Dev blog #16: Have fun with building in Conan Exiles!
Our developers share some tips and tricks on how to make your fortess or castle even more impressive including how to make round buildings without gaps, building on cliff faces, and other techniques. Pictures included!
Dev blog #16: Have fun with building in Conan Exiles!
Our developers share some tips and tricks on how to make your fortess or castle even more impressive including how to make round buildings without gaps, building on cliff faces, and other techniques. Pictures included!
Unfortunately haven't been the best at communicating recently, something we're going to be addressing (and hopefully improving upon) today.
Every Friday, starting this week, the entire dev team is doing a meeting where they'll go around the room and share what they've been working on recently. Features/content they've finished, bugs they've fixed, stuff they've started on, etc.
I'll be attending those meetings, taking notes, and go digging for more information if need be. Then I'll write a community update that will go up at the start of the following week (most likely Mondays) on all channels (Reddit, Twitter, Facebook, dev blog, etc).
The community update won't just be about stuff the dev team is working on, but will also be used to address concerns/issues the CMs, QA and others have noticed during the week.
These will go out in addition to the Questions of the week posts (posted by Nicole), patch notes, dev updates and anything else we're able to tell you guys.
Unfortunately haven't been the best at communicating recently, something we're going to be addressing (and hopefully improving upon) today.
Every Friday, starting this week, the entire dev team is doing a meeting where they'll go around the room and share what they've been working on recently. Features/content they've finished, bugs they've fixed, stuff they've started on, etc.
I'll be attending those meetings, taking notes, and go digging for more information if need be. Then I'll write a community update that will go up at the start of the following week (most likely Mondays) on all channels (Reddit, Twitter, Facebook, dev blog, etc).
The community update won't just be about stuff the dev team is working on, but will also be used to address concerns/issues the CMs, QA and others have noticed during the week.
These will go out in addition to the Questions of the week posts (posted by Nicole), patch notes, dev updates and anything else we're able to tell you guys.
Hey all! We just released a new patch for our TestLive branch. It's a pretty big one with a lot of performance updates, temperature changes, and improvement to quality of life. We don't normally announce these updates here, but we would appreciate any and all feedback on it before we push it live. Please post any feedback for this TestLive update here: http://steamcommunity.com/app/440900/discussions/7/1473096599330025071/
REMINDER: THIS IS FOR TESTLIVE ONLY RIGHT NOW
TL;DR
Performance improvements which should help for both client and server performance.
There is now a place marker on the map for your corpse when you die.
You can now toggle locks on containers (chests). Machines and crafting stations cannot be locked. Interact with the chest via the radial menu to toggle lock/unlock.
Dragonpowder and Explosive Jars no longer have decay timers
Boars should no longer teleport after they charge
Added new recipes to all tier 3 and higher thralls.
Cooking thralls can be placed at the stove.
Added an option to disable autowield. The default is off which means autowield/autosheath. If the option is turned on sprint will not work unless your hands are empty. You can change the settings in the options menu.
Fixed a case where female characters would turn male and have a record breaking shlong.
Loading screen should no longer disappear and then reappear when loading.
Door/window frames will snap correctly now.
You can now use an item while it is in a container. For example, you can eat directly from the campire without first moving it from the container.
Hey all! We just released a new patch for our TestLive branch. It's a pretty big one with a lot of performance updates, temperature changes, and improvement to quality of life. We don't normally announce these updates here, but we would appreciate any and all feedback on it before we push it live. Please post any feedback for this TestLive update here: http://steamcommunity.com/app/440900/discussions/7/1473096599330025071/
REMINDER: THIS IS FOR TESTLIVE ONLY RIGHT NOW
TL;DR
Performance improvements which should help for both client and server performance.
There is now a place marker on the map for your corpse when you die.
You can now toggle locks on containers (chests). Machines and crafting stations cannot be locked. Interact with the chest via the radial menu to toggle lock/unlock.
Dragonpowder and Explosive Jars no longer have decay timers
Boars should no longer teleport after they charge
Added new recipes to all tier 3 and higher thralls.
Cooking thralls can be placed at the stove.
Added an option to disable autowield. The default is off which means autowield/autosheath. If the option is turned on sprint will not work unless your hands are empty. You can change the settings in the options menu.
Fixed a case where female characters would turn male and have a record breaking shlong.
Loading screen should no longer disappear and then reappear when loading.
Door/window frames will snap correctly now.
You can now use an item while it is in a container. For example, you can eat directly from the campire without first moving it from the container.
Hey! it's time to update! Make sure to restart your clients to get the latest version of Conan Exiles.
We have released a new patch, which introduces the first new changes to the sprinting and wielding system. There are also fixes for several big issues players have reported to us recently (like keyboard bindings).
