Conan-Exiles.com Blog Feed en https://conan-exiles.com/ Fri, 15 Mar 2019 14:15 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 Quick PC patch with some crash fixes https://conan-exiles.com/blog/286/quick-pc-patch-with-some-crash-fixes/ https://conan-exiles.com/blog/286/quick-pc-patch-with-some-crash-fixes/ Fri, 15 Mar 2019 14:15 CET PC Update (13.03.2019) Optimize those buildings and Contest! https://conan-exiles.com/blog/285/pc-update-13032019-optimize-those-buildings-and-contest/ https://conan-exiles.com/blog/285/pc-update-13032019-optimize-those-buildings-and-contest/ Wed, 13 Mar 2019 16:24 CET
We’re very happy to bring you the highly anticipated building optimization update today!

To celebrate, we are also starting our very first official Conan Exiles Building contest! Check out the details, and the fun prizes you can win, right here[forums.funcom.com].

This patch also includes a few general fixes while we still keep working on exploit fixes and all other aspects of the game.

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. If you run into issues, remember to mention in your bug report that you do have mods installed.



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.
Loading in buildings has gone from this:

https://media.giphy.com/media/NS68fwWYgDzdyf2or7/giphy.gif

To this:

https://media.giphy.com/media/3d4Fh86PXXzrconJGn/giphy.gif
image



  • The new Building Optimizations are now available!
  • It is no longer possible to acquire Fragments of Power by dismantling the
  • Blunted Javelin in the Dismantling bench
  • No more zooming Gazelles. Their run speed has been lowered - this should help with both catching up to them and their tendency to desynch
  • Both Stacked and Unstacked Armor Patch Kits now work again
  • Fixed an issue where dice rolling was only working in multiplayer. All your dices are now fixed
  • Fixed an issue where the game would freeze after you press ESC while having your GUI hidden

Currently Known Issues
  • In certain rare cases you might encounter a building that hasn’t rendered in properly and might be invisible. If this happens, reconnecting should resolve the issue
  • When placing building pieces quickly or from weird angles you might not be able to connect new building pieces to a freshly placed building piece. Modifying the building around it (placing down additional building pieces replacing what you most recently put down) should make things work properly again.
We will hotfix these issues in the future, but we wanted to roll out the building optimizations


CommunityTools

Trello Report Board
We have a public bug tracking board here! 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.

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.

Thank you for your ongoing support, feedback and willingness to work together with us to make Conan Exiles the best it can be.
Thank you for being part of our community!]]>
Conan Exiles is Free on Steam This Weekend! https://conan-exiles.com/blog/284/conan-exiles-is-free-on-steam-this-weekend/ https://conan-exiles.com/blog/284/conan-exiles-is-free-on-steam-this-weekend/ Thu, 07 Mar 2019 23:23 CET Conan Exiles is free on Steam from Thursday March 7th until Sunday March 11th!
With the recent balance update, performance optimizations, the new VOIP and the rest of the changes we’ve rolled out, we felt there couldn’t be a better time to get into Conan Exiles. If you like the game and decide to buy it, you can get it for 50% off!

https://youtu.be/-puWjrKm4-o

We’re expecting an influx of new playersduring the weekend. If you’re a regular player, give the newbies a warm welcome.Help them out. Show them the ropes.

And if you’re just now starting out on your journey through the Exiled Lands, we wish you welcome and hope you have a good time out there. Take things at your own pace and remember to watch out for the giant spiders.



New Things Have Come to Light

It’s exciting times over here at the Funcom office. We recently rolled out a huge patch for Conan Exiles[forums.funcom.com] with a massive amount of quality of life changes, gameplay updates, bug fixes, performance updates and and optimizations. New types of Purges have been added, a new world boss can now be found roaming the Frozen North, we rebalanced several gameplay areas and added in a completely new VOIP system (with mouth movements!)

This patch also added in more content for high level players. The Unnamed City has more challenging enemies and bosses, and you can now earn additional feat points by completing a certain task.



