Welcome

Username or Email:

Password:




[ ]
[ ]
[ ]

Discord

CGZ Server Info

______________________________

For PC:
ARK Server [PVE]
32 Slots
Map: Amissa
IP: 95.156.198.209:23000
steam://connect/95.156.198.209:23001

Name: CGZ-Amissa (Official)-[ H/XP x3 T/B x7 ]

______________________________

For PC:
ARK Server [PVE]
16 Slots
Map: Extinction
IP: 85.190.157.29:31000
steam://connect/85.190.157.29:31001

Name: CGZ-.:PVE Extinction:.-[ H/XP x2 T/B x7 ]

______________________________

DISCORD Channel:

JOIN CyberGameZone DISCORD

Conan News

Conan Exiles RSS Feed

  • Our schedule going forward

    Jens Erik (Community Manager)
    Hello Exiles!

    We hope 2019 and January have been treating you well so far.
    Picking up on old traditions we wanted to let you know our rough plans going forward, to keep you in the loop as much as we can.

    PATCHES FOR THE NEXT WEEKS

    We have a an additional hotfix planned for early next week that will address a few crash issues as well as control input issues that led to problems with movement, camera and shield behavior. We're also further addressing issues with players flooding a server and impacting other player's performance and play experience.

    This patch will go live for PC first and will be available for consoles a few days after, as soon as it is cleared by Microsoft and Sony CERT.

    After this, we will finalize another TestLive update to address some of the issues reported and further work on our performance improvements. If you haven't already, please check out all the changes and updates[forums.funcom.com] including Purge improvements. We're very thankful for any feedback and input.

    The current TestLive Patch, including any additional updates, is scheduled to go live at the and of January or Start of February at the latest. We want to make sure it is as stable and as optimized as possible in addition to gather as much feedback as possible from your side about new things that have been added. (Again, please check out what's coming right here[forums.funcom.com].)


    CURRENT MAIN FOCUS

    Part of our focus is to refine core mechanics, make exploration more exciting and improve experience as well as the leveling curve. We already have our Purge improvement/fixes on TestLive. January and February will see updates where we will gradually deploy more patches to our Test Servers which deal with the following issues, additions and improvements:

    • More updates for the Purge
    • More performance updates
    • Improvements to AI behavior and controls
    • Progression balancing from starting experience to end game (parts of this is on TestLive already)
    • Improvements and additions to make exploration both more dangerous but also more rewarding (more on this soon!)
    • Fixes to UI and Admin Panel
    • Avatar, Siege and Raiding balancing and improvements
    • More Exploit fixes
    • Building Quality of Life Improvements

    Stay tuned for more juicy details and info for each of these areas as we progress
  • PC Hotfix (14.01.2018) - Anti-flooding tools and crash fixes

    Jens Erik (Community Manager)
    Edit: Quick fix just went out. Hey all, we just put out a quick fix. We fixed an issue introduced with latest patch that affected unarmed fist attacks, kicks, and some actions with shields. No server restart needed!

    Hey folks, we’ve got a hot new hotfix coming at you for the PC version of Conan Exiles! With this update we’re adding in anti-flooding tools to the game’s engine as a counter measure against certain exploits that have been brought to our attention by the community.

    Later on we will add a feature that will kick players that send too many commands to the server at the same time.

    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
    • Added anti-flooding tools to the engine. This will prevent exploits (server flooding) from making the game not work correctly.

    Patch Notes

    Performance and Stability
    • Fixed a server crash caused by null inventory sent from client. In addition, several other similar issues have been adressed for the ConanCharacter and ConanPlayerController.
    • Fixed a crash caused by editing the guild name without being in a guild
    • Fixed a crash relating to invalid hit-locations
    • Fixed a crash caused by invalid building objects
    • Fixed a server-crash relating to rhinos pushing players away
    • Fixed various other, obscure, server crashes

    Exploit Fixes
    • Added anti-flooding tools to the engine. This will prevent exploits (server flooding) from making the game not work correctly.

