Conan Exiles - Natascha
This is a quick PC Live Hotfix to address some issues/leftovers from the big Friday Patch.
ETA for this patch is around 3pm Oslo time which is around 2 hours from posting these notes.
  • Upgraded to new version of BattlEye with improved hack detection
  • For modders: Refactored placement validation for some building modules to improve compatibility between building mods. This means, for the future, it should be easier for different mods to work together without interfering which each other.
  • Fixed crafting progression being lost/reset on server restart (this includes Thrall progress resetting inside the wheel of pain).
Thanks for your ongoing feedback and bug reports!
Conan Exiles - Nicole V(Community Manager)
Hey all! Got a small TestLive fix for you. This isn't the huge one with over 500 fixes just yet. That is still to come. This is version 100794/18352. Your feedback and reports are appreciated!
  • Upgraded to new version of BattlEye with improved hack detection
  • Refactored placement validation for some building modules for increased multi-building mod compatibility.
Conan Exiles - Jens Erik (Community Manager)
UPDATE: A small hotfix for dedicated servers has been released. This fixed a frequently occurring crash related to corpse map markers. Please be sure you update your game. Again, this just affects dedicates servers. We apologize for any inconvenience and appreciate your patience!

Hello Exiles!

We have a pretty juicy patch for you for PC today! This patch will also go live asap for Consoles, barring issues with certification process at Sony and Microsoft.

We really want to thank you for your feedback, patience and ongoing support while we address issues and improve the game. Please keep posting bugs, feedback and issues you encounter, especially after patches, here on our forums.

We are also working with Gportal for IG server messages to get you a heads-up for servers going down for patches and maintenance. This should hopefully be available sometime next week for official servers and then shortly after also be implemented for private servers.

Also a quick note on the infamous “Light Armor Journey” Bug. The fix for this will go to testlive with the over 500 additional changes that is scheduled for next week. We know that you have been waiting for this for a while and we apologize for the delay!


HIGHLIGHTS
  • We added several adjustments that should help with Land Harassment
  • Combat Lock on should now priorize enemies over clan members
  • It’s now possible to whitelist players by their SteamID
  • Several Exploits have been addressed
  • Fixed some issues with Thralls not attacking properly
  • Fixed some issues with Thralls falling through the floor. There are several different issues linked to this bug and we keep working on addressing all of them.
  • Fixed an issue with a corpse sometimes not being visible to the player
  • Weapon and Shield display racks should now work as intended
  • We are forcing a feat and attribute to remove any unfair advantages gained from exploits fixed in this patch

EXPLOIT FIXES
  • No longer possible to bring all attributes to 50.
    (Player attributes will be reset to the correct amount of points available for the characters level).
  • Added ability to override decay score for small buildings to help combat landclaim harassment (please see additional information at the end of this post)
  • Fixed a health regen issue which could max your health after taking damage under certain conditions
  • Fixed a bug that would remove the loading screen prematurely while the closest buildings were still loading in. Sorry thieves, you will no longer be able to loot through walls, doors and foundations that haven’t properly loaded.
  • Fixed a bug where the player would get infinite stamina while going up stairs and slopes.
  • Fixed a problem with stack merging logic which could allow for item duplication for certain equipped items. Certain duplicated items will be removed from inventories as part of this fix.

UI ADJUSTMENTS
  • Message of the Day is now saved after closing the window.
  • Removed the second Edit Text icon on the Chat Log screen.
  • Fixed the chat visibility settings not working in other languages than English.

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
  • You can now add and remove servers from your favourite list
  • PVE Conflict servers joined the ranks of properly filtered servers in the browser
  • Adjustments to corpse physics.
  • Split “Show Help When Building” settings into “Show Help When Building” and “Show Contextual Controls”. So admins can choose to have the hud tooltips for controls on building only while disabling for the rest of the game.
  • In game feats which require a DLC will be clearly visualized
  • The Altar of Set should no longer vanish after upgrading.

