Today we've announced that we're doing a price change on the Xbox One Game Preview version of Conan Exiles. This is because we're opening up retail pre-orders for Conan Exiles next week, and the Game Preview price needs to match the in-store price of the game.
PC players will not see a price increase on Steam Early Access. This will stay at the same $29.99 we’ve had since the start of Early Access.
Today we've announced that we're doing a price change on the Xbox One Game Preview version of Conan Exiles. This is because we're opening up retail pre-orders for Conan Exiles next week, and the Game Preview price needs to match the in-store price of the game.
PC players will not see a price increase on Steam Early Access. This will stay at the same $29.99 we’ve had since the start of Early Access.
Winter has come at last over here in Norway, and it's been snowing off and on for the past couple of weeks. Hopefully global warming hasn't screwed us over too much and we'll get a white Christmas this year.
We'll be celebrating barbarian style, of course: eating with our hands and making a mess so we can know the rich juices of red meat and stinging wine on our palates.
Current state of PC
We hotfixed PC last week to take care of some issues that remained after Update 31 was released. You should now be able to harvest crystals and have building pieces attach to your foundations again. Foundations are still known to disappear from time to time, but this is due to a bug that might occur if you log off away from your base. We believe we have a fix for this already, it just needs additional testing.
Now that update 31 is out we've started looking at what to patch during the time leading up to Christmas. We want the game to be at a satisfying level of stability and polish during the Christmas break, after all. As always, we will keep you informed of how we move forward.
Current state of Xbox
The next PC/Xbox parity patch is going through and we want roll it out this week. This patch will bring all the PC changes to the Xbox, which includes repair kits, new building pieces and thrall inventories. Once that (and eventual hotfixes) are out of the way we'll start looking at the next patch for Xbox.
We also did some quick server-side maintenance on the official Xbox One servers on Friday, which seems to have greatly improved server stability. This does not mean we are done with our work to improve upon client and server stability, both on PC and on Xbox. Please let us know if things aren't working for you and provide us with as much information as you can.
What the teams have been working on in the past week:
Every Friday, the development team meets up to highlight and talk about what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. In this newsletter wee're sticking to the highlights. Things are still being worked on "behind the scenes", and we'll mention these when they're relevant.
Vanguard
We have an update from the Vanguard team this week! It's been a while. Since the last time we heard from the Vanguard they have gained a new addition to the team: Paul, who's joining Funcom as a junior gameplay programmer.
Paul's been working on improving the way swimming works in the game. Currently, you sink immediately when you enter any body of water. Under the new system you'll automatically remain on the surface until you press crouch, which will cause you to sink into the depths. You hold down space to surface again, and you'll stay on the surface again once your head breaks water. The new method is more in line with conventions on how swimming in games is often done. The problem we are solving is that you can't reliably keep your head above water without constantly jumping out of the water like a dolphin. Making diving look better is next on the list.
Two more of our Vanguard coders have been giving the chat system some love, smoothing out bugs and issues. Once we roll out these changes you should be able to scroll properly using the up and down keys, and the text will format correctly to fit long usernames.
Basically, it used to look like this:
Once we're done it'll look more like this:
The colors are based on the channel you're broadcasting to and aren't just randomly assigned anymore.
Over on the bug side of things some extensive work has been done on the bed and bedroll bugs. We've patched in fixes for bedrolls for PC (coming soon to Xbox) to make them more consistent when respawning, and there's a similar fix coming to beds as well. Beds will get an additional check when you're placing them to prevent you from putting somewhere you'd invalidate the spawn point. Please note that this is still something that needs extensive testing and it won't be rolled out immediately.
Finally, Vanguard has been helping out in with the backend implementation of war paint, which is coming down the line. You'll find more information about that from the Terraformers section.
Berserkers (Combat revamp and movement)
We did a Q&A heavy stream on Friday with lead designer Oscar Lopez Lacalle joining Joel Bylos and myself on the stream. Oscar is the head of the Berserkers team, in charge of revamping the combat system. On the Friday afternoon stream Oscar talked a lot of about the changes that are coming to combat and how this will impact the game.
If you'd rather read a quick summary of the stream, you'll find a write-up over on the Steam Community Hub.
Terraformers (New areas and content)
I promised another look at the volcano and another look you shall receive. After that, some juicy bits about war paint!
Let's talk about war paint. You learn about war paint through the Feats window, like most other crafting recipes. You craft war paint using Papyrus, which creates a special pattern you then apply to your character.
There are two kinds of war paint. One is purely visual, with 7 different kinds of cultural styles and patterns you can apply. The other gives you a +3 bonus to one of your attributes. When we revamp the attributes system to include perks, war paint can be used to give you those extra stat points you'll need to unlock a particular perk or give you an edge in PvP. You can only have one pattern on at a time, so remember to choose wisely.
Cultural style war paint will last about a week in real time, but stat boosting war paint will fade after an hour. So, it could be a good idea to pack extra patterns. War paint will also be fully moddable by mod makers.
Wrapping up
Aaaand that's it for this week! Tune in next week for another update from the Exiled Lands. Maybe some more goodies from the art team? Maybe I'll finally find a decent way to wrap up these newsletters? Only time will tell.
