Weather severity slider under 'Survival' tab - would be nice to have

It would be really cool to be able to make weather a little bit more ‘challenging’ via some slider under Survival tab for example.
Currently weather effect, beside several spots on the map, is irrelevant.

I’d like it be a little bit more interesting and make players change their outfits when they go through the desert and then move to snowy mountains.

They have it in ARK and have bigger playerbase, I think our sim builders here would also manage to survive the weather effects without any meltdowns.

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Yeah, this would be a nice feature. We’re currently using the Severe Weather mod that does this (and some other stuff) but I recognize this is a solution for a small portion of the player base so a native solution would be great.

I think it might need a retweak of the armor system too. Like, it weather is made more severe, perhaps there needs to be more variation in hot and cold protection. Or more things like heavy cloaks to adapt one set more to the cold without needed solspiel or whatever.

I’d love an Age of Survival where the game got back to that core theme a bit.

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I think it is not that hard to do, there are mods, that just does this.

But yeah, since armors are basically uniform in terms of weather protection, they would need an overhaul too (or just revert these stupid changes made to them temperature resistance-wise).

It’s easy for PC players to add mods. It’s impossible for consoles players. So, we need a native solution for all players to have this option.
But please DO NOT reverse to the old armor temp protection. It was silly and the cause of endless sterile debate on this forum. The changes are good because they make them all neutral term protect wise. As an armor should be.

I wouldnt fully reverse it, I’d keep overall insulation but pump up one temp more, then add more extreme temperature variation over the map. Making the temps more extreme is easy; its just changing the scale on the energy actor. Then its just a matter of adding more hot or cold to a given armor set to make it less generic. Right now, about the only place I need to think about my armor is the volcano, and then I need the dragonscale helm, mistmourne or god breaker. Perhaps I just havent dug into all the available armors, but it is a little boring that my armor that is good in the desert is also good in the snowy mountains. Just a little more variation is all that it would take to make the temperature side of things more engaging.

Yes to more temp and weather amplitude in the game. Including introducing some seasonality in Siptah with the possibility for rain and snow and extreme cold and heat. I play a lot more in Siptah than in the EL. The lack of any weather change between different part of the isle is boring.
For armors, before they were made temp neutral someone here had suggested to use the padding for the temp protection. So each kind of padding and perfected padding will be crafatble heat or cold protection. The quality of the padding giving how much protection the armor has. And the thralls can add some bonus like they do for the armor protection against damage.
I don’t know how complicated it’ll be to implement it. Maybe it should be to explain why it wasn’t done when armor were changed.

We’re currently using the Severe Weather mod that does this (and some other stuff)

We used it too for couple of years until last month. It’s a very nice and very needed mod but it also comes with visual overhaul, which is wonderful but also buggy. There are problems with things not loading when client logs into game and sometimes it’s hard to notice that the weather/light is bugged and it causes eye strain. The author refuses to split the mod and to leave only weather in Severe Weather he also said that fixing the visual bugs requires the mod to be remade from scratch which he is not willing to do. I can uderstand that, everyone get’s bored at some stage and leaves for other games. I wouldn’t have bothered with fixing my mod if I left Conan for another game.

I’d love an Age of Survival where the game got back to that core theme a bit.

Yes Age of Survival, where weather is remade and takes humidity into account (you jumped into the river up in the snowy north and now your outfit is soaked wet? You are in trouble…)
Remade clothes and heat sources (when I saw in Valheim that my toon is suffocating because I started a fireplace inside my house and the smoke was accumulating inside I was blown away… I want that in Conan).

Not to mention I would like to see the fauna finally fixed, swimming crocodiles, spiders able to climb the walls and ceilings, venom stings/bites being actually dangerous etc etc… more types of flying enemies…

I think it is not that hard to do, there are mods, that just does this.

For Funcom probably it’s 30 minutes to adjust all the weather settings.

