The Purge is here again! (mod)

Hey all, the first version of the mod is finally out :slight_smile:
This is a mod that adds a gameplay system based on the old Conan Exiles purge that was removed from the game a while back.

I actually made a video-guide for it, that explains how to use it:

And here’s the workshop link where you can download it:

Features:

  • Challenging and fun base-defense encounters.
  • A chance to capture rare thralls if you manage to knock them out during a purge.
  • NPCs have their proper loot, so some of them might bring you rare items.
  • Works on any map. Some of the default encounters are set up with EL in mind, but they will simply work in the same areas on other maps.
  • NPCs spawned via the purge have their fatality-victim capabilities suppressed as it seemed to take away from the fluid combat when dealing with large waves
  • Highly customizable, has a powerful built in editor that allows you to create new purges in a few minutes, even using NPCs from other mods.

Enjoy!

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I do plan to make a proper video guide that explains every setting etc.
But for now, in case anyone’s curious, I can throw in this quick footage I made while I had the mod loaded up for testing a couple of days ago. That will be pretty self-explanatory :slight_smile:

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Finally?

Bro. You like only began coding this like… three days ago. :open_mouth: :joy:

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Nah, I actually started exactly 2 weeks ago :stuck_out_tongue: But I did work like 10 hours on it a day… it involved quite a lot of work as it’s a pretty complex system.

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Well - it looked to me like you only started pimping it this week. Congrats! :slight_smile:

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Yea, I didn’t post about it much until there was something to post about :joy:
Thanks!

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Also, here’s a bonus picture :stuck_out_tongue:

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Well… If you want a rubbish purge, I guess you could do it in a few minutes…

It took me two and a half days of work to design the 28 basic purges for you.


Also, this is the mod name that I suggested and Xevyr - for some strange reason - decided not to use. :stuck_out_tongue:

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Not the editors fault :rofl: you just set your standards high

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Looks great. Sad that we need mods to reverse the game’s misguided progression, though. That two weeks could have been spent otherwise.

Anyhow - congratulations and thanks for the work you do for the players!

I finally got around to making the video-guide for the mod :slight_smile:

Updated the OP and posted it in that.

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Cool, let’s talk here then :smiley:.
So let’s see the things that made this purge not competitive enough.
1st purge reason!
The reason we were purged was because our domain invaded to the nature cycle of the environment. We cut the trees, hunt animals, drain resources, slave and kill the ones that lived there before us. There for, purge!
We are the bad guys, the tyranny on these lands, so the attackers are not only against us, but against everything we builded too. They should not come simply to murder us but destroy everything we fixed.
So they should come prepared to do both. So half of the wave should be warriors, assassin’s and half of them crafters equipped both with weapons and buttering rams. The waves should be massive, at least 60 each time and all of them on a line that the defender cannot break easily. 2 bosses at least on each wave and a rockslide or two dragons in the end.
Warriors should have epic gear and star metal or obsidian weapons.
Crafters should have shields and one handed hardened steel weapons and when they reach the target buttering rams. The game should be able to calculate vulnerabilities of each build and aim in a circular way.
When people are building in “smart places” , bat riders would drop in their facility with demon fire orbs.
The old purge mechanism was very light and extremely predictable, even a round of palisades was enough to kill the greatest percentage of the waves.
No, purge must mean purge and it must be scaled with the players land claim and tyranny of these lands.

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The reason for the old purges was because Thoth-Amon sent us into the Exiled Lands with an ulterior expectation that we would uncover the powerful artifacts located there, then he sent purges after we built up to eliminate us and permit him to recover all of the artifacts that we had collected.

The new purges are from King Ctesphon, who is ostensibly Thoth-Amon’s ally, though his motives are to loot our wealth to fund his army and he couldn’t care less about the magic.

For this mod, I made sure to feature both Thoth-Amon and King Ctesphon’s interests in their own unique purges.

While I did consider making highly difficult purges, they would have needed to be disabled by default as not everyone would want to experience such difficulty. I decided I did not want to create any purges that would have to be disabled by default and only made purges with a similar difficulty level to the old purges.

This mod does not generate unique NPCs, it uses NPCs that already exist in the base game. If another mod makes new NPCs and spawn IDs for them, this mod can add them to a custom purge, but that is up to the server owners’ to do on their own.

I am not Xevyr or an actual modder, just his “mod assistant” so I can’t say with personal knowledge how feasible any of that would be, but I was involved in the mod’s creation and had to listen to all of Xevyr’s complaining throughout whenever something was not working, :stuck_out_tongue: and I think it is probably safe to say that the purge is not really capable of attacking you in a “smart” way.

A lot of the dumbness of the old purge was that way just because it had to be that way, and this mod replicates that, not to remain faithful to the original, but because there is no viable alternative.

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That says it all i guess.
Thank you both for your efforts and replies and congratulations nonetheless!

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Thousands of thanks! :+1: :+1: :+1:

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THANK YOU!!! Been wanting this back since the new one was implemented.

Gonna get this on my server when I get the chance!

You ROCK!

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@Xevyr & @Tephra :Thank you for your work and your efforts to make the game we love more enjoyable.

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