Conan Exiles

Conan Exiles

Savage Wilds 1.5.60
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Opdatering: 7. okt. 2021 kl. 3:07

Additions
  • Added a new admin command to allow admins to replace loot given out by the random interactables showing up in camps. It's now possible to replace the loot in these containers by typing "DataCmd SWReplaceLoot X Y" where X is the template ID for the loot normally handed out and Y is the replacement loot template ID. You can also use the command "DataCmd SWReplaceLoot Reset" to reset all the loot. So if you don't want certain items to be handed out, it's now possible to remove them.
  • A new cave has been discovered at Maelgwyn's Glen
  • A new cave has been discovered at Red Rock Outpost
  • A new cave has been discovered at Vargrheim
  • Added a seasonal event for Halloween. Murun will celebrate together with you all - from the 15th of October to the 2nd of November. More information below.
  • Added the Voidforge to Savage Wilds; although to get to it, you will need to challenge yourself by defeating five Leviathan bosses to get their hearts. Again, please read separate section below.
  • Added a new Adventure location called "The Lost Valley" which only becomes available once you have unlocked the Voidforge.

Experimental new feature
  • Added world events to the Savage Wilds game-world. You can read about these in a separate section below.

Fixes
  • Fixed a number of visual imperfections and glitches
  • Fixed a couple of straggling interactables that would not trigger properly
  • Fixed an issue where some of the bosses in the underwater section of the Sunken Forge would walk into the water and float away
  • Fixed an issue in a reported location where it wasn't possible to harvest rocks
  • Fixed an issue where Silverback Gorillas might not have spawned correctly in the world
  • Fixed an issue where a Giant Bear was missing from the world
  • Fixed an issue where Valeria would not display correctly
  • Adjusted the difficulty for Louhi (and fixed a bug in the process) - Louhi will now clear her damage bonus when she switches target (and can't find one)

Changes
  • What few icons we have for items, recipes and feats are now marked with an "SW" marker at the bottom left hand corner

Seasonal Events
Seasonal events are decorative enhancements to certain camps and/or settlements. As seasonal events trigger in real life, so will the seasonal events in the game (like Halloween).

I want Halloween to never start, or never end
You can turn seasonal events on/off forever if you like by using the following Console-commands (requires a server restart):
  • DataCmd SWForceSeasonalEvent Halloween On - Makes it so the server always has Halloween
  • DataCmd SWForceSeasonalEvent Halloween Off - Makes it so the server never has Halloween
  • DataCmd SWForceSeasonalEvent Halloween Reset - Resets Halloween settings to run periodically

World Events
Before we explain what this feature is, we will clarify that this feature is OFF by default. We feel that it is a fun feature, but we don't want to force it onto people. It is also, as mentioned, experimental. Please do report bugs with this feature if you use it.

What are world events?
World events are randomly triggered events that take place in the world (specifically inside already existing no-build zones).

There are many (100+) events that may occur, ranging from lost kittens that need to be found to rogue storm-catchers to be destroyed, to imp raids on encampments and bosses that need to be defeated. These events were added in order to make the world feel more dynamic and more alive.

What do I get for completing events?
Rewards for events can be set up as the admins on a server decrees. By default, event rewards are turned off. It's possible to set Event Rewards to be either OFF, TOKEN or RANDOM ITEM by using this command:
  • DataCmd SWEventRewards Off
  • DataCmd SWEventRewards Token
  • DataCmd SWEventRewards Item

If set to TOKEN, players that are within range of the event will be granted an item called "Token of Heroism". This item doesn't do anything by itself - instead, we encourage server owners to set up their own rewards system using this. If set to ITEM, players in range when the event ends will gain items when the event completes. These items can include rare items such as Legendary Repair Kits, Fragments of Power and Eldarium - although more often than not, what will drop will be resource packs from the base game.

How do I know where an event can be found?
When an event starts, a message will appear on your screen about this, and a map-marker with the name of the event will be present on the map. When the event goes away (either from inactivity or from players completing it) the map marker will also disappear.

