Conan Exiles

Conan Exiles

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ArcherGoPew-Archers Use Light Attacks
   
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9 月 23 日 下午 4:03
10 月 16 日 下午 6:58
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ArcherGoPew-Archers Use Light Attacks

描述
TL;DR Archers will now also use light attacks, not just heavy attacks, functionally increasing their effective attack speed and maneuverability. T3 and T4 archers will now also have access to double and triple shot combos.

For those who've played Conan Exiles for as long as I have (doubtful), you'll likely remember back in ye olden dayes that NPC archers used both light and heavy attacks instead of just heavy. That was patched out a while ago, and now I have brought it back, among other things.

The fancy extended combos only apply to T3 and T4 archers. T1 and T2 archers will only use single light and heavy attacks. Not only does this allow it to adhere to Funcom's design for NPCs by giving higher-tier thralls more advanced combos, but also allows the thralls to sorta-kinda present a realistic skill with bows. Low tiers are inexperienced and have to carefully aim their shots from stationary positions, while high tiers are experienced enough to know how to knock and loose arrows in one smooth motion, even while moving, letting them release arrows far faster than you'd expect.

FULL EDITS
Tier 1 and tier 2 arhcers now have light shots added to their combos, with a 50/50 chance of using either.
Tier 3 and tier 4 archers now have the following new combos while using bows:
-Light
-Offhand
-Offhand->Light
-Light->Light
-Light->Light->Light

FOR THOSE USING VANILLA, the bow's default offhand is simply another light attack. As such, the offhand combos will simply be light and light->light. Double shots for the win!

FOR THOSE USING GLORY OF COMBAT, there are two things to note. First off, the bow offhand is now a dodge, meaning the offhand combos translate to dodge and dodge->light. Secondly, they WILL still attempt to use said offhand ability even while attached to an archer post. This does not disconnect them from the archer post, thus meaning they will still be locked from walking. This can and will result in archers bouncing themselves backwards off your wall or into a dumb position they cannot fire from. HOWEVER, that problem only applies to tier 3 and tier 4 thralls, as they are the only ones set to use the offhand attack and therefore the dodge. I recommend using T3s and 4s as battlefield archers, followers, and rangers while T1 and T2 archers and any other thralls can be used to man archer posts. Since archer posts innately double the ranged damage multiplier of whatever thrall is attached to them, you can still push out respectable and even outright busted amounts of damage from low-tier archers, and many fighters have comically high ranged damage multipliers anyway (like the Cimmerian Berserker with his perfectly respectable 1.98 ranged damage multiplier, and he's hardly the highest of the fighter mafia). Split your forces based on their respective skills, using the nimble archers for frontline combat and the slower thralls for fortifications.

I will look into rectifying this, if I can figure out a way to force archer posts to block offhand attacks.

Special thanks to Dread Swoop for going to the trouble of editing Glory of Combat just to ensure compatibility with my mod. You're a gentleman and a scholar and there are darn few of you left.
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10 月 9 日 上午 7:57
Balance Feedback and Suggestions
Wurm
42 条留言
Wurm  [作者] 10 月 23 日 上午 7:44 
They make good use of it from my perspective. Running up to an archer expecting to just start slapping him in the face only for him to jump back and shoot you in the face is quite effective. And again, it only has any relevance to people using Glory of Combat. Vanilla bows only have a light shot for offhand.
Turkwise 10 月 23 日 上午 4:15 
Isnt that the best solution then
Its not like the AI ever makes proper use of dodges, just like with shields
Wurm  [作者] 10 月 23 日 上午 1:38 
Yeah, I could remove it easily. Then they won't use dodges anymore.
Turkwise 10 月 22 日 上午 11:00 
Is it not possible to just remove the offhand attack from the AI's combo package?
Wurm  [作者] 10 月 15 日 上午 8:20 
Purges can be quite resource intensive on your system, and the more NPCs in an area, the more the server has to work to get them to do anything. It could be a Funcom issue with Purge performance, but I still haven't been able to replicate the problem myself.
werneckm2456 10 月 15 日 上午 4:32 
Yes, your mod is last on my mod list. As I said, outside of the purge, when they are following me in "normal" battles, they work actively. However, when defending the base, they have that behavior: they practically run to a corner and seem to be stuck without action, just with their weapon in hand. It is worth mentioning that I have an army of warriors, maybe 20 in the same area. Does this influence it? But in any case, your mod fulfills the objective, which is to make the stationed archers shoot more frequently, and when they are with me, they behave well, shooting without charging and retreating. I will do some more tests here. Thank you for your attention.
Wurm  [作者] 10 月 14 日 下午 6:23 
I can't say I've seen that behavior during Purges. My archer thralls work just fine while defending the Purge, though I have seen a vanilla issue with some NPCs having quirky movement after being rescued from any kind of prisoner cage.

Have you tried moving my mod to the bottom of your modlist to see if that helps? It could be an incompatibility somewhere.
werneckm2456 10 月 14 日 下午 6:16 
As I said, they were "defending the base." Sorry, my game isn't in English, but as I said, even though I recruited one of them in the middle of the purge, he didn't attack and had the same reaction as the others who were defending, static and not attacking.
Wurm  [作者] 10 月 14 日 下午 6:13 
I went ahead and tested it in my own game on a Purge. My three T4 archers out here worked fine, following or not.
Wurm  [作者] 10 月 14 日 下午 6:06 
They were set to follow you?