Conan Exiles

Conan Exiles

Grimoire: The Magus Arsenal
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Update: 25 Apr @ 2:12am

Quick Fix

— Fixed the display of the spell reticle in situations where it should not appear.

— Fixed an issue where spells with prepared charges could not be cast.

Update: 24 Apr @ 12:50am

An unscheduled update regarding the upcoming transition to Unreal Engine 5

Hello, Adepts! This time, I haven’t added many of the mechanics I’ve been working on recently, but I felt it was important to include a feature that allows you to save your current Grimoire settings to a file, as well as load (and apply) them in the same way — I think they’ll come in handy, given the news about the upcoming engine change. (The main thing is not to forget to copy the resulting file somewhere else so that it doesn’t get lost when the game itself is updated)

So, meet our new helpful twins:

— DataCMD CreateGrimBackup "Name" (without "") - creates a file containing your project’s current settings (the Grimoire mod’s server config, to be precise) as well as all modified formulas and macros (by default, this information will be stored in ConanSandbox\Saved\SaveGames\Grimoire\Archive)

— DataCMD LoadGrimBackup "Name" - restores data from a backup, overwriting the current data (the current data will be lost unless you have saved it beforehand – please be careful)

Please also note that you must have admin mode enabled for both commands to work, and bear in mind that if you use this command on a dedicated server, the file containing the saved data will also be stored there, rather than on your local machine.

The update also includes a number of fixes based on your bug reports. I hope this will improve things overall.

Update: 1 Apr @ 6:46am

A minor update with tweaks and fixes (unfortunately no April Fool’s joke this time)

— Numerous inaccuracies in the behaviour of the “Stolen Shadow” spell have been fixed – the shadow’s duration is now correctly calculated using the formula. Also, the spell can now be cast on an ally; in this case, the shadow double can serve as a target for healing, which will also be transferred to the original player. The transfer coefficient for damage/healing is determined by the <dmg> section (default 1)

— The ‘Haruspicia’ spell now also has an option to hide players’ names – if enabled, gender (Man, Woman) will be displayed instead of the name

— Fixed numerous repetitive warnings that were accumulating in the game log.

— Added a server option to disable Ally Target Lock (enabled by default)

— The ‘Bloodlust’ spell now applies more correctly to allies.

Update: 29 Mar @ 3:36am

A few minor fixes and tweaks

— The ‘Bloodlust’ spell can now be cast on allies (experimental feature) – please note that it also reduces the target’s defence.

— ‘Armour Weakening’ curse has been slightly adjusted, so the correct armour value should be restored once the effect wears off.

— ‘Stolen Shadow’ and ‘False Shadow’ now have a new value in the formula <showname1>, allowing names and Steam IDs to be hidden or displayed (request from the RP community)

— ‘Slag Blast’ now correctly uses mana and cooldown

Update: 22 Mar @ 5:11am

Minor update

— Tweaked the character’s behavior when flying using the ‘Soar and Glide’ spell – I’ve tried to make the flight more immersive by improving the animation blends. Also smoothed out the transition into the flight animation for both spells.

— Fixed the overly intrusive appearance of the User Terms and Conditions in some cases. The window will no longer pop up when full-screen widgets are open or when your character is in combat. It can also be closed using the Esc key without forcing you to exit to the main menu – in which case, it will reappear later. This will give you a little time to come to terms with the fact that you have no choice but to accept it. I'm joking. Or am I?)

Update: 19 Mar @ 8:48am

Minor Fix update

— Fixed sustained spells whose effects continued to last when the animation was cancelled or interrupted (Heal, etc.)

— Fixed negative effects from spells, affected allies in some cases

— Rework of Cold Snap mechanic from Water Mastery - now their only slow down your movement, until the full number of stacks (20) has been applied, at which point the target will be completely frozen until the effect ends

Update: 18 Mar @ 12:54am

Minor fix of some spells

— Tidal wave has no damage on impact. It was fixed.

— The ‘Psychokinesis: Push’ spell flight range has been reduced

Update: 14 Mar @ 1:54am

A fix update:
— Fixed an incorrect hitbox for the ‘Psychokinesis: Push’ spell

— Minor tweak to the ‘Meditation’ spell (now ‘Arcane Meditation’) – it now has a customisable activation mechanism (better reset the formula)

— Fixed the ‘Spark of Light’ spell – the light effect was displaying incorrectly for some players

— Fixed some visual inconsistencies in the mod’s interface

— Fixed the “Lightning Beam” and “Light Beam” spells, which had a similar bug in their targeting mechanism and therefore sometimes failed to activate

Update: 13 Mar @ 9:25am

— A minor fix for a dodge not working in certain situations

Update: 13 Mar @ 7:08am

- Fix and rework of "Arcane Meditation" spell.

The spell will no longer be interrupted if cast while in an aggressive state.
Additionally, the mechanism has been slightly modified—the effect now provides a stacking buff that increases mana pool and regeneration (both values are configurable in the formula), and it has no fixed duration; instead, it loses one charge at a time after a set interval until it is completely depleted. Additionally, while the mage is in a meditative pose, mana regeneration is significantly increased (by a factor of 10 compared to the passive

- Also fixed some of the bugs you reported.