Blog Feed en Thu, 18 Feb 2021 22:30 CET 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 Announcement about the new Isle of Siptah NPC camps coming in 2.3 Thu, 18 Feb 2021 22:30 CET
With update 2.3, we are taking your feedback to heart and we are revamping the core Isle of Siptah experience. One of the main requests from early adopters has been that one of the key omissions was the sense of immersion and world-building NPC camps and settlements brought to the Exiled Lands. As a result, with 2.3 we are adding dozens of new camps controlled by three new factions across the current Isle of Siptah map, with new activities, NPCs, lore entries and rewards.

However, this means that there is a chance that these new camps, geometry modifications and points of interest will interfere with player buildings put in place before the release of 2.3. We debated internally the benefits of these new additions against any negative impact they could have to previously built structures. Ultimately, we believe that the new locations bring a whole new level of immersion and overall value to the Isle of Siptah.

Let’s break down these new changes, how they could impact you and what solutions we have been working on to mitigate any potential negative impact these new additions might have on existing buildings, both on official and private servers.

New camp locations and terrain modifications
Coming with Update 2.3 are a total of 40 camps and locations. These new points of interest come with restrictions to building, just like any previous camps in Siptah or the Exiled Lands. These restrictions apply directly within the confines of these camps, and also a short distance around them. This is to prevent player land claim to affect the access to these locations, as well as the spawn locations of new NPCs.

To help you know exactly if any of your buildings are affected by these new additions, we have created a map showing the areas that will be changed, as accurately as possible. You can check this map below.

Any player building pieces placed before the release of 2.3 and found within these new protected areas will be impacted once the update is released. This will be controlled by two new server settings we are introducing with this update: EnableBuildingDestructionCapsules and CampCleanupDestroyFullBuilding. These new settings will be fully customizable in private servers, where admins can choose when and how they will affect their server. For official servers, we will explain what will happen and how we plan to mitigate it in the last section of this post.

New server settings
What will happen with any buildings located within the new protected areas will be controlled by two new server settings that will come with update 2.3:

EnableBuildingDestructionCapsules=True/False (by default set to False) will determine whether any player building piece or placeable found within the protected area of the new camps will be destroyed or not. When activated (set to True value), it will destroy any piece exactly inside or in direct contact with the protection volumes. This means that if any other pieces that were not destroyed, but were depending on the missing blocks for stability, will most likely crumb as well. This setting will check for qualifiable structures every 5 minutes and destroy them, as long as there is a player within visible range. If the value is set to default (False) no pieces will be destroyed and will remain in place as they were, possibly colliding with the new camp buildings and preventing NPCs to spawn. This will also mean that it will not be possible to keep adding pieces or placeables to that building if inside of the no build zone.

CampCleanupDestroyFullBuilding=True/False (also set to false by default) will determine if the destruction of the building pieces found within the new restricted areas will also extend to any other pieces connected to them. That is, it will destroy the entirety of the building, not only the pieces affected.

Private server admins will be free to use any of these new settings in a way that better suits their communities. For optimal gameplay moving forward, we recommend activating EnableBuildingDestructionCapsules at least during a server cycle to be able to get rid of any possible conflicting pieces that would be otherwise blocking possible activities within the new camps. If activated, we also recommend disabling the setting once any colliding pieces are cleared.

What we plan to do on official servers
n our Official Isle of Siptah servers, we are going to enable “EnableBuildingDesctructionCapsules”. This means that any building pieces on every Siptah Official server will be removed once update 2.3 releases. This can also mean that other pieces which depended on the ones destroyed will collapse due to lack of stability.

To help mitigate any negative effects these new changes could have on your buildings if you are playing in an Official Isle of Siptah server, we’ve released the detailed map with all the affected locations. Update 2.3 will release live in at least one week from now. This will give you some time to prepare for it and relocate your assets to a location that is not affected.

We acknowledge this solution will not prevent all losses of materials and resources that have been invested in any possibly affected buildings. For that effect, and starting today, all PC Official servers will be running a double resource gathering event.

We hope this way, we can make the relocation easier for those affected in Siptah. And if not affected by these changes, you can celebrate the upcoming release of what it is one of our most ambitious updates to date, which brings a slew of new content and features not only to the Isle of Siptah, but also to the Exiled lands!

This event will be active until one week after Update 2.3 has been released.

To see what else is coming with Update 2.3, you can visit the current Testlive patchnotes[].]]>
Animated Profile Avatars now available at the Steam Points Shop Thu, 21 Jan 2021 16:12 CET
Are you team Mitra or team Set? An indulger of Derketo’s Debaucheries? Perhaps a cuisine-conoisseur Yog fan or a Jhebbal Sag worshipper?

Available today, a new set of animated Steam avatars joins the Points Shop for Conan Exiles! You can now spend your Steam Points to customize your Steam profile and show off your allegiance to your friends and the whole Steam community!

Representing each one of the 6 religion avatars currently available in-game, each animated avatar is worth 3.000 Steam Points at the Points Shop. You can browse the Conan Exiles Points Shop section, where you can also find profile backgrounds and chat emoticons!

You can learn more about the Points Shop and how to earn points by visiting this link.]]>
PC Update (19.01.2021) - Hotfix 2.2.1 Tue, 19 Jan 2021 15:46 CET
Today’s Hotfix addresses a few pesky performance issues, as well as some balancing and modding-related ones. We’ve also restored the durability of several weapons that had their values unintentionally tweaked, and paved the way for adjusting the attributes for Exiles that would rather not play fairly.

Note: You may see your stats being reset upon the first login of each of your characters after patching.

Thank you for your support, stay safe!

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.

Currently Known issues

  • Dynamic Building Damage Period setting is currently non-functional and will be addressed in an upcoming patch.

  • Fixed the stuttering and loading issues present in the last patch.

  • Enabled a server-side setting that allows for resetting attributes that exceed expected values.

  • Fixed a modding-related issue where Wildlife AI would become unresponsive when merging ComboRules in the DevKit.

  • Restored the stats of several weapons to their correct values, namely: Mace of Thag, Scythe of Thag, Hammer of Thag, Black Ice Javelin, Black Ice Throwing Axe, Black Ice Broadsword, Black Ice Longsword, Hooked Sword, and Pristine Khari Bow.

  • It’s no longer possible to build in the Silver Mine dungeon.
  • The Dynamic Building Damage setting will no longer reset upon server restart.
  • Fixed a modding-related issue where new custom placeables would not be loaded by the editor.

  • Character voices should no longer be replaced by animal sounds.
PC Update (19.01.2021) - Hotfix 2.2.1 Tue, 19 Jan 2021 15:46 CET here.]]> PC Update (06.01.2021) - Update 2.2 Wed, 06 Jan 2021 14:00 CET
We are are starting this new year with one of our biggest bug-fixing updates ever. Update 2.2 brings some needed changes to the stamina system and how shields work, but most importantly, it focuses on delivering a big load of bugfixes across all aspects of the game.

Our team has been hard at work slashing some long-standing issues as well as some recently reported problems. We’ve focused on delivering a stronger foundation, by fixing over 200 issues -from AI to UI, and all letters in-between!

Together with these fixes, we’re also updating the stamina system to make it more consistent in its costs and less burdening, while still keeping it as a resource a skilled player should be able to master. Similar to that, blocking attacks will now consume stamina and while shield block is active stamina will now slowly regenerate.

We have also been working on QoL improvements for our modders, so they can continue to take full advantage of the modding possibilities within the game. Documentation for this changes has been provided in the Modding Discord channel, which you can read here[].

