We have been planning this for a while now and we're so happy that we can finally announce our Fan Art/Fan Fiction contest!
If you have a creator inside of you it's time to let them out and show us your best work! We want to see awesome fan fiction and fan art inspired by Conan Exiles and we know there are some incredibly creative people out there to do it.
The winners will get a Day 1 Edition of the game (for their platform of choice) signed by the whole dev team.
You have the whole of June to make your creations, so get cracking! All the rules and information you need can be found in the link below:
Ever wondered how all the amazing armors and clothes in Conan Exiles are made? We sat down with one of our character artists, who almost single-handedly made every single piece of armor in the game, from concept art to finished in-game asset.
You can find the full breakdown of the creative process over on our developer blog
A new TestLive build has been released! Version 98326/17959 - Please make sure you're on the right version!
Quality of Life improvements
Fix auto-target to downprioritize clan mates selection when enemies are present
Player name tags now show up further away on PC
Admins can now explicitly whitelist players by SteamID
Added ability to override decay score for small buildings to help combat landclaim harassment
AI
Fixed a problem with follower thrall sometimes walking backwards when following
Fixed a problem with thrall no longer able to attack after unequipping a weapon
Fixed a problem with human NPCs falling under structures if performing a melee attack near a doorway
General bugfixing
Fixed a crash related to static placeables (which should improve stability in coop play)
Button icon "Buy Up to Next Perk" should now be visible for all players -not just admins
Fixed a problem with servers not displaying if the maximum ping section was cleared
Fixed a problem with dodging while locked on to a target whereby you would sometimes dodge on the spot
Balance pass on number of zeals obtained from various processes in the altars
Fixed a health regen issue which could max your health after taking damage under certain conditions
Fixed player corpse sometimes turning into deformed statues
Fixed a problem with corpse sometimes not showing for the owner despite visible to other players
Fixed a problem with Purge NPCs not doing damage against buildings on PvE servers
New server settings
OverrideDecayMaxBuildingPieces = X, where X is number of pieces (default 6) OverrideDecayTime = N, where N is the number of minutes before building is decayed (default 30)
Here some quick additional info in regard to our patching process: We are currently doing a lot of smaller hotfixes for crashes and other critical issues either reported by the community or highlighted through internal testing. While these might not fix the issues for everyone immediately, each of these smaller updates is an improvement for someone. In this case, for the hotfixes, our next focus after stability will be server performance and anti-harassment game mechanics.
The same time as these go out, we are also working on bigger patches that will include parity updates (bringing different patch builds or platforms to the same content status), balancing adjustment and various other content improvement. These patches are more complex and have therefore to be tested even more thoroughly. We are looking at a parity console patch that will, at long last, bring missing features and fixes by the middle of next week.
Or to recap, there are different types of patches that are deployed depending on critical status and priority. While we do understand that missing features is really frustrating, not being able to play the game due to crashes or performance issues or critical exploits has to be weighted against bigger content updates.
As always, your continued feedback helps us tackle all of this faster and the team is working hard to bring you content and fixes as fast as they can.
Thank you for your support and understanding. We hope you keep Surviving, Building and Dominating :)
Hey all! New patch out. We know issues such as the “light armor” journey bug are still on live but will push out fixes for these in a later patch. Thanks for your patience! This is Version [98222/17925] so be sure to update your game.
AI
Fixed a problem with thralls falling through ground while performing melee attacks near a doorway
Balance
Balance pass on amount of experience player gains from exploration
Bugfixing
Fixed a problem with equipped weapons not rendering for other players
Fixed a problem with cloning thralls
Fixed a crash related to static placeables (which should improve stability in coop play)
Fixed a problem where using the radial menu on a controller would block Main Menu from opening
Server Settings
We’ve re-enabled the setting where player bodies when logged out will remain in the world. Private server admins can toggle this with the following command: LogoutCharactersRemainInTheWorld=True
Hey all! Happy Friday! To start with, you may notice these notes aren’t as long as the ones recently pushed on TestLive. This is because the branch on TestLive requires a little more testing due to the changes and fixes made. However, we did want to roll out the AFK system and crash fixes before the weekend. So here we are! This is version 97865/17844
Notes:
Localization fixes - text spills are now fixed for several item descriptions
Various crash fixes
Introduced the new AFK system - players will be kicked after 30 mins of inactivity
Server admins can use the following server settings for the AFK kicker:
KickAFKPercentage = 80 (integer value, between 0 and 100). The percentage controls how many players need to be logged on before the system starts to kick people. So if set to 80 then you need 32/40 players logged in before it will start to kick anybody. If set to 0, the system should be off.
