Conan Exiles

Conan Exiles

Savage Wilds 1.5.54
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Update: Jan 11, 2023 @ 2:45am

Additions
  • Added Skelos Master Cultist armor to the same place Mad Prophet armor can be found
  • Added more Derketo priest spawns at the Last Bastion and Khulan's Outpost
  • Added four more movie-stages (teleport locations in the mod info)

Fixes
  • Fixed an issue with shipwreck events sometimes not replicating the treasure chest locations properly

Update: Dec 6, 2022 @ 1:42am

Additions
  • Added house cats to Murun
  • Added the Armor of the Mad Prophet in a hidden location

Fixes
  • Fixed erronious links to non-cooked asset. These weren't dangerous or anything but contribute slightly to log spam and the less of that, the better.
  • Fixed a missing Spawn Table Entry (also log spam related)
  • Fixed an issue where, in Singleplayer, interacting with Vendors/Shima would cause issues with inventory encumbrance (Thank you, Vee, Hand&Half and Nabil Awad!)

Changes
  • Shaggai Horrors should now consistently drop the same items as on the Isle of Siptah
  • Removed knowledge prerequisites from books in the world reasoning thusly: If you've already beaten the challenge of getting there, why arbitrarily block progress further.

Update: Nov 10, 2022 @ 4:46am

Fixes
  • Fixed a heightmap texture seam
  • Adjusted spawn points for the Birdy Nom Nom event and the boss should now also spawn correctly
  • Fixed a stuck Gorilla
  • Fixed an issue with crashes relating to a non-existing material being set on fishes
  • Fixed an issue with some events (including the Grave Matters event) where certain things couldn't spawn due to a deprecated function
  • Fixed a potential issue with Bash the Stampede event that could cause the mobs to spawn and run all the wrong ways
  • Implemented a second MapMarker removal function to see if it helps with removing left-over Event mapmarkers (keep your fingers crossed!)

Changes
  • Changed the growth stats for Hyrkanian and Crimson Tide thralls to use that from the Forgotten Tribe

Update: Oct 13, 2022 @ 6:36am

Fixes
  • Fixed an issue with not allowing building in parts of a cave in the Atoll betterer
  • Captain Zarrynn now has a boss healthbar instead of the Unique Thrall one
  • Fixed the location of a proud carpenter
  • Fixed a missing interactable and an in-mesh spawn in one of the memories
  • Corrected an imbalance for Crimson Tide thralls
  • Fixed an issue in the Lost Valley that prevented night-time to happen there
  • Grave Matters totems should now (hopefully) be destructible again

Changes
  • Reduced building blocker around Zarrynn's retreat slightly
  • Removed the smaller hazards for now since they were unreliable and confusing. They may get re-implemented in the future, but for now we have to disable them. The flash frosts and heatwaves still remain.

Update: Sep 29, 2022 @ 3:12am

Additions
  • Added fish to the springs in the west highlands

Fixes
  • Fixed bad chest locations for reported Wreck events
  • Fixed a bad teleport location for one of the Veiled Memories
  • Fixed an issue with not allowing building in parts of a cave in the Atoll
  • Fixed various small visual errors and inconsistencies
  • Added a post processing to a grotto in the jungle, and adjusted the build-rules for that section to allow better placement of objects

Update: Sep 15, 2022 @ 3:42am

Additions
  • Added an additional spawn for the Winged Death in the Skyreach Ruins
  • The Sauna in Murun now cleanses corruption
  • Added a climbable area and the Acheronian Legate Primus armor in the Bastion
  • Added vulture nests with feathers near Murun, Vulture watch and the starting grotto

Fixes
  • Fixed a journal in Elysium that pointed to the wrong lore entry
  • Fixed a collision bug in a cave in the Jungle
  • Fixed an erronious spawn table: "Siptah_Deer"
  • Fixed some overzealous sorcerers in Vestfold
  • Fixed some minor visual bugs and inconsistencies
  • Fixed a place where it was possible to fall through the ground and into a cave unintentionally
  • Fixed an issue that caused named Sorcerers from Clan Culann to spawn much too often
  • Hazards should(tm) no longer visually reappear after leaving the area and coming back
  • Raised the spawnpoints for the Green Dragons a bit to hopefully have them less prone to impersonating moles

Update: Sep 6, 2022 @ 3:47am

Fixes
  • Fixed remaining instances of Murun doors being persnickety
  • Crimson Tide archers now know how to put a spacebar between "Crimson" and "Tide"
  • Delving Bench should now work again

Update: Sep 2, 2022 @ 4:51am

Fixes
  • Fixed the missing Clam-diver's Cave
  • Fixed misbehaving teleporters in Murun
  • Throne in Elysium can no longer be dismantled
  • It's now possible to enter the volcano again

