In the Imperial East Pack we looked eastward and brought architectural styles, weapons and armor from the land of Khitai back with us to the Exiled Lands. For our second DLC we're journeying westwards, to the powerful kingdom of Aquilonia, where Conan himself is destined to one day lead a rebellion and become king.
This DLC will be available for purchase in early August.
Much like its predecessor, the Jewel of the West Pack will add a slew of new content to Conan Exiles. Build exclusive new houses and settlements with a complete set of Aquilonian building pieces. Build with building pieces sheathed in smooth marble to give your structures a grandiose look only matched by those found in the great western jewel itself.
New placeables like great statues, clay braziers and soft, silken divans will bring the spirit of Aquilonia's bath houses and merchant palaces into your homes in the Exiled Lands.
Don three new armors inspired by Aquilonia's soldiers and wield fierce weapons like the lion-headed Aquilonian Mace or crush your enemies' skulls using the Aquilonian Warhammer.
Jewel of the West Pack contains:
39 new Aquilonian building pieces: A full set of building pieces with the same stats as existing tier three.
15 new armor pieces in three sets, such as the Black Dragon armor: Light, medium and heavy sets with an epic end-game version of each.
9 new weapons in one Aquilonian weapon set: Same power as iron weapons with an epic end-game version of each weapon.
5 new Aquilonian warpaints: Decorative warpaints symbolizing, for example, rule and bravery.
25 new placeables, such as the harp and councilor chair, craftable in the Aquilonian Artisan station.
All the new content from Aquilonia is exclusive to this DLC. The new items do not give any in-game advantage in power, as all items have comparable stats to existing items.
This is a call to arms! Following our announcement yesterday, the team has made some very positive strides with the 500+ patch and we might be able to bring it out this week – if we can get some focus help from YOU to test it.
So we’re going to do a special TestLive event. Everyone joining us between 4th of July 2018 10PM Oslo Time and 5th of July 2018 10AM Oslo time getting to level 25 on one of your TestLive servers, will receive the next DLC arriving early August for free!
In the past we have been guilty of patching too quickly, and we are erring on the side of caution with such an important patch. But we believe that if we can just get more eyes on this to identify possible blocking issues, we can determine if it’s ready for release or if it needs more time in the oven. If after this test we see that the patch is not ready for prime time, we will take the time needed to make sure it is.
This will give us peace of mind about the stability of the patch and provide you all with an improved game experience.
ABOUT THE TEST EVENT
We will wipe the characters on the TestLive Servers and would ask you to create a new character on either EU1, 2, 3 or US 1, 2. 3.
All buildings would remain in order to simulate a proper Live Server environment for performance stress testing.
The servers will also have accelerated harvest and EXP rates.
The test will start at X and end at X.
Time Frame: 4th to 5th of July 2018 (10pm Oslo (4pm EST) to 10am (4am EST))
We expect to deploy a patch for the latest build at 10pm Oslo but would communicate if that patch is delayed.
REQUIREMENTS AND THANK YOU
Everyone who joins the test and reaches at least level 25 will be eligible to receive the next DLC for free. After the event, please send an e-mail to http://mailto:testlive@funcom.com and include your server and character name. If you meet the requirements, we will e-mail you back a DLC key when the DLC launches in early August.
Good afternoon, exiles, and happy July 4th to our American friends!
We're currently experiencing a full blast of summer over here in Norway. Clouds are gone, the sun is shining, and the temperatures have risen to an unbearable high.
We have been rolling out Testlive patches for the past week while also preparing another parity patch for Xbox and PS4. These updates were rolled out on Wednesday and moved several exploit fixes, bug fixes and quality of life changes from PC over to the console versions. We are also continuing to work on the single-player database issues on PS4, addressing the game crashes on the Xbox One, and updating the Purge to make it more consistent.
Patches will, unfortunately, temporarily slow down a bit during the next three weeks due to the summer holidays. The team has been working tirelessly on Conan Exiles both during Early Access and after launch, and while there is still work to be done, we are limited and some team members are taking some needed time off. That way we can come back with renewed energy, ready to deliver the gameplay updates we have planned. Check out our blog for more info on what's coming.
