Conan Exiles

Conan Exiles

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Glory of Combat
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Weapons: Weapons
Balance: Balance
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17.312 MB
2024 年 1 月 19 日 上午 10:42
10 月 16 日 下午 12:55
12 项改动说明 ( 查看 )

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Glory of Combat

描述
Welcome!


Once lost to time, this mod has risen back to the light.


Hello everyone,

With this mod, I hope to improve upon Conan Exiles' combat.


What the Mod Changes

Going into each minute change here would be impossible as there's simply not enough space. I'll try to keep it brief:

* General - hundreds of various adjustments to attack animations and their notifiers spread across all weapon classes. Full damage, stamina cost, staggers, and status effect rebalancing at the weapon class level. Replaced the Offhand kicks for all 1H weapons. Added 4-part Shield Bash Heavy combo for 1H Spears, Shortswords, and Truncheons. Colored weapon trails have been removed and replaced with the 'air-cutting' effect. Sound effect adjustments for nearly every attack.

* 1H Axe - replacement of the Light combo with a 'Standardized' combo, essentially a modified 1H Sword Light combo.

* 1H Mace - replaced the Light combo with the Standardized combo.

* 1H Spear - Shield Bash and Throwing Axe combo support has been added.

* 1H Sword - replaced the Light combo with the Standardized combo. The Heavy finisher has been replaced with its pre- Blood and Sand counterpart. An extended alternate Light / Heavy combo can be performed after Heavy 2/3.

* Shortsword - added Shield Bash and Throwing Axe Heavy support. Implemented the Standardized Light combo when a Throwing Axe is equipped.

* Truncheon - all attacks have been replaced with the standardized combo (thank me later). Shield Bash support has been incorporated.

* 2H Axe - utilizes a majority of the 2H Mace animations. The old Heavy spin 'Whirlwind' attacks have been adjusted and moved to become a Heavy finisher sequence performed after Light 3.

* 2H Mace - addition of the Whirlwind attacks to the alternate Heavy finisher position.

* 2H Spear - re-implemented the old Light combo, with the stationary combo now mobile and in the Offhand slot.

* 2H Sword - combo sequences reconstructed with re-implementation of the old Heavy opener and finisher. The Offhand kick has returned. Offhand attacks added to both combo branches.

* Daggers - Offhand backflip has been replaced with the backwards hop. The hops do not reset the combo if timed correctly, allowing for quick opportunity strikes.

* Bow - drawback speeds have been increased. A backward hop has been added to the Offhand slot.

Refer to the documentation provided via Steam Guide here for more complete details.


Damage Balancing:

I have used several series of calculations to match the 1H / 2H weapon groups as close as possible to their base game counterparts, with 1H and 2H Swords as the direct baselines. The calculations account for base damage, armor penetration against the 'average target', and attack speed, with the result that every weapon class should* be relatively competitive against the average enemy, with opportunity to excel in their specific niche.

* I have not touched individual weapon stats (base damage) in this mod; there will thus be outliers in every tier due to Funcom's choices in designing weapons. As well, given that the last rebalancing was performed prior to Age of Sorcery, there may be some tinkering to do, so bear with me.

As the mod has solely been developed in and for singleplayer, there will likely be changes which may negatively impact PvP experiences. You have been warned.


Mod Compatibility

Known incompatible mods will be listed in Discussions as they are reported.

If, for one reason or another, you do not like what I did with a particular weapon, it is possible to override that portion of my mod with another. You must ensure that the other mod is lower in the load order than mine for their changes to appear. Double check when you move mods around in the load order.

The mod may be added to or removed from an existing playthrough without issue.


Conclusion

Thank you all for reading,

Dread Swoop


Mod ID: 3142920306


A version of the mod with colored weapon trail effects can be found here.

Legal Disclaimer: all assets contained within this mod were created and are owned by Funcom. I just edited them.

