Please kindly read the rules posted above by @Narelle and understand our server rules as well as how to appeal a ban.
Please kindly read the rules posted above by @Narelle and understand our server rules as well as how to appeal a ban.
Hey there,
As @Narelle pointed out, there were a few issues with Steam’s authentication servers that caused some services to malfunction including our own. Issue should be resolved by now.
Alright closing the thread.
As usual, please do try to respect our community guidelines and try to be respectful. It is not that hard.
Hey @Aleetoo
Thanks for the observation. We’ve sent it to our localization team so they can address it.
Hey @Halk
We’re aware of this issue. A fix for it is scheduled to be included in the 2.3 Update. Please bear in mind this estimate could change due to unforeseen circumstances.
Thanks for the feedback.
Hey there,
Apologies for the late response. Most of our team is now out for the holiday break, so there’s been not much advancement on this or other tasks. The task regarding AMD hardware is still being investigated, and any results stemming from that are scheduled to be released for 2.3. This is a tentative date and it could change due to unforeseen circumstances.
Moved thread to its appropriate category and renamed it to be more of a conversation starter and less of a threat.
Greetings and merry festivities, Exiles!
Rejoice! It is that time of the year, to celebrate with your loved ones and say goodbye and thank you to this foul challenging year.
To give you the time you need to celebrate these holidays with all your loved ones, we are extending the decay timers on all official servers until January 21st.
Please note that it can take up to 2 server restarts for all servers to show these new changes.
... Read moreLink to original article (blog): https://www.conanexiles.com/blog/isle-of-siptah-producer-letter/
Hello Exiles!
I wanted to catch everyone up on what the team has been working on since the Isle of Siptah Early Access launch and give a preview of what is coming to Conan Exiles in early 2021.
First thing first, let’s chat Isle...
Read moreHey @Kyra (and thread),
We are continuing to fix and improve the measures against undermeshing and other exploits, and will continue to do so in the foreseeable future. Until then, apologies for any frustration this can cause.
Let us break down the answer to address your points:
That draws the line between a fair player and a cheater, in essence.
Read moreHey there,
This:
Plus a little something we’ll announce very .
Hey @helium3
Regarding the Dynamic Building Damage system and the projected changes to PVP, we announced that we would disable the feature (in official servers, or not enable it more like) and focus on fixing some shortcomings that were pointed out during the feedback rounds. It was pointed out, and correctly, that there was no point in many of the changes if there were some core loops that could be exploited to workaround them.
So we are still working on that. Some of the changes that stemmed from that are:
-The re-prioritization of the anti-undermesh tool. Even though it has been on Testlive since early this year, it was being updated once a month to cover some locations due to the slow input of data we could use to fine-tune it. So we got some more people assigned to it and ...
Closing thread as it does not involve reporting an issue with the Testlive build.
To report an issue with the current build on Testlive, please follow these guidelines:
Reposting this for no reason whatsoever
Hey @Narelle
Thanks for the feedback. We’re aware of this issue and it’s been fixed internally, pending review and testing. It’s currently scheduled for release 2.3.
Hey @Narelle
Thanks for the heads-up, we’ll send the report to the team to confirm if this is an issue or an undocumented change.
The downside of running Testlive via the beta branch is that any mods installed on the normal branch will also apply, which can and will cause a myriad of unintended issues.
Regarding the branch being a good or bad idea, it is just Steam functionality that comes bundled in. The separate Testlive client uses that branch as default, while the standard client offers it as an option. It being a different product with a separate product id, though, helps with having a separate environment for players to test with its own settings and whatnot.
This is what is also causing the bake issues with the textures of the glowing goop of the Harbor of the Drowned, since it’s located in the Siptah DLC assets folder, which causes some errors in DLC ownership and configuration when loaded on the separate Testlive client.
Here’s where we detail how to access Testlive via the two current methods:
Hey everybody,
We have released a new revision of the Testlive build, version 2.2.265775.
Here’s the Changelog: