Conan Exiles

Conan Exiles

Severe Weather 2.2
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Update: 19 Apr, 2022 @ 1:13am

New dynamic fog feature
- it changes in time in attempt to simulate natural air humidity increase before dawn and after dusk
- it rolls and hangs rather low in ravines, gullys and riverbeds, like a real deal
- unless it's new Cimmeria or X'Chotl, they have more ubiquitous fog
- as lightweight and as performance friendly as possible

Known issues:
- looks bad when you'll stop exactly at transitioning point from no-fog biome to fog biome, it is an engine limitation, can't do anything about it

Exiled Lands
- dynamic fog implemented in New Cimmeria, Highlands and Jungle areas
- Hot Springs wavy effect replaced with clouds of noxious gases (meaning dynamic fog configured to look less natural and hang around constantly)

Isle of Siptah
- dynamic fog implemented in X'Chotl, River Valley and Redwood areas

Update: 13 Apr, 2022 @ 12:53am

MCP / systems hotfix
- fixed visual UI inconsitency when settings were loaded with automated seasons turned on
- fixed occurrence, where automated seasons function sneaked past some conditions, that were drunk on duty, disciplinary action has been administered

please note: automated seasons remain experimental feature

Update: 9 Apr, 2022 @ 10:40am

in 2.1

LUTs
- reduced individual file size roghly 55 times :-]
- increased fidelity

MCP / systems
- fixed checkboxes that allowed no selection, now they will autocheck properly, this is visual change only, code defulated properly anyway
- [experimental] added option to enable automated seasons cycle with admin defined interval, please report if issues happen

Exiled Lands
- fixed ugly graphical glitch, but fixing it required wholesome rework of postprocess and effects structure...and that led to overall changes
- fixed sandstorms giving no exposure, nobody told me they stopped working you milkdrinkers... and sneaky Funcom that messed with actor components
- upgraded sunken city "dungeon" with fulltime weather conditions (custom underwater "biome") and day/night cycle,

known issues:
- common sense required when going to sunken city
- there is no way for me to occlude rain when underwater, but it is less visible

Update: 31 Mar, 2022 @ 12:53pm

Isle of Siptah
- final touches and minor adjustments to lightscape

Savage Wilds
- moved sunpath to correct, east-to-west orientation for northern hemisphere

Update: 26 Mar, 2022 @ 6:01am

General
- adjusted helluva curves

Isle of Siptah
- adjustments to moonlight, all settings
- reworked dawn and dusk ambience
- reworked maelstrom ambience to ominous edition

Update: 15 Mar, 2022 @ 11:08am

Isle of Siptah
- fixed excessively emissive night time fog in southern parts of redwoods
- customized central plains and tower sky to match light ambience better
- sneaky sun got desynced, but it's on track now

Update: 13 Mar, 2022 @ 1:55pm

Island of Siptah
- light temperature and blends balance
- got rid of claws area excessive offset tint
- fixed dawn and dusk quirks

Update: 12 Mar, 2022 @ 2:29am

Island of Siptah
- small update that adresses thingy that slipped my mind
- update to character creation area, so it is no longer so washed out, no idea why Funcom did it this way given how they oversaturated whole map
- plus missing note from last release: daily temperature in southorn islets have been raised slightly

Update: 11 Mar, 2022 @ 2:48pm

Island of Siptah
- full overhaul, meaning I thrown all tweaks away and made new sky/light ambience, from scratch, with bit different approach in mind as well as more advanced methodology, which gives me much wider control over things
- main focus be three-fold:
- bring island closer to its EA state when it was more mysterious, cataclysm-torn place rather then acid-trip-grade overvibrant.... something... that went live
- address vanilla issues with light levels inconsistency across map, mainly relating to southern redwood and claws areas and yes that includes abolishment of perpetual nights that happened during a day when weather changed to rain or storm while maelstrom was active
- make light ambience on island more natural, except those parts where it is supernatural

Update: 10 Mar, 2022 @ 2:06am

Got tiered of waiting for 'back to volumetric light' refresh, that may or may not come this year, so...

Exiled Lands
- some minor details got changed along some tiny minor details from quite visible category, mainly specific horizon and fog tones
- significantly increased volcano biome severity for consistency and slight realism increase*, it is no longer possible to simply munch on ice to run around naked and unharmed, you got to protect yourself and protect yourself well, unless you prefer being... extra crispy

* - for those who think it is too real, actual volcano heat is not something you can endure even clad in modern heat protective gear, in reality merly standing next to small lava stream down the slope will char your skin and peal off meat from bones, so no, still not realistic