Conan-Exiles.com Blog Feed en https://conan-exiles.com/ Fri, 18 Jan 2019 14:29 CET Conan-Exiles.com is a Conan Exiles servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Our schedule going forward https://conan-exiles.com/blog/270/our-schedule-going-forward/ https://conan-exiles.com/blog/270/our-schedule-going-forward/ Fri, 18 Jan 2019 14:29 CET
We hope 2019 and January have been treating you well so far.
Picking up on old traditions we wanted to let you know our rough plans going forward, to keep you in the loop as much as we can.

PATCHES FOR THE NEXT WEEKS

We have a an additional hotfix planned for early next week that will address a few crash issues as well as control input issues that led to problems with movement, camera and shield behavior. We're also further addressing issues with players flooding a server and impacting other player's performance and play experience.

This patch will go live for PC first and will be available for consoles a few days after, as soon as it is cleared by Microsoft and Sony CERT.

After this, we will finalize another TestLive update to address some of the issues reported and further work on our performance improvements. If you haven't already, please check out all the changes and updates[forums.funcom.com] including Purge improvements. We're very thankful for any feedback and input.

The current TestLive Patch, including any additional updates, is scheduled to go live at the and of January or Start of February at the latest. We want to make sure it is as stable and as optimized as possible in addition to gather as much feedback as possible from your side about new things that have been added. (Again, please check out what's coming right here[forums.funcom.com].)


CURRENT MAIN FOCUS

Part of our focus is to refine core mechanics, make exploration more exciting and improve experience as well as the leveling curve. We already have our Purge improvement/fixes on TestLive. January and February will see updates where we will gradually deploy more patches to our Test Servers which deal with the following issues, additions and improvements:

  • More updates for the Purge
  • More performance updates
  • Improvements to AI behavior and controls
  • Progression balancing from starting experience to end game (parts of this is on TestLive already)
  • Improvements and additions to make exploration both more dangerous but also more rewarding (more on this soon!)
  • Fixes to UI and Admin Panel
  • Avatar, Siege and Raiding balancing and improvements
  • More Exploit fixes
  • Building Quality of Life Improvements

Stay tuned for more juicy details and info for each of these areas as we progress
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PC Hotfix (14.01.2018) - Anti-flooding tools and crash fixes https://conan-exiles.com/blog/269/pc-hotfix-14012018-anti-flooding-tools-and-crash-fixes/ https://conan-exiles.com/blog/269/pc-hotfix-14012018-anti-flooding-tools-and-crash-fixes/ Mon, 14 Jan 2019 16:17 CET
Later on we will add a feature that will kick players that send too many commands to the server at the same time.

Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.

Patch Highlights
  • Added anti-flooding tools to the engine. This will prevent exploits (server flooding) from making the game not work correctly.

Patch Notes

Performance and Stability
  • Fixed a server crash caused by null inventory sent from client. In addition, several other similar issues have been adressed for the ConanCharacter and ConanPlayerController.
  • Fixed a crash caused by editing the guild name without being in a guild
  • Fixed a crash relating to invalid hit-locations
  • Fixed a crash caused by invalid building objects
  • Fixed a server-crash relating to rhinos pushing players away
  • Fixed various other, obscure, server crashes

Exploit Fixes
  • Added anti-flooding tools to the engine. This will prevent exploits (server flooding) from making the game not work correctly.

UI and Text Fixes
  • Fixed an issue where the client Healthbar update could get called on the server

Community Tools

Trello Report Board

We have a public bug tracking board here[trello.com]! You can check this to track the issues that get brought up by the community the most. In the "For prioritization" column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here[forums.funcom.com].]]>
Testlive Patch (21.12.2018) - Purge Fixes and Building Optimizations https://conan-exiles.com/blog/268/testlive-patch-21122018-purge-fixes-and-building-optimizations/ https://conan-exiles.com/blog/268/testlive-patch-21122018-purge-fixes-and-building-optimizations/ Sat, 22 Dec 2018 15:12 CET
This is a pretty huge patch that comes with a multitude of fixes, but the most important things in this patch are the Purge fixes and the building optimizations. The Purge should now attack more reliably, and Purge NPCs should no longer be naked when attacking you. Buildings should also load in significantly faster than before, which should cause better performance for the server.

Additionally, we've done a major balancing overhaul to the game, increasing the amount of XP you get from crafting and from killing enemies as well as tweaking rewards. This balancing is an ongoing project but we are very interested to hear your feedback on the changes present on Testlive so far.

Finally, we have gone over the map with a fine tooth comb in an attempt to find, and block, areas where players have been able to access areas beneath the ground mesh.

If you want to test this build, here's how to access Testlive[forums.funcom.com].

Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.

Patch Highlights

Major Balancing Overhaul (more details below)
  • Human NPC progression across the factions has been increased in difficulty.
  • Human T4 Loot-pools have been adjusted to provide better rewards
  • Monster/Animal difficulty curve has been adjusted to better conform with the intended difficulty-bands. Certain monsters are more challenging to fight
  • Many animals and monsters may now spawn as "Elite" versions of themselves
  • NPC equipment has been adjusted
  • Crafting and killing gives more experience points overall
  • See below for more details

Roleplaying Updates
  • Players can now write their own biography for their characters in the STATS/ tab. There is an option to make the biography public, private or clan-only. You can find this setting under the GAMEPLAY/ heading. Please not that you currently cannot change Biography Access option. This will be fixed in the future.
  • After placing the "Note" item, it's now possible to actually write on them. Picking up the note again will remove any text written on it.
  • New Feat: Boneshaper - this feat allows the crafting of dice that function in the same way as the /Dice chat command. The stack of dice determine how many dice are rolled. Dice come in 4,6,8,10,12 and 20 sided variants
  • You can now see where your fellow clan-members are on the map!

Building Optimizations
  • We have been working on improving the loading times and general optimizations for buildings. Conan Exiles doesn’t have any limits for how big you can build and we want you to put these changes through their paces. Please note that this is for structural buildings only, and not placeables such as torches, campfires, crafting stations and doors.

Purge Fixes
  • The Purge is an important aspect of the game's PvE content. While it's been working on a technical level, it hasn't hit the mark from a gameplay perspective and has been confusing a lot of players. We have rewritten several parts of the Purge to improve the core mechanics and make it a more reliable threat.
  • The Purge should now happen more reliably and Purge enemies should no longer be naked. The Purge meter should fill as intended. You should also reliably be able to knock out NPCs and not halt the Purge in its tracks.

Picking Up Crafting Stations
  • It's now possible to return crafting stations to your inventory through the radial-menu. This change does not affect Altars, Wheels of Pain or Animal Pens. If there are items in the crafting station inventory, those items will appear in a loot bag on the ground. In the future we aim to make it so the inventory is automatically transferred to your inventory

TL;DR
  • Updated the Purge to be more reliable
  • Building Optimizations
  • Exploit fixes to prevent Undermeshing
  • You can now see where your fellow clan-members are on the map!
  • T2 and T3 building pieces now yield XP as intended
  • Increased Stack Sizes for Wood, branches, Stone and Plant Fiber
  • Bearer NPCs will now supply materials when killed
  • Reduced damage for the 2h Spears' first two heavy attacks, and increased damage for the two last attacks.
  • Significant balancing overhaul (see more below)

Currently Known Issues
  • Only the Notes you can place on horizontal surfaces are writeable. The other types are fixed internally, but did not make it into this patch
  • Please not that you currently cannot change Biography Access option. This will be fixed in the future
  • Inventory slots can remain highlighted even when they are not selected. If you re-select them in the inventory this goes away.

Patch Notes

Performance and Stability
  • Fixed a server crash

Exploit Fixes
  • Fixed a number of locations where it was possible to gain access to the area under the world in order to build unassailable bases (Undermeshing fixes) - Please report any locations we may have missed
  • The Thrall Pot has had it's placement checkbox increased to more accurately reflect its size to prevent placing it on top of players/self and get stuck. This should also prevent players from getting beneath the ground mesh
  • NPCs that are not thralls do not consume thrown weapons anymore and you cannot loot the weapons they throw

New Additions
  • Players can now write their own biography for their characters in the STATS/ tab. There is an option to make the biography public, private or clan-only. You can find this setting under the GAMEPLAY/ heading
  • After placing the "Note" item, it's now possible to actually write on them. Picking up the note again will remove any text written on it.
  • New Feat: Boneshaper - this feat allows the crafting of dice that function in the same way as the /Dice chat command. The stack of dice determine how many dice are rolled. Dice come in 4,6,8,10,12 and 20 sided variants
  • You can now see where your fellow clan-members are on the map!
  • It's now possible to return crafting stations to your inventory through the radial-menu. This change does not affect Altars, Wheels of Pain or Animal Pens. If there are items in the crafting station inventory, those items will appear in a loot bag on the ground. In the future we aim to make it so the inventory is automatically transferred to your inventory

Building and Placeables Fixes
  • Yamatai fences now prevents climbing, as intended
  • All placeables now have a minimum building score of 1 instead of 0 - this change will increase the decay-timer for smaller bases and thus the time it takes for them to decay. A consequence of this is that having a large amount of placeables might make you eligible to be attacked by a Purge at a faster rate.
  • Almost all placeables can now be tilted/rotated to fit the landscape for easy placement

Crafting Fixes
  • Crafting speed bonus progression for thralls has been adjusted. Firstly, Alchemists now progress correctly in crafting bonuses. Also, all purge thralls now craft items much faster than before. The high-end bonus time multiplier is 4x crafting speed
  • Alchemists now have a "Fill flask" recipe available to them when placed in the Firebowl Cauldron. This is a quick 1 second recipe that allows quick filling of crafted waterflasks to help with the crafting of items that require such filled waterflasks (Dyes, etc)
  • Fixed an issue where certain recipes were missing for Werk of the Lost Tribe and Njoror Battleborn armorers
  • Fixed an issue where XP would not be granted when crafting items from the radial menu
  • Crafting T2 and T3 building pieces will now yield XP as intended.

Combat fixes
  • Fixed an issue with the Rocknose King hitbox that made hitting it with arrows difficult
  • Gorillas now apply "Sunder" with their attacks
  • Removed the taunt animation from the pet Hyenas, Shalebacks and Rocknoses in order to make them more reliable during combat
  • Added the venom spray attacks to Sand Reaper pets to boost their usefulness in combat
  • Serpentmen Brutes should now deal damage correctly
  • Hits against a character should no longer briefly display the non-combat button layout legend

AI and Thrall Fixes
  • It should now be possible to swim with captured thralls. Doing so will make them float.
  • Thralls should now be able to use throwing axes correctly
  • Fixed an issue in the spawn table (Shout-outs to Alex02 on the forums) where Rokur and * Marn had incorrectly been set up and would not spawn as intended.
  • Fixed an issue where archers did not exit combat properly and their AI got stuck
  • Taskmasters are now more instantly recognizable from the equipment they wear (Hyperborean slaver outfit pieces). Dancers are also now generally wearing either the Stygian or Zamorian dancer outfits
  • Combo rule sets have now been set up for NPCs. Tier 1-2 (and Bearers) are considered novices and do not use optimal combos, while Tier 3-4 NPCs will be more efficient at using attack-combinations, including offhand attacks. What this effectively means is that human melee-oriented NPCs should now attempt to use real combos instead of randomizing their attacks.
  • Removed the threaten animation from Grey Apes, as it would cause them to get stuck
  • Fixed an issue where certain pet rhinos could not attack
  • Pets and thralls should now smoothly follow the player as opposed to "run-stop-run"
  • Thralls that are set to follow players should no longer teleport like crazy when they cannot reach you. They still will attempt to teleport but now there is a reasonable delay between each attempt.
  • Thrall items now go into the thrall slot when shift-clicking them in a crafting station
  • Fixed an issue that allowed expanding thrall inventories

Purge Fixes
  • Fixed an issue where the Sixth wave of Frost Giant purges referenced itself as the next wave to start
  • Knocking out an NPC from a purge will no longer halt the purge - instead, it is treated as if the NPC had been killed.
  • Human NPCs spawned through the purge system no longer spawn naked
  • Fixed an issue with the purge that would prevent it from spawning for certain building configurations. The purge should now happen more reliably.

