EDIT: We're cooking a PC build with hotfixes for the latest PC patch. We're hoping to push it out tomorrow if all goes well.
Hey! It's time to update. We've released a new patch for the PC version. Make sure you restart Steam to get the latest version of the game.
This patch contains three weeks of changes and gameplay updates, chief among them a quick revamp of the temperature system.
See below for the full change log:
TL;DR
Added option for locking containers (Containers owned by clan are lockable/unlockable for all members of that clan)
A map marker will now point to where you died
PvP death notifications should now appear when a player logs back in after being killed offline
Arrows can now be picked up by players unless they break on impact (If you've used an arrow to kill something you won't be able to pick it back up)
When multiple players help kill a monster the XP is now distributed among everyone that contributed damage.
Thrall specialty recipes should now be in the recipe slots, not the Thrall slot
Fur can now be made into leather in a tannery
The screen edge effect for temperature (de)buffs have been modified to be less intrusive
Doors and gates will now close automatically after about 30 seconds
The Cry-for-Help radius of humanoid NPCs have been reduced significantly. This will make it a bit easier to break camps and not have to face hordes of enemies all the time (although it will still happen if the player is not careful).
Crafting times have been tweaked for most recipes in the game to about half. This change will be most notable for weapons and ammunition such as bolts and arrows. Some food items are also significantly affected
Dragonpowder and Explosive Jars no longer have decay timers
Added pop-up hint to Star Metal meteors when players try to harvest the outer shell with tools. Star Metal core can now be harvested with all tools, but black ice tools give the most resources
Temperature system changes
The temperature system will now change more slowly - meaning that moving from one area to another will still apply the same temperatures but it takes longer to reach the target temperature
Changed temperature system popups. Temperature system now progresses (from coldest to hottest); "Frostbite, Extremely Cold, Very Cold, Cold, Normal, Hot, Very Hot, Extremely Hot, Overheating"
Drinking from the waterskin and the water-filled flasks will now give a cooling effect.
Swimming reduces temperature by a small amount.
It should now be possible to eat ice and get a cold buff
Fixed damage on "Very Hot" buff, "Very Cold" buff and "Extremely Hot" and "Extremely Cold" buffs. The damage has been removed from the "Very" versions and slightly lowered for the "Extremely" versions
The screen edge effect for temperature (de)buffs have been modified to be less intrusive
Frost bite damage has been increased
The following items now provide correct temperature protection: - Sandstorm Breathing Mask - Darfari Speaker Mask - Leather Workgloves - Climbing Gloves - Climbing Boots - Black Hand Vest - Black Hand Trousers - Relic Hunter Turban - Relic Hunter Shirt - Relic Hunter Gloves - Relic Hunter Trousers - Relic Hunter Boots
All of the above now grant anti-heat bonuses, except for the leather workgloves that give a +2 temperature.
Exile Heavy armor now increases temperature as follows: - Normal: +5 - Exceptional: +8 - Flawless: +13
Exile Medium armor now increases temperature as follows: - Normal: +5 - Exceptional: +8 - Flawless: +13
Reptile armor now decreases temperature by a total of -15
General Bug Fixes and Improvements
Added option for locking containers (Containers owned by clan are lockable/unlockable for all members of that clan)
Removed the mighty invisible wall around an NPC camp tent so it would stop blocking arrows
Fixed an issue where doors in The Dregs dungeon wouldn't open
Fixed an issue where the client would crash if an item disappeared from your hotbar and another item was placed on top of it
The inventory that opens when interacting with unconscious players now has navigation
It should now be possible to build on Static Meshes
The NPC resurrection wizard has re-learned an improved version of his resurrection spell that should now bring NPCs back to life correctly
Players can now build foundations on foliage buildings (most Acheronian buildings are)
Shellfish trap now has collision with players and NPCs
Windows, doorways and fences should no longer snap part way up foundations
Mitra has graced his T2 and T3 altars with his presence, and the flames should no longer be offset
Komodos should now die properly, open-mouthed with their tounge sticking out
The dead NPC that drops Razma's journal 3 should now have a face that doesn't look messed up
PvP death notifications should now appear when a player logs back in after being killed offline
You should now be able to use items when they're in containers (click the "More" button)
Dying from poison should now show the name of the person who poisoned you
Items that don't need to be on your hotbar should no longer appear on your hotbar when crafting them
Equipping arrows to a bow in the radial menu will add the arrows to the bow properly
Fixed a case where players could lose movement control and the ability to chat if they opened chat with Vanity Cam activated
Fixed some issues where players were not allowed to build in places where they should
Female characters should no longer spawn in as men with massive schlongs
Fixed an issue where characters could temporarily lose their saved appearance when logging in
You should no longer be able to sprint in the air
Closed up a hole in the ruins to prevent players from placing bedrolls inside it
Extended the wooden backplate on all trophies so they can be attached properly to walls
Stacksizes of trophies have been increased
Hyena Head Trophies can be placed on the outer side of walls.
