It has taken some time, but the engine update is now finally available outside the public test branch. I have taken the feedback from you and further improved some features and I hope you will have fun with it.
I will not spoil too much right now, but I already started the pre-production of the next update which is going to be massive! it might take until late spring or early summer, but I will enhance the game to the next level. This engine update was a great preparation for the new content that is going to come! Let's just say you won't be longer alone in your galaxy...
So, for those of you who are not following every dev log: What's new today?
Inter-dimensional storage You can now pack resources and items into inter-dimensional containers and share them across any galaxy in any save game! Do you have achieved riches in one save game and want to start a new game? Just store some of your stuff in inter-dimensional containers and access them from anywhere.
One of the new rooms, the assembly room, has a station to pack up to 200 goods and up to 5 items into one inter-dimensional container. These containers are normal items and can be traded and moved as such. The other new room, the portal room, has a station to access the new global inventory. You can only put inter-dimensional containers in there, but the inventory can be accessed from any other portal room in any colony in any save game!
The inter-dimensional container is a new craftable item which requires rune stones. Rune stones are new collectible items from temple ruins. Temple ruins are part of a story line, can be encountered in random space events, and they can be part of rumors or ground missions.
You can also craft a new piece jewelry which grants four extra skill points!
Treasure maps and dungeons There is a new item that can be looted from enemies: trasure map parts. You can assembly several of them to a treasure map. Treasure maps are useable items that will reveal a new dungeon position. The mechanic pretty much works like rumors, but you will have a temple at this location which is your prime source for rune stones that are required for the portal stuff.
Cockpit upgrades An entirely new feature is the cockpit upgrade which is available for any spaceship. Below your selection for drones and weapon turrets, you can select the cockpit upgrade you want to use. You can change it free of charge at any space station - just like drones. Each upgrade has a certain effect for your space exploration like increasing or decreasing the chance to encounter a pirate.
Improved level editor The overview of the available terrains for the level editor in the main menu has been cleaned up.
New maps have been added that you can use for previews in the level editor and they will also be used when exploring planets.
User interface controls that had no effect and where obsolete have been removed from the level editor.
New filter options for planetary content have been added to the editor.
Quality-of-life When capturing a new ship, a dialog shows the difference between your ship and the other ship before you finalize your decision of capturing the ship.
The chance of temple dungeons to have multiple levels has been increased.
When you are in a multi-level dungeon, a new panel shows in which level you are. Players were confused in the past why they could not complete a dungeon, but they missed stairs that lead down deeper into the dungeons.
New players are also welcomed to use the new easy mode. It's a bonus card you can select when creating a new game that lets you fail every fail condition once without actually losing the game.
Game engine improvements The majority of time went into upgrading my game engine. As you may know, I developed my own 3D game engine for my video game projects and I ran into issues. I only use few third-party components, but one of the few I use stopped support during the development of Galactic Crew II. I forked a branch from its latest release and continue its maintenance when developing Galactic Crew II or the game engine. In this work, I migrated my games and the engine from .NET 4.7 to .NET 5 which does not sound like much, but the technology changed a lot and I had to update the projects accordingly. I also updated all used third-party components and compile them myself, whenever possible and appropriate. The GPU load dropped, the CPU load dropped and I found many memory leaks. Most of which were in the third-party components I mentioned earlier. The game should now be smoother and more stable. Please report, if you encounter any issues.
We'll be streaming Tribes of Midgard today, Thursday February 3rd, at 3pm EST to celebrate the kickoff of the Steam Games from Quebec Sale! You can get Tribes of Midgard for 33% off through February 3-7.
In case you didn't know... we're located in Quebec, Canada! We're so glad to take part in this event which features over 150 local games.
So come hang out with us (Community Managers Sydnee and JiPay) to ask any questions about Tribes of Midgard, and oh yeah, to give us some fun modifiers to the way we play! You can find the stream right here on Steam, as well as on our Twitch channel.
Please don't judge our ability to sail a boat. We are trying our best.
Happy February everybody! Making it Home version 1.3.0 is out now.
The list of changes is small, but they are significant. We noticed that you were not really playing the challenge modes much, other than the $10,000 sandbox, so the focus of this update is to try and improve the challenge mode.
We have made a few key changes. Firstly, we have reduced the number of challenge modes so there are now three challenges and one sandbox. Before there was just so much choice I think it was overwhelming.
Secondly, we have enabled more of the modifiers from the story campaign. Expect to see motherships, carrots and bridges in all the challenge modes (but not the sandbox).
Thirdly, we have removed the complete randomness from before. Instead we have hand crafted 69 sets of vehicle components which are picked at random. Each set has a sort of theme and tries to make you think about vehicle design differently. We wanted to give those of you who love optimising a vehicle design a new mini challenge just waiting for you each day if you fancy it.
Now this is rather experimental, we'll be keeping an eye on the leader boards, but do let us know what you think! Either here on Steam or on our Discord. Happy building!
v1.3.0 Patch Notes
Updated to Unity 2019.4.35f
Added 69 new challenge templates.
