Conan Exiles - Ignasis (Community Team)



  • Rejoice! The Fast Elevators and Colored Candles can now be obtained from the Library of Esoteric Knowledge on the Exiled Lands.

  • Fixed an false positive spot within the anti-undermesh tool at Scuttler’s Shortcut.

  • Fixed an issue that would cause some new items to disappear from the Artisan bench after the player dies.
  • The Voidforge Battle Axe,Voidforge Sword and Voidforge Shield now dismantle into the correct materials.

  • Katana combos can now be done by alternating between light and heavy combos.

  • Fixed an issue that would cause the Iron Leg-Hold trap’s placement brush to cripple and hurt players.
  • Fixed an issue that would cause Wreckages to change their HP values after a server or session restart.
  • Eldarium chests should no longer change their HP values after a server or session restart.
  • Fixed other instances where placed buildings and placeables changed their names and/or values after a server or session restart

  • It should now be easier to interact with pedestals in the Voidforge.
  • Fixed a meteor landing placement at one of the new Siptah camps.

  • All placeables from “Nordheimer Shelvings” and “Nordheimer Walls” Feats should no longer have placeholder names after being placed on a Dedicated Server.
  • Harpy’s Daggers should now have their own inventory icon.
Conan Exiles - Ignasis (Community Team)
IMPORTANT NOTE REGARDING MODS
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.

* Jump to patchnotes.
* Jump to changelog.
* Read it in our blog.



Greetings, Exiles!

We recently announced, not so long ago, that we would bring improvements to the Isle of Siptah based on your feedback during this early access period. In 2.3, we are introducing most of these changes along with a new batch of fixes and improvements to the core game, including some oft-requested features!

We heard your feedback loud and clear, and we have worked hard to improve the Isle of Siptah experience. We have peppered the island with brand-new NPC camps, from major faction camps, to small outposts as well as new points of interest to make exploration a new journey. Within these camps we have also introduced new activities to make each of your trips a repeatable experience. For instance, you can now rescue caged prisoners to add them to your ranks! Or you can loot the corpses of scouts carrying valuable information someone is willing to pay a hefty price for! All this and more can be found within the new camps and points of interest introduced in 2.3! (Note: these changes will modify the landscape of Siptah. To see how this affects your current buildings please check our blog post).



We are also revising the existing features of Isle of Siptah to make them more appealing and rewarding, such as Vaults, which have been revamped into level 60 dungeon romps with new enemies and loot! Or the Storm, which no longer destroys your buildings within, but is now also housing one of the new factions. And Surges have received a facelift as well. On top of that, we are substituting the Wild Surge mechanic for the Purge, which will now challenge your defenses as in the Exiled Lands as well as be a valuable source of thralls and fragments of power. These fragments of power will also let you explore the interior of the tower of Siptah!

And as with any major update, we are also introducing a bevy of new features, fixes and improvements to the core experience for the game. For the first time on PC, we are adding an official single-player offline mode which will allow you to play the game during those times where being online isn’t an option. We are also introducing new moves to your combat abilities, with the sprint attacks. And we’re now letting you choose the following distance of your active follower from the radial menu, which you have been requesting for a while!

We can’t wait to let you get your hands on this new update, one of the more ambitious we’ve released for Conan Exiles to date. It has been made even better thanks to your testing, feedback and support during the Testlive period of this update.

Thank you for your continued support, and stay safe!



New Points of Interest and NPC camps with new activities in the Isle of Siptah!



Spread between three new factions (Stygian Mercenaries, Black Corsairs and the Accursed), a myriad of new NPC camps have been springing up around the Isle of Siptah. Within these camps you can engage in new activities, such as liberating captive thralls to join your ranks, pray in altars for powerful buffs, as well as new vendors and surprises for you to discover!
(Note: these changes will modify the landscape of Siptah. To see how this affects your current buildings please check our blog post).

Updated vaults, storm and surges!



These three features used to be closely linked, so that you had to do one after the other. With update 2.3 they can now be enjoyed separately.
The deep vaults, where the remnants of ancient races still dwell, are now all level 60 dungeons and offer great rewards. The horrific storm monsters are still an important source of the mysterious essences required to control the surges, which you can start at any time now even during a Storm. Wild Surges, on the other hand, will no longer appear on the Isle of Siptah, and they will be substituted with a well-known and loved mechanic from the Exiled Lands…

New purges and treasure chamber



Your camps and settlements can from now on be subject to purges, like you know them from the Exiled Lands. Along with the new NPC camps and activities, this can be a resourceful source of thralls to join your armies, if you are successful in defending your base.
You can also use a convergence trap to provoke a purge. This can be quite handy because human attackers can be captured as thralls and their bosses may even drop fragments of power that can be used to enter a chamber within the tower of Siptah, with new challenges and riches.

Sprint attacks



The combat system in Conan Exiles has been updated and tweaked many times, and this time we are happy to introduce the brand-new sprint attacks! Carry your sprinting momentum forward as you try and hit your opponent.
Each weapon has gotten their own sprint attack so feel free to try out the new improvement. Just start sprinting and activate an attack at the same time. Happy hunting everyone!

New single player offline mode!



Brand new in 2.3 is an official offline mode for PC. If you start the game without a connection, or lose connectivity while playing, you will now be able to continue playing Conan Exiles in single-player. A prompt in the lower right corner of the main menu will tell you if you’re playing in offline mode!


  • Isle of Siptah revamp!
  • New NPC camps and points of interest on Siptah!
  • New activities: thrall rescuing, altar buffs and much more!
  • Vaults rework!
  • New loot and items ready to be discovered!
  • Purges in the Isle of Siptah!
  • New Single-player offline mode!
  • New sprinting attacks!
  • Bug and exploit fixes!
  • …and much, much more!






  • Optimized trebuchet effects to be less resource-intensive.
  • Added a number of engine optimizations.
  • Optimized spam in the server logs.
  • MODDING: We have adjusted the way that service actors are registered during map load.
  • Added debugging cvar to gather data about an issue with NPCs teleporting to 0,0,0 on modded servers while under specific circumstances. If your server is affected by this issue please reach out to our team to help us track down this problem.


