Community Announcements - Ignasis (Community Team)
Greetings Exiles!
We’re excited to bring to you a new Testlive patch that introduces a long-requested feature, the Followers Management system! From a new tab in your player menu you’ll now be able to get information and manage your followers at a glance, adding a few new QoL improvements as well.
This is the first iteration of our next content patch. We’ve listened to your feedback and we agree that Testlive should be a meaningful platform for a long-term improvement of the game. This is why we’ve decided to put this patch first in your hands so you can help us detect, improve on issues and shape the experience before we release it officially on all platforms.
We are also introducing a new feature, the Funcom Launcher. The idea is for this to be a platform where you will have easy access to the latest news, forums, DLCs and patch notes, without increasing the time it takes for you to enter the game. You can read more about it in this separate thread, where we’ll be collecting all your constructive feedback about this new feature.
Don’t hesitate to give this patch a try and let us know of any issues you might find so we can fix and improve on them during the upcoming weeks.
Thanks again for your ongoing support and feedback.
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 Follower Management System!
With great power comes great responsibility! Following up on our follower leveling system, we’re introducing the Follower Management System. From this screen you’ll have at a glance an overview over your army of followers, giving you extra control even from a distance! You can access it from a new tab in the player menu. From this new screen you will be able to…
View your current number of followers!
If you have the population enabled in your server or single player game, you will be able to check your current quota of followers as well as the maximum you’re allowed based on the server settings. Quick and easy!
Check stats, rescue and break bonds from a distance!
From the management screen you can now break bonds with those followers you’re no longer interested in keeping. Just click on them and select “Break Bond” from the menu. Much easier than having to deal with the emotional trauma of doing it face to face! We have also added a new extra functionality! Tired of those pesky followers who chose to disappear in the middle of the night? You can now recall them to your position (as long as you’re within your claim) to keep them under control! However, this power comes with a few caveats. First, when they get rescued, they will lose their inventory and equipment. After you have used recall, you (or your clan) won’t be able to use it again for a certain period of time (cooldown), and those followers who were engaged in combat recently will not be able to be recalled until a certain time has passed. Best of all, both timers are customizable! (via ini edit at the moment)
Locate your followers in the map!
Similar to the current feature where you can see your fellow clan mates in the map, you can now also keep an overview on where your followers are at any moment. Off by default, you can select which one of your thralls or pets you want to see located in the map. No more hide and seek!
Introducing the new Funcom Launcher!
The next time you log in to Conan Exiles via the TestLive client on Steam, you will be greeted by a new launcher window. We encourage you to try it and report any issues you encounter, as well as provide suggestions you may have for further improvements, on this separate thread.
New Follower Management System!
First batch of AI fixes!
Introducing the Funcom Launcher!
Currently Known Issues
This is a Work in Progress build and as such some features might not work as intended. Please share your feedback should you encounter any issues, so we can fix them in a future iteration of this patch.
Additional tweaks to the issue where players would get randomly killed when interacting with certain meshes or reaching certain locations. Fixed an exploit regarding building pieces. Deployed measures against server flooding.
Follower management system! Command and track your followers with new and improved tools.
You now can break bonds with followers remotely.
You can now recall followers to your position if you’re within your claim. This feature has a cooldown and restrictions to avoid possible abuse.
You can now see your followers on the map. You can select which followers you want to be displayed this way and which ones you don’t (unticked by default).
Fixed an issue that would cause armor penetration to stack on consecutive bow shots.
Fixed an issue that would cause the Rhino King not to retaliate against attacks.
Fixed an issue with stationary NPC awareness that would cause them to be unresponsive if they had previously rotated.
NPCs should now properly switch weapons, even to melee, if their throwing weapon runs out or their shields break.
Thralls that switched from melee to ranged or viceversa should no longer remain in a contemplative, unresponsive state, wondering what’s the point of life or if pineapple belongs in pizza (it does).
Fixed an issue where the Purge would fail to find an appropriate target if the player had not been in LOD range of a qualifying construction.
Sprinting should no longer persist after mounting and dismounting a horse under certain circumstances.
Torches can now be equipped while traversing water bodies on a horse.
Fixed an issue where mounted combat animations could be interrupted.
Fixed a number of French localization issues for certain items and stats. #le-spellchekker
Fixed an issue where the “Password Protected” prompt would disappear when leaving a session with vanity camera active.
Added follower management tab to player menu.
Followers location is now displayed in the map (off by default).
Fixed an issue where humanoid NPCs would continuously play drunk emote animations and sound effects when idle. #idleresponsibly
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.
Community Announcements - Ignasis (Community Team)
Greetings Exiles!
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. As a thank you to all of you for your amazing support since the game launched, we’re bringing the most anticipated and long requested feature since the early days of the game! Coconut clappingMounts!
From a foal to a majestic and loyal War horse, you can breed and train your trusty steed and ride into battle (or where adventure calls you) with the new Mount system. Not only you can 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. You can read all about it in our recent write-up. As a huge thank you for all your dedicated 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.
We have also continued our work in balancing and overhauling more aspects of the combat system in the game. 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. We have also overhauled the trebuchet, as well as a myriad of tweaks and balancing to weapons and fighting situations we’d love to hear your feedback about.
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. We can’t wait to let you give this new update a try before its official release so you can share your opinion, thoughts and suggestions with us in the comments below and our Testlive forum section.
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. 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.
Mounts!
Mounted combat!
New weapon archetype: Lances!
Follower leveling system!
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
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.
Khari Steel bars and Fragments of power now automatically stack after being collected from specific chests.
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 and 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.
Community Announcements - Ignasis (Community Team)
Hey everybody!
We’re deploying a quick hotfix with some extra changes regarding the inventory optimizations introduced in our latest Testlive patch, as well as a fix to an issue with particle effects and a few extra stability updates.
Thanks for your support and keep sending us your feedback in the comments below or in the Testlive section in the forums!
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.
Further inventory optimizations for listen and dedicated servers that should improve performance in situations where a group of players approaches NPC camps or a dungeon.
Fixed a crash regarding the particle and skinning system.
Fixed a number of crashes that happen on the loading screen.
Fixed crash related to VoIP communication.
Other stability updates.
Fixed a number of exploits regarding item duplication.
Reduced the World Breaker’s armor penetration value.
Re-enabled particle effects during the Wine Cellar boss fight.
Community Announcements - Ignasis (Community Team)
Greetings Exiles!
We got a new Testlive patch with another slice of free new content: The Wine Cellar dungeon. Unveil the dark secrets of the past unearthed by the greed of the Relic Hunters, who in their rally for treasure awakened a long forgotten civilization better left in the past!
We’ve also introduced new optimizations for inventories that should help performance and stability alike, as well as the usual round of general bugfixes. We can’t wait for all of you to try out this new content and give us your opinion in the comments below!
Thanks again for all 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.
New Dungeon: The Wine Cellar Follow the path unearthed by the Relic Hunters and descent into the ruins of an old city whose inhabitants used to summon and worship something better left unknown. New loot and challenges await for those brave enough to follow the trail down the wine cellar.
Added a new dungeon full of new loot and surprises: The Wine Cellar.
Inventory technical optimizations.
Exploit fixes.
Many environmental fixes.
New animations.
… and more!
Implemented inventory optimizations that should increase stability and performance.
Fixed an issue that would allow getting outside the playable area in some dungeons.
Fixed additional undermesh locations.
Fixed additional instances in which players could obtain infinite stamina.
Fixed an exploit in regards to Attributes.
Implemented a new feature to validate attribute points spent to prevent possible exploits. This feature can be disabled in private servers.
Fixed additional exploits regarding stacking building pieces.
Fixed an exploit in regards to teleporting using the maproom.
New dungeon: The Wine Cellar! Discover the new feats, loot and surprises this new dungeon hides inside.
Upgrading altars outside of rendering distance should no longer cause a loss of stability in listen servers.
Warpaint - Accuracy now requires a the correct dye to craft it.
The crafting cost of cage and large cage has been adjusted.
Adjusted the crafting costs of several items.
Added Dye button for the Flawless Vanir Heavy Tasset.
Decreased crafting speed of Twine in the player inventory from 1 to 2 seconds.
Crafting the Set Idol no longer grants a Manifestation of Zeal.
The two-handed sword heavy combo has been improved, making it more difficult for the player to be interrupted while performing each attack.
Humanoid non-boss undead enemies can now be staggered.
NPCs could get stuck or walk under the mesh in Eyelet Lake. This has been resolved.
Fixed a spot in Scuttler’s Shortcut which could not be reached by NPCs.
Resolved additional spots in which boss encounters could be cheesed. #grating
Black Corsair Elite NPCs can’t be converted into thralls anymore, as intended.
Acid arrows now do 2 damage per tick to equipment.
Master reinforcement kit no longer reduces resource gathering of a tool to 0, but it increases its weight by 3.
Dong-tastic news! The potion of endowment works again!
Fixed a visual imperfection in some items of the Riddle of Steel and Blood and Sand DLC packs.
Removed headbobbing while flying in first person view.
The Sword of N’Ruka now correctly grants its Grit bonus.
Shield of Zabweth now correctly grants its Survival bonus.
It is no longer possible to avoid falling damage by falling onto NPCs.
Fixed several visual and functional issues with emotes.
Fixed a number of issues with world collision and spots in the map where players and NPCs could get stuck.
Fixed many minor visual imperfections in different spots of the map.
Corrected an area in the Temple of Frost where players could die to the Cursed Wall.
Improved general performance in a few spots of the map.
It is no longer possible to build inside the camp east of the Sinkhole.
Added new idle animations for player characters.
Generally improved player animations.
The #spellchekker team has been working hard to get out of the galleys by fixing a good chunk of typos and grammar mistakes. Let us know if we should send them back.
The emotes menu is now accessible in vanity camera mode.
Added a new option in the Emote menu to allow the player to stop playing an ongoing emote.
Fixed an issue that would show a proving grounds prompt on the loading screen when loading into the game under certain circumstances.
An empty compost heap should not generate bee hive sound effects anymore.
Fixed some instances in which sound effects would not be played while walking in water.
Trello Report Board
We have a public bug tracking board here! You can check this to track the issues that get brought up by the community the most. In the “For prioritization” column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here.
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.
Community Announcements - Ignasis (Community Team)
Greetings exiles!
We're back with another Testlive patch, full of new and juicy mechanics and features for your to check out. This is a preview of what's coming in Update 37, which we also highlighted in our latest dev stream.