We’re continuously striving to improve the game in several ways. Our main focus recently has been to improve critical bugs and issues reported by the community, while also adding in new minor mechanics and gameplay elements to keep the game fresh.

Patches on Patches on Patches
Since leaving Early Access in May 2018, we have released 34 majorpatches to introduce new game mechanics or features to Conan Exiles. Inaddition to those we have released 55 other patches and hotfixes with bug fixesand quality of life updates. That’s a little over 1 patch a week on average!



You can find a full archive of all our patch notes over on our forums[forums.funcom.com].

Over the course of these two years we’ve added the following features and mechanics to the game:
  • Dyeing clothes and armor
  • Trebuchets and explosive orbs to use as siege and raiding weapons, with traps to defend against raiding warriors
  • Five new dungeons: The Dregs, The Black Keep, The Well of Skelos, the Palace of the Witch Queen and The Midnight Grove
  • 50+ emotes, which includes dances
  • Hundreds of new placeables
  • Avatar defenses
  • A full, free-form climbing system
  • Three new biomes: The Frozen North, The Swamp and The Volcano
  • Temperature and weather system
  • Thrall equipment
  • Weapon and Armor modifications
  • Hundreds of new weapons, armor pieces, player animations and crafting recipes
  • Full revamp of the game’s melee and ranged combat systems
  • Fast Travel
  • Farming
  • Warpaint, both aesthetic and as Attribute boosters
  • The Purge, enemy NPCs that will attack your settlements
  • Three new religions and god avatars: Ymir, Derketo and Jhebbal Sag
  • A Pets system so you can tame the wild beasts of the Exiled Lands
  • A feature for automatically downloading mods
  • A new Katana weapon archetype
  • New and improved VOIP with mouth movements when talking
  • An Item Disassembler that allows you to break down certain items into resources, opening up a new kind of playstyle
  • New Alpha Monsters, special mini-bosses with unique loot
  • 30 named mini-bosses that carry unique loot and have a chance to spawn across the map
  • Full revamp of the Unnamed City, with more unique enemies, loot
  • Re-balanced loot drop when fighting NPCs
In addition, we’ve also rolled out 4 DLC packs based on the different Hyborian cultures. These add even more building pieces,weapons and armor, new placeables and pet skins:
  • The Imperial East Pack
  • Jewel of the West Pack
  • The Savage Frontier Pack
  • Seekers of the Dawn Pack

New Key Art
We decided to give the game’s key art a bit of an overhaul, to better represent the game’s mechanics and content. Shoutout to Jakob, the amazing artist who made it for us.



Here’s to a fantastic weekend with Conan Exiles!

Your cross awaits,

The Conan Exiles Dev Team
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PC Hotfix (07.03.2019) - Turn Those Trebuchets https://conan-exiles.com/blog/283/pc-hotfix-07032019-turn-those-trebuchets/ https://conan-exiles.com/blog/283/pc-hotfix-07032019-turn-those-trebuchets/ Thu, 07 Mar 2019 13:06 CET
The patch train keeps a-rolling and we have another update for the PC version of Conan Exiles. This will balance out the resources you get back from the Dismantling Bench, and the amount of Steelfire you need to make Dragonpowder. Finally, you’ll now be able to rotate trebuchets again!




  • Reduced the amount of materials returned from the Dismantling bench as it was a bit high
  • Dragonpowder now again requires 100 Steelfire to craft


  • The Siege Hammer no longer has a multiplier for Siege Damage. The Hammer stats will stay the same but another bonus will be added to it later.


  • It should now be possible to rotate trebuchets again
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PC Hotfix patch (05.03.2019) - Exploit and Bug Fixes https://conan-exiles.com/blog/282/pc-hotfix-patch-05032019-exploit-and-bug-fixes/ https://conan-exiles.com/blog/282/pc-hotfix-patch-05032019-exploit-and-bug-fixes/ Tue, 05 Mar 2019 16:03 CET




  • Fixed a crash relating to moving resources used for crafting in crafting benches.



