Conan Exiles

Conan Exiles

Desolate Lands
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Update: 15 Apr @ 9:56am

Recompile for the latest Funcom update.

- Removed a protruding rock from the ruins in I-15.
- Changed the internal community numbers for Demonic Imp & Abyssal Broodmother. Enemies should recognize and attack them now.

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See #announcements in the mod discord - link is provided at the bottom of the workshop page.

Update: 9 Apr @ 2:35pm

Hi everyone! New stuff, yay. I remembered to update the changelog on Steam this time. Apologies about that with the last update :x

----- What's New -----
- New jungle sub-biome in O-1. An entire lost city has made an appearance as well as some new building areas! Explore the ruins and discover their secrets - or build in them.
- New island in O-2.
- New ruin area in I-15.
- New oasis up in the mountains of N-2.
- Implemented the Abyssal Tome of Summoning. This knowledge book teaches you how to summon and control greater demons through the Circle of Power. It can be found in O-1 inside the depths of the large pyramid structure. The Tome of Kurak is **required** to access the room where this new book is found, so for servers who might want to limit access, it can be gated off.
- Added new spell scrolls for summonable creatures such as: imps and permanent demonology creatures.
- Faux Taxidermy II feat can now be learned in the Cimmerian village in I-8.
- Some new horses were added: Black Mountain Horse, Strawberry Roan Horse and Onyx Pony.

----- Bug Fixes / Changes -----
- Removed locally saved M_SimpleGeneric which should help avoid material conflicts.
- Fixed the lighting inside Dragonmouth.
- Slight change to the post processing in A-9 / A-10. It should cooperate better with Tot! lighting now.
- Lowered the HP and damage of Infernal Horror & Abyssal Broodmother.
- The various Scrolls of Skelos spell pages now function properly. They aren't yet available on the map itself but they can be spawned via admin panel and handled through server admins. They are instant cast consumable spells. Call of Nergal and Ice Bridge don't work.

----- Support -----
If you enjoy my mods and want to support them, you can make donations on ko-fi: https://ko-fi.com/dargaroth
Donations help fund the purchase of assets for my mods!
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See #announcements in the mod discord - link is provided at the bottom of the workshop page.

Update: 23 Feb @ 4:24pm

--- What's New ---
Nothin'

--- Bug Fixes / Changes ---
- Corrupted Wolf no longer has a decay timer, so it shouldn't instantly turn into a wolf carcass upon looting it. Some people were having problems with this and others weren't, so I figured it was just easier to remove the decay timer entirely. No decay, no problems!
- Removed the remaining part of the curse-wall in the southwestern corner of the sand dune region. This was left in unintentionally.
- Tweaked the post processing in the northeastern highlands region (M11 - M13 & N11 - N13). It isn't anything blatantly noticeable during regular in-game hours, but you will notice that your lighting will look significantly better at nighttime and less desaturated.
- Tweaked some of the sound volumes in the same highlands areas to be less repetitive with the sound effects (birds, wind, tree rustling)
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See #announcements in the mod discord - link is provided at the bottom of the workshop page.

Update: 16 Feb @ 5:49pm

--- What's New ---
Nothin'

--- Bug Fixes / Changes ---
- Corrupted Wolf no longer has a decay timer, so it shouldn't instantly turn into a wolf carcass upon looting it. Some people were having problems with this and others weren't, so I figured it was just easier to remove the decay timer entirely. No decay, no problems!
- Removed the remaining part of the curse-wall in the southwestern corner of the sand dune region. This was left in unintentionally.
- Tweaked the post processing in the northeastern highlands region (M11 - M13 & N11 - N13). It isn't anything blatantly noticeable during regular in-game hours, but you will notice that your lighting will look significantly better at nighttime and less desaturated.
- Tweaked some of the sound volumes in the same highlands areas to be less repetitive with the sound effects (birds, wind, tree rustling)
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See #announcements in the mod discord - link is provided at the bottom of the workshop page.

Update: 14 Feb @ 4:18pm

--- What's New ---
- Added a new suitable building region around the northwestern corner of B16. It's a plateau by the coastline.
- Made some changes to parts of the terrain around M11 and L12. It isn't anything invasive. There was an area in M11 where the grass textures abruptly changed and there was also a tear in the heightmap, so I smoothed it over and added some stuff around the spot to make it look nicer.
- Added a cave along the mountainside at the border of M11/N11.

