Conan Exiles

Conan Exiles

PvE Plus Ambush - v2.0.5
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Update: 8 May, 2024 @ 12:36pm

Version is 1.6.0

Bug Fixes, Changes, and Adjustments
  • Provided a temporary fix for the Forgotten Clan (Cimmerians) having way too much armor until FC fixes it themselves.

  • Changed the spawn check for buildings from 3000cm radius to 2500cm (about 10 foundations).

  • Significantly reduced the chance for harder enemies, aka mini-bosses or 1 skull bosses, to spawn. It was already very low, now its in the ground somewhere.

    If you are still believe these types of enemies spawn too often, then you should seriously question why you are bothering with this mod. You have a better chance at running into these enemies on the vanilla map then you do in the ambushes in this mod (by a significant amount).

  • Fixed various spawns so that they won't attack each other on spawning in (please report if there are any others that are observed)

  • Completely overhauled what types of ambushes seen based on player level. Everything has been rebalanced to the current state of the game from top to bottom. In addition, there is a significant increase in the type of enemies that can be seen and will make the ambushes more random.

  • Added Sorcerer's and Sherpa's to the spawn pools.

  • Added a "jackpot" ambush where instead of enemies attacking, a wave of baby animals will spawn instead. Better catch them before they all run away!

  • The level ranges has been changed.

    Old:
    • 10-20 = Tier 1
    • 21-40 = Tier 2
    • 41-53 = Tier 3
    • 54+ = Tier 4

    New
    • 9-25 = Tier 1
    • 26-42 = Tier 2
    • 43-59 = Tier 3
    • 60-119 = Tier 4
    • 120 + = Tier 5

  • Human based enemies from the Isle of Siptah will now spawn when the setting for the Isle of Siptah Enemies has been enabled. If the Exile Lands enemies has been disabled, only known Human factions found on the Isle of Siptah will spawn in an ambush.

  • If both the Exile Lands and Isle of Siptah Enemies toggles have been disabled by the admin, only NPCs and monsters found on both maps will spawn. This is essentially the most basic of the ambush's in terms of variety of enemies seen.

  • Fixed an issue that could prevent players from being eligible for an ambush if certain level of the character were reached.

  • Changed the Default Max NPC to 3 (down from 5)

  • Altered some text sligthly in the Admin Options

  • The setting for Exile Lands Enemies is now on by default

  • Ambush Warning Time default is now 2 seconds (up from 1)

  • Additiona Ambush Chance default is now 0

  • Additional Ambush Chance now won't work at all unless there is a minimum of 5 players on the server.

    This is a temporary fix/improvement so that it lessons the likelyhood of additional ambushes occuring on the same player. It can obviously still happen, but the more players there are on the server, the less likelyhood it is of occuring. With it having a minimum of 5 players on the server check, this will allow server admins to turn the setting on without fearing that 1 player being on the server won't suddenly be overwhelmed by additional ambushes, and will instead more likely seek out other players on the server for the ambush.

  • Created a Toggle (on by default) that will set a x2 multiplier on the number of enemies that can spawn if the player is above level 90. At level 150, that number increases to 3x. And finally at level 210, its 4x

    This is based on the server settings for the min and max number of enemies. If the max is set to 3, then the player can be ambushed by up to 6, 9, or 12 enemies based on level, as an example.

  • Ambush's will now despawn if they are unable to find any valid targets after a short amount of time.

  • Fixed a specific issue where the ambush could stall or pause if the eligible player that was randomly selected was in a specific situation in which the code (correctly) said to wait until the player was no longer under those conditions (in a base, swimming, climbing, etc). And that player stayed in that condition for a long period of time (such as staying in their base).

    Instead, the code will now only check to see if the player is eligible a couple of times, before rerolling again and picking another player at random

  • Decreased the delay to check for a valid ambush from 1.5 - 5 minutes, to 45 seconds - 2 minutes.

  • There is now a 5th tier of ambush's based on level. If a player is level 120 +, there is a chance for boss type creatures to spawn with regular enemies.

    Note: For both the new multiplier setting and the 5th tier of ambush, the mod was designed with Keorzards Paragon Leveling in mind. Other leveling mods will of course work with PvEPlusAmbush, but KPL is HIGHLY recommended for use with this mod.

  • Cleaned up some redundent code

  • Recompiled for the latest version of Conan Exiles

    Note on Default changes:

    These changes are in regards to numerious complaints over the years of the mod being too difficult when first adding the mod. When instructed admins can change the settings, said advice is usually ignored. Thus, I've set the defaults to be much easier. Admins who wish for additional challenge will need to set that for themselvse.

  • Additional Note on Progression Toggle:

    With the vast overhaul of the spawn tables, and the complexities of the back end code (that is severely dated and needs an overhaul), the Progression Toggle is considered a legacy setting. I haven't updated the way spawns work when the Toggle is set to "Off", as it is when the Toggle is "On" (Default). The spawns are still much more expanded, but its just not as carefuly crafted as it was with the Toggle On. This setting may be removed in a future update if I determine its just no longer necessary.

Update: 14 Dec, 2023 @ 11:14am

Version is 1.5.35

Bug Fixes, Changes, and Adjustments
  • Recompiled for the latest version of Conan Exiles

Update: 21 Sep, 2023 @ 7:39am

Version is 1.5.34

Bug Fixes, Changes, and Adjustments
  • Added a condition to prevent an Ambush while in Creative mode

  • Set the delay to check for valid Ambush trigger from 30 seconds to 1.5-5 minutes

    Description: Basically once an Ambush is set to spawn on a player, the code is supposed to check x amount of time for various conditions before triggering an ambush. These are things like if the player is near a base, if the player is climbing or swimming, and etc. Prior to this update, that check was 30 seconds. This had a side effect of where the player would leave a base, and almost immdediately being attacked. This change increases the minimum time before the next check, along with adding some randomness to when it could occur.

  • Increased the cannot spawn if near building from 1000 centimeters (about 4 foundations in length) to 3000 centimeters (about 12 foundations in length).

  • Recompiled for the latest version of Conan Exiles

Update: 22 Jun, 2023 @ 6:31am

Version is 1.5.33

Bug Fixes, Changes, and Adjustments
  • Added Champion mobs to the spawn lists

  • Recompiled for the latest version of Conan Exiles

Update: 14 Mar, 2023 @ 7:25am

Version is 1.5.32

Bug Fixes, Changes, and Adjustments
  • Added the version number of the mod that will print to the Server Log upon server or single player start.

  • Reduced the chance of a miniboss spawning during an ambush.

  • Recompiled for the latest version of Conan Exiles

Update: 6 Dec, 2022 @ 5:14am

Version is 1.5.31

Bug Fixes, Changes, and Adjustments
  • Recompiled for the latest version of Conan Exiles

Update: 1 Sep, 2022 @ 2:02pm

Version is 1.5.3

Bug Fixes, Changes, and Adjustments
  • Compatibility update with the latest revision of the game.

Update: 23 Aug, 2021 @ 1:14am

Version is 1.5.2

Bug Fixes, Changes, and Adjustments
  • Compatibility update with the latest revision of the game.

Additional Notes

Prior to the latest update, I looked over some known instances of enemies fighting each other when they should be attacking the player (during 1 ambush event, not multiple). Two instances of this are known, one with the Darfari and their pet Ostriches, and the Votaries faction. In both cases (upon my investigations), this is due to a bug with the game and how those factions "communities" are set up. Bug report has been sent off to Funcom.

If you know of any other instance of this, or other weird instances where during a single ambush event you see the enemies turn on each other, please let me know so I can properly investigate. Thank you.