Conan Exiles

Conan Exiles

Glory of Combat
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.
Wurm 9 月 29 日 下午 3:39 
Currently, the dirty solution I'm working with is to make the offhand a high-tier ability. Since archer posts double the thrall's ranged damage multiplier, low tiers can still be effectively used on them. This basically separates archers into low-tier "guards" that you'd mostly use to man your fortifications and high-tier battle archers more suited to frontline combat and directly supporting the player. It's not a terrible solution, but certainly not the best.
Dread Swoop  [作者] 9 月 29 日 下午 2:46 
I'm not sure that issue can be rectified with the game systems as they are. It's easier said than done, but I wonder if the archer post blueprint can be adjusted so that it changes the combo template used by the NPC (to one that doesn't include Offhand) for the duration that the NPC is placed there. Presumably there's some function preventing movement, so perhaps the other function could piggyback off it.

I may give it a try if I have time later, but I wish you the best on your project!
Wurm 9 月 27 日 上午 9:44 
That's fascinating. I'm glad the solution's fairly simple, though. I'm hoping to make archers more interesting than just stand and slow-fire heavy attacks, but I've run into another problem that I'll need to figure out on my end: how to prevent archers from using offhand while attached to an archer post. In vanilla, it isn't an issue, but with Glory of Combat, archers performing a backwards dodge can screw them up. Because the archer post still prohibits them from walking, they can't reset back to their intended guard position, resulting in archers putting themselves in dumb positions they can't fire from.
Dread Swoop  [作者] 9 月 27 日 上午 9:07 
@Wurm I was confused as to why that was happening as well after I read what you'd written. However I looked in the mod files and I found the issue fairly quickly.

The base game's Light bow attack is set up with a ComboWindow notifier in the latter half of the animation, which allows an attack input to progress the combo even though there is no follow-up attack in the base game. In this mod's version of the attack, I had replaced the ComboWindow with a QueueWindow, which causes an attack input to go back to the start of the combo, which isn't an issue when there is only one attack, but it prevents a combo from functioning.

So that is to say that the issue is on my end. I'd need to make sure nothing breaks as a result, but I'd certainly be willing to change the notifier back to ComboWindow to allow NPCs to perform that combo with your mod. The change would come with the next mod update I have planned, which is still some time away though.
Dread Swoop  [作者] 9 月 27 日 上午 9:06 
@BehelitYT I'm glad you're enjoying the mod! With regards to the 2H Axe, the change to use the 2H Mace animations was made very long ago (before the newer Axe animations existed when it was a repeating left-right Light combo with the whirlwind Heavy) and at least to me the newer animations were not sufficiently appealing to incorporate them. That has been a point of contention over the years by players, though.

With respect to the idea of making a new mod, I suppose I'd be willing to hear it out, but I can't guarantee that I would have the expertise to make it or the ability to do so in a timely manner. In the near future I'll probably be bogged down with this mod and Heritage. And as a rule I don't accept payment of any kind, so no need to worry about a commission price.

And concerning the friend request, I will accept it temporarily, but generally I prefer to keep it limited to those I know IRL. I don't intend for it to be a personal offense, that's just how I am with everyone.
Dread Swoop  [作者] 9 月 27 日 上午 9:06 
I greatly apologize to both of you for the delay, I haven't been on Steam very much at all over the past week or two (finally hit 60 on my no-deaths Mage!), and for the few times that I have been on Steam was set to Offline Mode (for Conan) so no notifications were visible.
Wurm 9 月 23 日 上午 9:42 
However, I have encountered an odd error: In the devkit, the rapid-fire shots work fine, with up to three shots fired in succession based on which random light combo they picked. But while uploading it and applying it to my live game has allowed me to see that the backwards dodge works exactly as intended (including a bit where the archer will hop back and then fire a shot because I added an offhand-light combo), I've noticed the rapid fire doesn't work with Glory of Combat. I know you edited the bows to make the firing speed a bit faster, but do you have any idea why that would prevent AI from performing multiple light attacks in succession?
Wurm 9 月 23 日 上午 9:42 
Hey dread, I have a bit of an odd question from a modder's perspective.

I'm working on a mod to edit NPC archer AI to use more than just the heavy attack. One of the things I was looking into is the viability of using rapid-fire light attacks (basically the combo would just be light-light and light-light-light). I was also trying to make it for use with Glory of Combat, and included the addition of the offhand attack so archers would use the back-hop dodge ability you added.
BehelitYT 9 月 22 日 上午 4:45 
This mod is perfect, but I just wanted to give my opinion. Some weapons don't need to change their animations, like the two-handed axe, but otherwise it's perfect. Congratulations on the work. If you're interested, I have some ideas for reviving Conan's old school style, and I'll pay for it. Cheers.
Dread Swoop  [作者] 9 月 13 日 下午 7:14 
Hello everyone,

After a break from things Conan-related, I will likely be starting a new playthrough very soon. This will allow me to collect data and personal feedback regarding the mod and, ideally, improve upon it.