  • Fixed additional instances where it was possible to attain infinite stamina.
  • Fixed additional unicode characters that could be used to spoof invisible names for clans and players.
  • A new wave of improvements towards false positives and undetected locations has been added to the anti-undermesh tool. This is still a work in progress tool and currently not safe to be enabled on Isle of Siptah.
  • Fixed a number of out-of-boundaries locations where players could build structures.
  • Fixed an exploit in regards to avoiding damage over time and death effects.
  • Fixed situations where players could attain temporary invincibility.
  • Disallowed building inside caves where it was not initially intended.
  • Fixed an exploit that allowed logged out characters to become invulnerable and impossible to loot.


  • Dozens of new NPC camps and points of interest have been added to the Isle of Siptah.
  • Three new factions now control different sections of the Isle of Siptah:
    • Stygian Mercenaries: Prince Kraxus and his fleet have made landfall on the north-east side of the island, of strategic and economic importance as a stop off for traders between Argos, Stygia and the Black Kingdoms.
    • Black Corsairs: Led by Nkosi the Ashen, the Black Corsairs have landed on the western side of the Isle of Siptah and have begun making preparations for war with the Stygian Mercenaries and their recent dominance.
    • The Accursed: Those who were dragged by the devilish magic behind the wild surges, dragged through the outer dark and being exposed to the other world has changed them. They live in the storm and they are unaffected by it. They have made dark pacts with the creatures of the outer void - selling their souls for a life of darkness and death.
  • New activities have been added to Siptah camps: you can now rescue thralls from cages, pray in altars to get buffs, looting Scout corpses and graves, bobbing lootcrates, new vendors and lore entries. These and other new secrets are now part of the Isle of Siptah experience.
  • The interior of the tower of Siptah is now explorable. What secrets will you find?
  • Purges now spawn on Siptah, bringing enemy types exclusive to the island as well as old foes from the Exiled Lands. This replaces the Wild Surge mechanic.
  • Vaults have been reworked to be repeatable end-game activities, with new enemy types and variations, and new rewards to make them more compelling for repeated runs.
  • New weapons (including orbs with new effects, armor, craftables, new NPCs and artisans, and other rewards are now available on Siptah.
  • New rewards have been added to the Library of Esoteric Artifacts on the Exiled Lands.
  • Sigils have been reworked and revamped. Instead of providing buffs against Storm enemies, now they provide valuable perks. For instance, Incorruptible will very slowly let your character lose corruption over time. Explore the secrets within Isle of Siptah to discover all the new sigil effects!
  • Single-player offline mode has been added to the game.


  • Fixed an issue where thermal insulation on Siptah would sometimes not be calculated when building in other locations than the shore.


  • It is no longer possible to override the delve bench restrictions by placing an item with maximum durability in the processing queue.
  • T3 Alchemist thralls now know the recipe for oil (by mixing bark and ichor, obviously).
  • Added 4 new cross-promotional recipes to the Furniture Maker feat. Gotta chop 'em all!
  • Changed the recipe requirements for Silent Legion boots to be more consistent with similar recipes: they now require Layered Silk instead of Hardened Leather.
  • Items crafted by Priest thralls at religious altars will now get the expected bonuses.
  • Fixed an issue where Eldarium weapon recipes wouldn’t disappear after use.


  • Added new sprinting attacks to all weapon types.
  • Using weapons on a mount should now drain stamina, as originally intended.
  • Fixed remaining instances where human NPCs decreased shield durability with their attacks at doubled values.
  • Fixed an issue that would cause healing from food items being interrupted while blocking an attack.


  • You can now choose a following distance for your follower in the Radial menu, in case you would prefer not to feel their breath on your neck at all times.
  • The Giant Spider boss in Skittering Cavern should now spawn regardless of having any buildings above its location.
  • Fixed an issue where human NPCs holding a shield would remain stuck in that holding animation.
  • NPCs should no longer be able to move before recovering from a knockback.
  • Reworked some Vault boss fights, adding directional and stunbreak attacks to all Vault bosses that didn’t have any.
  • Fixed an issue that would cause enemies to spawn twice on certain vaults.
  • Wraps can be used to heal thralls again.
  • Elder Things have had their siege damage removed.
  • Fixed a couple of issues that led NPCs would get stuck in Vault 5.
  • Fixed an issue where commanding the following thrall to stop would make all active thralls move to its position.


  • On Siptah, convergence traps now affect the purge meter and can be used to either fill the purge meter or avoid a purge.
  • The Purge is now active on the Isle of Siptah.


  • Reduced XP gain from harvesting farm-able items by 50%.
  • Reduced XP gain from harvesting coal and resin by 60%.
  • Increased XP from completing Journey events by 20%.
  • All Vault monsters are now level 60, making it an endgame activity.
  • Fragments of Power should no longer drop from the end of Vault Chests. They can now drop as part of rewards for slaying Purge bosses.
  • Black Ice in Siptah is now protected by high-level monsters, making its gathering an end-game activity. However, stealth is still an option for those up to the challenge.
  • Aloe is no longer needed to craft Rough Wraps.
  • Significantly buffed the 50 Vitality perk (from 5HP to 50HP).
  • Low-tier Eldarium weapon recipes have been removed. Since Vaults are being rebalanced to level 60, the only Eldarium items to research are the high-tier ones.
  • Fixed an issue that caused recipes that used Wood and Shaped Wood to grant more XP than intended.
  • Vermin hide boots and pants give +1 to every stat, as intended.


  • Added a number of UI QoL optimizations when playing with a gamepad.
  • The altar socket no longer spawns while a surge is active, making it easier to loot refund bags from the Focus Altars.