    UI and Text Fixes
    • Fixed an issue where the client Healthbar update could get called on the server

    Community Tools

    Trello Report Board

    We have a public bug tracking board here[trello.com]! 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[forums.funcom.com].
  • Testlive Patch (21.12.2018) - Purge Fixes and Building Optimizations

    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.

    If you want to test this build, here's how to access Testlive[forums.funcom.com].

    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[trello.com]! 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[forums.funcom.com].

    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[forums.funcom.com].
  • Another quick update about the Testlive Patch

    Jens Erik (Community Manager)
    We're moving it to 3pm CET, so it will be available for download on the Testlive client in about an hour's time. Patch notes will come up on our forums at release.
  • An Update About The Next Testlive Patch

    Jens Erik (Community Manager)
    Dear exiles,

    We've been hard at work on a new Testlive build that we are planning on rolling out before the holidays. This update is a massive one, containing a multitude of critical fixes and changes that we can't wait for you to check out.

    First up are the building optimizations, which will significantly improve how the game loads in building pieces and improve performance. Next is a revamp to the Purge that should make it more reliable and dangerous. Additionally, we've done a major balancing overhaul to the game, increasing the amount of XP you get from crafting and killing enemies, while also making NPCs and monsters more dangerous.

    Finally, we have added in several changes to find, and block, ways players were able to get beneath the ground mesh.

    The current plan is to deploy this build to Testlive tomorrow, at 2pm CET, but please remember that this is subject to change.
  • PC Hotfix (20.12.2018)

    Jens Erik (Community Manager)
    Dear exiles,

    We have a quick patch available for PC to take care of some stuttering and framerate drops the community has been reporting recently. It's a small patch, with only one change, but we feel it's an important one nonetheless.

    ---

    Please remember that patches 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 Notes

    Performance and Stability

    • Fixed an issue that caused framerate drops when playing. This should reduce the stuttering introduced in the latest patch.

    AI and Thrall Fixes
    • Fixed a bug where thralls would sometimes disappear when placed outside a building

    Community Tools

    Trello Report Board
    We have a public bug tracking board here[trello.com]! 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[forums.funcom.com].
  • Weekly Community Newsletter: It’s Christmas Time once again

    Jens Erik (Community Manager)


    What's up fam, it’s ya boi Conan Exiles! We’re back at it with another newsletter! It is our final work week before the holiday break and we are all looking forward to some much needed R&R with friends and family. As the year is beginning to wind down we felt that it was fitting to look back and reflect on the previous 12 months. 

    Since January 2018, we’ve released around 30 patches and hotfixes for the PC version of Conan Exiles alone, adding everything from simple bug fixes and balance changes, to huge content additions and revamps. We’ve rolled out an additional 21 patches for the Xbox version, and 19 patches on PS4, bringing us to a total of 70 patches across three platforms. That’s an average of almost 6 patches per month!  

    We’ve also released 4 paid DLC packs with new armors, weapons, building pieces, placeables and pet skins. Shoutout to our amazing art team who have been working tirelessly on making all of these amazing looking extras. 

    Thankfully all the hard work has paid off, and we’re really proud of what we’ve managed to accomplish with Conan Exiles. Come January 31<sup>st</sup>, the game will have been available for two years! We have several more updates and bug fixes to roll out, after all, including 4 more dungeons that we still haven’t revealed yet! 

    In case you missed it, we’ve increased the decay timer[forums.funcom.com] for buildings on all our official servers, from 7 days to 14 days. This change is already in effect across the board and will remain until we come back from the break in January. 

    This week and beyond 

    As you might have noticed, we’ve been working extra hard on upping our level of communication with you, the community. We hired a Community Support person, Ignasi, who will be a frequent face on the forums and our social channels, collecting input and feedback and answering community questions. We rolled out the Community Report Trello Board[trello.com] to provide more transparency, and we’ve been pushing more updates to Testlive again to put them through their paces. This will continue in the next year as well. 

