy attack combos. Boost to damage on heavy attack 2.
- Savage stance heavy finisher has been temporarily replaced
- Relentless Great Axe has had the weapon facing rotated so now you're no longer talking to your big old friend, he's watching with you

-----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)

Update: Aug 11, 2020 @ 10:33pm

v.1.9.33
bugfix
I +++ the hotfire. No more vfx or sound on ifritburn. Damage is increased to what it was, and then doubled to account for burn tiks being increased from everry 1 sec to every 2 sec. Total duration is 10 sec. Same damage originally, but, 10 sec..
Hothands work
I ---- the NSH identification badges. Should only have 1 indicator now.
Nimble is good, no more badmathbuff
Greatsword has better recovery on attacks and a few combos have had 10% speed and damage increase. Heavy 2 does 2 hits.. OVerall GS should feel a lot more responsive and not like you're in a death sentence juggernaut warpath....unwillingly.
I run nack to work
- Teaching feat craft times reduced from 7200 4800 or 2400 to 1000 seconds.
- Factions that had bandage other recipe now have silken wraps recipe available on the same level
Please let me know how it all works and feels


-----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)

Update: Aug 10, 2020 @ 6:24pm

v.1.9.32
- STAMINA DRAIN REMOVED FROM ITEMS or other changes:
*** Weapons that MUST be replaced with a new version, and the old version must be destroyed:
-----Relentless Style, Burning Hands, Burning Revolution, Burning Loyalty, Ghost Burning Barrage (Melee), all Nightscourge Hunter Melee equipment, grimkaiser unarmed style, smashing, nasty hands, unarmed training and mastery I

- Added donor weapons, Volsungr's Corrupted Ice Blade, Ilya's Tempest Sword of Set, Slaine's Flame Gauntlets and Claws, and Kheilreth's dual doubleswords thanks to Kujo Ujima, Deaven Chiang, and Dominik Maral! Thank you both for everything, please enjoy!

- By member request, Restructured Water Tribe Feats to have 5 tiers with more craftable rewards along the way. T5 is the only one requiring admin aid to get started.
- Added Infused Kiwi (water tribe) to T3
- Made Give and Take totem and spear craftable for T4
- Made Gnarled Staff craftable for T3
- Bandage Other healing improved and its Heal Over Time should function a bit more reliably. Bandage other heals burning as well as bleed.
- Most other factions will follow this format.

- Highly Explosive Arrows Weight increased, amount carryable in a stack decreased to 5. No one should be carrying around stacks of hundreds and thousands. Apologies to those who had to deal with the people that full-blinders abused them, and abused them to a toxic degree vs other players.
- Cobra arrows do not produce highly explosive arrows anymore. Exploiters have been noted.
- Venom arsenal: Decreased durability of lance 1200> 1000, scimitar 810> 900, doublesword 800> 900. Repair materials are in line with other venom arsenal weapons
- Broken Spear no longer faction switches, but does wounding instead
- Nightscourge hunter corruption loss increased from 75 to 100/10 sec.
- Maybe Nightscourge Hunter weapons will no longer drain the wielders out when they have potato PCs.

- Ifrit Fire Dot duration reduced from 10 seconds to 5 seconds. It will do less damage to NPCs at full stacks (200/tick -> 120/tick). DOT Damage vs PCs has not been touched (which scales with might and total damage done). Armor ignore, ease of stacking, formerly too-rare ways to remove stacks, and %HP damage done from overheating made this entirely too oppressive, doing too much work for the opponent (it could become nearly as damaging as scourgefire is vs undead while being easier to apply maintain and apply to everything). It was also doing its full stack amount every single hit, on top of the dot, so fast attacking weapons were piling on massive amounts of damage. The visual is also changed to a burst of flame that should hopefully not stay on you permanently in some cases @_@
- Afriti/Burning weapons have had their armor pen normalized to 0.35, except for unarmed. They all now require imbued brimstone and flametouched invocations to repair (or a relic fragment if you are using Warrior Mutator).Keep in mind they have several times more durability than any other weapon out there. Burning Glaive Offhands add bonus stats.
- Burning weapons have had their item descriptions (the 4 slots) fixed, and a few weapons that were missing bonuses had them added.

