Just saying, anyone who likes causing lag or glitches wouldn’t like his mod idea very much.
How should a utility for admins which could restrict the number of Placeables for players/clans lead to glitches and lags? Where is the context?
maybe @Multigun could check if he is still in the spawn table
No, I mean right now it can lead to lags. If it was fixed, griefers could no longer build all over the place(or at least not to the extent they do now) to make the server laggy or cause other bugs during pvp. Which is why certain people might not like his mod idea.
Update:
- New combat style : dual axes : combo are not so fast as Dual Swords but heavy attacks have shieldsmash and you can chain up to 7 combo attacks.
- You can now craft Dual Iron axes, Iron War-axes, Cimmerian battle-axes, Ancient Axes, Hardened Steel Axes, Black ice Axes, Dragonbone axes, Lemurian axes, Serpent-men axes.
- Forgotten Tribes Berserkers now use random Dual Axes and have a chance to wear the legendary Dual Battle-axes of the Berserkers. If you convert the legendary weapon bearer as thrall you can take his legendary axe. Then you can enchant the Dual Battle-axes of the Berserkers in the Enchanting Table.
Guest Work :
I’m happy that @Ephraim wanted to work with me and chose my mod to introduce his work. He worked hard on a 2h sword project, he created a full 3D mesh, textures, icon, and from this I created the item in my mod :
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« Red Shadow » is the awesome work from Ephraim, and I’m glad to include it into my mod.
Red Shadow is a heavy Hellforged 2H sword, with high armor pen and burning debuff. You can also use a Firebreath attack like Xotli Shard.
You can actualy spawn it from the Admin Panel. We will create quest and recipe for it later !
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Ephraim also worked on the Xotli weapons and remake the swords and the axe meshes to have unique weapons for Xotli religion !
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Katana heavy charged attack inflict as much damage as a full light combo chain. Furthermore if you use it as final combo attack, it also inflict bleed.
This all looks very amazing as I can`t wait to try out the new items in the update!
Update :
- Katana changes : if you use heavy attack as final combo step (for example : Light, Light, Light, Heavy), you dont need to charge it and it also inflict bleed.
- Heavy katana combo animation speed back to normal and consume way more stamina to avoid spam on pvp.
- Fixed Dual axes damage and attack speed
- Added heat resistance to Red Shadow
- Added Epic Black Hand armor recipes on Tier 4 Black Hand armorer thralls
- Added iron sickle recipe to Iron Tools Feat
- Added Star Metal War-Axe
- Added Star Metal Dual War-Axes
- Increased 2h Hammer animation speed by 10%
- Added lvl 60+ Wight Weapons to admin panel only
Oh yeah! Praise!
EDIT: Ahem… I like War Axes
1.1.65 :
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Added armor value on every shields of the game (yes even DLC shields). Armor value is scaled according to the lvl requirement. For example, Bone shield = armor 5, Iron Targe = armor 20, Hardened Steel shield = armor 50, Star Metal Shield = armor 60, Legendary shields = armor 65.
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Fixed issue when Katana heavy combo fast dash inflict almost max damage. Fast dash will inflict much less damage than a full charge and you really need to wait the blade flash dot to get the full damage.
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Musashi Black Blade now need a Werewolf boss item to be crafted and repaired
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Musashi Black Blade +6 now have new combo particle effects and fully charged damage multiplier is slighty increased compared to other katana.
What happens on a server with this mod is everyone just uses bow. It’s fun for about 5 minutes then you realize there is no challenge in the game anymore because you can kill everything easily from a distance without any risk to yourself, and PVP is just completely out the window because of ganking with explosive arrows. If people like that kind of server, then cool whatever. Put the mod on your server and have a bow fest.
But I left a server exactly because of this one “balance correction”. Yes, I used the mod and it was just faceroll OP - no risk to me whatsoever and I could just stand on high ground and kill anything quickly. Even Crocodile Boss, Rhino boss, and Scorpion Boss were no problem for single player. Yes, I could decide to just “don’t use it then” - but if everyone else on a server uses it then people with no skill are rewarded more than people who want a challenge.
Alex02 removed the bow balances that you are referring to after the bow revamp was done by Funcom in December. The post in question you are replying to (which was made in July of 2018) was for the changes Alex02 made way before the revamp was done. So if you have issues with current bow balance, your issue is with the game.