Thanks once again for your ongoing feedback and support, and stay safe!

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.

New stamina and shield systems!

The Stamina system has been revamped to be more consistent across all actions. We’ve introduced the exhausted state which will replace the old and grey out of stamina state. Also, armor and encumberance will no longer increase stamina costs, but will affect the regeneration rates!
Shields have also been given some love, making them a more active feature, where skilled players will have to balance their use as any blocked attacks will now drain stamina, and having an active blocking shield will regenerate it at a slowed rate!

New building upgrade system!

Building pieces can now be upgraded or downgraded to any other pieces of
the same type! Behind the scenes, this has allowed us to present a more
robust and friendly set of tools modders can take full advantage of!

New setting to control thrall damage to players!

Want to give thralls a lesser edge when thwarting your enemies? Say no more! With this new server setting, you can now scale down (or up!) the damage followers deliver to other players!

  • Revamped stamina system!
  • Shields system overhaul!
  • New building upgrade system!
  • QoL changes for modders!
  • New setting to control thrall damage to players!
  • Tons and tons (and tons) of bug fixes!

  • Fixed an issue where the game could not be started with BattlEye enabled due to insufficient system resources.
  • Fixed a number of crashes.

  • Fixed a number of exploits used to crash a dedicated server.
  • Fixed a number of undermesh locations.
  • Fixed an issue that would allow to override healing animations.
  • Fixed an exploit in regards to obtaining infinite stamina.
  • Improved security measures against dedicated server network attacks.
  • Fixed an exploit in regards to alter character stats over normal values.

  • Revamped stamina system. More details about this are documented in the Balance Updates section.
  • Changed how shields work. More details about this are documented in the Combat Fixes section.
  • New building upgrade system. More details about this are documented in the Building and Placeable Fixes section.
    • Modding: This new system relies on GameplayTags instead of linking individual meshes in blueprints, allowing for easier access to upgrade systems. We will release detailed documentation about this change for modders in the upcoming days.
  • New server setting to control the amount of damage Thralls do to players. It can be found under Server Settings - Combat, or added manually to ServerSettings.ini (ThrallDamageToPlayersMultiplier).
  • Modding: We are deprecating E_WeaponComboType and will use String Enum instead for defining the weapon combo rules. We will release detailed documentation about this change for modders in the upcoming days.

  • Building pieces can now be upgraded or downgraded to other pieces of the same type. In addition, this allows DLC pieces to be cross-graded to other DLC pieces.
  • Fixed an issue in regards to building pieces not being fully removed when upgrading them to another tier.
  • Fixed the placement rules for Delving and Dyer’s benches so they don’t clip into the walls.
  • Fixed the Argossean Artisan Table’s collision box.
  • Buildings with updated pieces will no longer disappear after rejoining a session.
  • It’s no longer possible to stack foundation when attempting to replace them.
  • Fixed an issue where placeables were sometimes spawned in world with 0 HP.
  • Fixed an issue where damaged placeables were repaired on a server restart.

  • Crafting Rough Wraps, Wheels of Pain and Improved Tannery provided disproportionate amounts of XP. This has been fixed.
  • Fixed multiple recipes that did not appear under the feats tab after having learned them from a scroll.
  • Lower tier crafted Eldarium weapons can now be repaired with Master Weapon Repair kits.
  • Fixed an issue where the String of the Legion, the War-Axe of the Legion and the Mace of the Legion would not have the Variable functionality.
  • Fixed an inconsistency in the crafting requirements for the Dune Hunter Leggings and Shoes.

  • The use of shields has been revamped:
    • When an attacker hits a blocking character or when a defender blocks an attack with a shield, they may enter a rebound stun state.
    • Blocked attacks now deal stamina damage equal to their base health damage.
    • Whenever a shield blocks an attack, it loses durability. If a shield loses all of its durability as a result of an attack, the defender may enter a shield break stun state.
  • Increased invincibility frame on dodges from 0.2s to 0.4 seconds.
  • Herbal Tea and Honeyed Wine now provide a slight amount of healing.
  • Enemies from the “Bokrug’s Chosen”, “Servants of the Mi-go” and "Denizens of Shaggai” factions and Doels are now immune to poison effects, as intended.
  • Blood Defiler, Bloodless Husk and Blood-Moon Beasts are now immune to bleeding effects.
  • Fixed an issue that would cause charged bow shots to cause less damage than intended after having unlocked the “Flattening Shot” accuracy perk.
  • Non-human AI will now prioritize combo attacks over non-combo attacks.
  • Players can now trigger a dodge to interrupt healing wraps, but only 2.5 seconds into the animation. We are exploring this solution to give players some agency while not devaluing the commitment aspect of using bandages and their relationship to potions. We will continue to test and iterate on this.
  • Attack stamina consumption is now triggered on attack start instead of during the animation. This is to prevent some exploit and desync issues.

  • Fixed an issue where NPC AI, either enemies, followers or bosses, was unresponsive in certain underground locations and dungeons.
  • Fixed pathfinding issues non-playable characters were having in certain dungeons, vaults, and underground locations.
  • Explosive Jars no longer block NPC pathfinding.
  • Fixed an issue where followers would become unresponsive after being ordered to attack a target with the “Attack Nothing” state selected.
  • Fixed an issue where thralls would stop equipping or unequipping weapons under certain circumstances.
  • White horses now rock a white mane, as initially intended. (thank you, Daedalon, for bringing this to our attention)
  • Fixed an issue where the Attack command for followers would reset after a certain amount of time.
  • Neutral NPCs at the Camp of the Castaways can no longer be killed or knocked unconscious under specific cirumstances.
  • The Crew in the Camp of Castaways will now only attack thralls that attack them first.
  • Followers no longer suffer food poisoning when eating raw flesh if they have the raw food item in their diet list.
  • Thralls and followers should no longer teleport on top of the player while climbing, causing overencumbrance, death and general distress. Because that was a tiny bit rude.
  • We also taught the general concept of personal space, especially during these trying times, to thralls and pets. They should no longer teleport or move so close that there’s no secrets anymore between you and your followers.
  • Similarly, followers should no longer overlap with and push your character while on stairs and inclines. Stop it, Mufasa.
  • Fixed a number of issues where Children of Jhil would consistently fail to hit players with their attacks.
  • Fixed an issue with a certain T4 Surge Priest not being able to be KO’d.
  • Shadespiced versions of food can now be used to tame Siptah Rhino variants.
  • Fixed duplicated spawn points of Ignatius the Greedy in the Flotsam.
  • Fixed an issue in regards to the AI hate system that would cause an enemy to bounce back and forth between targets. They should now be more consistent in selecting a valid target and sticking to it.
  • Leashing has been improved and made more gradual. Keeping aggro on an enemy will be harder the further away from the initial leashing zone that enemy is.
  • Specialist thralls are now available in more surge types.
  • Fixed an issue where certain larger creatures could get stuck in a persistent leashing state when trying to return to their spawn point.