This also means that the 500+ patch will not be released before August. We really wanted to have this out early this week so we could hotfix any unforeseen issues before the weekend. The team was working incredibly hard to achieve that. Unfortunately, we do not feel confident about deploying this patch to the PC Live servers this week. We don't want to risk rolling out such a big patch right before the summer holidays, so we will wait until after July. We completely understand that this is not ideal and that many of you were waiting for the patch to go live, but we would rather err on the side of caution with this one.
We did however want to implement a suggestion from the community where you asked for more control for clans in the form of hierarchy options:
As a first step, we added a new “recruit” clan level, which is the default level after joining a clan. After the patch, Vaults will only be accessible by clan “Members”, “Officers” and “Guild leaders”. Recruits have to be promoted manually to a higher level in order to access vaults. This will be the first iteration of this new clan hierarchy options and we will monitor feedback and see if further tweaks are needed.
This was patched to Testlive yesterday and we'll be doing some test-runs throughout the day. If QA does not find any problems during testing we will evaluate patching this change out for PC live before next week.
We do hope for your understanding and want to thank you in advance for your patience and for being part of our community. We will still have community managers around through the summer break to take down your feedback and bug reports.
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.
Terraformers (World and dungeon design, new content)
As mentioned last week the main piece of new in-game content currently being worked on across the teams are the pets system, the new dungeons and the Jhebbal Sag avatar and religious items.
One of the dungeons is connected specifically to Jhebbal Sag: The Midnight Grove. We figured it was high time to show off some of the amazing work our world artists and designers have put into creating the Midnight Grove.
Keep in mind that this is still a work in progress. Mob placement isn't finalized and there's still some FX work remaining, but the basic look and feel of the dungeon has come a long way already.
Here's also a first look at the Beast King's physical form:
Coming out alongside the Midnight Grove is a new dynamic respawn system, which will allow you to respawn at the beginning of the dungeon if you die. At first this will only apply to the Midnight Grove, but the idea is to have it for all the dungeons eventually.
Monster Hunters (Animation, movement, creatures and combat)
Over in the Monster Hunters camp they've populating the new dungeons with new monsters while also revamping attacks and threat animations for various monsters. We thought we'd show off some of these new attacks in our favorite medium: gifs!
In general, the world bosses have been given new special attacks that will sweep large areas and do a lot of damage.
The Swamp King will now instantly grow branches out of his body to attack unsuspecting exiles:
The White Bat Demon has been given a devastating area of effect attack to deal with any annoying hunting parties that might surround it:
Finally, the Frost Giant Boss can now do a powerful axed attack:
Vanguard (Bug and exploit fixes, gameplay improvements)
Our intrepid Vanguard are squashing bugs left and right, but they're also made up of artists and programmers who implement various updates and improvements to existing features. This week we want to feature the new debuff GUI, which will make it easier for players to identify which debuffs they've inflicted on their enemies.
Icons for Sunder, Bleed, Stagger and Cripple will appear over an enemy's health bar when you're fighting.
This is already on the Testlive branch if you're interested in checking it out.
Wrap up
The Friday streams will also be going on hiatus due to the summer holidays and will be starting back up again in August. Scheduling is still being discussed by the community team, but we'll keep you updated on what we figure out.
We hope you've enjoyed all the gifs and screenshots from this week's newsletter. We wanted to send you guys off with a substantial update before the summer holidays. We hope you all enjoy your vacations and we'll see you again in August.
We’ve added more control for clans in the form of hierarchy options:
As a first step, we added a new “recruit” clan level, which is the default level after joining a clan.
Vaults will after the patch only be accessible by clan “members”, “officers” and “guild leaders”.
Recruits have to be promoted manually to a higher level in order to access vaults.
Terrain Fixes
Patched up holes in the towers within the volcano that previously allowed players to get inside.
Added building blocking near the Shrine of Oracle.
Patched a hollow area inside the Bridge of the Betrayer so you can no longer build inside it.
