We went over community feedback regarding the latest update and discussed it with the rest of the team. It was clear that many of you felt strongly about the newest movement changes. We also agree that we didn’t leave enough room for testing, which is something that we will work on improving.
The designers feel that the momentum feature is an essential part of the mount experience. However, while we’re keeping it in, we are also making adjustments based on your feedback.
This change will be part of a hotfix going out within the next few days. Please check out the adjustments once they are live and let us know how they feel.
This will also be discussed in our stream later today at 5 pm CET. Make sure to tune in on either Twitch, Mixer, here on Steam or Twitter (Periscope).
We do appreciate all of you and thank you for your ongoing support and for being part of our community.
The update introducing mounts is free while the Riders of Hyboria Pack offers lots of new content and options for this new feature.
You can now ride in both force and style through the Exiled lands and crush your enemies with brutal cavalry charges. Lower your lance and skewer opponents or pick them off at a distance with mounted archery.
With the Riders of Hyboria Pack you can not only equip your horse with unique new saddles, but also gear yourself up in knightly armors and weapons from the region of Poitain.
Build a stable for your horses with new building pieces and decorate it with placeables such as carts, haystacks and wheel barrows.
Riders of Hyboria Pack contains:
2 exclusive mount skins: Ride around on a black or white horse
6 new mount saddles: Equip your horse with the Silent Legion saddle
25 new mounts related building pieces: Building pieces especially made for stables
15 new armor pieces in three sets, such as the Poitain Cavalier armor: Light, medium and heavy sets with an epic end-game version of each
11 new weapons in the Poitain set, including lances: Same power as iron weapons with an epic end-game version of each weapon
14 new stable placeables: Decorate your stable with all new placeables, such as weather vanes
All the new content in Riders of Hyboria Pack 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 comparable stats to existing items.
The time has come! Saddle up and ride into all the goodness packed into our newest free content update! We couldn't let this year go without a bang. We worked hard to make this happen and are very excited to bring you one of the most anticipated and long-requested features since the early days of the game! Coconut clappingMounts!
From a foal to a majestic and loyal Warhorse, you can now breed and train your trusty steed and ride into battle (or where adventure calls you) with the new Mount system. Not only can you use your horse for faster traveling, but you'll also be able to engage in combat with many single-hand weapons, bows and a new weapon archetype: Lances!
And what better complement to this new feature than the new Follower Leveling System? That's right! You can now level up and perk up any companion you bring with you as a follower -be it a Thrall, pet or your new mount. As a thank you for all your ongoing support, we've also squeezed in the possibility to rename your own thralls, so they can be more unique to you and reflect the time and effort spent in training them. Please note that with this update we're introducing a follower cap system that will limit the number of pets and thralls you can have active. While private servers can opt in or out as soon as the patch goes live, this change will be disabled on launch for official servers, giving you time to manually cull those followers you're ready to part with. We will enable the limit on official servers at a later date, but we will announce it in advance. You can read more about this system in our recent write-up and our Frequently Asked Questions.
We have also continued our work in balancing and overhauling more aspects of the combat system. We spent some time bringing improvements to the dodging mechanic, which along with a new momentum-based player movement focuses on a fighter's commitment to their actions, raising the skill ceiling during fighting situations. Trebuchets also get an overhaul, as well as the movement system, plus a myriad of tweaks and balancing to weapons we'd love to hear your feedback about.
This patch as well marks the release of our new DLC pack, Riders of Hyboria. You can now ride with both force and style with exclusive horse skins, three new armor sets and weapons as well as new stable-related building pieces and placeables. This is the fourth and last DLC pack included in the Year 2 Season pass, also available individually. For more details you can read the full announcement here.
And of course, we've packed in tons of other general bugfixes, QoL improvements and refinements based on player feedback you've been sending us.
Thank you all for being the best community this side of the Exiled Lands!
Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.
Mounts and mounted combat!
Ride your trusty steed right into battle with the new mount system, supporting mounted combat with a variety of weapons, including a new weapon archetype, Lances! Charging into your foes now feels... joust right.
New Follower Leveling System!
Level your followers (thralls, pets... even mounts!) through combat in the same fashion that you do as a player. Leveling a Follower grants them stat-points that are automatically distributed through a weighted system, and these stats grant various bonuses. You can read more about it in [our detailed announcement](https://forums.funcom.com/t/follower-leveling-system-and-follower-limit/92642). And as an added bonus and huge thanks to our community, we've squeezed in an oft-requested feature: you can now rename your thralls, to make them more unique and personal.
Additional combat refinements: Trebuchet, dodging and momentum-based movement!
We're continuing our efforts in revising, tuning and refining the combat system in the game with an overhaul of the dodging mechanics, momentum-based movements for player characters and new and improved trebuchet mechanics, along with a plethora of other balance and combat changes aimed at making combat strategies more varied and viable.