Exactly, and I dont understand the point to reply to a post after 6 months for changes that dont exist anymore.
1.1.67 :
- This mod is now fully compatible with Exotic_Dancer_Thralls mod regardless to the mod order.
- Added Emberlight mod combo types to my mod E_WeaponComboType asset for more compatibility. Emberlight creators will do the same to allow you to use those mods in any order on your server list without weapons combo issue.
- Lvl 60+ items have new icons with golden frame .
- Fixed temperature bonus to Epic Ancient King, Barbarian and Nemedian Scout armors. - Replaced enchanted Telith’s Sorrow idle animation.
- Forgotten Tribes Tier 4 purge armorers (Finnbar of Cimmeria and Wynne Thick-Skin) now can craft Flawless Barbarian armor into armorer’s bench.
- Lemurian Tier 4 purge armorers (Master Armorer Surn and Muhingo War Maker) now can craft Flawless Ancient king armor into armorer’s bench.
- Frozen North blacksmith T4 learned to craft flawless katanas.
- Increased Lvl 50 god weapons damage.
The bow changes were still in the mod as late as Dec 2019.
If you removed them, good.
The point being as late as 2019 this mod was broken OP
Bows were just the worst problem. There are also other problems that the mod makes PvP unbalanced.
The club ranged sunder + knockdown is OP
Dual Swords are OP.
Ymir unblockable 2-h heavy attacks is OP
Star Metal loot drops makes Star Metal Weapons too easy to obtain.
I don’t have time too keep monitoring every thing in this mod that is unbalanced every couple of weeks.
It’s basically for people who want easy mode but all the changes make PvP super unbalnaced.
None of this is constructive feedback. Saying something is “OP” with no additional information doesn’t provide any helpful feedback that Alex02 can realistically act on.
Further, Alex02 is a mod author, and does all of their work entirely for free. It’s completely optional whether you use this mod, or any mod. Belittling the mod as “only for people who want easy mode” or that the mod is “broken OP” isn’t helpful at all, along with ignoring all of the amazing features that only this mod offers.
I ask that you consider what I’ve had to say when writing future feedback for this mod or any mod that is being offered to you completely free of charge and whose labor is done by mod authors completely on their own free time.
Warning: Incoming wall of text. Keep in mind that my native language is not English so while I’m doing my best to avoid any grammar/orthographic mistakes probably some parts are not going to be easy to read/understand.
After using your mod since December and having fun with it I finally decided to share my feedback with you and I hope you find it useful to keep developing and improving it. Anyway, first let me just say: thanks a lot for your hard work!
Customization: nothing to say but good things about this. What you added looks nice and is, in general, lore friendly. My only problem right now with this is a compatibility problem with Age of Calamitous. Their new options override yours and vice-versa depending on what mod load last. Do you think a fix for this is possible at some point?
New Emotes: Just perfect and everything works without problems.
New armours: All armours are nice and their epic versions worth crafting. My fav armour in this game come from your mod btw: Barbarian female. Awesome job with that one.
New Thrall spawns rates: RNG is RNG but in general to me feels that T2 and T3 (in special) are very common. After all certain areas have a lot of possible spawn points. Perhaps something like this: T1 30%, T2 25%, T3 20%, T4: 10%.
New combat styles:
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Dual Axes: The most balanced of your new combat styles and is fun to use/looks good. The two things I will change are: last light attack animation, to me, is totally out of place and only looks good with shields. Bleed should stack only two times per heavy combo, like other duo combo styles (for example: mace+shield only stacks sunder 2 times per heavy combo).
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Dual sword: This is one is cool as hell but is very unbalanced. Stacks bleed and cripple way to fast (ATM is OP from a PvP, and perhaps even PvE, point of view), should be one of each per full heavy rotation. Animation speed should be similar to Dual Axes (right now Sword are faster than daggers! This will also help in PvP, duals swords reach with the current speed are kind of OP for PvP thanks to the mobility granted by this). Last light attack animation should only do one charge instead of two, IMO looks repetitive and out of place.
Note: If you ask me both combat styles need to be somewhat slower than daggers, daggers should be the fastest weapon type in the game (as trade off their direct damage and are low and aoe is lacking). Also for PvP the ability to KD/severe cripple is perhaps too much for weapons with faster animations attacks (more chances to interrupt because of this) and ok range/aoe.