  • The Sandstorm effects should now not affect characters in a dungeon.
  • Fixed an issue where it was possible to unlock the “The Gem in the Tower” achievement in the Exiled Lands.
  • Fixed an issue regarding the stamina cost multiplier causing no stamina to be used if it was set to a value lesser than 1.
  • The final sigil on a player will now be removed upon death, as intended.
  • Wild Surges have been removed from the Isle of Siptah.
  • Surges can now be instead summoned manually on a Leyshrine.
  • The Storm now deals no damage to structures and spawns no Siege Monsters within by default.
  • Pelican heads can now be squished for blood and bones in the press because in Conan Exiles, just like in Norway and parts of Swëdën, the concept of barbarism knows no limits.
  • Fixed a number of building-related RCON commands to be functional again.
  • Orbs should now bounce off certain surfaces instead of remaining suspended mid-air.
  • Added admin console commands to learn feats, forget feats and forget all feats (LearnFeat <ID>, ForgetFeat <ID>, ForgetAllFeats <0/1>).
  • Fixed an issue that would make it impossible to unlock the “Obtain a Mount” and “Obtain an Animal Companion” journey steps in the Exiled Lands.
  • Some server and player settings would default to initial values after game restart. This has now been fixed.
  • Fixed an issue where it was possible to drop a weapon from the shortcut bar while it was equipped under specific circumstances.
  • Fixed an issue where the wrong particles were played when hitting certain surfaces.
  • The Dynamic Building Damage Period setting should now function properly.
  • Changed the default server settings for purge time restrictions to off.
  • Fixed an issue that could cause a character to be stuck in rubberbanding upon joining a session while being mounted.
  • Fixed an issue where a player character could be stuck in a state unable to sprint after joining a single-player or coop session (listen server).
  • Added new server setting to control whether a building intersecting with protected areas is destroyed in its entirety or just the parts that collide with the protected zone. (CampCleanupDestroyFullBuilding=False by default). You can read more about this in our blog post.
  • The Journey Step to combine orb effects can no longer be achieved by using a single type orb type.
  • Small spiders spawned by the “Spider of Leng” boss are no longer affected by graphical artifacts.
  • “AltarModuleActiveTimeMultiplier” server setting will now function properly for Leyshrine Palisades and Walls.
  • Added Thrall Cage console commands:
    • DC ThrallCage Spawn - Fills all Thrall Cages.
    • DC ThrallCage Clear time - despawns Thralls that are inside cages and repopulates them.
    • DC ThrallCage Randomize - Randomizes which Thrall Cages have prisoners while obeying the prisoner limit and existing respawn timers.
    • DC ThrallCage Reset - Empties all Thrall Cages, resets all respawn timers, and starts naturally spawning in prisoners (may take a minute or two to reach the prisoner limit again).
  • The feat book for Eldarium Tools should no longer open a popup window.
  • Fixed an issue where it would be possible for the meteors not to spawn on the Isle of Siptah.
  • Fixed an issue where buffs provided by armor pieces could persist when quickly swapping items.
  • Fixed a visual imperfection around the character’s waist when equipping certain armor items.
  • Removed the “Dev-Only” flag from certain items that should be visible and allowed to be spawned by players (41072, 41073, 41074, 92010, 92011, 92012, 92013, 92014, 92186, 92187, 92188, 92189, 92190, 92191, 80911, 80105, 80758, 51072)


  • Some chests found in Siptah would have empty contents. This has now been fixed.
  • Fixed an environmental Vault puzzle not resetting correctly after the Vault refreshed.
  • Meteor spawn locations on the Isle of Siptah were updated to prevent blocking a certain pathway on one of the new camps.
  • Adjusted a crocodile spawn point that was too close to one of the camps, interfering with its NPCs.


  • Added new animations to Siptah monsters.


  • Updated Strength perk descriptions to better reflect their effects on attacks.
  • Our #spellchekker team has once more gone out and beyond their duty and/or torture chamber confines to deliver another round of outstanding fixes to typos and grammer mistooks.
  • Changed the DLC filtering in the crafting inventory: The None filter will now show only base game recipes. A new All filter has been added to replace the previous None filter and will show all recipes.
  • Streamer mode will now hide the unique number from friends list when enabled.
  • Focus Altars and Controls from the Elder Constructions feat should now have information about crafting locations.
  • Focus Altars’ locations should now appear marked on the map when constructed.
  • Added textual information to the active Storm alert in the character stats screen.
  • Icons of Dripping Longsword’s Epic versions should now match its in-game model.
  • The Siptah Storm buff is no longer visible, as it’s currently obsolete.
  • Map markers (including death markers) for characters and followers will now stay locked to “The Tower”’s entrance while they are inside.
  • Fixed an error in the Chapter 3 Journey, “Find Civilization”.
  • Fixed an error in the thrall rescue notification text.
  • Fixed the alignment of the “Tome Restrict Avatar Summoning” server settings in the UI so that they are not overlapping text.


  • Tweaked the storm audio on Siptah to make it easier on the ears.
  • Improved music loop in the main menu.
  • Updated the audio for the Vault 5 gate.
  • “Shamalla The Pirate Queen” should no longer have an audible, unintended voice-over, staying mute as originally intended.
  • Default brazier sound volume has been reduced.
  • We have told the audient void and tweaked a sound cue to prevent the “Nyarlathotep” tentacle loop from getting stuck.
  • Fixed an issue where notes with voice over caused subsequent voice overs. Pressing repeat button no longer causes another VO sample to be played.
  • Fixed an issue with missing SFX for hammer and 2h axe attacks.



Jump back to introduction and highlights.



Post release changelog:

We will update this section with any changes applied to the patchnotes and hotfixes released for this update.

2021/03/16 14:30 CET
Changed Header and Cover images on the post.
Conan Exiles - Nicole V(Community Manager)
Greetings, Exiles of the Siptah lands!

With update 2.3, we are taking your feedback to heart and we are revamping the core Isle of Siptah experience. One of the main requests from early adopters has been that one of the key omissions was the sense of immersion and world-building NPC camps and settlements brought to the Exiled Lands. As a result, with 2.3 we are adding dozens of new camps controlled by three new factions across the current Isle of Siptah map, with new activities, NPCs, lore entries and rewards.

However, this means that there is a chance that these new camps, geometry modifications and points of interest will interfere with player buildings put in place before the release of 2.3. We debated internally the benefits of these new additions against any negative impact they could have to previously built structures. Ultimately, we believe that the new locations bring a whole new level of immersion and overall value to the Isle of Siptah.

Let’s break down these new changes, how they could impact you and what solutions we have been working on to mitigate any potential negative impact these new additions might have on existing buildings, both on official and private servers.

New camp locations and terrain modifications
Coming with Update 2.3 are a total of 40 camps and locations. These new points of interest come with restrictions to building, just like any previous camps in Siptah or the Exiled Lands. These restrictions apply directly within the confines of these camps, and also a short distance around them. This is to prevent player land claim to affect the access to these locations, as well as the spawn locations of new NPCs.