New DLC Pack: Riders of Hyboria!
Introducing the fourth and final Year 2 Season pass DLC. With the Riders of Hyboria Pack you can not only equip your horse with unique new saddles, but also gear yourself up in knightly armors and weapons from the region of Poitain. Build a stable for your horses with new building pieces and decorate it with placeables such as carts, haystacks and wheel barrows. Read the announcement here.
Mounts!
Mounted combat!
New weapon archetype: Lances!
Follower leveling system!
New DLC pack: Riders of Hyboria.
You can now rename thralls!
New and improved trebuchet mechanics.
New dodge-roll mechanics.
New momentum-based character movement.
Further combat balancing.
Plenty of bug squishing!
...and much, much more!
---
Fixed a number of crash bugs.
Optimized building replication from server to client for huge databases - this should bring a slight increase in overall performance to players that suffer from "huge-base-itis".
Fixed an exploit in regards to attributes.
Fixed a couple of undermesh locations in the world.
Fixed an issue where it was possible to loot corpses through walls.
Fixed a minor teleportation exploit in regards to the maproom.
Fixed collision detection in a certain placeable.
New Feature: Mounts! You can now tame and ride horses. You will find foals in various locations in the world, which can be picked up and put into a stable. Feed these foals and soon enough you will have your own majestic steed! *schwing!*
New building placements and equipment have been added related to mounts. Saddles, new stables and more surprises have been added.
New Feature: Thrall/Pet leveling. It is now possible to level your (new) pets and thralls. Previously placed thralls and pets do not have access to this feature.
Thrall/Pet population limit has been implemented (but not activated) - when the population limit takes effect, thralls and pets will be removed slowly from a clan until the population limit has been respected. Please read more detailed information about this in the blog-post about this particular topic.
There is now a feat called "Apprentice Butcher" that grants Stone Skinning Knives and Cleavers.
Added Lances to the game - these weapons cannot be used while on foot but do very high damage when used while mounted. Damage from lances increases by the movement speed of the mounted player.
Added a third armor set that can drop from the boss at the end of the Wine-Cellar. In addition, there is now a 1% chance that he might drop the weapon he himself uses.
The Lion and Atlantean thrones now have new sitting animations more befitting of royalty.
The recipe for Spikes and Palisades has changed and should now be much easier to build.
Fixed an issue where Walls, Doorframes and Fences could not be placed in third horizontal axis of a Treehouse Foundation.
Inverted Wedge Sloped Roofs can now be attached by the bottom part of the wedge.
Palisades are now easier to place.
Ladders should now be possible to place more easily when hatchframes are next to ceilings.
Fixed a number of clipping issues with barrel stools.
Auto-close option of every kind of doors should no longer reset to default on server restart.
Fixed an issue where Ceilings could not be snapped to a Wall if Crenelated Wall or Fence were placed first on top of the Wall.
Increased the hitpoints for the Giant King statuettes when placed
Fixed an issue where Arena Wedges could not be replaced with each other.
Siege foundations should now be easier to place.
Stage pieces from the Debaucheries of Derketo DLC can now be placed next to stairs and other sloping pieces.
Ceilings, Hatch Frames and most of the Crenelated Walls now snap to the bottom part of Stairs.
Fixed an issue where several items from the Debaucheries of Derketo DLC would not be processed inside Dismantling Bench.
Fixed a number of inconsistencies with recipes.
There is now a cooling down version of the Godbreaker armor. If you learned the feat, you will already have access to it.
Fixed an issue where certain scrolls could be dismantled into Black Blood, which was only intended for the Black Blood scrolls.
Crafting Exceptional and Flawless Light Hyrkanian Bows now requires the correct feats and thralls.
Fixed an issue where the recipes of Black Corsair Chestguard and Gauntlets were switched.
Specific maces did not require wooden resources to be crafted - this is now fixed.
Fixed an issue where clearing the crafting queue in crafting stations resulted in displayed number of items available to craft via Craft All button being one higher than correct value.
Fixed an issue where Recipes and non-armor items can be moved to armor's slots under certain conditions.
Siege Boulders no longer bounce from bottom of water.
Hammers no longer penetrate shields on their first attack.
2H Sword Overhead smash damage has been reduced by 1/3. In addition, this attack has been slowed down and stamina cost reduced.
It should now be easier to get hits in using the Katana Light attacks courtesy of hyper-armor.
The falloff damage to buildings from Explosive Jars has been reduced.
The weapons "Havoc and Malice" and "Whirlwind blades" now do less damage.
Dagger hyper-armor during swings has been reduced somewhat.
Dagger stamina cost throughout combos have been slightly increased.