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
  • Fixed an issue where thralls wouldn’t follow you after logging out with said thrall in Follow mode.
  • Exile NPCs learned to properly put away their weapons and shields when out of combat.

DECAY SYSTEM ADJUSTMENTS
  • Turning DisableBuildingAbandonment on after having it disabled for a while should not demolish buildings built in the past, and can no longer be toggled while the server is running.
  • Your buildings and placeables will now go into the Abandoned state if you recreate your character. Other players can then demolish them freely.

GENERAL OPTIMIZATION
  • General Server Performance improvements
  • Various crash fixes.
  • Various server optimizations.
  • GUI memory optimizations.

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)

NEW ADMIN COMMANDS
WhitelistPlayer <steamid>
UnWhitelistPlayer <steamid>

NEW RCON COMMANDS
whitelistplayer <steamid>
unwhitelistplayer <steamid>

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 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
  • Weapon and Shield display racks should now work as intended
  • Items in the Chaosmouth Altar will no longer disappear if you walk away without having all required items placed.
  • Fixed an issue where some placeables would instantly disappear on placement if their base was placed slightly underground, still consuming the item.
  • Fixed a bug where character corpses where sometimes lootable on PvE servers even though they were not supposed to be
  • Even though it took skill, your character will now longer be able to run away while sitting or laying down.
  • The Altar of Set should no longer vanish after upgrading.
  • Fixed an issue where your encumbrance level would be incorrect after using an armor reduction kit.
  • Fixed an issue where the Bearer Pack added wrong value to attributes after relogging.
  • Fixed an issue where the servers wouldn’t properly display after using the maximum ping filter
  • The news tab in the main menu should now redirect to the correct forum
  • Fixed a bug where a character would sometimes get stuck in falling animation after a jump immediately after startup.
  • It is no longer possible to alter server setting fields when they are disabled.
  • Purge meter will no longer reset to zero after a user rejoins the session.
  • Fixed an issue where Exile NPCs could get stuck in doorframes
  • When using a controller, fixed an issue where you were unable to place an item into the radial menu if your highlight went from the recipes to the inventory items directly.
  • Fixed an issue that would make your placeable item be consumed upon placing, without actually being placed.
  • Fixing a crash when summoning avatars.
  • Fixed an issue with following thralls giving a “Too many thralls following you” error after a relog.
  • When inspecting a thrall, the “Equip” button will now correctly equip items from either the players or the thralls backpack on the thrall.
  • Fixed a server crash related to thralls and inventories

ADDITIONAL DECAY SYSTEM EXPLANATION FOR ADMINS
We’ve added a couple of new server settings that allow server admins to configure the decay system so that it considers buildings of a certain size to be insignificant and should therefore decay a lot faster than regular buildings. As long as there is no placeable involved.

The server settings are:

OverrideDecayMaxBuildingPieces
, default value 6. This means a building with 6 or less pieces will get its normal decay time overriden by the time specified in the following server setting

OverrideDecayTime
, default value 3600. The amount of seconds it will take this building to decay into abandoned state, and it will then stay in abandoned state for 10% of this time.

What the example of the default values, any building with 6 or less pieces will go into abandoned state after 1 hour. And then completely decay and be destroyed after 10 minutes in abandoned.
(Anyone can demolish an Abandoned building by interacting with it)

It will not get this overriden decay time if there is a placeable, like a bedroll or a campfire, near the building. And it will instead work like before.
This is a quick thing we added to combat the “mine-fields” of pillars/foundations placed around the world to claim land. But we’re looking into better approaches.
Conan Exiles - Andy B - Community Manager
Hello Exiles! We’re releasing one last TestLive patch before tomorrow’s patch to live. In addition to the changes in yesterday’s TestLive build, this will fix up a few extra things:

  • The previous fix for the attribute exploit only reset feats. This patch will reset both the feats and attributes.
  • Fixed a crash related to taking items off of thralls.
  • Exploit fix: Fixed a problem with stack merging logic which could allow for item duplication for certain equipped items