Small correction to the cold stage 3 buff where it did not do hunger damage
Updated Lore Objects Table updated with placeholder images for notes
The Kingslayer Polearm now uses stamina as intended
Exceptional Star Metal Hammers no longer requires the player to know a recipe they can't learn anywhere
Arcos The Wanderer no longer teaches the player an emote they know by default. Arcos now teaches the "Clap Small." emote
The Stygian Brazier and Stygian Tripod Brazier should now have the correct names
It should now be easier to place down placeables
Shemite and Zamorian dancer outfits are now available from armorer thralls
Cooking thralls can now be placed at stoves
All T3 Carpenters give recipes for; Flawless Crossbow, Flawless Heavy Crossbow, and Flawless Hyrkanian Bow. These can all be crafted by the player once they've learned the base feat for each item
Players should no longer be prompt spawned when trying to enter The Black Keep
NPC's should no longer spawn on the archways above Skulker's End
Harlot diary page on The Broken Highway has been relocated to the river area
The Keychest in the Abandoned keep should no longer give you keys if you already have one
Updated the Underwater breathing buff to not check every tick
Giant King (and ghost version) should now have a hitbox and can be damaged
Wall braziers can now be destroyed
World Loot Chests can be destroyed by punching them (about 8 hits)
Added mechanics to allow players to lock/unlock containers
Arrows can now be picked up by players after they've hit something unless they break on impact
Fixed an issue where players could make foundations float
Balance and Gameplay Fixes
You can only repair an item if you have the recipe for it.
AI improvements - Split ranged and melee fighter behaviors. Allowed move and shoot for archers
Directional movement now rotates entire character instead of blending different rotated animations when using gamepad and playing in third person
Undead creatures should now do damage properly
Fixed some wrong spawn entries which spammed the logs
Added pop-up hint to Star Metal meteors when players try to harvest the outer shell with tools. Star Metal core can now be harvested with all tools, but black ice tools give the most resources
Dragon Hatchlings (both red and green), Green Dragon and Crocodile Boss should now be tougher and drop correct resources
Thrall specialty recipes should now be in the recipe slots, not the Thrall slot
When multiple players help kill a monster the XP is now distributed among everyone that contributed damage.
It should no longer be possible to do damage with an Avatar once the summoning duration has ended
Added an option to disable autowield. The default is off, which means autowield/autosheathe. If the option is turned on sprint will not work unless your hands are empty. Players can still press X to sheathe when in automode to achieve a similar behavior
Fixed the water volume in the lake near the 3 towers
Added correct collision to Acheronian ruins to prevent players from getting stuck
A map marker will now point to where you died.
You should now gain the correct amount of experience points when discovering something
Black Ice is now a required ingredient in repairs for Black Ice recipes
Fur can now be made into leather in a tannery
Recipes for: Honeyglazed Roast, Honeyed Eggs, Mystery Meat Soup, Honeyed Gruel, Honey Jerky, Honeybread, Ice Tea have been added to cooking thralls
Reduced the weight of hardened steel armor and the Silent legion set
Players should no longer repeatedly be able to dismantle/craft Explosive Jars for infinite XP. Dismantled Explosive Jars no longer refund Earthenware Jug or Dragonpowder
Reduced the amount of berries required for Berry juice
Made it possible to place Shellfish traps in shallow water
Fixed root motion attacks on Boars, Bears, Crocodiles, Rhinos, Frost Giants, and Death Knights and they should no longer teleport after they've finished charging.
Loot specific to The Frozen North should now be available in loot chests in that area
Ice + Glassflask in a campfire will now make a filled Water flask
Thirst will now automatically replenish itself to 100% when first submerged in water
Minor tweak to loot tables to add bolts.
The Cry-for-Help radius of humanoid NPCs have been reduced significantly. This will make it a bit easier to break camps and not have to face hordes of enemies all the time (although it will still happen if the player is not careful)
Crafting times have been tweaked for most recipes in the game to about half. This change will be most notable for weapons and ammunition such as bolts and arrows. Some food items are also significantly affected
Reduced the droprate of Black Ice for the Ice Rocknoses.