I know stamina costs had been a point of contention with the release of Age of Heroes, so that will be one area of focus. Some feedback had also risen concerning the viability or enjoyment of some weapon classes and combos(such as Fist Weapons) which will also be looked into.

It will probably be a couple weeks before any update is ready, unless I discover something particularly egregious that needs to be remedied.

Thank you,

Dread Swoop
D 8 月 18 日 下午 10:18 
I'm not sure how feasible it would be to have a config for this mod where users could pick and choose the changes. Personally I have just opted to use your Truncheon moveset change by itself for now instead of the whole pack.
Thanks
Dread Swoop  [作者] 8 月 18 日 下午 7:28 
@D Sorry for the delay,

I'd have to refresh my memory on why I changed the kick's knockback in the first place, but I'd be amenable to restoring some of its 'oomph'.

It's just worth remembering that changes like that tend to go both ways, so the NPCs won't be skipping leg day either.
D 8 月 15 日 下午 7:48 
I do not like the change to the kick...I miss being able to kick and ragdoll enemies off cliffs
Dread Swoop  [作者] 8 月 4 日 上午 5:46 
This was the case when Funcom introduced a stun-lock prevention system which activated after about 5 seconds or so. There was no warning when it activated, and suddenly getting uppercut into being stunlocked / killed was frustrating. Funcom scrapped the feature pretty quickly.

They tried to solve the issue again by cranking stamina costs up in Age of War to limit how long a player could feasibly stunlock an enemy, which I think was much more successful, but I disagreed on the severity of the costs.
Dread Swoop  [作者] 8 月 4 日 上午 5:46 
@vdhydra I apologize for the delay, the past week or so has been very hectic for myself.

You probably have found out already, but to answer your question, unfortunately no. This mod operates largely within the structure of the base game, which lacks a sophisticated stagger system.

The primary roadblock I see is the fragility of the player character. Some enemies can deal massive amounts of damage to the player, and without a visual or audible cue that the target is now resistant / immune to stagger, there will be a sharp rise in player deaths, and those deaths will not feel 'fair'. And yes, I know stunlocking enemies isn't fair either, but players would prefer an imbalance be in their favor.
vdhydra 7 月 29 日 下午 4:06 
I noticed the stagger effect on this mod page, is there a chance that it stops enemies from becoming target dummies and getting staggered from any attack? I've been searching far and wide
7 月 19 日 上午 4:28 
Im sorry, said about wrong mod. Its ShieldShield was broking animations. Javelin working fine
Dread Swoop  [作者] 7 月 18 日 上午 11:04 
Glad to hear you solved the issue! I will note that mod down in the 'Incompatibility' section.
7 月 18 日 上午 8:18 
Problem solved! Found mod which cause this problem. Its "Javelin improved". And yes Im tried to load it after your mod.
7 月 18 日 上午 2:20 
Tnax for respond. Ill try to figure out what is causing ishue and report back.
Dread Swoop  [作者] 7 月 17 日 下午 7:07 
I tested the three big mods you mentioned (EEWA, AoC, Warrior Mutator) individually and I didn't see any issues in combination with this mod, so they're probably not causing the issue.
Dread Swoop  [作者] 7 月 17 日 下午 6:09 
No, what you are describing is not how the mod is supposed to work. And judging from my testing, there's nothing wrong with this mod that I can find, so I think there may be another mod in your load order which is out-of-date and causing problems, or there is a compatibility issue between the two.

If you are doing singleplayer, I would recommend:

- Making a copy of your save (the game.db file found in Steam\steamapps\common\Conan Exiles\ConanSandbox\Saved for Exiled Lands) somewhere on your computer.

- Start a new game with only this mod active and test to see if this mod is causing the problem.

- If there's no issue, gradually keep re-activating mods until the issue appears, and then you'll find the culprit.

- Then of course re-order your mods and place your original save back into position.
7 月 17 日 上午 12:21 
Yes, im using another mods like WARRIOR mutator, EEWA, AOC and another qualiy of life stuff. So its seems like when im trying to attack my char do one hit and then stopping and like waiting for next input or like that. Some times doubleclick working, sometimes not. So is it me doing smth wrong or this is how mod works? :/
Dread Swoop  [作者] 7 月 16 日 下午 2:37 
I went through some testing last night, using daggers and some other weapon classes with both the release version of this mod as well as my test build, in addition to the base game as a baseline. I didn't see any issues with the progression of combos, as I was only interrupted when struck by an enemy.

Is there a particular enemy that you were fighting when the interruptions occurred? When you say the issue occurred when fighting close to an enemy, how close exactly? Are you using a bunch of other mods?
Dread Swoop  [作者] 7 月 15 日 下午 6:24 
@w3bbr I haven't heard of that issue happening before, but I'll take a look when I can and then report back.
7 月 15 日 下午 1:00 
Need help.
Cool mod, like animations a lot. But there is one thing. Animations broking when trying to attack close to enemy. For example. Dual spinning attack with daggers (on rmb) stops at only one "hit". There is a lot of different attack pattern stops if I'm close to enemy and landed 1st hit in animation combo. So how to fix it? And also is there any option to change standing dodge to basic roll? Thx!
Surasu Undying 7 月 9 日 下午 4:38 
So in resume, this supposed "improvements" are the following:

Making every status effect useless since you only apply 1 stack per combo because reasons.

replacing of all light attacks for 1H weapons to the exact same.