  • Fixed an exploit that allowed effects from weapons to persist through all attacks, even when switching to other weapons
  • Fixed an exploit that led to infinite sprinting stamina



  • The need for molds have been removed from the recipe for Coins and Glass Flasks. The moulds can still be crafted but serve no current function
  • It is no longer possible to dismantle arrows in the dismantling bench



  • Fixed an issue where some named NPCs in Sepermeru were weaker than their lowlier brethren. They must've skipped leg day at the gym but are now fully trained as well.



  • The Maelstrom weapon now grants bonus vitality as intended
  • Thralls can again be rotated while placed
  • Spears are no longer offset in the triple slot weapon display rack
  • The wheel of pain will now continue with thrall conversions even after a server restart



  • The Thrall decay system now has separate server settings than the building decay system
]]>
PC Hotfix (04.03.2019) https://conan-exiles.com/blog/281/pc-hotfix-04032019/ https://conan-exiles.com/blog/281/pc-hotfix-04032019/ Mon, 04 Mar 2019 17:57 CET
We have a new hotfix out for the PC version of Conan Exiles to take care of some lingering issues after the most recent patch.

Thank you again to everyone who helped us out with reporting these bugs and issues.

Performance and Stability
  • Fixed a server crash relating to RCON

Exploit Fixes
  • Fixed an issue where it was possible to walk underwater
  • Fixed a duplication exploit

Building and Placeables Fixes
  • Fixed an issue where wedge foundations could not be placed on top of wedge ceilings of certain materials
  • Weapon racks should no longer self-destruct on server restart
  • Placeables should no longer lose stability upon server restart
  • Placeables should again show owner info

Purge Fixes
  • Purges have learned how to dress properly. This was fixed but an Unfortunate Turn Of Events reverted the fix previously.

Balance Updates
    The Undead bosses in the Unnamed city now use Star Metal weapons (with the exception of the Wight boss)

QoL Improvements
  • The hunger system should not make thralls die anymore

General Bugfixes
  • The Horizontal Elevator platform should no longer disappear and spawn in the center of the map after the someone walks out of rendering distance. Get out of here, elevator - you’re drunk.
  • It should no longer be possible to lure NPCs into water and immobilize them
  • Repair kits now work as intended again
  • Standing on the Greater Wheel of pain should no longer be desynchronized between the server and client
  • Greater Wheel of Pain thralls should again be visible
  • Thralls and pets no longer start decaying after you create a new clan

UI and Text Fixes
  • Dismantling bench now has the correct side-bar graphics
  • Recipes are no longer added to inventory when a crafting bench is picked up
  • Recommended Servers are now shown on top of the server browser list
]]>
PC Update (02.03.2019): Optimizations, Balancing, Purges, new VOIP and so much more. Thank you community! https://conan-exiles.com/blog/280/pc-update-02032019-optimizations-balancing-purges-new-voip-and-so-much-more-thank-you-community/ https://conan-exiles.com/blog/280/pc-update-02032019-optimizations-balancing-purges-new-voip-and-so-much-more-thank-you-community/ Sat, 02 Mar 2019 12:57 CET
The day is here and we’re not only bringing you a substantial number of fixes and quality of life updates, we’ve also added new types of Purges, a new world boss and have done several balancing passes on NPCs and crafting costs. Balancing is an ongoing process and we’re very interested to hear your feedback about these changes. There are many more balancing changes coming to make the game more challenging but also more smooth going from a newborn exiles to a full grown Survivor. As a lvl 60 veteran, you now also have a way to add additional feat points!

For our role-playing community, and everyone else who likes to use in-game chat, we added a completely new VOIP System including mouth animation. There are also a few small goodies for those players who like to create their own stories and like to have a few more non combat or building things to do in game.

Several Quality of Life Changes should make builders’ lives easier! All you carpenters, woodworkers, engineers and architects out there, let us know what you think. Much like with the balancing, this is not to say that we’re done, more improvements are to follow.