Assuming all goes well with this TestLive update, we’ll aim to patch Live tomorrow. Thanks everyone! Click here to learn how to connect to TestLive.
Conan Exiles - Nicole V(Community Manager)
This is version: 100548/18277
Also, please take some time to read our post regarding patches and what's coming over the next week:
https://steamcommunity.com/games/440900/announcements/detail/1669028546893345200

UI Adjustments
  • Message of the Day is now saved after closing the window.
  • Removed the second Edit Text icon on the Chat Log screen.
  • Fixed the chat visibility settings not working in other languages than English.

Decay System
  • Turning DisableBuildingAbandonment on after having it disabled for a while should not demolish buildings built in the past, and can no longer be toggled while the server is running.
  • Your buildings and placeables will now go into the Abandoned state if you recreate your character. Other players can then demolish them freely.

QoL Changes
  • Adjustments to corpse physics.
  • Split “Show Help When Building” settings into “Show Help When Building” and “Show Contextual Controls”. So admins can choose to have the hud tooltips for controls on building only while disabling for the rest of the game.

General Bugfixing
  • Exploit Fix: No longer possible to bring all attributes to 50.
  • It is no longer possible to alter server setting fields when they are disabled.
  • Purge meter will no longer reset to zero after a user rejoins the session.
  • Fixed an issue where Exile NPCs could get stuck in doorframes
  • GUI memory optimizations.
  • When using a controller, fixed an issue where you were unable to place an item into the radial menu if your highlight went from the recipes to the inventory items directly.
  • Fixed an issue that would make your placeable item be consumed upon placing, without actually being placed.
  • Fixed an issue involving slopes or stairs where you could sprint without any stamina drain.
  • Fixing a crash when summoning avatars.
  • Various other crash fixes.
  • Various server optimizations.
  • Fixed an issue with following thralls giving a “Too many thralls following you” error after a relog.
  • When inspecting a thrall, the “Equip” button will now correctly equip items from either the players or the thralls backpack on the thrall.
Conan Exiles - Natascha
Hello Exiles,

We hope everyone had a fantastic week so far. As you might have noticed, we just had an update for PS4 in preparation for the cosmetic DLC which will go live relatively soon for all platforms. PS4 was patched because the new assets need to go through Sony CERT and we have to make sure we don’t have any delays.

Some of you were also voicing concerns that we would give the DLC priority over bug fixes and content.
We understand that you’re worried and want to give you a quick rundown of what we plan to do over the next week patching wise:

  1. About an hour from now we have a Testlive patch going out that includes decay system adjustments which should help bring relief to land-claim harassment. Full Patch Notes will be posted before the servers go down.

  2. The many changes and bug fixes that are already on TestLive (see TestLive Patchnotes here): will go to PC live hopefully late this week or early next week. Consoles will follow shortly after pending certification process.

  3. Last but certainly not least: We have another major updated with over 500 small and bigger fixes that will go to TestLive early next week.

We’ll of course post proper patch notes for that patch as well and we will also need you to help us with priority testing of certain changes. The faster we can verify those and the faster we get additional feedback from you guys and girls, the faster we can then patch it to Live.

We are also working on info sticky posts for the different subcategories to give you a bit more information about suggestions and bugs you made us aware of and their status.

Thank you very much for your patience and understanding as we go about improving the game
Conan Exiles - Jens Erik (Community Manager)


Update: The stream that was announced in this newsletter will unfortunately have to be cancelled for this week due to unforeseen circumstances. We will hopefully be back next week with some cool stuff to show you guys.

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Good morning Internet people, and welcome back the weekly community newsletter! We hope you've missed us and are happy to see us back in newsletter action.

We're one month (and then some) out from the full launch of Conan Exiles, but work on the game is not slowing down. There are still bugs to fix, exploits to remove and balancing and optimizations to implement, and since launch we've rolled out several hotfixes to improve various aspects of the game.