2h Hammer speed and hyper-armor for light swings have been reduced.
1h Mace now have hyper-armor during the swings for the first two light attacks.
2h Swords now have slightly faster combo queueing.
Great Axes have gotten slightly increased damage modifiers through the combo, and will speed up after the first spin.
Serpentmen weapons have been reduced in damage.
Fixed missing damage types for bonus multipliers:
2h Mace, Light attack 2
1h Mace, Light attack 1
Daggers, Light attack 1
Daggers, Light attack 2
Bow, Light attack 1
2h Axe. Light attack 2
1h Axe, Light attack 1
The critical hit from Doomhammer, Act of Violence and Sharkbite is now much less severe.
Characters no longer receive damage outside AoE effects from the boss in the Wine Cellar’s dungeon.
Attacks can no longer be inflicted on the Wine-cellar Boss through the gate from outside the room.
Bleeding debuff can no longer be applied to the Undead Dragon from The Sinkhole.
Bleeding effect can no longer be applied on the Smoke Demon boss in Wine Cellar Dungeon.
Fixed an issue with players being able to exit directional attacks too early by abusing the system.
It is no longer possible to poison Riptide and the Black Ice Javelin
Man on the Wall now drops loot.
Thralls and Pets no longer instantly consume “Tablet of Power”.
It is now possible to rename your placed thralls.
Oiled Weapon no longer disappears from Thrall's Mainhand if Oil applied to the weapon expires.
Fixed an issue where hitting certain NPCs with a weapon that deals concussion damage would cause them to stop attacking.
It is now possible to feed your thralls and pets to provide leveling up and combat bonuses to them again. Feeding pets will also heal them and any amount of food present in their inventories will be eaten slowly over time if the pet/thrall is hurt.
Skeletons in the Wine-cellar boss room should now behave better and not pop up ahead of time. Way to spoil the surprise, skeletons!
Fixed a number of pathing issues with the Wine-cellar boss.
Wine-cellar boss should no longer go invisible when hurt by AoE effects during its spawn animation, or players rejoin the same session with two or more players.
Fixed an issue where Thralls in work stations would become frozen upon leaving and re-entering the render zone.
Szeth the Drunk has been told to respect his hitboxes and no longer does damage to players that shouldn't have been hit by them.
It is now possible to "Break Bonds" with your pets and thralls. This will dismiss your pet from your employ - and the world. They will drop any equipment and/or inventory they have on themselves when dismissed in this fashion.
Elephants should no longer huff and puff continuously.
Fixed an issue where one of the tamed scorpions could not be harvested when it was killed.
Removed one of the two Dina, Master Huntress'es from the world.
Thralls and Pets no longer instantly eat full stacks of Consumables after server restart.
Armorers from the Purge can now make Redeemed Silent Legion armor, which is a flawless version of the Silent Legion armor, provided you have unlocked the feat for yourself.
Trebuchet Overhaul:
The trebuchet can now be set to release its boulders at an angle. An additional lever has been added to the trebuchet that controls this. The maximum degree arc is 80 and the minimum is -20, allowing the trebuchet to shoot down in front and almost straight up. Bombs ahoy!
The trebuchet is now easier to maintain and build - it no longer costs iron reinforcements to build the actual trebuchet but the cost of other resources have increased.
The hitpoints for the trebuchet and siege foundations have increased significantly.
Siege boulders no longer costs twine to craft but instead require more stone.
The Siege boulder and Demon-fire barrage has had their damage increased
The missiles fired from a trebuchet can now pass through the god-shield without bouncing off.
The trebuchet no longer takes damage when it is being fired.
The AoE from Siege boulders has been reduced in size.
Lastly, the stairs leading up the siege platform have been removed.
Dodging overhaul:
Dodge now has 2 components, a dodge move and dodge settle. Agility affects how fast dodge settle is played; as in the more agility you have the faster the character can act after a dodge.
In addition to this, the dodges have been uniformed in length and the animation updated to a roll.
Nimble Tumbler perk has been reworked to double armor-values while dodging.
Climbing now takes a minimum amount of stamina to perform, and it's no longer possible to climb for free using specific combinations of gear.
Gold Circlet no longer provides Temperature resistance.
T1 and T2 fences now stop climbing.
Adjusted base armor sets to put the temperature resistances on par with DLC armors. This was always the intention but a goblin stole the data.
Strength perks that previously granted 25% bonus damage has been reduced to 15% bonus damage.
The healing from healing arrows has been reduced.
Bones can now be harvested from Skeletons with both Pickaxes and Picks.
Dream Dust and Black Cove Rum droprates have increased, but Rare Spice droprates have decreased.
Increased bonuses from the Flawless Relic Hunter armor.
Increased amount of corruption removed with Cleansing Brew.
Several base resources have had their max stack amount increased.
Khari Steel bars and Fragments of power now automatically stack after being collected from specific chests.
Using the Keystone in non-character's inventory no longer results in teleportation to Sepermeru.
Fixed a bug where the Soothing regenerating buff would not be applied after death or to new characters until you would rejoin the session or gain and lose a temperature buff.
Fixed an issue with the skinning of the Khari armor sets.
Changing from Night-Stalker Mask to another head piece no longer causes it to be not functional after equipping the Mask again.
Fixed some stretched textures on male's Nobles Chestpiece sleeves.
Fixed an issue where Fiery-Hot consumables did not provide any food or water.
Fixed an issue where characters might start shaking when getting in direct contact with a locked on target during specific emotes.
Frost Giants again drop loot as intended.
Reduced the amount of hitpoints for the Half-Child of Dagon.
Pirate bosses again drop their Scourgestone pieces.
Set's Tongue now functions as intended.
The Smoke Demon in the Wine cellar no longer loses aggro after character moves from one edge of its arena to another.
Pick held by characters no longer clips through their chest.
Fixed a skinning issue with the Inn-Keepers Vestment.
Satiated buff no longer overrides Elixir of Freedom's effect.
Fixed an issue where equipment granting Stamina would not do so. These now grant Grit instead.
Dark Templar helmet's plume now has a holder.
Fixed an issue where the Nobles Skirt with any footwear equipped by a female character had physics only when camera is in very close range.
Fixed a visible gap between textures on the bottom of the Khari Soldier Mail.
Added functionality to the Endowment potion. #darksecrets
Tombstone markers are no longer assigned to the character corpse’s ragdoll but rather the location they died, making it easier to find your items.
Players can no longer avoid fall damage by landing on an NPC.
Fiery-Hot consumables do now provide Heating buff.
Fixed an issue where Khari Soldier or Raider Bracers were not visible when the Noble Chestpiece is equipped.
Fixed a bug where Asura armor and the Black blood tools would give double the intended bonuses.
Corrected an inconsistency between bonus attributes of 'Gold Circlet', and 'Gold Circlet and Earrings'.
Armlets of Dark Templar Chestguard no longer hover over the Character's arms.
Fixed a number of emotes not using the female version.
Reduced the weight of Seeds.
Empty flasks no longer weigh more than a flask filled with dye.
Epic Reptilian Armor values are now correct for the helm, chest and gauntlets.
Modders now have access to a plethora of additional professions in the profession Enum table.
Added 20 new map-levels for modders to play with.
Hunter's Potion is now correctly overridden by the Prince of the Black Shores manuscript.
Fixed an issue where Drinking Night-Eye Potion affected brightness differently for 1st and 3rd person camera.
Fixed some boss-cheesing locations in various places in the dungeons. #notgrate
Fixed a number of visual inconsistencies and texture gaps in various locations in the world.
Moved some of the chests inside the Wine-cellar dungeon so they can be reached.
Fixed some floating decoration objects in Flotsam.
There are now new sleep animations in the game and a way to learn them as emotes. #secrets
Running is no longer instant but has a very small acceleration phase until the player reaches max speed.
Fixed an issue where the Locust’s Queen animation would freeze after being hit by the player.
Fixed an issue where Idle variation/fidgets were missing the idle facial animation.
After countless and definitely non-maddening sessions, our #spellchekker team fixed a number of spelling errors and grammar grammar grammar grammar
Added a label to The Maelstrom to make players aware of the attribute bonus.
Fixed a number of missing keywords from items.
New Asagarth should now correctly be listed as such for all references thereof. #newasgorth
Fixed the grading keywords for Iron Short Swords and Great Axes.
Fixed a number of missing/incorrect weapon and armor keywords.
Bindings of the Dead are now marked as Legendary.
Fixed some named NPCs that did not have a golden health-bar frame but should have.
Razor Gord has been humiliated enough for thinking he is a world boss and he now only has one skull on his health bar instead of three.
Fixed an issue where certain Darfari NPC's would not spawn properly from the admin panel.
Emotes menu is now accessible through the Vanity Camera mode.
Fixed a misleading instructions sidebar for the Fluid Press.
Peg Legs no longer have interchanged icons.
Fixed a number of issues where white boxes would appear in armor dye screen for certain armors.
Fixed an issue where inconsistent SFX was played when walking on Turanian DLC buildings.
Wine-cellar boss now has VO as intended.
Waterfalls in the wine-cellar dungeon now have ambient sounds.
Fixed a couple of issues that would prevent player characters and NPCs from playing sounds correctly during battle situations.
