Conan Unconquered

Conan Unconquered Dev Tracker




02 Aug

Hey all! We have a new patch for you. This is now on live, moved from TestLive. So if you've seen the TestLive notes, you'll notice they are about the same. :)


CHANGES TO SCORING SYSTEM
We have completely revised how scoring is done for the game. We did this for two reasons:
  • The original scoring system scored only on kills, which tended to promote bad play habits.
  • The kill scoring system was completely unfair to co-op players who liked to primarily build the base and leave the combat to the other player.

GENERAL SCORING CHANGES
  • The base score for killing a creature or creep nest has been reduced. This revision adds new dynamic modifiers, so this was needed to keep scores from getting larger than the score screen could handle. However, most players should see their scores get larger overall.
  • You now will gain score for each structure you build; the score is relative to...
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02 Jul

Hello everyone, we've just pushed the latest changes from the test branch of Conan Unconquered into the live branch!

We really appreciate everyone who has taken the time to test these changes and provide constructive feedback, so don't hesitate to share any further thoughts and suggestions, we're listening!

GENERAL FIXES:
  • Added a cap for all advanced, elite and siege wave enemies to prevent instances where the number of attacks can be overwhelming. Handles 30+ Large Spiders on Co-op Mission #5 (for example) in Co-Op and Unconquered Modes.
  • Corpse catapults will now block nearby structure placement as intended.
  • Additional check added to Avatar of Mitra to prevent him attempting to attack while in summon animation (and breaking the summon).
  • Fix for a case of units getting stuck with a protected order, unable to receive new orders from the player. Basically, fixes issue where player units can no long...
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20 Jun

Hey all! We got another patch in with various fixes. Hope everyone is having a great week so far. :)

Patch Notes
  • Unit & Enemy speed increased by 30%. Player can now more easily get out of their base to explore and game generally feels “faster”.
  • Rewards page fixed for UI with 4:3 aspect ratio.
  • Fix for some players not being able to select King Conan skin on hero selection UI.
  • Fixed issue in Co-Op where Player B was unable to build a research in player A’s research building unless player A had enough money to make that research.
  • Fixed challenge map history displaying 40 waves rather than infinite waves for level 3 wave count
  • Fixed: Difficulty for scenario maps could still be selected after clicking the Battle button.
  • Fixed text related to “Infinite Waves” on map select screen.
  • Intro video(s) to game have been split into their own separate movies and...
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11 Jun

Good Morning to some and Good Evening to others! More improvements inbound, details below:

~GENERAL~
  • New UI created for hero selection at scenario/map select screen.
  • Placement of structures no longer slows down FPS while grid is shown.
  • Fix for units being unable to move if they exit a guard tower too close to a wall.
  • Player is now prevented from building structures on top of summoned snakes, skeletons and spiders.
  • Adjusted attack range and settings to fix instances of Shem Asshuri’s attack damaging targets through walls.
  • Fixed issue with missing particle on corpse when player units die due to fire.
  • Fixed issue with Kalanthes heal visual effects not playing.
  • Adding lightning effect to show connection between Custodian of Yoth and Healing Stone.
  • Fixed issue with King Spiders in custom 10 wave matches not properly block...
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05 Jun

Post
    Andy B on Steam - Thread - Direct
Greetings everyone! The following patch deals primarily with issues reported by players over at the Official Forums, Thanks for your patience! See below for more info:

GENERAL
  • Several crashes addressed during normal gameplay (no set reproduction steps)
  • Corrected crash specific to attempting to plug in or unplug audio headset or speakers during video playback.
  • valid.
  • Fixed hang on game load screen for slower systems which were below the minspec.
  • Fixed hang on game load screen for heroes other than Conan (also on occurred on slow systems).
  • Improved load times for heroes other than Conan on scenarios 1-4.
  • Fixed issue wherein guarded chests around the map would contain the same loot. These chests now contain random contents as before. Does not affect chests looted from killed spawn locations.

GAMEPLAY
  • Dif...
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04 Jun

Greetings everyone! We’ve made some more changes, hopefully addressing some of your concerns, details below:

GENERAL EASY MODE

  • Time between waves has now been extended on Easy Mode.
  • Player Unit damage to enemies set to +20% (was +50%) on Easy Mode.
  • When playing in easy mode score modifier appropriate set to their difficulty level.

GAMEPLAY BALANCE CHANGE:

  • In Co-Op, houses will no longer split Thrall resources. Instead, both players get the FULL amount from any house build by either player.
  • Dwelling wood build cost reduced from 8 to 2.
  • Manse stone cost reduced from 10 to 2.
  • When choosing targets, Kalanthes should now properly prioritize in the following order: Attack > Heal > Fires. Manual targeting will always override this.
  • Players will now correctly receive a wave ...
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01 Jun



Greetings Ya’ll and welcome to Launch Weekend! For this weekend, I’d like to present you with a couple new features and hefty set of improvements, Patch Notes below:

GENERAL New Feature: Easy Mode added to All 5 Map scenarios.
New Feature: Player rewards are shown once scenarios are completed.
New Feature: Button added to score screen to allow players to move to the next scenario without returning back to the map selection screen.

GAMEPLAY SORCERER:
  • Base health reduced to 70 (was 90)

DWELLING:
  • Thralls produced reduced to 4 (was 6)
  • Wood purchase cost reduced to 8 (was 15)

MANSE:
  • Thralls produced reduced to 8 (was 16)
  • Stone purchase cost reduced to 10 (was 1...
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