We know that there still are some stability issues on consoles, that the Purge isn't working as intended and that the decay system needs some updates and fixes. Everything is getting its due diligence. We may not be able to respond to everything we see, but we're keeping track of bug reports and feedback from the community to prioritize tasks among the dev team.

Finally, we want to take a quick moment to talk about exploits. We're receiving reports through our Exploit Hunters program every day and we're working diligently to reproduce these exploits and fix them as we learn of them. We want to make it absolutely clear that we are not endorsing exploits of any kind, despite what people online might tell you. Using a bugged mechanic to gain an advantage over your opponents or the game in general is not okay in our book.

Roadmap update
In case you missed it, we announced what we have planned for game in the future. Our roadmap consists of major updates, minor updates, and paid cosmetic DLC that will add new content, mechanics and gameplay to Conan Exiles. We've announced some new dungeons, a system for taming pets, further updates to the combat system, and an easier way to download and install mods. Finally, we announced the Imperial East Pack, a pack of Khitai inspired weapons, armor, placeables and building pieces. Check out our blog for more information.

We are also currently working on stabilizing a huge patch containing over 500 changes, adjustments and fixes. These range from smaller worldbuilding fixes, animation updates, hitbox changes and audio updates, to much larger updates like combat balancing, Purge changes and new attacks for bosses. This patch will come to Testlive very soon and then be rolled out to the live game at a later date.

What the teams have been working on in the past week(s):

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. To not make this newsletter overly long we're only sticking to the highlights. Even if something isn't explicitly mentioned things are still being worked on "behind the scenes", and we'll mention these when they're relevant.

Vanguard
Our intrepid Vanguard are once again at the forefront in our battle against the bugs and exploits, while also optimizing existing systems and supporting any of the other teams as need be. The past week they have, among other things, been working on the decay system to help alleviate the issues with land claim griefing that we've been seeing on official servers. We know how much this affects players and so we want to take whatever necessary steps we can to fix the problem.

We've also made some tools to improve workflow for game designers that help them fill out dungeons and camps. It's minor in terms of impact for the players, but it makes life easier for our designers.

Tools
From the Tools team comes a neat little utility program designed to make it easier for players to run their own dedicated servers in Conan Exiles. We're going to be rolling this out on the forums very soon for you guys to test for yourself, but we thought we'd give you a quick introduction to its purpose and why we made it.

Setting up your own server isn't necessarily the easiest thing in the world and so one of our Tools Programmers whipped up a launcher in order to improve the process. The Dedicated Server Launcher lets you easily get over some common hurdles you might run into when trying to set up your own server, and you'll easily be able to set your admin password, change ports, change server region, change the max player count, test port availability on your router, and even switch between Default and Testlive. You don't need to deal with command lines and everything is presented in a clean and visually simplified user interface.



Once it's been downloaded all you have to do is run the program, edit the parameters you want, and simply hit a button to start your server. As mentioned this will be made available on our forums (for free) and will at some point become available as part of the game client.

Tech
The Tech team's main focus these past few weeks have been optimizing the game across all platforms, optimizing server performance, fixing crashes, and implementing other quality of life fixes to create a smoother experience. Over on the PS4 they've been working on fixing the leading source of crashes and the Xbox One version's out of memory crashes are currently being addressed as well.

Finally, they recently rolled out an optimization patch to the console server lists. They should now populate quicker, with further improvements coming down the line to improve how we convey information in the server list.

Monster Hunters & Terraformers
We're combining the two content teams this week because there's a lot of crossover between them right now. Both the Monster Hunters and Terraformers teams are working on different aspects of the new dungeons, in addition to developing some extra stuff on the side. The Monster Hunters are planning out which monsters are going to go in which dungeons (with some help from the Art team) while the Terraformers are handling the design of the dungeons themselves.