I was looking to do it myself, but I have very limited time to learn the devkit or to work in it. Also game updates change things or just break mods. And them mod need to be updated. With my limited time it would take me days to fix a mod, and broken servers cant wait days.
Also you can’t edit what Funcom had placed in the game but you have to put things on top of it instead, so you finish up with two weather systems you have to keep track of.

It’s easy for PC players to add mods. It’s impossible for consoles players.

Mods break, modders stop playing, and basic things like this should be in the vanilla game. I agree.

We turned off the lighting changes. I’m not a fan of the washed out textures personally and the lighting can get odd (looks like cloud cover but if you look up the sun is visible). But that’s my personal preference and turning off the lighting and fog gives our server essentially the “Exiled” look but with more dynamic temperature. It made exploring fun again because we need to be prepared when we leave our base. (I think with Siptah, one of those settings staying on actually makes the shadows on Siptah better but can’t remember which since we never play over there; I just tested on both maps before we officially added it).

We turned off beasts in LF Sandstorms, which we also use, because the super heat in SW sandstorms that send you to heatstroke super quick means shelter is necessary which means you can’t take out the beasts, particularly if they spawn inside the outer walls of your base and endanger thralls/pets. As much as I like the beasts, we felt that the two settings ended up feeling almost mutually exclusive.

But I definitely understand and support the desire for native solutions. I prefer a more survival type component and would love to see an overhaul address weather, temperature, armor, foods/drinks.

When you have doubts about the light or how the game looks like just exit to main menu and go back to the game, this should fix the bug in SW (until next time).

Well yes and no. To make the changes yes is fast, but lighting changes are subtle. You really need to do a full cook, put it on a server and get qualitative feedback on what “looks good”. Its very iterative and shimming all the post process effects for the best look can be quite time consuming. So yes, I’d love a weather overhaul, I think it’s worth it, I’d love enhanced survival, but we do need to acknowledge that it is actually an involved task to ensure it’s done well.

While this one agrees in concept and principle…

This one recalls literally freezing to death on noob river at noon because this one was wearing high quality Aquilonian armour.

Yes, the survival aspect should be enhanced and it’s constant erosion is a thorn in this one’s side.
At the same time, it must be done with greater care and precision than the recent combat overhaul had so it doesn’t become just absurd and even further counter intuitive.

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I had an idea thats a little radical but fitting with some of the new themes where, lets say you kill a croc. Rather than just slice it up, get some skin and in the the next, you could opt to drag it home and do a full butcher a la taking a heroic treasure home where you get full resources from it. Something like that where survival is made both more immersive and rewarding but at the same time there is still quick and dirty available. The weird old armor effects do need to stay gone for sure.

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Building on your drag or back to the butcher idea, we already have the carrying something absurdly heavy animation/pace.
Dragging carcasses or having a bearer drag it for you is a great idea. Having smaller amounts of low grade material available for harvest in the field vs better/more materials from brining the kill home is, to this one, a premium idea.
The only concern being that this might necessitate the addition of yet another bench, which is a bit of a hard sell at the moment.

Also, this one would like to see a slight adjustment to craftable armours/clothes.
In addition to having better protection for varying temps, if we look at field harvest vs processed, this one would like to see more hand crafted garments.
Specifically hides/pelt type “armours” (clothes really) made with the various hides rather than leather and armour backings. Low durability, not a good armour value vs weight ratio. No stat bonuses. But perhaps some decent temperature control.
Think Hyena Hide, but instead it is Hand Crafted, as well as a wolf and bear pelt version, giving those specific hides a use finally (most other hides seem to have their own purposes, rhino for medium padding, elephant for heavy padding, feline for light, carpace for Stygian armour, ect).
Mind you, that might be a bit much of a reach.

Another idea, build the temperature tolerance into the padding base for armour. Cold protection padding uses fur, Heat protection padding uses silk?

I was thinking of a rework/replace of the tannery. Its one of the more boring workstations imo.

I’m all for more elaborate armor padding methods to make armor more customizable, specifically when it comes to temperature. The illusion system is nice, but it would he better if we had something of a half measure that didnt require crafting an entirely separate armor just to take care of temperature for the same look.

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