Winter has come at last over here in Norway, and it's been snowing off and on for the past couple of weeks. Hopefully global warming hasn't screwed us over too much and we'll get a white Christmas this year.
We'll be celebrating barbarian style, of course: eating with our hands and making a mess so we can know the rich juices of red meat and stinging wine on our palates.
Current state of PC
We hotfixed PC last week to take care of some issues that remained after Update 31 was released. You should now be able to harvest crystals and have building pieces attach to your foundations again. Foundations are still known to disappear from time to time, but this is due to a bug that might occur if you log off away from your base. We believe we have a fix for this already, it just needs additional testing.
Now that update 31 is out we've started looking at what to patch during the time leading up to Christmas. We want the game to be at a satisfying level of stability and polish during the Christmas break, after all. As always, we will keep you informed of how we move forward.
Current state of Xbox
The next PC/Xbox parity patch is going through and we want roll it out this week. This patch will bring all the PC changes to the Xbox, which includes repair kits, new building pieces and thrall inventories. Once that (and eventual hotfixes) are out of the way we'll start looking at the next patch for Xbox.
We also did some quick server-side maintenance on the official Xbox One servers on Friday, which seems to have greatly improved server stability. This does not mean we are done with our work to improve upon client and server stability, both on PC and on Xbox. Please let us know if things aren't working for you and provide us with as much information as you can.
What the teams have been working on in the past week:
Every Friday, the development team meets up to highlight and talk about what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. In this newsletter wee're sticking to the highlights. Things are still being worked on "behind the scenes", and we'll mention these when they're relevant.
Vanguard
We have an update from the Vanguard team this week! It's been a while. Since the last time we heard from the Vanguard they have gained a new addition to the team: Paul, who's joining Funcom as a junior gameplay programmer.
Paul's been working on improving the way swimming works in the game. Currently, you sink immediately when you enter any body of water. Under the new system you'll automatically remain on the surface until you press crouch, which will cause you to sink into the depths. You hold down space to surface again, and you'll stay on the surface again once your head breaks water. The new method is more in line with conventions on how swimming in games is often done. The problem we are solving is that you can't reliably keep your head above water without constantly jumping out of the water like a dolphin. Making diving look better is next on the list.
Two more of our Vanguard coders have been giving the chat system some love, smoothing out bugs and issues. Once we roll out these changes you should be able to scroll properly using the up and down keys, and the text will format correctly to fit long usernames.
Basically, it used to look like this:
Once we're done it'll look more like this:
The colors are based on the channel you're broadcasting to and aren't just randomly assigned anymore.
Over on the bug side of things some extensive work has been done on the bed and bedroll bugs. We've patched in fixes for bedrolls for PC (coming soon to Xbox) to make them more consistent when respawning, and there's a similar fix coming to beds as well. Beds will get an additional check when you're placing them to prevent you from putting somewhere you'd invalidate the spawn point. Please note that this is still something that needs extensive testing and it won't be rolled out immediately.
Finally, Vanguard has been helping out in with the backend implementation of war paint, which is coming down the line. You'll find more information about that from the Terraformers section.
Berserkers (Combat revamp and movement)
We did a Q&A heavy stream on Friday with lead designer Oscar Lopez Lacalle joining Joel Bylos and myself on the stream. Oscar is the head of the Berserkers team, in charge of revamping the combat system. On the Friday afternoon stream Oscar talked a lot of about the changes that are coming to combat and how this will impact the game.
If you'd rather read a quick summary of the stream, you'll find a write-up over on the Steam Community Hub.
Terraformers (New areas and content)
I promised another look at the volcano and another look you shall receive. After that, some juicy bits about war paint!
Let's talk about war paint. You learn about war paint through the Feats window, like most other crafting recipes. You craft war paint using Papyrus, which creates a special pattern you then apply to your character.
There are two kinds of war paint. One is purely visual, with 7 different kinds of cultural styles and patterns you can apply. The other gives you a +3 bonus to one of your attributes. When we revamp the attributes system to include perks, war paint can be used to give you those extra stat points you'll need to unlock a particular perk or give you an edge in PvP. You can only have one pattern on at a time, so remember to choose wisely.
Cultural style war paint will last about a week in real time, but stat boosting war paint will fade after an hour. So, it could be a good idea to pack extra patterns. War paint will also be fully moddable by mod makers.
Wrapping up
Aaaand that's it for this week! Tune in next week for another update from the Exiled Lands. Maybe some more goodies from the art team? Maybe I'll finally find a decent way to wrap up these newsletters? Only time will tell.
目前我们有意加入望远镜这一道具,但由于目前技术原因(问题主要集中在dynamic space loading这一块)该物品仍然处于开发阶段。
我们计划升级游戏中的聊天系统,并且我们的开发部门现在已经在做了。
Weapon masters have come in for mocap references. There are people in the Oslo office who participate in martial arts! But we look at all sorts of fighting styles.