To help you know exactly if any of your buildings are affected by these new additions, we have created a map showing the areas that will be changed, as accurately as possible. You can check this map below.



Any player building pieces placed before the release of 2.3 and found within these new protected areas will be impacted once the update is released. This will be controlled by two new server settings we are introducing with this update: EnableBuildingDestructionCapsules and CampCleanupDestroyFullBuilding. These new settings will be fully customizable in private servers, where admins can choose when and how they will affect their server. For official servers, we will explain what will happen and how we plan to mitigate it in the last section of this post.

New server settings
What will happen with any buildings located within the new protected areas will be controlled by two new server settings that will come with update 2.3:

EnableBuildingDestructionCapsules=True/False (by default set to False) will determine whether any player building piece or placeable found within the protected area of the new camps will be destroyed or not. When activated (set to True value), it will destroy any piece exactly inside or in direct contact with the protection volumes. This means that if any other pieces that were not destroyed, but were depending on the missing blocks for stability, will most likely crumb as well. This setting will check for qualifiable structures every 5 minutes and destroy them, as long as there is a player within visible range. If the value is set to default (False) no pieces will be destroyed and will remain in place as they were, possibly colliding with the new camp buildings and preventing NPCs to spawn. This will also mean that it will not be possible to keep adding pieces or placeables to that building if inside of the no build zone.

CampCleanupDestroyFullBuilding=True/False (also set to false by default) will determine if the destruction of the building pieces found within the new restricted areas will also extend to any other pieces connected to them. That is, it will destroy the entirety of the building, not only the pieces affected.

Private server admins will be free to use any of these new settings in a way that better suits their communities. For optimal gameplay moving forward, we recommend activating EnableBuildingDestructionCapsules at least during a server cycle to be able to get rid of any possible conflicting pieces that would be otherwise blocking possible activities within the new camps. If activated, we also recommend disabling the setting once any colliding pieces are cleared.

What we plan to do on official servers
n our Official Isle of Siptah servers, we are going to enable “EnableBuildingDesctructionCapsules”. This means that any building pieces on every Siptah Official server will be removed once update 2.3 releases. This can also mean that other pieces which depended on the ones destroyed will collapse due to lack of stability.

To help mitigate any negative effects these new changes could have on your buildings if you are playing in an Official Isle of Siptah server, we’ve released the detailed map with all the affected locations. Update 2.3 will release live in at least one week from now. This will give you some time to prepare for it and relocate your assets to a location that is not affected.

We acknowledge this solution will not prevent all losses of materials and resources that have been invested in any possibly affected buildings. For that effect, and starting today, all PC Official servers will be running a double resource gathering event.

We hope this way, we can make the relocation easier for those affected in Siptah. And if not affected by these changes, you can celebrate the upcoming release of what it is one of our most ambitious updates to date, which brings a slew of new content and features not only to the Isle of Siptah, but also to the Exiled lands!

This event will be active until one week after Update 2.3 has been released.

To see what else is coming with Update 2.3, you can visit the current Testlive patchnotes.
Conan Exiles - Ignasis (Community Team)
Greetings, Exiles!

Are you team Mitra or team Set? An indulger of Derketo’s Debaucheries? Perhaps a cuisine-conoisseur Yog fan or a Jhebbal Sag worshipper?

Available today, a new set of animated Steam avatars joins the Points Shop for Conan Exiles! You can now spend your Steam Points to customize your Steam profile and show off your allegiance to your friends and the whole Steam community!



Representing each one of the 6 religion avatars currently available in-game, each animated avatar is worth 3.000 Steam Points at the Points Shop. You can browse the Conan Exiles Points Shop section, where you can also find profile backgrounds and chat emoticons!



You can learn more about the Points Shop and how to earn points by visiting this link.
Conan Exiles - Hugo (Community Team)
Greetings, Exiles!

Today’s Hotfix addresses a few pesky performance issues, as well as some balancing and modding-related ones. We’ve also restored the durability of several weapons that had their values unintentionally tweaked, and paved the way for adjusting the attributes for Exiles that would rather not play fairly.

Note: You may see your stats being reset upon the first login of each of your characters after patching.



Thank you for your support, stay safe!

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.


Currently Known issues

  • Dynamic Building Damage Period setting is currently non-functional and will be addressed in an upcoming patch.





  • Fixed the stuttering and loading issues present in the last patch.



  • Enabled a server-side setting that allows for resetting attributes that exceed expected values.



  • Fixed a modding-related issue where Wildlife AI would become unresponsive when merging ComboRules in the DevKit.



  • Restored the stats of several weapons to their correct values, namely: Mace of Thag, Scythe of Thag, Hammer of Thag, Black Ice Javelin, Black Ice Throwing Axe, Black Ice Broadsword, Black Ice Longsword, Hooked Sword, and Pristine Khari Bow.



  • It’s no longer possible to build in the Silver Mine dungeon.
  • The Dynamic Building Damage setting will no longer reset upon server restart.
  • Fixed a modding-related issue where new custom placeables would not be loaded by the editor.



  • Character voices should no longer be replaced by animal sounds.

20/01/2021

Version 2.2.2.270516 released. Changelog:

  • Fixed the white texture issue present in the Isle of Siptah.

01/02/2021

Version 2.2_272565 released. Changelog:

  • Updated BattlEye binaries.
Conan Exiles - Mayra
Greetings and happy new year, Exiles!

We are are starting this new year with one of our biggest bug-fixing updates ever. Update 2.2 brings some needed changes to the stamina system and how shields work, but most importantly, it focuses on delivering a big load of bugfixes across all aspects of the game.

Our team has been hard at work slashing some long-standing issues as well as some recently reported problems. We’ve focused on delivering a stronger foundation, by fixing over 200 issues -from AI to UI, and all letters in-between!

Together with these fixes, we’re also updating the stamina system to make it more consistent in its costs and less burdening, while still keeping it as a resource a skilled player should be able to master. Similar to that, blocking attacks will now consume stamina and while shield block is active stamina will now slowly regenerate.

We have also been working on QoL improvements for our modders, so they can continue to take full advantage of the modding possibilities within the game. Documentation for this changes has been provided in the Modding Discord channel, which you can read here.



Thanks once again for your ongoing feedback and support, and stay safe!

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.