Balance Updates
  • Increased the hitpoints for the Rocknose King boss
  • Adjusted hitpoints of Tier 3 and Tier 4 thralls to match the rebalance of NPC damage output and hitpoints
  • NPC Bearers are now better capable of defending themselves (not as well as fighters though) as their stats have been slightly adjusted. They have slightly more hitpoints and do slightly more damage when attacking
  • Obsidian Skinning Knife now harvests more skins (it erroneously had the same harvest-rate as steel skinning knives)
  • Named NPCs now do increased damage, have more hitpoints and yield more XP when killed (balancing change)
  • Yog Cleaver, Mitraen Ankh and Setite Ritual Knife have had their damage and armor pen lowered to reflect other religious tooks of the same rank
  • Epic bows now offer a slight increase in damage as their quality is raised from normal to exceptional to flawless
  • XP curve for crafting has been adjusted - in general, crafting should now yield XP properly
  • Lemurian and Reptilian armor now grants a total bonus of +9 between the dual stats of the armors as intended (it gave out too much earlier)
  • Reduced armor for medium armor by about 6% as it was too close to Heavy armor in performance
  • Significantly increased XP from killing monsters and animals
  • Slightly increased bow damage across the board
  • Reduced damage for the 2h Spears' first two heavy attacks, and increased damage for the two last attacks. This was done to increase reward for committing to full combos using the right-hand attack while still retaining the utility of the spears long range poke-ability. We want to make the spear useful and not nerf it completely #babysteps
  • Reduced the weight of heavy armors by 10%
  • Human NPC-progression across the factions has been increased in difficulty-range. The hitpoints, armor and damage output of the NPCs have been adjusted for this. Very small adjustments have been made to the Exiles factions, but Darfari factions and upwards have been scaled up to match the challenge levels intended for them (20, 30, 40, 50, 60+). These changes also affect the base stats of thralls from the factions being captured, giving players an incentive for getting the best fighters/archers/etc.
  • Human T4 Loot-pools have been adjusted to provide better loot-rewards - in particular for higher-level enemies in the Highlands.
  • Monsters/Animal difficulty curve has been adjusted to better conform with the intended difficulty-bands. In general this has made certain monsters much more interesting and challenging to fight. Most monsters have gotten increased damage, hitpoints and/or special features to their attacks. Some of them are also now immune to knockback since it trivialized combat with them (Ostrich, Were-hyena, Bear, Imp King, Witch Queen, every Undead creature).
  • Many (but not all) Animals and monsters may now spawn as "Elite" versions of themselves. There is a 2% chance that this happens for every spawn point these monsters have. These elite monsters and animals are bigger, tougher, looks different and drops additional loot - with a guaranteed drop rate of Demon-blood, a key ingredient for high-end crafting.
  • Equipment for NPCs have been adjusted, most notably for crafter-NPCs that were previously using very low-level default weapons, such as the Iron Dagger or Iron Mace. Now they're using more level appropriate weaponry. In addition, crafters and taskmasters are now using specific armor-setups (aprons and worker gloves) to make them easier to distinguish in camps.
  • Various issues with certain (Rare) thralls not spawning has been addressed
  • XP from monsters have been increased significantly, since they are now harder to defeat. XP from killing T4 humans is also greatly increased.
  • Added 15% armor penetration to the Reaver's Axe, to match it's actual description
  • Lowered the damage by the Jedias Greatsaber by 3 points

Quality of Life Improvements
  • Coal nodes no longer give stone and instead gives an increased amount of Coal
  • Modders can now remove MapMarkers by their ID through the GlobalMapMarker system
  • Fixed a number of visual imperfections for collisions, textures and floating objects in the world
  • Significantly increased the effective range of Lures
  • True Indigo Seeds can now be obtained from True Indigo plants
  • Reinforced Hatch Door (Metal bar variant) now has a short and long description as well as the correct visual.
  • Exceptional and Flawless Lemurian warrior armor now grants additional stats in comparison to the normal version
  • Fixed a misleading level requirement for the Savage Frontier Totemic Feat (only visual impact). Yamatai still remains
  • The Potion of Bestial Memory and the Potion of Natural Learning now have a decay timer of 2 minutes.
  • Eating the Shroom Amanita now has a chance of causing food poisoning as the description suggests
  • Short description of Elixir of Vigor now differs from that of the Elixir of Ingestion
  • Spiced Pork and Spiced Exquisite Meat now grant "Warming Up" buff
  • Stack-sizes for Wood, Branches, Stone, and Plant Fiber have been increased from 100 to 1000
  • Explosive traps now follow the same placement distance rules as Vapor Traps, meaning that they can no longer be placed very close to each other
  • Wall Torches can no longer be placed under water. This only affects Wall Torches that have flames. Torches with glow stones are not affected.
  • Red and Green dragons now also drop Dragonhorn
  • It's now possible to return crafting stations to your inventory through the radial-menu. This change does not affect Altars, Wheels of Pain or Animal Pens. If there are items in the crafting station inventory, those items will appear in a loot bag on the ground. In the future we aim to make it so the inventory is automatically transferred to your inventory
  • Hardened Steel Javelin, Hardened Steel Dagger and Hardened Steel Bow now have the correct feat-unlock requirements
  • Bearer NPCs will now drop supply materials when killed. These supply materials can in turn be opened and reveal their contents. The higher tier the NPC, the better rewards. Free loot! For free! #freetheloot
  • Fixed a misleading description in the Acolyte of Set feat recipes
  • Unconscious bodies in the desert starting areas should now be invisible if they have nothing in their inventories
  • Voice chat should no longer activate while typing

General Bugfixes
  • Fixed an issue where some female NPCs were loading the wrong presets resulting in incorrect visuals
  • Sandstorm damage will now re-apply to the character if you remove your sandstorm mask while in a sandstorm
  • Lemurian weapons are now correctly marked as High Grade instead of Low Grade
  • Starmetal spear, Dragonbone spear and Serpent-man War Spear now requires Long Handles to craft. These used to require the wrong feat
  • Food poisoning debuff no longer has a description saying it is causing "0" damage every tick. You lying meat, you.
  • Fixed a LOD issue that would make the Aquilonian Brazier look misshapen
  • Fixed a number of typos and grammatical errors #spelchekker
  • The Claws of Jhebbal Sag are now correctly displayed in the weapon racks
  • Spiders are no longer attracted by the Scorpion lures
  • Fixed an issue where the Frontier and Aquilonian Sloping Inverted Walls had inconsistent icons
  • Hyperborean armors now both grant the same type of temperature protection
  • Fixed a durability error between the normal and epic versions of Royal Armor Breastplate item
  • Altar of Set no longer glows mysteriously without light-sources
  • Frontier door is now removed correctly when dismantled (visual only)
  • Using a cleaver on a pet's corpse will now correctly yield meat-items
  • Exceptional Obsidian 1h Sword no longer has 2h sword damage
  • Fixed an issue where the LOD (level of detail) of the Khitan Jar would make it look misshapen
  • Fixed an issue where corruption in one location of the Citadel of the Triumvirate was not visible
  • Shaleback Hatchling Shell, Weathered Skull and Impaled Skulls can now be obtained via the Admin panel
  • Vines to Bread transmute recipe for Derketo can now correctly be crafted in the Pleasure Place of Derketo (Used to be Pleasure Dome of Derketo)
  • Dragonbone weapons are now labeled as "Legendary"
  • The potions granted by the Jhebbal Sag religion did not unlock the "Obtain a potion" Journey step. This is now fixed.
  • Target Lock should now prioritize nearby targets correctly
  • Fixed an issue with the Map Room where you would sometimes sequentially jump to multiple locations, if you'd selected several teleportation points at the same time
  • Fixed a bug where the dagger on the male Zamorian thief armor would stretch in an unnatural way
  • All wheels of pain can now take the same food-items as "fuel"
  • Fixed a bug where the Awakened Staff of the Triumvirate would display the "Talk" widget while it was still being placed
  • Fixed a bug where Numbing Wraps could be used while a weapon was equipped
  • Fixed an issue where some DLC awnings were more expensive to craft than basegame awnings. Frontier, Yamatai and Khitan Awnings still reqires Hardened Bricks to repair
  • Fixed an issue with Yamatai and Aquilonian Awning corners that only allowed them to be placed on the bottom of foundations
  • Noxious gas debuff from Vapor trap no longer stacks over time (damage is not affected by this - the stacking was a visual only effect)
  • Vathis should no longer randomly spawn as a woman
  • Fixed an issue where two chunks of flesh would float around your head after being decapitated
  • Fixed a bug making it impossible to loot certain containers using the quick-loot GUI
  • Placeables can no longer be placed on an elevator cabin. This change is intended to help with undermeshing exploits
  • It should now be possible to place wedges underneath the Aquilonian Gate Frame
  • Fixed an issue with misplaced lower jaws on certain animal-corpses
  • It is no longer possible to use weapon mod-kits on the Claws of Jhebbal Sag. This was never intended, and doing so would reduce the expiration timer to 5 seconds
  • The Set Brazier can now correctly be crafted at the Sepulcher of Set
  • Inverted Thatch Wedge Sloped Roof no longer has improper destructible mesh
  • Glowing Standing Torch should now correctly lower the temperature rather than increase it (from +1 to -1)
  • Decorative Planter (Highland Bush) now uses the correct bush
  • Fixed an issue where it was possible to stack placeables in the same spot.
  • Input from the R1/RB buttons no longer trigger while having a sign input box active
  • Fixed a bug where recipes could disappear from the crafting queue. This predominantly affected the DLC items
  • Fixed a bug causing the split-stack dialog to ignore the typed value when being acknowledged by clicking the "Ok" button rather than hitting enter or using the gamepad
  • Fixed an issue where RCON commands were parsed as ANSI instead of UTF8
  • Fixed an issue that allowed expanding container inventories

Terrain and Environment Fixes
  • Fixed a number of places in the world where you could get stuck if you fell in
  • Sandstorm should no longer cause damage to players in the Swamp biome

Animation and Cinematic Fixes
  • The Two-Handed swords first light attack now has the correct animation while in first-person view
  • Improved responsiveness for the second heavy attack for Hammers - this attack can now be initiated slightly quicker than before.

UI and Text Fixes
  • The event "Tier 3 Tech" entry now correctly reads "Religious Warfare"
  • The Effects list icon in the inventory next to the paper doll is no longer cut off
  • Fixed an issue where it was not possible to scroll through the list of creatures in the Feed Box/Thrall pot
  • Improved feedback when learning emotes from interactable objects in the world. The UI will no longer show "Unknown Emote" and instead list the emote/s and feat/s learned
  • Fixed an issue where some interactive objects would not display the "Press E to interact" message
  • When learning the Mountaineering feat from the Mountaineer, it should no longer claim it is a religion.
  • AdminPanel Can now be closed with esc and the back button on a gamepad
  • Improved the visuals on buffs located on enemy hotbar; It's now easier to read the amount of stacks for buffs/debuffs an enemy has (e.g. "2x Poison, 3x Sunder, etc)
  • Fixed an inconsistency in the "Days Passed" slider in the Event Log
  • There is now an Event Log entry for when a thrall or pet is stolen or destroyed in a single-player game
  • Building information shown while hovering over a building piece with the Repair hammer should now load better and not show a placeholder white square for a few frames
  • After entering a dungeon, player map markers will now appear at the correct location on the map (the dungeon entrance). This is a work in progress and might not be implemented for all dungeons yet,
  • Fixed a number of text bugs for the Russian language
  • It is no longer possible to open the interaction GUI for objects while other GUIs are open.
  • Controller sensitivity for Powershot can now be set using a client setting
  • The description of "Trick Shot" now also mentions that it affects Throwing Axes
  • Fixed a bug causing names of items in the inventory info panel to sometimes be scaled down more than needed.
  • When a player's Thrall attacks an NPC, their health bar should now be displayed.
  • Encumberance value should no longer show "-0" after throwing away bows and arrows from the inventory. This was a visual rounding error and had no effect on gameplay.
  • Fixed an auto-correct error that made certain NPC nameplates read "Ii" and "IiI" instead of "II" and "III"
  • Encumbrance and Movement Penalty should now update properly when the Attributes Menu is open
  • Removed the sort dropdown from the crafting panel since it only had one option populated
  • Changed the wording for upgrading altars to correctly reflect where you upgrade an altar from one tier to the next (no functionality change, only a communication improvement)
  • We no longer show a message when looting items if you were already Encumbered. This should get rid of most of the "Encumbered" message spam. #cucumbered
  • Highlight should now appear correctly upon navigating up/down in the Settings while using controller
  • Fixed an issue where the last character before parentheses was removed when using chat to display emotes
  • Inventories can no longer be accessed while editing sign text
  • Applying Search filter now scrolls the tab to the sought-out item
  • Altars placed in the world no longer read "Noname". Note that this change is not retroactive, as the nameplate for this is generated on placement of the altar. All new altars should work correctly though.
  • Fixed an issue where a player leaves an empty corpse and the "Looted" tag appears, but a corpse containing loot would display simply "Death"
  • Confirmation prompt is no longer displayed twice after attempt to discard unconverted thrall via double clicking Left Mouse Button
  • Diet icons in the pet inventory GUI can no longer be dragged
  • Item highlight is no longer moved to the player's inventory when the user uses "Info" button in the crafting station's inventory
  • "Heaviest first" option now sorts stackable items properly
  • When a pet that follows you dies, you should now get a message for this and not merely the "xxx stopped following you" message

Audio Fixes
  • Your character will now start panting while sprinting with an equipped weapon, as intended
  • Crouching footsteps now have audible audio

Community Tools
Trello Report Board
We have a public bug tracking board here[trello.com]! You can check this to track the issues that get brought up by the community the most. In the "For prioritization" column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here[forums.funcom.com].

Separate TestLive Product on Steam
We heard your input regarding the inconvenience with having to switch back and forth between the main game and our TestLive servers. To make it easier for you and because we really value your testing and feedback, we added a separate product for the TestLive server on Steam.

If you own Conan Exiles on Steam, you should now see a separate Product called "Conan Exiles - Testlive Client" in your library which gives you the option to install an additional instance of the game specifically for the TestLive servers. Please be aware that this will prompt you for a full additional installation.

We are aware that not everyone wants install or has space for two full installations. For those of you who don't want to play through the additional TestLive Client, you can still access the TestLive servers through our old method[forums.funcom.com].
]]>
Another quick update about the Testlive Patch https://conan-exiles.com/blog/267/another-quick-update-about-the-testlive-patch/ https://conan-exiles.com/blog/267/another-quick-update-about-the-testlive-patch/ Sat, 22 Dec 2018 13:54 CET An Update About The Next Testlive Patch https://conan-exiles.com/blog/266/an-update-about-the-next-testlive-patch/ https://conan-exiles.com/blog/266/an-update-about-the-next-testlive-patch/ Fri, 21 Dec 2018 16:20 CET
We've been hard at work on a new Testlive build that we are planning on rolling out before the holidays. This update is a massive one, containing a multitude of critical fixes and changes that we can't wait for you to check out.