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Javelin + Shield: Animations are perfect. IMO bleed stacks need to go down to one per combo to be in line with other weapon+shield combos. Sadly Javelin doesn’t have exceptional/flawless versions, can’t be upgraded and no enchanting. Probably adding new Javelins to be used as main weapon sounds like a good idea and since you are now collaborating with Emberlight perhaps your javelins should do less damage but be faster than Emberlight hastas.
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Katanas: Current version light final attack stack bleed way to fast (can stack up to 6 to a big target like scorpion king in a full rotation) and I will say are now better than daggers for that. Katanas from 23 June update were more fun to use too, I liked that you can mix two buttons. Probably removing the bleed stack from the last fast attack is the best option.
Immersion changes: all animations changes you did for thralls are an improvement, thanks for that! However, I have to disagree with the mummy change from a lore perspective. The archivist and warmaker Klae state that someone took the ring and leave, so IMO the mummy inside the Temple of Set at the city dropping it breaks the lore.
I understand why you remove the giant serpent but the mummy is no better. Both enemies just come at you spawn one quick attack over and over and have a tendency to go under the floor. I think is better to revert this change and let Funcom finish their plotline at some point.
Witch Queen changes: I like your idea but sadly since she can be perma-interrupted is still a joke (in special if you use dual swords). Also, current IA doesn’t have the ability to really use dual swords backstep and have a tendency to come at you and backstep instead of attacking over and over. In your place, I will make her immune to interrupts if possible (and only to that, KD are ok), buff her health and remove (or greatly reduce) her ability to backstep.
Lexa: She is outright hostile to players and from an RP point of view is something I don’t like. To me will be more immersive if you change this. Also, same problem as Witch Queen with her ability to backstep and be perma-interrupted
Weapon rebalances: Perhaps is my most disliked part of your mod. I understand why you buffed Star Metal but is not that rare to obtain and render useless other high-end crafted weapons and even legendaries.
A flawless star metal greatsword does the same damage (and has more armour pen) as the Blade of the Adventurer and for me, that’s a no-no. The idea of legendary weapons dropping from a boss chest is to keep players busy and entertained for a longer period of time. In a way, your mod undermines that but also mess with your own enchanting system (more about that later) and don’t mix that well with the likes of Emberlight since all added weapons from that mod use Funcom stats.
IMO none of the crafted weapons should be that close to a legendary and also not only one of the high-end crafted types should be better than all the others.
My approach for this are three:
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If you want to keep metal star as the best remove all drop from mobs and reduce the quantity gather per meteor (I don’t like this one).
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Just use Funcom stats (probably the most realistic option).
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Spread the best-crafted weapon across all high-end types. For example: Star metal have the best great swords and axes, Lemurian the best one hand/dual swords, Obsidian the best maces, Dragonbone the best spears/javelins/arrows and serpentine the best daggers/bows. Of course, keeping all of this a step (or two) below legendaries.
Enchanting: I love what you did and how I earn access to it, has the potential to keep me busy and interested for a long period of time. However, outside a few weapons, most of them are not worth enchanting (in special legendary drops). Pretty much is craft and enchant Telith, certain god weapon and craft dual sword Xotli to stomp anything in your way. I also think that enchanting is in general way to easy. What I think is needed:
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Xotli altar should not be crafted but to be in a remote place (preferable if you let admins pick his location or create a patch to allow this).
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Xotli religion should work like JheballSag. Favor of Xotli unlocks the first rank that allows to craft enchanting table and enchants up to +5. Another (expensive, like 10 points) rank to enchant up to +10 and another very expensive rank for Xotli weapons (20 points?)
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Alkahest and Burning Souls are too easy to craft. If you ask me is something that should be manually added to the game via admins using Pipi as quest rewards, from loot chest and/or from certain monsters (and I really hope you consider doing a patch for this at some point).
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Instead of +6 I will go up to +10. From +1 to +4 the current system is used but chances are 50%-40%-30%-20% and for +5 you need to gather some breakthrough materials. For example: another Favor of Xotli + moderate quantities of Alkahest (100% success chance). After that, you can keep enchanting to +10 but this time superior Alkahest is required (an even more rare version to find/craft) with a +10% success chance from +5 to +10.
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Damage increases from enchanting need to be more noticeable, probably +2 per new rank up to +5 and after that a +3 per rank. (25 damage increase in total).
