We're on the cusp of the official launch; we leave Early Access this week and enter a new era of Conan Exiles very soon. Thank you all for your support through this journey! As you can imagine this is a fairly big deal and a lot's going on. We wanted to keep you all in the loop about what to expect and what's about to happen.
As the game leaves Early Access, the price of the game on PC will increase to 39.99 USD/EUR (from 29.99 USD/EUR). Please note that pricing may differ based on your region.
The price change will occur May 8th 2:00 AM CEST (May 7 @ 8:00 PM Eastern Time). The price of the Barbarian Edition will not change.
All the Official Servers will be brought down May 7 (today) @ 4:00 PM UTC / 6:00 PM CEST / 12:00 PM EDT to be wiped. They will be brought back up at launch, which is:
We have a new version up on Testlive. It contains some new fixes and some preparations for full launch on Tuesday.
Early Access splash screen, Early Access banner, etc are removed from this version to prepare for launch. This version does not contain the volcano and swamp, which will be made available to players at launch.
Thralls should no longer fall under the ground while being dragged in singleplayer/co-op
Fixed a crash related to making an item in a story-related altar
Fixed a problem with target lock which would sometimes move the camera behind the player character, making it difficult to see the target
Thralls no longer damage their own base
Time restricted PvP building damage was preventing players from damaging each other
Fixed player owned Thralls could be killed outside of time-restricted PvP window
Please be sure to update your game for TestLive! Version is 95237/17715 Just to note, we have removed the EA splash screen at the start of the game as well as the EA banners. This is in preparation for launch so it won't still be there on the 8th. :)
Patch Notes
Bugfixing
Fixed a player collision problem when logging into a server with the setting active to leave offline characters in the world
Removed unarmed attacks from human npcs and gave them stone daggers instead to avoid players being able to obtain and equip unarmed attacks which bug out their characters
Fixed an issue with Steam achievement unlocking
Fixed a text cut-off issue with "take all" button
General balance
Rebalanced the Mitra spear and Acheronian sickle
Slightly increased blockee rebound time for 2h spear heavy attacks
Slightly reduced blocker confirm time for 2h spear heavy attacks
Cripple effects for melee weapons have been reduced in efficiency
Lowered the damage of the sickles
Fixed issue where poison stacks could increase as it was ticking (caused by the weapon being listed as the "damage causer", which could still be poisoned)
Also fixes issue where poison was affected by armor penetration of the weapon that caused it
Fix to make javelins have DM's and not icons wrongly assigned, thus crashing the server
Healing rebalance
Reduced the effect of the Receptive perk (Vitality 40) from +100% healing to +25% healing
Healing potions now take 10s to heal, increased from 5s. Total healing remains the same
Regeneration from healing potions now breaks on taking damage
Bandage healing does not break on damage and removes bleeds and cripples at the end of the effect
Bandage healing now breaks on movement
Bleeds now stack up to 20 times and lasts for 20s. Up from 10 stacks and 10 seconds. Bleed damage scaling per stack reduced
Removed drop from greylotuspotion that overrode healing
Removed over-the-top-healing from the grey lotus potion that overrode healing
We're doing our final Early Access dev stream on Friday at 5pm CEST / 11am EDT / 8am PDT on our Twitch and Mixer channels.
Joel and Jens Erik will be recapping the past 15 months of Early Access and talking about everything that's been added or changed about the game. They'll also be streaming the PS4 version of Conan Exiles and giving away both regular and collector's editions of the game!
Join us on Friday for our final Early Access livestream!
We have a new version out on the Testlive branch. Please update your build to make sure you have it on the right version! Version: #95136/17701
Fix for thralls falling through building floors. Please report asap if you can reproduce this now
With the latest Testlive versions we cannot reproduce the problem with disappearing buildings when the decay system is off. We are, however, adding further logging capabilities to detect if this happens. The logging will be active on Testlive servers and we will provide instructions for how private server admins can also turn this on. Please report asap if you can reproduce this now
Fixed a server crash related to display racks.
Fixed a problem with not being able to use unarmed attacks or kicks, along with unarmed fist items showing up in inventories.