First up are the building optimizations, which will significantly improve how the game loads in building pieces and improve performance. Next is a revamp to the Purge that should make it more reliable and dangerous. Additionally, we've done a major balancing overhaul to the game, increasing the amount of XP you get from crafting and killing enemies, while also making NPCs and monsters more dangerous.

Finally, we have added in several changes to find, and block, ways players were able to get beneath the ground mesh.

The current plan is to deploy this build to Testlive tomorrow, at 2pm CET, but please remember that this is subject to change.]]>
PC Hotfix (20.12.2018) https://conan-exiles.com/blog/265/pc-hotfix-20122018/ https://conan-exiles.com/blog/265/pc-hotfix-20122018/ Thu, 20 Dec 2018 13:38 CET
We have a quick patch available for PC to take care of some stuttering and framerate drops the community has been reporting recently. It's a small patch, with only one change, but we feel it's an important one nonetheless.

---

Please remember that patches can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.
---

Patch Notes

Performance and Stability

  • Fixed an issue that caused framerate drops when playing. This should reduce the stuttering introduced in the latest patch.

AI and Thrall Fixes
  • Fixed a bug where thralls would sometimes disappear when placed outside a building

Community Tools

Trello Report Board
We have a public bug tracking board here[trello.com]! You can check this to track the issues that get brought up by the community the most. In the "For prioritization" column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here[forums.funcom.com].]]>
Weekly Community Newsletter: It’s Christmas Time once again https://conan-exiles.com/blog/264/weekly-community-newsletter-ita-s-christmas-time-once-again/ https://conan-exiles.com/blog/264/weekly-community-newsletter-ita-s-christmas-time-once-again/ Wed, 19 Dec 2018 17:48 CET

What's up fam, it’s ya boi Conan Exiles! We’re back at it with another newsletter! It is our final work week before the holiday break and we are all looking forward to some much needed R&R with friends and family. As the year is beginning to wind down we felt that it was fitting to look back and reflect on the previous 12 months. 

Since January 2018, we’ve released around 30 patches and hotfixes for the PC version of Conan Exiles alone, adding everything from simple bug fixes and balance changes, to huge content additions and revamps. We’ve rolled out an additional 21 patches for the Xbox version, and 19 patches on PS4, bringing us to a total of 70 patches across three platforms. That’s an average of almost 6 patches per month!  

We’ve also released 4 paid DLC packs with new armors, weapons, building pieces, placeables and pet skins. Shoutout to our amazing art team who have been working tirelessly on making all of these amazing looking extras. 

Thankfully all the hard work has paid off, and we’re really proud of what we’ve managed to accomplish with Conan Exiles. Come January 31<sup>st</sup>, the game will have been available for two years! We have several more updates and bug fixes to roll out, after all, including 4 more dungeons that we still haven’t revealed yet! 

In case you missed it, we’ve increased the decay timer[forums.funcom.com] for buildings on all our official servers, from 7 days to 14 days. This change is already in effect across the board and will remain until we come back from the break in January. 

This week and beyond 

As you might have noticed, we’ve been working extra hard on upping our level of communication with you, the community. We hired a Community Support person, Ignasi, who will be a frequent face on the forums and our social channels, collecting input and feedback and answering community questions. We rolled out the Community Report Trello Board[trello.com] to provide more transparency, and we’ve been pushing more updates to Testlive again to put them through their paces. This will continue in the next year as well. 

This week we plan to release another major patch to the Testlive branch, containing some vital additions to the game. We are going to be rolling out the building optimizations, vastly improving how fast the game loads in building pieces across the board. This patch will also have several undermeshing fixes, which we will talk more about in the patch notes. Our plan is for the patch to sit on Testlive for several weeks, and roll it over to live once we’re satisfied with the state of the build. Testlive is available as a separate branch on Steam, or as a client you can download and install. See how to access it here[forums.funcom.com]

Going forward, our current focus is improving the core aspects[forums.funcom.com] of Conan Exiles in the next couple of months. This includes improving the Purge, fixing exploits, and improving AI and thralls. 

State of the newsletter 

There are going to be some changes to the newsletters next year. The community newsletters came about as a way for us to improve communication with our players during Early Access. We wanted to give you a glimpse into the development process and summarize the current state of Conan Exiles and its development. It would allow us to share upcoming content and discuss some of the things the dev team had been working on. 

How we communicate with the community, and the size of the community team, has evolved and grown since the inception of the community newsletters. We feel like the newsletters have served their purpose well, but we have also started using other ways of providing the community with the same information: The Trello Board[trello.com] provides more transparency and insight. We’ve been working on increasing the number of news updates that go out on the forums and on Steam. We have also been working on being more active on social media to respond to player feedback and issues. As such, we’re going to end the newsletters in their current form. 

Not to worry though! Even though the newsletters are going away that doesn’t mean we won’t stop communicating with you. We will keep you updated about the work we’re putting into Conan Exiles. News updates will be posted on the forums[forums.funcom.com], on SteamReddit, and social media, when available, so keep your eyes posted to our official channels come 2019. We may also start doing monthly recaps, in case there’s been a lot going on. 

We hope you all have a happy holiday season, with lots of good food and great times with family and friends. We will see you in the next year. 

Sincerely, 

Funcom ]]>
Holiday Decay Timer increase https://conan-exiles.com/blog/263/holiday-decay-timer-increase/ https://conan-exiles.com/blog/263/holiday-decay-timer-increase/ Mon, 17 Dec 2018 12:11 CET
We know that many of you will want to to spend time with your loved ones, without having to worry about your virtual houses, settlements and cities in the Exiled Lands.

This is the reason we will temporarily increase the decay times to 14 days (16 days including abandonment state) on official servers. The change will be applied later today and will come into effect after the daily server restarts.

We hope this helps, so you can fully focus on spending your time over the holidays relaxing with friends and family. :steamhappy:]]>
Weekly Community Newsletter: Bow Improvements and Katanas https://conan-exiles.com/blog/262/weekly-community-newsletter-bow-improvements-and-katanas/ https://conan-exiles.com/blog/262/weekly-community-newsletter-bow-improvements-and-katanas/ Wed, 12 Dec 2018 16:11 CET
We’ve released a major patch for PC[forums.funcom.com], PS4[forums.funcom.com] and Xbox One[forums.funcom.com] containing a multitude of fixes and changes, along with some new content that we think you will enjoy. This patch has been moved from Testlive[forums.funcom.com] over to the live version of the game and we wanted to thank all our Testlive players for helping us out with testing, feedback and bug reports.

Testlive will get further updates down the line. These will include several optimizations to how the game renders and loads in buildings, and some much-requested Purge fixes, some of which we detailed in the previous newsletter[www.conanexiles.com].

After the patch went live on PC we received some updates from admins running modded servers that they were having connection issues and crashes. We’re currently investigating this issue to rule out potential issues. Keep in mind that mods need to be updated by their creators whenever there’s a new patch.

Oh, and we also released a new DLC: Seekers of the Dawn[www.conanexiles.com]. This brings the country of Yamatai into the Exiled Lands, with new pet skins, new warpaint options, new weapons, new building pieces, and new pet skins!



What’s new in the game now?
Glad you asked, hypothetical player! There are several features in this new patch that we’re particularly proud of. Chief among them is the new katana weapon archetype, and the reworked bow mechanics. In addition to this we’ve made some changes to throwing weapons, improved the locomotion animations, and added in a Land Claim announcer. Finally, for the PC crowd, we added a dice rolling functionality to chat and rolled out the ability to automatically download mods to your game.

Katana weapon archetype

The katana is a two-handed curved sword hailing from the remote land of Yamatai. It comes with an entirely new and unique moveset, and sits comfortably between spears and hammers in terms of damage. They also have armor penetration equivalent to greatswords.



The light attack combo is a frontal set of attacks with a fair amount of forward motion. The light attack finisher does damage equal to the heavy finisher of other weapons and will apply bleed. What’s interesting to note is that the katana does not have a heavy combo. Instead it has a dash attack that can be charged by holding down the Heavy Attack button. Dashes will go through targets, ignoring collision, and can be used to escape tight situations, even when not fully charged. This dash can also be chained into any part of the light attack combo. Use it as an opener, a link, a finisher, or combine it freely with any of the light attacks.

Katanas can be found under the Bruiser group in your Weapons tab and the first one is unlocked at level 21. The Epic Katana can be unlocked at level 60. These are completely free with this update.



Bow Improvements and Arrows

Bows have gotten faster and more deadly and we’ve brought back the ability to “power shoot” using the bow. The light bow attack combo is gone and have been replaced by a single fast shot. You can chain these shots together as long as you have enough arrows on you. The heavy attack is now a chargeable, aimed shot. Holding down the Heavy Attack button increases the damage of the shot and if you hold it for long enough the shot becomes a Power Shot, with a flatter trajectory. Perfect for sniping!

Arrows have also gone through a balance tweak. Specialty arrows have increased usability and we’ve tapered the power/cost ratio of some specific arrow types. High tier arrows (Razor, Hardened Steel and Star Metal) now do more damage. Snake Arrows and Light Arrows do less damage, but the poison from Snake Arrows is unaffected. Light and Healing Arrows are also cheaper to make.

Throwing Weapons

Throwing weapons have gotten a lot of different improvements in this patch. The aim is to establish them as a Crippling and damage option for short and mid range fighting.

All throwing weapons can be recovered from where they land, or from the inventory of whatever you killed with them. They will also cause cripple no matter which part of the body you hit. This goes for both Javelins and Throwing Axes.

Speaking of Throwing Axes, they now stack to 10 and won’t break. This will not affect Javelins, as they still have durability and are used more prominently in combat. Throwing axes can, however, be used as a wildcard replacement for any combo step. When you’re wielding a throwing axe you can throw one out instead of losing your combo. This means you can do stuff like Light -> Light -> Throw -> Heavy Finisher. Try it with the double axe spin to win combo and see what happens!



Mods will now download automatically on PC

This was one feature that’s been highly requested by the community: to automatically download mods on PC when connecting to a modded server.

When you connect to a server running mods, and your client doesn’t match, you will automatically be sent to a “Mod Mismatch” screen. Here you’ll find a list of the server’s mod list (or pop up with a message saying the server doesn’t use mods, in case you have mods loaded but the server doesn’t).

On this screen you can hit a button to subscribe to or update any Steam mods that may be missing, and then connect to the server once everything matches up. Clicking connect will force the client to automatically restart and then connect to the server with the correct mods loaded.

In your game settings you will also find two checkboxes related to the auto-downloader: One to automatically subscribe to/update mods when needed, and one to automatically connect when ready.

We hope this will improve the experience when connected to servers running mods. Please don’t hesitate to give us your feedback.

Dice Rolling

In this patch we rolled out the ability to play a game of dice in chat, if you’re so inclined. We think the roleplaying crowd will get a kick out of this one. Simply type in “/roll a b” in chat (where A is the lowest number and b is the highest) and you produce an output in local chat where you roll a dice.

“/roll 1 100” will roll a random number from 1 to 100 in local chat: “[Playername] rolled a 4 (1-100)”. But that’s not all! You can also roll multiple dice at once! Typing in “/dice a b” (where a is number of dice and b is number on sides of the dice) will produce a combined output of having rolled multiple dice! “/dice 2 6” Will produce an output in the local chat reading “[Playername] rolled a 7 (2d6)” where 7 is the actual result, and the 2d6 means “two six-sided dice”.

Isn’t math fun?

Holiday Event
We’ve been talking internally about doing an event for Christmas and we’ve also seen several of you talking about it on our forums and the game’s subreddit. We would love to do another event this year, but there needs to be a few more tools in place for future events. For the time being we also want to focus 100% to improving needed outstanding improvements to the core game mechanics.

We don’t want to run the risk of introducing new, overwhelming changes this close to the Christmas break. We learned from our mistakes during the Halloween event. Doing a Christmas event would mean splitting up the team to work on holiday features and improvements and fixes at the same time. We do love events and want to bring you more in the future.

That’s it for now. We’ll see you later!

Sincerely,

Funcom]]>
Seekers of the Dawn Pack now available! https://conan-exiles.com/blog/261/seekers-of-the-dawn-pack-now-available/ https://conan-exiles.com/blog/261/seekers-of-the-dawn-pack-now-available/ Wed, 12 Dec 2018 13:36 CET


Wield all new and mighty Katanas in battle – with their unique animations and quick dash attacks they add a new dimension to combat!  Create your home using the unique Yamatai building pieces, created from white stone with beautiful wooden beams and gold ornamentation.

Craft three new armor sets, like the fearsome Yamatai Demon medium armor and twelve new weapons, including three Katanas! Decorate your body with five new warpaints and own five unique pets which can be tamed through the new pet system.



Seekers of the Dawn Pack contains:
  • 39 new Yamatai building pieces.
  • A full set of building pieces with the same stats as existing tier three.
  • 15 new armor pieces in three sets, such as the Yamatai Warlord heavy armor.
  • Light, medium and heavy sets with an epic end-game version of each.
  • 12 new stylish Yamatai weapons.
  • Same power as iron weapons with an epic end-game version of each weapon.
  • 5 exclusive pet skins.
  • Have your own unique looking sabretooth, tiger or crocodile.
  • 5 new Yamatai warpaints.
  • Cool looking warpaints of the moon, crane or dragon.

All the new content from Seekers of the Dawn Pack is exclusive to this DLC and adds a host of new visual options but does not give any in-game advantage in power. All the new items have comparable stats to existing items.

Please note that the Katana is available to all players who own Conan Exiles. The DLC adds new, unique looks to the weapon. 