我们计划推出装备钝箭头的箭支用以撂倒奴隶。
农作物以及务农这两项生活物品及技能已经在我们的计划清单当中了。
在将来更新的新天气系统中雨雪飘进屋子的问题将会得到解决。
队友伤害机制将暂时不会考虑添加进游戏里。
游戏目前允许玩家以管理员模式复活骆驼了。
一条能见到柯南他本人的故事线正在创作之中触发,而不是被攻击后才会触发。
战斗方面
在将来的更新中我们将会添加轻击与重击键位,并且由此会发展出一套连招系统。
These will look different and have different shapes and timings as well as apply status effects to them.
Hey all! I've written the highlights and important notes that were made in the Q&A stream. I realize there are some people who may not have the time to watch it (live or later) or may be hearing-impaired and are unable to watch since the video doesn't have subtitles. I'd like to do this for future Conan Exile streams. Otherwise, feel free to see it all here.
We answer all kinds of questions from chat though so please do watch it live when possible! Stream was hosted by community manager Jens Erik Vaaler, creative director Joel Bylos, and special guest Lead Designer Oscar Lopez Lacalle.
Stream Notes
Display racks are coming! You can place weapons and shields onto displays placed on the wall. The display can also be used as storage, but will always display the weapon/shield placed in the first slot.
Weapon mod kit: You can modify weapons and armor using certain kits. These include decreasing weight, increasing durability, increasing damage, and so on!
More information on warpaints coming in the community letter soon.
Once we're done with the polish phase, mounts will be the next big thing on the list. Then sorcery, and so on. We're currently fixing bugs and tweaking features in the game.
The sickle is on the developer branch. It specializes in harvesting plant fiber from bushes.
You won't be able to run with a torch. But Joel mentioned you will be running, "with a lighted object on your body".
Harvesting tools will have different tiers: Steel Sickle, Hardened Sickle, and Star Metal Sickle.
More traps are coming in.
We would like to add in a spyglass, but due to technical limitations (dynamic space loading) we are unable to right now.
Chat system changes are also coming in that are currently in the development build.
Weapon masters have come in for mocap references. There are people in the Oslo office who participate in martial arts! But we look at all sorts of fighting styles.
Blunt arrows for knocking out thralls from afar are planned.
Crops and farming is on the "would like to do" list.
Snow and rain inside your house will be fixed along with the new weather system.
Knocking out friends isn't high on the priority list.
Camels can be spawned if you're an admin.
A storyline is being written that includes Conan himself.
The "cry for help" implementation will cause AI to call for others when they spot you. Not when you hit them.
Combat
You will have a light attack button and heavy attack button which will involve combo chains.
These will look different and have different shapes and timings as well as apply status effects to them.
Mix and match light/heavy attacks
Every weapon has its own chain. Even weapons of the same type will have different chains.
Animation updates will be a part of the combat system.
Comboskipping is possible, but may not be a smart strategy in some instances.
Bows are included in this animation change. An accuracy component is being added so you'll have more control of where the arrow goes.
Body part targeting will also be implemented.
Kicking and bare hand combat is planned.
Core mechanics should be completed by the end of the year internally. Internal testing and tweaking will then need to be completed. So currently this new combat is set for Q1, 2018.
Two handed swords are on the list to complete. Whips will not be in the game before launch.
No plans to make you run with weapons. But there are plans to make jumping attacks and dodging attacks (dodging forward). If you're chasing someone, you can stun or cripple them to stop them from running.
REMEMBER THAT THIS IS A STREAM SUMMARY, NOT PATCH NOTES
Just a quick note from us that the double XP event week has ended and the Normal PvP and PvE servers will be turned back to the regular harvesting and XP modifier.
On a completely unrelated note, if you missed our livestream on Friday you can now catch it on our YouTube channel. It has a lot of information on our combat revamps from the guy in charge of the whole thing: lead designer Oscar Lopez Lacalle. Enjoy!
Just a quick note from us that the double XP event week has ended and the Normal PvP and PvE servers will be turned back to the regular harvesting and XP modifier.
On a completely unrelated note, if you missed our livestream on Friday you can now catch it on our YouTube channel. It has a lot of information on our combat revamps from the guy in charge of the whole thing: lead designer Oscar Lopez Lacalle. Enjoy!
We've put out a hotfix for some of the issues that popped up after the most recent patch. Remember to restart your clients to make sure you have the latest version of the game.
Changelog:
Crystals can once again be harvested inside caves
Crystals drop from rocknoses again
Foundations will no longer disappear after relogging.
Fence foundations will now snap to triangle foundations.
Map markers will no longer disappear when switching from singleplayer to a server.
The UI will no longer hide after using an avatar
Fixed a case where it was possible to get stuck in the water while trying to swim
Summoning an avatar will no longer cause your character to display nonsensically
We've put out a hotfix for some of the issues that popped up after the most recent patch. Remember to restart your clients to make sure you have the latest version of the game.
Changelog:
Crystals can once again be harvested inside caves
Crystals drop from rocknoses again
Foundations will no longer disappear after relogging.
Fence foundations will now snap to triangle foundations.
Map markers will no longer disappear when switching from singleplayer to a server.
The UI will no longer hide after using an avatar
Fixed a case where it was possible to get stuck in the water while trying to swim
Summoning an avatar will no longer cause your character to display nonsensically