One thing of note:
We decided to disable the new building optimization for now. The issue we were trying to address to get the patch out is a cause of this new optimization. We are confident that we can fix this relatively soon and then patch the optimization back in. We made this decision so we can get this patch into your hands faster and get much needed improvements and fixes out.


A huge part of these improvements are direct results of your input and feedback. You are important and we hear and see you.

So thank you so very much for being part of the Conan Exiles community. Please keep your input and feedback coming as we are always interested in hearing your thoughts and appreciate constructive feedback. Together we can improve on all aspects of Conan Exiles.

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. The Dev Kit will be available with this patch for our modding community.


New content and balancing

  • New NPC camps have been added to the game world, and certain areas are more populated, see 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:
  • Fragments of Power have been added. These will grant 10 extra feat points per use. You need to be level 60 in order to use a fragment. These extra feat-points do not disappear when resetting points or when using the Yellow Lotus Potion or Potion of Natural Learning. There is also no cap on how many feat points you can add through fragments.
  • Thralls and pets no longer use the hunger system to stay alive. Instead, their life is terminated if no member of the clan to which they belong to, has logged into the game for two weeks (official servers). This is tied to the server setting for maximum decay time. Thralls still do gain buffs from eating food
  • New Crafting Station: Dismantling Bench. This bench allows you to dismantle specific placeables, building pieces, weapons and armors. Not everything is supposed to be dismantled. We’ll let you experiment!

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!

New and Improved VOIP
With this patch we’re rolling out our new and improved VOIP system, which should make using in-game voice chat significantly better. We hope our roleplaying community enjoys these improvements.

Together with the overall improvement of our VOIP system, we also added mouth animations triggered while using the ingame VOIP.

Additions to Purges
  • A number of additional purges have been added in order to increase the variety of them - amongst others Vanir Hunters, Bandits, Jhebbal Sag Disciples, Snakes, Yetis, Alchemists, Crocodiles and Rocknoses
  • 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.

New World Content
Introducing a new world-boss - the Black Yeti. It can be found southeast of the volcano, and in the mountains north-northeast of the Mounds of the Dead. There are no legendary chests near these bosses, although when killed, it drops a key as other world bosses do. In addition, a new purge containing yetis and the Black Yeti as a purge boss can now spawn in the northern area of the map.



Unnamed City Revamp
As detailed during our previous Conan Exiles stream , we’ve revamped the Unnamed City area to provide more loot and more challenges to players. This includes adding in 8 new named bosses, several minibosses, legendary armor pieces and new legendary weapons.

Bosses in the Unnamed City will also drop Fragments of Power, special items you can exchange somewhere in the Unnamed City. (See under new additions for more information)

The idea is to make the Unnamed City more challenging and enjoyable to play, and to give players a reason to travel to the city for loot and other goodies.

Picking Up Crafting Stations and storage containers
It’s now possible to return crafting stations and storage containers 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


  • Updated the Purge to be more reliable
  • Improved VOIP with moving mouth animation.
  • Exploit fixes to prevent Undermeshing. Many more exploit fixes in the notes below.
  • 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)
  • Objects in NPC camps such as campfires, log benches, etc, are no longer destructible in order to conserve memory. Loot-chests can still be destroyed
  • Fixed a number of crashes
  • Fixed an issue which caused needless lag on death
  • Elevators now bring unconscious NPCs with them
  • The Ymir altar should no longer shift its positioning when upgraded to its final tier
  • Crafting religious armors should now produce the same amount of religious tokens. One full armor-set (regardless of amount of pieces) will yield a total of 5 zeals
  • Fixed an issue where NPCs, thralls and pets moved into water-volumes and immediately got stuck and refused to move
  • Fixed an issue with the Votaries of Skelos, Lost Tribe, Lemurian, Black Hand Pirates and the Heirs of the North purge data, which would cause a number of the bosses/artisans part of those purges not to spawn
  • The damage output for Avatars have been adjusted. All avatars (except for Jhebbal Sag) have had their damage adjusted upwards to be more on par with Jhebbal Sag #beastmode
  • Fixed an issue where Camels who are following would run up to players and get them stuck
  • Westwall prisoners should no longer act aggressively towards players, which in turn caused the nearby locals to become aggressive as well
  • Tweaked the Map room so it should now be easier to place
  • The Ritual of Protection (domes) should now disappear when the altar it was summoned from is destroyed
  • Fixed a number of issues relating to building pieces ending up connecting at the wrong locations
  • For Players over lvl 60 it is possible to add more feat points by using newly added Fragments of Power
  • Added a Dismantling Bench to gain back materials from certain items.