New stamina and shield systems!



The Stamina system has been revamped to be more consistent across all actions. We’ve introduced the exhausted state which will replace the old and grey out of stamina state. Also, armor and encumberance will no longer increase stamina costs, but will affect the regeneration rates!
Shields have also been given some love, making them a more active feature, where skilled players will have to balance their use as any blocked attacks will now drain stamina, and having an active blocking shield will regenerate it at a slowed rate!

New building upgrade system!

Building pieces can now be upgraded or downgraded to any other pieces of
the same type! Behind the scenes, this has allowed us to present a more
robust and friendly set of tools modders can take full advantage of!



New setting to control thrall damage to players!


Want to give thralls a lesser edge when thwarting your enemies? Say no more! With this new server setting, you can now scale down (or up!) the damage followers deliver to other players!



  • Revamped stamina system!
  • Shields system overhaul!
  • New building upgrade system!
  • QoL changes for modders!
  • New setting to control thrall damage to players!
  • Tons and tons (and tons) of bug fixes!



  • Fixed an issue where the game could not be started with BattlEye enabled due to insufficient system resources.
  • Fixed a number of crashes.



  • Fixed a number of exploits used to crash a dedicated server.
  • Fixed a number of undermesh locations.
  • Fixed an issue that would allow to override healing animations.
  • Fixed an exploit in regards to obtaining infinite stamina.
  • Improved security measures against dedicated server network attacks.
  • Fixed an exploit in regards to alter character stats over normal values.



  • Revamped stamina system. More details about this are documented in the Balance Updates section.
  • Changed how shields work. More details about this are documented in the Combat Fixes section.
  • New building upgrade system. More details about this are documented in the Building and Placeable Fixes section.
    • Modding: This new system relies on GameplayTags instead of linking individual meshes in blueprints, allowing for easier access to upgrade systems. We will release detailed documentation about this change for modders in the upcoming days.
  • New server setting to control the amount of damage Thralls do to players. It can be found under Server Settings - Combat, or added manually to ServerSettings.ini (ThrallDamageToPlayersMultiplier).
  • Modding: We are deprecating E_WeaponComboType and will use String Enum instead for defining the weapon combo rules. We will release detailed documentation about this change for modders in the upcoming days.



  • Building pieces can now be upgraded or downgraded to other pieces of the same type. In addition, this allows DLC pieces to be cross-graded to other DLC pieces.
  • Fixed an issue in regards to building pieces not being fully removed when upgrading them to another tier.
  • Fixed the placement rules for Delving and Dyer’s benches so they don’t clip into the walls.
  • Fixed the Argossean Artisan Table’s collision box.
  • Buildings with updated pieces will no longer disappear after rejoining a session.
  • It’s no longer possible to stack foundation when attempting to replace them.
  • Fixed an issue where placeables were sometimes spawned in world with 0 HP.
  • Fixed an issue where damaged placeables were repaired on a server restart.



  • Crafting Rough Wraps, Wheels of Pain and Improved Tannery provided disproportionate amounts of XP. This has been fixed.
  • Fixed multiple recipes that did not appear under the feats tab after having learned them from a scroll.
  • Lower tier crafted Eldarium weapons can now be repaired with Master Weapon Repair kits.
  • Fixed an issue where the String of the Legion, the War-Axe of the Legion and the Mace of the Legion would not have the Variable functionality.
  • Fixed an inconsistency in the crafting requirements for the Dune Hunter Leggings and Shoes.



  • The use of shields has been revamped:
    • When an attacker hits a blocking character or when a defender blocks an attack with a shield, they may enter a rebound stun state.
    • Blocked attacks now deal stamina damage equal to their base health damage.
    • Whenever a shield blocks an attack, it loses durability. If a shield loses all of its durability as a result of an attack, the defender may enter a shield break stun state.
  • Increased invincibility frame on dodges from 0.2s to 0.4 seconds.
  • Herbal Tea and Honeyed Wine now provide a slight amount of healing.
  • Enemies from the “Bokrug’s Chosen”, “Servants of the Mi-go” and "Denizens of Shaggai” factions and Doels are now immune to poison effects, as intended.
  • Blood Defiler, Bloodless Husk and Blood-Moon Beasts are now immune to bleeding effects.
  • Fixed an issue that would cause charged bow shots to cause less damage than intended after having unlocked the “Flattening Shot” accuracy perk.
  • Non-human AI will now prioritize combo attacks over non-combo attacks.
  • Players can now trigger a dodge to interrupt healing wraps, but only 2.5 seconds into the animation. We are exploring this solution to give players some agency while not devaluing the commitment aspect of using bandages and their relationship to potions. We will continue to test and iterate on this.
  • Attack stamina consumption is now triggered on attack start instead of during the animation. This is to prevent some exploit and desync issues.



  • Fixed an issue where NPC AI, either enemies, followers or bosses, was unresponsive in certain underground locations and dungeons.
  • Fixed pathfinding issues non-playable characters were having in certain dungeons, vaults, and underground locations.
  • Explosive Jars no longer block NPC pathfinding.
  • Fixed an issue where followers would become unresponsive after being ordered to attack a target with the “Attack Nothing” state selected.
  • Fixed an issue where thralls would stop equipping or unequipping weapons under certain circumstances.
  • White horses now rock a white mane, as initially intended. (thank you, Daedalon, for bringing this to our attention)
  • Fixed an issue where the Attack command for followers would reset after a certain amount of time.
  • Neutral NPCs at the Camp of the Castaways can no longer be killed or knocked unconscious under specific cirumstances.
  • The Crew in the Camp of Castaways will now only attack thralls that attack them first.
  • Followers no longer suffer food poisoning when eating raw flesh if they have the raw food item in their diet list.
  • Thralls and followers should no longer teleport on top of the player while climbing, causing overencumbrance, death and general distress. Because that was a tiny bit rude.
  • We also taught the general concept of personal space, especially during these trying times, to thralls and pets. They should no longer teleport or move so close that there’s no secrets anymore between you and your followers.
  • Similarly, followers should no longer overlap with and push your character while on stairs and inclines. Stop it, Mufasa.
  • Fixed a number of issues where Children of Jhil would consistently fail to hit players with their attacks.
  • Fixed an issue with a certain T4 Surge Priest not being able to be KO’d.
  • Shadespiced versions of food can now be used to tame Siptah Rhino variants.
  • Fixed duplicated spawn points of Ignatius the Greedy in the Flotsam.
  • Fixed an issue in regards to the AI hate system that would cause an enemy to bounce back and forth between targets. They should now be more consistent in selecting a valid target and sticking to it.
  • Leashing has been improved and made more gradual. Keeping aggro on an enemy will be harder the further away from the initial leashing zone that enemy is.
  • Specialist thralls are now available in more surge types.
  • Fixed an issue where certain larger creatures could get stuck in a persistent leashing state when trying to return to their spawn point.



