Conan Exiles

Conan Exiles Dev Tracker




02 Mar

Comment

Originally posted by Funcom_Ignasis

General bugfixes (continued)

- Fixed an issue where RCON commands were parsed as ANSI instead of UTF8

- Fixed an issue that allowed expanding container inventories

- Fixed an issue where the Server would allow a player to connect to the server without password if that same player was made an admin on the server

- It is no longer possible to double-jump while being over-encumbered

- Fixed an issue where the camera would go - quote: “Absolutely ape” - when you destroyed a building

- Fixed an issue where baby animals would not disappear from the world when picked up.

- Fixed an issue where it was possible to inadvertently enter combat stance while placing items in quick succession.

- The Maelstrom weapon no longer produces light

- Healing Arrows will now affect monsters and NPCs as intended.

- Sanctuary of Mitra no longer has misaligned flames

- Standing torches near the Wardtowers now generate...

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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

- 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 lear...

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Comment

Originally posted by Funcom_Ignasis

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-epi...

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General bugfixes (continued)

- Fixed an issue where RCON commands were parsed as ANSI instead of UTF8

- Fixed an issue that allowed expanding container inventories

- Fixed an issue where the Server would allow a player to connect to the server without password if that same player was made an admin on the server

- It is no longer possible to double-jump while being over-encumbered

- Fixed an issue where the camera would go - quote: “Absolutely ape” - when you destroyed a building

- Fixed an issue where baby animals would not disappear from the world when picked up.

- Fixed an issue where it was possible to inadvertently enter combat stance while placing items in quick succession.

- The Maelstrom weapon no longer produces light

- Healing Arrows will now affect monsters and NPCs as intended.

- Sanctuary of Mitra no longer has misaligned flames

- Standing torches near the Wardtowers now generate...

Read more
Comment

Originally posted by Funcom_Ignasis

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) no...

Read more

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-epi...

Read more
Comment

Originally posted by Funcom_Ignasis

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 r...

Read more

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) no...

Read more
Comment

Originally posted by Funcom_Ignasis

AI/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

- 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 se...

Read more

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 r...

Read more
Comment

Originally posted by Funcom_Ignasis

Building and placeable 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...

Read more

AI/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

- 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 se...

Read more
Comment

Originally posted by Funcom_Ignasis

PATCH NOTES

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

- Fixed an exploit pertaining to infinite stamina for sprinting

- Fixed an issue where players were able to instantly kill other players by jumping on them #stoptheplumber.

- Fixed an exploit where it was possible to deal damage to players and buildings outside of PVP-enabled times.

- Fixed an issue where it was possible to gain unlimited oxygen

...

Read more

Building and placeable 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...

Read more
Comment

Originally posted by Funcom_Ignasis

TLDR Summary

  • Updated the Purge to be more reliable
  • Improved VOIP with moving mouth animation.
  • Exploit fixes to prevent Undermeshing. Many more exploit fixes in the notes below.
  • 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)
  • 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 longe...
Read more

PATCH NOTES

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

- Fixed an exploit pertaining to infinite stamina for sprinting

- Fixed an issue where players were able to instantly kill other players by jumping on them #stoptheplumber.

- Fixed an exploit where it was possible to deal damage to players and buildings outside of PVP-enabled times.

- Fixed an issue where it was possible to gain unlimited oxygen

...

Read more
Comment

PATCH NOTES

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

- Fixed an exploit pertaining to infinite stamina for sprinting

- Fixed an issue where players were able to instantly kill other players by jumping on them #stoptheplumber.

- Fixed an exploit where it was possible to deal damage to players and buildings outside of PVP-enabled times.

- Fixed an issue where it was possible to gai...

Read more
Comment

TLDR Summary

  • Updated the Purge to be more reliable
  • Improved VOIP with moving mouth animation.
  • Exploit fixes to prevent Undermeshing. Many more exploit fixes in the notes below.
  • 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)
  • 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 longe...
Read more

https://forums.funcom.com/t/pc-update-02-03-2019-optimizations-balancing-purges-new-voip-and-so-much-more-thank-you-community/53721/

PC Exiles, hello!

The day is here and we’re not only bringing you a substantial number of fixes and quality of life updates, we’ve also added new types of Purges, a new world boss and have done several balancing passes on NPCs and craft...

Read more External link →

01 Mar

Comment

Originally posted by Gjetarguten

Make sure the devteam know they are doing an awesome job :) I think most of us believe this game will be the best survival game in the end, don't let the vocal minority make you doubt your talents, the potential of this game is just crazy so that's why many of us are scared.