    This week we plan to release another major patch to the Testlive branch, containing some vital additions to the game. We are going to be rolling out the building optimizations, vastly improving how fast the game loads in building pieces across the board. This patch will also have several undermeshing fixes, which we will talk more about in the patch notes. Our plan is for the patch to sit on Testlive for several weeks, and roll it over to live once we’re satisfied with the state of the build. Testlive is available as a separate branch on Steam, or as a client you can download and install. See how to access it here[forums.funcom.com]

    Going forward, our current focus is improving the core aspects[forums.funcom.com] of Conan Exiles in the next couple of months. This includes improving the Purge, fixing exploits, and improving AI and thralls. 

    State of the newsletter 

    There are going to be some changes to the newsletters next year. The community newsletters came about as a way for us to improve communication with our players during Early Access. We wanted to give you a glimpse into the development process and summarize the current state of Conan Exiles and its development. It would allow us to share upcoming content and discuss some of the things the dev team had been working on. 

    How we communicate with the community, and the size of the community team, has evolved and grown since the inception of the community newsletters. We feel like the newsletters have served their purpose well, but we have also started using other ways of providing the community with the same information: The Trello Board[trello.com] provides more transparency and insight. We’ve been working on increasing the number of news updates that go out on the forums and on Steam. We have also been working on being more active on social media to respond to player feedback and issues. As such, we’re going to end the newsletters in their current form. 

    Not to worry though! Even though the newsletters are going away that doesn’t mean we won’t stop communicating with you. We will keep you updated about the work we’re putting into Conan Exiles. News updates will be posted on the forums[forums.funcom.com], on SteamReddit, and social media, when available, so keep your eyes posted to our official channels come 2019. We may also start doing monthly recaps, in case there’s been a lot going on. 

    We hope you all have a happy holiday season, with lots of good food and great times with family and friends. We will see you in the next year. 

    Sincerely, 

    Funcom 
  • Holiday Decay Timer increase

    Natascha (Community Mom)
    Hello Exiles

    We know that many of you will want to to spend time with your loved ones, without having to worry about your virtual houses, settlements and cities in the Exiled Lands.

    This is the reason we will temporarily increase the decay times to 14 days (16 days including abandonment state) on official servers. The change will be applied later today and will come into effect after the daily server restarts.

    We hope this helps, so you can fully focus on spending your time over the holidays relaxing with friends and family. :steamhappy:
  • Weekly Community Newsletter: Bow Improvements and Katanas

    Jens Erik (Community Manager)
    How do you do, fellow kids? Welcome back to the Conan Exiles community newsletter. With less than 3 weeks remaining of 2018 we’re slowly beginning to wind down in preparation for Christmas, while also working towards having Conan Exiles be in a stable and working condition when the holiday break begins.

    We’ve released a major patch for PC[forums.funcom.com], PS4[forums.funcom.com] and Xbox One[forums.funcom.com] containing a multitude of fixes and changes, along with some new content that we think you will enjoy. This patch has been moved from Testlive[forums.funcom.com] over to the live version of the game and we wanted to thank all our Testlive players for helping us out with testing, feedback and bug reports.

    Testlive will get further updates down the line. These will include several optimizations to how the game renders and loads in buildings, and some much-requested Purge fixes, some of which we detailed in the previous newsletter[www.conanexiles.com].

    After the patch went live on PC we received some updates from admins running modded servers that they were having connection issues and crashes. We’re currently investigating this issue to rule out potential issues. Keep in mind that mods need to be updated by their creators whenever there’s a new patch.

    Oh, and we also released a new DLC: Seekers of the Dawn[www.conanexiles.com]. This brings the country of Yamatai into the Exiled Lands, with new pet skins, new warpaint options, new weapons, new building pieces, and new pet skins!



    What’s new in the game now?
    Glad you asked, hypothetical player! There are several features in this new patch that we’re particularly proud of. Chief among them is the new katana weapon archetype, and the reworked bow mechanics. In addition to this we’ve made some changes to throwing weapons, improved the locomotion animations, and added in a Land Claim announcer. Finally, for the PC crowd, we added a dice rolling functionality to chat and rolled out the ability to automatically download mods to your game.