  • Stamina system changes:
    • Carried Load no longer increases the cost of stamina consuming actions. This should result in actions being more consistent in their cost.
    • Armor Type no longer increases the cost of some stamina consuming actions such as climbing.
    • Armor Type and Carried Load now modify the rate at which you can regenerate stamina. The values of each armor type and encumbrance level are tweak-able via server settings.
    • Stamina usage can now allow you to go into negative values. While your current stamina value is negative, you are Exhausted.
    • Exhaustion is now removed when your current stamina is greater than 0 instead of being removed when you’ve regenerated your entire bar of stamina.
    • It is no longer possible to dodge when over encumbered.
    • Stamina now regenerates while blocking, but at a much slower rate.
    • New server settings:
      LightArmorStaminaRegenMultiplier, MediumArmorStaminaRegenMultiplier, HeavyArmorStaminaRegenMultiplier, NoLoadStaminaRegenMultiplier, LightLoadStaminaRegenMultiplier ,MediumLoadStaminaRegenMultiplier ,HeavyLoadStaminaRegenMultiplier ,OverLoadStaminaRegenMultiplier, StaminaLightArmorNoLoadRegenMultiplier, StaminaLightArmorLightLoadRegenMultiplier, StaminaLightArmorMediumLoadRegenMultiplier, StaminaLightArmorHeavyLoadRegenMultiplier, StaminaLightArmorOverLoadRegenMultiplier, StaminaMediumArmorNoLoadRegenMultiplier, StaminaMediumArmorLightLoadRegenMultiplier, StaminaMediumArmorMediumLoadRegenMultiplier, StaminaMediumArmorHeavyLoadRegenMultiplier, StaminaMediumArmorOverLoadRegenMultiplier, StaminaHeavyArmorNoLoadRegenMultiplier, StaminaHeavyArmorLightLoadRegenMultiplier, StaminaHeavyArmorMediumLoadRegenMultiplier, StaminaHeavyArmorHeavyLoadRegenMultiplier, StaminaHeavyArmorOverLoadRegenMultiplier, StaminaRegenerationTime, StaminaExhaustionTime
  • Differences in stamina consumption between light, medium and heavy armor (*):
  • Light Armour - high stamina regeneration, most affected by over-encumbrance(*).
    • Time to regenerate full stamina, in seconds: 3.0 (No load), 5.0 (Light load), 7.0 (Medium load), 9.0 (Heavy load), 18.0 (Overload).
  • Medium Armour - average stamina regeneration, least affected by over-encumbrance.
    • Time to regenerate full stamina, in seconds: 5.0 (No load), 5.5 (Light load), 6.0 (Medium load), 6.5 (Heavy load), 13.0 (Overload).
  • Heavy Armour - low stamina regeneration, somewhat affected by over-encumbrance.
    • Time to regenerate full stamina, in seconds: 7.0 (No load), 8.0 (Light load), 9.0 (Medium load), 10.0 (Heavy load), 20.0 (Overload).
  • Crafting Eldarium weapons and armor now provides more XP.
  • Chilled Godbreaker now protects less against cold, and normal Godbreaker armor protects less against heat.
  • Insulation values for Debaucheries of Derketo armors have been re-balanced to be similar to other armor sets.
  • Increased expiration timers for Lingering Essence, Human Heart, Heart of a Hero and Unblemished Human Meat.
  • The cost to unlock the Rhino Saddle-Maker feat is now zero, to be consistent with other Saddle-Maker feats.
  • White Rhinoceros Calves now have an expiration timer.
  • Durable Light and Durable Medium sets now provide temperature insulation, as intended.
  • Equipped Warpaints are now lost on death regardless of server settings.
  • Rebalanced Yog’s Touch. This change is intended to bring Yog’s Touch to a point where it offers a unique gameplay style for a 1 handed axe user without being completely overpowered compared to other 1 handed axes in its class:
    • Health Damage changed to 51
    • Armor Penetration changed to 28%
  • Black Hand Boots now provide temperature resistances to heat and cold.
  • Slightly increased the stats of the Black Iron Bulkwark.
  • Adjusted weight values for all armor paddings.
  • Slightly lowered stats for Ancient weapons.
  • Reduced weight of wraps to 0.1. (Infused Wraps still have a weight of 0.58 and it will be adjusted in a future update).
  • The Storm now has no effect on mount endurance by default.
  • The Storm start-up and dissipation time is now 1 minute by default.
  • Re-balanced reward chances and costs of Eldarium recipes: players are now guaranteed a reward when delving an Eldarium item, but the costs of crafting them has increased (from 20 to 50).
  • Penetration values of “Oil of Penetration” and “Spiked Weapon Fitting” have been lowered (from 15% to 10%, down by 5%)



  • Fixed an issue where temperature resistance effects wouldn’t affect characters created after the temperature changes update.
  • Fixed an issue where, under certain circumstances, Storms would stop occurring naturally and couldn’t be forced via console either.
  • Fixed an issue where stamina would drain faster if the player character had been previously in AFK vanity camera mode during the same session.
  • Rejoining a session or exiting the “Gremlin’s Refuge” vault should no longer teleport players outside of the map boundaries.
  • Some items from Eldarium infused sets provided attribute bonuses inconsistent with their descriptions. This has now been fixed.
  • Some crafting tables would not emit light despite being in use. This has now been fixed.
  • The “Command a follower” Journey Step can be completed as intended again.
  • Fixed an issue where sometimes blood decals would not be visible on a character’s body after taking damage.
  • Fixed an issue that prevented Vault chests to refill their contents if they had been opened previously.
  • DropBackpackonDeath and DropShortcutbarOnDeath have been removed from server settings as they are obsolete. They should no longer appear in new servers.
  • Leyshrine Brazier inventories can now utilize all 5 slots.
  • Bisons on the Isle of Siptah now drop heads when harvested.
  • Repair hammers and skinning knives - including the Jhebbal Sag and Derketo tools - now display in the weapon display racks.
  • Graceful Night legendary weapon now drops with full durability.
  • Hammer of Thag now correctly provides bonus strength.
  • Khari weapons now correctly grant the intended bonus attributes.
  • Removed xx_Simms_Kopesh from the admin panel.
  • Fixed an issue where equipping Blinsidght head armor wouldn’t show on the player character.
  • Crafter Thralls should no longer disappear from their Workstations upon session rejoin.
  • Endowment, Chest, and Breast sliders are now accessible in the character re-customization through the Orb of Nergal.
  • “Antidote of One” perk should now be applied to the correct buffs.