---
Separate TestLive Product on Steam
We heard your input regarding the inconvenience with having to switch back and forth between the main game and our TestLive servers. To make it easier for you and because we really value your testing and feedback, we added a separate product for the TestLive server on Steam.
If you own Conan Exiles on Steam, you should now see a separate Product called "Conan Exiles - Testlive Client" in your library which gives you the option to install an additional instance of the game specifically for the TestLive servers. Please be aware that this will prompt you for a full additional installation.
We are aware that not everyone wants install or has space for two full installations. For those of you who don't want to play through the additional TestLive Client, you can still access the TestLive servers through our old method.
We’re releasing an additional fix for a code injection exploit. Clients and official servers will update automatically to receive this hotfix.
Thanks again for your feedback and support.
Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.
Additional fix for an exploit that would allow for code to be injected into the game files.
We would love it if you considered giving Conan Exiles a nomination in the "Labor of Love 2019" category. We're still incredibly passionate about Conan Exiles, and we've been working diligently towards improving and growing the game this past year. That's why we think it would be a worthy contender.
If you agree you can click the circle in the box above to add your nomination.
Join the Conan Exiles community manager and lead designer at 5pm CET / 11am ET / 8am PT today for a live-stream covering everything you'll find in the Riders of Hyboria DLC Pack!
Riders of Hyboria is the last DLC in our Year 2 Season Pass and we're excited for you to see what this pack has in store for you.
See the stream on our regular streaming channels, or right here on Conan Exiles' Steam page.
We're deploying a new hotfix that addresses additional instances of code injection into game files.
We'd like to thank you all again for your patience and support.
Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.
Fixed additional instances that would allow for malicious code to be injected into game files.
We’re deploying a security hotfix to fix an exploit regarding code injection. Thanks everybody who came forward and made us aware about this issue.
Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.
Fixed a vulnerability that would allow for code to be injected into game files.
On Tuesday, we announced that we're rolling out Attributes, Perks and leveling for pets/thralls in a future update. You can read the full announcement in this post.
The TL;DR is that this new feature will make individual thralls/pets more powerful and also makes engaging with them more rewarding.
At the same time, we're implementing a limit on how many thralls/pets you can own at once. The details about this limit can also be found in the post we linked to above.
Naturally, a lot of you had questions about pet/thrall leveling and the limiter. We addressed these in a livestream on Thursday, which you can see below, but if you're not able to sit through an hour-long video we've posted an FAQ below the video. You can also check out Multigun's thorough summary of the stream in this thread.
FAQ about thrall/pet leveling and limit:
How many pets/thralls can I have following me after this update?
Still just one
Thrall/Pets Limit
Will there be a “grace period” where players can remove unwanted Followers without killing them? How, specifically, will removing old thralls work? Which thralls/pets will take priority when being removed?
We are planning to allow for such a grace period when this rolls out, where players can remove old pets/thralls using the Break Bonds command so their total number of pets/thralls moves below the maximum allowed number.
When the grace period is over the system will periodically delete a random active pet/thrall. At the moment this happens once every 30 minutes, but it might change before the feature goes live. Remember that pets/thralls in crafting stations (or in storage boxes) won't count towards the max limit and will not be removed.
Break Bonds will remove the thrall from the world and leave behind a loot bag with all their old equipment, so you won’t lose those resources.
When does the system start removing thralls?
The length of such a grace period hasn't been decided yet, but we will announce this once we've decided.
How was it decided to limit a full clan to 100 followers?
The limit was decided after talking it through with programmers and designers and reaching an agreement that would allow for enough protection for a decent sized based and still be a viable gain in terms of performance.
Can you turn this limit off in a single-player game or on a private server?
Yes, absolutely. This was mentioned in the post we put up on Tuesday.
Current numbers mean that in a 10 man clan, you can have 10 Followers on average per person. Wouldn't it be better for that clan to disband and have everyone run solo, thereby discouraging large base builds and clans?
You can of course do this – but there are other gains for being in a clan than just thrall limits. You won’t be able to help your friends out in PvP situations, etc. The amount will not be increased.
Let’s say we’re a clan of 10. If one of us leaves the clan, will we suddenly lose 5 random thralls? How soon will we lose thralls/pets?
The periodicity is set up as a server option. The period is one thrall being purged every 30 minutes (at the moment)
Will PvE and PvP have separate Follower caps? PvE rarely has people covering the whole map like in certain PvP scenarios. The cap seems low for PvE.
Official servers will all have the same cap. Private server admins can set their cap to whatever they please. We won't distinguish between PvE and PvP modes.
Will this limit address the thrall decay system and the fact that it only seems to work intermittently? Some PvE servers have a lot of orphaned thralls remaining from departed clans.
The limit itself does not interact with the decay system as such; they’re separate systems. We also want to remove orphan thralls but this system does not specifically target them.