  • 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
  • Fixed an exploit pertaining to infinite stamina for sprinting
  • Fixed an issue where players were able to instantly kill other players by jumping on them #stoptheplumber.
  • Fixed an exploit where it was possible to deal damage to players and buildings outside of PVP-enabled times.
  • Fixed an issue where it was possible to gain unlimited oxygen
  • Fixed an issue where fire created by a combination of orbs would damage players on unintended situations
  • Fixed an issue where players could walk underwater

  • Increased performance by reducing streaming distance for gameplay levels. Note for modders: The contents of your maps may need to be updated
  • Objects in NPC camps such as campfires, log benches, etc, are no longer destructible in order to conserve memory. Loot-chests can still be destroyed
  • Fixed a number of crashes
  • Fixed an issue which caused needless lag on death

  • Fragments of Power can now be consumed and will grant 10 extra feat points. You need to be level 60 in order to do so. These extra feat-points do not disappear when resetting points or when using the Yellow Lotus Potion or Potion of Natural Learning. There is also no cap on how many additional feat points you can add through those fragments.
  • Modders now have access to a map called “photoshoot_map” in the maps/ folder, from where renders can be grabbed using depth-pass filtering to produce high-res screenshots
  • The Black Hand Pirates have learned how to tame Panthers and now use them as pets
  • Additional monsters have been added to the Swamp; specifically - semi-giant snakes can now be found in some of the areas there
  • Snakes have taken to the areas around the Oasis in the desert. #warm-n-cozy
  • Introduced a new world-boss - the Black Yeti. It can be found southeast of the volcano, and in the mountains north-northeast of the Mounds of the Dead. There are no legendary chests near these bosses, although when killed, it drops a key as other world bosses do. In addition, a new purge containing yetis and the Black Yeti as a purge boss can now spawn in the northern area of the map
  • Small groups of Desert Salamanders have made their way into the areas southwest and southeast of the savannah
  • Relic Hunter Scouts have set up forward scouting positions north of Sepermeru towards the Savannah
  • The White Dragon east of the Volcano has had a litter of White Baby Dragons. #blessed
  • Added a number of Iron Nodes north of Sepermeru
  • New Crafting Station: The long-awaited Improved Carpenter’s bench - this station works in the exact same fashion as the regular Carpenters bench but has an upgraded visual and more inventory space
  • Modders now have access to an additional 10 Map-levels for use in mods, named “Camps-Mod-011” through “Camps-Mod-020”
  • 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
  • Thralls no longer use the hunger system to keep them alive. Instead, their life is terminated once a member of the clan to which they belong to has not logged into the game for two weeks (official servers). This is tied to the server setting for maximum decay time. Thralls still do gain buffs from eating food
  • New Crafting station : Dismantling bench. This bench allows you to dismantle placeables, building pieces, weapons and armors
  • For modders - there is now new configurators for CraftingQueue components: CraftTimeMultiplier and CraftResultMultiplier. CraftTimeMultiplier allows you control base crafting-time per station instead of/in addition to thralls. CraftResultMultiplier multiplies the output of the crafting stations (as the name implies)
  • Added user interface to let players rate servers. This is currently non-functional, but will be activated in a future patch.
  • A tombstone appears now on your death, marking the spot in which you died and making it easier to retrieve your inventory.
  • Added a new set of health-bars to differentiate elite and boss enemies from the rest