  • Fixed a number of visual imperfections in the Leyshrine of Birdmen and the Leyshrine of the Demon.
  • A certain note located in a small cave in the Northwoods couldn’t be interacted with. This has now been fixed.
  • Addressed a visual imperfection in the Arms of Stone Vault Dial.
  • Fixed a visual glitch on the large trees within the Jungle Biome.



  • Fixed an issue that made the wrong particle effects play when hitting certain objects with certain weapons.
  • Fixed an issue that let players visually hit themselves.
  • Fixed an issue where some Vault cinematic would appear greyed out.



  • We fed some of our #spellchekker team members to the Elder Siege monsters to set an example. As a result, the surviving members took notice and voluntarily fixed a number of typos and grammar mistakes.
  • Eldarium-infused armor pieces were missing keywords indicating their grade. This has now been fixed.
  • Fixed a number of issues with some icons not showing in the Info UI screen.
  • Many Epic items had placeholder icons. This has now been addressed.
  • Generalized the information about temperature damage displayed in the Character’s stats screen.
  • The Epic Reptilian Chestpiece and Gauntlets had swapped their icons. This has now been fixed.
  • Removed Epic borders from regular versions of the Marksman’s set.
  • Fixed an issue where the descriptions of some crafting benches were cut-off in the Crafting and Feats tabs.
  • Fixed missing Epic frames on certain Epic Eldarium-infused Armor pieces.
  • Specific Improved workstations were missing a “Low Craft Time” keyword. This has now been fixed.
  • Demon-Fire orb and Gas orb now have damage values shown in the UI.
  • Fixed an issue where Feats taught by Grandmaster Tanner had incomplete descriptions.
  • Fixed a number of placeholder text issues in the description of certain workstations.
  • Corrected keyword on the Practice Great Sword.
  • Fixed misleading keyword of Flotsam Awning pieces.
  • Added missing Diseased keyword to the Diseased Knives.
  • Blood-Moon Beast now has the correct boss health frame.
  • Fixed an issue where Sigils from certain Vaults had swapped names.
  • Eldarium Ingots are now marked as High Grade tier in their keyword.
  • Changed the Elder Constructions feat icon.
  • Wildlife Siptah Tiger Alpha now has a miniboss health bar frame.
  • Fixed missing keywords on the Blindsight armor piece.
  • Corrected inconsistency in the Rhino Travel Heavy Saddle description.
  • The Maelstrom Rhino feat is now visible in the Survival tab of the Feats screen.
  • Added clarification in the description of items from the Elder Construction feat.
  • Updated the long description of Brittle Edge.
  • Addressed an inconsistency in the description of Diseased Spike.
  • Addressed an inconsistency in the descriptions of non-Epic versions of Eldarium weapons.
  • Fixed an issue where player map and death markers would show in out of boundaries location when being inside of certain Vaults.
  • Addressed misleading descriptions for all endgame Vault crafted legendaries.
  • Perfected Paddings had placeholder icons in their Info section. This has now been fixed.
  • Fixed a number of placeholder icons in the admin panel item list.
  • Fixed missing translations in names and descriptions of Rhino Saddles’ recipes.
  • Streaming mode now also hides the FuncomID.
  • All new crafting tables should have their correct icons now.
  • “Isle of Siptah” and “Exiled Lands” are now localized in the Map Name drop-down selection in the Server Browser.



  • Updated the sound FX for Leyshrine lever pull reactions.
  • Modified Isle of Siptah music so it can be properly Modded.
Conan Exiles - Ignasis (Community Team)
Greetings Exiles,

On Wednesday, January 6th, starting at 8AM UTC (9AM CET), there will be a planned maintenance on all official servers, all platforms.
Our hosting partner will be running a scheduled update of each hosted machine. This can lead to up to a 90-minute downtime depending on the server.

Thank you for your patience an understanding, and stay safe!
Conan Exiles - Nicole V(Community Manager)
Hello Exiles!

I wanted to catch everyone up on what the team has been working on since the Isle of Siptah Early Access launch and give a preview of what is coming to Conan Exiles in early 2021.

First thing first, let’s chat Isle of Siptah. We released in Early Access on September 15th, and since then we have been releasing small updates to fix bugs, adjust balance, and address some of the feedback we have received. We have also been reading the reviews players have posted on Steam, our forums, and social media.

When we released Isle of Siptah we knew that we were making some risky decisions and tweaking some of the core aspects of Conan Exiles that people have come to love and embrace over the past 4 years. Some of the features with Isle of Siptah have been well–received, and some of them have not. Below you will see two charts that attempt to categorize the most common comments we have seen on reviews:
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Conan Exiles is a sandbox game where the players can decide how they want to play. We also have different server types which allow very different communities to play and experience the game in the way they like the most. On top of this we allow mods which can take the game in amazing new directions that we never expected. The result is that we end up having a lot of different core user types that expect and want different things. We expect any change to potentially upset some users in the various groups, but it is obvious that we have missed the mark with too many of our customers with Isle of Siptah. This is something we plan to address.

One of the main purposes of having an Early Access period is precisely so we can receive feedback from the community and tweak and improve our game as we move towards full launch.

Improvements to the Isle of Siptah
Some of the negative feedback we received during Early Access was that the Isle of Siptah seemed emptier than the Exiled Lands (lacking NPC camps for example), that there were too few good places to build, that the storm was too dominating, that the map itself seemed a bit too small, that there was not enough PvE content, that you couldn’t transfer characters between maps and that it was too cumbersome to capture thralls.