Tier 3 sandstone fences now have the correct material costs
Dragonpowder and Explosive Jars no longer have decay timers
Glacier-crack now does less damage
Crafting cost for Pillars have been reduced by 50%
Crafting cost for Hardened Steel and Star Metal hammers have been increased
Telith's Lament, the Kingslayer Polearm and the Deathbringer axe have had their stats adjusted upwards
Black Ice Longsword and Broadsword should now have different stats
Hardened Steel spears should now have armor penetration
Armor penetration has been increased for daggers
Damage on daggers have been lowered
Doors will now close automatically after about 30 seconds
Black Ice recipes, Silent Legion recipes and the King Beneath polearm recipes should now requrie the player to know Starmetal or Hardened steel feats before learning them
Cinematics
Moved a ghost cinematic to the correct location
Added falling boulders and frozen rocks
Performance and Tech Fixes
Fixed an issue where parsing remote address with no port produced port number zero instead of default port
Various minor tech fixes
Fixed an issue where precaching would break mods
Various crash fixes
Fix for local weather controller and rain/snow environments
Fixed Nvidia Ansel functionality not working properly in the Highlands
Increased the Nvidia Ansel range a bit for non-admins
Fixed missing BP_ServerSettings default
Data tables re-export, re-import and localization regeneration
Changed priority on how buildings are loaded in. Buildings closer to the player are now prioritized. This, along with containers being lockable, should help combat "ghost raiding"
Set up asyncronous loading and cache handling of building items to prevent stalls and overeager memory usage
Code improvements for character creation
The loading screen should no longer last forever
Removed log spam for creatures failing to spawn
There should no longer be log spawn when equipping Black Ice Wooden Ceiling and Doorway
Auto-running with the map open should no longer crash the game
The loading screen shouldn't disappear and re-appear for a few seconds during loading
Added a BuildingPreloadRadius-server setting
TickFunction cleanup and optimizations
The Abandoned Keep map has been split from the teleporters that are now placed in their own level. This should hopefully reduce the amount of assets loaded at the same time in
Audiovisual Improvements
Runestones without written lore no longer have the lore display pop up
Minor inventory UI updates and improvements
Visual improvements to Server Settings UI
Text fields are now as big as they should be
Behind the scenes fixes and improvements to character creation
Improved snow particle effect and fixed visibility issues with weather
Optimized bushes
Re-fixed the sidebars for the new crafting stations.
Grease orbs should no longer leave a weird line effect when thrown at walls
Fixed an issue where corpse near spawn area looked distorted
Added additional animations and tweaks to crocodiles
Improved buttons in Feats window
Hosting player should now have a nameplate on a single-player/co-op server
Updated graphics on the radial menu so it's consistent with the shortcut bar
Changed and muted audio volume for weather because it ruined all other sounds
Labels on hotbar should now update to reflect current keybindings
The inside face on Black Ice reinforced Walls should no longer flicker
Various animation fixes for Frost Giant, Death Knight, Sewer abomination and other NPCs
Slope tilting corrections and adjustments for elephant and mammoth
Fixed the textures on the Children of Jhil monster
Fixed hitboxes for scorpion attacks
Tweaked Shaleback ground smash attack so it can't rotate right after it smashes the ground
Added some anticipation to the crocodile basic attacks
Gave scorpion tail attack longer anticipation and more recovery time
Updated Avatar User Interface
Fixed flipped Acheronian wall piece near Dogs of the desert
Fixed a floating fence in dogs of the desert camp entrance
Replaced Camp watchtowers with Static ones. (so they can be seen from far away)
Half-buried Ymir statue should now have collision
Drawing your weapon and harvesting iron ore should now have the correct sounds
Highland trees should now have sound when they are chopped down.
Replace barrels in the Highland camps with barrels players can't destroy
Replace beds in the Highland camps with beds players can't destroy
Fixed compression artifacting on lore tablet glow
Black/White Ice textures have been visually improved
Fixed grass materials so they look right from all angles
Bracketed Torch should now use the correct fire texture
Increased radius for lightsources
Red and green dragon hatchlings should now have the proper collision
Make dryer visually update when putting in dried fish/raw fish/meat/dried meat
The spikes in the black keep spike traps should now come out of the walls as they kill you
Frost temple - the Smith no longer spawns inside the Frost Smithy.
Known Issues
You cannot repair Exceptional and Flawless versions of a weapon, even with the correct workbench and thrall
EDIT: We're cooking a PC build with hotfixes for the latest PC patch. We're hoping to push it out tomorrow if all goes well.
Hey! It's time to update. We've released a new patch for the PC version. Make sure you restart Steam to get the latest version of the game.
This patch contains three weeks of changes and gameplay updates, chief among them a quick revamp of the temperature system.
See below for the full change log:
TL;DR
Added option for locking containers (Containers owned by clan are lockable/unlockable for all members of that clan)
A map marker will now point to where you died
PvP death notifications should now appear when a player logs back in after being killed offline
Arrows can now be picked up by players unless they break on impact (If you've used an arrow to kill something you won't be able to pick it back up)
When multiple players help kill a monster the XP is now distributed among everyone that contributed damage.
Thrall specialty recipes should now be in the recipe slots, not the Thrall slot
Fur can now be made into leather in a tannery
The screen edge effect for temperature (de)buffs have been modified to be less intrusive
Doors and gates will now close automatically after about 30 seconds
The Cry-for-Help radius of humanoid NPCs have been reduced significantly. This will make it a bit easier to break camps and not have to face hordes of enemies all the time (although it will still happen if the player is not careful).