Max elevation at which you can place buildings is now 600 meters across the map. This fixes some building exploits in the volcano area (and should not impact players unless they are reenacting “Jack and the beanstalk” story)
Fixed some water and sand rendering artifacts
Added support for force-checking .pak files after a major game update
Player thralls now follow same rules as buildings for taking damage from players. Both PvE and PvE-Conflict servers will have invincible thralls.
Update: We've added more information about the different server types!
Good evening my beautiful snow angels!
At the time of writing this it is officially only 6 more sleeps left until the full release of Conan Exiles! We've been working hard to make the game the best it can be and we can't wait for everyone to see what Conan Exiles is like once we leave Early Access. It's been one hell of a ride and we want to say thank you to everyone for sticking with us throughout this adventure.
Since we're so close to launch this newsletter will be shorter than the others, but will also hopefully give you a quick overview of what's going to happen on launch day and shortly after launch!
At launch we'll be rolling out a Day 1 patch to add more bug and crash fixes, content updates and optimizations to client and server performance. And, of course, opening the Swamp and the Volcano up to players. The version of the game you're currently playing on either Early Access and Game Preview is not the final version of the game! There's more coming.
We launch the game at 13:00 CEST (1pm) / 7am EDT / 4am PDT on May 8th. We'll take down our official servers at 18:00 CEST (6pm) / 12pm EDT / 9am PDT on May 7th to wipe their databases, patch them to the live build, and restructure them as needed. We are wiping the databases to let everyone start off on an equal footing and to clear out any old data that might be causing compatibility issues.
There will be 225 official servers at launch, spread across multiple regions. We've been working a lot on infrastructure and scale-ability since Early Access launch and we have back-up servers that we can roll out if need be. Three types of servers will be available to players, with the following rule sets:
PvP: On these servers, player vs player combat is possible all times, but building damage will be limited to prime time (5pm - 11pm local server time). Players can fight each other as much as they want, but raiding and damaging buildings will be limited.
PvE: Only creatures and NPCs can harm players on PvE servers. Thralls will not attack players and players cannot attack and kill thralls.
PvE Conflict: On a PvE Conflict server you can only damage other players during prime time (5pm – 11pm local server time). Building damage is turned off at all times. These servers will at first only be available on PC. We may roll them out later for PS4 and Xbox One post-launch, depending on their popularity.
PvE servers will have 1x harvesting, xp gain and crafting times. PvP Servers will have 2x harvesting. The Purge will be active on all server types, but only between 6pm and 10pm (local server time).
We won't touch private servers, but if you are a private server admin we do recommend wiping the databases just to be safe. Of course, we understand that it's not ideal for players to lose their progress, but since we've revamped where NPCs spawn, where resources can be found, and changed parts of the landscape, it makes sense to start everyone off with the same possibilities at full launch.
Finally, we're updating and expanding the technical manual and improved the F.A.Q. on our forums.
Testlive
We've been cranking out Testlive updates at an almost daily rate in order to get some additional testing on crash fixes, Purge settings, weapon damage numbers and player corpse bugs, to name a few. These might get rolled over to the live PC version before launch or folded into build we roll out at launch.
The Testlive branch and servers will still be around after launch. We'll be using Testlive to test upcoming patches and updates, as we've done during Early Access.
As always, huge thanks to all the players for helping us out with additional testing, bug reports, feedback and suggestions. We appreciate everything you've done for us, and with us, and we truly couldn't have gotten this far without your help. You're all awesome people!
Dev streams
Joel and Jens Erik are doing their final Early Access dev stream on Friday. They'll be summing up the past 15 months of Early Access and talking about everything that's been added or changed about the game. We'll also be streaming the PS4 version of Conan Exiles and giving away both regular and collector's editions of the game!
On May 8th all of Funcom's community managers will be getting together for a special launch stream, along with anyone else from the dev team who wants to join in! We'll be announcing the details of this stream a little closer to launch.
Final wrap-up
As we're in the absolute final stretch we're going to start doing some more giveaways over on our Facebook and Twitter pages! Keep your eyes peeled, because you can win a Limited Collector's Edition for your platform of choice.