Please find the full patch notes on our official forums[forums.funcom.com] as they were too big to be posted complete here on steam.
]]>
Testlive Patch (01.03.2019) - Balancing Passes, Exploits and Bug Fixes, Facial VoiP animations https://conan-exiles.com/blog/279/testlive-patch-01032019-balancing-passes-exploits-and-bug-fixes-facial-voip-animations/ https://conan-exiles.com/blog/279/testlive-patch-01032019-balancing-passes-exploits-and-bug-fixes-facial-voip-animations/ Fri, 01 Mar 2019 20:22 CET
We have a new patch on our Testlive branch with some new balancing passes on some weapons and fixes to some exploits and general bugs.

The event log should also stop naming players, and the Fragments of Power now have an extra use to make them even more appealing.

We have also added new facial animations when talking over VoiP. Check them out!

We would like to thank everyone in our community for your continued feedback and support, as many of these fixes stem directly from your input. Please help us by trying out these new changes and fixes and sharing your feedback with us.

Exploit Fixes
  • Fixed an exploit pertaining to infinite stamina for sprinting
  • Fixed an issue where players were able to instantly kill other players by jumping on them #stoptheplumber.
  • Fixed an exploit where it was possible to deal damage to players and buildings outside of PVP-enabled situations.

New Additions
  • Added new facial animations triggered when using VoiP ingame.
  • Fragments of Power can now be consumed and will grant 10 extra feature points. You need to be level 60 in order to do so. These extra feat-points do not disappear when resetting points or when using the Yellow Lotus Potion or Potion of Natural Learning.
  • Modders now have access to a map called “photoshoot_map” in the maps/ folder, from where renders can be grabbed using depth-pass filtering to produce high-res screenshots

AI and Thrall Fixes
  • Increased the damage for the Giant Spiders special attack.
  • Fixed an issue where it was not possible to interact with pets that were completely submerged in water

Balance Updates
  • 1H Mace: The mace weapon animation set have had their hitboxes extended slightly, and the third attack will now make two hits during the spin instead of just one. The Armor Penetration stat for maces have been increased from 20% to 25% and the hyperarmor window for the final attack has been extended slightly. In addition - the third and fourth light combo attacks now have ShieldSmash.
  • Daggers: Daggers now have 20% armor penetration instead of 15%. In addition - the hitboxes for all the dagger attacks have been extended slightly.
  • The damage, armor penetration and stamina costs for Javelins have all been increased slightly. Javelins now also stack to 10.
  • Two-Handed Hammers now have hyper-armor on selected parts of the animation of the light-attack combos. These hyper-armor windows cover only the attack part of the animation, which more reliably allows attacks to go through uninterrupted. In addition, the first light attack will now penetrate shields (but does not cause Shieldsmash)
  • 1h Swords: The heavy combo first and second attack have had their hyperarmor-windows extended slightly

QoL Improvements
  • When placeables with inventories, such as chests and crafting stations are picked up, their inventories will now transfer to you as opposed to being dropped on the ground in a loot-bag.

General Bugfixes
  • It is no longer possible to double-jump while being over-encumbered
  • Fixed an issue where the camera would go - quote: “Absolutely ape” - when you destroyed a building
  • Fixed an issue where baby animals would not disappear from the world when picked up.
  • Fixed an issue where it was possible to inadvertently enter combat stance while placing items in quick succession.
  • The Maelstrom weapon no longer produces light
  • Healing Arrows will now affect monsters and NPCs as intended.
  • Addressed some unintended issues with the dismantling bench. It should now only dismantle weapons, armor and building pieces/placeables as intended.

UI and Text Fixes
  • Fixed an issue where Potion of Bestial Knowledge and Potion of Natural Learning would both claim to reset Attributes and Feats. The functionality here remains exactly the same, but the on-screen message was lying when it claimed it reset both of these.
  • Based on community feedback, the event log is no longer naming players; instead, the term “a player” is used. Example: “Sandstone Fence Foundation was destroyed by a player.”