- Bleed was pausing when applying, and resuming when attacking. It now constantly bleeds away, but its overall damage at higher stacks has been reduced. Survival affects it less, but it can still be cleared by bandages and T4 survival as normal.
- Black Lotus Corruption should be much less of a concern for companions now

- Added one CC knockback back to middle of scimitar combo. It is still not the stun lock machine it was, but it has more and has less of a void in the middle of the combo.
- Jhebbal Sag claw moveset uppercut now costs 5x stamina down from 8x.
- Savage stance now uses jheb claw uppercut.
- Dual scimitars have had a damage increase
- Claws + Savage stance do slightly more damage (in part because of a bugged final combo) and have CC now. The visuals for the stance (arm position) is also different.
- Heavy claws attacks 1 and 2 are faster. Heavy attack 4 pulls inward.
- Beast Tribes Whackstick doesn't put the buff on mobs that don't actually get the effect
- Lethal Claws stamina cost has been increased slightly to account for the major mobility claws grant (and since there is no 10 min timer from vanilla jhebbal claws)
- Staff/lance light attack hyper armor on attacks 1-3 has been narrowed. Speed has been slowed by about 10%, but damage has increased by 10%. Combo 4 damage increased by about 20%
- Staff/lance heavy attacks aoe damage on attacks 2-3 has been reduced by about 30% each.
- Nimble Stance: Nimble cannot be used in heavy armor. Severely reduced damage of unarmed nimble dashes. They now go extra distance though. Increased stamina cost of both light and heavy attacks significantly, also reduced hyperarmor to a more narrow window). Damage is slightly decreased (10% per combo). Backdodge stamina cost reduced, and sped up. Woooooosh....

- Fixed recipe window icon for lifesteal enchantment
- Cats have important business to attend to. Relentless Beast Claws no longer attracts cats when crafted.
- Lifesteal enchantments should craft properly now.
- Scourgewrath Oil recipe no longer produce specter coatings
- Spectre Coating can be distilled into lingering essence
- Armor Enhancement text description fixed
- Modded Relic Hunters are no longer thrallable (with the exception of a few weak ones). If you see thralls with that much HP you should know something is wrong. Please in good spirit, break bonds of the old relic hunters if they were captured. Relic Hunter Flame glaives also have burning glaives properly now. They may or may not die horribly.
- Ghost Wolf no longer bleeds and cannot be poisoned
- All Faction Switches last 2 hours instead of 1
- Visibility potions update every 15 seconds instead of 30 seconds.

- Demon status buff gives +100 armor and 10% additional armor and lifedrain is always active.
- Eldritch Fire renamed Elemental Fire to match with lore and elemental vs demonic/sorcerous eldritch uses
- Grimkaiser heals half of what it did for players.
- Ragath can now rapid fire fake suns at enemies.
- ^ This patch note is a lie and will be deleted


Please let me know how it all works and feels


-----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)

Update: Jul 10, 2020 @ 7:16am

v.1.9.31
Semi-hotfix

- Further improved hyperarmor on scimitars and some martial arts strikes
- unarmed + nimble heavy 2 (dash right) works properly instead of t-posing
- Undead can make undead faction switchers now (not just t3 XR)
- XR weapons apply corruption on less hits now (1 application/ .6 seconds instead of per hit). The bonus damage and corruption has been increased partially.
- Further improved scim+scim combo damage.

Please let me know how it all works and feels

----
-Hopefully soon I'll get automatically switching your nearby thralls to your faction working, which may lead into the system to have players get their own unique drops from certain mobs rather than having to deal with ninjaloot.

- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting 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)

To do:
Make dire beasts mountable

Update: Jul 10, 2020 @ 3:32am

v.1.9.30
-Mistmourn properly dispells burning now

[Unarmed Combat]
-Unarmed styles have been adjusted to do one stack per hit instead of two.
-Unarmed heavy defensive didn't have hyperarmor before really, oops. Now it does (some of the later heavy combos did. Its much more reliable to get started in combat now). More block cancelling is possible and the stamina drain on lights is reduced. It should feel like more of a juggernaut style now. Severe cripple at the launcher attack.
-Unarmed + savage stance has improved hyper armor.
-Unarmed + savage stance heavy combos flow into each other a bit faster now
-Unarmed + nimble attacks have changed. They are a set of rapid punches, the kicks remain, and they have directional dashes now. Videos of this in action will be greatly appreciated.

-Venomsteel and bleed dot damage reduced slightly
- Grimkaiser heal will heal at most, 100 on PCs and 300 on npcs, and a minimum of 30 on PCs and 100 for NPCs over its duration. In most cases for most players, this won't result in any differences (but may help out lower HP characters). You cannot benefit from vitality double healing anymore (it was essentially healing double)
-Grimkaiser cloud also reduces armor further, to help it in being the frenzied risk zone it was meant to be. Also lowered the visual effect of the cloud still so it is still chaotic fog of crazywar, but some characters can be seen through it
-Sangsudo power charge damage fixed (increased) so its powered the same way all the other katanas are.