That's it, really! We're in the final stretch and Conan Exiles leaves Early Access on May 8th! We're going to continue supporting the game after launch with patches and updates, as previously mentioned. This is our baby, after all.
In Conan Exiles, we're giving players the opportunity to experience the world of Conan the Barbarian and learn to survive, build and dominate their way to victory. But what would happen if Conan himself, during the prime of his youth, was transported to our world?
We took that concept and ran with it, placing Conan into three real-world scenarios. Under our watchful eye he battles an intelligent vacuum cleaner, tries to assemble furniture, and has a close encounter with a demon bird.
How will your journey through Conan's world be like? Find out on May 8th, when Conan Exiles releases on PC, PS4 and Xbox One.
Make sure to update your game! Version: 95029/17679
Fixed balance issues related to stacking of reaper and scorpion poison
Fixed a crash related to modified damage from players and NPCs
Placeables should take same amount of damage as building pieces from players and NPCs
PurgeNPCBuildingDamageMultiplier server setting now uses per purge difficulty rather than server max purge value to calculate damage modifers. Previously a difficulty 1 purge could use the damage modifier for a purge difficulty 5 (20x instead of 5x) if max purge level was set to 5 on the server. Lower difficulty purges now deal less damage to buildings.
The server setting PurgeNPCBuildingDamageMultiplier can now be modified by server admins
New default values for “PurgeNPCBuildingDamageMultiplier = (5.0, 5.0, 10.0, 15.0, 20.0, 25.0)” where the 1st number and 6th number correspond to a difficulty 1 and 6 purge, respectively
Fixed a problem with DB backups resulting in too few backups being stored.
Please remember, when reporting bugs here, to make sure you’re on the Testlive branch in Steam. Go to your Steam Library, right click on Conan Exiles > Properties > Betas > Select Testlive in the drop down menu.
Recently we introduced new vertical and diagonal support building pieces to the game. We have discovered that the way they were implemented made them overpowered and made it possible to exploit using the building system. We will be reducing the amount of support these pieces provide in the next patch. This means that structures built using these pieces might lose some support and some parts might break. We are very sorry for the inconvenience, but in order to avoid exploits this is a change we have to make.
Patch Notes
Vertical and diagonal support building pieces should now work correctly (Previous fix was missing a data change)
Fixing another issue where pillars and other socketless connection building pieces could fail to give proper stability. Please report any issues you still encounter with missing building pieces.
New fix for “no owner” displayed on building and placeables. Please report any issues you still encounter with this.
NPCs should now respawn after their former selves have been converted into a thrall
New Funcom logo video at startup
On singleplayer if you chain-crash 5 times while loading into the game then on 6th try you will be teleported to the desert
Fixed a crash related to accessing the purge on game shutdown
Fixed a crash in the purge system for new players who don’t do anything to register any purge events
Purge NPCs now do correct amount of damage to placeables (previously too low)
Players now do correct amount of damage to placeables (previously too high)
Purge NPC damage modifier now based on strength of purge instead of purge max difficulty setting
Exploit fix: Fixed a visual and stats issue when selecting multiple weapons at the same time
Jaguars should no longer defy gravity
Admin teleport while a player is in character creation should no longer block character creation from finishing
Added a potential fix from Epic for “device lost” crashes
Reduced the max amount of death map markers to 3, to match the amount of max corpses you can have active at the same time
Fixed an issue that would make players invisible during attacks or rolls when they were on buildings
Fixed a server crash related to loading of clan logs
Fixed a crash related to double-cliking items in slots
Fixed a crash related to removing items from slots
Recently we introduced new vertical and diagonal support building pieces to the game. We have discovered that the way they were implemented made them overpowered and made it possible to exploit using the building system. We will be removing the extra support these pieces provide in the next patch.This means that structures built using these pieces might lose some support and some parts might break. We are very sorry for the inconvenience, but in order to avoid exploits this is a change we have to make.
Other notes:
Fixed another issue where pillars and other socketless connection building pieces could fail to give proper stability
Fixed a crash in the purge system for new players who don’t do anything to register any purge events
Reduced the max amount of death map markers to 3, to match the amount of max corpses you can have active at the same time
Fixed an issue that would make players invisible during attacks or rolls when they were on buildings.