There's also a huge amount of fixes to various bugs and issues to be found in this update, in addition to some known issues that will be fixed ASAP.
Thank you once again to our incredible community for your amazing support with Conan Exiles.
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.
Battle Standards
The new Battle Standard placeable will allow you to establish a PvP zone on PvE servers. This is perfect for players on passive servers who sometimes want to engage in combat without the risk of losing everything.
Anyone who steps inside a Battle Standard's area of effect will be eligible to engage in PvP combat. Activating PvP is completely optional, so people can’t grief you by suddenly plonking down a Battle Standard and gunning for a fight.
You’ll also get to keep your inventory if you die inside a Battle Standard’s area of influence, so the PvP combat is fairly risk free.
Short Swords and Two-handed Great Axes
With this update we’re introducing two new weapon types to Conan Exiles: Short Swords and Two-handed Great Axes. Of course, they come with their own combos and animations.
The axes work like a fusion between the warhammers and dual wielding axes. With this in your arsenal you can spin around like a top, causing a lot of damage over a large area. Be careful so you don’t run out of stamina though, which will leave you vulnerable.
Short swords are a faster alternative to regular broadswords and will let you perform simple stab and slash combos until you run out of stamina. They’re meant to be used against single enemies as the stab and swing have a very narrow radius.
Weapon Animation Changes
In Update 37, we’re changing the combat animations for the Longsword, Great Sword and Pike weapon types. They won’t behave radically different to how they used to, but you will notice a few differences.
Here are the changes we’ve made:
Longswords have been made more refined, by giving them a longer “linger window” between each attack, and a new finishing animation in the Heavy attack combo chain. Instead of a leap forward, the finishing move is now a simple horizontal forward slash. The new finisher has less range, but there’s less chance of overextending and going past your enemy.
Great Swords have been tuned to be more effective against crowds. The overhead smash attack can now be found on the CTRL key (meaning we’ve removed the kick for this weapon), and the opening of a Heavy attack combo is now a big, 180 degree, horizontal slash. The full set of heavy attacks damages a wide area and can be quite effective when surrounded by several enemies.
The two-handed Pikes are probably getting the biggest change of the bunch. It’s no longer a crowd control weapon and has been reworked into a weapon that’s more effective in close quarters against a single enemy. The light attack combo chain is now a series of poke attacks like the heavy attacks. The difference is that the light attacks will plant your feet instead of pushing you forward.
Test them out, see how you like it, and let us know how it works in the comments below!
New mod kits/upgrades
We are expanding the ways you can modify your weapons and armor with the addition of weapon oils. These are more powerful versions of the already existing mod kits, with the drawback that the boosts they provide are time limited. The oil will also severely drain the durability of whatever it’s applied to once the timer has run out.
The “Weapon Oils” feat can be purchased from the Archivist in the Unnamed City for 5 Fragments of Power. Oils are crafted at the Firebowl Cauldron. Only one can be active at a time and applying a new kit or oil will override the current effect.
Oil of Damage – Either increases weapon damage by 10% permanently or increases weapon damage by 25% temporarily
Oil of Penetration – Increases weapon armor penetration
Oil of Harvest – Increases amount of resources obtained per swing of a harvesting tool.
Oil of Concussion – Increases concussion damage on a weapon
Oil of Balance – Decreases a weapon’s Stamina cost per attack
We’re also introducing new Master level weapon fittings and kits, which come with great boons, but also severe drawbacks. These can be learned by unlocking the Grandmaster Armorsmith and Grandmaster Weaponsmith feats in a certain dungeon.
Battle Standards!
New weapons: 2h axes and short swords.
New animations.
Exploit fixing.
Combat balancing changes.
Balancing changes to several weapons, armor and items.
The Sword of Crom no longer makes thralls act unresponsively.
Altars placed on foundations should no longer disappear after upgrading them to higher Tier.
...and many more fixes, balancing changes and QoL additions!
Currently Known Issues
Some spelling and grammar errors. #spellchekkerteambackongruel
Some visual bugs
Client crash bugs (Will be fixed ASAP)
Battle Standard functionality is partially preserved on PVP servers (already fixed internally)
Pathfinding issues when a companion follows the player over thin ice
Hanuman's Gift potion does not grant bonus attributes every time
---
Fixed a number of undermeshing locations.
Fixed a case where it was possible to loot corpses through walls.
It is no longer possible to build inside the Warmaker's Sanctuary.
Fixed a crash relating to exploiting.
Fixed an exploit that allowed players to gain infinite stamina.
Fixed an issue that allowed players to attack without using stamina.
Fixed an issue where it was possible to climb without using stamina.
Fixed an exploit allowing stunlocking enemies with daggers.
New Weapon Type: Two-Handed Axes (Great Axes). These axes allow for wide, powerful swings that will decimate your opponents en masse.
New Modkits and Weapon Oils are now available. New Modkits can be learned from inside the Warmaker's Sanctuary dungeon, while the Weapon Oils can be purchased from the Archivist in the Unnamed City.
New Weapon Type: Short Swords. These swords allow for accurate, forward-motion stabs as opposed to the wider swings from their larger cousins.
New Placeable: Battle Standard
The Battle Standard allows you to combat other players, even on PvE servers. The system is an OPT-IN system (meaning, you have to agree to the terms before it becomes active) that is not forced on you when entering the area and you can choose to ignore all PvP should you choose to.
Dying to PvP combat while in range of the Battle Standard also prevents you from dropping your loot, allowing you to create designated PvP areas. The Battle Standards can also be picked up by anyone as they disregard ownership.
Giant King Statuettes should no longer have 0 hitpoints when placed.
Altars placed on foundations should no longer disappear after upgrading them to higher Tier.
The Kiln should no longer display as having 0 hitpoints when placed.
Added thin lines inside the Yamatai and Pict foundations and ceilings in order to more easily show the direction of planks when placing these pieces.
Hyperborean Slaver Epic armor no longer requires double the amount of Hardened Steel bars.
Crafting cost for one of the Impaled Skulls was homogenized.
Turan Furniture-Maker recipes now correctly inform you about which crafting station is used for them.
Exceptional/Flawless items can no longer be crafted without having the required Feat unlocked.
Acid and Smoke arrows can now properly be dragged onto bows.
The Fluid Swings perk now correctly reduce stamina cost for heavy attacks.
The Shank now correctly applies Sunder on hit.
It's no longer possible to apply poisons to "The Festering One", since it has poison on it by default.
Doom and Shark Bite should now correctly (but rarely) hit for bonus damage.
The Sword of Crom no longer makes thralls act unresponsively.
Fixed an issue where the Rocknose purge would spawn too many Ice Rocknose Kings.
Children of Jhil now rarely drop Hollowbone arrows.
Bandages now get rid of bleeds immediately, applies healing but confers a strong cripple effect.
Stat buffs from various sources no longer stack. In addition, the bonuses granted from the Warmaker dungeon books have been reduced from +8 to +4.
The chest in Hanuman's Grotto will now grant pets 20% of the time instead of 100% of the time. If a pet is not given out, Hanuman's Gift (potion) will be granted instead.
The Sobek armor bonuses have been rebalanced.
Hunter's Potion now grants +5 Accuracy instead of +8.
The effect of the perk "Gluttonous Gains" has been reduced somewhat.
DLC Armors should no longer differ from basegame armors in terms of amount of temperature protection.
Claw weapons have had their stamina cost increased, damage lowered and it's no longer possible to poison them. In addition, the bosses "Claw" and "Rake" now drop the Bestial Claws more rarely.
Light armors have had their armor values reduced.
Heavy armors have had their armor values increased.
The Sunder effect no longer causes 20% armor removal per stack; this now reduces armor by 10% per stack instead, making armor more valuable.
Beds should no longer lose their binding after rejoining a singleplayer session.
Setite Cult Helmet should now provide the correct bonus.
Fixed an issue where Flawless and Exceptional Reptilian gauntlets would grant bonus points to two attributes.
Practice Swords now have correct blood-splatters on them.
Explosive Jars can no longer be suspended on walls.
Hanuman's Gift potion may now correctly grant bonus to Vitality.
Fixed an issue where it was not possible to interact with objects through open door.
Survival stat now correctly reduce the duration time for negative effects.
Gold-Vein Rocknoses now correctly drop Gold-vein carcasses when harvested instead of normal rocknose carcasses.
Fixed an issue where the Keystone would not be destroyed after it was used.
Fixed an issue where PvP servers are switched to PvE mode and lose their Region after entering admin mode.
Skeletal Serpentmen now correctly drop their heads when harvested with the correct tool.
Fixed an issue where it was possible to avoid fall damage by landing on an NPC.
Fixed a number of locations where it was possible to cheese boss-encounters. #grating
Fixed a number of stuck spots in the world.
It is no longer possible to climb inside the Warmaker's Sanctuary while playing the single-player mode.
Terrain/Environment Fix.
Tweaked some visual imperfections in the world.
Fixed an issue where the light from Furnaces would be extremely bright and flicker when reflected by wet surfaces.
Updated surface swim animations to fix issue with floating weapon if a weapon is equipped.
Added underwater swing animations for hatchet, pick and sickle.
Removed one of the ghost cinematics near the Shattered Basin.
1H Sword animation changes: The One-Handed Sword has received new animations for some of the attacks in order to bring it more closely to the intended weapon profile.
Spear animation changes: The spear have received a number of new animations in order to bring it more in line with its intended weapon identity. The light attacks are now stationary and no longer have wide swings.
Two-Handed Sword animation changes: The Two-Handed swords have received a number of new animations in order to bring it more in line with its intended weapon identity, making it swing in wider arcs. The overhead smash has been moved from the first heavy combo-step into the alternate-attack button and replaced with a wider swing.
After a few days in the galleys, our #spellchekker has fixed a number of spelling and grammar errors in item names and descriptions as well as names for NPCs.
Fixed a number of keywords for weapons.
Fixed some descriptions for buffs, amongst others the buff granted by Riptide.
The Journey Step "Experience the heat of the volcano" has been renamed to "Survive scorching heat" as this more accurately reflects the unlock.
The Skeleton Warrior is now using the correct icon.
Health bar should no longer persist when a player dies from the Executioner's weapons.
Inspecting Wells with a repair hammer now correctly shows the structure information.
Fixed an inconsistency between Giant King Statuette icons and their in-game models.
Fixed an issue where Video settings Restore Defaults would not apply Windowed mode or resolution.
Rockslide now has the correct amount of skulls on its Health Bar.
Rake and Claw bosses now have the correct amount of skulls on their Health Bars.
Player List now updates correctly when any Player leaves the session.
Using multiple Vehemence Elixirs in short period of time should no longer duplicate buff prompts.
Player List in the Admin Panel can now be scrolled with a controller.
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](https://forums.funcom.com/t/how-to-access-testlive/3936).
Community Announcements - Jens Erik (Community Manager)
Hey folks! We have a new patch out for the Testlive branch with several Purge and UI fixes, as well as several quality of life improvements.
Patch Highlights
New and Improved VOIPWith this Testlive patch we're rolling out our new and improved VOIP system, which should make using in-game voice chat significantly better. We hope our roleplaying community enjoys these improvements. Please test this new feature and provide us with as much detailed feedback as you can.
If you have distortion issues when talking with other players then reduce "Voice Chat" setting in audio settings to less than 80%".
Unnamed City Revamp
As detailed during our previous Conan Exiles stream, we're revamping the Unnamed City area to provide more loot and more challenge to players. This includes adding in 8 new named bosses, several minibosses, legendary armor pieces, new legendary weapons.
Bosses in the Unnamed City will also drop Fragments of Power, special items you can exchange somewhere in the Unnamed City.
The idea is to make the Unnamed City more challenging and enjoyable to play, and to give players a reason to travel to the city for loot and other goodies.
Currently Known Issues
First selecting "Female" at character creation and then slecting "Head Options", "Face Details" or "Finalize Character" might move the camera past the player avatar, making it impossible to see your character
Selecting "Male" at character creation might render your avatar invisible when browsing the "Face", "Hair" and "Facial Hair" options.
The new special health-bars have a lower vertical offset than intended.
VoIP from other players can sound distorted unless you set your Voice chat and/or master volume to 80% or less
After putting down a placeable, the item persists. Current workaround is to climb to remove this. It will be fixed
Patch Notes
Exploit Fixes
Fixed an issue where it was possible to gain unlimited oxygen
Fixed an issue where fire created by a combination of orbs would damage players on unintended situations
Fixed an issue where players could walk underwater
New Additions
Thralls no longer use the hunger system to keep them alive. Instead, their life is terminated once a member of the clan to which they belong to has not logged into the game for two weeks (official servers). This is tied to the server setting for maximum decay time. Thralls still do gain buffs from eating food
New Crafting station : Dismantling bench. This bench allows you to dismantle placeables, building pieces, weapons and armors
For modders - there is now new configurators for CraftingQueue components: CraftTimeMultiplier and CraftResultMultiplier. CraftTimeMultiplier allows you control base crafting-time per station instead of/in addition to thralls. CraftResultMultiplier multiplies the output of the crafting stations (as the name implies)
Added user interface to let players rate servers. This is currently non-functional, but will be activated in a future patch.
A tombstone appears now on your death, marking the spot in which you died and making it easier to retrieve your inventory.
Added a new set of health-bars to differentiate elite and boss enemies from the rest
AI and Thrall Fixes
Ghamm the Worn has remembered his cultural legacy and can now craft the Zamorian Dancer outfit recipes
Increased visual varitety for named thralls slightly
Some spiced and salted meats were not correctly assigned to the Specialist Cooking recipes, this is now fixed.
Flawless Zingaran Freebooter Armor is now available from the correct thralls
Rhino pets should no longer be lured by the Rhino lure
Fixed an issue where NPCs would stop using combos or use incomplete combos
Building and Placeables Fixes
Fixed an issue where certain Fence Foundations would clip through Yamatai Wedge Foundation
Building and item information is now displayed underwater when pointed at with Repair Hammer
Removed the destructible mesh from the Improved Firebowl cauldron
Gateways can no longer be attached to each other without the need of a foundation
Fixed an issue where fences, crenelated walls and hatch-frames could not be attached to ramps
Stability requirement for Right/Left sloping Inverted walls are now the same as before (20 as opposed to 25)
Purge Fixes
Fixes issue where slider for purge score required for purge had an unreasonable scale
The Purge server setting for "How many times per day" has been replaced with a server setting for delay between Purges
After the purge preparation warning has been shown there should now be a UI element counting down on the main screen UI so people that log in don't miss the warning, and also as a reminder
Hovering over the Purge meter in the inventory view now displays a tool-tip that clarifies the function
Fixed an issue where the Purge meter would not fill if the player has no buildings, causing confusion
Balance Updates
Increased the effect of Flexibility kits on armors
}QoL Improvements
Unconscious NPCs should no longer be dragged underneath the floor of elevators
It is now possible to navigate through Admin Panel while using controller or keyboard
Server Browser list now has a new column showing average active players
It should now be possible to quick loot items in Containers while swimming or treading in a water
It is now possible to move items from Radial menu to Inventory if sort by Name or Heaviest First filters are toggled on
The crafting inventory for players and crafting stations have been reordered. It should now be much easier to find recipes there.
General Bugfixes
Sanctuary of Mitra no longer has misaligned flames
Standing torches near the Wardtowers now generate light
Removing an animal from an Animal Pen should now interrupt crafting queue if Dung is being crafted
First changes made in "Keybindings" tab are now saved correctly
Fixed an issue where it was possible to have an active placement brush while the character held a weapon
The "Freeze Time" and "Freeze Sky" in the Admin Panel now works as intended in COOP
The journey step "Store goods" now correctly triggers when putting items into crates and cupboards as well as storage chests
Some epic armors did not trigger the "Equip an epic armor" journey step. This is now fixed.
Added some missing foods as fuel to the Wheel of Pain
The Large Water well can now be used to fill up water containers correctly
Fixed an issue where the placement brush for building pieces would rotate while other players nearby were building
The Derketo Dancer outfit is now more pleasing to look at.
UI and Text Fixes
Loot bag no longer needs double pressing of interaction button to open
Fixed an issue with Experience points display lag when switching tabs
Nudity option should no longer display a blank bar as default
Fixed an issue where strings in languages other than English would get cut off in the Admin Panel
It is now possible to navigate to the "Report Official Server" button by using arrow keys
Fixed an issue where many sliders did not display numbers correctly with certain language options or if the number was large
Fixed an issue where status effects of the player were visible in the inventory of other players that were unconscious
Uppercase accents cut off in Menus should no longer be cut off in other languages than English
Death message for bleeding no longer claims it was poison
Character creation now has consistent gender options ordering
Fixed an issue where "too many buffs to display" dots would show up for thralls even if they had 0 buffs
The temperature bar no longer clips with the temperature indicators border
"Disable Subtitles" option now works correctly
“You cannot perform this action underwater” text is now properly aligned in Radial Menu
"ADD MARKER" pop up is now dismissed after invoking Pause Menu
Loot Bag preview no longer misses an icon if the only item left inside occupies any other slot than the first one
Fixed an issue where items in radial menu would sometimes display as having Heat Protection II or Cold Protection II
Admin's Panel "Kill all Spawned NPC's" button can now properly be highlighted after pressing down when the "+++Health" button is selected
It is now possible to opt out from seeing clan members on the map through a server setting
Unknown Journey steps should no longer be described as "Chapter I"
Corruption on stamina meter is now updated correctly while climbing
It is now possible to dismiss carousel menu after pressing enter while any tab of the said menu is evoked
For inventories that have a limit of less than 5 items, the accurate amount of slots are now shown instead of the default 5
Radial Menu no longer appears briefly at the end of an Avatar Summoning
Items description is now displayed when the User highlights any item within Thrall's inventory
Message of the Day is now displayed with line breaks
Player's level in Clan Roster should now update immediately when levelling up
Icons of crafted items are now visible in radial menu if it is evoked during crafting process
Fixed a number of visual and functional imperfections in the GUI such as text overlaps, default selections, missing brackets, and other minor details
Keyboard and controller bindings placements are no longer mixed up in Keybindings tab
Fixed an issue where the Acheronian Tools were not present in the Survival tab for feats.
All pets should now correctly display name plates
Fixed an issue where the Quickbar would disappear after opening the map
Audio Fixes
Fixed an issue where one of the Khitan armor sets would produce the wrong sound when moving
Fixed an issue where Yamatai building pieces did not have destruction sounds
Community Announcements - Jens Erik (Community Manager)
This is a Call to Arms!
Exiles! For the next 5 days we’re doing a special TestLive event!
Everyone joining us between 22nd of February 2019 9.00 PM CET and 27th of February 2019 10AM CET, who reaches level 40 and meets the special requirements below on one of our TestLive servers, will be entered into a raffle for a chance to be the lucky recipient of one of 500 Atlantean Swords.
Please also check if the bug you are about to report hasn’t already been reported. There is no need to create multiple comments about a bug if a proper bug report has been posted already, unless you have additional information to add.
To clarify: This patch is a different build than the one we are working on stabilizing for Live for next week. Patch Notes for this new TestLive update can be found here.
ABOUT THE TEST EVENT
We will wipe all buildings and characters on the TestLive Servers and ask you to create a new character on either EU1, 2, 3 or US 1, 2. 3.
The servers will also have accelerated harvest and EXP rates (5x).
The test will start at 9.00 pm CET and end at 10am CET. The focus is to report any bugs you might encounter and give us feedback on the changes we've made to the game.
Additional requirements to reaching lvl 40 on Test Servers:- Have a Dismantling Bench in your player inventory when the event ends- Have a fragment of power (drops from the new bosses in the Unnamed City) in your inventory when the event ends
We will draw 500 lucky winners among everyone who joins the test, reaches at least level 40 and meets the requirements listed above. Your prize will be Conan's Atlantean Sword, which is normally only available through a specific, physical version of the game.
After the event, please send an e-mail to testlive@funcom.com and include the server name of the Test Server you played on, character name and character level at the time you stopped testing. Don’t forget to report your bugs in our forums!
Community Announcements - Jens Erik (Community Manager)
Hey folks!
We have a new update to the Testlive Branch with a number of fixes and quality of life updates. We've added some new types of Purge, a new world boss, done several balancing passes on NPCs and crafting costs. Balancing is an ongoing process and we're very interested to hear your feedback about these changes.
Building should also be a bit easier as we've done several quality of life changes and fixes to the building system.
Please help us with input and feedback by trying out these new changes and fixes, and see how the game's changing. Here's how you can access the Testlive branch.
We want to once again thank everyone for your feedback and bug reports on the Testlive builds. Several of the fixes in this patch have been included because of community feedback. We see you and we're listening.
Patch Highlights
New mechanic or content
More balancing passes. Some new NPC camps have been added to the game world, and certain areas are more populated, see details below.
Additional new mechanic or content
A number of additional purges have been added in order to increase the variety of them - amongst others Vanir Hunters, Bandits, Jhebbal Sag Disciples, Snakes, Yetis, Alchemists, Crocodiles and Rocknoses
Additional new mechanic and content
Introduced a new world-boss - the Black Yeti. It can be found southeast of the volcano, and in the mountains north-northeast of the Mounds of the Dead. There are no legendary chests near these bosses, although when killed, it drops a key as other world bosses do. In addition, a new purge containing yetis and the Black Yeti as a purge boss can now spawn in the northern area of the map
TL;DR Summary
Objects in NPC camps such as campfires, log benches, etc, are no longer destructible in order to conserve memory. Loot-chests can still be destroyed
Fixed a number of crashes
Fixed an issue which caused needless lag on death
Elevators now bring unconscious NPCs with them
The Ymir altar should no longer shift its positioning when upgraded to its final tier
Crafting religious armors should now produce the same amount of religious tokens. One full armor-set (regardless of amount of pieces) will yield a total of 5 zeals
Fixed an issue where NPCs, thralls and pets moved into water-volumes and immediately got stuck and refused to move
Fixed an issue with the Votaries of Skelos, Lost Tribe, Lemurian, Black Hand Pirates and the Heirs of the North purge data, which would cause a number of the bosses/artisans part of those purges not to spawn
The damage output for Avatars have been adjusted. All avatars (except for Jhebbal Sag) have had their damage adjusted upwards to be more on par with Jhebbal Sag #beastmode
Fixed an issue where Camels who are following would run up to players and get them stuck
Westwall prisoners should no longer act aggressively towards players, which in turn caused the nearby locals to become aggressive as well
Tweaked the Map room so it should now be easier to place
The Ritual of Protection (domes) should now disappear when the altar it was summoned from is destroyed
Patch Notes
Performance and Stability
Increased performance by reducing streaming distance for gameplay levels. Note for modders: The contents of your maps may need to be updated
Objects in NPC camps such as campfires, log benches, etc, are no longer destructible in order to conserve memory. Loot-chests can still be destroyed
Fixed a number of crashes
Fixed an issue which caused needless lag on death
New Additions
The Black Hand Pirates have learned how to tame Panthers and now use them as pets
Additional monsters have been added to the Swamp; specifically - semi-giant snakes can now be found in some of the areas there
Snakes have taken to the areas around the Oasis in the desert. #warm-n-cozy
Introduced a new world-boss - the Black Yeti. It can be found southeast of the volcano, and in the mountains north-northeast of the Mounds of the Dead. There are no legendary chests near these bosses, although when killed, it drops a key as other world bosses do. In addition, a new purge containing yetis and the Black Yeti as a purge boss can now spawn in the northern area of the map
Small groups of Desert Salamanders have made their way into the areas southwest and southeast of the savannah
Relic Hunter Scouts have set up forward scouting positions north of Sepermeru towards the Savannah
The White Dragon east of the Volcano has had a litter of White Baby Dragons. #blessed
Added a number of Iron Nodes north of Sepermeru
New Crafting Station: The long-awaited Improved Carpenter's bench - this station works in the exact same fashion as the regular Carpenters bench but has an upgraded visual and more inventory space
Modders now have access to an additional 10 Map-levels for use in mods, named "Camps-Mod-011" through "Camps-Mod-020"
Building and Placeables Fixes
It's now possible to place walls next to ramps and roofs without having to tear them down first
Stair corners can now be attached to foundation corners properly
The Ymir altar should no longer shift its positioning when upgraded to its final tier
Many building pieces can now be upgraded by using similarly shaped pieces. An example of this is that Walls can now be "side-graded" to Windowed Walls or Door-frames.
Wedges can now be properly placed on top of the Aquilonian Gate Frame
Snapping ceilings to ramps now works more consistently
It's now possible to build on top of the Right-sloping Inverted Walls
Hatch frames will now display a destructible mesh when destroyed
Fixed a small cost-discrepancy between the Left and Right Sloping Reinforced Stone Wall
Hatch Frames can now correctly be placed on/near Fence Foundations
Walls now have a smaller placement check for placeables, meaning it should be easier to erect walls next to placeables
Wall Palisades should now be easier to place on flat surfaces
Fixed an issue where some gate-frames were not possible to replace with other gate-frames
Crafting Fixes
Crafting Silk and Stretching Hide (Thick Hide to Hide) crafting time has been reduced to 1 second per craft.
Khitan Javelins and Khitan Throwing Axes are no longer present in Blacksmith benches for T3/T4 thralls. These were never intended to be released, as they are not functional
Crafting religious armors should now produce the same amount of religious tokens. One full armor-set (regardless of amount of pieces) will yield a total of 5 zeals
Combat fixes
The Demon Spiders special attack now causes corruption as intended
Animals can now be crippled when shot in the legs
Frost Giants will now cause a cold debuff when their attacks hit
Higher-level undeads now cause Corruption damage when their attacks land
Green Locusts now spit poison
Elephant attacks have had their hitboxes extended to cover the area under their bellies. It is no longer possible to "cheese" these encounters by standing underneath them and simply attacking upwards.
AI and Thrall Fixes
The Undead Dragon is now stationary until attacked, instead of roaming around in the Sinkhole
The White Bat Demon on the Tower of Bats should now have less trouble pathing the area
Added additional spawn points for Siesse Blacktongue in the volcano
Melee thralls should now correctly attack Elephants and Mammoths
Fixed an issue where certain Skeletons had no weapons and would not attack
It should no longer be possible to stop a Pet or Thrall from following you when swimming across a body of water
Fixed an issue where NPCs, thralls and pets moved into water-volumes and immediately got stuck and refused to move
Purge Fixes
A number of additional purges have been added in order to increase the variety of them - amongst others Vanir Hunters, Bandits, Jhebbal Sag Disciples, Snakes, Yetis, Alchemists, Crocodiles and Rocknoses
Fixed an issue with the Votaries of Skelos, Lost Tribe, Lemurian, Black Hand Pirates and the Heirs of the North purge data, which would cause a number of the bosses/artisans part of those purges not to spawn
Balance Updates
The health for the Exploding Imps has been slightly increased
The damage for the Reptilian Monstrosities has been lowered, in particular the charge-attack
Frost Giants now have more hitpoints
It's no longer possible to apply poison to a weapon if it already has poison applied
Skeletal Lizardmen can no longer be staggered when hit, as part of our overall game balancing pass
The Giant Spiders special attack now does a lot more damage, as intended
DLC Awnings now cost the same as base-game awnings
The damage output for Avatars have been adjusted. All avatars (except for Jhebbal Sag) have had their damage adjusted upwards to be more on par with Jhebbal Sag #beastmode
The Mounds of the Dead NPCs now drop better loot, with a small chance of high-level ingredients such as Hardened Steel Bars, Layered Silk, etc.
The Relic Hunter city of Sepermeru have been in training recently and are now significantly harder, on par with level 60 NPCs. They are still neutral and will not attack, but now, when attacked, they are much tougher
Some of the Darfari tribesmen have learned how to use shields, and in general, they dress up more in armor
The Nordheimers of New Asagarth have received a strict training regiment of 100 sit-ups, 100 squats and 100 push-ups and as a result now provide more of a challenge
Obsidian drops have been removed from New Asagarth NPCs
New Asagarth have increased their defenses slightly and have additional guards outside New Asagarth. They have also learned how to tame wolves, and have sent out a few scouting parties to other parts of the map.
The Skeletons in the Dregs dungeon are now much harder to defeat
The Locust-queen placed in The Passage has had her hitpoints reduced
Xalthar's Refuge now houses more crocodiles
Black Ice weapons now cause a debuff on the target that lowers their temperature for a time
Undead enemies are now immune to bleeds and poison
Exploding Imps now have an additional 50% chance of dropping Volatile glands for each hack on the corpse. In addition, the drop rate for Volatile glands for Salamanders have been increased from 5% to 10% and mature dragons (Green, White, Red) can now drop Volatile glands as well
Removed the bark by-product from making planks from the Carpenters bench and moved it into the new Improved Carpenter's bench as a specific recipe instead
Hitpoints for all doors and hatches have been halved
It now takes 30 minutes to summon a protective shield from an altar and an hour to craft an avatar token
QoL Improvements
Compost Heaps now produce Fat Grubs (up to one stack) if there is compost present
Brimstone stalagmites will now destruct after two hits instead of after the first one
Westwall prisoners should no longer act aggressively towards players, which in turn caused the nearby locals to become aggressive as well
It should now be possible to pick up containers such as Crates, Preservation boxes and Storage boxes
Musashi's Black Blade and The Wyrd are now correctly keyworded as Legendary
Added a few iron nodes north of the southmost river so that new players would more easily understand where Iron comes from
Cupboards can now be locked
Fixed an issue where Javelins on display racks were misaligned
The Volcano area has received three merchants that sell consumables that cool you down
Vines can now be harvested from Vine palms
Gluttonous Gains perk (Vitality 50) now grants a bonus heal at the beginning of eating rather than at the end. This effect can only happen every 30 seconds
Witchfire Powder now has the correct keywords
Fixed an issue where it was not possible to navigate through the Admin panel correctly using controllers or keyboards
Fermentation barrel, Bonfire, Stove, Campfires and Firebowl Cauldrons now have directional arrows to better indicate where thralls will be located when placed
Fermentation barrel now accepts Cook and Alchemist thralls
Tweaked the Map room so it should now be easier to place
Removed Oil from the Insulated Wood recipe
In admin mode, Shift+Delete is now much more accurate and will not destroy random building pieces
General Bugfixes
The Pack Mule perk should now work properly without having to restart or relog the client
Fixed a number of stuck NPC spawns
Fixed an issue which could cause crocodiles to fall through foundations
Players can now interact with Razma's Journal #3
Fixed a bug where Tier 1-3 Exiles could be knocked out by a single Truncheon strike
The "Discover all the Giant-king Obelisks" Journey Step is now unlocked after interacting with all obelisks correctly. This fix is not retroactive but if you interact with a Giant-king obelisk it will now complete this step if you have found all the obelisks before
Light arrows should now produce light correctly on Dedicated servers
Elevators now bring unconscious NPCs with them
Yoggite Bone Spear-wielding NPCs should no longer stop attacking after a few hits
Fixed an issue with collision for the Large Campfire
Equipping non-epic Vanir armors no longer triggers the "Equip an Epic Armor set" journey-step
Equipping epic armor pieces now unlock the "Equip an Epic Armor set" journey-step correctly
Fixed an issue where goats movement would propel them forwards much faster than intended. Who put those radishes up there?