Is there going to be a tab available in the inventory/anywhere where we can monitor and view how many thralls/pets the clan owns?
Not in this patch, but we have considered doing that in the future (for example, being able to view this through the Thrall Pot and Clan UI)
Will the ability to order thralls and pets to stand down/be passive be implemented as well?
Not for this patch.
Will mounts be counted in the Follower limit? What about dancers?
Yes and yes.
Will a private server be able to lower the number of Followers even further?
You can, yes.
Old Thralls/Pets vs New Thralls/Pets
What happens to my old thralls/pets when the leveling system rolls out?
So called "legacy followers" (pets/thralls) that have been placed out in the world will have 0 in all Attributes and 0 potential for growth. The leveling system will not apply to them.
Will “stored” Followers be considered part of the “old system”, or once placed, after this update goes live, be useable under the new leveling system? If I have unbroken thralls “cooking” in the Wheel of Pain, will I be able to level them if I keep them tucked away somewhere until after the update?
If you have a thrall/pet tucked away somewhere, and then place them out after the leveling system goes live, they will be able to level up and gain grow their attributes.
Why can’t the leveling system be added retroactively to old thralls?
It is technically a much more difficult task to do so because the stat system would need to be split into two separate progressions that would read from separate tables. Additional resources and time would need to be spent on maintaining both new followers and legacy followers. We felt our efforts were better spent on adding new content and systems into the game than spending those resources on legacy followers.
Will I have to “re-farm” all my thralls?
Yes, unless you have some tucked away in a box somewhere (or you want to keep the old ones for some strange reason).
How many thralls/pets will I have to farm in order to get the stats growth I want?
That’s hard to tell, but the thralls that are currently worthwhile are still worthwhile getting. If you want the absolute maximum super-uber mega-combo of death and health, it’ll take a while longer because you’ll be wanting a maximum growth rate for certain attributes as well as the right perks if you’re going for “pure perfection”.
When you say that old followers will be less powerful, how less powerful? For example, if I take my actual Spinas and I capture a new Spinas, will the level 1 new Spinas be as strong as the old one, or a bit better or worse? How much stronger will a fully leveled Spinas be?
Your old thralls will not compare at all. The reason for this is simply put that the system we are putting in is not compatible with already spawned thralls, so they cannot gain access to bonuses from growth or things of this nature.
As with Pets, I would like to also name my Thralls. Can I do that after this update?
Not yet, but we want to implement this.
Stats/Stat growth/Leveling
Followers won’t have a Grit stat at all? Can’t you give them Grit but give it a new purpose like increased Health regen out of combat or something?
We did discuss it and there simply wasn’t enough time to pull that through. The same goes for Encumbrance incidentally. Also – looking back at it now, it might’ve been a good thing; this way we focus more on the stats that matter more.
What level would non placed thralls/pets be? Like when I pull one out of a Wheel of Pain or an Animal Pen?
They all start at level 0 and max out at 20, so you have 20 level-ups. That goes for admin spawning as well.
Does the thrall have to make the killing blow to earn exp? If the thrall has a truncheon does knocking out other potential thralls count for exp?
No – the thrall does not have to have the killing blow, but they have to be following you when something dies near you in order to earn XP. Knocking out does not count for XP in terms of kills.
If I kill something does the thrall get exp? If so, how far is the range of the exp the thralls get? Do they simply have to follow me, or can they be stuck somewhere and get exp before they teleport to me if I am killing something?
Yes, as long as it follows you, the distance shouldn’t matter
Will equipment that has bonus stats increase the thrall’s stats? Like an axe that gives +5 strength, will the thrall get +5 or a lower amount or none? Same question goes for armor bonuses
Yes and yes – you can finally pump up your thrall by putting on actual stat armors and weapons.
Can you get a follower with perfect growth in all stats?
No – however, you can get followers that have very very high growth in stats you care about. A perfect 100% growth chance for all stats cannot be reached.
Is the growth system completely random?
No – it's based on faction and tier. There is some randomness on top of that. Darfari always start out with some basic points in Survival as an example, and they are generally more prone to have a higher growth for Survival, but you MAY get a Darfari that has a very high growth chance in Strength or Vitality instead (or both)
Are there still going to be “thrall tiers” depending on faction, etc? Are Volcano thralls still more powerful than others or will those differences be evened out?
Yes, and yes and yes and no. Tiers still matter – but you MAY encounter a lower tier thrall that – by pure random growth chance – has a higher potential than a higher tier from the same faction. Volcano thralls are still very powerful, as are Relic hunters. We have had cases internally however where I’ve run around with a Tier 2 Exile with 5000 hitpoints simply because the gods blessed him with good genes (perks).