Update: Sep 1, 2022 @ 5:06am

Additions
  • Added some more loading tips for Savage Wilds features
  • Added Foxes to a few areas in the highlands as flavor
  • Added sorcery from the basegame to Savage Wilds. It works in the exact same manner as the Exiled Lands/Siptah, but with a different location where to locate the Tome of Kurak.
  • Added Spear-Fishing feature (see separate section at the bottom of these patch-notes)
  • Added Hazards feature (see separate section at the bottom of these patch-notes)
  • Implemented admin-placeable teleports (see separate section at the bottom of these patch-notes)
  • A hidden memory in the Veil has opened up. As opposed to the other memories, this memory leads to Elysium, a place of calm and tranquility
  • All buildings in Murun are now opened and can be entered.
  • Added new decor feat-teachers from the basegame 3.0 update. These can be found in The newly opened Atoll area
  • Added a loft to the The Notch and Arrow tavern. You can get to it from the door behind JL Gogan. In addition, we rearranged the bar slightly to accomodate for easy access to behind the bar; it's also easier to climb the ladder behind JL Gogan.
  • Added a whole new playable area in the south of Savage Wilds in the form of an atoll. This brings roughly 4 square kilometers worth of playable space and contains, amongst other things, the new Crimson Tide pirate faction.

Fixes
  • Fixed a number of visual glitches
  • Fixed an exploit with Vendors
  • Custom Savage Wilds UI elements can now be closed using the ESC button
  • Implemented a solution for the issue where a specific cliff would continuously change LODs.
  • Optimized the Persistent Level so that fewer actors would be kept in memory across the entire map

Changes
  • Reduced the no-build zone around the graveyard slightly
  • Chests that previously granted Pearls also now grant Argossean Dream Dust
  • Removed the "SW" border from the Bronze Coin overlay - it's a basegame item and the overlay was put in by mistake
  • The "dc swadmintoggles" command now also works when written as "dc sw" or "dc swadmin"

Spear-fishing
This feature is ON by default but may be toggled off in the Savage Wilds admin panel or by entering the admincommand "dc SWToggleFishing".
Shoals of fish have appeared all over the Savage Wilds (building close to shoals will prevent them from spawning). When close to one, a FIFO message will appear to inform you that you have discovered a shoal and what type of shoal it is. The Savage Wilds Admin Panel allows server admins to increase the chance of shoals showing up from 15% all the way up to 100%.
To fish from these shoals, you will need to use a (non-thrown) javelin. Higher tier Javelins have a reduced chance of removing the shoal on hit, so it pays to invest in a high tier javelin to get as many hits in as possible. Shoals contain all the base-game fishes, and sometimes rare variants and/or junk-items. Fished out shoals return on a random timer.
When rare fish are obtained, the weight of the fish is recorded - if a fish is found that equals or breaks the current record for the server, the player that found the fish is informed about this, and the record stored in the long description of the fish itself. It's also possible to craft an item called "Fishing Record" and view it from there. This recipe comes from a free feat available through the normal Survival feat category. Rare fish do not perish but can be quite weighty depending on the type of rare fish in question.
Fish records can be reset by an admin through the Savage Wilds admin panel or by entering the admincommand "dc SWClearFishingRecords".

Hazards
This feature is OFF by default and can be toggled on in the Savage Wilds admin panel or by using the console command "dc SWToggleHazards".
Hazards such as heatwaves, coldsnaps and eruptions of poison, corruption and other hazards may now appear in the Savage Wilds.
Weather hazards will appear in selected locations across the world (no heatwaves in the frozen north for example) at random times. They last for anywhere from half an hour to two hours before they go on cooldown.
Localized hazards have a source; destroying this source will remove the hazard temporarily. Localized hazards will respawn some time after destruction and also on server restart. Building near these hazards will also prevent them from re/spawning.

Admin Teleporters
The intention behind these teleporters is to make Savage Wilds function without the need for other mods. The intention is NOT to provide a fully fleshed out teleportation system like in Pippi or other mods that do the same; it's only here to provide a base-line so that admins can run the mod and be able to set up teleporters to the admin build zones. We will not expand on this feature or take requests for it.

Here is how you use this functionality:
  1. Be in the target destination you want the player to teleport to
  2. Open the console and type "dc SWStoreLoc". This will copy your current coordinates.
  3. Open up the cheat menu and spawn the item "Gate"
  4. Go to the place where you want to place the Gate and place it there.
  5. Walk into the Gate while in admin-mode and set it up by editing the name and pressing the "Set Destination from stored data command" button.

Update: May 19, 2022 @ 7:02am

Additions

    Fixes
    • Fixed an accidental teleport between two memories

    Changes