]]>
Christmas and Current Focus https://conan-exiles.com/blog/260/christmas-and-current-focus/ https://conan-exiles.com/blog/260/christmas-and-current-focus/ Tue, 11 Dec 2018 17:01 CET
As you might have noticed, we have a new name on the forums and other assorted online places:
Please let me introduce Ignasi, our latest Community Member, to you. He’ll be working as community support and be a frequent face around these parts going forward, collecting your input and feedback as well as answering questions and making sure we have eyes in as many places as possible :slight_smile:

HOLIDAY EVENT
We’ve noticed that some of you have been asking for a Christmas holiday event and we would have loved to create one for you. However, we did learn from the mistakes with our Halloween event and would like to have a few more tools in place before we run new events. Additionally, we are currently 100% dedicated to improving outstanding needed improvements to the core game mechanics as can be seen on the new patch as well as on testlive in the coming weeks.

We did not want to run the risk of introducing additional, new things so close to Christmas vacation. It would also mean splitting up the team to work on holiday features as well as improvements and fixes. However, we do love events and are excited to bring you more events in the future.

FOCUS DEVELOPMENT AREAS
It’s fantastic to see how much you, as a community, care and we want to make sure that you know we are here for you. Your feedback and discussions help us understand your concerns and our improvement potential. It’s also a direct inspiration for the focus we are planning to have for Conan Exiles, within the next two months.

Besides fixing general bugs, we have defined the following core aspects, that we partially worked on in the past, as detailed focus categories for the next few patches. We are dedicated to building a strong foundation for Conan Exiles for the next year, improving and expanding on the existing core mechanics before we divide our focus back to fixing AND adding new content. So, don’t panic, we are aware that new content is also needed.

THE PURGE
The Purge is a very important PvE aspect of the game and while it has worked on a technical level, it never really did hit the mark and confused a lot of players. We’ve seen your passion for this mechanic and your critique and reports. We are currently working on several significant improvements coding and design wise. We hope to have a lot of these updates ready for TestLive before Christmas so we can collect input and feedback from the community testing the improvements and changes over the holidays.

EXPLOITS
In the past, we tried to fix exploits as fast as possible. However in-between additional bug fixes and improvements we couldn’t focus as much as we wanted on this area. We are now setting aside a dedicated period to go over all the remaining reports we couldn’t focus on previously and will address as many as we can.

A very big fix for the undermeshing issue is in an internal build and undergoing checks with QA. It will go to TestLive next week.

BUILDING OPTIMIZATION
We have been working on faster loading times and general optimizations for buildings. Conan Exiles has hardly any limits in place for how big you can build, and we are especially excited to have you test these improvements. We will write more about this and show you just how much faster your loading times will be once this patch is going to TestLive next week.

AI/THRALL IMPROVEMENTS
AI and THRALL improvements are one additional, very important aspect. We want pets and thralls to feel rewarding. This part will include improvements regarding thrall attack patterns, swimming/moving with thralls, giving you more info what’s happening or happened with your thrall/pets and further fixes to thralls falling through floors, to only name a few examples. More importantly we will be working directly with your feedback on additional settings and mechanics for your pets and thralls in the form of defensive and aggressive stances as well as other suggestion we collected from our forums.

VoIP
We saw your many votes on the Trello board and are actively looking into options of how to improve the issues we have seen reported. This needs some testing on our part and decisions going forward for the different platforms. I am sorry we can’t give you more detailed info at the moment but rest assured that we are aware of how important this is to your RP communities and that we are on the case.

This are the things that we are dedicating our full attention to for the next two month (including December) and you should see these being patched out to TestLive in quick succession. We do of course also have new exciting things for you in store but for now the focus is on improving the core aspects of Conan Exiles to build a strong foundation for future additions :slight_smile:]]>
PC Patch (10.12.2018): Automod-Updater, Archery, Katana and Bug Fixes [116512/20221] https://conan-exiles.com/blog/259/pc-patch-10122018-automod-updater-archery-katana-and-bug-fixes-116512-20221/ https://conan-exiles.com/blog/259/pc-patch-10122018-automod-updater-archery-katana-and-bug-fixes-116512-20221/ Mon, 10 Dec 2018 12:18 CET
We have a new juicy Live Patch for you. Besides a whole lot of fixes we also have a few new, exciting mechanics and improvements go live today.

Important mentions are improvement to archery, a completely new weapon type, the katana and that we are releasing the audo-mod updater along with a few first, small RP mechanics in the form of die rolling and the landclaim announcing.

Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.

For our mod community, the DevKit is queued and should hopefully be available as you read this.


New weapon archetype: Katana
We have introduced a new weapon type to the game. An ancient type of curved sword from the remote land of Yamatai: the Katana.

Katanas are two-handed swords with an entirely new and unique moveset. Their damage sits comfortably between spears and hammers with an armor penetration equivalent to that of the greatswords.

Katanas sport a range of unique features:
  • The katana light attack combo is frontal set of attacks with a fair amount of forwards motion. The light attack finisher does damage equivalent to the heavy finisher of other weapons and applies bleed.
  • The first light attack comes out very fast.
  • Katanas do not have a heavy combo. Instead they can be charged with the Heavy Attack button in a special stance that leads into a very quick dash-attack. This dash-attack does more damage the longer the Heavy Button is held and is released by pressing the Light Attack button while in the special stance.
  • Katana dash-attack goes through targets, ignoring collision. It’s a powerful tool to escape tight situations, even when not fully charged.
  • Katana dash-attacks can be used as a wildcard replacement for any combo step. This means you can use it as an opener, a link or a finisher and combine it freely with any of the light attacks.


Bow improvements
Bows have gotten faster and more deadly! We recently added a selection of new advanced (and deadly) arrows and now we are happy to finally roll out a new feature set for the Bow.
  • The bow light attack combo is gone and has been replaced by a single fast shot with minimal after-shot recovery.
  • The heavy attack has been revamped and is now a charge-able aimed shot. Hold down Heavy Attack and then press Light Attack to shoot.
  • Holding down the Heavy Attack button increases the damage of the shot and if you hold it for long enough, the shot turns into a Power Shot with a flatter trajectory that is perfect for snipe shots!

Arrows
We’ve done a number of balance tweaks to arrows in order to increase the usability of specialty arrows and taper the power/cost ratio of some specific arrow types:
  • High tier arrows now do more damage. This affects Razor, Hardened Steel and Star Metal arrows.
  • Snake and Light Arrows now do minimal physical damage. Snake arrows poison damage remains unaffected.
  • Light Arrows are now much cheaper to make. They require no feathers anymore and a single craft makes a stack of 10 arrows.
  • Healing Arrows are now much cheaper to make. They require Water Orbs instead of Dragonpowder.
  • Gas Arrows are now more expensive to make. They now require a Gas Orb instead of Ichor.
  • All specialty arrows are now much five times lighter!

Locomotion animation improvements
We have improved all jumping animations, including new take-offs, falling and landing animations that depend on the length of the fall.

Throwing weapon improvements
Lots of improvements coming in for throwing weapons with an aim to establish them as a very strong Cripple and damage option for short and mid ranges.
  • All throwing weapons can now be recovered! If you hit another player or NPC with your axe or javelin, the weapon will end up in the target’s inventory. If you miss and hit a surface instead, the weapon will be pickup-able by interacting with it.
  • All throwing weapons will cripple regardless of the body part hit.
  • All throwing weapons do not aim compensate for distance to the target. This system was making throws unpredictable and we have decided to remove it. Throwing weapons will still aim at the center of the target if you are target locking, but they won’t compensate for other types of shots. This means that you can land your shots more reliable in situations where you’re prediction your target’s movement or throwing before your target shows out from behind cover/corners/battlements.
  • Throwing axes now stack to 10 and never break!
  • Throwing axe throws now recover faster!
  • Throwing axe throws can be used as a wildcard replacement for any combo step. If you’re wielding a throwing axe, you can simply throw instead of attacking without losing your combo count. This means you can do stuff like Light -> Light -> Throw -> Heavy Finisher. Enjoy!
  • Throwing axes have a new flight effect.

Auto-Mod Updater
Our Mod-Updater is now live!
When you connect to a modded server and your mods don’t match the server’s mods, the client takes you to a “mod mismatch” screen, which lists the server’s mod list (or has a message saying the server doesn’t use mods in the case where you had mods loaded but the server didn’t.).

The screen has a button to subscribe to / update any steam mods may be missing, and to connect to the server (once everything matches up). When you click connect, the client will restart itself and automatically connect to the server with the correct mods loaded.

There are also two checkboxes, one to automatically subscribe to / update mods when needed, and one to automatically connect when ready. These settings can be changed in your menu under gameplay.

Dice Rolling
Care for a game of dice? Well now you can! Get your friends together for a little gambling:
  • Chat input: /roll a b where a is the lowest number and b is the highest
    Example: /roll 1 100
This will produce an output in the local chat (meaning, other players should see the result as well) reading “[Playername] rolled a 4 (1-100)” where the 4 here is the actual result and the 1-100 is the min/max value
  • Chat input: /dice a b where a is number of dice and b is number of sides of the dice
    Example: /dice 2 6
This will produce an output in the local chat reading “[Playername] rolled a 7 (2d6)” where 7 here is the actual result, and the 2d6 means “two six-sided dice”

Land Claim Announcer
You will now get a popup on your screen when you enter the area of another player, informing you who owns the area and structures placed. You are able to toggle this feature on and off in the settings.

Admins have the choice to enable or disable this for their servers.
This feature is by default OFF on official PvP Servers.


  • Fixed a bug where equipping a Javelin would block stamina regeneration and would allow stamina-free melee attacks to be performed
  • Fixed a bug where explosive arrows were doing damage on PvE servers
  • Fixed a bug where players would often get stuck inside Rhinos when fighting them
  • Fixed a bug where archer thralls could provide you with an infinite amount of arrows
  • Fixed a bug where player’s body would disappear from the map
  • Fixed a bug where the character had drinking sounds when eating
  • Fixed a bug where players could kill human NPCs who have dialogue options
  • Fixed a bug with online server Steam invites not being sent
  • Fixed a bug where thralls and pets would disappear when moved too far
  • Fixed a bug where players where able to instantly kill other players by disabling their network adapter
  • Fixed a bug where knocking out an NPC and letting them bleed to death would cause the NPC to respawn double
  • Fixed a bug where applying a mod kit to Claws of Jhebbal Sag would reduce its expiration timer to five seconds
  • Adjusted certain places were building is not intended.
  • Fixed an issue with Star Metal Nodes not taking enough damage to break their shell
  • Pets and Thralls will no longer instantly die from falling damage
  • Adjusted spawn timers for some of the rare T4 NPCs


  • Fixed a bug that allowed players to loot XX_Unarmed items from Thralls
  • Fixed a bug where the piglet’s and boar piglet’s health points where out of balance
  • Fixed a bug where harvesting piglets would provide Wild Boar Head and Tusks
  • Fixed a bug where NPCs could fall through rocks near Hunter’s View, near the Sinkhole, and Stormwatch.
  • Fixed a bug where The Barrow King couldn’t be shot in the head
  • Fixed a bug where NPCs in the Temple of Frost couldn’t damage the player when hiding between Black Ice nodes
  • Fixed a bug with Yog Priests using Yog Cleaver instead of a proper weapon
  • Fixed a bug where the Swamp King would not aggro on sight
  • Fixed a bug where Ravenous Wolves could not be damaged
  • Fixed a bug where a dead, tamed Shaleback would only drop carcass when harvested with a skinning knife
  • Fixed a bug where Jaguar’s head could not be obtained through harvesting
  • Fixed a bug where Sewer Abomination’s blocked attacks would knock it back
  • Fixed a bug where NPCs near the entrance to the throne room in the Witch Queen dungeon would lose aggro.
  • Fixed a bug where the Boar boss had too little health
  • Fixed a bug where the Boar Boss would lose aggro from a very short distance
  • Fixed a bug where harvesting a Pet Camel with a Sickle or Cleaver would only yield Camel Carcass
  • Fixed a bug where NPCs would lose their animation when released from bindings in single player mode
  • Fixed a bug where skeletons would bleed when hit
  • Fixed a bug where human NPCs were missing nameplates
  • Fixed a bug where the player could not interact with, and was able to kill Vathis the Hierophant
  • Fixed a bug where the Kinscourge would lose aggro towards the player when the player was hiding behind the balustrade
  • Fixed a bug where the Jaguar boss couldn’t attack the player when standing in a particular place
  • Fixed a bug where The Degenerate spawned two corpses when killed
  • Fixed a bug where big scorpions would give Exotic Flesh instead of Feral Flesh
  • Fixed a bug where undead Shalebacks would not aggro the player unless attacked first
  • Fixed a bug where the far left item in the inventory of an Archer Thrall would disappear when the thrall started shooting
  • Fixed a bug where the Rhino boss could not receive melee or ranged damage
  • Fixed a bug where Throwing Axes used by thralls would not be functional on dedicated servers
  • Fixed a bug where skeletons near the Sinkhole would lose their masks when killed
  • Fixed a bug with health bar and npc name plate being placed seperately
  • Pets and Thralls will no longer instantly die from falling damage
  • Locust Queen Pet will now attack
  • Pets and Thralls will now honor the players target and attack accordingly.
  • You can no longer interact with a thrall that you don’t own.
  • Fixed a bug where pets would not reliably follow players into their base