How are events triggered?
When the server starts up (with events activated of course) there is a short period of time (about 10 minutes) until the first event starts. The event will then hang around in the world for up to 2 hours. If noone has gone into the event-area by then, it will go away and a timer will start for the next event to get randomized. We didn't want to flood players with constant popups, and so the timer for this is anywhere between 30 minutes to an hour. This means that during a span of 24 hours, between 10 to 20 events may occur.

Admin Commands
At the moment, these are the admin commands for events:
  • DataCmd SWEventStart All - Starts every single event. Yes, really. We don't recommend doing this, but if you're curious as to where events may occur - go ahead. No guarantees about things working correctly if you do this, though.
  • DataCmd SWEventStart Random - Starts a random event
  • DataCmd SWEvents On - Turns events on
  • DataCmd SWEvents Off - Turns events off
  • DataCmd SWEvents Cooldown 1 2 - Sets the Min (1) and Max (2) cooldown between events in seconds (Default is Min 1800 and Max 3600)
  • DataCmd SWStatus - Displays setting/status of events
  • DataCmd SWEventClear - Turns any active event(s) off

The "SWEventStart" commands WILL work even when the server is set to not run events by itself.

The Voidforge
The Voidforge is identical to the one that is found on Siptah in terms of the rewards you can get from it using Fragments of Power. In addition to new recipes, access to the Voidforge also gives you access to the Lost Valley (more about this below) However - getting access to it is slightly more involved.

Where is the Voidforge located?
You may enter the area where the Voidforge is located any time you please - the area is right across from Shima in No-Mans-Land. Within the halls of that restored temple, you may find the Voidforge. And another thing.

How do I get access to the Voidforge?
The requirements for unlocking the Voidforge will be apparent when you interact with it but we will repeat it here: You will need five different hearts. Each heart is gathered from a Leviathan creature that can be found somewhere in the world.

What are Leviathans?
Leviathans are dangerous creatures with unique abilities and/or mechanics. Some of these are more dangerous than others, and will provide a bit more of a challenge than normal world-bosses.

Where can I find them?
The locations for the Leviathans are thematic to their nature, and there is lore within the halls of the Voidforge that will hint to their locations. We encourage some exploration to find them.

What the heck is this portal thing?
Ah yes, the other thing. The portal leads to the latest adventure zone we call "The Lost Valley". Access to this latest adventure zone requires you to have unlocked the Voidforge and so serves as an additional reward.

Opdatering: 24. aug. 2021 kl. 3:08

Additions
  • Added a new, small dungeonette in No-Mans-Land called "House of Vala" (Thank you, Vala, for reporting bugs - and also following the bugreporting format)

Fixes
  • Fixed a number of teleports that weren't working since last patch
  • Fixed reported interactables not working (there may be more but hoping we caught them all)
  • Fixed some visual errors and inconsistencies
  • Implemented a (potential) fix for NPCs spawning in movie stages and disappearing
  • Fixed a disappearing chest in the cave beneath Old Trade Docks

Opdatering: 20. aug. 2021 kl. 8:53

Fixes
  • Recompiled NPC blueprints to reduce error-log spamspamspamspam

Opdatering: 19. aug. 2021 kl. 12:18

Additions
  • Added new caves and grottos in various places in the world Giant's Pathway, Old Trade Docks

Fixes
  • Fixed a number of visual glitches and imperfections
  • Fixed a location on the west side of the map where it was possible to climb in mid-air
  • Removed loading screen hint about being able to smelt obsidian at home
  • Fixed a base-game issue that was brought up a lot where the "DO NOT USE" thrall would appear. Now this thrall is named "Confused traveler" - this is a change in name only

Opdatering: 1. juli 2021 kl. 2:52

Additions
  • Added some more interactables to camps here and there

Fixes
  • Fixed an issue where, if you have Savage Wilds installed but ran the normal map, Shamalla wouldn't sell the correct recipes
  • Fixed an issue where the Boatswain boss on No Mans Land wouldn't spawn
  • Building near Clan Culann and on top of the Atlantean Tomb should no longer prevent NPCs spawning there
  • Fixed a number of visual glitches and imperfections