Fixed an issue where Camels who are following would run up to players and get them stuck
The "Receptive" perk now grants a x2 bonus to healing instead of x1.25 - the result of the 1.25 modifier was that all healing got truncated down to the lowest integer, meaning that the perk did not have any effect on heals with lower than 2 points
The Pictish and Yamatai Pets claimed to be unlocked at the wrong level. This is now fixed (it was a visual miscommunication only, no functionality was hampered by this)
It is no longer possible to harvest Eggs and Gossamer using picks or other tools - the exception to this is Sickles, which can be used to gather Gossamer now
Fixed a bug causing inventory slots to remain highlighted if they was selected and then de-selected very quickly
The Giant Spider boss inside the Weaver's Hollow no longer spawns when players go near the area but is there all the time instead
The Ritual of Protection (domes) should now disappear when the altar it was summoned from is destroyed
Terrain and Environment Fixes
Fixed more gaps, stuckspots and visual imperfections in the world
Fixed a number of places in the Midnight Grove dungeon where players could get stuck
Fixed an issue with a water volume inside the Dregs dungeon; the volume was not covering the entire room
UI and Text Fixes
The Short description for Aloe now mention its healing qualities
DLC Shields now have the correct keywords
Fixed an issue with incorrect descriptions for the Extremely Hot/Cold, Heatstroke and Frostbite effects
Opening the map when in Bin-Yakin's Seal and the Dragonmouth tunnels will now display the player map position at the entrance of the respective tunnels
Corrected the name of the "Staff of Epimetreus".. Epemitru... Epmeuri..yeah.
The Insulated Wooden Hatch Frame had a double space in the name, causing it to not be filtered correctly when searching for it. This has been fixed.
Audio Fixes
Fixed an issue where impact particle debris had the wrong sound
Added missing on-hit audio effects to certain creatures
Fixed an issue where the Impact SFX of DLC buildings and placeables were the same as a corpse
Glowing Sticks should no longer have fire SFX
Community Tools
Trello Report Board
We have a public bug tracking board here! You can check this to track the issues that get brought up by the community the most. In the "For prioritization" column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here.
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.
Community Announcements - Jens Erik (Community Manager)
Hear ye, hear ye! We have another Testlive build ready to go, hot off the presses!
This is a pretty huge patch that comes with a multitude of fixes, but the most important things in this patch are the Purge fixes and the building optimizations. The Purge should now attack more reliably, and Purge NPCs should no longer be naked when attacking you. Buildings should also load in significantly faster than before, which should cause better performance for the server.
Additionally, we've done a major balancing overhaul to the game, increasing the amount of XP you get from crafting and from killing enemies as well as tweaking rewards. This balancing is an ongoing project but we are very interested to hear your feedback on the changes present on Testlive so far.
Finally, we have gone over the map with a fine tooth comb in an attempt to find, and block, areas where players have been able to access areas beneath the ground mesh.
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.
Patch Highlights
Major Balancing Overhaul (more details below)
Human NPC progression across the factions has been increased in difficulty.
Human T4 Loot-pools have been adjusted to provide better rewards
Monster/Animal difficulty curve has been adjusted to better conform with the intended difficulty-bands. Certain monsters are more challenging to fight
Many animals and monsters may now spawn as "Elite" versions of themselves
NPC equipment has been adjusted
Crafting and killing gives more experience points overall
See below for more details
Roleplaying Updates
Players can now write their own biography for their characters in the STATS/ tab. There is an option to make the biography public, private or clan-only. You can find this setting under the GAMEPLAY/ heading. Please not that you currently cannot change Biography Access option. This will be fixed in the future.
After placing the "Note" item, it's now possible to actually write on them. Picking up the note again will remove any text written on it.
New Feat: Boneshaper - this feat allows the crafting of dice that function in the same way as the /Dice chat command. The stack of dice determine how many dice are rolled. Dice come in 4,6,8,10,12 and 20 sided variants
You can now see where your fellow clan-members are on the map!
Building Optimizations
We have been working on improving the loading times and general optimizations for buildings. Conan Exiles doesn’t have any limits for how big you can build and we want you to put these changes through their paces. Please note that this is for structural buildings only, and not placeables such as torches, campfires, crafting stations and doors.
Loading buildings has gone from this:
To this:
Purge Fixes
The Purge is an important aspect of the game's PvE content. While it's been working on a technical level, it hasn't hit the mark from a gameplay perspective and has been confusing a lot of players. We have rewritten several parts of the Purge to improve the core mechanics and make it a more reliable threat.
The Purge should now happen more reliably and Purge enemies should no longer be naked. The Purge meter should fill as intended. You should also reliably be able to knock out NPCs and not halt the Purge in its tracks.
Picking Up Crafting Stations
It's now possible to return crafting stations to your inventory through the radial-menu. This change does not affect Altars, Wheels of Pain or Animal Pens. If there are items in the crafting station inventory, those items will appear in a loot bag on the ground. In the future we aim to make it so the inventory is automatically transferred to your inventory
TL;DR
Updated the Purge to be more reliable
Building Optimizations
Exploit fixes to prevent Undermeshing
You can now see where your fellow clan-members are on the map!
T2 and T3 building pieces now yield XP as intended
Increased Stack Sizes for Wood, branches, Stone and Plant Fiber
Bearer NPCs will now supply materials when killed
Reduced damage for the 2h Spears' first two heavy attacks, and increased damage for the two last attacks.
Significant balancing overhaul (see more below)
Currently Known Issues
Only the Notes you can place on horizontal surfaces are writeable. The other types are fixed internally, but did not make it into this patch
Please not that you currently cannot change Biography Access option. This will be fixed in the future
Inventory slots can remain highlighted even when they are not selected. If you re-select them in the inventory this goes away.
Patch Notes
Performance and Stability
Fixed a server crash
Exploit Fixes
Fixed a number of locations where it was possible to gain access to the area under the world in order to build unassailable bases (Undermeshing fixes) - Please report any locations we may have missed
The Thrall Pot has had it's placement checkbox increased to more accurately reflect its size to prevent placing it on top of players/self and get stuck. This should also prevent players from getting beneath the ground mesh
NPCs that are not thralls do not consume thrown weapons anymore and you cannot loot the weapons they throw
New Additions
Players can now write their own biography for their characters in the STATS/ tab. There is an option to make the biography public, private or clan-only. You can find this setting under the GAMEPLAY/ heading
After placing the "Note" item, it's now possible to actually write on them. Picking up the note again will remove any text written on it.
New Feat: Boneshaper - this feat allows the crafting of dice that function in the same way as the /Dice chat command. The stack of dice determine how many dice are rolled. Dice come in 4,6,8,10,12 and 20 sided variants
You can now see where your fellow clan-members are on the map!
It's now possible to return crafting stations to your inventory through the radial-menu. This change does not affect Altars, Wheels of Pain or Animal Pens. If there are items in the crafting station inventory, those items will appear in a loot bag on the ground. In the future we aim to make it so the inventory is automatically transferred to your inventory
Building and Placeables Fixes
Yamatai fences now prevents climbing, as intended
All placeables now have a minimum building score of 1 instead of 0 - this change will increase the decay-timer for smaller bases and thus the time it takes for them to decay. A consequence of this is that having a large amount of placeables might make you eligible to be attacked by a Purge at a faster rate.
Almost all placeables can now be tilted/rotated to fit the landscape for easy placement
Crafting Fixes
Crafting speed bonus progression for thralls has been adjusted. Firstly, Alchemists now progress correctly in crafting bonuses. Also, all purge thralls now craft items much faster than before. The high-end bonus time multiplier is 4x crafting speed
Alchemists now have a "Fill flask" recipe available to them when placed in the Firebowl Cauldron. This is a quick 1 second recipe that allows quick filling of crafted waterflasks to help with the crafting of items that require such filled waterflasks (Dyes, etc)
Fixed an issue where certain recipes were missing for Werk of the Lost Tribe and Njoror Battleborn armorers
Fixed an issue where XP would not be granted when crafting items from the radial menu
Crafting T2 and T3 building pieces will now yield XP as intended.
Combat fixes
Fixed an issue with the Rocknose King hitbox that made hitting it with arrows difficult
Gorillas now apply "Sunder" with their attacks
Removed the taunt animation from the pet Hyenas, Shalebacks and Rocknoses in order to make them more reliable during combat
Added the venom spray attacks to Sand Reaper pets to boost their usefulness in combat
Serpentmen Brutes should now deal damage correctly
Hits against a character should no longer briefly display the non-combat button layout legend
AI and Thrall Fixes
It should now be possible to swim with captured thralls. Doing so will make them float.
Thralls should now be able to use throwing axes correctly
Fixed an issue in the spawn table (Shout-outs to Alex02 on the forums) where Rokur and * Marn had incorrectly been set up and would not spawn as intended.
Fixed an issue where archers did not exit combat properly and their AI got stuck
Taskmasters are now more instantly recognizable from the equipment they wear (Hyperborean slaver outfit pieces). Dancers are also now generally wearing either the Stygian or Zamorian dancer outfits
Combo rule sets have now been set up for NPCs. Tier 1-2 (and Bearers) are considered novices and do not use optimal combos, while Tier 3-4 NPCs will be more efficient at using attack-combinations, including offhand attacks. What this effectively means is that human melee-oriented NPCs should now attempt to use real combos instead of randomizing their attacks.
Removed the threaten animation from Grey Apes, as it would cause them to get stuck
Fixed an issue where certain pet rhinos could not attack
Pets and thralls should now smoothly follow the player as opposed to "run-stop-run"
Thralls that are set to follow players should no longer teleport like crazy when they cannot reach you. They still will attempt to teleport but now there is a reasonable delay between each attempt.
Thrall items now go into the thrall slot when shift-clicking them in a crafting station
Fixed an issue that allowed expanding thrall inventories
Purge Fixes
Fixed an issue where the Sixth wave of Frost Giant purges referenced itself as the next wave to start
Knocking out an NPC from a purge will no longer halt the purge - instead, it is treated as if the NPC had been killed.
Human NPCs spawned through the purge system no longer spawn naked
Fixed an issue with the purge that would prevent it from spawning for certain building configurations. The purge should now happen more reliably.