  • Fixed a bug where the first heavy attack of greatswords would not deal damage in first person mode
  • Fixed a bug where shooting the last arrow would not clear the ammo indicator on the bow
  • Fixed a bug where axes would not apply bleed effect when dual wielded
  • Fixed an issue with target locking the Albino Bat Demon
  • Fixed a bug where the TargetLock system would not select the remaining NPC when fighting two or more NPCs
  • Fixed a bug where Statue of Refreshment would not receive correct damage from orbs and jars.
  • Fixed a bug where projectiles fired from Trebuchets could hit different places for different players depending on their positions


  • Fixed a bug where Simple Tent couldn’t be placed on flat ground
  • Fixed a bug where Jade Cat Idol couldn’t be aligned to the ground, or have its tilt and pitch adjusted.
  • Fixed a bug where traps could be returned to inventory after exploding
  • Fixed a bug where Aquilonian and Pictish awnings couldn’t be placed above foundations
  • Fixed a bug where tier 3 Crenelated Walls could not be replaced by DLC Crenelated Walls
  • Fixed a bug with building not being allowed in certain locations up north of The Dirgewood


  • Fixed a bug where Raw Human Flesh would not be converted into Putrid Flesh upon expiration
  • Fixed a bug where certain heads could not be processed in the Fluid Press
  • Fixed a bug where Iron Mug was crafted with wood
  • Fixed a bug with inconsistent weight for the items learned from the Palisade feat
  • Fixed a bug where the Serpent-man weapons had improper grades
  • Fixed a bug with inconsistencies between weight and health points of Dragon and Cat idols
  • Fixed a bug with Epic Reptilian Armor having wrong values for helm, chest and gauntlets.
  • Fixed a bug with inconsistencies in the number of items per stack between Abysmal Flesh and Cooked Abysmal Flesh
  • Fixed a bug where all versions of Hyena-fur Armor would give the same amount of bonus Survival attribute points
  • Fixed a bug where Exceptional and Flawless versions of Steel Mace couldn’t be crafted or spawned
  • Fixed a bug where players were able to craft Khitan Javelin and Khitan Throwing Axes
  • Fixed a bug where Weapon Kits could be applied to Throwing Orbs
  • Fixed a bug where stone throwing weapons would be listed as high grade instead of low grade
  • Fixed a bug where sandstorm masks would not provide protection against noxious gas, if equipped after the effect was applied
  • Fixed a bug where Flawless Iron Mace and Flawless Iron Warhammer were available from any level 3 blacksmith
  • Fixed a bug where repairing items with stacks of specific sizes caused the whole stack of resources to disappear
  • Fixed a bug where Glowing Standing Torch would increase temperature instead of reducing it.
  • Fixed a bug where all versions of Light Hyrkanian Bow had the same weight
  • Fixed a bug with Dung weighing too much
  • Fixed a bug where crafting Flawless Iron Poniards required the Steel Poniards feat
  • Fixed a bug with Dried Fish having no burn time in Wheel of Pain
  • Fixed a bug where DLC items were non-functional or missing after learning any feat with DLC


  • Fixed a bug where players could not climb onto ceilings while swimming
  • Fixed a bug where players could avoid being attacked by Hrugnir of the Frost by standing on his arm rest
  • Fixed a bug where the portal at the Altar of the Bat would not be functional
  • Fixed a bug where cause of death would not be localized
  • Fixed a bug where pick, cleaver or skinning knife had particle effects while hitting thin air
  • Fixed a bug where players where unable to loot unconscious bodies without changing the Backpack inventory to Shortcut
  • Fixed a bug where Altar of Mitra in Muriela’s Hope did not provide any light
  • Fixed a bug where a player could swim in the air underneath a waterfall
  • Fixed a bug where the character could walk underwater near certain locations.
  • Fixed a bug where the textures of a waterfall in Shattered Springs would flicker when approached
  • Fixed a bug where the Dye item sub-menu could be accessed from the item’s recipe on the Quick Bar
  • Fixed a bug where one could override the corruption limit by eating Abysmal Flesh
  • Fixed a bug where baby animals would not respawn until server restart, after being picked up
  • Fixed a bug where drinking Hunter’s potion would add an incorrect amount of attribute points
  • Fixed a bug where shields were missing the Shieldsmash label
  • Fixed a bug with the graphics for selected tabs in the feat window
  • Fixed a bug where weight and expiration time of Feat of Jhebbal Sag and Derketo would differ from other similar items
  • Fixed a bug where the model of a vulture would stay in place after it flew away
  • Fixed an issue where Shemite Leggings and Shemite Shoes had improper stats
  • Fixed a bug where the Avatars timers would not update correctly on dedicated servers
  • Fixed a bug where vaults would cause lag when attempting to accessing it in single player
  • Fixed a bug where leaving a session while controlling an avatar would cause the password prompt to not appear when trying to join a password-protected session
  • Fixed a bug where attacks would often fail to hit players
  • Fixed a bug where dismissing the window of a crafting station would reset the currently selected sorting option for the inventory
  • Fixed a bug where shutting down the game while a pet was fighting would leave the pet’s “weapon” in the backpack inventory
  • Fixed a bug where Golden Lotus Potion would not provide health regeneration
  • Fixed a bug with a misplaced Power Shot particle effect when using Dragonbone Arrows
  • Fixed a bug where the Cat-like perk would cause the maximum amount of damage taken from falling be equal to half of the character’s health points, instead of half of the damage appropriate to height of the fall.
  • Fixed a bug where a wall was missing at the beginning of the Black Keep dungeon
  • Fixed a bug where corpses would be invisible for players who were outside of rendering distance when the creature was killed
  • Fixed a bug where the Days Passed slider would be inconsistently displayed
  • Fixed a bug where the title could terminate when connecting to a dedicated server
  • Fixed a bug where a Thrall’s recipes would not be visible when reentering any Crafting Station
  • Fixed a bug where Totemic Pets were lacking Exclusive Diet
  • Fixed a bug where drinking from a well, river, or drinking Purified Water did not provide a Cooling Down effect
  • Fixed a bug where using second heavy attack of all two handed spear weapons would cause the character model to flicker
  • Fixed a bug where the character model was shaking if the player pressed the walk button
  • Fixed a bug where the starvation timer of pets and thrall was present after toggling the hunger system off
  • Fixed a bug where players were able to scroll through icons of required items
  • Fixed a bug where killing creatures would leave their duplicated, motionless model behind
  • Fixed a bug where legendary chests would disappear when items were moved inside its inventory
  • Fixed a bug where the Face Details tab in Character Creation would reset to the top when player tried to choose eye colour
  • Fixed a bug where weapons dropped from enemies or looted from chests would always be broken


  • Fixed a bug with missing journal icons
  • Fixed a bug where control tooltips would overlap when the player was blocked from placing a thrall
  • Fixed a bug with misaligned Decorative Warpaint keywords
  • Fixed a bug with multiple cut off letters in the Feats’ Teaches sections
  • Fixed a bug with certain furnace related items, Rocknose Egg, and Spider Egg-sac lacking keywords
  • Fixed a bug where Hoar-Frost Hatched was missing Hallowed and Ritual Harvest keywords
  • Fixed a bug with improper placement of keywords for all pets
  • Fixed a bug where the bow’s ammo icon was staying in the Main Hand slot after unequipping the weapon
  • Fixed a bug where adding or taking items from containers could visually add or remove five inventory slots.
  • Fixed a bug where Wooden Targe feat was missing from the Weapons tab
  • Fixed a bug where the Obsidian Tools feat was missing from the Survival tab
  • Fixed a bug where items could not be looted from a Tannery via Inventory Preview
  • Fixed a bug with a placeholder icon next to the Night-Eye Potion’s effect
  • Fixed a bug with misleading keywords in certain Relic Hunter armor pieces
  • Changed the item order in quick preview inventory to be the same as the actual inventory
  • Fixed a bug where the Abysmal Arrows feat was missing from the Weapons tab
  • Fixed a bug where the Mountaineer feat was missing from the Armor tab
  • Changed the name of Pictish Warchief Sandals to Boots and Pictish Brave Headband to Headgear, to better reflect the in-game model
  • Fixed a bug where some religions had cut off text in their description
  • Fixed an issue with inconsistencies in the descriptions for Extremely Hot and Heatstroke effects
  • Fixed a bug where the blood splatter effect in the background of some feat icons would disappear
  • Fixed a bug where two Dragonbone icons were displayed in the Dragonbone Arrows recipe
  • Fixed a bug with an inconsistent description of Alcohol Poisoning debuff in the Stats tab
  • Fixed a bug where Abysmal Flesh had no expiration timer
  • Friendly Pets and Thralls can no longer be target locked
  • It is now possible to rename placed chests
  • Fixed a bug where the corrupted part of the health and stamina bar would disappear after being depleted


  • Fixed a large number of floating placeables and world items including campfires, foliage, benches, bones, rocks, and many more.
  • Patched up holes and walls where players could get stuck such as inside the crocodile giant, wooden pillars in the Den, fall into cracks in the Volcano biome, certain locations in the Midnight Grove, and many more.
  • Barred places where players could reach an unplayable area in the Temple of Frost, the Archives, the King’s Niche, Bin-Yakin’s Seal, the Black Keep, and more.
  • Adjusted and fixed collision issues and texture gaps on structures, foliage, animals, and such.
  • Fixed a bug where the tools harvesting animation would not loop when the player was holding down the Attack button
  • Fixed a bug where the Polite Clap animation would end too quickly.

  • Fixed a bug with the same SFX being played upon arrows’ impact when hitting NPC and terrain
  • Fixed a bug where water could be heard in areas without water in Hanuman’s Grotto
  • Fixed a bug where rain SFX could be heard inside The Eye That Never Closes.
  • Fixed a bug with muffled SFX being heard from Blacksmith’s Bench.
  • Fixed a bug where the horn sound would loop during a Purge

Trello Report Board
We have a public bug tracking board here[trello.com]! You can check this to track the issues that get brought up by the community the most. In the “For prioritization” column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here[forums.funcom.com].

Separate TestLive Product on Steam
We heard your input regarding the inconvenience with having to switch back and forth between the main game and our TestLive servers. To make it easier for you and because we really value your testing and feedback, we added a separate product for the TestLive server on Steam.

If you own Conan Exiles on Steam, you should now see a separate Product called “Conan Exiles - Testlive Client” in your library which gives you the option to install an additional instance of the game specifically for the TestLive servers. Please be aware that this will prompt you for a full additional installation.

We are aware that not everyone wants to install or has space for two full installations. For those of you who don’t want to play through the additional TestLive Client, you can still access the TestLive servers through our old method[forums.funcom.com].

As always, please let us know any issues and feedback here on the official forums.
Thank you very much for being part of your community and for your ongoing support]]>
Upcoming for next week! https://conan-exiles.com/blog/258/upcoming-for-next-week/ https://conan-exiles.com/blog/258/upcoming-for-next-week/ Sat, 08 Dec 2018 10:20 CET

Hello Exiles,

In the past few months, we have been working on improving our communications and want to make sure we have an open and direct line to you, the Conan Exiles Community.
We do check the forums frequently. It’s important to us and the dev team, to know what your concerns and issues are.

We can see that you are as passionate about Conan Exiles as we are here at Funcom and discussions on forums can turn very heated very quickly. We absolutely love and appreciate constructive feedback but please remember that in these cases it gets increasingly difficult to collect reports and input. That is one of the reasons we have forum guidelines in place. Not to silence you but to make sure we have meaningful discussions that help us get a feeling for your concerns, find your feedback and note down and find reports to work with.

COMMUNICATIONS and the community team
The community team is also part of the Funcom Marketing Team which means we work on everything Marketing as well as everything involving our communities. That includes Twitch Streams, Newsletters, Campaigns, Contests and much more. Unfortunately, it’s very difficult for the Community Managers to get back to every single message while also focusing on a lot of other community and marketing duties the same time. We would love to though and it’s important to us.

With that said, we feel very strongly that there is always room for improvement when it comes to communication.

The first attempt to balance this out was to have sticky threads on the different sub forums which ended up being too inefficient to maintain. That is the reason we recently implemented our Community Trello Board 1[trello.com]where you can track issues, link it to fellow players and vote on your most requested fixes.

Additionally, as mentioned a little while back, we will have more people join our community team who will be available on the forums and social channels to lend a hand, collect issues and reports. These Community Supports will be fully dedicated to answering your questions and help resolving issues on the forums, within their power. They will also keep collecting and tracking your reports and feedback. The first new blood will be starting on Monday. We are super excited to have a new member on board but more on that next week!

We hope that with having more dedicated people in place, we’ll have a better response time and record to show you that we do hear and care about your input and feedback.

PATCH PROCESSES
In the past, our patching process has been quite frantic. Mostly because we wanted to get fixes out as fast as possible. However, that did lead to additional issues as well as challenges communication and patch notes wise.

In order to provide better quality fixes, updates will slow down slightly but will be more predictable with one Patch for all platforms per month and hotfixes as needed. This will give us more time to have patches on TestLive and also release updates for the different platforms much closer together or even simultaneously. You will also know when to expect patches.

Case in point, PATCHING PLANS:
  • We just updated TestLive with an additional patch in preparation for next week.
  • We plan to Patch PC/Xbox and PS4 early next week with the Build that is currently on TestLive.
  • Another plan for later next week is to deploy a new patch for TestLive bringing you a big update for building load times and additional, lag and performance improvements. It will also have fixes for all the under-meshing issues/locations you reported to us.
  • We do plan to have another TestLive patch out before the Holidays which will hopefully have some of the many Purge fixes we’ve been talking about in the past.
Next week, we should also have more info and details regarding focus going forward and where we are with the Purge fixes!