-Supernatural bonus to lifesteal reduced from 3x to 2.33x

-Hyperarmor added to scimitar lights. CC will remain out as otherwise it is a complete forcing of stunlock/a roll while doing fair damage and fast stacking
-Improved hitboxes (and thus damage indirectly) and damage (directly, increased) on combos of scimitar+scimitar and added hyperarmor in a number of places, or improved hyper armor in a number of places on some of the animations. Slight damage increases in a few places

- [override] cobras are friendly with giant snakes and won't attack like the rebellious little shits they can be!

Please let me know how it all works and feels

----
-Hopefully soon I'll get automatically switching your nearby thralls to your faction working, which may lead into the system to have players get their own unique drops from certain mobs rather than having to deal with ninjaloot.

- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting 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)

To do:
Make dire beasts mountable

Update: Jul 10, 2020 @ 3:16am

v.1.9.30
-Mistmourn properly dispells burning now

[Unarmed Combat]
-Unarmed styles have been adjusted to do one stack per hit instead of two.
-Unarmed heavy defensive didn't have hyperarmor before really, oops. Now it does (some of the later heavy combos did. Its much more reliable to get started in combat now). More block cancelling is possible and the stamina drain on lights is reduced. It should feel like more of a juggernaut style now. Severe cripple at the launcher attack.
-Unarmed + savage stance has improved hyper armor.
-Unarmed + savage stance heavy combos flow into each other a bit faster now
-Unarmed + nimble attacks have changed. They are a set of rapid punches, the kicks remain, and they have directional dashes now. Videos of this in action will be greatly appreciated.

-Venomsteel and bleed dot damage reduced slightly
- Grimkaiser heal will heal at most, 100 on PCs and 300 on npcs, and a minimum of 30 on PCs and 100 for NPCs over its duration. In most cases for most players, this won't result in any differences (but may help out lower HP characters). You cannot benefit from vitality double healing anymore (it was essentially healing double)
-Grimkaiser cloud also reduces armor further, to help it in being the frenzied risk zone it was meant to be. Also lowered the visual effect of the cloud still so it is still chaotic fog of crazywar, but some characters can be seen through it
-Sangsudo power charge damage fixed (increased) so its powered the same way all the other katanas are.

-Supernatural bonus to lifesteal reduced from 3x to 2.33x

-Hyperarmor added to scimitar lights. CC will remain out as otherwise it is a complete forcing of stunlock/a roll while doing fair damage and fast stacking
-Improved hitboxes (and thus damage indirectly) and damage (directly, increased) on combos of scimitar+scimitar and added hyperarmor in a number of places, or improved hyper armor in a number of places on some of the animations. Slight damage increases in a few places

- [override] cobras are friendly with giant snakes and won't attack like the rebellious little shits they can be!

Please let me know how it all works and feels

----
-Hopefully soon I'll get automatically switching your nearby thralls to your faction working, which may lead into the system to have players get their own unique drops from certain mobs rather than having to deal with ninjaloot.

- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting 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)

To do:
Make dire beasts mountable

Update: Jun 26, 2020 @ 4:17am

v.1.9.29
- Fixed issue with corpses being auto destroyed. That should be a devkit only thing
- Nasty Claws of the Void - does reduced corruption damage and no longer do stamina damage
- Spectral Glaives - Corruption damage increased from 11-16, vs other spectral weapons that do 25. Damage increased from 40 to 50 to be in line with all other damage values of weapons. Armor pen reduced from 0.3 to 0.2. Their damage bonus has been restore to how other spectral weapons function. This will be adjusted when scim+scim damage values are increased.
- Ifrit Burn damage over time vs players reduced from .75 armor ignore per stack to .7.

Please let me know how it all works and feels

-Hopefully within a week I'll get automatically switching your nearby thralls to your faction working, which may lead into the system to have players get their own unique drops from certain mobs rather than having to deal with ninjaloot.

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting 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)

To do:
Make dire beasts mountable

Update: Jun 23, 2020 @ 7:50pm

v.1.9.29
- [override] Skeleton keys, heart of nordheimer stackable

- Group 1 faction switch restored to 1 hour, oops (thanks Leiknir)

- Burning debuff of afriti weapons now does its old damage and +temperature increase over 20 stacks. While not quite OP, it can get fairly strong, so this makes it take a bit of work to get and keep up.
- Burning arrows were using the wrong type of burn debuff, now they're in line with the stacks of everything else
- Burning Greatsword and Waraxe should not have permanent particle effects. Their function has updated to match the other burning weapons effect, but they still retain bonus on-hit damage.
- Burning Waraxe (greataxe) version has been added

- I have increased my general corruption level as I further my understanding of the dark devkit arts.
- Heart wrenching stance will now harvest a human heart when it kills. I am creating monsters everyday.