Balance Updates
Increased the hitpoints for the Rocknose King boss
Adjusted hitpoints of Tier 3 and Tier 4 thralls to match the rebalance of NPC damage output and hitpoints
NPC Bearers are now better capable of defending themselves (not as well as fighters though) as their stats have been slightly adjusted. They have slightly more hitpoints and do slightly more damage when attacking
Obsidian Skinning Knife now harvests more skins (it erroneously had the same harvest-rate as steel skinning knives)
Named NPCs now do increased damage, have more hitpoints and yield more XP when killed (balancing change)
Yog Cleaver, Mitraen Ankh and Setite Ritual Knife have had their damage and armor pen lowered to reflect other religious tooks of the same rank
Epic bows now offer a slight increase in damage as their quality is raised from normal to exceptional to flawless
XP curve for crafting has been adjusted - in general, crafting should now yield XP properly
Lemurian and Reptilian armor now grants a total bonus of +9 between the dual stats of the armors as intended (it gave out too much earlier)
Reduced armor for medium armor by about 6% as it was too close to Heavy armor in performance
Significantly increased XP from killing monsters and animals
Slightly increased bow damage across the board
Reduced damage for the 2h Spears' first two heavy attacks, and increased damage for the two last attacks. This was done to increase reward for committing to full combos using the right-hand attack while still retaining the utility of the spears long range poke-ability. We want to make the spear useful and not nerf it completely #babysteps
Reduced the weight of heavy armors by 10%
Human NPC-progression across the factions has been increased in difficulty-range. The hitpoints, armor and damage output of the NPCs have been adjusted for this. Very small adjustments have been made to the Exiles factions, but Darfari factions and upwards have been scaled up to match the challenge levels intended for them (20, 30, 40, 50, 60+). These changes also affect the base stats of thralls from the factions being captured, giving players an incentive for getting the best fighters/archers/etc.
Human T4 Loot-pools have been adjusted to provide better loot-rewards - in particular for higher-level enemies in the Highlands.
Monsters/Animal difficulty curve has been adjusted to better conform with the intended difficulty-bands. In general this has made certain monsters much more interesting and challenging to fight. Most monsters have gotten increased damage, hitpoints and/or special features to their attacks. Some of them are also now immune to knockback since it trivialized combat with them (Ostrich, Were-hyena, Bear, Imp King, Witch Queen, every Undead creature).
Many (but not all) Animals and monsters may now spawn as "Elite" versions of themselves. There is a 2% chance that this happens for every spawn point these monsters have. These elite monsters and animals are bigger, tougher, looks different and drops additional loot - with a guaranteed drop rate of Demon-blood, a key ingredient for high-end crafting.
Equipment for NPCs have been adjusted, most notably for crafter-NPCs that were previously using very low-level default weapons, such as the Iron Dagger or Iron Mace. Now they're using more level appropriate weaponry. In addition, crafters and taskmasters are now using specific armor-setups (aprons and worker gloves) to make them easier to distinguish in camps.
Various issues with certain (Rare) thralls not spawning has been addressed
XP from monsters have been increased significantly, since they are now harder to defeat. XP from killing T4 humans is also greatly increased.
Added 15% armor penetration to the Reaver's Axe, to match it's actual description
Lowered the damage by the Jedias Greatsaber by 3 points
Quality of Life Improvements
Coal nodes no longer give stone and instead gives an increased amount of Coal
Modders can now remove MapMarkers by their ID through the GlobalMapMarker system
Fixed a number of visual imperfections for collisions, textures and floating objects in the world
Significantly increased the effective range of Lures
True Indigo Seeds can now be obtained from True Indigo plants
Reinforced Hatch Door (Metal bar variant) now has a short and long description as well as the correct visual.
Exceptional and Flawless Lemurian warrior armor now grants additional stats in comparison to the normal version
Fixed a misleading level requirement for the Savage Frontier Totemic Feat (only visual impact). Yamatai still remains
The Potion of Bestial Memory and the Potion of Natural Learning now have a decay timer of 2 minutes.
Eating the Shroom Amanita now has a chance of causing food poisoning as the description suggests
Short description of Elixir of Vigor now differs from that of the Elixir of Ingestion
Spiced Pork and Spiced Exquisite Meat now grant "Warming Up" buff
Stack-sizes for Wood, Branches, Stone, and Plant Fiber have been increased from 100 to 1000
Explosive traps now follow the same placement distance rules as Vapor Traps, meaning that they can no longer be placed very close to each other
Wall Torches can no longer be placed under water. This only affects Wall Torches that have flames. Torches with glow stones are not affected.
Red and Green dragons now also drop Dragonhorn
It's now possible to return crafting stations to your inventory through the radial-menu. This change does not affect Altars, Wheels of Pain or Animal Pens. If there are items in the crafting station inventory, those items will appear in a loot bag on the ground. In the future we aim to make it so the inventory is automatically transferred to your inventory
Hardened Steel Javelin, Hardened Steel Dagger and Hardened Steel Bow now have the correct feat-unlock requirements
Bearer NPCs will now drop supply materials when killed. These supply materials can in turn be opened and reveal their contents. The higher tier the NPC, the better rewards. Free loot! For free! #freetheloot
Fixed a misleading description in the Acolyte of Set feat recipes
Unconscious bodies in the desert starting areas should now be invisible if they have nothing in their inventories
Voice chat should no longer activate while typing
General Bugfixes
Fixed an issue where some female NPCs were loading the wrong presets resulting in incorrect visuals
Sandstorm damage will now re-apply to the character if you remove your sandstorm mask while in a sandstorm
Lemurian weapons are now correctly marked as High Grade instead of Low Grade
Starmetal spear, Dragonbone spear and Serpent-man War Spear now requires Long Handles to craft. These used to require the wrong feat
Food poisoning debuff no longer has a description saying it is causing "0" damage every tick. You lying meat, you.
Fixed a LOD issue that would make the Aquilonian Brazier look misshapen
Fixed a number of typos and grammatical errors #spelchekker
The Claws of Jhebbal Sag are now correctly displayed in the weapon racks
Spiders are no longer attracted by the Scorpion lures
Fixed an issue where the Frontier and Aquilonian Sloping Inverted Walls had inconsistent icons
Hyperborean armors now both grant the same type of temperature protection
Fixed a durability error between the normal and epic versions of Royal Armor Breastplate item
Altar of Set no longer glows mysteriously without light-sources
Frontier door is now removed correctly when dismantled (visual only)
Using a cleaver on a pet's corpse will now correctly yield meat-items
Exceptional Obsidian 1h Sword no longer has 2h sword damage
Fixed an issue where the LOD (level of detail) of the Khitan Jar would make it look misshapen
Fixed an issue where corruption in one location of the Citadel of the Triumvirate was not visible
Shaleback Hatchling Shell, Weathered Skull and Impaled Skulls can now be obtained via the Admin panel
Vines to Bread transmute recipe for Derketo can now correctly be crafted in the Pleasure Place of Derketo (Used to be Pleasure Dome of Derketo)
Dragonbone weapons are now labeled as "Legendary"
The potions granted by the Jhebbal Sag religion did not unlock the "Obtain a potion" Journey step. This is now fixed.
Target Lock should now prioritize nearby targets correctly
Fixed an issue with the Map Room where you would sometimes sequentially jump to multiple locations, if you'd selected several teleportation points at the same time
Fixed a bug where the dagger on the male Zamorian thief armor would stretch in an unnatural way
All wheels of pain can now take the same food-items as "fuel"
Fixed a bug where the Awakened Staff of the Triumvirate would display the "Talk" widget while it was still being placed
Fixed a bug where Numbing Wraps could be used while a weapon was equipped
Fixed an issue where some DLC awnings were more expensive to craft than basegame awnings. Frontier, Yamatai and Khitan Awnings still reqires Hardened Bricks to repair
Fixed an issue with Yamatai and Aquilonian Awning corners that only allowed them to be placed on the bottom of foundations
Noxious gas debuff from Vapor trap no longer stacks over time (damage is not affected by this - the stacking was a visual only effect)
Vathis should no longer randomly spawn as a woman
Fixed an issue where two chunks of flesh would float around your head after being decapitated
Fixed a bug making it impossible to loot certain containers using the quick-loot GUI
Placeables can no longer be placed on an elevator cabin. This change is intended to help with undermeshing exploits
It should now be possible to place wedges underneath the Aquilonian Gate Frame
Fixed an issue with misplaced lower jaws on certain animal-corpses
It is no longer possible to use weapon mod-kits on the Claws of Jhebbal Sag. This was never intended, and doing so would reduce the expiration timer to 5 seconds
The Set Brazier can now correctly be crafted at the Sepulcher of Set
Inverted Thatch Wedge Sloped Roof no longer has improper destructible mesh
Glowing Standing Torch should now correctly lower the temperature rather than increase it (from +1 to -1)
Decorative Planter (Highland Bush) now uses the correct bush
Fixed an issue where it was possible to stack placeables in the same spot.
Input from the R1/RB buttons no longer trigger while having a sign input box active
Fixed a bug where recipes could disappear from the crafting queue. This predominantly affected the DLC items
Fixed a bug causing the split-stack dialog to ignore the typed value when being acknowledged by clicking the "Ok" button rather than hitting enter or using the gamepad
Fixed an issue where RCON commands were parsed as ANSI instead of UTF8
Fixed an issue that allowed expanding container inventories
Terrain and Environment Fixes
Fixed a number of places in the world where you could get stuck if you fell in
Sandstorm should no longer cause damage to players in the Swamp biome
Animation and Cinematic Fixes
The Two-Handed swords first light attack now has the correct animation while in first-person view
Improved responsiveness for the second heavy attack for Hammers - this attack can now be initiated slightly quicker than before.
UI and Text Fixes
The event "Tier 3 Tech" entry now correctly reads "Religious Warfare"
The Effects list icon in the inventory next to the paper doll is no longer cut off
Fixed an issue where it was not possible to scroll through the list of creatures in the Feed Box/Thrall pot
Improved feedback when learning emotes from interactable objects in the world. The UI will no longer show "Unknown Emote" and instead list the emote/s and feat/s learned
Fixed an issue where some interactive objects would not display the "Press E to interact" message
When learning the Mountaineering feat from the Mountaineer, it should no longer claim it is a religion.
