Conan Exiles improves Siptah with more NPCs, new Purges, new factions, and an offline mode

    
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By Crom's something-or-other.

The latest update for Conan Exiles is out now for PC players, and it’s chiefly focused around a pretty big revamp to the Isle of Siptah. Broadly, this is split between two different sides of things. One is adding new stuff to the island, which includes more NPC camps, more factions, and points of interest across the landscape. All of this will give you new things to do. The other side is revamping the stuff that’s already there, like changing Surges to no longer destroy your buildings, Vaults becoming level 60 dungeons, and Wild Surges being replaced outright with the Purge.

That’s not to say everything in the update is confined to Siptah, however. For example, wherever your wanderings bring you in the game, players can take advantage of the game’s new sprinting attacks, adding an additional element into the game’s combat. There’s also a new offline mode for single-player games, ensuring that you can play the game even if you can’t be online for a bit. Check out the full patch notes for all the details on what the update brings.

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Arktouros

The issue with the purges was that they are absolutely atrocious at finding a way to or at your base given the terrain and building system.

I built an amazing keep right north of Sepermeru (talking right outside the city no build area) which half of which was on this tiny little cliff/wall. Just one tiny cliff wall. The AI/purge could not figure it out most of the time. At all. Whenever the purge would spawn on my tiny little cliff wall the monsters would instead spawn inside and just destroy all the buildings and kill off all my non-warrior thralls. It didn’t matter that 75%+ of the base was open ground facing terrain the AI could have attacked from whenever it spawned on that tiny little cliff half my base would end up wrecked or destroyed.

They really need a system where it chooses a direction, then calculates a path to the closest piece. If it’s unable to get to a piece timely/has no route then it recalculates another direction. If after 16 calculations it can’t find a reasonable route then add the default behavior of teleporting inside or onto a piece.

Really made what was supposed to be a rather enjoyable part of the survival game genre aspect (IE: Actually having mobs pressing your base so you have to defend it) kinda worthless.

EmberStar
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EmberStar

I had turned on Purges in my single player game, mostly just to get rid of the Advancement task for fighting one. I have a couple of little outposts. Since I know nothing about the mechanic or why fighting it in one area would be better than another, the two times a Purge has happened I go to my little Sandstone starting base. On both occasions I guess the AI figured it out, because it spawned down by the river and charged up the short hill to try to attack my gate.

I guess I’m probably getting “low level” Purge waves, since so far I’ve been able to clonk them all and then take my pick of which ones to recruit. Other than the couple of named ones, it’s all been “generic Exiles” wearing the same kinds of rags and low level junk armor as the tiny Exile camps along the southern edge of the river.

That said, the AI pathfinding is pretty awful. That same little sandstone fort doesn’t have any NPC thralls guarding the outer wall at all. Mostly because the archers would take potshots at the nearby monster turtles. And if they hit one, as near as I can tell the monster turtle would teleport straight up the wall and eat them.

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Arktouros

The purge mechanic randomly selects a base title that you own then selects that as the target to attack. It can randomly spawn 360 around your base, and if it can’t calculate a path to that tile then it will spawn on that tile and start attacking. Each wave makes this calculation so it’s possible to have 2-3 normal waves then one that just randomly spawns inside.

What spawns in the purge is based on where the tile is located and there is a map of which ones overlap it. For example at my Sepermeru base the purge could have been multiple things but mostly I got Scorpions and Sand Reapers. I always wanted the “Relic Hunters” ones but out of 10 purges it was always scorpions/reapers.

I mostly used Relic Hunter fighters from the dead city. They’re were top tier fighters similar stats to named fighters and kitted out with max level crafted Set armor (good armor, good aesthetic) and pikes they were pretty adept at killing most things. I was well defended, but can’t predict AI randomly deciding to teleport inside middle of a building and annhilate it and anything nearby (storage, ,dancers, etc)

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Vanquesse V

you’d think a bit of care would be put into a core aspect of the game that’s supposed to be unavoidable where the stakes are higher than in any other situation in the game…

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Kawaii Five-O

To be fair, they did say they will be implementing purge improvements on the next big patch, and that should greatly reduce the chances of purge mobs spawning inside your base. They also mentioned working on AI improvements as well.

Now, how well they actually deliver on those things is another story. Just have to wait and see how that pans out, I guess.

EmberStar
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EmberStar

I guess I just got lucky then. I did have a couple of two-story buildings in that little fort, and it’s not really outfitted with super high level followers. (It was my starting location, most of the people there are literally “whatever random hobo I could clonk and drag home without getting us both eaten by crocodiles.”

EmberStar
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EmberStar

Not that it really matters I guess, since I haven’t played this game at all since their big “launcher update” that came with the “U(can’t)Play” feature of instantly kicking you out of even a single player game if it lost contact with their DRM server, ever, for any reason. I’m not a fan of Denuvo, but… I’m not going to say what I think of that kind of always online DRM, because it would probably get me banned from the comments.