We wish everyone a playful and great weekend and as always, thank you so very much for being part of your community


]]>
TestLive Update (7/12/2018) https://conan-exiles.com/blog/257/testlive-update-7-12-2018/ https://conan-exiles.com/blog/257/testlive-update-7-12-2018/ Fri, 07 Dec 2018 15:08 CET
Patch Notes:
  • The Land Claim announcement feature now has a server-setting to turn this on/off. This setting is OFF by default on official PvP servers.
  • It’s now possible to adjust the controller sensitivity setting while aiming using Power Shot
  • Tweaked a minor issue with the LOD for the Siege foundation
  • Decreased cost of making Snake arrows from 5 to 1 zeal per 10 arrows
  • Fixed a bug where “xx_unarmed” items would appear in some NPC inventories after server restart
]]>
PC West and East US Server Maintenance https://conan-exiles.com/blog/256/pc-west-and-east-us-server-maintenance/ https://conan-exiles.com/blog/256/pc-west-and-east-us-server-maintenance/ Thu, 29 Nov 2018 15:04 CET
Official server #1500 PvE
Official server #1501 PvE
Official server #1502 PvE
Official server #1503 PvE
Official server #1504 PvE
Official server #1505 PvE
Official server #1506 PvE
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Official server #1741 PvP
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Official server #1734 PvE
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Official server #1751 PvP
Official server #1752 PvP
Official server #1753 PvP]]>
Weekly Community Newsletter: It’s Time for an Update https://conan-exiles.com/blog/255/weekly-community-newsletter-ita-s-time-for-an-update/ https://conan-exiles.com/blog/255/weekly-community-newsletter-ita-s-time-for-an-update/ Wed, 28 Nov 2018 13:59 CET

Good morning my creatures of habit! Welcome back to the Conan Exiles community newsletter, where this week we’re going to talk about some things that have been happening recently. Sorry for missing last week, but with publishing Mutant Year Zero it’s been a busy time for Funcom’s Marketing team!

Things are moving forward in Conan Exiles land. As you may have seen in the last newsletter, we launched a public bug tracker board[trello.com]. This is part of our ongoing effort to keep the community informed about issues and bugs we’re currently working on. Here we will list and track critical issues brought up by the community.

To avoid the board getting too flooded, you won’t see everything currently under active development, but we hope this will keep you updated on the going son at the studio and the status of community reported issues. There’s also a full primer about the Trello board on our forums[forums.funcom.com].

We would like to point out that even if something has been marked as “Fixed Internally”, doesn’t necessarily mean it will be immediately patched to the game. An internal fix still needs testing and iteration before we roll it out in a patch.

Testlive Update and Separate Client
There is a new build out on the Testlive branch[forums.funcom.com]! It contains a heap of bug fixes and quality of life updates, along with several exciting new mechanics for you to test out.

If you’re interested in seeing how all of this works in-game, check out our dev stream from last Friday:

https://www.youtube.com/watch?v=QIVK4SzQ7lg

Bows have been improved and power-shots have been re-implemented. You can now quickly fire off an arrow at an enemy or charge up your shoot for greater accuracy and power. We’ve also done several balance tweaks to arrows in order to increase the usability of specialty arrows.

Throwing weapons are revamped with the aim to establish them as a strong Cripple and damage option for short to mid-range combat. Throwing weapons will cripple regardless of which body part they hit, can stack, won’t break, and can be picked up after you’ve thrown them. Throwing axes can also be used as a wildcard replacement for any combo step, letting you throw instead of attacking, without losing your combo.

In this build we’re also introducing a new weapon archetype: The Katana. These hail from the remote land of Yamatai and come with an entirely new and unique move set. Their damage level sits between speers and hammers, with armor penetration equivalent to greatswords. We think it’s a fun little addition to the game, offering up some more variety when picking weapons.

We also rolled out Testlive as a separate, downloadable client on Steam. If you own Conan Exiles on Steam, you should now see a separate Product called “Conan Exiles - Testlive Client” in your library which gives you the option to install an additional instance of the game specifically for the TestLive servers. Please be aware that this will prompt you for a full additional installation.

The Testlive build will see more iterations and changes down the line before we feel confident about rolling it out to the live build. Please post your feedback, questions and comments about these new features on our Testlive subforum[forums.funcom.com].

Mod auto-downloader
You’ve asked for it and it has finally happened: the mod auto-downloader is available for testing in the Testlive build! If you’re running a Testlive server with Testlive compatible mods, your players will get a pop-up when they try to join that will automatically start downloading mods. The client will then shut down and restart with the mods installed.

There are still some small issues that we need to test and iron out, though, so keep in mind that this feature isn’t 100% finished yet. We will post a proper explanation of how it works once final testing has been concluded.

Priority fixes
As you can see from the Trello board, one of our main priorities at the moment is the Purge. It’s not working as well as we would like and so we’re working on improving it. We’ve changed how many Purge points you’ll get per action, and how often those points are assigned to your character. This will take care of the Purge meter not increasing.

Other things we’re changing include how the Purge chooses targets and who is liable to be attacked by a Purge, and we’re also working on fixing naked NPCs spawning in when the Purge attacks.

Undermeshing has been a hot topic on our forums recently and you’ll be happy to know we have a coder working on this as well. We’re looking into the different ways players push themselves under the map mesh in order to disable them, and we’ll also be adding more building blockers underneath the map to prevent players from building there.

That’s it for this week!

Sincerely,

Funcom]]>
TestLive Update: TestLive Product, Fixes and improved mechanics https://conan-exiles.com/blog/254/testlive-update-testlive-product-fixes-and-improved-mechanics/ https://conan-exiles.com/blog/254/testlive-update-testlive-product-fixes-and-improved-mechanics/ Thu, 22 Nov 2018 16:09 CET
We have a new juicy TestLive patch for you. Besides a whole lot of fixes we also have a few new, exciting mechanics for you to test out.

NEW ADDITIONS

Bow improvements
Bows have gotten faster and more deadly! We recently added a selection of new advanced (and deadly) arrows and now we are happy to finally roll out a new feature set for the Bow.
  • The bow light attack combo is gone and has been replaced by a single fast shot with minimal after-shot recovery.
  • The heavy attack has been revamped and is now a charge-able aimed shot. Hold down Heavy Attack and then press Light Attack to shoot.
  • Holding down the Heavy Attack button increases the damage of the shot and if you hold it for long enough, the shot turns into a Power Shot with a flatter trajectory that is perfect for snipe shots!
Arrows
We’ve done a number of balance tweaks to arrows in order to increase the usability of specialty arrows and taper the power/cost ratio of some specific arrow types:
  • High tier arrows now do more damage. This affects Razor, Hardened Steel and Star Metal arrows.
  • Snake and Light Arrows now do minimal physical damage. Snake arrows poison damage remains unaffected.
  • Light Arrows are now much cheaper to make. They require no feathers anymore and a single craft makes a stack of 10 arrows.
  • Healing Arrows are now much cheaper to make. They require Water Orbs instead of Dragonpowder.
  • Gas Arrows are now more expensive to make. They now require a Gas Orb instead of Ichor.
  • All specialty arrows are now much five times lighter!
Locomotion animation improvements
We have improved all jumping animations, including new take-offs, falling and landing animations that depend on the length of the fall.

Throwing weapon improvements
Lots of improvements coming in for throwing weapons with an aim to establish them as a very strong Cripple and damage option for short and mid ranges.
  • All throwing weapons can now be recovered! If you hit another player or NPC with your axe or javelin, the weapon will end up in the target’s inventory. If you miss and hit a surface instead, the weapon will be pickup-able by interacting with it.
  • All throwing weapons will cripple regardless of the body part hit.
  • All throwing weapons do not aim compensate for distance to the target. This system was making throws unpredictable and we have decided to remove it. Throwing weapons will still aim at the center of the target if you are target locking, but they won’t compensate for other types of shots. This means that you can land your shots more reliable in situations where you’re prediction your target’s movement or throwing before your target shows out from behind cover/corners/battlements.
  • Throwing axes now stack to 10 and never break!
  • Throwing axe throws now recover faster!
  • Throwing axe throws can be used as a wildcard replacement for any combo step. If you’re wielding a throwing axe, you can simply throw instead of attacking without losing your combo count. This means you can do stuff like Light -> Light -> Throw -> Heavy Finisher. Enjoy!
  • Throwing axes have a new flight effect.
New weapon archetype: Katana
We have introduced a new weapon type to the game. An ancient type of curved sword from the remote land of Yamatai: the Katana.

Katanas are two-handed swords with an entirely new and unique moveset. Their damage sits comfortably between spears and hammers with an armor penetration equivalent to that of the greatswords.

Katanas sport a range of unique features:
  • The katana light attack combo is frontal set of attacks with a fair amount of forwards motion. The light attack finisher does damage equivalent to the heavy finisher of other weapons and applies bleed.
  • The first light attack comes out very fast.
  • Katanas do not have a heavy combo. Instead they can be charged with the Heavy Attack button in a special stance that leads into a very quick dash-attack. This dash-attack does more damage the longer the Heavy Button is held and is released by pressing the Light Attack button while in the special stance.
  • Katana dash-attack goes through targets, ignoring collision. It’s a powerful tool to escape tight situations, even when not fully charged.
  • Katana dash-attacks can be used as a wildcard replacement for any combo step. This means you can use it as an opener, a link or a finisher and combine it freely with any of the light attacks.
Dice Rolling
Care for a game of dice? Well now you can! Get your friends together for a little gambling:
  • Chat input: /roll a b where a is the lowest number and b is the highest
    Example: /roll 1 100
This will produce an output in the local chat (meaning, other players should see the result as well) reading “[Playername] rolled a 4 (1-100)” where the 4 here is the actual result and the 1-100 is the min/max value
  • Chat input: /dice a b where a is number of dice and b is number of sides of the dice
    Example: /dice 2 6
This willproduce an output in the local chat reading “[Playername] rolled a 7 (2d6)” where 7 here is the actual result, and the 2d6 means “two six-sided dice”

Land Claim Announcer
You will now get a popup on your screen when you enter the area of another player, informing you who owns the area and structures placed.
You are able to toggle this feature on and off in the settings.

New TestLive Product
(see further down for more info)


TL;DR FIXES
Please note that due to the sheer amount of changes, we are still adding patch note entries as we go. Some of the fixes have to undergo some additional final testing and we will add those as soon as we have the OK after QA has done their final pass.
  • Fixed a bug where equipping a Javelin would block stamina regeneration and would allow stamina-free melee attacks to be performed
  • Fixed a bug where explosive arrows were doing damage on PvE servers
  • Fixed a bug where players would often get stuck inside Rhinos when fighting them
  • Fixed a bug where archer thralls could provide you with an infinite amount of arrows
  • Fixed a bug where player’s body would disappear from the map
  • Fixed a bug where the character had drinking sounds when eating
  • Fixed a bug where players could kill human NPCs who have dialogue options
  • Fixed a bug with online server Steam invites not being sent
  • Fixed a bug where thralls and pets would disappear when moved too far
  • Fixed a bug where dragging an item from a Crafting Station and dropping it on a stack of said items in the inventory would not create an entry in the Event Log
  • Fixed a bug where the player was unable to scroll through Thrall recipes in Crafting Stations when using a gamepad
  • Fixed a bug where players where able to instantly kill other players by disabling their network adapter
  • Fixed a bug where knocking out an NPC and letting them bleed to death would cause the NPC to respawn double
  • Fixed a bug where applying a mod kit to Claws of Jhebbal Sag would reduce its expiration timer to five seconds
  • Adjusted certain places were building is not intended.
  • Fixed an issue with Star Metal Nodes not taking enough damage to break their shell
  • Pets and Thralls will no longer instantly die from falling damage
  • Adjusted spawn timers for some of the rare T4 NPCs


NPC/Animal/Thrall Adjustments
  • Fixed a bug that allowed players to loot XX_Unarmed items from Thralls
  • Fixed a bug where the piglet’s and boar piglet’s health points where out of balance
  • Fixed a bug where harvesting piglets would provide Wild Boar Head and Tusks
  • Fixed a bug where NPCs could fall through rocks near Hunter’s View, near the Sinkhole, and Stormwatch.
  • Fixed a bug where The Barrow King couldn’t be shot in the head
  • Fixed a bug where NPCs in the Temple of Frost couldn’t damage the player when hiding between Black Ice nodes
  • Fixed a bug with Yog Priests using Yog Cleaver instead of a proper weapon
  • Fixed a bug where the Swamp King would not aggro on sight
  • Fixed a bug where Ravenous Wolves could not be damaged
  • Fixed a bug where a dead, tamed Shaleback would only drop carcass when harvested with a skinning knife
  • Fixed a bug where Jaguar’s head could not be obtained through harvesting
  • Fixed a bug where Sewer Abomination’s blocked attacks would knock it back
  • Fixed a bug where NPCs near the entrance to the throne room in the Witch Queen dungeon would lose aggro.
  • Fixed a bug where the Boar boss had too little health
  • Fixed a bug where the Boar Boss would lose aggro from a very short distance
  • Fixed a bug where harvesting a Pet Camel with a Sickle or Cleaver would only yield Camel Carcass
  • Fixed a bug where NPCs would lose their animation when released from bindings in single player mode
  • Fixed a bug where skeletons would bleed when hit
  • Fixed a bug where human NPCs were missing nameplates
  • Fixed a bug where the player could not interact with, and was able to kill Vathis the Hierophant
  • Fixed a bug where the Kinscourge would lose aggro towards the player when the player was hiding behind the balustrade
  • Fixed a bug where the Jaguar boss couldn’t attack the player when standing in a particular place
  • Fixed a bug where The Degenerate spawned two corpses when killed
  • Fixed a bug where big scorpions would give Exotic Flesh instead of Feral Flesh
  • Fixed a bug where undead Shalebacks would not aggro the player unless attacked first
  • Fixed a bug where the far left item in the inventory of an Archer Thrall would disappear when the thrall started shooting
  • Fixed a bug where the Rhino boss could not receive melee or ranged damage
  • Fixed a bug where Throwing Axes used by thralls would not be functional on dedicated servers
  • Fixed a bug where skeletons near the Sinkhole would lose their masks when killed
  • Fixed a bug with health bar and npc name plate being placed seperately
  • Pets and Thralls will no longer instantly die from falling damage
  • Locust Queen Pet will now attack
  • Pets and Thralls will now honor the players target and attack accordingly.
  • You can no longer interact with a thrall that you don’t own.