AdminPanel Can now be closed with esc and the back button on a gamepad
Improved the visuals on buffs located on enemy hotbar; It's now easier to read the amount of stacks for buffs/debuffs an enemy has (e.g. "2x Poison, 3x Sunder, etc)
Fixed an inconsistency in the "Days Passed" slider in the Event Log
There is now an Event Log entry for when a thrall or pet is stolen or destroyed in a single-player game
Building information shown while hovering over a building piece with the Repair hammer should now load better and not show a placeholder white square for a few frames
After entering a dungeon, player map markers will now appear at the correct location on the map (the dungeon entrance). This is a work in progress and might not be implemented for all dungeons yet,
Fixed a number of text bugs for the Russian language
It is no longer possible to open the interaction GUI for objects while other GUIs are open.
Controller sensitivity for Powershot can now be set using a client setting
The description of "Trick Shot" now also mentions that it affects Throwing Axes
Fixed a bug causing names of items in the inventory info panel to sometimes be scaled down more than needed.
When a player's Thrall attacks an NPC, their health bar should now be displayed.
Encumberance value should no longer show "-0" after throwing away bows and arrows from the inventory. This was a visual rounding error and had no effect on gameplay.
Fixed an auto-correct error that made certain NPC nameplates read "Ii" and "IiI" instead of "II" and "III"
Encumbrance and Movement Penalty should now update properly when the Attributes Menu is open
Removed the sort dropdown from the crafting panel since it only had one option populated
Changed the wording for upgrading altars to correctly reflect where you upgrade an altar from one tier to the next (no functionality change, only a communication improvement)
We no longer show a message when looting items if you were already Encumbered. This should get rid of most of the "Encumbered" message spam. #cucumbered
Highlight should now appear correctly upon navigating up/down in the Settings while using controller
Fixed an issue where the last character before parentheses was removed when using chat to display emotes
Inventories can no longer be accessed while editing sign text
Applying Search filter now scrolls the tab to the sought-out item
Altars placed in the world no longer read "Noname". Note that this change is not retroactive, as the nameplate for this is generated on placement of the altar. All new altars should work correctly though.
Fixed an issue where a player leaves an empty corpse and the "Looted" tag appears, but a corpse containing loot would display simply "Death"
Confirmation prompt is no longer displayed twice after attempt to discard unconverted thrall via double clicking Left Mouse Button
Diet icons in the pet inventory GUI can no longer be dragged
Item highlight is no longer moved to the player's inventory when the user uses "Info" button in the crafting station's inventory
"Heaviest first" option now sorts stackable items properly
When a pet that follows you dies, you should now get a message for this and not merely the "xxx stopped following you" message
Audio Fixes
Your character will now start panting while sprinting with an equipped weapon, as intended
Crouching footsteps now have audible audio
Community Tools
Trello Report Board
We have a public bug tracking board here! You can check this to track the issues that get brought up by the community the most. In the "For prioritization" column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here.
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.
Community Announcements - Community Director (Natascha)
Hello Exiles!
We have a new juicy TestLive patch for you. Besides a whole lot of fixes we also have a few new, exciting mechanics for you to test out.
NEW ADDITIONS
Bow improvements
Bows have gotten faster and more deadly! We recently added a selection of new advanced (and deadly) arrows and now we are happy to finally roll out a new feature set for the Bow.
The bow light attack combo is gone and has been replaced by a single fast shot with minimal after-shot recovery.
The heavy attack has been revamped and is now a charge-able aimed shot. Hold down Heavy Attack and then press Light Attack to shoot.
Holding down the Heavy Attack button increases the damage of the shot and if you hold it for long enough, the shot turns into a Power Shot with a flatter trajectory that is perfect for snipe shots!
Arrows
We’ve done a number of balance tweaks to arrows in order to increase the usability of specialty arrows and taper the power/cost ratio of some specific arrow types:
High tier arrows now do more damage. This affects Razor, Hardened Steel and Star Metal arrows.
Snake and Light Arrows now do minimal physical damage. Snake arrows poison damage remains unaffected.
Light Arrows are now much cheaper to make. They require no feathers anymore and a single craft makes a stack of 10 arrows.
Healing Arrows are now much cheaper to make. They require Water Orbs instead of Dragonpowder.
Gas Arrows are now more expensive to make. They now require a Gas Orb instead of Ichor.
All specialty arrows are now much five times lighter!
Locomotion animation improvements
We have improved all jumping animations, including new take-offs, falling and landing animations that depend on the length of the fall.
Throwing weapon improvements
Lots of improvements coming in for throwing weapons with an aim to establish them as a very strong Cripple and damage option for short and mid ranges.
All throwing weapons can now be recovered! If you hit another player or NPC with your axe or javelin, the weapon will end up in the target’s inventory. If you miss and hit a surface instead, the weapon will be pickup-able by interacting with it.
All throwing weapons will cripple regardless of the body part hit.
All throwing weapons do not aim compensate for distance to the target. This system was making throws unpredictable and we have decided to remove it. Throwing weapons will still aim at the center of the target if you are target locking, but they won’t compensate for other types of shots. This means that you can land your shots more reliable in situations where you’re prediction your target’s movement or throwing before your target shows out from behind cover/corners/battlements.
Throwing axes now stack to 10 and never break!
Throwing axe throws now recover faster!
Throwing axe throws can be used as a wildcard replacement for any combo step. If you’re wielding a throwing axe, you can simply throw instead of attacking without losing your combo count. This means you can do stuff like Light -> Light -> Throw -> Heavy Finisher. Enjoy!
Throwing axes have a new flight effect.
New weapon archetype: Katana
We have introduced a new weapon type to the game. An ancient type of curved sword from the remote land of Yamatai: the Katana.
Katanas are two-handed swords with an entirely new and unique moveset. Their damage sits comfortably between spears and hammers with an armor penetration equivalent to that of the greatswords.
Katanas sport a range of unique features:
The katana light attack combo is frontal set of attacks with a fair amount of forwards motion. The light attack finisher does damage equivalent to the heavy finisher of other weapons and applies bleed.
The first light attack comes out very fast.
Katanas do not have a heavy combo. Instead they can be charged with the Heavy Attack button in a special stance that leads into a very quick dash-attack. This dash-attack does more damage the longer the Heavy Button is held and is released by pressing the Light Attack button while in the special stance.
Katana dash-attack goes through targets, ignoring collision. It’s a powerful tool to escape tight situations, even when not fully charged.
Katana dash-attacks can be used as a wildcard replacement for any combo step. This means you can use it as an opener, a link or a finisher and combine it freely with any of the light attacks.
Dice Rolling
Care for a game of dice? Well now you can! Get your friends together for a little gambling:
Chat input: /roll a b where a is the lowest number and b is the highest Example: /roll 1 100
This will produce an output in the local chat (meaning, other players should see the result as well) reading “[Playername] rolled a 4 (1-100)” where the 4 here is the actual result and the 1-100 is the min/max value
Chat input: /dice a b where a is number of dice and b is number of sides of the dice Example: /dice 2 6
This willproduce an output in the local chat reading “[Playername] rolled a 7 (2d6)” where 7 here is the actual result, and the 2d6 means “two six-sided dice”
Land Claim Announcer
You will now get a popup on your screen when you enter the area of another player, informing you who owns the area and structures placed. You are able to toggle this feature on and off in the settings.
New TestLive Product
(see further down for more info)
TL;DR FIXES
Please note that due to the sheer amount of changes, we are still adding patch note entries as we go. Some of the fixes have to undergo some additional final testing and we will add those as soon as we have the OK after QA has done their final pass.
Fixed a bug where equipping a Javelin would block stamina regeneration and would allow stamina-free melee attacks to be performed
Fixed a bug where explosive arrows were doing damage on PvE servers
Fixed a bug where players would often get stuck inside Rhinos when fighting them
Fixed a bug where archer thralls could provide you with an infinite amount of arrows
Fixed a bug where player’s body would disappear from the map
Fixed a bug where the character had drinking sounds when eating
Fixed a bug where players could kill human NPCs who have dialogue options
Fixed a bug with online server Steam invites not being sent
Fixed a bug where thralls and pets would disappear when moved too far
Fixed a bug where dragging an item from a Crafting Station and dropping it on a stack of said items in the inventory would not create an entry in the Event Log
Fixed a bug where the player was unable to scroll through Thrall recipes in Crafting Stations when using a gamepad
Fixed a bug where players where able to instantly kill other players by disabling their network adapter
Fixed a bug where knocking out an NPC and letting them bleed to death would cause the NPC to respawn double
Fixed a bug where applying a mod kit to Claws of Jhebbal Sag would reduce its expiration timer to five seconds
Adjusted certain places were building is not intended.
Fixed an issue with Star Metal Nodes not taking enough damage to break their shell
Pets and Thralls will no longer instantly die from falling damage
Adjusted spawn timers for some of the rare T4 NPCs
NPC/Animal/Thrall Adjustments
Fixed a bug that allowed players to loot XX_Unarmed items from Thralls
Fixed a bug where the piglet’s and boar piglet’s health points where out of balance
Fixed a bug where harvesting piglets would provide Wild Boar Head and Tusks
Fixed a bug where NPCs could fall through rocks near Hunter’s View, near the Sinkhole, and Stormwatch.
Fixed a bug where The Barrow King couldn’t be shot in the head
Fixed a bug where NPCs in the Temple of Frost couldn’t damage the player when hiding between Black Ice nodes
Fixed a bug with Yog Priests using Yog Cleaver instead of a proper weapon
Fixed a bug where the Swamp King would not aggro on sight
Fixed a bug where Ravenous Wolves could not be damaged
Fixed a bug where a dead, tamed Shaleback would only drop carcass when harvested with a skinning knife
Fixed a bug where Jaguar’s head could not be obtained through harvesting
Fixed a bug where Sewer Abomination’s blocked attacks would knock it back
Fixed a bug where NPCs near the entrance to the throne room in the Witch Queen dungeon would lose aggro.
Fixed a bug where the Boar boss had too little health
Fixed a bug where the Boar Boss would lose aggro from a very short distance
Fixed a bug where harvesting a Pet Camel with a Sickle or Cleaver would only yield Camel Carcass
Fixed a bug where NPCs would lose their animation when released from bindings in single player mode
Fixed a bug where skeletons would bleed when hit
Fixed a bug where human NPCs were missing nameplates
Fixed a bug where the player could not interact with, and was able to kill Vathis the Hierophant
Fixed a bug where the Kinscourge would lose aggro towards the player when the player was hiding behind the balustrade
Fixed a bug where the Jaguar boss couldn’t attack the player when standing in a particular place
Fixed a bug where The Degenerate spawned two corpses when killed
Fixed a bug where big scorpions would give Exotic Flesh instead of Feral Flesh
Fixed a bug where undead Shalebacks would not aggro the player unless attacked first
Fixed a bug where the far left item in the inventory of an Archer Thrall would disappear when the thrall started shooting
Fixed a bug where the Rhino boss could not receive melee or ranged damage
Fixed a bug where Throwing Axes used by thralls would not be functional on dedicated servers
Fixed a bug where skeletons near the Sinkhole would lose their masks when killed
Fixed a bug with health bar and npc name plate being placed seperately
Pets and Thralls will no longer instantly die from falling damage
Locust Queen Pet will now attack
Pets and Thralls will now honor the players target and attack accordingly.
