#Conquest Dark Build Planner

1 messages Β· Page 1 of 1 (latest)

unreal lark
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Hello everyone! I hope it will be helpful for someone.
This tiny planner can help you to create your own build without starting the game and show all available combinations.
Planner while has low functionality. If you wanna see more features, you can suggest your ideas for future updates.
Thank you for your attention.
https://conq.vercel.app/

Instruction:

  1. Choose your race
  2. Choose your class
  3. Choose your origin
  4. Done!
unreal lark
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Added Equipment / Soul stats. Still without build summary (add a little bit later)

gentle parrot
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Looking good. πŸ‘

unreal lark
unreal lark
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Added Build Summary. Still without runes (add a little bit later)
Special thanks @sonic orbit for design variants

p.s: for deleting artifacts click on them on the right side (maybe i'll do it more comfortably later)

stark dove
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Suggestion:
In the build planner, only artifacts can be removed, not Power or Passive Abilities.
Since Eye of the Berserker benefits from having less abilities, there should be an option to clear them againβ€” not just swap them.
Additional idea:
Currently, selected artifacts appear on the right and can be removed by clicking them there. It would be more intuitive if you could also remove them by clicking again on the same item in the selection list. This behavior could also apply to abilities, once removal is supported.

unreal lark
sour spindle
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how to unclick an option?

unreal lark
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in next update)

unreal lark
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Planner updated:

  • Build Summary follow you when you scroll the page
  • Now you can remove and swap all abilities ( @stark dove suggestion)
  • For inserting runes choose the rune and then choose ability from dropdown menu
  • For deleting runes click them on right side
  • Yiln rune expands rune limit FOR ALL ABILITIES to 4, deleting Yiln rune will reduce this limit to 3
sonic orbit
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I think you should add rune effect description when you hover over them.

unreal lark
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yeah, i'll do it

gentle parrot
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Here's the background that the game uses for most tooltips and boxes if you want to use that behind the icons.

stark dove
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Another suggestions: (just a minor thing I noticed and wasn’t sure if it was wanted)

  • Invalid abilities, armor sets, weapons and classes stay equipped when changing race, class or origin. They should be removed automatically.
  • Greyed-out options in the selection list are still clickable β€” even though you normally can’t select them when grey. They shouldn’t be clickable at all.
unreal lark
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just use only highlighted icons, i wanted planner was very flexible and didnt reset after changing race, class and origin

unreal lark
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  • artifacts choice variant done @stark dove
  • planner zoomed out by 10% for better visibility and more free space
unreal lark
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@sonic orbit what about this visual type?

sonic orbit
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I guess you could add slot icons, kinda like it looks in game.

unreal lark
sonic orbit
unreal lark
sonic orbit
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Something like that?

unreal lark
sonic orbit
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Perfect, I like it

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What do you think about using fonts from the game?

unreal lark
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this is Fjalla One

sonic orbit
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I feel like it's better. ;P

valid dew
unreal lark
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@sonic orbit looks like better now

sour spindle
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Maybe make the rune name stand out from the effect. From a glance it looks the name is part of the effect maybe make the font 1-2 sizes bigger or something? Minor thing of course but my first thing I noticed

sour spindle
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Perfect

valid dew
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not too bad, can you make half a space between the icon and their first letters too, it's like they're clashing over who goes first XD

unreal lark
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between rune icon and description?

sour spindle
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I think they mean here

unreal lark
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already done πŸ˜„

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planner updated

sonic orbit
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Very cool stuff. πŸ™‚

valid dew
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yeyeye

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sttarting to look crisp

unreal lark
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im trying to adapt right block for perfect screenshots πŸ™‚

sonic orbit
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Have you considered changing rune text colors? πŸ™ƒ

unreal lark
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your offers?

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now crimson (red), yellow, aqua (blue), greenyellow (green)

sonic orbit
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Sorry, I only speak hex codes x)

Lunar: #3BC8FF
Primal: #BF3628
Solar: #FFAE42
Eldritch: #4BEB88

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You can try and see if it looks beter. ;P

valid dew
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definitely more distinct and eye catching( or pleasing if you will) in your example

sonic orbit
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I have no education for this type of stuff, but I've spent some time designing UI before. πŸ₯²

valid dew
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just a bit less poweer on the crits XD

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or rather, same background kek

unreal lark
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its your variant

valid dew
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ermahgerd

unreal lark
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i think my red better πŸ™‚

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its darker than mine

valid dew
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can try witth yours, primarily the distinction between green and yellow

sonic orbit
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Probably, yeah
I'm also not sure if you've changed eldritch rune color

unreal lark
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bottom mine

valid dew
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i think once you see skills with sun and eldritch runes on top of each other, they might blend together with bottom example

unreal lark
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i think change only solar and lunar colors