Will Purge Followers be unique from T4 Followers?
Not to start off with – we may do this after we see the system live for a while.
How will the leveling system impact pets? Pets are largely less effective than Thralls, as thralls can equip armors and weapons. Will a level 20 elite pet be weaker than a level 20 Tier 4 Thrall?
Pets will be – on average – on par with thralls. Their base attacks are modified by their level and strength same as thralls, and in addition, they gain more armor than thralls from base progression since they cannot equip armors.
Will a regular pet be able to “evolve” into a Greater pet?
No – however – basic pets can become on par with a greater pet (and in some cases, given enough luck, better) with this system. You may encounter situations where a normal Rhino will beat the snot out of a Greater Rhino (although this is admittedly rare).
Will this in any way alter the equipment decay for thralls? Maintaining armor decay on 10 thralls doesn’t sound like fun
Thralls to my knowledge do not lose equipment durability unless someone shoots them with acid arrows.
Will Potion of Bestial Memory also reset the Follower attributes?
No
Will followers be susceptible to temperature?
No
How will the witch doctor pets that you create in the firebowl cauldron be affected by the new system? Will they still have bleed and poison immunity like undead NPCs? If they do have immunity how is the Survival stat dealt with when they level up, because they would have no use for it?
They still have immunity to poison and bleed. Survival still affects them for other things like cripple, or other over-time effects
Perks
The perks that come along with leveling new followers, will they be selectable or are they fixed for a given follower?
Randomly selected from a range available to the race – so no, you can’t select which perk to get
Unless I read it wrong, it sounds like perks aren’t guaranteed? Are perks randomized across the board or per Follower class/type?
Perks are guaranteed at specific levels (typically level 10, 15, 20). The specific perk your pet gets is not guaranteed.
One may get “Jack of All trades”, “Unfliching” and “Bestial Strength” while another gains “Paragon”, “Unholy Strength” and “Bird Brain”.
Perks are given out based on the race of the follower – Birds, Reptiles, Humans, Apes, Undead, Canines, Felines, etc.
Are the perks like player perks?
No, the perks are stat modifications (so far). We would like to make more perks that alter the gameplay of pets and thralls but it’s too much work for this patch.
Are any of the perks non-combat related?
I would say they are all combat related, given that we focused on making stats from pets and thralls be centered around combat.
Others
I play Solo/Co-op on PC. At end-game, I use the keystone to replay (reroll.) The new character uses the old map with all the old buildings, crafters, and followers in place, but they are hostile to the new character. How will this system treat those ‘abandoned’ followers? Will they still be there for my “mock raiding” on old bases? Will they be considered as my new character’s followers in the total count?
Abandoned thralls do not count to your new characters maximum. Decay may be a factor but if you’re playing in singleplayer, there are options for that in the “server” settings.
You mentioned in the article that the system will be moddable? Would that include the possibility of player’s choices in which stat to increase for their followers? I don’t understand why this is not an option already.
We didn’t want players to be able to pick and choose. Think of perks as flavor that adds a spectrum of random bonuses to followers. The system behind the tables is in code, but levels, specific perks, stats and suchlike are fully moddable.
Will private server admins be able to break bonds with thralls belonging to any player?
Only the owner of the thralls can break bonds. Admins can get rid of thralls by Shift-Delete.
Might we see a return to thrall feeding out of necessity?
Unlikely. The reason we took that away was that it also produced a certain server framerate overhead, given that it had to keep track of thralls. However. You can now heal your thralls and pets by giving them food from their diet table. Doing so will heal them over time.
As you know, we're working on adding mounts to Conan Exiles. You may also know that we're adding mounted combat, so you can crush your enemies and drive them before you using weapons from horseback.
What you may not know is that we're also adding a leveling system for Pets and Thralls (collectively called Followers going forward). Please note, this is only for Thralls and Pets you can place out in the world and have follow you, not crafting thralls.
The upcoming leveling system allows you to to level your followers through combat in the same fashion that you do as a player. Leveling a Follower grants them stat-points that are automatically distributed through a weighted system (see below), and these stats grant various bonuses such as improved health, improved damage, and so forth.
How does it work?
Stats
Stats for Followers are based on what you might expect in Conan Exiles: They use the same stats as a player; Strength and Accuracy improve melee and ranged damage; Vitality determines the health of a Follower, Agility grants a bonus to armor, and Survival reduces the effects of negative debuffs on the Follower. Endurance and Grit are not used for Followers, since no-one wants to have a Follower that all of a sudden runs out of stamina mid-fight and has to go and have a lie-down, hilarious as that might've been.
When placing a Follower, they have a base level and base stats. Different Factions and Tiers of Follower have different base stats and base level. As an example, a Darfari Follower will typically have more Survival, while Votaries of Skelos have more Vitality. Higher tier humanoids (Fighter III for example) may start with even higher stats. Stats are also affected by worn items, such as armors and weapons.
