Conan Exiles

Conan Exiles

The Purge mod (by Xevyr) v2.0.1
Showing 1-8 of 8 entries
Update: 11 Apr @ 11:15am

- Redesigned how data is saved, you now have 2 save files, one for settings, the other for encounters
- Made encounter loading async with a progress bar to prevent triggering network rate limit when people added a significant amount of purges (you should now be able to add as many as you want)
- Made saving encounters use less data (each row is individually saved as opposed to the old way of saving the entire set)
- Added a duplicate button on the encounter list to make creating purge variations much easier
- Added a patch system that will allow encounters to be added via updates even if there is already a saved encounter set (the new ones will merge into your old list and be disabled by default as to not disrupt your server, test and enable them as you wish)
- Tephra made a couple of new purges which are now patched in using the new patch system, don't forget to try them and enable them if you want.

Update: 6 Apr @ 11:46am

- Fix for situation where purge would target origin point of map due to Funcom optimization culling building collisions when no players are nearby
- Slight rework on how minimum number of online players setting works to make it more useful and single players can't dodge the purge just by creating a clan if the limit is set higher.
- Fixed an issue with potential notification spam in case you were killing staggered waves way too fast

Update: 8 Nov, 2024 @ 3:26pm

- Found a solution to a very elusive problem where players would get kicked from the server when trying to start a purge on an overly large base.

Update: 7 Nov, 2024 @ 10:34am

- Added some less-smart fallback mechanic for finding locations when all other pathing options fail.
This will make almost every base be able to have a purge, the worst that could happen is the NPCs really cannot path to it and they will just stand there until they time out. Still a good compromise in theory as it would eliminate false positive pathing problems. (like the new Funcom purge is also sometimes failing despite the large open areas)
It's ofc only a fallback and the mod will still try to find spots with a clear path as a primary mechanic and only use this if that fails.

Update: 4 Nov, 2024 @ 7:18pm

- Fixed announcement text clipping sometimes
- Adjusted AI RP stuff if Purge wins
- Added some combined weighted spawn IDs to the mod itself to be used in the stock purges
- Tephra fixed issues with some encounters and adjusted others

Update: 2 Nov, 2024 @ 4:55pm

- created mod

Update: 2 Nov, 2024 @ 4:31pm

- created mod

Update: 2 Nov, 2024 @ 4:23pm

- created mod