Thanks, we definitely will let them know :)

Comment

Originally posted by Aurelius_Augustinus

I would like a headsup or anything that the dev team is aware of the huge t3 building spam problem. (vaults, vaults, vaults, foundation terrasses that put macchu picchu to shame)

Edit: Just a thought: When we were able to build flying bases on trees, everyone was upset about that exploit. A tree flying base however is not nearly as overpowered as a pillar base since pillars can be significantly higher and you can prevent climbing in an equal matter. Why would you prioritise fixing the first but leaving the pillar base without counter in the game?

I would like a headsup or anything that the dev team is aware of the huge t3 building spam problem. (vaults, vaults, vaults, foundation terrasses that put macchu picchu to shame)

Our team is aware of this behavior and they're looking into ways of limiting it, but we have nothing more concrete to share about it at this moment. :)

Comment

Originally posted by ElvenNeko

Thank you for replying, honestly i didn't think you would do that. I quess they really hire new members, because before that most of the important questions were simply ignored.

That's fixed on Testlive

So, now it will be consistent, and will be able to target any bases, even lollypop ones? Will it appear only when players are online? Because before it was not hard to deal with and served only to annoy people who was offline during purge and got their bases destroyed just because they can't play whole day.

That is also improved on Testlive

I hope so. But in case if you serious about it, i decided to bring some proof (because obviously some people think that i just imagine all the bugs) - here is the easy one, i took time and recorded a small video 10 minutes ago, in fresh build of the game: https://drive.google.com...

Read more

So, now it will be consistent, and will be able to target any bases, even lollypop ones?

It should. :)

Will it appear only when players are online?

That would depend on server settings.

This is one of the many common bugs related to "you should be able to place piece but you can't"

Some of these instances should be addressed in the current Testlive build. If you want you can check them out now or wait until they come to live. If there are still issues with building QoL please let us know via our usual communication channels 😊

Ok, that's something i missed in patch notes. Sadly, have no time to level up and test stuff on testlive (and actually i have levelup process, why can't we just have all on test servers?), but since live patch will be released next week, i quess we will see if the amount of people with spears will be at least equal ...

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28 Feb

Comment

Originally posted by ElvenNeko

Hello. You know that, for example, "purge updates" are listed in your "future patches" almost since official release, sometimes you mention something about purge in patch notices, but it's still almost never appears on any servers, and when it does, it's often utterly broken, for example - ending withotu spawning creeps, or creeps unable to do anything?

You say "building updates" just as you listed it in one of the previous patches, but all the building system related bugs are still exists, and even spikes take more than minute to load.

I see countless of new weapon variations being introduced. Why? Nobody will use them, people will keep running with spears unless you somehow nerf them. What you currently do is waste of effort. Also people won't just start using dagger\maces\hammers, unless you change them somehow to be viable in combat. So if you nerf spears everyone will switch to axes instead. You need to adress ballance of all the weapons at once.

All ...

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Let me answer you point by point:

"purge updates" are listed in your "future patches" almost since official release, sometimes you mention something about purge in patch notices, but it's still almost never appears on any servers, and when it does, it's often utterly broken, for example - ending withotu spawning creeps, or creeps unable to do anything?

That's fixed on Testlive, which you can either test right now by accessing the Testlive branch on Steam or check it out in our Testlive patchnotes that we linked above. We reworked the Purge mechanic by making it more reliable, challenging and rewarding. The feedback we got back from our community has been really positive and we feel it’s ready to be deployed live soon.

You say "building updates" just as you listed it in one of the previous patches, but all the building system related bugs are still exists, and even spikes take more than minute to load.

... Read more
Comment

Hey u/kinghenry,

We're in no way trying to "f*ck with you". We thought we had everything ready to go, but ran into unexpected issues that needed to be fixed. We're working on getting the patch ready and we'll announce it once we're good to go.

Comment

Hey there,

We have no plans of abandoning Conan Exiles. We have three major patches on our Testlive branch that add a ton of fixes and additions, as well as a revamp of the Unnamed City with plans to expand on that even further.

We also have a few exciting new additions planned, but as of now our near future scheduling is focused on fixing and improving the game. Here you can see our current schedule:

https://forums.funcom.com/t/our-main-focus-for-january-february/54267

Here our three...

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26 Feb

Comment

Originally posted by Bulevine

Seriously.. just sell the damn game to someone who's willing to clean up this mess already.

Hey there,

We're still committed to make Conan Exiles the best it can be. We've released three major patches on Testlive that will make it to live on all platforms once we're done ironing out any issues our community is reporting in our forums.

https://forums.funcom.com/t/testlive-patch-21-12-2018-purge-fixes-and-building-optimizations/49442/

...

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25 Feb

Comment

Hey there,

It's an issue we're aware of. Our team is looking into it.

It's also available in our Trello board:
https://trello.com/c/FUoLqPLe

Comment

The fan Discord does still exist, but the link deprecated. We'll get a new one up there ASAP :)