Crafting times have been tweaked for most recipes in the game to about half. This change will be most notable for weapons and ammunition such as bolts and arrows. Some food items are also significantly affected
Dragonpowder and Explosive Jars no longer have decay timers
Added pop-up hint to Star Metal meteors when players try to harvest the outer shell with tools. Star Metal core can now be harvested with all tools, but black ice tools give the most resources
Temperature system changes
The temperature system will now change more slowly - meaning that moving from one area to another will still apply the same temperatures but it takes longer to reach the target temperature
Changed temperature system popups. Temperature system now progresses (from coldest to hottest); "Frostbite, Extremely Cold, Very Cold, Cold, Normal, Hot, Very Hot, Extremely Hot, Overheating"
Drinking from the waterskin and the water-filled flasks will now give a cooling effect.
Swimming reduces temperature by a small amount.
It should now be possible to eat ice and get a cold buff
Fixed damage on "Very Hot" buff, "Very Cold" buff and "Extremely Hot" and "Extremely Cold" buffs. The damage has been removed from the "Very" versions and slightly lowered for the "Extremely" versions
The screen edge effect for temperature (de)buffs have been modified to be less intrusive
Frost bite damage has been increased
The following items now provide correct temperature protection: - Sandstorm Breathing Mask - Darfari Speaker Mask - Leather Workgloves - Climbing Gloves - Climbing Boots - Black Hand Vest - Black Hand Trousers - Relic Hunter Turban - Relic Hunter Shirt - Relic Hunter Gloves - Relic Hunter Trousers - Relic Hunter Boots
All of the above now grant anti-heat bonuses, except for the leather workgloves that give a +2 temperature.
Exile Heavy armor now increases temperature as follows: - Normal: +5 - Exceptional: +8 - Flawless: +13
Exile Medium armor now increases temperature as follows: - Normal: +5 - Exceptional: +8 - Flawless: +13
Reptile armor now decreases temperature by a total of -15
General Bug Fixes and Improvements
Added option for locking containers (Containers owned by clan are lockable/unlockable for all members of that clan)
Removed the mighty invisible wall around an NPC camp tent so it would stop blocking arrows
Fixed an issue where doors in The Dregs dungeon wouldn't open
Fixed an issue where the client would crash if an item disappeared from your hotbar and another item was placed on top of it
The inventory that opens when interacting with unconscious players now has navigation
It should now be possible to build on Static Meshes
The NPC resurrection wizard has re-learned an improved version of his resurrection spell that should now bring NPCs back to life correctly
Players can now build foundations on foliage buildings (most Acheronian buildings are)
Shellfish trap now has collision with players and NPCs
Windows, doorways and fences should no longer snap part way up foundations
Mitra has graced his T2 and T3 altars with his presence, and the flames should no longer be offset
Komodos should now die properly, open-mouthed with their tounge sticking out
The dead NPC that drops Razma's journal 3 should now have a face that doesn't look messed up
PvP death notifications should now appear when a player logs back in after being killed offline
You should now be able to use items when they're in containers (click the "More" button)
Dying from poison should now show the name of the person who poisoned you
Items that don't need to be on your hotbar should no longer appear on your hotbar when crafting them
Equipping arrows to a bow in the radial menu will add the arrows to the bow properly
Fixed a case where players could lose movement control and the ability to chat if they opened chat with Vanity Cam activated
Fixed some issues where players were not allowed to build in places where they should
Female characters should no longer spawn in as men with massive schlongs
Fixed an issue where characters could temporarily lose their saved appearance when logging in
You should no longer be able to sprint in the air
Closed up a hole in the ruins to prevent players from placing bedrolls inside it
Extended the wooden backplate on all trophies so they can be attached properly to walls
Stacksizes of trophies have been increased
Hyena Head Trophies can be placed on the outer side of walls.
Small correction to the cold stage 3 buff where it did not do hunger damage
Updated Lore Objects Table updated with placeholder images for notes
The Kingslayer Polearm now uses stamina as intended
Exceptional Star Metal Hammers no longer requires the player to know a recipe they can't learn anywhere
Arcos The Wanderer no longer teaches the player an emote they know by default. Arcos now teaches the "Clap Small." emote
The Stygian Brazier and Stygian Tripod Brazier should now have the correct names
It should now be easier to place down placeables
Shemite and Zamorian dancer outfits are now available from armorer thralls
Cooking thralls can now be placed at stoves
All T3 Carpenters give recipes for; Flawless Crossbow, Flawless Heavy Crossbow, and Flawless Hyrkanian Bow. These can all be crafted by the player once they've learned the base feat for each item
Players should no longer be prompt spawned when trying to enter The Black Keep
NPC's should no longer spawn on the archways above Skulker's End
Harlot diary page on The Broken Highway has been relocated to the river area
The Keychest in the Abandoned keep should no longer give you keys if you already have one
Updated the Underwater breathing buff to not check every tick
Giant King (and ghost version) should now have a hitbox and can be damaged
Wall braziers can now be destroyed
World Loot Chests can be destroyed by punching them (about 8 hits)
Added mechanics to allow players to lock/unlock containers
Arrows can now be picked up by players after they've hit something unless they break on impact
Fixed an issue where players could make foundations float
Balance and Gameplay Fixes
You can only repair an item if you have the recipe for it.