You can no longer interact with a thrall that you don’t own.
Sound Effects Fixes
Fixed a bug with the same SFX being played upon arrows’ impact when hitting NPC and terrain
Fixed a bug where water could be heard in areas without water in Hanuman’s Grotto
Fixed a bug where rain SFX could be heard inside The Eye That Never Closes.
Fixed a bug with muffled SFX being heard from Blacksmith’s Bench.
Fixed a bug where the horn sound would loop during a Purge
UI and Text Fixes
Fixed a bug with missing journal icons
Fixed a bug where control tooltips would overlap when the player was blocked from placing a thrall
Fixed a bug with misaligned Decorative Warpaint keywords
Fixed a bug with multiple cut off letters in the Feats’ Teaches sections
Fixed a bug with certain furnace related items, Rocknose Egg, and Spider Egg-sac lacking keywords
Fixed a bug where Hoar-Frost Hatched was missing Hallowed and Ritual Harvest keywords
Fixed a bug with improper placement of keywords for all pets
Fixed a bug where the bow’s ammo icon was staying in the Main Hand slot after unequipping the weapon
Fixed a bug where adding or taking items from containers could visually add or remove five inventory slots.
Fixed a bug where Wooden Targe feat was missing from the Weapons tab
Fixed a bug where the Obsidian Tools feat was missing from the Survival tab
Fixed a bug where items could not be looted from a Tannery via Inventory Preview
Fixed a bug with a placeholder icon next to the Night-Eye Potion’s effect
Fixed a bug with misleading keywords in certain Relic Hunter armor pieces
Changed the item order in quick preview inventory to be the same as the actual inventory
Fixed a bug where the Abysmal Arrows feat was missing from the Weapons tab
Fixed a bug where the Mountaineer feat was missing from the Armor tab
Changed the name of Pictish Warchief Sandals to Boots and Pictish Brave Headband to Headgear, to better reflect the in-game model
Fixed a bug where some religions had cut off text in their description
Fixed an issue with inconsistencies in the descriptions for Extremely Hot and Heatstroke effects
Fixed a bug where the blood splatter effect in the background of some feat icons would disappear
Fixed a bug where two Dragonbone icons were displayed in the Dragonbone Arrows recipe
Fixed a bug with an inconsistent description of Alcohol Poisoning debuff in the Stats tab
Fixed a bug where Abysmal Flesh had no expiration timer
Friendly Pets and Thralls can no longer be target locked
It is now possible to rename placed chests
Gear, Placeables, and Crafting Adjustments
Fixed a bug where Simple Tent couldn’t be placed on flat ground
Fixed a bug where Glowing Standing Torch would increase temperature instead of reducing it.
Fixed a bug where Raw Human Flesh would not be converted into Putrid Flesh upon expiration
Fixed a bug where Jade Cat Idol couldn’t be aligned to the ground, or have its tilt and pitch adjusted.
Fixed a bug where Iron Mug was crafted with wood
Fixed a bug with inconsistent weight for the items learned from the Palisade feat
Fixed a bug where the Serpent-man weapons had improper grades
Fixed a bug with inconsistencies between weight and health points of Dragon and Cat idols
Fixed a bug where traps could be returned to inventory after exploding
Fixed a bug where weapons dropped from enemies or looted from chests would always be broken
Fixed a bug where all versions of Light Hyrkanian Bow had the same weight
Fixed a bug where the first heavy attack of greatswords would not deal damage in first person mode
Fixed a bug with Dung weighing too much
Fixed a bug where Aquilonian and Pictish awnings couldn’t be placed above foundations
Fixed a bug where shooting the last arrow would not clear the ammo indicator on the bow
Fixed a bug where Weapon Kits could be applied to Throwing Orbs
Fixed a bug where stone throwing weapons would be listed as high grade instead of low grade
Fixed a bug where sandstorm masks would not provide protection against noxious gas, if equipped after the effect was applied
Fixed a bug where Flawless Iron Mace and Flawless Iron Warhammer were available from any level 3 blacksmith
Fixed a bug with Epic Reptilian Armor having wrong values for helm, chest and gauntlets.
Fixed a bug with inconsistencies in the number of items per stack between Abysmal Flesh and Cooked Abysmal Flesh
Fixed a bug where axes would not apply bleed effect when dual wielded
Fixed a bug where all versions of Hyena-fur Armor would give the same amount of bonus Survival attribute points
Fixed a bug where Exceptional and Flawless versions of Steel Mace couldn’t be crafted or spawned
Fixed a bug where players were able to craft Khitan Javelin and Khitan Throwing Axes
Fixed a bug where repairing items with stacks of specific sizes caused the whole stack of resources to disappear
Fixed a bug where certain heads could not be processed in the Fluid Press
Fixed a bug where tier 3 Crenelated Walls could not be replaced by DLC Crenelated Walls
General Fixes
Fixed an issue with target locking the Albino Bat Demon
Fixed a bug where the TargetLock system would not select the remaining NPC when fighting two or more NPCs
Fixed a bug where players could not climb onto ceilings while swimming
Fixed a bug where players could avoid being attacked by Hrugnir of the Frost by standing on his arm rest
Fixed a bug where the portal at the Altar of the Bat would not be functional
Fixed a bug where cause of death would not be localized
Fixed a bug where pick, cleaver or skinning knife had particle effects while hitting thin air
Fixed a bug where crafting Flawless Iron Poniards required the Steel Poniards feat
Fixed a bug where the corrupted part of the health and stamina bar would disappear after being depleted
Fixed a bug where players where unable to loot unconscious bodies without changing the Backpack inventory to Shortcut
Fixed a bug with Dried Fish having no burn time in Wheel of Pain
Fixed a bug where Altar of Mitra in Muriela’s Hope did not provide any light
Fixed a bug where a player could swim in the air underneath a waterfall
Fixed a bug where Statue of Refreshment would not receive correct damage from orbs and jars.
Fixed a bug where projectiles fired from Trebuchets could hit different places for different players depending on their positions
Fixed a bug with building not being allowed in certain locations up north of The Dirgewood
Fixed a bug where the character could walk underwater near certain locations.
Fixed a bug where the textures of a waterfall in Shattered Springs would flicker when approached
Fixed a bug where the Dye item sub-menu could be accessed from the item’s recipe on the Quick Bar
Fixed a bug where one could override the corruption limit by eating Abysmal Flesh
Fixed a bug where baby animals would not respawn until server restart, after being picked up
Fixed a bug where drinking Hunter’s potion would add an incorrect amount of attribute points
Fixed a bug where shields were missing the Shieldsmash label
Fixed a bug with the graphics for selected tabs in the feat window
Fixed a bug where weight and expiration time of Feat of Jhebbal Sag and Derketo would differ from other similar items
Fixed a bug where pets would not reliably follow players into their base
Fixed a bug where the model of a vulture would stay in place after it flew away
Fixed an issue where Shemite Leggings and Shemite Shoes had improper stats
Fixed a bug where the Avatars timers would not update correctly on dedicated servers
Fixed a bug where vaults would cause lag when attempting to accessing it in single player
Fixed a bug where leaving a session while controlling an avatar would cause the password prompt to not appear when trying to join a password-protected session
Fixed a bug where attacks would often fail to hit players
Fixed a bug where dismissing the window of a crafting station would reset the currently selected sorting option for the inventory
Fixed a bug where shutting down the game while a pet was fighting would leave the pet’s “weapon” in the backpack inventory
Fixed a bug where Golden Lotus Potion would not provide health regeneration
Fixed a bug with a misplaced Power Shot particle effect when using Dragonbone Arrows
Fixed a bug where the Cat-like perk would cause the maximum amount of damage taken from falling be equal to half of the character’s health points, instead of half of the damage appropriate to height of the fall.
Fixed a bug where a wall was missing at the beginning of the Black Keep dungeon
Fixed a bug where corpses would be invisible for players who were outside of rendering distance when the creature was killed
Fixed a bug where the Days Passed slider would be inconsistently displayed
Fixed a bug where the title could terminate when connecting to a dedicated server
Fixed a bug where a Thrall’s recipes would not be visible when reentering any Crafting Station
Fixed a bug where Totemic Pets were lacking Exclusive Diet
Fixed a bug where drinking from a well, river, or drinking Purified Water did not provide a Cooling Down effect
Fixed a bug where using second heavy attack of all two handed spear weapons would cause the character model to flicker
Fixed a bug where the character model was shaking if the player pressed the walk button
Fixed a bug where the starvation timer of pets and thrall was present after toggling the hunger system off
Fixed a bug where players were able to scroll through icons of required items
Fixed a bug where DLC items were non-functional or missing after learning any feat with DLC
Fixed a bug where killing creatures would leave their duplicated, motionless model behind
Fixed a bug where legendary chests would disappear when items were moved inside its inventory
Fixed a bug where the tools harvesting animation would not loop when the player was holding down the Attack button
Fixed a bug where the Polite Clap animation would end too quick.
Fixed a bug where the Face Details tab in Character Creation would reset to the top when player tried to choose eye colour
Floating Items and Collision
Fixed a large number of floating placeables and world items including campfires, foliage, benches, bones, rocks, and many more.
Patched up holes and walls where players could get stuck such as inside the crocodile giant, wooden pillars in the Den, fall into cracks in the Volcano biome, certain locations in the Midnight Grove, and many more.
Barred of places where players could reach an unplayable area in the Temple of Frost, the Archives, the King’s Niche, Bin-Yakin’s Seal, the Black Keep, and more.
Adjusted and fixed collision issues and texture gaps on structures, foliage, animals, and such.
SPECIAL COMMUNITY ADDITIONS
Trello Report Board
We have a public bug tracking board here! You can check this to track the issues that get brought up by the community the most. In the “For prioritization” column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here.
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 are looking forward to your input and feedback. Thank you very much for being part of your community and for your ongoing support