Going forward we will improve the Isle of Siptah expansion significantly in all these aspects by:
  • Introducing many new NPC camps around the map
  • Populate the camps with humans who can be captured as thralls
  • Expand the island map to the south with new content and desirable building locations
  • Tone down the intensity of the storm and make it possible to build within the storm area
  • Break the links between the vaults, the storm, and the surge
  • Introduce purges with enemies from the island
  • Introduce new activities and new PvE mechanics
  • Make new and unique placeables for the Isle of Siptah
  • Introduce a new religion and new avatar
  • Open a chamber in the Tower of Siptah, with great rewards to be found inside
  • Allow character transfers between the Exiled Lands and the Isle of Siptah

All New NPC Camps
NPC camps, full of life and activity, greatly increase the richness of the world of Conan Exiles. We will introduce many such camps to the Isle of Siptah. These camps will have a host of different human NPCs which can be captured as thralls just like in the Exiled Lands.

{STEAM_CLAN_IMAGE}/25298994/1f3e7b316c94f081f3bc8c4bdce2c640c5afba9b.jpg
A new camp is being built with exclusive on-land diving board facilities.

The camps will vary in size and come from three different factions. Stygian mercenaries have settled on the Isle of Siptah. They are eager to restore the colony their ancestors left behind on the island and view it of great strategic importance as a stop off for traders between Argos, Stygia and the Black Kingdoms.

Black Corsair pirates have also landed here. Their nefarious purposes are shrouded in mystery, and they do not seem particularly fond of strangers. If you venture too close to their newly formed camps, you will see many bodies impaled on spikes, serving as a warning to trespassers.

Near the black tower in the middle of the island, a new and especially large camp has formed. Can those who dwell there be survivors of the devilish sorcery of the surges? The terrifying experience of being taken from their homes and dragged though the outer dark to end up on the Isle of Siptah must surely have driven them mad, as they now work side-by-side with the horrific creatures of the storm.

{STEAM_CLAN_IMAGE}/25298994/5431b7baf630fb0930c9f89b418ca8f4eb7132d8.jpg
A new camp is taking shape near the Tower of Siptah

Vaults, Storm, and Surge Changed
The Isle of Siptah expansion offered a new game loop consisting of three components: the vaults, the storm, and the surge. The intent was for you to complete vaults to gain sigils and eldarium, use the sigils to kill monsters in the storm to harvest their essence, then finally use the eldarium and essences to summon a surge for a chance to capture thralls.

We realize that many people find this process too cumbersome and we are responding to your feedback by breaking the features’ dependence on each other.

Vaults will all be rebalanced to be level 60 dungeons, each with their own unique rewards. Vaults will still be the source of eldarium on the isle, and eldarium will still be used to delve and craft new recipes.

The storm will become less pervasive, allowing you to build within its area of effect without drawing the attention of the creatures of the storm. You may now hunt these horrors of the outer void for new and unique rewards, and they won’t be the only source of the essences needed to power the surge.

The surge will largely remain the same as it is now, but the rewards will be changed. Completing a surge may reward you with a Fragment of Power. These fragments can be used inside a chamber in the Tower of Siptah for new and great rewards! The surge will no longer be the only source of thralls on the island with the introduction of the many NPC camps.

{STEAM_CLAN_IMAGE}/25298994/77584507b94bf5815cd41a408653fb17aead3bbb.jpg
Many vaults are being rebalanced and will offer unique rewards.

New Lands, Purges, New Religion, and Much More
We are expanding the size of the Isle of Siptah to the south, and with these new lands the overland map size of the island will be over 90% that of the Exiled Lands. This area will be divided into three different biomes, with the Ashlands, the Floodlands, and the Savannah.

There will be many desirable base building locations in these lands plus new NPC cities from two new races. Several mysterious black pools can be found in one of these cities, and they will be linked to an all new PvE mechanic allowing you to test your mettle in brutal fights against monstrous opponents. We are also planning several new activities which encourage exploration of the Isle of Siptah and the opportunity to free human NPCs from camps, making them your followers.

A new religion with its own unique weapons, tool, priest outfit, avatar and altars is coming. Its avatar is a horrific monster like no other, sure to give those with a faint heart or a certain phobia nightmares.

In addition, purges (like those you can find in the Exiled Lands, where large groups of enemies attack your base) are coming to the Isle of Siptah. The area you build in will determine the types of purges you can get, some of which come from the hideous creatures from the vaults, the storm monsters, or humans from the new NPC camps. A new mechanic will be introduced to these purges, allowing you to use resources to either prevent or provoke a purge.

And finally, we know that many of you have been asking for a way to transfer your characters between the Exiled Lands and the Isle of Siptah, and we are happy to say that we are working on letting you do so. A character transfer system will be introduced during Isle of Siptah Early Access to allow you to use your favorite character on the map you choose to play on.

We would like to thank everyone for their continued support and for all their Early Access feedback, helping us improve the Isle of Siptah expansion. We wish everyone who celebrate happy holidays and a happy new year!
{STEAM_CLAN_IMAGE}/25298994/4f9aacb8b0fab59350102a166083ba71046c31f2.jpg
One of the cities being built in the new lands coming to the Isle of Siptah.
Dec 17, 2020
Conan Exiles - Nicole V(Community Manager)
2020 was a tough year for even the strongest barbarian. It was a long year riddled with sandstorms filled with pestilence, where the only escape was staying indoors with a sandstorm mask to wait it out. But as with all sandstorms, they eventually come to an end.

Hold strong and pray to Crom as 2021 brings new challenges to our land!
We wish all of you a safe and happy Holiday!

Side note, Conan is preparing a reindeer stew for a feast so do stop by for a serving.

Nov 25, 2020
Conan Exiles - Andy B - Community Manager


Exiles,

We've been through a heck of a year together, and we can't thank you enough for your continued love and support of Conan Exiles!

Nominations for the Steam Awards 2020 are now open, and we'd be thrilled if you gave us a nod for "Labor of Love". We're committed to delivering the best of Hyborian brutality for our adventurers, PvPers, builders, modders, and RPers for a long time to come. Let's continue to survive, build, and dominate together into 2021!

By Crom,
The Conan Exiles Team
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