  • Stamina system changes:
    • Carried Load no longer increases the cost of stamina consuming actions. This should result in actions being more consistent in their cost.
    • Armor Type no longer increases the cost of some stamina consuming actions such as climbing.
    • Armor Type and Carried Load now modify the rate at which you can regenerate stamina. The values of each armor type and encumbrance level are tweak-able via server settings.
    • Stamina usage can now allow you to go into negative values. While your current stamina value is negative, you are Exhausted.
    • Exhaustion is now removed when your current stamina is greater than 0 instead of being removed when you’ve regenerated your entire bar of stamina.
    • It is no longer possible to dodge when over encumbered.
    • Stamina now regenerates while blocking, but at a much slower rate.
    • New server settings:
      LightArmorStaminaRegenMultiplier, MediumArmorStaminaRegenMultiplier, HeavyArmorStaminaRegenMultiplier, NoLoadStaminaRegenMultiplier, LightLoadStaminaRegenMultiplier ,MediumLoadStaminaRegenMultiplier ,HeavyLoadStaminaRegenMultiplier ,OverLoadStaminaRegenMultiplier, StaminaLightArmorNoLoadRegenMultiplier, StaminaLightArmorLightLoadRegenMultiplier, StaminaLightArmorMediumLoadRegenMultiplier, StaminaLightArmorHeavyLoadRegenMultiplier, StaminaLightArmorOverLoadRegenMultiplier, StaminaMediumArmorNoLoadRegenMultiplier, StaminaMediumArmorLightLoadRegenMultiplier, StaminaMediumArmorMediumLoadRegenMultiplier, StaminaMediumArmorHeavyLoadRegenMultiplier, StaminaMediumArmorOverLoadRegenMultiplier, StaminaHeavyArmorNoLoadRegenMultiplier, StaminaHeavyArmorLightLoadRegenMultiplier, StaminaHeavyArmorMediumLoadRegenMultiplier, StaminaHeavyArmorHeavyLoadRegenMultiplier, StaminaHeavyArmorOverLoadRegenMultiplier, StaminaRegenerationTime, StaminaExhaustionTime
  • Differences in stamina consumption between light, medium and heavy armor (*):
  • Light Armour - high stamina regeneration, most affected by over-encumbrance(*).
    • Time to regenerate full stamina, in seconds: 3.0 (No load), 5.0 (Light load), 7.0 (Medium load), 9.0 (Heavy load), 18.0 (Overload).
  • Medium Armour - average stamina regeneration, least affected by over-encumbrance.
    • Time to regenerate full stamina, in seconds: 5.0 (No load), 5.5 (Light load), 6.0 (Medium load), 6.5 (Heavy load), 13.0 (Overload).
  • Heavy Armour - low stamina regeneration, somewhat affected by over-encumbrance.
    • Time to regenerate full stamina, in seconds: 7.0 (No load), 8.0 (Light load), 9.0 (Medium load), 10.0 (Heavy load), 20.0 (Overload).
  • Crafting Eldarium weapons and armor now provides more XP.
  • Chilled Godbreaker now protects less against cold, and normal Godbreaker armor protects less against heat.
  • Insulation values for Debaucheries of Derketo armors have been re-balanced to be similar to other armor sets.
  • Increased expiration timers for Lingering Essence, Human Heart, Heart of a Hero and Unblemished Human Meat.
  • The cost to unlock the Rhino Saddle-Maker feat is now zero, to be consistent with other Saddle-Maker feats.
  • White Rhinoceros Calves now have an expiration timer.
  • Durable Light and Durable Medium sets now provide temperature insulation, as intended.
  • Equipped Warpaints are now lost on death regardless of server settings.
  • Rebalanced Yog’s Touch. This change is intended to bring Yog’s Touch to a point where it offers a unique gameplay style for a 1 handed axe user without being completely overpowered compared to other 1 handed axes in its class:
    • Health Damage changed to 51
    • Armor Penetration changed to 28%
  • Black Hand Boots now provide temperature resistances to heat and cold.
  • Slightly increased the stats of the Black Iron Bulkwark.
  • Adjusted weight values for all armor paddings.
  • Slightly lowered stats for Ancient weapons.
  • Reduced weight of wraps to 0.1. (Infused Wraps still have a weight of 0.58 and it will be adjusted in a future update).
  • The Storm now has no effect on mount endurance by default.
  • The Storm start-up and dissipation time is now 1 minute by default.
  • Re-balanced reward chances and costs of Eldarium recipes: players are now guaranteed a reward when delving an Eldarium item, but the costs of crafting them has increased (from 20 to 50).

  • Fixed an issue where temperature resistance effects wouldn’t affect characters created after the temperature changes update.
  • Fixed an issue where, under certain circumstances, Storms would stop occurring naturally and couldn’t be forced via console either.
  • Fixed an issue where stamina would drain faster if the player character had been previously in AFK vanity camera mode during the same session.
  • Rejoining a session or exiting the “Gremlin’s Refuge” vault should no longer teleport players outside of the map boundaries.
  • Some items from Eldarium infused sets provided attribute bonuses inconsistent with their descriptions. This has now been fixed.
  • Some crafting tables would not emit light despite being in use. This has now been fixed.
  • The “Command a follower” Journey Step can be completed as intended again.
  • Fixed an issue where sometimes blood decals would not be visible on a character’s body after taking damage.
  • Fixed an issue that prevented Vault chests to refill their contents if they had been opened previously.
  • DropBackpackonDeath and DropShortcutbarOnDeath have been removed from server settings as they are obsolete. They should no longer appear in new servers.
  • Leyshrine Brazier inventories can now utilize all 5 slots.
  • Bisons on the Isle of Siptah now drop heads when harvested.
  • Repair hammers and skinning knives - including the Jhebbal Sag and Derketo tools - now display in the weapon display racks.
  • Graceful Night legendary weapon now drops with full durability.
  • Hammer of Thag now correctly provides bonus strength.
  • Khari weapons now correctly grant the intended bonus attributes.
  • Removed xx_Simms_Kopesh from the admin panel.
  • Fixed an issue where equipping Blinsidght head armor wouldn’t show on the player character.
  • Crafter Thralls should no longer disappear from their Workstations upon session rejoin.
  • Endowment, Chest, and Breast sliders are now accessible in the character re-customization through the Orb of Nergal.
  • “Antidote of One” perk should now be applied to the correct buffs.

  • Fixed a number of visual imperfections in the Leyshrine of Birdmen and the Leyshrine of the Demon.
  • A certain note located in a small cave in the Northwoods couldn’t be interacted with. This has now been fixed.
  • Addressed a visual imperfection in the Arms of Stone Vault Dial.
  • Fixed a visual glitch on the large trees within the Jungle Biome.

  • Fixed an issue that made the wrong particle effects play when hitting certain objects with certain weapons.
  • Fixed an issue that let players visually hit themselves.
  • Fixed an issue where some Vault cinematic would appear greyed out.