Continued development and maintenance of this mod on the part of the author should NOT be inferred as approval of or support for Funcom or its doings.
热门讨论 查看全部(9)
18
6 月 5 日 下午 7:01
置顶: Feedback, Suggestions, Etc.
Dread Swoop
10
2024 年 4 月 29 日 下午 7:27
置顶: Bug Report Log
Dread Swoop
2
2024 年 1 月 19 日 下午 6:37
For Those Who Remember
Dread Swoop
176 条留言
Turkwise 10 月 19 日 下午 1:46 
Ive put a lot of hours into the game with this mod installed now and it feels like a huge improvement over the base game. Everything feels much more consistent and practical, especially for thralls, itll be hard to play without this mod if a new update for the game ever breaks it.

If I had to make any complaint now though, it's that I really miss the 2H Axe moveset. It was just a cool moveset and axes are almost exactly the same as hammers without it. That's the only part of the mod that I think is a downgrade from vanilla personally, everything else is a big step up.

Also ODO is great, I definitely recommend it for singleplayer.
Dread Swoop  [作者] 10 月 16 日 下午 4:38 
I can give that mod a look!
Wurm 10 月 16 日 下午 4:23 
Might I recommend checking out Orero's Dungeons Overhaul? It vastly improves the replayability and buildcrafting of the game without breaking the game with overinflated healthpools or hypercomplicated mechanics.

Also plays nicely with Glory of Combat for a PvE experience.
Dread Swoop  [作者] 10 月 16 日 下午 4:12 
@Wurm It turned out to be slightly more complicated than I previously thought because a second attack did in fact exist in the base game, but that has been addressed and this mod should now play nice with yours.

-

I'll try and get a campaign started so I can get to the larger update I wanted to make. I'm unsure if I want to run an Agility character or just go back to the heavy-hitter Strength setup I usually use. I also haven't made a choice of race, which may affect the build choice as well.
Wurm 10 月 16 日 下午 3:47 
Thanks, Dread.
Dread Swoop  [作者] 10 月 16 日 下午 1:09 
Hello everyone,

Update 1.30.1 has been released. As always, check the Change Notes section for full details. Here's a brief summary:

* The knockback effects for kicks have been reverted back to base game standards. This is to fix an issue where the empowered effect from Corrupted Strength was not being properly applied to kicks. There are quite a few kicks in the combo table, so let me know if I missed one.

* The animation for the Unarmed kick has been changed to that of the other 1H weapons (the old 'standing kick', for lack of a better term).

* Kicks performed while using Dual Wield weapons such as Whirlwind Blades and Havoc & Malice should now properly strike the target.

* The internals of the Bow light shot have been adjusted to cooperate with other mods which expand NPC combos for Bows.

Thanks for reading,

Dread Swoop
Turkwise 10 月 16 日 上午 9:05 
That would be awesome, thanks for your hard work bro. I know its kind of a minor issue but the kick is just really fun to use.

I have been playing with the mod more though and it definitely makes thralls feel a bit more consistent with other weapons which is great. I'll probably keep the it installed just for that.
Dread Swoop  [作者] 10 月 15 日 下午 7:59 
@Turkwise I'm sure you've already found the answer to your first question, but thralls will use the reworked animations and their combo inputs (Light-Light-Heavy-Light) are unaffected. I agree about the 1H Mace, it had extremely strong damage multipliers added on top of good armor pen which made it a problem.

Regarding the super kick, I had forgotten that was in the game as I've never used sorcery, so that effect is unintended.

I've been dragging my feet on starting a new playthrough of the game, so I may just make a small update with a kick change as well as the tweak to Light bow attacks.

I'll have it released either Thursday (tomorrow) or Friday.
Turkwise 10 月 15 日 下午 7:13 
Actually, whatever change you made to the offhand kick is a deal breaker. Im doing a corrupted build with Mule Kick which makes your kick send people flying 20 feet away while ragdolling. Using this mod makes them just fall down on the spot like they tripped or something, its not nearly as fun.
I like everything else but I cant do without the mega kick.
Turkwise 10 月 15 日 上午 8:49 
Big fan of everything this mod does other than a couple minor exceptions.
How does it work with thralls though? Does it also affect their combo packages? The 1H mace moveset being the indisputable best thrall weapon always annoyed me so it would be nice if this helped even things out a bit.