Sound Effects Fixes
  • Fixed a bug with the same SFX being played upon arrows’ impact when hitting NPC and terrain
  • Fixed a bug where water could be heard in areas without water in Hanuman’s Grotto
  • Fixed a bug where rain SFX could be heard inside The Eye That Never Closes.
  • Fixed a bug with muffled SFX being heard from Blacksmith’s Bench.
  • Fixed a bug where the horn sound would loop during a Purge


UI and Text Fixes
  • Fixed a bug with missing journal icons
  • Fixed a bug where control tooltips would overlap when the player was blocked from placing a thrall
  • Fixed a bug with misaligned Decorative Warpaint keywords
  • Fixed a bug with multiple cut off letters in the Feats’ Teaches sections
  • Fixed a bug with certain furnace related items, Rocknose Egg, and Spider Egg-sac lacking keywords
  • Fixed a bug where Hoar-Frost Hatched was missing Hallowed and Ritual Harvest keywords
  • Fixed a bug with improper placement of keywords for all pets
  • Fixed a bug where the bow’s ammo icon was staying in the Main Hand slot after unequipping the weapon
  • Fixed a bug where adding or taking items from containers could visually add or remove five inventory slots.
  • Fixed a bug where Wooden Targe feat was missing from the Weapons tab
  • Fixed a bug where the Obsidian Tools feat was missing from the Survival tab
  • Fixed a bug where items could not be looted from a Tannery via Inventory Preview
  • Fixed a bug with a placeholder icon next to the Night-Eye Potion’s effect
  • Fixed a bug with misleading keywords in certain Relic Hunter armor pieces
  • Changed the item order in quick preview inventory to be the same as the actual inventory
  • Fixed a bug where the Abysmal Arrows feat was missing from the Weapons tab
  • Fixed a bug where the Mountaineer feat was missing from the Armor tab
  • Changed the name of Pictish Warchief Sandals to Boots and Pictish Brave Headband to Headgear, to better reflect the in-game model
  • Fixed a bug where some religions had cut off text in their description
  • Fixed an issue with inconsistencies in the descriptions for Extremely Hot and Heatstroke effects
  • Fixed a bug where the blood splatter effect in the background of some feat icons would disappear
  • Fixed a bug where two Dragonbone icons were displayed in the Dragonbone Arrows recipe
  • Fixed a bug with an inconsistent description of Alcohol Poisoning debuff in the Stats tab
  • Fixed a bug where Abysmal Flesh had no expiration timer
  • Friendly Pets and Thralls can no longer be target locked
  • It is now possible to rename placed chests


Gear, Placeables, and Crafting Adjustments
  • Fixed a bug where Simple Tent couldn’t be placed on flat ground
  • Fixed a bug where Glowing Standing Torch would increase temperature instead of reducing it.
  • Fixed a bug where Raw Human Flesh would not be converted into Putrid Flesh upon expiration
  • Fixed a bug where Jade Cat Idol couldn’t be aligned to the ground, or have its tilt and pitch adjusted.
  • Fixed a bug where Iron Mug was crafted with wood
  • Fixed a bug with inconsistent weight for the items learned from the Palisade feat
  • Fixed a bug where the Serpent-man weapons had improper grades
  • Fixed a bug with inconsistencies between weight and health points of Dragon and Cat idols
  • Fixed a bug where traps could be returned to inventory after exploding
  • Fixed a bug where weapons dropped from enemies or looted from chests would always be broken
  • Fixed a bug where all versions of Light Hyrkanian Bow had the same weight
  • Fixed a bug where the first heavy attack of greatswords would not deal damage in first person mode
  • Fixed a bug with Dung weighing too much
  • Fixed a bug where Aquilonian and Pictish awnings couldn’t be placed above foundations
  • Fixed a bug where shooting the last arrow would not clear the ammo indicator on the bow
  • Fixed a bug where Weapon Kits could be applied to Throwing Orbs
  • Fixed a bug where stone throwing weapons would be listed as high grade instead of low grade
  • Fixed a bug where sandstorm masks would not provide protection against noxious gas, if equipped after the effect was applied
  • Fixed a bug where Flawless Iron Mace and Flawless Iron Warhammer were available from any level 3 blacksmith
  • Fixed a bug with Epic Reptilian Armor having wrong values for helm, chest and gauntlets.
  • Fixed a bug with inconsistencies in the number of items per stack between Abysmal Flesh and Cooked Abysmal Flesh
  • Fixed a bug where axes would not apply bleed effect when dual wielded
  • Fixed a bug where all versions of Hyena-fur Armor would give the same amount of bonus Survival attribute points
  • Fixed a bug where Exceptional and Flawless versions of Steel Mace couldn’t be crafted or spawned
  • Fixed a bug where players were able to craft Khitan Javelin and Khitan Throwing Axes
  • Fixed a bug where repairing items with stacks of specific sizes caused the whole stack of resources to disappear
  • Fixed a bug where certain heads could not be processed in the Fluid Press
  • Fixed a bug where tier 3 Crenelated Walls could not be replaced by DLC Crenelated Walls


General Fixes
  • Fixed an issue with target locking the Albino Bat Demon
  • Fixed a bug where the TargetLock system would not select the remaining NPC when fighting two or more NPCs
  • Fixed a bug where players could not climb onto ceilings while swimming
  • Fixed a bug where players could avoid being attacked by Hrugnir of the Frost by standing on his arm rest
  • Fixed a bug where the portal at the Altar of the Bat would not be functional
  • Fixed a bug where cause of death would not be localized
  • Fixed a bug where pick, cleaver or skinning knife had particle effects while hitting thin air
  • Fixed a bug where crafting Flawless Iron Poniards required the Steel Poniards feat
  • Fixed a bug where the corrupted part of the health and stamina bar would disappear after being depleted
  • Fixed a bug where players where unable to loot unconscious bodies without changing the Backpack inventory to Shortcut
  • Fixed a bug with Dried Fish having no burn time in Wheel of Pain
  • Fixed a bug where Altar of Mitra in Muriela’s Hope did not provide any light
  • Fixed a bug where a player could swim in the air underneath a waterfall
  • Fixed a bug where Statue of Refreshment would not receive correct damage from orbs and jars.
  • Fixed a bug where projectiles fired from Trebuchets could hit different places for different players depending on their positions
  • Fixed a bug with building not being allowed in certain locations up north of The Dirgewood
  • Fixed a bug where the character could walk underwater near certain locations.
  • Fixed a bug where the textures of a waterfall in Shattered Springs would flicker when approached
  • Fixed a bug where the Dye item sub-menu could be accessed from the item’s recipe on the Quick Bar
  • Fixed a bug where one could override the corruption limit by eating Abysmal Flesh
  • Fixed a bug where baby animals would not respawn until server restart, after being picked up
  • Fixed a bug where drinking Hunter’s potion would add an incorrect amount of attribute points
  • Fixed a bug where shields were missing the Shieldsmash label
  • Fixed a bug with the graphics for selected tabs in the feat window
  • Fixed a bug where weight and expiration time of Feat of Jhebbal Sag and Derketo would differ from other similar items
  • Fixed a bug where pets would not reliably follow players into their base
  • Fixed a bug where the model of a vulture would stay in place after it flew away
  • Fixed an issue where Shemite Leggings and Shemite Shoes had improper stats
  • Fixed a bug where the Avatars timers would not update correctly on dedicated servers
  • Fixed a bug where vaults would cause lag when attempting to accessing it in single player
  • Fixed a bug where leaving a session while controlling an avatar would cause the password prompt to not appear when trying to join a password-protected session
  • Fixed a bug where attacks would often fail to hit players
  • Fixed a bug where dismissing the window of a crafting station would reset the currently selected sorting option for the inventory
  • Fixed a bug where shutting down the game while a pet was fighting would leave the pet’s “weapon” in the backpack inventory
  • Fixed a bug where Golden Lotus Potion would not provide health regeneration
  • Fixed a bug with a misplaced Power Shot particle effect when using Dragonbone Arrows
  • Fixed a bug where the Cat-like perk would cause the maximum amount of damage taken from falling be equal to half of the character’s health points, instead of half of the damage appropriate to height of the fall.
  • Fixed a bug where a wall was missing at the beginning of the Black Keep dungeon
  • Fixed a bug where corpses would be invisible for players who were outside of rendering distance when the creature was killed
  • Fixed a bug where the Days Passed slider would be inconsistently displayed
  • Fixed a bug where the title could terminate when connecting to a dedicated server
  • Fixed a bug where a Thrall’s recipes would not be visible when reentering any Crafting Station
  • Fixed a bug where Totemic Pets were lacking Exclusive Diet
  • Fixed a bug where drinking from a well, river, or drinking Purified Water did not provide a Cooling Down effect
  • Fixed a bug where using second heavy attack of all two handed spear weapons would cause the character model to flicker
  • Fixed a bug where the character model was shaking if the player pressed the walk button
  • Fixed a bug where the starvation timer of pets and thrall was present after toggling the hunger system off
  • Fixed a bug where players were able to scroll through icons of required items
  • Fixed a bug where DLC items were non-functional or missing after learning any feat with DLC
  • Fixed a bug where killing creatures would leave their duplicated, motionless model behind
  • Fixed a bug where legendary chests would disappear when items were moved inside its inventory
  • Fixed a bug where the tools harvesting animation would not loop when the player was holding down the Attack button
  • Fixed a bug where the Polite Clap animation would end too quick.
  • Fixed a bug where the Face Details tab in Character Creation would reset to the top when player tried to choose eye colour


Floating Items and Collision
  • Fixed a large number of floating placeables and world items including campfires, foliage, benches, bones, rocks, and many more.
  • Patched up holes and walls where players could get stuck such as inside the crocodile giant, wooden pillars in the Den, fall into cracks in the Volcano biome, certain locations in the Midnight Grove, and many more.
  • Barred of places where players could reach an unplayable area in the Temple of Frost, the Archives, the King’s Niche, Bin-Yakin’s Seal, the Black Keep, and more.
  • Adjusted and fixed collision issues and texture gaps on structures, foliage, animals, and such.


SPECIAL COMMUNITY ADDITIONS
Trello Report Board
We have a public bug tracking board here[trello.com]! You can check this to track the issues that get brought up by the community the most. In the “For prioritization” column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here[forums.funcom.com].

Separate TestLive Product on Steam
We heard your input regarding the inconvenience with having to switch back and forth between the main game and our TestLive servers. To make it easier for you and because we really value your testing and feedback, we added a separate product for the TestLive server on Steam.

If you own Conan Exiles on Steam, you should now see a separate Product called “Conan Exiles - Testlive Client” in your library which gives you the option to install an additional instance of the game specifically for the TestLive servers. Please be aware that this will prompt you for a full additional installation.

We are aware that not everyone wants install or has space for two full installations. For those of you who don’t want to play through the additional TestLive Client, you can still access the TestLive servers through our old method[forums.funcom.com].

We are looking forward to your input and feedback.
Thank you very much for being part of your community and for your ongoing support]]>
Introducing the Conan Exiles Public Bug Tracker https://conan-exiles.com/blog/253/introducing-the-conan-exiles-public-bug-tracker/ https://conan-exiles.com/blog/253/introducing-the-conan-exiles-public-bug-tracker/ Tue, 20 Nov 2018 13:45 CET
Today we would like to introduce our public community issue board that is being populated and updated by the community team.
This is supposed to list and track the issues that get brought up by the community the most and can be found HERE[trello.com].

The board will list issues for all platforms. If there is no mention of a specific platform in the issue title, it means that the issue appears on all platforms. If there is an issue that is only present on one specific platform the platform is mentioned in the title.

---------------------------

STATUS

You'll notice color coded bars at on each issues which indicate the current status of the issue in question. You can click those bars to expand them to get more info.

  • PRIORITIZED
    This means this issue is high priority and if it's not currently under development it means work has been done but has been postponed due to other higher priority issues.

  • UNDER INVESTIGATION
    Either these issues are being worked on but needs more information to finalize or the issues need more investigation in order to start proper development.

  • IN DEVELOPMENT
    A fix for this issue is currently in development

  • FIXED INTERNALLY
    The issue has been fixed and depending on which internal branch it has been fixed it's ready to be patched either to TestLive or Live.

  • REPORTED
    The issue has been reported but it's not been actively worked on atm.

  • PATCHED TO [specific platform]
    A patch will always go to PC first and should shortly thereafter also be patched to consoles

---------------------------

COLUMNS

  • IN DEVELOPMENT
    The first column lists issues that have been brought up frequently by the community and is currently under active development


  • FOR PRIORITIZATION
    There are issues we know are high impact for the community but which may not have been assigned to a specific programmer or team yet. These is where you come in. You can vote on issues that you feel should be prioritized next. The community team evaluates and communicates the impact of certain bugs and issues and how often they see them mentioned back to the team. Your votes will be taken into direct consideration for which bugs might get prioritized next.