  • We fed some of our #spellchekker team members to the Elder Siege monsters to set an example. As a result, the surviving members took notice and voluntarily fixed a number of typos and grammar mistakes.
  • Eldarium-infused armor pieces were missing keywords indicating their grade. This has now been fixed.
  • Fixed a number of issues with some icons not showing in the Info UI screen.
  • Many Epic items had placeholder icons. This has now been addressed.
  • Generalized the information about temperature damage displayed in the Character’s stats screen.
  • The Epic Reptilian Chestpiece and Gauntlets had swapped their icons. This has now been fixed.
  • Removed Epic borders from regular versions of the Marksman’s set.
  • Fixed an issue where the descriptions of some crafting benches were cut-off in the Crafting and Feats tabs.
  • Fixed missing Epic frames on certain Epic Eldarium-infused Armor pieces.
  • Specific Improved workstations were missing a “Low Craft Time” keyword. This has now been fixed.
  • Demon-Fire orb and Gas orb now have damage values shown in the UI.
  • Fixed an issue where Feats taught by Grandmaster Tanner had incomplete descriptions.
  • Fixed a number of placeholder text issues in the description of certain workstations.
  • Corrected keyword on the Practice Great Sword.
  • Fixed misleading keyword of Flotsam Awning pieces.
  • Added missing Diseased keyword to the Diseased Knives.
  • Blood-Moon Beast now has the correct boss health frame.
  • Fixed an issue where Sigils from certain Vaults had swapped names.
  • Eldarium Ingots are now marked as High Grade tier in their keyword.
  • Changed the Elder Constructions feat icon.
  • Wildlife Siptah Tiger Alpha now has a miniboss health bar frame.
  • Fixed missing keywords on the Blindsight armor piece.
  • Corrected inconsistency in the Rhino Travel Heavy Saddle description.
  • The Maelstrom Rhino feat is now visible in the Survival tab of the Feats screen.
  • Added clarification in the description of items from the Elder Construction feat.
  • Updated the long description of Brittle Edge.
  • Addressed an inconsistency in the description of Diseased Spike.
  • Addressed an inconsistency in the descriptions of non-Epic versions of Eldarium weapons.
  • Fixed an issue where player map and death markers would show in out of boundaries location when being inside of certain Vaults.
  • Addressed misleading descriptions for all endgame Vault crafted legendaries.
  • Perfected Paddings had placeholder icons in their Info section. This has now been fixed.
  • Fixed a number of placeholder icons in the admin panel item list.
  • Fixed missing translations in names and descriptions of Rhino Saddles’ recipes.
  • Streaming mode now also hides the FuncomID.
  • All new crafting tables should have their correct icons now.
  • “Isle of Siptah” and “Exiled Lands” are now localized in the Map Name drop-down selection in the Server Browser.

  • Updated the sound FX for Leyshrine lever pull reactions.
  • Modified Isle of Siptah music so it can be properly Modded.
Official server scheduled maintenance on January 6th Tue, 05 Jan 2021 16:22 CET
On Wednesday, January 6th, starting at 8AM UTC (9AM CET), there will be a planned maintenance on all official servers, all platforms.
Our hosting partner will be running a scheduled update of each hosted machine. This can lead to up to a 90-minute downtime depending on the server.

Thank you for your patience an understanding, and stay safe!]]>
Official server scheduled maintenance on January 6th Tue, 05 Jan 2021 16:22 CET here.]]> Isle of Siptah Producer Letter Fri, 18 Dec 2020 15:04 CET
I wanted to catch everyone up on what the team has been working on since the Isle of Siptah Early Access launch and give a preview of what is coming to Conan Exiles in early 2021.

First thing first, let’s chat Isle of Siptah. We released in Early Access on September 15th, and since then we have been releasing small updates to fix bugs, adjust balance, and address some of the feedback we have received. We have also been reading the reviews players have posted on Steam, our forums, and social media.

When we released Isle of Siptah we knew that we were making some risky decisions and tweaking some of the core aspects of Conan Exiles that people have come to love and embrace over the past 4 years. Some of the features with Isle of Siptah have been well–received, and some of them have not. Below you will see two charts that attempt to categorize the most common comments we have seen on reviews:

Conan Exiles is a sandbox game where the players can decide how they want to play. We also have different server types which allow very different communities to play and experience the game in the way they like the most. On top of this we allow mods which can take the game in amazing new directions that we never expected. The result is that we end up having a lot of different core user types that expect and want different things. We expect any change to potentially upset some users in the various groups, but it is obvious that we have missed the mark with too many of our customers with Isle of Siptah. This is something we plan to address.

One of the main purposes of having an Early Access period is precisely so we can receive feedback from the community and tweak and improve our game as we move towards full launch.

Improvements to the Isle of Siptah
Some of the negative feedback we received during Early Access was that the Isle of Siptah seemed emptier than the Exiled Lands (lacking NPC camps for example), that there were too few good places to build, that the storm was too dominating, that the map itself seemed a bit too small, that there was not enough PvE content, that you couldn’t transfer characters between maps and that it was too cumbersome to capture thralls.

Going forward we will improve the Isle of Siptah expansion significantly in all these aspects by:
  • Introducing many new NPC camps around the map
  • Populate the camps with humans who can be captured as thralls
  • Expand the island map to the south with new content and desirable building locations
  • Tone down the intensity of the storm and make it possible to build within the storm area
  • Break the links between the vaults, the storm, and the surge
  • Introduce purges with enemies from the island
  • Introduce new activities and new PvE mechanics
  • Make new and unique placeables for the Isle of Siptah
  • Introduce a new religion and new avatar
  • Open a chamber in the Tower of Siptah, with great rewards to be found inside
  • Allow character transfers between the Exiled Lands and the Isle of Siptah

All New NPC Camps
NPC camps, full of life and activity, greatly increase the richness of the world of Conan Exiles. We will introduce many such camps to the Isle of Siptah. These camps will have a host of different human NPCs which can be captured as thralls just like in the Exiled Lands.

The camps will vary in size and come from three different factions. Stygian mercenaries have settled on the Isle of Siptah. They are eager to restore the colony their ancestors left behind on the island and view it of great strategic importance as a stop off for traders between Argos, Stygia and the Black Kingdoms.

Black Corsair pirates have also landed here. Their nefarious purposes are shrouded in mystery, and they do not seem particularly fond of strangers. If you venture too close to their newly formed camps, you will see many bodies impaled on spikes, serving as a warning to trespassers.

Near the black tower in the middle of the island, a new and especially large camp has formed. Can those who dwell there be survivors of the devilish sorcery of the surges? The terrifying experience of being taken from their homes and dragged though the outer dark to end up on the Isle of Siptah must surely have driven them mad, as they now work side-by-side with the horrific creatures of the storm.

Vaults, Storm, and Surge Changed
The Isle of Siptah expansion offered a new game loop consisting of three components: the vaults, the storm, and the surge. The intent was for you to complete vaults to gain sigils and eldarium, use the sigils to kill monsters in the storm to harvest their essence, then finally use the eldarium and essences to summon a surge for a chance to capture thralls.

We realize that many people find this process too cumbersome and we are responding to your feedback by breaking the features’ dependence on each other.

Vaults will all be rebalanced to be level 60 dungeons, each with their own unique rewards. Vaults will still be the source of eldarium on the isle, and eldarium will still be used to delve and craft new recipes.

The storm will become less pervasive, allowing you to build within its area of effect without drawing the attention of the creatures of the storm. You may now hunt these horrors of the outer void for new and unique rewards, and they won’t be the only source of the essences needed to power the surge.

The surge will largely remain the same as it is now, but the rewards will be changed. Completing a surge may reward you with a Fragment of Power. These fragments can be used inside a chamber in the Tower of Siptah for new and great rewards! The surge will no longer be the only source of thralls on the island with the introduction of the many NPC camps.

New Lands, Purges, New Religion, and Much More
We are expanding the size of the Isle of Siptah to the south, and with these new lands the overland map size of the island will be over 90% that of the Exiled Lands. This area will be divided into three different biomes, with the Ashlands, the Floodlands, and the Savannah.

There will be many desirable base building locations in these lands plus new NPC cities from two new races. Several mysterious black pools can be found in one of these cities, and they will be linked to an all new PvE mechanic allowing you to test your mettle in brutal fights against monstrous opponents. We are also planning several new activities which encourage exploration of the Isle of Siptah and the opportunity to free human NPCs from camps, making them your followers.

