Conan Exiles

Conan Exiles

Severe Weather 2.2
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Update: 3 Oct, 2022 @ 1:03am

- disabled movement status effects

Update: 30 Sep, 2022 @ 1:44am

- possible fix for reported glitchy behaviour in character movement

Update: 24 Sep, 2022 @ 9:54am

- alleviated movement issue that was exaggerated by SW

Update: 23 Sep, 2022 @ 3:51am

- fixed AoS induced issue with running mod in Singleplayer

Update: 5 Aug, 2022 @ 8:48am

- missing volumetic parameter is back, at least it will be once your client gets updated to 3.0 or you run testlive... hopefully it will survive the ordeal of live release
- this update brings back volumetric light/fog configuration for EL and IoS plus some minor related tweaks

Update: 4 Aug, 2022 @ 11:01am

this is build 7 meant for basegame 3.0 but powers of unreal devmagic allow me to release it now.
You can use it on current live as well as on testlive versions,
so to the actual notes:

- Temperature system got expanded, daily cycle is influenced by wind and sun.
- Sun now have heating effect, strongest in arid and tropical biomes and significantly weaker in temperate and cold biomes.
- You can shield yourself from sun with structures and terrain, but mind that only deep shadows count,
boulders or trees won't work, cliffwalls or large ruins will.
- Wind have generally minor effect on temperature,
it will rise slightly when there is no wind or it is at it's weakest, while strong gusts have cooling effect up to moderate in it's extremes
- I reworked fog for jungle biome in EL, so there should not be any ugly tints ruining scenes.

Update: 26 Jun, 2022 @ 1:06am

- corrected some inconsistent ambient light levels

Update: 2 May, 2022 @ 7:24am

- fixed basegame placement of jungle postprocess and climate volumes
- they no longer try to take over deserts, sandswept ruins in particular

Update: 30 Apr, 2022 @ 8:47am

Systems
- fixed automatic seasons function not switching precipitation profiles

New Feature: Expanded Status Effects
This system works simultaneously to basegame status effects and is meant to complement it.

- adds additional scaling to thirst and hunger, while exile is too hot/cold
- extreme temperatures cause more severe fatigue/rigidness, exile movement speed under such conditions shall be hindered, slightly in extreme temperatures, moderatly while heatstroke/freezing
- in turn exiles are given more fighting chance to survive, damage to health caused by temperature is reduced, significantly under extreme temperatures and mildly under heatstroke/freezing

- scales movement speed according to current load carried, not just give you ball and chain when overencumbranced

if your encumbrance bar is:
- green: go slightly faster
- yellow: go basegame speed
- orange: go slightly slower
- red: go moderately slower

Update: 27 Apr, 2022 @ 2:11am

MCP
- fixed issue with checkboxes

Exiled Lands
- fixed unnamed city ambience and light profile that got accidentally applied to eastmost starter desert area
- made the crevice cave have a little cavey ambience, it always felt weird to me
- reworked technical side of ambient light, Funcom skylight cubemaps got cut out completly, in my oppinion those cause more issues (basegame issues mind you) then they're worth, like caves and dungeons having light levels dependant on time and since they work globally... you get the the picture, Funcom made their own fix/workaround for some dungeons, but majority of POIs were left out, so this will give me easy way to mass-patch it in one go