Changes
  • Now that the Volcanic Forge exists within the confines of No Mans Land, the recipe for smelting Obsidian is no longer available 'for free'
  • Lowered the amount of Eldarium given out in any given Eldarium chest

Opdatering: 17. juni 2021 kl. 3:20

Additions
  • Added four more admin Movie-stage areas, two of which use skyboxes instead of being enclosed by walls (locations can be found in the description of the mod)
  • Added an slight echo audio-volume to the Sunken Forge

Fixes
  • Fixed a number of visual glitches and imperfections
  • Water step sounds should now be back
  • Fixed a potential undermeshing problem in the Last Refuge
  • Removed a duplicate map marker of "Old Smuggler's Way" that was possible to discover while in admin mode at coordinates 0,0,0
  • Fixed an issue where part of the volcano had an underwater post processing volume
  • Fixed an issue where a couple of graves in No Mans Land wouldn't get dug up even if you had the Gravedigger shovel
  • Added navmesh blockers at Nkosi's Redoubt to prevent certain encounters plopping down into the water and becoming braindead (note - this is not a sure-fire fix but helps a bit)

Changes

    Opdatering: 11. juni 2021 kl. 3:52

    Additions
    • The Mask of the Witch Queen now drops from Louhi

    Fixes
    • Fixed an issue where the corpses in the Northern Towers didn't always spawn immediately on server restart
    • Fixed a number of visual glitches and imperfections
    • Fixed an issue in the Black Blood Crypt where it was somehow possible to squeeze through the floor in a location
    • The Evolved Mutates are now correctly marked as minibosses, not full bosses and are a bit hardier

    Changes
    • Adjusted XP Rates from Mutates in The Sunken Forge

    Opdatering: 10. juni 2021 kl. 2:59

    Additions
    • Added No Mans Land. This is a new high-level dungeon hub area accessible from Shima. This dungeon hub comes with several teleports to new dungeons, caves and other places to dig your fangs into. More information can be found at the bottom of this patch-note in its own section.
    • Added fresnel effects to ocean and inland lakes water areas
    • Added music to the Island admin-build area
    • Added a mapmarker to the locust cave in the Hyrkanian area - "Crawlskin Cavern"
    • The Red Mother now spawns in the red dragon area
    • Petrusco the sandstorm maniac can now be found in Murun
    • The Jagged Scourgestone piece will now drop from the giant crocodile in the Cistern
    • The Shattered Scourgestone piece will now drop in the Red Rock Outpost camp
    • The Broken Scourgestone piece will now drop from the Locust Queen inside the Crawlskin cavern
    • Added Lemurian and Votary purges in the Volcano
    • Added three more movie-stage levels (teleport locations listed in the mod description)
    • For server-owners that might want to grant the Savage Wilds Convergence Trap, we made an item called "Grimoire of the Void" which, when used, teaches the Savage Wilds version of the recipe to the player using it. This item needs to be handed out by admins.
    • Savage Wilds now has a Website[savagewilds.com] where it's possible to download the .pak file without Steam! (Special thanks to Eric Shon! We owe you greatly!)

    Fixes
    • The Mad Hermit should now spawn properly
    • Fixed an area in the Ruins of Xun'Sha where you'd fall between cliffs and get stuck
    • Fixed a number of cases where wildlife spawned too close to camps and would aggro them
    • Fixed an issue where the huts in the north-east redwood forest had gone awol
    • Various visual glitches fixed
    • Fixed an exploit in the Northern Towers
    • Fixed a number of missing and ill-adjusted anti-undermesh volumes
    • Fixed a missing building blocker volume inside the three towers in the north
    • Text on the character creation note is now back to what it should be
    • Interaction with the monolith behind the skeletal dragon will now also grant you the Medium and Light feats for Dragonbone/hide armor
    • Fixed a number of Hyperborean camps that wouldn't grant the journey-step for exploring them
    • Ursa Major (Giant Bear) will now drop a legendary key
    • The player head in character creation should no longer be going awol when playing on the Siptah map while having Savage Wilds loaded
    • Implemented a backup journeystep completion trigger for the Ruins of XunSha that will trigger when going near Shima in the Ruins of Xun'Sha
    • Fixed an issue with Pearl vendors where it was possible to buy items much cheaper than intended