A new religion with its own unique weapons, tool, priest outfit, avatar and altars is coming. Its avatar is a horrific monster like no other, sure to give those with a faint heart or a certain phobia nightmares.

In addition, purges (like those you can find in the Exiled Lands, where large groups of enemies attack your base) are coming to the Isle of Siptah. The area you build in will determine the types of purges you can get, some of which come from the hideous creatures from the vaults, the storm monsters, or humans from the new NPC camps. A new mechanic will be introduced to these purges, allowing you to use resources to either prevent or provoke a purge.

And finally, we know that many of you have been asking for a way to transfer your characters between the Exiled Lands and the Isle of Siptah, and we are happy to say that we are working on letting you do so. A character transfer system will be introduced during Isle of Siptah Early Access to allow you to use your favorite character on the map you choose to play on.

We would like to thank everyone for their continued support and for all their Early Access feedback, helping us improve the Isle of Siptah expansion. We wish everyone who celebrate happy holidays and a happy new year!
Happy Holidays! Thu, 17 Dec 2020 21:11 CET
Hold strong and pray to Crom as 2021 brings new challenges to our land!
We wish all of you a safe and happy Holiday!

Side note, Conan is preparing a reindeer stew for a feast so do stop by for a serving.

Happy Holidays! Thu, 17 Dec 2020 21:11 CET here.]]> The Steam Awards 2020! Wed, 25 Nov 2020 19:01 CET


We've been through a heck of a year together, and we can't thank you enough for your continued love and support of Conan Exiles!

Nominations for the Steam Awards 2020 are now open, and we'd be thrilled if you gave us a nod for "Labor of Love". We're committed to delivering the best of Hyborian brutality for our adventurers, PvPers, builders, modders, and RPers for a long time to come. Let's continue to survive, build, and dominate together into 2021!

By Crom,
The Conan Exiles Team]]>
PC Patch (17.11.2020) Tue, 17 Nov 2020 14:01 CET
We’re releasing patch 2.1.3, which addresses a number of issues in regards to crafting and recipes as well as some UI problems.
The team focused on the crafting issues that were reported by the Conan Exiles community so thank you so much for your continued feedback.

We're aware of an issue related to the building system that may cause performance degradation, which is currently being looked into.

Thank you for your ongoing support and understanding, and stay safe!

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.

  • Fixed an issue regarding delving some armor pieces in Delving Bench that did not give any scroll, weapon or armor schematics
  • Fixed the issue where paddings were still needed for repairing items
  • Fixed an issue regarding delving Pride Of Aesir Armor not providing Frost Giant armor recipe
  • Fixed an issue where Legendary Armor Patch Kit was unavailable for crafting
  • Fixed an issue regarding Marksman’s Vest and Marksman’s Pants that did not provide statistics bonus

  • Fixed an issue where recipes provided by Thralls were not available in Crafting Benches if the feats were unlocked after Thrall was placed in the bench

  • Fixed a visual issue for Weak Aloe Extract Icon
  • Fixed the Dyer’s Bench model as it lacked collision and had stretched or misplaced textures
PC Patch (17.11.2020) Tue, 17 Nov 2020 14:01 CET here.]]> PC Patch (11.11.2020) Wed, 11 Nov 2020 14:03 CET
We’re releasing hotfix 2.1.2, which addresses a number of issues in regards to crafting and recipes and some AI animation problems.

With this patch, we’re also enabling the anti-undermesh features in the Exiled Lands map. You can read more about this change in our announcement[].

Thanks for your continued support and feedback, and stay safe!

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.

  • Fixed an issue regarding Garrison Blacksmith benches missing crafting recipes.
  • The Redeemed Legion recipe was missing. We found it. No need to call the police.
  • Fixed remaining recipe issues with T4 Alchemists.

  • Rhinos and Giant Bears would sometimes get frozen in a default pose and not attack back. This has now been fixed.

  • The Frostgiant Armor attributes have been rebalanced. Its base value now gives 4 Vitality (down from 16) but now also provides a bonus of 5 Strength. This can be further improved with specialized crafters.

  • “Craft an exceptional or flawless item” Journey Step has been removed from the game and
    substituted with “Craft an improved work-station”.
  • Fixed an issue in regards to the Frostgiant Armor not giving bonus attributes.
  • Fixed an issue where Vines couldn’t be harvested in the Exiled lands.
  • Fixed an issue regarding warpaints visually disappearing when changing race with the Vanity Mirror.

  • The “Rent a server” button should now open the link on the default external browser instead of the internal Steam browser.
  • Fixed an issue with the Favorites server filter not working as intended.
PC Patch (11.11.2020) Wed, 11 Nov 2020 14:03 CET here.]]> PC PVP Official servers to get Anti-Undermesh feature with 2.1.2 Wed, 04 Nov 2020 15:06 CET
After a few months of testing, both internally and on Testlive, we concluded that our anti-undermesh feature is ready to be enabled in official servers.

Once we release patch 2.1.2, we will enable the anti-undermesh feature on all PC PVP Official servers that are running the Exiled Lands map. Other game modes (PVE and PVE-Conflict) in official servers will, for now, not have this feature enabled.

While we have gathered and processed a great amount of data in the Exiled Lands, we feel this feature isn’t ready for the Isle of Siptah map yet as there are still a lot of unresolved false positives. We will continue to work on this feature for the Isle of Siptah map and it will be enabled once we feel it’s safe and ready.
PC PVP Official servers to get Anti-Undermesh feature with 2.1.2 Wed, 04 Nov 2020 15:06 CET here.]]> PC Hotfix (04.11.2020) - Hotfix 2.1.1 Wed, 04 Nov 2020 14:33 CET
We’re deploying a Hotfix for the Economy patch, including several crash and bug fixes and a few balancing changes.
Known issues from the last patch were addressed, such as certain recipes not showing up in certain specialized benches and the placement boxes for some of the crafting stations.

Thank you for all your ongoing support!

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.

  • Fixed a number of crashes
  • Fixed an issue that would cause the game to soft-lock

  • Siege and ambient Elder Things will now despawn after leaving the Maelstrom area

  • Adjusted the placement boxes for Tanneries, Furnaces, Delving, and Alchemist Benches
  • Fixed collisions and pivots for a number of building pieces

  • Bows now have full durability when crafted with T4 carpenter

  • Glass flasks and coins are now crafted in the Furnace rather than in the Tinker’s table
  • Adjusted inventory sizes, cooking rates, and fuel timers for Tanneries and Furnaces
  • Adjusted the attribute bonus on the Eldarium armor sets

  • Removed all Exceptional and Flawless weapon and armor loot-drops
  • Adjusted the Vanity Mirror camera
  • Changing race with the Vanity Mirror no longer restores default colors of the equipped armor
  • Re-equipping parts of insulated armor no longer makes the temperature debuff permanent
  • Repairing armors no longer requires paddings
  • Fixed an issue that would prevent the Main Bosses inside Vaults to spawn
  • Fixed an issue where temporary mod selection could not be restarted if ‘Automatically subscribe to and download mods’ and ‘Automatically connect when ready’ options were selected in the Mod Mismatch Menu

  • When customizing through the Vanity Mirror, submenu selections now update properly after changing race
  • DLC equipment icons are no longer overwriting resource ones

  • Fixed the sound of the Surge being present everywhere on the map
PC Hotfix (04.11.2020) - Hotfix 2.1.1 Wed, 04 Nov 2020 14:33 CET here.]]> PC Update (28.10.2020) - Update 2.1 Wed, 28 Oct 2020 15:07 CET
We are releasing our first major update since the release of Isle of Siptah, focusing on bringing a major overhaul to many of the economy and crafting systems of the game, as well as bringing an oft-requested feature: Character re-customization!