AI improvements - Split ranged and melee fighter behaviors. Allowed move and shoot for archers
Directional movement now rotates entire character instead of blending different rotated animations when using gamepad and playing in third person
Undead creatures should now do damage properly
Fixed some wrong spawn entries which spammed the logs
Added pop-up hint to Star Metal meteors when players try to harvest the outer shell with tools. Star Metal core can now be harvested with all tools, but black ice tools give the most resources
Dragon Hatchlings (both red and green), Green Dragon and Crocodile Boss should now be tougher and drop correct resources
Thrall specialty recipes should now be in the recipe slots, not the Thrall slot
When multiple players help kill a monster the XP is now distributed among everyone that contributed damage.
It should no longer be possible to do damage with an Avatar once the summoning duration has ended
Added an option to disable autowield. The default is off, which means autowield/autosheathe. If the option is turned on sprint will not work unless your hands are empty. Players can still press X to sheathe when in automode to achieve a similar behavior
Fixed the water volume in the lake near the 3 towers
Added correct collision to Acheronian ruins to prevent players from getting stuck
A map marker will now point to where you died.
You should now gain the correct amount of experience points when discovering something
Black Ice is now a required ingredient in repairs for Black Ice recipes
Fur can now be made into leather in a tannery
Recipes for: Honeyglazed Roast, Honeyed Eggs, Mystery Meat Soup, Honeyed Gruel, Honey Jerky, Honeybread, Ice Tea have been added to cooking thralls
Reduced the weight of hardened steel armor and the Silent legion set
Players should no longer repeatedly be able to dismantle/craft Explosive Jars for infinite XP. Dismantled Explosive Jars no longer refund Earthenware Jug or Dragonpowder
Reduced the amount of berries required for Berry juice
Made it possible to place Shellfish traps in shallow water
Fixed root motion attacks on Boars, Bears, Crocodiles, Rhinos, Frost Giants, and Death Knights and they should no longer teleport after they've finished charging.
Loot specific to The Frozen North should now be available in loot chests in that area
Ice + Glassflask in a campfire will now make a filled Water flask
Thirst will now automatically replenish itself to 100% when first submerged in water
Minor tweak to loot tables to add bolts.
The Cry-for-Help radius of humanoid NPCs have been reduced significantly. This will make it a bit easier to break camps and not have to face hordes of enemies all the time (although it will still happen if the player is not careful)
Crafting times have been tweaked for most recipes in the game to about half. This change will be most notable for weapons and ammunition such as bolts and arrows. Some food items are also significantly affected
Reduced the droprate of Black Ice for the Ice Rocknoses.
Tier 3 sandstone fences now have the correct material costs
Dragonpowder and Explosive Jars no longer have decay timers
Glacier-crack now does less damage
Crafting cost for Pillars have been reduced by 50%
Crafting cost for Hardened Steel and Star Metal hammers have been increased
Telith's Lament, the Kingslayer Polearm and the Deathbringer axe have had their stats adjusted upwards
Black Ice Longsword and Broadsword should now have different stats
Hardened Steel spears should now have armor penetration
Armor penetration has been increased for daggers
Damage on daggers have been lowered
Doors will now close automatically after about 30 seconds
Black Ice recipes, Silent Legion recipes and the King Beneath polearm recipes should now requrie the player to know Starmetal or Hardened steel feats before learning them
Cinematics
Moved a ghost cinematic to the correct location
Added falling boulders and frozen rocks
Performance and Tech Fixes
Fixed an issue where parsing remote address with no port produced port number zero instead of default port
Various minor tech fixes
Fixed an issue where precaching would break mods
Various crash fixes
Fix for local weather controller and rain/snow environments
Fixed Nvidia Ansel functionality not working properly in the Highlands
Increased the Nvidia Ansel range a bit for non-admins
Fixed missing BP_ServerSettings default
Data tables re-export, re-import and localization regeneration
Changed priority on how buildings are loaded in. Buildings closer to the player are now prioritized. This, along with containers being lockable, should help combat "ghost raiding"
Set up asyncronous loading and cache handling of building items to prevent stalls and overeager memory usage
Code improvements for character creation
The loading screen should no longer last forever
Removed log spam for creatures failing to spawn
There should no longer be log spawn when equipping Black Ice Wooden Ceiling and Doorway
Auto-running with the map open should no longer crash the game
The loading screen shouldn't disappear and re-appear for a few seconds during loading
Added a BuildingPreloadRadius-server setting
TickFunction cleanup and optimizations
The Abandoned Keep map has been split from the teleporters that are now placed in their own level. This should hopefully reduce the amount of assets loaded at the same time in
Audiovisual Improvements
Runestones without written lore no longer have the lore display pop up
Minor inventory UI updates and improvements
Visual improvements to Server Settings UI
Text fields are now as big as they should be
Behind the scenes fixes and improvements to character creation
Improved snow particle effect and fixed visibility issues with weather
Optimized bushes
Re-fixed the sidebars for the new crafting stations.