Here are the full patch notes for this update:
Sprinting and wielding improvements:
Starting to sprint will automatically sheathe your weapons. We refactored this system to make it depend on the character state instead of the sprint keyboard/gamepad input. The benefits are subtle but this change allowed us to improve the handling of sprint when combined with other states like jumping and climbing.
Your weapons will autowield when you stop sprinting. You can override this behavior by sheathing your weapons manually with the wield/sheathe buttong (defaults to X on keyboards and Y on gamepads).
If you are in the air when you stop sprinting, you will autowield when you land. You can continue sprinting after a jump by simply keeping down the sprint button. This works after landing from climbing and sliding as well. If you hold sprint down, you won't try to autowield when you land.
Attacking while sprinting autowields now.
Pressing the wield/sheathe button while sprinting stops sprinting (and wields). Increased the leniency of the turning clamps during sprinting. The player character will only get kicked out of sprint when attempting very drastic turns. Also, it is now possible to run diagonally (i.e. hold sprint, W and A) while sprinting without breaking out of sprint.
Characters now properly get out of the sprinting state if they run out of stamina or stop moving completely.
PS: It is still our intention to add an option where players can disable the automatic wield/sheathe behavior entirely. With that option, your character won't be able to sprint unless you've unwield your weapons by using the wield/sheathe button.
PPS: It is also still our intention to treat certain tools differently than weapons so they don't get put away when you sprint.
PPPS: We are looking into ways to show which weapons you have sheathed.
Character handling improvements:
Holding down the attack or block buttons during wield/dodge/knockback and other special character states will now attempt to execute the action when the special state ends. This change improves the smoothness and responsiveness of combat, specially when switching weapons, getting hit, blocking and dodging.
Some examples of what this change does:
You can now hold block during a dodge and the character will actually go straight into block when the dodge is over. You can do the same with an attack.
You can hold down block to keep blocking after you recover from a knockback/hit confirm.
No more having to press the block button again after getting hit.
This change applies to the wield action as well; you can press and hold attack while sprinting to execute an attack when the wield animation is over.
If you were harvesting with, say, a hatchet, you can press and hold attack while sprinting to autowield your hatchet and swing as soon as the wield animation is finished.
Dodge is now allowed during wield animations.
Equipping two items at the same time (which can happen during autowield and when you press the wield/sheathe button) will prioritize the animation of the weapon in the main hand instead of the offhand (i.e. your sword instead of your shield). This will improve the visual feedback in situations where it felt like your weapon wasn't working during the wield action because you couldn't see it playing a wield anim (your shield was playing it instead of your sword).
Other fixes:
Glass Flasks can now be filled at all water sources
Fixed a problem where you cannot rebind mouse buttons in the Keybinding section
Text input for message of the day is now easier to use both on PC and Xbox
Removed log spam for creatures failing to spawn
Fixed a client crash related to blueprint dependencies
Explosive jars are now gone from all loot tables, both chests and NPCs
Black Ice Crenelated walls now correctly deal damage to climbing players
Clan owner can now promote another member to Leader
Fixed a problem with loss of recipes/recipes going invisible. "Lost" recipes are returned to recipes window.
Exploding Imps now drop Explosive Glands again
Explosive Jars now perish after 24 hours. This is a temporary change (see below)
Dragonpowder now perishes after 30 minutes
You will now only get Tar when dismantling Explosive Jars
Added missing crafting station images
The Crude Wooden Bowl can now be interacted with properly.
We now show Attributes description when one of the buttons is selected with a controller.
Highland wine can now be crafted correctly
Fixed an instance where you would incorrectly equip previously equipped weapons.
Fixed inventory latency/freeze
Switching weapons in midair should now work again
Known issues:
The beehive, the fish trap, and the shellfish trap still use the old camp sidebar GUI.
Some types of undead deal incorrect damage. This will be fixed soon
Explosive jars have dropped frequently from chests and NPCs which have made them abundant. The 24h perish timer on explosive jars will get rid of excessive inventories. In the next patch the 24h perish timer will be reverted
We are adding support for locking chests an upcoming patch. Machines and crafting stations will stay unlocked
Selecting dye with the mouse doesn't appear to work. Using hotkeys (G then Enter) after selecting a piece of clothing will make the dye menu appear
Crafting Glass Flasks makes the crafting machine stop after each completed flask, requiring you to turn it back on. A workaround is putting two moulds in the machine
Having mods installed might cause the game to crash on startup. This will be resolved in a future patch
If your game won't start, try the following:
Go to your Steam Library, right click on Conan Exiles, choose "Properties"
Go to the Local Files tab and select Browse Local Files
Hey! it's time to update! Make sure to restart your clients to get the latest version of Conan Exiles.