  • BACK LOG
    Known and reported issues that have been brought to our attention by the community

---------------------------

WHY IS MY ISSUE NOT ON THE LIST?


If your bug is not on the list, it might still be on our radar but we haven’t seen it pop up as frequently on the forums as the ones listed. Remember: this list isn't a comprehensive list of all bugs. We will still work on additional bugs as well.

We only list the bugs that have an impact on gameplay and won’t list missing audio or generic graphical glitches. That doesn’t mean we haven't them noted according to your feedback or won’t be fixing them.

Please let us know if you’re experiencing an issue by reaching out and reporting it on our official forums for PC[forums.funcom.com], XBox[forums.funcom.com] and PS4[forums.funcom.com]]]>
PC Hotfix (15.11.2018) https://conan-exiles.com/blog/252/pc-hotfix-15112018/ https://conan-exiles.com/blog/252/pc-hotfix-15112018/ Thu, 15 Nov 2018 14:39 CET
We're rolling out a quick hotfix for the PC to take care of some issues that popped up after the post-Halloween patch. Please not that this patch contains no updates to the Purge system. That is planned to come out in a future patch.

The dev kit will release at the same time as this patch so mod creators can update their mods right away.

Changelog

  • Fixed an issue with thrall recipes not being visible when the user reenters any crafting station
  • Fixed an issue that prevented the user from scrolling up and down within any crafting station when using a controller
  • Fixed a Quick Loot functionality issue for loot bags, where loot bags weren’t quick loot-able, even by their owner
]]>
Weekly Community Newsletter: Quick Status Update https://conan-exiles.com/blog/251/weekly-community-newsletteraquick-status-update/ https://conan-exiles.com/blog/251/weekly-community-newsletteraquick-status-update/ Wed, 14 Nov 2018 17:03 CET
We’ll be recapping the Halloween event, talking about some bug fixes, and tell you how you can help us decide what to work on next.

Here goes!

Public Bug Tracker
In our ongoing efforts to keep the community informed about issues we’re working on, we’ve set up a public Trello board[trello.com]. This will list and track critical issues that are brought up by the community. The board will list issues for all platforms and if there’s no mention of a specific issue it means it’s happening on all platforms. If you want to read the full primer about the Trello board can find it on our forums[forums.funcom.com].

We’re trying to avoid letting the board get too flooded with bugs and issues, so you won’t see everything that’s currently under active development. If a specific bug is not on the list it might still be on our radar, but it hasn’t come up as frequently in community discussions compared to the others.

As you can see, we have internal fixed for several community critical bugs already, like Starmetal Shells not cracking properly and players getting trapped inside rhino meshes. Please remember to upvote bugs you think we should be tackling next.

We hope this Trello board will help keep you updated on the goings on at the studio and the status of community reported issues.

Night of Lost Souls
Our first ever Halloween event in Conan Exiles didn’t exactly go as planned. We went into it with the understanding that it wouldn’t necessarily be for everyone, but we hoped that players would still be able to find something to enjoy in the week-long event. Unfortunately, there were several issues that affected players in different ways and made the game hard to enjoy.

Certain things weren’t working as intended, the muted color palette and dark light made things difficult to see, and some players also reported eyestrain and headaches due to the blue and purple lighting. Un-patching the Halloween content also took longer than we would have liked, especially on consoles, and we would like to once again acknowledge and apologize for the frustrations this has caused.

We've gotten a lot of feedback from the community during and after the event, both positive and negative, and we’re taking valuable lessons away from how we implemented and executed this event. Things will be different if we do other events in the future. All three platforms have now been patched and we will continue to our regularly scheduled patches and hotfixes.

Friday Community Streams
The bi-weekly Friday streams are still going strong. If you missed the previous one you can find it, as always, on our YouTube channel or just watch the video below. We enlisted the help from master Conan Exiles architect Sven P to give us his best tips and tricks for building epic structures in Conan Exiles.

https://www.youtube.com/watch?v=h0PQ8yMRZkQ

That's it for this week!

Sincerely,

Funcom]]>
Post-Halloween Patch (07.11.2018) https://conan-exiles.com/blog/250/post-halloween-patch-07112018/ https://conan-exiles.com/blog/250/post-halloween-patch-07112018/ Wed, 07 Nov 2018 16:20 CET
We have released a new patch for the PC version of Conan Exiles and removed the Halloween content from the game. We know the Night of Lost Souls event hasn’t been everyone’s cup of tea and we’re taking several lessons away from the feedback we’ve gotten this past week.

If you haven’t been participating in the discussions on our forums or on social media, and would like to give us your opinion on the event, please fill out this quick survey with your feedback:

Conan Exiles Halloween Event Survey[goo.gl]

Thank you to everyone for voicing your opinions and for offering tips on future events. We take it all to heart.

The dev kit will not be available at the release of this patch, but we’re working on getting it released. Shouldn’t take more than a day or two and mods shouldn’t be super incompatible without it.

This patch contains a number of updates to the Event Log so it will log more information related to pets, thralls and items. We’ve also fixed several bugs related to player corpses and we believe we’ve also managed to fix the well bug.

Highlights:
  • Event Log changes (see below for more details)
  • Halloween event has ended. The Potion of Lost Souls and any resources harvested during the event will remain in player inventory until consumed or decayed.
  • Wells should now be re-filling as intended
  • Fixed an issue where having several of buff/debuff icons on screen would cause a lot of lag

Patch Notes:
Exploit Fixes
  • Fixed an exploit where players could manipulate and duplicate thrall inventories
Event Log changes
  • Dismantled placeables will now show up as intended in the Event Log
  • Items dropping from destroyed placeables will now be listed in the Event Log when they’ve decayed
  • Update to the “Days Passed” slider in the Event Log to be more inconsistent
  • Event log entries can now stack and be displayed in one row instead of multiple.
  • Database maintenance: Remove Event Log entries older than 3 weeks
  • Companion names should now be displayed properly in the Event Log when they are hungry, starving or returning home
  • Made companion cause of death more consistent in the Event Log (Please note: The Event Log does not support custom companion names):
  • – Player and Clan name will be displayed when a follower is killed by another player
  • – NPC name will be displayed when a follower is killed by an NPC
  • – Starvation/fall damage/noxious damage will be displayed when a follower dies by these
  • The Event Log should now display item names as intended
  • Dragging an item from a Crafting Station and dropping it on a stack of said items in the inventory should now create an entry in the Event Log
Bug Fixes
  • Wells should now be re-filling as intended
  • Fixed a bug where traps could be returned to player inventory after exploding
  • Fixed a bug where corpses would disappear if a player died underwater.
  • Fixed an issue where an Avatar’s timer wouldn’t update correct on Dedicated Servers
  • Fixed a bug where accessing a vault would cause lag and hitching
  • Fixed a bug that allowed players to loot XX_Unarmed items from Thralls
  • Fixed a bug where unconscious NPCs would disappear if they fall or slide away from a space where they were released from their bindings (like a cliff)
  • Fixed an issue where having several of buff/debuff icons on screen would cause a lot of lag
  • The Degenerate should no longer spawn two corpses when killed
  • Removed guards on letting following companions teleport to you. Pets should now follow you more reliably into your compounds
  • Fixed a bug where attempting to move a pet or thrall would have them turn invisible if the player moved too far away from their original placement.
  • Fix a visual bug causing the blood spatter background of certain Feat filter icons to disappear
  • Fixed a possible leak in SQLite DB handling due to missing ‘virtual’ keyword on ~QueryResultBase
  • Explosive Arrows should no longer do damage to buildings on PvE servers.
Environment Changes
  • Removed the ability to reach a unplayable area in the Black Keep
  • Fixed a collision issues with the barriers in the Midnight Grove
  • Fixed an issue where the curse wall spline had many points that had inverted rotation, causing issues with not being able to build in random places. Also removed a duplicate of the curse wall spline that existed right on top of the original one.
  • Removed the ability to reach a unplayable area in Bin-Yakin’s Seal cave ceiling
Quality of Life Changes
  • Added a “Clear” button to the Server Browser, to more easily remove entries in Server Name and Maximum Ping filters
  • The Crafting Station UI will now display the name of the crafting station instead of “Crafting Station”
  • Increased the number of corpses a player could generate from 3 to 10. This should improve corpses disappearing upon player death
Localization Changes
  • Various localization fixes on DLC items
]]>
Halloween Hotfix (1.11.2018) https://conan-exiles.com/blog/249/halloween-hotfix-1112018/ https://conan-exiles.com/blog/249/halloween-hotfix-1112018/ Thu, 01 Nov 2018 14:58 CET
Today, we're rolling out a hotfix to take care of the most reported issues with the Halloween update released yesterday. We want to thank our community for reporting these issues to us and for staying patient and positive as we fixed them.

In this hotfix we're tweaking the game so it will be easier for players to see in the eternal twilight, while also balancing the loot drops from the Halloween meteors. The T2 doors are also getting fixed.

If it's still too dark for you you can also tweak the following server settings (in game or in an .ini file) to the following values. This will make it less dark:
  • DayCycleSpeedScale=9.000000
  • DayTimeSpeedScale=0.10000
  • NightTimeSpeedScale=10.000000
  • DawnDuskSpeedScale=5.000000
If you do not wish to participate in the Halloween event, there will be a build available on our Testlive[forums.funcom.com] branch without the Halloween content, but otherwise identical to the current live version.

If you switch branches and play single-player, you might want to **take a backup copy of your game.db file** to avoid potentially losing your save data.

Server admins might also want to back up their server's game.db file for people to be able to continue with their characters on your server, just in case.

How to find and copy your game.db
  • Open Steam and go to your library
  • Right click on Conan Exiles and choose Properties
  • Find and select the tab marked "Local Files" and click the "Browse Local Files" button. A Windows Explorer folder should now pop up
  • Go to ConanSandbox --> Saved to find your game.db file
  • Make a copy of it in an easily accessible place on your computer
  • Once you've patched to the Testlive branch, simply drop the game.db file you copied before into the Saved folder, replacing what's already there, and you can continue playing as you normally would

Changelog
  • Fixed T2 doors so you cannot walk through them
  • Removed Star Metal Picks, Skeleton Keys and other types of über loot from meteors
  • Meteor fragments that have been harvested or disappeared won't leave a particle trail behind
  • Changed speed of day on official servers so it will not get as dark during the Halloween event
  • Added auto exposure to compensate for the darkness and make things a bit brighter

An equivalent patch is also being made for consoles, but we're looking into fixing the spammy meteors first.]]>
Halloween Update (31.10.2018) https://conan-exiles.com/blog/248/halloween-update-31102018/ https://conan-exiles.com/blog/248/halloween-update-31102018/ Wed, 31 Oct 2018 12:45 CET

Today we are kicking off our Halloween event, which will run throughout the game during the next week. Welcome, exiles, to the Night of Lost Souls!

The sky will darken as perpetual dusk falls upon the landscape, casting it in black shadows and blue light, tearing at the boundaries which separate the world of the living from the realms of the dead. The clouds will part. A new face will appear upon the moon’s surface. It is the face of death, keeping watch over whatever might stir on the ground below.

During the Night of Lost Souls, stones will fall from the sky in multitudes, striking the earth in a flurry of colored smoke and debris. Adventurous exiles can break open these stones with whatever tool they have available. Inside, they will find a plethora of crafting ingredients, both rare and common, doled out at random by the spirits lingering inside the stones, anything from Plant Fiber and Meat to Explosive Glands, Arrows and Steelfire. It all depends on the spirit’s goodwill.

Inside the fallen stones you will also discover the Potion of Lost Souls, a special brew only available on this hallowed night. Imbibing the Potion will grant you certain benefits at random. Drink one and see what happens, but don’t drink too many or your body will suffer the consequences. Don’t say we didn’t warn you.

After a week, the Night of Lost Souls will pass and the sun will once again rise on the Exiled Lands. The restless spirits will be calm, yet their gifts will remain with those who received them.

Highlights

  • The Conan Exiles Halloween Event is now live and will run until the 6th of November
  • Added new music, sound effects, Main Menu graphics and changed the lighting to make things more spooky
  • Torches now burn with a purple light
  • The moon's face is now different
  • Meteors will fall from the skies, containing different kinds of loot and goodies
  • The Potion of Lost Souls can be harvested from meteors. Imbibing them will grant you a number of buffs and effects

Devkit

The devkit will be made available shortly after this patch goes live, no later than an hour after patch time.

Change log

New Content

The Conan Exiles Halloween Event is now live and will run until the 6th of November

  • Added new music and sound effects
  • Added new Main menu graphics
  • Changed the lighting to a perpetual, gloomy twilight
  • Torches now burn with a purple light
  • The moon's face is now different
  • Meteors will fall from the skies, containing different kinds of loot and goodies
  • The Potion of Lost Souls can be harvested from meteors. Imbibing them will grant you a number of buffs and effects
  • Opening doors will cause bats to fly out

Bug fixes
  • Fixed an issue where the message "Pet/Thrall is no longer following you" would pop up randomly, even if you didn't have pets following you
  • Companion hunger should no longer reset to maximum value in a single-player game after restarting the game
  • Fixed a bug that let you equip armor on pets
  • Fixed a bug where an Animal Pen would not be able to craft Pets after clearing the queue while a Pet was being tamed.
  • Fixed a bug where a new character's gender could not be selected

QoL updates
  • Event Log will now log damage, death and destruction events made by pets, thralls and non-persistent NPCs
  • Added GUI/filter options for event logging
  • Toned down the damage caused by explosive arrows as they were a bit too powerful
  • Disabled file handling caching in FGenericAsyncReadFileHandle for editor builds. This is needed by the mod devkit as it mounts pak files while still being an editor build
]]>
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