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]]]>
Call to Arms: PC TestLive Bonanza! https://conan-exiles.com/blog/278/call-to-arms-pc-testlive-bonanza/ https://conan-exiles.com/blog/278/call-to-arms-pc-testlive-bonanza/ Mon, 25 Feb 2019 10:02 CET This is a Call to Arms!Exiles! For the next couple of days we’re running a special TestLive event!

Everyone joining us between 22nd of February 2019 9.00 PM CET and 27th of February 2019 10AM CET, who reaches level 40 and meets the special requirements below on one of our TestLive servers, will be entered into a raffle for a chance to be the lucky recipient of one of 500 Atlantean Swords.
  • Please use the template for proper bug reports and report any issues and general feedback in these threads accordingly: CtA: New VOIP[forums.funcom.com], CtA: Unnamed City Changes[forums.funcom.com], CtA: Balancing/Progression[forums.funcom.com] and CtA: General Bugs[forums.funcom.com].
  • Please also check if the bug you are about to report hasn’t already been reported. There is no need to create multiple comments about a bug if a proper bug report has been posted already, unless you have additional information to add.

To clarify: This patch is a different build than the one we are working on stabilizing for Live for next week. Patch Notes for this new TestLive update can be found here.



ABOUT THE TEST EVENT
  • We will wipe all buildings and characters on the TestLive Servers and ask you to create a new character on either EU1, 2, 3 or US 1, 2. 3.
  • The servers will also have accelerated harvest and EXP rates (5x).
  • The test will start at 9.00 pm CET and end at 10am CET. The focus is to report any bugs you might encounter and give us feedback on the changes we've made to the game.
  • Additional requirements to reaching lvl 40 on Test Servers:- Have a Dismantling Bench in your player inventory when the event ends- Have a fragment of power (drops from the new bosses in the Unnamed City) in your inventory when the event ends
  • The reports need to follow our guidelines for bug reporting[forums.funcom.com] as provided in the forums.
REQUIREMENTS AND THANK YOU
We will draw 500 lucky winners among everyone who joins the test, reaches at least level 40 and meets the requirements listed above. Your prize will be Conan's Atlantean Sword, which is normally only available through a specific, physical version of the game.

After the event, please send an e-mail to testlive@funcom.com and include the server name of the Test Server you played on, character name and character level at the time you stopped testing. Don’t forget to report your bugs in our forums!

Here are the instructions on how to join the TestLive Servers [forums.funcom.com]

Thank you for your continued support and for helping us test this patch and get it out as smooth as possible!
]]>
An Update on the next PC Patch https://conan-exiles.com/blog/277/an-update-on-the-next-pc-patch/ https://conan-exiles.com/blog/277/an-update-on-the-next-pc-patch/ Fri, 22 Feb 2019 15:45 CET
We’re mainly struggling with issues related to the building system. One issue would cause building pieces to disappear, which would result in lost crafting materials and time spent. A second issue would render buildings invisible alltogether.

Admittedly, our patching estimates also needs improvements.

Our current target is early next week and we hope we have more positive news then.

Once again we would like to thank you all for your support and patience, especially our TestLive players who helped us find these issues.]]>
Main Focus for February https://conan-exiles.com/blog/276/main-focus-for-february/ https://conan-exiles.com/blog/276/main-focus-for-february/ Fri, 15 Feb 2019 13:36 CET
  • 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 (new special Elite type mini-bosses, New World Bosses etc)
  • Fixes to UI and Admin Panel
  • Avatar, Siege and Raiding balancing and improvements
  • More Exploit fixes
  • Building Quality of Life Improvements
  • Exploit Fixes
  • New VoiP System
  • More Roleplaying related additions
Stay tuned for more details and info for each of these areas as we progress. Remember to check out the TestLive Patch notes[forums.funcom.com] and updates to see what we have cooking and take the opportunity to give us direct input on what we work on by playing on our TestLive Servers.