We have released a new patch, which introduces the first new changes to the sprinting and wielding system. There are also fixes for several big issues players have reported to us recently (like keyboard bindings).
Here are the full patch notes for this update:
Sprinting and wielding improvements:
Starting to sprint will automatically sheathe your weapons. We refactored this system to make it depend on the character state instead of the sprint keyboard/gamepad input. The benefits are subtle but this change allowed us to improve the handling of sprint when combined with other states like jumping and climbing.
Your weapons will autowield when you stop sprinting. You can override this behavior by sheathing your weapons manually with the wield/sheathe buttong (defaults to X on keyboards and Y on gamepads).
If you are in the air when you stop sprinting, you will autowield when you land. You can continue sprinting after a jump by simply keeping down the sprint button. This works after landing from climbing and sliding as well. If you hold sprint down, you won't try to autowield when you land.
Attacking while sprinting autowields now.
Pressing the wield/sheathe button while sprinting stops sprinting (and wields). Increased the leniency of the turning clamps during sprinting. The player character will only get kicked out of sprint when attempting very drastic turns. Also, it is now possible to run diagonally (i.e. hold sprint, W and A) while sprinting without breaking out of sprint.
Characters now properly get out of the sprinting state if they run out of stamina or stop moving completely.
PS: It is still our intention to add an option where players can disable the automatic wield/sheathe behavior entirely. With that option, your character won't be able to sprint unless you've unwield your weapons by using the wield/sheathe button.
PPS: It is also still our intention to treat certain tools differently than weapons so they don't get put away when you sprint.
PPPS: We are looking into ways to show which weapons you have sheathed.
Character handling improvements:
Holding down the attack or block buttons during wield/dodge/knockback and other special character states will now attempt to execute the action when the special state ends. This change improves the smoothness and responsiveness of combat, specially when switching weapons, getting hit, blocking and dodging.
Some examples of what this change does:
You can now hold block during a dodge and the character will actually go straight into block when the dodge is over. You can do the same with an attack.
You can hold down block to keep blocking after you recover from a knockback/hit confirm.
No more having to press the block button again after getting hit.
This change applies to the wield action as well; you can press and hold attack while sprinting to execute an attack when the wield animation is over.
If you were harvesting with, say, a hatchet, you can press and hold attack while sprinting to autowield your hatchet and swing as soon as the wield animation is finished.
Dodge is now allowed during wield animations.
Equipping two items at the same time (which can happen during autowield and when you press the wield/sheathe button) will prioritize the animation of the weapon in the main hand instead of the offhand (i.e. your sword instead of your shield). This will improve the visual feedback in situations where it felt like your weapon wasn't working during the wield action because you couldn't see it playing a wield anim (your shield was playing it instead of your sword).
Other fixes:
Glass Flasks can now be filled at all water sources
Fixed a problem where you cannot rebind mouse buttons in the Keybinding section
Text input for message of the day is now easier to use both on PC and Xbox
Removed log spam for creatures failing to spawn
Fixed a client crash related to blueprint dependencies
Explosive jars are now gone from all loot tables, both chests and NPCs
Black Ice Crenelated walls now correctly deal damage to climbing players
Clan owner can now promote another member to Leader
Fixed a problem with loss of recipes/recipes going invisible. "Lost" recipes are returned to recipes window.
Exploding Imps now drop Explosive Glands again
Explosive Jars now perish after 24 hours. This is a temporary change (see below)
Dragonpowder now perishes after 30 minutes
You will now only get Tar when dismantling Explosive Jars
Added missing crafting station images
The Crude Wooden Bowl can now be interacted with properly.
We now show Attributes description when one of the buttons is selected with a controller.
Highland wine can now be crafted correctly
Fixed an instance where you would incorrectly equip previously equipped weapons.
Fixed inventory latency/freeze
Switching weapons in midair should now work again
Known issues:
The beehive, the fish trap, and the shellfish trap still use the old camp sidebar GUI.
Some types of undead deal incorrect damage. This will be fixed soon
Explosive jars have dropped frequently from chests and NPCs which have made them abundant. The 24h perish timer on explosive jars will get rid of excessive inventories. In the next patch the 24h perish timer will be reverted
We are adding support for locking chests an upcoming patch. Machines and crafting stations will stay unlocked
Selecting dye with the mouse doesn't appear to work. Using hotkeys (G then Enter) after selecting a piece of clothing will make the dye menu appear
Crafting Glass Flasks makes the crafting machine stop after each completed flask, requiring you to turn it back on. A workaround is putting two moulds in the machine
Having mods installed might cause the game to crash on startup. This will be resolved in a future patch
If your game won't start, try the following:
Go to your Steam Library, right click on Conan Exiles, choose "Properties"
Go to the Local Files tab and select Browse Local Files