- Some hyperarmor has been added to scim+scim/throwing axe since CC was removed a month or two ago because of it being a stagger-locking blenderfest. Hyperarmor has been adjusted on heavy attacks, generally for the better. The light spins do slightly more damage, and can be interrupted at the start of the spin.
- Reverted mod changes to Maces since they were done before a few of funcom's buffs to them. Some sundering and damage changes may happen, though the ability to cancel out of some of them remains
- Daggers have vastly improved hitboxes. Their light attacks have Some hyperarmor during their attacks, but still only have small windows. Heavy attack hyperarmor windows have been adjusted also.
- Slight adjustments to lethal claw hitboxes
- 40% increase to bow heavy attack shot
- Greatsword light attack finisher has faster recovery time. Hyperarmor of light attack 1 starts sooner, but there is still a gap
- Scimitar light attacks, 2 3 4 (excludes 1, 5 and 6) do not CC stagger anymore. You will have to alternate heavy attacks in rather than catch someone and engage in free damage
- Katana heavy attacks combo multiplier damage increased. Final HC hitbox widened slightly and damage multiplier increased to 3.0. HC2 should hit more reliably, its hitbox was there only for a flash and too short.
- Katana offhand dash hyperarmor reduced to being in stance, instead of from the beginning. It also no longer hits 2.5 tiles behind you. Its damage multiplier 2.0->2.25. It is a little easier to combo into other attacks with

Please let me know how it all works and feels

-Hopefully within a week I'll get automatically switching your nearby thralls to your faction working, which may lead into the system to have players get their own unique drops from certain mobs rather than having to deal with ninjaloot.

----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting 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)

To do:
Make dire beasts mountable

Update: Jun 22, 2020 @ 6:49am

v.1.9.28
- Thanks to advice and help from Testerle, Dr Nash, and finally Luap of Funcom itself, the grouping/faction switching feature is fixed!

- Greataxe leap damage multiplier 4.0x -> 3.0x. Knockdown types changed so it shouldn't pin and lock you down like before.
- Added Beastlord faction switcher item (and admin test items to convert people/creatures to faction)
- Fixed Water Tribe Restoration Orbs healing 50% of NPC health

- [override] - bandages remove marked (Grimkaiser DoT, Rend) again. Temporary override until I can come up with an injection instead of targeting items themselves

[ Override ] - Basegame greataxes may do a bit more damage and cost less stamina. It is possible some mod weapons may also be affected. I normally don't do overrides without knowing well what mods assets of other mods we're associated with may be affected, but...we'll see what happens (hellmo). BP_Base_Item_Axe2h

[ OVERRIDE ] - FuncomFunctionLibrary. Includes an adjustment to account for communities in whether characters can attack each other or not. Confirmed by Funcom - This will be removed in a future CE update that fixes some bugs and oversights.


----
- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting 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)

To do:
Make dire beasts mountable

Update: Jun 18, 2020 @ 8:10am

v.1.9.26
- Added Kirbon War Oath Helm (visual placeholder for now)
- Added Deucalion's Corrupted Blades (Lance/Greatsword)
- Added Relentless Great Smasher and Great Cleaver
- Added Water Tribe Cleanse healbombs to novice/t2 rank

- Feat Remove items renamed Feat Reset to be inline with other reset items

- Relentless Fist Style added to Beast Tribe Novice Feat. Replaces Wretched Claw style.

- All faction unarmed styles now require Unarmed Mastery II style as a component instead of 1 or more keystones. Some of the faction styles required multiple keystones so they have a significantly decreased cost. Costs of all of them have been brought down.
- Nightscourge Gauntlets are also cheaper to cost to bring them in line with other styles
- Apollo's Duty moved from mastersmithing to crafting.

- Eldritch Fire (mainhand) damage 45->35. These were devastating with simple archery builds. Reduced AOE range of eldritch fire doublepunch
- Hyperarmor improved on shortsword+nimble heavy combo 3 and light combo 4, and backdash

Lances: I've left these alone for a loooooooooong time, and as one of the weapons I use the most in pve pvp running events vs mass players vs individuals, and number testing and observations from others using them, well, there's enough info to make some fair changes. Currently the hyperarmor windows on heavy attacks are barely breakable, while the damage of easier hitting attacks is higher. Light attacks are halfway useless or a little strange on many lances and some staves because of wonktastic hitboxes that I finally figured out how to fix. This, along with some tweaks to how smooth the attacks come out and roll into each other has made it a little more natural to use.

