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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.
Also plays nicely with Glory of Combat for a PvE experience.
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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.
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
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.
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.
I like everything else but I cant do without the mega kick.
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.
I may give it a try if I have time later, but I wish you the best on your project!
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.
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.
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.
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
Thanks
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.
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.
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.
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.
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?
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!
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.
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!
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.
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.
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.
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.
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.