Conan Exiles

Conan Exiles

The Purge mod (by Xevyr) v2.3.2
Showing 1-10 of 13 entries
< 1  2 >
Update: 16 Sep @ 10:58am

- Swapped over to new minimap API and using temporary markers

Update: 14 Sep @ 11:18pm

- Added Damage multiplier for spawn configuration
- Added Health multiplier for spawn configuration
- Added modifiers system: NPC spawn entries can now have various effects (expandable in the future) such as sandstorm masks, regen, etc.
- Upgraded map zone selector UI to make it easier to select smaller areas: added zoom, pan as well as move and resize for the selection box while also changing the style of said box so it's more obvious
- Added Test button on purge list UI which you can use to quickly start the selected purge on your nearest base
- Replaced all checkboxes on the Admin UI with a more visible custom made one
- other small tweaks

Update: 10 Sep @ 6:18pm

- Adjusted primary spawning mechanics so that enemies can spawn slightly closer in case of very tiny bases
- Adjusted spawning mechanics and how base magnitude is determined for base analyzer
- Added a simple math based fallback for the cluster spawnpoint generator too in case it cannot find any points near the chosen attack direction
- Fixed some corrupted assets that could've caused the purge to fail

Update: 10 Sep @ 1:55am

- Developed a new, custom base analyzer as a fallback mechanic. This should add some level of support to all your ridiculously large bases with a million walls and whatnot. If the regular methods fail to find suitable spawnpoints, this will be used instead.
- Enemies can no longer spawn on the purged players landclaim either (there was a minimum distance from their base even up to now, but this should prevent spawning into neighboring buildings that aren't the target in the case of clustered buildings)
- Implemented Simple Minimap API to add purge marker on minimap as well.
- Added Escalating purge chance setting (on by default), which makes it so the base chance to have a purge increases proportionally the more you fill up the red bar.
- Added tiny button near purge meter to open admin config if you're logged in as admin (same as the command up to now)
- Fixed bug where new purge updates would be added again after restart if you edited a purge
- Added console command to target a specific base with a specific purge, you need to look at the base and type "dc purgebase X" (where X is purge id from encounter list)
- Added 3 new purge encounters! Dont't forget to enable them in the admin settings as they're always added disabled by default.

Update: 19 Aug @ 9:37pm

- Fixed a small issue where unconscious NPCs being killed could trigger a second wave notification
- Added 2 new purges (courtesy of Tephra)
- Added a setting to ignore purge zones and make all purges available everywhere without having to adjust their area
- Potentially fixed text scaling in splash notification

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