COMMUNITY TOOLS

Trello Issues 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].]]>
Update about the next PC live patch https://conan-exiles.com/blog/275/update-about-the-next-pc-live-patch/ https://conan-exiles.com/blog/275/update-about-the-next-pc-live-patch/ Wed, 13 Feb 2019 17:05 CET
We’ll be working hard to get the patch ready this week, but if need be we will move the release to early next week, to ensure the fixes work as intended.

https://forums.funcom.com/t/plans-and-patches-for-next-week-week-of-the-11th-of-february-2019/53717]]>
Hotfix (05.02.2019) - Quick desync issues fix https://conan-exiles.com/blog/274/hotfix-05022019-quick-desync-issues-fix/ https://conan-exiles.com/blog/274/hotfix-05022019-quick-desync-issues-fix/ Tue, 05 Feb 2019 15:19 CET
We're rolling out another patch for the PC to address some of the issues we've been having recently with unresponsiveness and de-synchronization on our official servers. We will continue to monitor this issue and patch as needed, so please continue to provide us with feedback.

Changelog
  • Changed how client and server executes player and NPC actions. This should improve desync issues

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].
]]>
Server restart at 2.30pm CET, February 1st, 2019 https://conan-exiles.com/blog/273/server-restart-at-230pm-cet-february-1st-2019/ https://conan-exiles.com/blog/273/server-restart-at-230pm-cet-february-1st-2019/ Fri, 01 Feb 2019 13:56 CET
We're going to do be doing a manual restart of all our official servers in about 30 minutes, at 2.30 pm CET, to roll out a small hotfix to the servers. There's no need for a client update and they should be up and running again fairly quickly.

Just letting everyone know!]]>
VOIP Improvements and Decay Timer Changes https://conan-exiles.com/blog/272/voip-improvements-and-decay-timer-changes/ https://conan-exiles.com/blog/272/voip-improvements-and-decay-timer-changes/ Wed, 30 Jan 2019 16:31 CET
One of the most consistent pieces of feedback we've gotten from the Conan Exiles community is about the in-game voice chat. It's been in need of some improvements and updates to make it more reliable when communicating. This has been especially important for RPers, who use voice chat when roleplaying.

We're planning on rolling the new VOIP out to the Testlive branch as soon as possible, and we'd love for you guys to put it through its paces once we do. That goes double for the RPers out there! Thanks to your votes on the community Trello board[trello.com] we were able to make a strong case for the feature internally.

More reliable and better quality VOIP

The biggest difference for players will be increased stability, improved audio quality (we can't do anything about your microphone, though), and stereo sound.

The current version of in-game voice chat is peer-to-peer. When you use the in-game voice chat to talk to another person the game client will send the sound of your voice to everyone around your character.

The new VOIP implementation uses a third party service called Vivox. Here's how it works: When using the new in-game voice chat, the sound of your voice is broadcast to a server at Vivox, where it's mixed to the correct audio track and sent to the game clients.

Vivox' server places the audio on a correct track in relation to your character in the game. If the speaker is far away their voice will sound distant. If they're standing to your right, the sound of their voice will mainly come from the right audio channel.

Decay Timer Changes

Over the holiday break we increased the decay timer[forums.funcom.com] on buildings to 14-16 days on our official servers. Now we're turning it back to 7-8 days, which is what it used to be before the holiday break.

This change will kick in when the servers next restart, at 5am local server time.
]]>
PC Hotfix (23.01.2019) - Crash fixes and others https://conan-exiles.com/blog/271/pc-hotfix-23012019-crash-fixes-and-others/ https://conan-exiles.com/blog/271/pc-hotfix-23012019-crash-fixes-and-others/ Wed, 23 Jan 2019 14:05 CET
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 Notes

Performance and Stability
  • Fixed an issue causing unnecessary lag on death - this should now be much smoother
  • Fixed several crashes

QoL Improvements
  • Fixed an issue that would cause players to become stuck in controller-style movement mode.
]]>
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
]]>
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
]]>