In some cases there are slowdowns or points you can cancel attack sooner so I can't really say its been slowed down overall, but damage remains the same overall for the weapon. Heavy does slightly less early in the combo, and light does slightly more. Also, stamina costs were unfortunately off. The damage and strength of this weapon was based around the nightmare banishing lance and battle lance, meaning all the combo multipliers for damage and stamina use were geared towards that heavier stamina cost for swinging this big thing all over. So, stamina costs in most of the lance type weapons have increased, whereas the battlelance/warspear/NSH lance/venom lance, and staves remain about the same.

- Hyperarmor reduced on stafflance HC 1, 3 and 4.
- Hyperarmor improved on stafflance LC 1, 2, 4. Hyperarmor added to LC 3.
- Speed adjusted on light attacks 1 and 3, and 2. Its not exactly slowed down, but should be a little more fluid. Damage has been raised to compensate for the time adjusted. It is also a little easier to aim (you can pivot a bit between attacks so you aren't on a rail when using light combo). You still need to aim to reliably hit the last hard hit of light combo.
- Stamina cost reduced 2.5x to 2.0x on final light combo hop.
- Heavy Combo 1 damage multiplier, and cost 1.6 -> 1.2. Light combo 1 damage multipler 0.8x -> 1.0. LC 2 damage multiplier 1.0 ->1.25x.. Final LC damage multiplier 2.0->2.25x
- Staff swing damage multiplier 2.3 ->2.5x

- Stamina costs of lances were inconsistent and supposed to be 10 base, but many were at 7, and spectral lance at 6 and 11 for light attacks. They have been normalized to 9/9. Staves remain unchanged at 7/7 as they cannot be paired with so many weapons
- Lance collision is fixed on light attacks and not stab halfway through enemies while unfortunately, not actually stabbing them.

Daggers
Man u_u...
There is legit not a microsecond of hyperarmor on the light attacks. For all that you have to do to get in with a short range, somewhat mobile weapon, there is no real reward when you finally do get in. Heavy combos have some reasonable hyperarmor.
- Final combo light and heavy do sunder and light does cripple (HC already did cripple)
- Increasing damage mulitpliers of light attacks, and the last two heavy attacks. They do take a bit more stamina to match (and to add up with the additional status effects).
- HC3 shield smashes (the uppercut)
Hellmo

- Unarmed Nimble heavy shoulder smash (heavy combo 3) does shield smash now
- Lethalclaws Heavy combo final attack collision extended some to make it slightly easier to hit, but its still a point blank stationary crushing attack that hurts if it lands
- Stamina cost of scimitar light attacks increased by about 15% total.
- That update months back that was supposed to remove CC from some of the light attack swings...fixed now so it will stun lock less.
- Hyperarmor on scimitar heavy combos reduced to be less of an unstoppable buzzspin. The greataxe and doubleswords are meant for that.

Greataxe
Badass weapon, severely underwhelming and unrewarding. It has no way to create openings nor to punish openings and bad moves, its pretty much just good for stacking stacks and fulfilling dreams of garam/bayblade/everymmowitha2handerever. Now, it should be a bit more interesting and scarier when you commit to it. We'll see how it goes.
- The offhand chop I added before is now a leaping smash that will stagger targets near the point of impact. Direct hits hurt, but it also burns your stamina and leaves you wide open.
- Light attacks chain up to 8 attacks that do increasing damage and then ends in a heavy ground slam that will knock down around it at high stamina cost. I would not expect to have stamina left at the end of all of that.
- Active frames increased on the swing as it comes back around your side

- Dread beasts base hp 7000-> 5000. Armor 2500->2000
- Thralls remain lower powered than funcom's changes. Brought t4s up to .6 damage multipliers. T1 thralls remain fighting desperately for their lives at 100% of normal damage

- Burning vfx no longer persists until relogging/death and ends properly
- Scorp queen venom is about 2x more effective vs survival and should stack properly again, same for reaper poison.

-Burning launcher max distance decreased from 13500 to 10000 (standard bow range), and burning arrows speed decreased from 8000 to 6000 to make aiming a little more consistent.

TO FIX
(me mod) group faction switcher is broken until I can figure out what funcom did with the update

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- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


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4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting 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)

To do:
Make dire beasts mountable