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Enchanted Weapons should come in 3 kinds: without special effects or stats bonuses with high damage values, weapons with special effects like Telith with “low” damage output and weapons with stats bonuses and mid damage output. (Around a total of 60-65 for “low”, 70-75 for mid, 80-85 for high? This for a greatsword, damage values need to be adjusted based on weapon type)
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Enchanted weapons particle effects: +1 (and perhaps +2 at max) is ok because is subtle enough to not be distracting but beyond that (and in special for certain weapons like The Tenderizer, the Staff of Epimetrus or Foeshatter) is too much. The effect is all over the screen and is very distracting to the point I don’t want to use the weapon anymore.
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When to unlock special effects: In general I think all weapon should unlock their special effects/bonus stats/big weapon damage jump at +5. Right now a +1 Telith (and very easy to obtain I may add) weapon is just way too good to use anything else most of the time.
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Xotli weapons: Too easy to craft and the dragon breath effect from one/dual swords is OP even compared to others Xotli weapons types, it’s cool but also need to be balanced somehow compared to their sister weapons. Adding “the best of the best” is OK but then should be something really hard to craft: Instead of Zeal I will request a big quantity of Xotli Favor (25-50 per weapon?) + an absurd quantity of burning souls (150-200?) + a moderate quantity of master alkahest (10?) and then some basic materials like now. Or make said weapons a temporal thing.
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God weapons: In general I think they are ok and some have very imaginative effects. Perhaps Deketo’s weapon is OP for PvP right now but this is because how OP dual swords are in general ATM.
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Dark Ritual: Light/Heavy versions will be a welcome addition at some point if you have the time. Not a priority to be honest.
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Icons: Are ok but I hope at some point they will be improved with transparencies.
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Black Heart: I think it was ok for only the werewolf to drop it as long only one is required to fully repair Musashi’s blade (and the dungeon resets everytime you leave and enter again). Will also be nice if this item stacks.
Telith Weapon: Compared to anything else this weapon are way too easy to obtain. Perhaps the vanilla recipe needs to be made more complex?
And now all possible bug I noticed:
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A big number of enchanted weapons shows an empty weather resistance stat to heat. A few examples: The Bane of Khostral Khel, The Wightblade, Zhaibar Knives, Dueling Blade of the Hawk, The Unintelligible, etc.
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Telith’s Pain Long description: all version mention a sword. (Btw you are one of the few modders that bother with long descriptions. It’s a nice detail).
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Possible conflict with WYSIWYG Wheel of Pain (1.0 compatible): with your mod the option for kneel/arms crossed bug and thralls always show as kneeling. No matter what order I use.
Ideas for the future:
- Dual maces
- More unique weapons/armors to be used as rewards for admins
- More enemies for admins to use. Like undead with two hands weapons, baby undead dragons using baby dragon attacks, the bosses from the game without their usual drops. All of this with basic damage/XP rewards and no loot rewards to be easily and fully configurable with Pipi.
- More unique bosses using your weapons like current Lexas (but perhaps more generic names/looks). Again with basic damage, XP rewards and no loot to be more easily tweaked with Pipi.
- Special Icons to enchateable weapons to easly know what can be enchanted.
And that’s all, hope you manage to read it all and can be of use.
What a huge and constructive feedback ! Many thanks. So basicaly you want me to change everything? I’m joking, I will try to reply to all your suggestions.
The issue is, if I change the IDs for the head customisations, ppl who dont play with AOC mod and have already a character, will have blank character customisation slots, like no hair anymore, no bread, no eye color and so on. And I dont want ppl stop to play on a server or force them to wipe their char because they lose their appearance.
30+25+20+10 = 85. It’s missing 15% somewhere. Actualy it’s T1/2/3/4 = 30/30/28/12%. For the next patch release I will have to rework the WeightedSpawnTableRow as usual after a big patch cause Funcom add new entries and everything shifts intot the spawn table. So I will decrease a bit T3/4 spawn rate. You are not the only one to think it’s a bit too buffed.
Well yeah maybe severe cripple is too much on them, but more stack effects on dual wielding make sense to me. Dual daggers stack a lot of bleed, why not dual swords/axes? Anyway I dont think dual sword are so OP, they are powerfull on pve, but on pvp? You never get hit by a full combo until you know how to roll/backflip/run, and against shield, you can just drop dual swords for another weapon type.
Remove the bleed on the first heavy attack make sense to scale it with other 1h weapons.