Transforming the 2H axe into a mace because why would we keep the 2H combo.

As far as i see, this are no improvements.
Dread Swoop  [作者] 7 月 1 日 上午 4:31 
@Vargus Dread Thank you!
Jaeger 6 月 30 日 上午 11:49 
Incredible mod, excellent work! :steamthumbsup:
Dread Swoop  [作者] 6 月 26 日 下午 7:11 
@Sowilo And thank you! (and sorry for responding late, I've been all over the place lately)

I mostly learned the DevKit on my own, but there's plenty I don't know. The systems I interact with are comparatively simple, certainly not in the same league as creating new mechanics like some modders do. And I would be and have been lost trying to figure out the Bethesda and Larian kits. Even simple NPCs in Skyrim would vex me!
Sowilo 6 月 19 日 上午 11:49 
Been playing with this for a couple weeks. I love the changes you made with this mod a lot, everything I've tried feels like a major improvement (spears especially), and if you think you can do even better, I look forward to any future improvements (or other mods) you may make.

Just wanted to give my thanks for your hard work, especially as a modder for some other games (which modding Conan in comparison is no joke; the devkit is quite the learning curve), I can tell the amount of work and thoughtfulness you put into this. I also greatly appreciate the excellent documentation with the guide you made!

Btw, the lack of backflips/dodges on NPCs is an improvement IMO. They didn't know how to use them as you say, so I find they feel a bit smarter, not dumber with the new movesets (even if they don't use them like the PC), as they have better consistency and less bad moves they can make.
Dread Swoop  [作者] 6 月 12 日 上午 4:39 
Controlling player performance is how Funcom decided to balance the game, and to a degree I am bound in the same way. Though I think their standard is too constricting for the player, and a lot of the lack of ergonomics comes from laziness on their part rather than a defined vision.

I have some plans and ideas for a new combat mod which would be simplified in comparison to Glory of Combat, but may ultimately be more refined and better-balanced. I do and will make changes to this mod to improve upon it where I can, but it is also restricted because people become accustomed to the mod being a certain way and don't want big changes, which is understandable.
Dread Swoop  [作者] 6 月 12 日 上午 4:38 
@.Dog with a Hat on the Nose.,

Sorry for the delay, I get distracted with other things at times and forget to reply.

I'm glad you enjoy the mod, it's been back for a bit over a year, but only recently did I bring back the original name. Changing the name to begin with probably didn't help old-time players find it again.

Regarding enemy NPCs, yeah the increased ergonomics of the attacks for players highlights how dumb their combat behavior is. But it's from that lack of sophistication in the AI that would make adding dodges to their toolkit difficult. The pseudo-dodges like the old Dagger backflip and the current Bow / Dagger hop operate as 'attacks' so they're very simple for NPCs to use, just not in a strategic manner. Blocking is the same, which is why they do it randomly.
.Dog with a Hat on the Nose. 6 月 10 日 下午 10:08 
I am happy to see this mod back, vanilla Claymore was so bad I had a friend quit the game because he didn't realize he was spoiled on this and thought Funcom nerfed them. I have a quick question though, is there ever going to be any chance you could introduce rolling and backflips into NPCs so they can achieve parity with the player someday? The animations are a bit too good, you can blender NPCs without issue.
Dread Swoop  [作者] 6 月 5 日 下午 7:17 
I'm assuming you're referring to the recent feedback in the other tab about some weapon classes.

I have re-worked the Heavy animations for Katanas already, shortening their excessively-long setups. While not necessarily an animation change, I also re-introduced the version of the charged Offhand attack that strikes multiple times (usable only on Offhand 4).

I may adjust the Light attacks alongside some of those of the other classes, mostly because I don't like that they chain indefinitely. I'd likely try to slow them down slightly and create a hard break at the end of the combo. To balance that I'd raise the damage multipliers for them slightly.
DatOnePeach 6 月 4 日 下午 10:07 
animations i was referring to
Dread Swoop  [作者] 6 月 4 日 下午 7:16 
@DatOnePeach Do what to Katanas?

If you're referring to the mod description, the Katana has received a number of changes to damage and stamina cost multipliers, as well as tweaks and edits to some of the combat animations. There just weren't any changes notable enough to mention in the description.
DatOnePeach 6 月 4 日 下午 4:23 
are you gonna do katanas as well?
Cloud Strife 5 月 16 日 上午 10:48 
awesome:steamthumbsup:
Wurm 5 月 16 日 上午 7:48 
Nice to see it back in all its original glory...of combat...