--- Bug Fixes / Changes ---
- NPCs located at Overlook Citadel, Bloodmoon Isle, Ymirheim, Halgrind, and a few other camps & locations should be able to be blocked properly now.
- Certain animal spawns around the world should also be blockable now.
- Patched up some reported holes in the world where you could escape the map bounds.
- Some minor backend changes, cleaning up unused assets, materials and such.

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See #announcements in the mod discord - link is provided at the bottom of the workshop page.

Update: 23 Jan @ 6:50pm

--- What's New ---
- Added a Corrupted Wolf pet
- Added a couple of elevated bridges that cross over the river in K5 / K6. Since they're elevated, they shouldn't affect builds in the region that were previously there on the ground, but if they do I apologize. I wanted to add a bridge somewhere around that spot for a while now to make accessibility easier so you don't always have to swim across the river.
- Added a small cave in A13 next to the semi-frozen pond.

--- Bug Fixes / Changes ---
- Increased the natural armour value of some pets & followers unique to the map, mainly animal companions.
- Adjusted the animations on the big cat mounts so that the skeletal mesh no longer 'explodes' if you take falling damage while mounted.
- Removed the false tag for bonus armour values on items crafted with a Keeper thrall.
- Tempersmiths should work properly again.

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See #announcements in the mod discord - link is provided at the bottom of the workshop page.

Update: 14 Jan @ 5:32pm

Nothing special in this update - mostly just some minor bug fixes and tweaks.

- Added a handful of various animal mounts that can be spawned through the admin panel. They don't require saddles to ride, although I will likely make custom saddle appearances for them eventually.
- Removed the Darksteel Key and Sakura Isle Key requirements from the doors in their respective areas.
- Removed the door inside of King's Niche that required the Key of the Serpent. It didn't lead anywhere and I've been meaning to remove this for some time.
- Fixed some various small bugs and optimized some textures on Telith's Island.

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See #announcements in the mod discord - link is provided at the bottom of the workshop page.

Update: 28 Dec, 2025 @ 10:31pm

Darg returned Greatsword & One-Handed Axe privileges after fixing a data table error. (They work again, oops)

I also took this time to tweak a few craftable armor sets which I have been wanting to get around to doing anyway, so this seemed like a good time to do so.
- Hyperborean Raider Armor: reduced stamina base value to 12 and reduced armor value by roughly 10%.
- Khari Sorcerer Armor: reduced stamina base value to 10.
- Khari Invader Armor: reduced agility weapon damage bonus base value to 4.
- Khari Warlord Armor: reduced strength weapon damage bonus base value to 4.

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See #announcements in the mod discord - link is provided at the bottom of the workshop page.

Update: 28 Dec, 2025 @ 6:07pm

Big update with lots of stuff added!

--- What's New ---
- Two new zones have been added north of J12 on the map. The Ashlands are now complete and ready for exploration. You will find plenty of enemies, caves and more. There is also a flatter grassland / steppe region leading up towards the Ashlands - plenty of suitable building locations! The Hellgate POI and Tuzun Thune's Crossing POI both have teleports that will take you inside the volcanic mountain separating the two parts of the Ashlands. This can be used for easier crossing between them, but it will also include a dungeon at a later time.

- Eastern Volcano biome teleport has been rerouted to take you between the volcano proper and the Ashlands.

- New One-Handed Spears! I made a couple of them mostly as a test for now, but they utilize a completely custom animation set. A few can be found in the random legendary loot tables, so through skeleton key chests. More will be added at a later time.

- Several feat books have been added to the map:
Sorcerous Mysteries (J16)
Spectre Coating (J16)
Eastern Decor (O8)
Ornate Serpent Pillars (A10)
Thorn Thickets (N10)

--- Bug Fixes / Tweaks ---
- The fatal error problem when exiting the waterfall cave down in Earthsong Falls should hopefully be fixed.
- Shadowsteel Armaments can now be smelted down into Shadowsteel if you put them into a furnace.
- Hyperborean NPCs have had their health and damage slightly reduced to accommodate for recent Funcom changes.
- Viper's Fangs now properly do poison damage.
- Various minor fixes.

- There is an issue with one of the larger caves in the new zones. It doesn't have proper post processing yet, but it is fully explorable / buildable.
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See #announcements in the mod discord - link is provided at the bottom of the workshop page.

Update: 9 Dec, 2025 @ 1:15pm

- Recook for Funcom update.

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See #announcements in the mod discord - link is provided at the bottom of the workshop page.