Fixed the terrain in The Pit so it’s no longer possible to get under it.
Patched up a place in the Boundary Spillway that was possible to get inside.
Fixed a pocket inside a mountain at “The Crevice” that could previously be built into.
Additional Notes
Fixed an issue where traps would remain in the air after dismantling the structure they were placed on.
Added sound effects for dismantling placeables and crafting stations.
Fixed an issue with foundations where it was possible to create a double layer of protection.
All Star Metal weapons should now equal Khitai weapons in durability, armor penetration and damage.
You will no longer get a loading screen if the wrong Direct Connect IP address is entered.
It was previously not possible to click the “OK” button after typing the wrong IP address and then timing out.
You can no longer place foundations on Lore Tablets.
Crocodiles will now attack when inside water.
Insulated Wood recipe now consists of 2 Resin, 1 Oil instead of just 1 Resin to bring the cost of Tier3 Black Ice buildings more on par with Tier3 stone buildings.
Obsidian weapon crafting has been revamped. Obsidian now requires Composite Obsidian to be crafted. This resource can only be crafted in the Volcanic Forge, and the recipe can be (re)learned from the end of the Volcano dungeon. Obsidian weapons can be crafted in any blacksmith bench as long as you have Composite Obsidian.
Functional Warpaints now properly decay over time.
NPCs should no longer rubberband, teleport, then hit you from far away.
We have a new patch available on the Testlive branch for you! This will update the Khitan armors to have the right repair cost, help armorer thralls re-learn how to make Hyena Fur Armor, and fix a nasty connection bug.
You can leave Testlive feedback in the comments or in this thread on our forums.
Testlive Patch Notes (28/06/2018):
Fixed repair-cost issue with Khitan armors
Fixed a balance issue for DLC building pieces
Walls in the Volcano dungeon should no longer be climbable
Updated collision on large trees to allow building nearby
Fence foundations should be attachable to regular Foundations and Wedge Foundations
Khitan Stars can now be easily upgraded to Khitan Stairs with rails
Fixed a bug where you couldn't open the admin panel after opening it during an Avatar summoning
All kinds of Hyena Fur Armor should now be accessible
Fixed a bug where dropping multiple items wouldn't combine them into one big bag
Fixed an issue where the Journey Step UI would reset after logging out and logging back in
Game now displays the correct error message when a player tries to join a co-op session while it's closing down.
Fixed an issue where a thrall would disappear when moving them out of the thrall slot
Tethering Distance slider should no longer be grayed out in the New Game's Custom sub-menu
Fixed an issue where thralls would use shields once, then never again
Fixed an issue where logging off after placing down a new building piece could result in an infinite loading loop
We're back at it again with another newsletter to give you a quick update on the further development of Conan Exiles.
Last week we rolled out our first paid DLC, the Imperial East Pack, containing weapons, armors and building pieces inspired by the eastern lands of Khitai. There will be more to reveal about the next piece of DLC later on.
If you're interested in seeing the Imperial East Pack in action you can check out the trailer our awesome video producer, Lars, put together:
We also rolled out a new Testlive patch last Tuesday with hundreds of fixes and changes. We've added several exploit fixes to prevent building inside parts of the level geometry, fixed the Light Armor Journey unlock bug, redesigned the clan menu, fixed the NPC faces, and added more Lemurian priests to the Pagoda of Boundless Lust.
You can find all these, and more, in the patch notes on our forums if you want to check them out. This build is currently undergoing stabilization and compatibility testing before we push it out the door to the live branch, and we're working as quickly as we can in order to get it out on the default Live branch.
Finally, we have recently updated the forums with status updates on the most reported community issues. You'll find lists for Xbox and PC, and we're working on getting a PS4 list ready as well.
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.
Terraformers
The Terraformers team is made up of designers and environmental artists and is the team in charge of producing new gameplay content and mechanics, focusing specifically on level design, dungeon and world design, and new features we can add to the game. They've been the team behind creating the look and feel of the two map expansions and creating the dungeons, the repair system, the thrall system and a host of other features.