With Update 2.1[] we are bringing a massive overhaul to the crafting systems to the game. Previously, “crafting power” was heavily reliant on having specific Tier 4 Crafting Thralls, which would not only make it frustrating in case you didn’t find the specific thrall you needed, but also made other, lesser artisans less relevant. With the Economy Update, we’re aiming to shift most of that power into the workbenches themselves, giving more prowess and choice to you during crafting by making those bonuses be available from the workbenches themselves without the requirement of a specific thrall.

With that in mind, we also took a look at the crafting progression in game, which up until now was too linear, with very general choices that lead to an uninteresting advancement through the tech tree and some recipe bloat in some stations. To that effect, we are adding new specialized crafting stations with an end-game split in their focus giving them more vertical upgrades in terms of crafting power, but also horizontal progression at the end-game where you can choose what stations to use based on the specific bonuses they give.

That doesn’t mean that crafting thralls will have no use in the game anymore! First of all, they will now provide multipliers to item stats they craft based on their tier. This will be the way to have improved gear since we’re doing away with exceptional and flawless item qualities, instead relying on these artisan bonuses. Not only that, but we’re also implementing a new Tier 4 Crafting thrall specialization system, where some T4 artisans will have a specific specialization that will improve certain stats when crafting. To top these changes, we have also re-worked and tweaked Surges and Wild Surges to have better spawn rates based on community feedback.

We have also set sights on revamping the fishing system of the game and the recipes that depended on it. We are removing the passive fish generation of fish and shellfish traps and we’re also changing the recipe of stone consolidant, which will now require resin instead of ichor.

This patch is not only focusing on crafting and economy. We are also adding to the game something you have been asking us to implement ever since our earliest days: you can now re-customize your character! Accessed through the new vanity mirror, you can now change your character’s hair-styles, facial and body features from the comfort of your base!

To top it all off, we are also bundling in a myriad of other fixes and improvements to the game, both for the Exiled lands and for the Isle of Siptah map. This includes a new Family Sharing server setting admins can use to limit the use of this feature on their servers. This change will also affect official servers, please check our announcement for the specifics of this change[].

Thanks for your ongoing support, and stay safe!

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.

Character re-customization!

Have you wanted to change your character’s looks, hair or makeup? Now is your chance! Build the all new vanity mirror crafting bench and use it to change what before was permanent. The new vanity mirror is available to everyone, but those who own the new Isle of Siptah expansion are getting some brand-new options for hair and faces!

Crafting overhaul!

We’re adding new specialized crafting benches make it much easier to organize a myriad of different recipes and give you many new and cool benches to build. There are also several new tiers of crafting benches, offering high level versions with updated looks!
Crafting benches are also becoming much more important with this update. Certain bonuses to crafting are now determined by the tier and type of the crafting bench you have, instead of being determined by the tier of thrall you have.

There are thousands of different recipes in Conan Exiles, and one of the main purposes of the update is to simplify crafting and reduce the number of recipes!

Crafting thrall specializations!

So, what happens to your high tier crafting thralls now that there is no Exceptional or Flawless gear and the crafting stations grant improved benefits? Many of the thralls have gotten unique specializations which give bonuses to gear. For example, an Edgesmith grants weapons additional armor penetration, while the Bladesmith grants weapons a bonus to damage. In addition, some thralls also increase the attributes granted by the armor depending on their tier.

Even though high tier thralls lost some advantages, the items crafted by thralls with certain specializations will be more powerful now than before!

  • New character re-customization!
  • Crafting system overhaul!
  • New specialized crafting stations!
  • New crafting thrall specializations!
  • Recipe streamlining!
  • Surges and Wild Surges tweaks and re-balancing!
  • New family sharing server settings!
  • Bug fixes and QoL changes!
  • …and much more!
Currently Known Issues
  • Some recipes are not showing up in certain specialized benches (i.e. Insulated Wood and Shaped Wood in Carpenter benches). This has been fixed internally and will be released as a part of an upcoming hotfix.
  • T4 Specialized crafters produce crafted equipment of a lesser expected value than older equivalents. This issue has been fixed internally and will be released as a part of an upcoming hotfix.
  • Placement boxes for crafting stations are not final and will be adjusted.
  • We are looking at adjusting the balance for the crafting station bonuses (speed/craft multipliers) based on feedback.

  • Fixed a number of crashing issues.
  • Added a new crash error screen that will inform if the crash is caused by a mod.
  • Fixed an issue where “Online play is restricted” prompts would show under specific circumstances.

  • Fixed an issue where avatars could be summoned in unintended locations.
  • Improved network protection against attacks for private servers (thanks Shayed for the information provided!).
  • Adjusted certain areas of the Siptah map for the anti-undermesh measures. This is a feature currently in testing on Testlive official servers.
  • Reverted visual effects of some vulnerabilities.

  • Added character re-customization feature! Craft the new vanity mirror and change your character appearance. Sorcery not involved!
  • Added new character customization options for owners of the Isle of Siptah DLC expansion: 9 new faces, 5 new hairstyles and 7 new facial options!
  • Major overhaul of the crafting systems and crafting progression.
  • Added new specialized crafting stations:
    • New Alchemy Bench: This crafting station takes over the production of finished alchemical products from the Fire-bowl Cauldron.
    • New Dyeing Vat: The dyeing vat has inherited all the dyes and war-paints from the Fire-bowl Cauldron.
    • New Tanner’s Table: This crafting station has received all of the silk, hide and leather manipulation recipes formerly present in the armorer’s bench.
    • New Tinker’s Table: This crafting station is where all the armor kits and weapon kits are now available from.
    • New Casting Bench: All recipes that required molds (i.e. jewelry, coins and glass flasks) are now available from this bench.
  • 30 new dyes added to the game (available through the new Dyeing Vat station).
  • New Tier 4 Crafting Thrall specializations: Some tier 4 crafting thrall types now have specializations. These specializations confer additional bonuses to specific item-stats. Note: T4 Crafting thralls prior to this patch should already have a specialization assigned.
    • Blacksmith Specializations
      • Edgesmith (Penetration-focused Blacksmith)
      • Bladesmith (Damage-focused Blacksmith)
      • Tempersmith (Durability-focused Blacksmith)
    • Carpenter Specializations
      • Fletcher (Penetration-focused Carpenter)
      • Bowmaker (Damage-focused Carpenter)
      • Builder (Durability-focused Carpenter)
    • Taskmaster Specializations
      • Driver (Concussion damage-focused Taskmaster)
      • Overseer (Durability-focused Taskmaster)
    • Priest Specializations
      • Confessor (Damage-focused Priest)
      • Seneschal (Durability-focused Priest)
      • Guardian (Armor-focused Priest)
    • Armorer Specializations
      • Shieldwright (Armor-focused Armorer)
      • Scoutwright (Weight-focused Armorer)
      • Temperwright (Durability-focused Armorer)
  • Added a new server setting to disable the use of family sharing in a server. Its current default is AllowFamilySharedAccount=True. However, this setting will be disabled on official servers.

  • Fixed a mismatching hitbox and collision detection for the Flotsam Rooftop Cap.
  • Fixed an issue in regards of Inverted Walls and Roofs not being able to be placed on top of any door frame.