    Changes
    • Adjusted several cave lights and post processing volumes (including the admin Dungeon build area)
    • Adjusted (most) campfires, bonfires and torches to have sounds attached to them
    • Siptah monsters in Savage Wilds have had their loot-tables updated to match those on Siptah
    • Talking to merchants and Shima should now resolve the "Find somebody to talk to" journeystep
    • Adjusted spawnrates for Cimmerian and Nordheimer T4 fighters, since they were way too plentiful after 2.4
    • Reduced XP from Louhi
    • Added more humans to several purges

    No Mans Land
    A while ago, Icy from the server No Mans Land commissioned Snowhunter (of Warmaker and Winecellar fame) to make him a dungeon for his server. Icy then approached us to ask if we wanted to implement that dungeon on Savage Wilds, and so we have.

    We also implemented a number of additional dungeons to create a complete Dungeon Hub area where you can explore, find secrets, fight powerful bosses and of course, get new recipes and loot.

    And so - we now have completed the Dungeon Hub, which we call "No Mans Land", as an homage to Icy and his community and within this hub, you can find the following unique locations:

    • The Sunken Forge, by Snowhunter and Icy
    • The Blackblood Crypt, by WildCypher
    • The Lost Atheneum, by WildCypher
    • The Engineer's Prison, by WildCypher
    • No Man's Land dungeon-hub, by WildCypher

    Each of these areas provide lore, challenges and encounters - we hope you enjoy No Mans Land - bring a big sword!

    Opdatering: 22. apr. 2021 kl. 9:44

    Additions

    Fixes
    • Removed an extra cliff that had managed to wedge itself in a bad location
    • Fixed a crash regarding W_Note that would happen on multiplayer games

    Changes

    Opdatering: 22. apr. 2021 kl. 8:00

    Additions
    • Added a new cavern - Hollowed Glacier grotto in the north-east
    • The portal at Throne of the Witch now leads somewhere
    • It's now possible to enter the Three Towers in the north
    • The cult of Zath has established a safe-house in Murun where you can learn the religion
    • Unlocked the area south-east of Maelgwyn's Glen
    • Hyrkanian Priest spawns may now also spawn Priests of Zath
    • Added feats for the The Forgotten Clan Banner and Heirs of the North Banner (You will need to explore to find these)
    • Added banners to Cimmerian and Vanir Villages
    • Added new Rocknose variety spawns (Obsidian, Black Ice, Ice, Moss, Iron, Silver, Gold, Crystal variants)

    Fixes
    • We believe we've finally stomped out any merchants that keep re-appearing - should this happen again, please report it
    • Fixed an issue where teleporting to Shima at Wolfrun could make you fall through the world
    • Fixed a number of small gameplay/visual glitches and imperfections
    • Fixed missing Obsidian weapon recipes in the Abandoned Mine
    • Added a backup-trigger for the Journeystep to discover the Volcano - it should now (re)-trigger when going near Shima
    • The Atlantean King should now hopefully be less derpy
    • Fixed an errant blocker volume to the south
    • Lava in the Last Refuge now causes damage
    • Clan Culann priests in the Last Refuge may now spawn as T4 priests
    • Implemented a backup journey step fix for Vestfold, The Crone and The Ruined Abode. Revisiting these locations should now re-trigger these journey-steps

    Changes
    • Lowered the spawn chance for Dalinsia
    • Louhi will now grow stronger the longer the fight takes
    • Hyperboreans will now (randomly) drop epic quality Hyperborean armors
    • Hyrkanians have been working out and should now present a greater challenge
    • T3 and T4 Hyrkanians will now (randomly) drop epic quality Hyrkanian Armor pieces
    • It is now possible to build in the Glowing Pond