    Katana weapon archetype

    The katana is a two-handed curved sword hailing from the remote land of Yamatai. It comes with an entirely new and unique moveset, and sits comfortably between spears and hammers in terms of damage. They also have armor penetration equivalent to greatswords.



    The light attack combo is a frontal set of attacks with a fair amount of forward motion. The light attack finisher does damage equal to the heavy finisher of other weapons and will apply bleed. What’s interesting to note is that the katana does not have a heavy combo. Instead it has a dash attack that can be charged by holding down the Heavy Attack button. Dashes will go through targets, ignoring collision, and can be used to escape tight situations, even when not fully charged. This dash can also be chained into any part of the light attack combo. Use it as an opener, a link, a finisher, or combine it freely with any of the light attacks.

    Katanas can be found under the Bruiser group in your Weapons tab and the first one is unlocked at level 21. The Epic Katana can be unlocked at level 60. These are completely free with this update.



    Bow Improvements and Arrows

    Bows have gotten faster and more deadly and we’ve brought back the ability to “power shoot” using the bow. The light bow attack combo is gone and have been replaced by a single fast shot. You can chain these shots together as long as you have enough arrows on you. The heavy attack is now a chargeable, aimed shot. Holding down the Heavy Attack button increases the damage of the shot and if you hold it for long enough the shot becomes a Power Shot, with a flatter trajectory. Perfect for sniping!

    Arrows have also gone through a balance tweak. Specialty arrows have increased usability and we’ve tapered the power/cost ratio of some specific arrow types. High tier arrows (Razor, Hardened Steel and Star Metal) now do more damage. Snake Arrows and Light Arrows do less damage, but the poison from Snake Arrows is unaffected. Light and Healing Arrows are also cheaper to make.

    Throwing Weapons

    Throwing weapons have gotten a lot of different improvements in this patch. The aim is to establish them as a Crippling and damage option for short and mid range fighting.

    All throwing weapons can be recovered from where they land, or from the inventory of whatever you killed with them. They will also cause cripple no matter which part of the body you hit. This goes for both Javelins and Throwing Axes.

    Speaking of Throwing Axes, they now stack to 10 and won’t break. This will not affect Javelins, as they still have durability and are used more prominently in combat. Throwing axes can, however, be used as a wildcard replacement for any combo step. When you’re wielding a throwing axe you can throw one out instead of losing your combo. This means you can do stuff like Light -> Light -> Throw -> Heavy Finisher. Try it with the double axe spin to win combo and see what happens!



    Mods will now download automatically on PC

    This was one feature that’s been highly requested by the community: to automatically download mods on PC when connecting to a modded server.

    When you connect to a server running mods, and your client doesn’t match, you will automatically be sent to a “Mod Mismatch” screen. Here you’ll find a list of the server’s mod list (or pop up with a message saying the server doesn’t use mods, in case you have mods loaded but the server doesn’t).

    On this screen you can hit a button to subscribe to or update any Steam mods that may be missing, and then connect to the server once everything matches up. Clicking connect will force the client to automatically restart and then connect to the server with the correct mods loaded.

    In your game settings you will also find two checkboxes related to the auto-downloader: One to automatically subscribe to/update mods when needed, and one to automatically connect when ready.

    We hope this will improve the experience when connected to servers running mods. Please don’t hesitate to give us your feedback.

    Dice Rolling

    In this patch we rolled out the ability to play a game of dice in chat, if you’re so inclined. We think the roleplaying crowd will get a kick out of this one. Simply type in “/roll a b” in chat (where A is the lowest number and b is the highest) and you produce an output in local chat where you roll a dice.

    “/roll 1 100” will roll a random number from 1 to 100 in local chat: “ rolled a 4 (1-100)”. But that’s not all! You can also roll multiple dice at once! Typing in “/dice a b” (where a is number of dice and b is number on sides of the dice) will produce a combined output of having rolled multiple dice! “/dice 2 6” Will produce an output in the local chat reading “ rolled a 7 (2d6)” where 7 is the actual result, and the 2d6 means “two six-sided dice”.

    Isn’t math fun?