There is now a single daily, weekly and monthly challenge alongside the sandbox mode.
The vehicle does no longer save it's state in challenge and sandbox modes. Essentially this means if any panels get destroyed during a challenge mode run they will reappear in blueprint mode when you retry.
Fixed a bug caused when two panels in the same column get destroyed in the same frame.
Changed the random distribution of panel unlocks in Act 1 to improve the new player experience.
There are new mechanics to the game. You now have a flashlight you can use, and a stamina bar has been added. This also means the player loses stamina and will get tired. The player does move slightly faster than before as well.
Also, just a reminder that the price will be changing from 1.99 USD to 4.99 USD on 02/10/22
Brush down your horses and man the castles, we're are getting close to launch and will be holding a closed beta in next few weeks. if you would like to participate please follow our social media
We are happy to announce that Patch 1.06 is now live!
Patch notes:
Gameplay
"Currency Exchange" option in the shops is now available each time your warrior reaches level 10.
Added '+' indicator for Gem tabs.
Bugs & Technical issues
Fixed issue of House cosmetic not tracking progress.
Fixed an issue where the Jewelry Tutorial would remain on between screens.
Fixed Wind Gem description in various languages.
Fixed text font size in the tutorial.
Fixed an issue where skipping the tutorial would result in a black screen.
Fixed arrows continuous SFX playing when your opponent dodged an attack.
Fixed an issue where the quiver would show 1 extra arrow even though you ran out of arrows.
Added translation for Party Match.
Fixed an issue where the same quest would appear in both Daily Quests.
As always, your feedback is vital to the development of the game, so you are more than welcome to reach out to us in the various community channels and let us know of any issues you may have encountered:
2021 has been an incredibly exciting and challenging year for us here on the Conan Exiles team. We started off the year preparing for the final release of our first expansion map, Isle of Siptah. The team was able to improve the Siptah map with your feedback during Early Access by adding NPC camps, Points of Interest, and activities. The team also added two amazing biomes in preparation for the final release on all platforms. We really enjoyed working on Siptah, despite the challenges that working from home during the pandemic presented.
Ultimately, we feel the final result is something we can be proud of, and your feedback and support made this journey feel all the more rewarding. The official launch on all platforms was met with an overwhelming amount of support from you all, as we achieved the highest concurrent player count since the game’s release. The launch campaigns we ran along with Siptah, such as the Twitch Drops and the Community Challenge, were also incredibly well received, paving the way for other possible future promotions.
In 2021 we also hit two important milestones as we released on two additional storefronts. First, on the Microsoft Store as part of the PC and Xbox Gamepass subscription. Getting to this point took a colossal amount of work from our teams, to who I want to wholeheartedly thank for their efforts, as well as to the Microsoft and Xbox teams who made this possible. We also drastically improved performance of the Xbox One client and received the Optimized for Series X|S badge resulting in Conan Exiles looking better than ever on consoles! Later in the year we released on the Epic Game Store and were able to bring Conan Exiles to another audience with full cross platform support for all PC stores. Once again, this was made possible thanks to the support of our friends at Epic Games.
With an eye on the future, we’ve also spent a good portion of the year planning and figuring out the best way to support our game for the long run. We are committed to Conan Exiles, it’s one of the greatest successes we have had at Funcom and we want it to become the best it can be. For that purpose, we have been growing our staff over the year and created a new Live team that is dedicated to the maintenance, support, and daily operations of the game. Thanks to this, we’ve been able to focus on addressing your feedback regarding critical bugs and Quality of Life additions that had been not possible in the past. We have also dedicated a team to provide support to our amazing modders, creating direct lines of communication with them so we can keep improving the devkit to better suit our community of creators. And this is just the beginning. We are committed to keep growing and adapting to support Conan Exiles on what will be one of its most exciting years.
I can’t wait to spill the beans on what is coming in the future, but for now let’s celebrate this past year with some facts and statistics about last year for Conan Exiles: We can confidently say that 2020 and 2021 were the most successful years for Exiles based on player counts and player activity. The development and launch of Isle of Siptah revitalized interest for veterans, and also gathered the attention of new players. And it didn’t stop there! The last quarter of 2021 also showed a surge in activity thanks in great part to the release of our in-game event “Grave Matters”. We’ve been keeping close attention to its reception and what you had to say about it. Thanks in great part to all your positive feedback, we’re planning for more events in the future so keep an eye out!
Another front we have seen positive growth with the game has been with streaming. Thanks to the new content added to the game and our campaigns, especially the Twitch Drops campaign, we’ve seen the viewership numbers hit an all-time high, even surpassing early access and the official launch period! We’re happy to say that we’ve improved our active player base and presence on streaming platforms and 2021 has been our strongest year to date. It’s been a year of experimentation on our end and we’re incredibly thankful to all of you for rewarding us back with your support which we are using to shape our plans to make 2022 even better!