  • Crafting bonuses from thralls have been moved into workbenches:
    • Weapon and armor smith thralls no longer provide bonuses to crafting speed, crafting cost reduction or fuel burn time. These bonuses are now provided by the workbenches.
    • Smelters, cooks, tanners and alchemists retain the crafting speed bonuses, but no longer provide cost reduction and fuel burn time benefits.
    • Taskmasters still provide conversion speed bonuses.
  • Crafting thralls now provide bonus stats to crafted items. The higher the Tier of the artisan, the better the benefits they provide.
  • Improved Tannery burned fuel faster than a regular Tannery. This is no longer the case.
  • The Fire-bowl Cauldron now works as a preparation station for base materials.
  • Armor padding recipes have now been streamlined (from 30 down to 6).
  • Melee Weapon Handle recipes have been streamlined into a single one.
  • Frost Giant’s Leggins and Gauntlets had their armor values and crafting materials swapped. This is now fixed.
  • Fixed Tools recipes not being available in the crafting benches after learning them from Feats Tab.
  • Fixed Grandmaster Armorsmith feat not being possible to unlock on its required level due to required feats.
  • Fixed the missing recipes for the T3 Carpenter Bench.
  • Encouraged Thralls to stop eating Legion Weapons. #whipit

  • Fixed an issue where Devolved Fiends and Devolved Serpentmen wouldn’t give XP upon death.
  • Fixed an inconsistency with The Bear Boss in The Circle of Ros-krana drops. It should now drop the correct type of head.
  • Damage on the Blunted Javelin has been reduced.
  • Fixed an issue where the Arena Champion, The Watcher Above, the Captain Below and The Ritual Keeper bosses would provide, when slain, significantly less experience to followers than other similar bosses.
  • We went ahead and fixed an issue where Siptah creatures would not drop heads when slain. We understand this caused many headaches, and we believe this fix will head the game towards the right direction.

  • Fixed an issue where the main boss inside a vault would not spawn under specific circumstances.
  • Fixed an issue where Storm enemies would attack braziers at Surge Altars.
  • Fixed an issue with NPC navigation inside the Harbor of the Drowned vault.

  • Exceptional and Flawless item qualities and recipes have been removed. Note: Existing armor and weapon pieces will still exist, but new ones will not be able to be crafted anymore.
  • Item quality can now be improved by crafting thralls. This also applies to bonus stats provided by armor and gear (from a base value of 5 to a max. of 10). Note: Old armor pieces retain their previous values.
  • Fish traps have been completely re-balanced. They now require bait in order to operate (they no longer generate fish passively). The better the bait, the more chances to get exotic or rare fish.
  • Ichor is no longer part of the Stone Consolidant recipe. You now need resin instead.
  • Ichor is no longer produced by fish other than those of exotic rarity.
  • Resin can be harvested from trees with a Pick or Pick-Axe of Iron tier or above.
  • Bark now drops from all trees when harvested with a pick or pick-axe, regardless of tool quality.
  • Bark now has an increased drop-rate from trees when harvested with a pick or pick-axe.
  • Resin now drops from all trees regardless of location.
  • Corrected the amount of flesh provided after cooking a Turtle Hatchling as it was inconsistent with the amount obtained from harvesting it.
  • Liquid Press oil recipes have been changed.
    • 10 Unappetizing Fish now give 1 oil.
    • 5 Savory Fish now give 1 oil.
    • 1 Exotic Fish now gives 1 oil.
  • New Survival level 20 perk, “Waste Not”. This reduces the amount of water used per drink from waterskins, effectively doubling the lifespan of waterskins.
  • The “Hard Worker” perk is now a Survival level 30 perk.
  • The “Efficient Butchery” perk has been removed from the game.
  • Surges and Wild Surges spawn-rates have been modified to the following new values. Note: This change is still a work in progress change and this values might not be fully reflected on this build yet:
    • Tier 2 and 3 thralls now have a chance of spawning as part of Wild Surges. T1=80%, T2=15%, T3=5%. In addition, there are 2 spawns for crafters for wild surges instead of just one.
    • For normal Surges, we’ve increased the spawn-chance significantly from before leaning towards higher tier thralls.
      • For a 200 point Surge, these are the chances now: T1=55%, T2=30%, T3=15%
      • For a 400 point Surge, these are the chances now: T1=20%, T2=30%, T3=50%
      • For a 1000 point Surge, these are the chances now: T1=5%, T2=15%, T3=55%, T4=25%
  • Change requirement for summoning surges from Decaying Eldarium to Hardened Steel.
  • Updated Crafting Thrall values for T4 specialized crafters so that they never go below the values of T3 Crafters.

  • High-level weapons and armors can now be crafted in the T2 and above benches, allowing T2 to be the “Best in Class” in terms of size footprint.

  • Some types of fish were unobtainable. This has now been fixed.
  • Fixed an issue where chest would not be able to be interacted with if under a small body of water.
  • Fixed an issue where players could get stuck under water under certain circumstances.
  • Fixed an issue where fishing traps were not able to be placed on certain bodies of water.
  • Fixed an issue where Vertical Elevators would return to their default position if a player would leave their render distance. Hooray!
  • Fixed an issue where mods were not able to be downloaded again if manually removed.
  • Fixed an issue that would cause the “Logged out characters remain in world” server setting not to work correctly.
  • Fixed an issue where Werehyena bosses mane would look flat.
  • Fixed an issue that would cause the player to lose feat points if they had unlocked the Novice Rhino Saddle-maker feat upon relog or death.
  • Infused Aloe Extract, Stutter Wraps and Infused Wraps provide less healing than their lower quality counterparts. This is now fixed.
  • Fixed an issue where certain aloe extracts provide higher amounts of healing than their wraps counterparts, despite having lower level requirements.
  • Fixed Leyshrine Brazier changing its texture to placeholder one while being lit.
  • Fixed a possible permanent “Heatstroke” effect caused by equipping temperature resistant armor while affected by changes to corruption.
  • Provided further refinements to the hair shader.
  • Removed incomplete mod kits that were dropping in the Unnamed City.

  • Moved the Shroom Amanitas in the Refuge of the Goblinoids away from the Noxious gas zone.
  • Fixed ladders in the Bat Demon vault.
  • Fixed an issue where two recipe bottles were sunk under the mesh and impossible to interact with. This means you can now learn the Belly Dance and the Aquilonian Dance.
  • Fixed a number of visual imperfections on the Siptah map.
  • Fixed a number of spots where the player could fall outside of the world in the Siptah map.
  • Fixed “The Depths” point of interest discovery trigger point being set under the mesh.

  • Updated the Shaggai Huntress poison spit attack visual effects.
  • Updated animations when using Bindings.
  • Updated sitting animations to fix a number of problems with the character’s neck getting groovy.
  • Fixed an issue that would cause the character’s right arm to change positions when holding a torch.

  • Through painful exertion, our #spellchekker team gave it all to fix a number of minor typos in-between sessions of whipping, gruesome torture and marathon reruns of Christmas movies on Vanir Home System devices.
  • Added visual icons to identify T4 Crafting thrall specializations.
  • Fixed an issue in regards of missing food icons in followers’ diet screen.
  • Fixed an issue where the Corruption Effect would not update accordingly in the Status tab.
  • Fixed an issue that would cause the server browser to freeze when filtering by map.
  • Fixed the placeholder icons and missing recipes from Dark Templar Armor and Guardian Armor regular and epic feats.