Beyond the dungeons the Monster Hunters are making further improvements to creature combat and behavior. That includes improving boss attacks and animations, changing up the turn animations on creatures, and expanding the knockback system. Monster attacks will be able to do smaller and bigger knockbacks depending on the attack, so you don't get knocked on your face all the time. In general, monsters will look better while in combat.

Over on the Terraformers side they've been working on implementation for the Imperial East Pack and the Pets system, which we also announced last week. You'll get to see more of both of these in the future.

Wrapping up
We had a lot of ground to cover this week and we hope you all enjoyed reading about what's been going on over at the studio lately. Our final bit of news is that we're back to streaming again, on Mixer and Twitch. Going forward they're going to be split between the regular dev streams you were used to during Early Access and community streams that showcase cool stuff from the community, from fan-art and screenshots to videos, Twitch clips, mods and game modes. Feel free to send us your stuff on the forums and you may get featured on an upcoming stream!

Our next stream will be on Friday, June 15, at 5pm CEST. Tune in and you'll definitely get to see some cool stuff! There's also going to be a 2x exp weekend on the 22nd to the 24th of June!

That's it for this week!

Sincerely,

Funcom
Conan Exiles - Jens Erik (Community Manager)


We're firing up the dev streams again after the post-launch hiatus! Natascha and Jens Erik from the community team will be on hand on our Twitch and Mixer channels to discuss some of the things coming to Conan Exiles down the road and the current state of the game.

They will also be talking about the ongoing fan fiction/fan art contest and show off some of the cool stuff that's been made by the community after launch. Share your screenshots and builds on our forums and you might be featured on the stream!

Join us for the shenanigans over on twitch.tv/funcom or mixer.com/funcom on Friday at 5pm CEST / 11am EDT and 8am PDT
Conan Exiles - Jens Erik (Community Manager)


Dear exiles,

We’ve been working hard on technical fixes and crash fixes since we launched and we’ve been steadily patching out improvements to the technical side of the game.

But there is more to our roadmap than just stability and technical improvements and so we wanted to take a moment today to talk to you about what is coming down the pipeline. You'll be seeing three types of updates going forward: Major Updates, Minor Updates and DLCs. A lot of this is based on learning from Early Access about what we are capable of delivering and how often.

Minor game updates are changes like bug fixes and upgrades and tweaks to features. The larger free updates will contain new features that adds to the current Conan Exiles experience. Finally, the DLCs are paid cosmetic content for the game, which we will also try to release regularly. DLC will help us pay for the official servers and continued development of the game.

We are also currently working on stabilizing a patch that consists of over 500 changes/adjustments/fixes. These range from relatively small (worldbuilding fixes, improved animations and hitboxes, Audio fixes) to bigger (balancing work, adjustments to Purges, new attacks for some bosses), to only name a few. However, due to the sheer size and number of items in this patch, we want to make sure we have as much time as possible to stabilize this build before being able to ship it to you.

This is an overview of our current plans. Keep in mind that this plan isn't complete and there may be even more features added to it.

Major Updates

Taming and Pets

You've been patiently waiting for this one for a while, and we are proud to announce that we are also working on getting our pet and taming systems into your hands as soon as possible.

We're currently working on the tech and optimization that goes hand in hand with adding this to the game, and we'll talk about this feature in detail very soon.

New Dungeon(s)

In addition to the Pets update, we'll also be adding new dungeons to the game. Currently we have several in production, one of which is tied explicitly to the Pet system. More information on those soon as well.

Jhebbal Sag Religion

Who better to join the pantheon of the Exiled Lands than the Lord of Beasts himself! Jhebbal Sag will become available as a religion to those strong and brave enough to find him – and with his religion comes new altars, pet-focused religious items and, of course, the avatar of the god himself.

Side note: We're also doing further balancing updates to the god avatars.

Minor Updates

Archery

Power Shot for Bow – This will add hold functionality to the bow, rather than the delayed shot we have right now. This is an oft-requested feature from the community and one that we hope will improve the bow combat experience.