These stats inform secondary stats, such as damage, hitpoints and resistance to debuffs in the same manner as they do players. All the effects from stats can be viewed by inspecting your Follower with the radial menu and selecting "Info" from it.
Leveling
As mentioned before - Followers have a base level. They also have different learning curves; some may level slower or faster than normal. You will need to find out which of the factions and races that level the slowest/fastest yourself. However, it should be said that the slower a Follower levels up, the more powerful (on average, given the variance of growth curves) they become.
The maximum level for a Follower is currently set to 20. This is not to be measured up against player-levels, as Followers gain more points per level than a player.
How do I level up my Followers?
Having your Follower come with you and being a part of combat will award them experience points in the same manner as your character would normally. Crafting, Exploration and other activities will not grant your follower experience. Easy prey like Hyenas are ideal for a newly obtained Follower - although you may opt for a more risky approach and take your newly hatched Spiderling to the Unnamed City. It's risky but if you're careful this strategy may work out for you.
An important note here is that your Followers only gain experience points while they are following you. You will not be able to post your followers in a circle around a world boss and just wait things out.
Stat growths
Your Followers have a growth-curve for each stat, represented as a percentage value. This is how likely it is for the stat to level up when your follower levels up. This growth-curve is largely, but not always, the same throughout factions for humanoids/races as for animals, but you may find rare outliers that will prove to be extra useful. Keep a look out for that extra rare super-ostrich and get your own Battle Chicken!
The growth-rates make it easy to see if you really want to keep your new Follower or dismiss them.
You can dismiss your follower by using the "Break Bond" command from the radial menu. This will immediately remove the Follower from your employ - no more dragging them over to the Volcano in order to watch them die horrifically in lava (although if you are in a particularly nasty mood, you can still do this, of course).
Perks
Followers may gain perks as they level up. These perks further enhances the capacity of your Follower. The more specialized the perk is, the more bonus it will grant. Followers may have up to three perks once they have fully leveled up.
What will happen to my old pets and thralls?
When this new system comes into play, your old Followers will be less powerful on average than the new Followers. The new thrall leveling system won't roll out retroactively, so old Followers will be without levels, stats and perks.
Why are we doing this?
We have been wanting to incorporate a leveling system for Followers in Conan Exiles for quite some time, but the timing has never been quite right.
With the implementation of Mounts, we felt there was no better time to implement this system than now. Finding super-rare followers will now be a more rewarding experience, as you can now nurture them further and make them stronger by taking them into battle.
In short: We wanted to have a system that is interesting to dive into while also making each individual Follower more special.
What about Modding?
The leveling curves, base stats and growth potentials are all fully moddable through tables. There will be a guide available for modders on what the different aspects of pet leveling and growth are available.
Thrall and Pet Cap
Thralls and Pets will become a limited resource going forward. Specifically - [cur]placeable[/cur] combat thralls and pets. You can still have as many crafter thralls as you please. When Follower leveling rolls out the Follower limiter will also be set in place.
How does it work?
A player/clan will have a maximum amount of Followers available to them. This maximum amount grows depending on the amount of members in the clan. A solo player will have a maximum of 55 available Followers. If they create a clan, and a new member joins the clan, this maximum goes up by 5 to a maximum of 60. Each new clan member will add an additional 5 to the maximum allowed Followers. A full clan will have a maximum limit of 100 placed Followers total.
Do note that these numbers are not final, but largely represents the growth of the cap we want.
Is this the case for private servers as well?
Partially - private servers MAY opt to use the system if they like but it's not mandatory and is part of the server settings. Your server admin may allow a bonus of 400 thralls per additional clan member if they decide to use the Follower limit.
What happens to Followers already placed when the patch hits?
Since we need to implement a limit for followers, random followers will be deleted periodically until the cap is respected. We recommend organizing any thralls you definitely want to keep before the patch hits. We are not able to allow you keep "legacy Followers" that go over the Follower limit (let's be honest here, no-one should have 400+ Followers strewn about their base as a means of lagging out other players).
Why are we doing this?
We are doing this for multiple reasons, first and foremost of which are reducing lag and increasing server frame-rate, especially for consoles. In addition to this, a limit like this will make building enormous landclaim areas more difficult to defend, which is one of many steps we intend to take towards solving problems with sieges and PvP going forward.
More info on stream
Join us on our streaming channels on Thursday at 5pm CET / 11 am EST / 8am PST where we will go into further details about the new Follower leveling system and the limiter mechanic.
Please direct any questions you might have about the leveling system and the limiter to this forum thread and we will endeavor to answer them on stream.