  • Added voice and audio effects to Siptah turtles, but they still don’t eat pizza.
PC Update (28.10.2020) - Update 2.1 Wed, 28 Oct 2020 15:07 CET here.]]> Incoming changes to Steam Family Sharing settings on PC Official Servers Wed, 21 Oct 2020 15:07 CEST
With the upcoming release of Update 2.1 (currently available for testing on Testlive) we are introducing a new server setting to control Steam Family Sharing on a dedicated server.

Once Update 2.1 is released live, we will disable the possibility to join PC Official servers to those accounts that are accessing the game through Steam Family Sharing feature due to the abuse of this feature .

This means that any secondary accounts that can only play Conan Exiles through Family Sharing will not be able to access any of our Official servers on PC unless they own a license for the game.

We are disabling this feature since it has been abused by some players who are trying to gain advantages, exploit or circumvent bans in official servers with the use and abuse of Family Sharing. To offer a fairer playground for all players in our Official servers, we have decided to move forward with this decision.

Those accounts, however, will still be able to access the rest of the game, including Single Player, Co-Op, and private servers that choose to allow Family Shared accounts.

Private Servers

For private server admins, we are introducing a new server setting to control this feature so you can choose to allow or not the use of Family Shared accounts in your server. The new setting, which will be in the ServerSettings.ini file in your server’s config folder, is as follows:


If set to True (which is the default value), any accounts that only own a game license through Family Sharing will be able to join your server. If set to False, access will be restricted.]]>
Incoming changes to Steam Family Sharing settings on PC Official Servers Wed, 21 Oct 2020 15:07 CEST here.]]> PC Hotfix (13.10.2020) - Hotfix 2.0.6 Tue, 13 Oct 2020 15:00 CEST
Today’s hotfix addresses some crashes, an exploit related to the Maelstrom, introduces some tweaks to the storm and its creatures' behaviors, and fixes minor graphical issues, specifically certain forest moss and glowing assets, as well as light levels on certain areas of the Isle of Siptah.

Thank you for all your ongoing support!

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.

  • Fixed a number of client and server crashes
  • Fixed performance during fights with a high number of NPCs, especially during the storm

  • Confiscated a Pym Particles shipment that was smuggled into the Isle of Siptah. #attackonexiles
  • Fixed a Maelstrom related exploit
  • Fixed multiple security vulnerabilities

  • Fixed an issue that prevented ambush enemies from attacking their target when spawned

  • Limited the number of enemies that can attack an individual inside the Maelstrom

  • Fixed an issue that caused players in Single Player or Co-op sessions from setting the appropriate storm effects and ambush enemy spawn rates

  • Fixed some drastic and unintended light level changes in certain areas of the Isle of Siptah
  • Fixed the textures on certain glowing assets

  • Fixed a UI issue in the crafting section
PC Hotfix (02.10.2020) Fri, 02 Oct 2020 16:02 CEST
Hot of the presses and just before the weekend comes our next hotfix, addressing a number of community-reported issues, such as the Royal Armor missing its attribute bonuses, Surge Altar Braziers being locked when in a clan and shadow quality problems. You can now also get rid of your Eldarium, high-powered sunglasses when delving into the Harbor of the Drowned vault, as we’ve dialed down the Glowing Goops brightness to standard Aquilonian levels.

Thanks for your ongoing feedback and support, and stay safe!

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.

  • Fixed a vulnerability in the game files.

  • Fixed an issue in regards of the Conan Royal Armor not providing the intended attributes. #hailtotheking
  • Surge Altar Braziers can now be interacted with when player is in a clan.
  • Addressed an issue with shadows when playing in low quality settings.

  • Fixed the Glowing Goops in the Harbor of the Drowned being brighter than the Tower of Siptah on a bad day.
PC Hotfix (02.10.2020) Fri, 02 Oct 2020 16:02 CEST here.]]> PC Hotfix (29.09.2020) - Hotfix 2.0.4 Tue, 29 Sep 2020 15:00 CEST
We’re bringing you hotfix 2.0.4, addressing a few issues with NPC pathing, improving out anti-undermesh measures (currently being tested on the Testlive servers), and also providing a much-requested fix regarding clans being unable to interact with altars and braziers!

Also, if you haven’t already, be sure to check out the Developer Stream Recap[].

Thank you for all your support!

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.

  • Several improvements and fixes on the anti-undermesh measures. This is a feature currently being tested exclusively on the Testlive Official servers.

  • Fixed an issue with NPC pathing that caused them to get stuck chasing their target.

  • Adjusted the Fling shot bow’s durability.

  • Fixed an issue that would cause players that are in clans to become unable to interact with altars and braziers if the "Containers Ignore Ownership” setting is disabled.
  • Fixed an issue with the Den Boss' mane and tail textures.
Developer Q&A Stream Wed, 23 Sep 2020 19:37 CEST

If you haven’t had time to check out yesterday’s Developer Q&A live, we have you covered!

We posted dedicated threads on Reddit and our official Forums[] to collect YOUR questions in regard to what’s on your mind regarding Conan Exiles. We collect the most asked questions and try to answer as many possible live on stream. We’ll also always try to pick some from the live chat towards the end.

Keep an eye out for more of these as we go forward to get your question in next time.

A stream recap with summaries of all questions asked and answered can be found here[]. Otherwise, the full video is available to view on YouTube.

Thank you for being part of our community and happy surviving!

Developer Q&A Stream Wed, 23 Sep 2020 19:37 CEST here.]]> PC Hotfix (23.09.2020) - Hotfix 2.0.3 Wed, 23 Sep 2020 16:02 CEST
The Hotfix 2.0.3 is here with additional fixes, further improving client stability and addressing some graphical and balancing issues as well. We’ve also tweaked the Surges a bit, as well as the healing potions, as their animation shouldn’t be interrupted by bleeding damage as some of you have reported.

Oh, and our masons have also patched up a hole in the map, all exiles found within are available to be claimed at the nearest lost and found vendor.

We really appreciate all the input we’ve been getting from all of you and we’ll continue monitoring your feedback and reports on the forums and social media pages!

Thank you for all your support!

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.

  • Fixed a number of client crashes.

  • Cemented a hole in the map close to the Scavenger Coast.

  • Fixed certain buffs replenishing themselves.

  • Buffed certain Surge animals that were extremely frail.
  • Updated VFX for the Blood Moon Beast.

  • Healing potions should no longer break on bleeding damage.
  • Several balancing tweaks for the Surges:
    • Changed Wild Surges to spawn 3 waves.
    • Wild Surge Waves will spawn a number of enemies equal to the current wave count (i.e. 1 enemy for the first wave, then 2 when it dies, then 3 when they die).
      • The only exception to the above rule is Darfari surges, as they spawn 2 enemies with each wave because they do not have crafting thralls.
  • Wild Surges now have a default duration of 6 hours.
  • Wild Surges no longer despawn when a storm begins.

  • Fixed an issue that prevented creating custom Singleplayer and Cooperative sessions.
  • Fixed an issue where the Surge cycle restarted upon restarting a Singleplayer session.
  • The Tentacle Portal is no longer photo-bombing the character creation process.
  • Fixed an issue where the server query port was being unintentionally overridden.
  • Fixed server query fetching information for logged out players.
  • Fixed Surge VFX not being visible to some clients.
  • Fixed an issue that was causing Surges to spawn one too many waves:
    • Leyshrine summoned surges will now summon 5 total waves.
    • Wild Surges will conform to the rules listed above.