Special Arrows – Poison arrows, explosive arrows, healing arrows and light arrows will increase the arsenal of bow users in the game, and give them more options in combat. We will also ensure that these arrows work together with orbs to combine effects and give players more tactical ways to approach battles.

Combat & Animation

Off-hand Combos – In a future patch, we're adding support for players to perform *different* combos based on the weapon that they have equipped in their off-hand. No better feeling that shield bashing your enemies into the earth or tearing into them with dual axes (throwing axe in the off-hand).

This adds more tactical options for players in combat.

Item Usage Animation – Slightly more controversial, but certainly needed, we are adding animations to usage of certain items in the game. Bandages and potions, for example, will force an animation to be played before providing their effect. This is to solve several potion spamming problems in combat – and is also a much requested feature from our RP community.

Modding

Automatic Downloading of Mods – This is a quality of life fix that we have wanted to add for a while – the ability to automatically download mods when selecting a modded server. Much requested by modders, this allows people a smoother gateway into the experiences created by our amazing community.

Please remember that these minor updates will also include bugfixes, balance changes, optimizations and anything we see urgently requested by the community.

DLC – The Imperial East Pack

This is a cosmetic only DLC that we will release in June. This culture pack, inspired by the country of Khitai in Hyboria, is made by our amazing character and 3D artists. They don't work on code or gameplay updates, and the making of these DLC packs will have no impact on the further development of Conan Exiles.







It includes the following items: 
  • 3 new armor sets – Khitan Mercenary Armor (Light), Khitan Officer Armor (Medium) and Khitan Imperial Armor (Heavy). These armor sets are available from level 10, with an epic version at level 60 (requires epic tier materials to craft)
  • 11 new weapons with Khitai themed visuals. These will be available as iron tier and starmetal tier visuals and will have appropriate stats for those levels (and require level appropriate materials to craft)
  • 25 new placeables in Khitan style. These include new carpets, tables, braziers, lanterns, chairs, screens, drums etc.
  • 5 new decorative warpaints in Khitan style.
  • A new set of Tier 3 building pieces in the Khitan style.





All of the above recipes will become accessible through the Khitan Artisan station, which is available after purchasing the DLC. As already mentioned this is a purely cosmetic DLC pack that won't affect gameplay balance. You're not buying power, just looks.

Thank you for your support, let us raise a bowl to the future!

Funcom
Conan Exiles - Natascha
Hi Exiles,

We are pushing a patch for testlive so please feel free to check it out and help us with feedback on the official forums. Thank you in advance! :)

Quality of Life improvements
  • You can now add and remove servers from your favourite list
  • PVE Conflict servers joined the ranks of properly filtered servers in the browser

AI
  • Fixed an issue where thralls wouldn’t follow you after logging out with said thrall in Follow mode.
  • Exile NPCs learned to properly put away their weapons and shields when out of combat.

Optimization
  • General Server Performance improvements
  • Fixed a bug that would remove the loading screen prematurely while the closest buildings were still loading in. Sorry thieves, you will no longer be able to loot through walls, doors and foundations that haven’t properly loaded.

General bugfixes
  • Weapon and Shield display racks should now work as intended
  • Items in the Chaosmouth Altar will no longer disappear if you walk away without having all required items placed.
  • Fixed an issue where some placeables would instantly disappear on placement if their base was placed slightly underground, still consuming the item.
  • Fixed a bug where character corpses where sometimes lootable on PvE servers even though they were not supposed to be
  • Even though it took skill, your character will now longer be able to run away while sitting or laying down.
  • The Altar of Set should no longer vanish after upgrading.
  • Fixed an issue where your encumbrance level would be incorrect after using an armor reduction kit.
  • Fixed an issue where the Bearer Pack added wrong value to attributes after relogging.
  • Fixed an issue where the servers wouldn’t properly display after using the maximum ping filter
  • The news tab in the main menu should now redirect to the correct forum
  • Fixed a bug where a character would sometimes get stuck in falling animation after a jump immediately after startup.
...