She will move in hostile area soon.
Dont forget that star metal weapons are Legendary as well, but dont have any attribute bonus and cant be enchanted. But yeah I should remove the star metal loot to make them more rare. And let it to meteor showers and Pippi shop/quests/rewards.
If she cant be interupted she will kill a lvl 60 very fast without any chance to heal because of bleed and cripple and she will become a group boss. Btw make no sense to be so powerfull, she is a mid game boss and the reward dont worth the challenge, lemurian stuff isnt a end game gear.
Are you sure archivist and klael dont speak about their brother the Barrow king and not the mummy? The mummy is a Toth Amon servitor not a giant king afaik.
IMO vanilla weapon damage arent balanced. There no reason that dragonbone to be end game damage, because it’s way more easy to obtain than obsidian/serpentine recipes. And nobody want to waste time into star metal stuff because of their weak stat, it’s sad that their only place is on the weapon rack for decorations.
I like the idea.
I dont like the idea to create another volcano forge. And this will definitely kill the option for Xotli priest into it.
Depend of your server settings.
Did you play with other mod like lvl 120 mod ? because actualy you can almost 1 shot a player with max attribute build, so what about +25 damage? Plus the game is actualy way too easy with the actual weapons stats.
This is very subjective, some ppl love the effects some ask to remove it, like 50/50. Personaly I love all the effects and wont drop it cause I like play with them.
This is correct, new combo should come to +6.
It’s a game bug. Enchanted weapon are just a copy of the original game weapon with different stats.
It’s blueprint class changes, so ya, you need to chose which one you prefer, cause the lower in your list mod will overwrite the other.
You can check the Herald of Xotli recipes into the Feats window to see the possible enchanted recipe names.
I understand. In that case, if at some point in the future, and when you think is safe (and by safe I mean: the patch is done and there’s no need to update it again), I hope you consider to create an optional patch to allow having all customization options at the same time.
Yup, T1 was supposed to be 45.
You are totally right about shields. I also did a mistake by comparing dual to a Weapon+Shield combo (with your mod is also give a passive armor increase) instead to others two-handed weapons. With that in mind, current debuff stacks are in line with similar weapons.
My current suggestions for dual weapons are:
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Swords: Speed needs to be toned down to be slightly slower compared to daggers (I stand by daggers being the fastest weapons).
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Both: Move KD to final light attack to be in line with greatswords and pikes, that way heavy combo doesn’t do everything like already happens and two handed hammers retain their exclusive heavy combo KD.
Thx!
I think is going to be a good change.
I going to disagree with you here. With your mod, she has one of the items necessary to unlock enchanting. That alone makes her rewards something very valuable. I suppose you can remove bleeds/cripple and increase corruption gains perhaps?
Anyway, my point was how sad her current state is (like all mobs inside the volcano dungeon) but perhaps is something Funcom will fix with their promised dungeons revamp and sorcery (after all she’s supposed to be a powerfull sorcerer not a fighter).
Note: if you finally decided to add more enemies using your weapons I highly suggest to make them immune to interrupts.
I can understand your point of view here.
I play with 1.0 gathering but is a private server with a few players so usually we are free to farm anything we want. Still, will be nice if you create an optional patch at some point in the future to remove the ability to craft burning souls/alkahest and let admins handle it with Pipi.
No, but to be fair I got carried away by a little project I’m working for a PvE server and totally forgot about PvP with those numbers. I understand that keeping up to date two mods with different values is a non-viable option. I will just adjust a little better my custom enemies for current damage values.
You are the one that has to be happy with your work so I respect that. BTW I have to ask, did you got inspired by Tera Online for the colour progression?
Then I think is another kind of bug but I will contact WYSIWYG Wheel of Pain (1.0 compatible) author.
I know but since so many items are inside the same feat has a tendency to lag (at least for me). Perhaps If more items are planned for the future can I suggest to add new feats to spread the load and reduce possible lag problems?
Totally. Archivist mentions Toth Amon by name and tells us that we won’t find the ring in these lands.
Good idea.
Yeah I played Tera a lot !
I dont have any lag on my SSD, but the Testlive build is on my HDD and I have lag on this feat.
I forgot to report a minor problem: Derketo’s dancer outfit recipes still shows old icons. It’s a non important issue for anyone familiar with all changes made by your mod. But for more casual players that just download whatever their server has can be a nice detail.