Grease orbs should no longer leave a weird line effect when thrown at walls
Fixed an issue where corpse near spawn area looked distorted
Added additional animations and tweaks to crocodiles
Improved buttons in Feats window
Hosting player should now have a nameplate on a single-player/co-op server
Updated graphics on the radial menu so it's consistent with the shortcut bar
Changed and muted audio volume for weather because it ruined all other sounds
Labels on hotbar should now update to reflect current keybindings
The inside face on Black Ice reinforced Walls should no longer flicker
Various animation fixes for Frost Giant, Death Knight, Sewer abomination and other NPCs
Slope tilting corrections and adjustments for elephant and mammoth
Fixed the textures on the Children of Jhil monster
Fixed hitboxes for scorpion attacks
Tweaked Shaleback ground smash attack so it can't rotate right after it smashes the ground
Added some anticipation to the crocodile basic attacks
Gave scorpion tail attack longer anticipation and more recovery time
Updated Avatar User Interface
Fixed flipped Acheronian wall piece near Dogs of the desert
Fixed a floating fence in dogs of the desert camp entrance
Replaced Camp watchtowers with Static ones. (so they can be seen from far away)
Half-buried Ymir statue should now have collision
Drawing your weapon and harvesting iron ore should now have the correct sounds
Highland trees should now have sound when they are chopped down.
Replace barrels in the Highland camps with barrels players can't destroy
Replace beds in the Highland camps with beds players can't destroy
Fixed compression artifacting on lore tablet glow
Black/White Ice textures have been visually improved
Fixed grass materials so they look right from all angles
Bracketed Torch should now use the correct fire texture
Increased radius for lightsources
Red and green dragon hatchlings should now have the proper collision
Make dryer visually update when putting in dried fish/raw fish/meat/dried meat
The spikes in the black keep spike traps should now come out of the walls as they kill you
Frost temple - the Smith no longer spawns inside the Frost Smithy.
Known Issues
You cannot repair Exceptional and Flawless versions of a weapon, even with the correct workbench and thrall
Welcome to the first weekly community letter! If you missed our announcement from last week the weekly letter is our way of improving communication with our community, giving you a glimpse into our development process. So let’s get to it!
Current state of PC
We've released version 66616/13842 to our Testlive branch on Steam. This version includes performance improvements, locking mechanics for chests, crafting fixes, and other quality of life improvements and adjustments.
Feedback has been pouring in and we’we’ve been making changes to the build to ensure that it is stable and thoroughly tested. Assuming that all goes well, we will push this version to the live build this week.
A quick reminder that if you'd like to help us with testing builds earlier, you can do that here.
We've received a lot of reports on both Xbox and PC about server crashes and we've spent the past few weeks looking at server stability. Some of the crashes have been caused by memory leaks that we have identified (and fixed), others are caused by deliberate attacks on the servers (DDOS) and some are due to unanticipated code interactions. We're working on fixing all three of these, but in the case of a DDOS we will often switch IP on the server, which in turn can cause it to disappear from your favorites.
If you think your server has mysteriously disappeared due to it not showing in favorites, try searching again!
The tech team are working hard to address all of these issues and we thank you for your continued patience.
What the team has been doing the past week:
Every Friday, the entire development team meets up to discuss what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. This information will be distilled into a weekly letter to the community, published at the start of the following week. We will also be addressing major concerns and issues, and share news and updates.
The development team is split into cross professional scrum team that each have their own focus and tasks to complete:
Vanguard are designers and coders that deal with exploits, bugs and gameplay and User Interface updates. You may have even met some of them (Scooper) in our Steam forums and fan Discords.
Terraformers are the artists and designers who created The Frozen North and The Dregs dungeon. They're incredibly creative and hardworking people, able to create some truly breathtaking stuff.
Featurama is another team of designers and artists, but their main focus is new features and content. They're the crew who made the new gameplay systems and mechanics we introduced in The Frozen North. Marketing loves these guys, because they give us so many pretty things to play with!
The art team (who never picked a name) supports all the other teams with artwork, new textures, creatures, animations and effects. They also make those fantastic outfits the roleplayers love so much.
Combat & Movement is an offshoot from Featurama. You can probably guess what their focus is already, based on the name. This team is headed up by our lead designer, Oscar Lopez Lacalle, who's a giant nerd when it comes to combat systems in video games. Combat is his baby, and he'll protect it at all cost.
The Tech and systems team (who refused naming themselves) are the coders and engineers in charge of fixing server and client crashes, porting the game to consoles, improving game stability, and doing all the other technical aspects of game development that this community manager knows nothing about. Ask them what they think about the Unreal Engine.