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perfect orange and blue on top

valid dew
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might be all it takes

sour spindle
sonic orbit
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It's just a result of me tinkering with colors in paint x)

unreal lark
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planner updated:
colored circles around icons mean types of damage

unreal lark
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planner updated

unreal lark
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planner updated to game version 0.18.5

unreal lark
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planner updated to version 0.19.4

unreal lark
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planner updated to version 0.19.5

unreal lark
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planner updated to version 0.19.7

unreal lark
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Added slot type info for unique and eldritch armor
Added "Infinity" label for runes

unreal lark
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@gentle parrot can delete this thread after update? πŸ€”

gentle parrot
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Well it can still be nice online resource if someone doesn't want to start the game. I can remove it though, up to you.

unreal lark
unreal lark
gentle parrot
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Those didn't change from the last version. It's a huge list of things. Best way to check them out is to open the new build planner and check the abilities. It's a huge amount of work to do manually though so might not be worth it.

gentle parrot
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The files are individual ones instead of large database so there's no quick way to do it.

unreal lark
unreal lark
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updated to 0.20.6

unreal lark
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  • Added EXPORT / IMPORT
    IMPORTANT NOTE! export/import string from my planner NOT EQUAL string from game's planner
unreal lark
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updated to 0.20.7

cobalt sail
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feedback:
character selection:

being able to view what skills would unlock from each origin while selecting them would be very nice (to avoid having to go to a wiki each time)
if changing race doesn't change class (for example swapping to human from one of the other races), not having your abilities wiped would be a nice qol while trying to set up a build
dropdown menu selections:
for any dropdown menu where selecting multiple options is expected (masteries, soul fragments), having it be a "toggle on/off" instead of "select, then click +, then select next option" would be greatly appreciated (example: https://streamable.com/h1u1x9 ), this would make it much quicker to select all the wanted soul fragment effects etc
armor & stats:
while selecting very specific stats is very useful for something like an akka build, for generic builds being able to select a piece of armor and then select/check off all stats you're willing to have would be much preferred (example, say I'm using the stalker helmet and am fine with an item containing any 2 of power ability damage, crit chance, crit damage and resistance piercing plus either projectile amount or projectile damage), this would make it much easier for the auto-planner to select something that's "good enough" for regular rituals or shattered rituals for most builds, plus you could combine this with making one stat required (for example crit damage here), same for skills, allowing any of selected armor skills
for selections of skills/artifacts/eldritch gear:
allow making the first artifact required, forcing it to be picked first, very relevant for for example Blood of Ulth Vuul or Eye of the Berserker builds, having to turn off auto-build mode to enforce it feels silly
instead of dropdown menus, having it open up a submenu that displays all the options (similar to how they're displayed in the archive, allowing for tooltips etc) instead feels more intuitive for me, but that's personal preference (example mock-up attached)

gentle parrot
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Thanks for the feedback Zeseling. I think these are all good points. There's two that I'm currently planning doing some changes in the future:

  1. The stat selection for armor pieces needs to be improved so it allows setting priority and/or the stats between multiple set pieces can be swapped around for efficiency.
  2. The set first artifact as priority is something that I almost implemented already, but got delayed under other changes.
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A lot of the more complicated UI stuff is so time consuming to implement that I'm not sure those will be in-game before the 1.0 as I need to start focusing on new content soon, but the whole auto-build system is something that is going to evolve over time even past 1.0.

cobalt sail
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two other things:

an option/toggle for the "required" section of soul fragments for something like "after equipment slots are filled, aggressively roll for these stats" or something like that, not wasting rerolls until after other mandatory slots are filled up would be nice, but still enabling the use of that section to max out a few very important stats
an option to require greater souls with 2 out of the listed stats (or 1 required stat + 1 non-excluded stat/preferred stat) for akka for example, because currently even if you set things as required it won't demand 2 of the stats, it'll just pick something with 1 stat + whatever, making manual rolling kinda the best option for your first time akka kills or so (obviously this wouldn't be practical to enable for non-akka content), the current implementation feels too unrestricted for akka while also too restricted for regular content at the same time

gentle parrot
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The soul fragments work like that at the moment. When they drop and when slots (armor and artifacts) are not filled it takes a preferred stats from current selection, if not preferred stats are there it picks a non-excluded stat and if all are exluded then it skip. When armor and artifacts are full it will always reroll until preferrred stats is found, if no rerolls are left it picks a non-excluded stats and if that's not possible it skips.

cobalt sail
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I see, I must've forgotten to set something then

unreal lark
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updated to 0.20.8

tribal aurora
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the build planner feature rules ftr. makes it way easier to play even when i'm worn out and don't really have the brainpower to play normally. which is most days lately, sheesh >_>;

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idk if ive ever seen a game integrate a build planner into the game itself before, honestly.

gentle parrot