    Holiday Event
    We’ve been talking internally about doing an event for Christmas and we’ve also seen several of you talking about it on our forums and the game’s subreddit. We would love to do another event this year, but there needs to be a few more tools in place for future events. For the time being we also want to focus 100% to improving needed outstanding improvements to the core game mechanics.

    We don’t want to run the risk of introducing new, overwhelming changes this close to the Christmas break. We learned from our mistakes during the Halloween event. Doing a Christmas event would mean splitting up the team to work on holiday features and improvements and fixes at the same time. We do love events and want to bring you more in the future.

    That’s it for now. We’ll see you later!

    Sincerely,

    Funcom
  • Seekers of the Dawn Pack now available!

    Natascha (Community Mom)
    You can now get your hands on content from the mysterious eastern kingdom of Yamatai, where a powerful people dwell on an island at the edge of the world.



    Wield all new and mighty Katanas in battle – with their unique animations and quick dash attacks they add a new dimension to combat!  Create your home using the unique Yamatai building pieces, created from white stone with beautiful wooden beams and gold ornamentation.

    Craft three new armor sets, like the fearsome Yamatai Demon medium armor and twelve new weapons, including three Katanas! Decorate your body with five new warpaints and own five unique pets which can be tamed through the new pet system.



    Seekers of the Dawn Pack contains:
    • 39 new Yamatai building pieces.
    • A full set of building pieces with the same stats as existing tier three.
    • 15 new armor pieces in three sets, such as the Yamatai Warlord heavy armor.
    • Light, medium and heavy sets with an epic end-game version of each.
    • 12 new stylish Yamatai weapons.
    • Same power as iron weapons with an epic end-game version of each weapon.
    • 5 exclusive pet skins.
    • Have your own unique looking sabretooth, tiger or crocodile.
    • 5 new Yamatai warpaints.
    • Cool looking warpaints of the moon, crane or dragon.

    All the new content from Seekers of the Dawn Pack is exclusive to this DLC and adds a host of new visual options but does not give any in-game advantage in power. All the new items have comparable stats to existing items.

    Please note that the Katana is available to all players who own Conan Exiles. The DLC adds new, unique looks to the weapon. 

| Date published: not known
Back to newsfeed list

.:PARTNERED:.

Nitrado Yellow Shadow

Nitrado Game Servers

Looking for a Reliable Game Server?

Nitrado is the way to go.

Headlines


»Our schedule going forward
Hello Exiles!We hope 2019 and January have been treating you well so far. Picking up on old traditions we wanted to let you know our rough plans go...
»PC Hotfix (14.01.2018) - Anti-flooding tools and crash fixes
Edit: Quick fix just went out. Hey all, we just put out a quick fix. We fixed an issue introduced with latest patch that affected unarmed fist atta...
»Testlive Patch (21.12.2018) - Purge Fixes and Building Optimizations
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,...
»Another quick update about the Testlive Patch
We're moving it to 3pm CET, so it will be available for download on the Testlive client in about an hour's time. Patch notes will come up on our fo...
»An Update About The Next Testlive Patch
Dear exiles,We've been hard at work on a new Testlive build that we are planning on rolling out before the holidays. This update is a massive one, ...
»PC Hotfix (20.12.2018)
Dear exiles,We have a quick patch available for PC to take care of some stuttering and framerate drops the community has been reporting recently. I...
»Weekly Community Newsletter: It’s Christmas Time once again
What's up fam, it’s ya boi Conan Exiles! We’re back at it with another newsletter! It is our final work week before the holiday break and we are al...
»Holiday Decay Timer increase
Hello Exiles We know that many of you will want to to spend time with your loved ones, without having to worry about your virtual houses, settlemen...
»Weekly Community Newsletter: Bow Improvements and Katanas
How do you do, fellow kids? Welcome back to the Conan Exiles community newsletter. With less than 3 weeks remaining of 2018 we’re slowly beginning ...
»Seekers of the Dawn Pack now available!
You can now get your hands on content from the mysterious eastern kingdom of Yamatai, where a powerful people dwell on an island at the edge of the...


Date published: not known
Details