Vanguard (Bugs and exploit fixes and gameplay updates)
We’re adding a patch notes window to the main menu, letting you more easily access the changelogs from our previous patches. The user interface is getting a revamp across the board, switching out the current system for a carousel based menu (similar to the solution in The Witcher 3). This will make the UI easier to navigate on both PC and console. The Admin panel is being updated so you can more quickly level yourself up, and continue to gain experience points after you’ve set yourself to a certain level.
The Vanguard team have also dealt with a duplication exploit that was found by our QA team and have removed it from the game completely. Remember to report exploits here.
Finally, the Vanguard team has been fixing User Interface bugs on both PC and Xbox.
Terraformers (New areas and content)
The Terraformers are making the finishing touches to some new building pieces that will make the building system even more flexible. One of the guys in marketing is already going crazy for it. Some of the new pieces include several different styles of roof pieces, which you can see in the image below:
The bulk of the team is focused on a new area of the Exiled Lands and a new, fire themed dungeon. The basic design of the new dungeon is coming together (greyboxing), and another part of the team is creating textures and materials for the new playfield.
We'll reveal more about both areas in the future. Watch this space for more information.
Combat & Movement team (Combat and movement)
In response to the continued requests of the community for improved combat, we've been busy working on our complete overhaul to the system.
The combat team have been prototyping different changes we’d like to do. The past week that has included adding and testing attack combos and movement cancelling, attack cancelling and dodge cancelling. There are new chains for the sword and the heavy hammer. We’re extensively testing these combat changes internally.
Featurama (New features)
In response to exploit reports, a part of the Featurama team has been finding and plugging up holes in the terrain. The rest of the team have been implementing server settings for the temperature system, giving server admins more control over which gameplay features are active on their server.
We're adding new and better versions of the Truncheon and Thrall Bindings items so your thralls will stay unconscious and captured for longer periods of time. Finally, there are improvements coming to the ragdolling system, for added realism.
Art team (Character designs, outfits, animations and effects)
The animation team has been revamping and improving on creature and character animations to support the changes we’re doing to the combat system. They’ve also been working on a facial rig so characters can emote during dialogue, emotes and cutscenes.
There’s been a great amount of focus on optimization across the board, reducing asset costs from tens of thousands of polygons to much more acceptable numbers. This should have an impact on client framerate of the client on both PC and Xbox. We've also gone through the same process on destructibles in order to help improve frame rate when you're destroying building pieces. Because no one wants lag when they're breaking stuff down.
Our character designers have been concepting designs for Zingaran, Stygian and Zamorian style outfits. And they look incredible!
Cultural designs play a large part in the Conan universe and we want you to be able to visualize your character in a dozen different styles. We'll continue adding new armor types and visuals to the game up until launch.
Tech and systems team (Client and server stability and performance)
The tech team’s main priority recently has been stabilizing the Xbox One version of Conan Exiles. A patch was sent to certification on Friday and we rolled it out on Monday. This patch contained fixes for client freezes and texture pop-in, and some optimizations.
In addition to stabilizing and patching the Xbox One version the tech team has also been working on improving integration of crash reports on Xbox One, as well as changing how the game loads in and streams information from the client and server databases. This should help improve game client performance.
Finally, work has begun on porting Conan Exiles to PlayStation 4. We've partnered with Coconut Lizard, who helped us port Exiles to Xbox One. Coconut Lizard is also helping us add voice chat to the Xbox One version, and working on advancing the AI systems for the game.
Wrapping up
Thanks again for reading and for your continued support of Conan Exiles. Hopefully this weekly letter will offer a better glimpse into our process as we move the game towards full launch in Q1, 2018. Keep the feedback coming in.
Welcome to the first weekly community letter! If you missed our announcement from last week the weekly letter is our way of improving communication with our community, giving you a glimpse into our development process. So let’s get to it!
Current state of PC
We've released version 66616/13842 to our Testlive branch on Steam. This version includes performance improvements, locking mechanics for chests, crafting fixes, and other quality of life improvements and adjustments.
Feedback has been pouring in and we’we’ve been making changes to the build to ensure that it is stable and thoroughly tested. Assuming that all goes well, we will push this version to the live build this week.
A quick reminder that if you'd like to help us with testing builds earlier, you can do that here.
We've received a lot of reports on both Xbox and PC about server crashes and we've spent the past few weeks looking at server stability. Some of the crashes have been caused by memory leaks that we have identified (and fixed), others are caused by deliberate attacks on the servers (DDOS) and some are due to unanticipated code interactions. We're working on fixing all three of these, but in the case of a DDOS we will often switch IP on the server, which in turn can cause it to disappear from your favorites.
If you think your server has mysteriously disappeared due to it not showing in favorites, try searching again!
The tech team are working hard to address all of these issues and we thank you for your continued patience.
What the team has been doing the past week:
Every Friday, the entire development team meets up to discuss what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. This information will be distilled into a weekly letter to the community, published at the start of the following week. We will also be addressing major concerns and issues, and share news and updates.