KickAFKTime = 2700 (integer value, in seconds). X is the amount of seconds of afk before a character is kicked, for example KickAFKTime=60 will kick people after 1 minute of afk
In addition to rolling out new and various servers, this AFK system should help with freeing up space to those who want to get on a particular server. Please don’t hesitate to give us feedback on this or anything else you see! After further testing has been done, we’ll roll out another patch with the other fixes from TestLive.
This is version 96266/17834. Please be sure you update your build and that you have the same number!
Quality of Life improvements
As an admin you can now explicitly whitelist players by SteamID
Player names now show up further away
Players who go AFK will now be kicked from the server. Added two server settings, one for how full the server should be and one for how long until kick if idle and server is full
Auto-target should now prioritize enemies over clan mates
Added PvE-Conflict mode to the server type selection screen
Changed default tethering distance for PC
AI
Thrall follower will no longer return to original position if player disconnects while thrall is set to follow. Instead, the thrall will hold its position
Fixed a problem with NPCs getting stuck in doorways
Follower thrall should no longer walk backwards when set to follow the player
Fixed a problem with thralls not being able to attack after unequipping weapons during combat
Humanoid NPCs should no longer wield weapons and shields outside of combat
Fixed a problem with thralls no longer able to follow you if you logged out while thrall was in following mode
Optimization
Improved streaming performance
Optimized the number of database queries related to corpses/unconscious bodies
Optimized orb effect combo cost
General bugfixes
Fixed a navigation problem for the server browser
Fixed language cut-offs in inventory view for several languages
Fixed a problem with server browser whereby servers did not list if max ping was cleared
When inspecting a thrall, the “Equip” button will now correctly equip items from either the players or the thralls backpack on the thrall
Server settings
KickAFKPercentage = 80 (integer value, between 0 and 100)
Exciting news from the Funcom team: We'll be adding up to a total of 300 more official servers during the next few days. That covers all regions and all platforms! We are also introducing PvE Conflict servers for both South America and Oceania.
Development wise, we are still focusing on performance improvements and crash fixes. Additionally, we've started looking at QoL improvements, suggested by you, the community. You can expect to see some of those on TestLive fairly soon!
Hey all! Thank you so much for your continued feedback and reports. We will continue to roll out patch for all platforms to improve the game. Fixes include:
Redshell plugin removed
Server browser: PvP-F now shows as PvE-C
Fixed a crash in character creation
Fixed a problem where health went back to max after taking damage
Fixed auto-lock and dodging sometimes happening on the spot
Blunted Javelin no longer does concussion damage in melee (only throwing)
Elixirs and some other buffs no longer get cancelled as if they were healing buffs
Fixed a crash caused by lootbags
Fixed a crash that could happen when building near destroyed placeables
Fixed a crash in the decay system
In addition, South American servers #1976, #1986, #1996 have been moved to a new data center with better hardware successfully and are back up.
IMPORTANT:
This is a message for everyone who has had issues with their servers having really long loading times and respawns taking several minutes. This is especially an issue for servers running on machines without an SSD.
We have discovered an issue with the unconscious bodies that are loaded on a server restart. It is causing heavy load on the game database.
If you are having these issues, we suggest you turn off the unconscious bodies by adding the following to your servers ServerSettings.ini LogoutCharactersRemainInTheWorld=False
We will be turning this off for all our official servers until a patch with a fix is ready. At which point we will remind you to turn it back on.