Currently the team's artists have been knee deep in designing and building the new dungeons we announced previously, while the designers are working on making the new pets system. The latter is starting to come together and is in a pretty good state right now. We hope to have an internal test version ready in early July.
Monster Hunters
Speaking of dungeons and pets: the Monster Hunters team are the guys populating the dungeons with creatures, new and old, while also helping out with certain aspects of the pets system, like how a tamed animal will behave and animate when under your control.
With the recent absorption of the Berserkers into their ranks, part of the Monster Hunters team have been crafting new off-hand combos and dual-wielding. If you missed it last week, here's a quick recap:
The idea is to better integrate off-hand items (shields and throwing axes) into the combat system. They will have their own attacks in certain combo chains, allowing you more flexibility when fighting. Wielding a battle axe and a throwing axe will allow your character to around spin and do several, low-damage attacks in a row. A battle axe and shield will integrate a shield bash with knockback into your combo. The throw animation will also be much faster than before, letting you do a quick, low-damage attack that doesn't drain your stamina bar too much.
We're ready to begin internal testing of these combat editions very soon.
Final wrap-up
We're back at it again with another community stream this coming Friday. This week we're very happy to have YouTuber and Conan Exiles fan J0hnbane take us on a tour of his private server, which he runs with his fellow content creators.
Join us on our Twitch channel {LINK REMOVED}(twitch.tv/funcom) or on Mixer (mixer.com/funcom) at 5pm CEST / 11am EDT / 8am EDT on Friday, June 29.
Next week's newsletter will be the last newsletter for the following three weeks as Jens Erik, who writes them, will be away on vacation. Once the the vacation's done we'll return to business as usual with the weekly recaps.
We currently have a really big patch on TestLive that we are working on stabilizing. So far we did collect some of your feedback in this thread here.
PC/TESTLIVE
We also just now deployed an additional patch to TestLive to address some of the feedback you guys/girls already gave us. Patch Notes are listed below. There will most likely be more patches to TestLive during the week.
Once TestLive is stable, we hope to get the big patch to Live sometime next week
In case you are wondering how to access TestLive, we got you covered, right there. The more feedback regarding the fixes that are on TestLive we can get, the faster we can deploy this version to the live game on all Platforms.
This, in turn, will make space for new builds, new fixes and (possibly) new things to test out on the TestLive Servers (hint hint). In other words: please check out the TestLive server if you have a bit of time and let us know if something breaks or if you have any feedback regarding the issues and fixes posted in the Patch Notes.
Build great palaces or mighty castles with a whole new set of Khitan building pieces that make your constructions look vastly different to anything seen in Conan Exiles. Get ready for battle in three new armors and one new weapon set. Decorate your home with many new placeables, such as cauldrons, carpets, tables and braziers and customize your look with new warpaints.
The Imperial East Pack contains:
39 new Khitan building pieces.
A full set of building pieces with the same stats as existing tier three.
15 new armor pieces in three sets, such as the Khitan Officer Armor.
Light, medium and heavy sets with an epic end-game version of each.
9 new weapons in one Khitan weapon set.
Same power as iron weapons with an epic end-game version of each weapon.
5 new warpaints in Khitan style.
Decorative warpaints in jade, black, white and red.
25 new placeables, such as a dragon idol and hanging lamps.
Can be created at an all new Khitan Artisan station.
All the new content from Khitai is exclusive to this DLC and adds a host of new visual options but does not give any in-game advantage in power. All the new items have the comparable stats to existing items.
We are deploying a quick hotfix for the PC version of Conan Exiles at 5pm CEST. This adds some crash, freeze and bug fixes.
The Imperial East Pack is now available for purchase. 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)
9 new weapons with Khitai themed visuals. These will be available as iron tier and star metal 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
Other fixes and changes
Changelog
Fixed a server freeze issue
Thralls on religious altars should no longer disappear when upgrading the altar
Added DLC panel in the main menu
Fixed an issue where placeables could be placed inside each other
Fixed a bug where certain building pieces could be placed inside each other