The development team is split into cross professional scrum team that each have their own focus and tasks to complete:
Vanguard are designers and coders that deal with exploits, bugs and gameplay and User Interface updates. You may have even met some of them (Scooper) in our Steam forums and fan Discords.
Terraformers are the artists and designers who created The Frozen North and The Dregs dungeon. They're incredibly creative and hardworking people, able to create some truly breathtaking stuff.
Featurama is another team of designers and artists, but their main focus is new features and content. They're the crew who made the new gameplay systems and mechanics we introduced in The Frozen North. Marketing loves these guys, because they give us so many pretty things to play with!
The art team (who never picked a name) supports all the other teams with artwork, new textures, creatures, animations and effects. They also make those fantastic outfits the roleplayers love so much.
Combat & Movement is an offshoot from Featurama. You can probably guess what their focus is already, based on the name. This team is headed up by our lead designer, Oscar Lopez Lacalle, who's a giant nerd when it comes to combat systems in video games. Combat is his baby, and he'll protect it at all cost.
The Tech and systems team (who refused naming themselves) are the coders and engineers in charge of fixing server and client crashes, porting the game to consoles, improving game stability, and doing all the other technical aspects of game development that this community manager knows nothing about. Ask them what they think about the Unreal Engine.
Vanguard (Bugs and exploit fixes and gameplay updates)
We’re adding a patch notes window to the main menu, letting you more easily access the changelogs from our previous patches. The user interface is getting a revamp across the board, switching out the current system for a carousel based menu (similar to the solution in The Witcher 3). This will make the UI easier to navigate on both PC and console. The Admin panel is being updated so you can more quickly level yourself up, and continue to gain experience points after you’ve set yourself to a certain level.
The Vanguard team have also dealt with a duplication exploit that was found by our QA team and have removed it from the game completely. Remember to report exploits here.
Finally, the Vanguard team has been fixing User Interface bugs on both PC and Xbox.
Terraformers (New areas and content)
The Terraformers are making the finishing touches to some new building pieces that will make the building system even more flexible. One of the guys in marketing is already going crazy for it. Some of the new pieces include several different styles of roof pieces, which you can see in the image below:
The bulk of the team is focused on a new area of the Exiled Lands and a new, fire themed dungeon. The basic design of the new dungeon is coming together (greyboxing), and another part of the team is creating textures and materials for the new playfield.
We'll reveal more about both areas in the future. Watch this space for more information.
Combat & Movement team (Combat and movement)
In response to the continued requests of the community for improved combat, we've been busy working on our complete overhaul to the system.
The combat team have been prototyping different changes we’d like to do. The past week that has included adding and testing attack combos and movement cancelling, attack cancelling and dodge cancelling. There are new chains for the sword and the heavy hammer. We’re extensively testing these combat changes internally.
Featurama (New features)
In response to exploit reports, a part of the Featurama team has been finding and plugging up holes in the terrain. The rest of the team have been implementing server settings for the temperature system, giving server admins more control over which gameplay features are active on their server.
We're adding new and better versions of the Truncheon and Thrall Bindings items so your thralls will stay unconscious and captured for longer periods of time. Finally, there are improvements coming to the ragdolling system, for added realism.
Art team (Character designs, outfits, animations and effects)
The animation team has been revamping and improving on creature and character animations to support the changes we’re doing to the combat system. They’ve also been working on a facial rig so characters can emote during dialogue, emotes and cutscenes.
There’s been a great amount of focus on optimization across the board, reducing asset costs from tens of thousands of polygons to much more acceptable numbers. This should have an impact on client framerate of the client on both PC and Xbox. We've also gone through the same process on destructibles in order to help improve frame rate when you're destroying building pieces. Because no one wants lag when they're breaking stuff down.
Our character designers have been concepting designs for Zingaran, Stygian and Zamorian style outfits. And they look incredible!
Cultural designs play a large part in the Conan universe and we want you to be able to visualize your character in a dozen different styles. We'll continue adding new armor types and visuals to the game up until launch.
Tech and systems team (Client and server stability and performance)
The tech team’s main priority recently has been stabilizing the Xbox One version of Conan Exiles. A patch was sent to certification on Friday and we rolled it out on Monday. This patch contained fixes for client freezes and texture pop-in, and some optimizations.
In addition to stabilizing and patching the Xbox One version the tech team has also been working on improving integration of crash reports on Xbox One, as well as changing how the game loads in and streams information from the client and server databases. This should help improve game client performance.
Finally, work has begun on porting Conan Exiles to PlayStation 4. We've partnered with Coconut Lizard, who helped us port Exiles to Xbox One. Coconut Lizard is also helping us add voice chat to the Xbox One version, and working on advancing the AI systems for the game.
Wrapping up
Thanks again for reading and for your continued support of Conan Exiles. Hopefully this weekly letter will offer a better glimpse into our process as we move the game towards full launch in Q1, 2018. Keep the feedback coming in.
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!