Age of War - Chapter 4: Hotfix News & More

…and the time gating passive XP part is still not mentioned :clap:

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Thank you for the extra detail for these patch notes.

Regarding the crafting cost changes perhaps you (or someone else) can answer since I am unable to get in game currently due to a new PC build in progress. For things like Shaped Wood crafting costs: are the changes further supplemented with higher tier benches? In the previous patches, basic carpenter bench was 10:1, improved was 7:1, tier 3 was 5:1.

PS: love the change to make brick. I’ve always been rather bitter about the fact that no matter the tier of furnace, my bricks always cost 10 stone so I’m happy to see that reduced a little and then further impacted by lowering building costs. Feels more balanced with the other components now.

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what about Siptah servers and the number of crashes they are experiencing? 6111 crashed 28 times in less than 2 days.

Overall feedback to the patch is positive for me.

  • I love the reduced harvest rates on PVP servers. I hated x4. Slower rates gives more value to loot.
  • Battlepass changes are fantastic for me. I hated grinding the battlepass challenges and often didn’t buy them because i felt i was never actually bothered to grind it. Most of the battlepasses in the past i bought, were a waste of money because i couldn’t be bothered with challenges.
  • Bearer thrall HP didn’t bother me at all. I think they shouldn’t be weak as hell and be mildly tanky since they are basically farming assistants.
  • UI changes were mostly good aside from the numerous bugs and the loss of basic functions that was annoying. Glad right click is going back to use.
  • new event seems decent so far. Not delved to deep into it (play PVP so its not my focus)
  • stamina change is very welcome. I think there needs to be a good penalty for poor stamina management. Would like to see the visual effect back (The old gray stam screen effect and audio notifier) when you stam out though. Felt good and it is very useful to see when you failed to manage your stam properly.
  • Bomb placement distance nerf. I actually like this and it makes bombing a lot more dangerous. It was too easy to just feed bombs safely.

Things I dislike or things I think need to be addressed:

  • Loot tables in chests should not drop perfected padding or Dragon powder. I would like to see an avoidance of dropping any higher tier stuff as I think it cheapens the value. Currently farming DP and perfected padding in chests is the best way to get them (Especially before you are fully established). I think this ruins balance and again cheapens value of loot. This is my number 1 concern outside of general changes that have negatively impacted pvp for the last couple of years.
  • UI bugs (obvious and I am sure you are working on it).
  • I don’t know how long this has been a thing but not being to Grab all on a chest without having to open it first then pressing take all is really annoying. Would love to be able to just press “F” on chests and stations again.

Thats all I can think of right now but overall I feel positive about the update and chapter. Looking forward to the next Age and hoping that you guys give some extra QA time next time. (With your release cadence, i understand how tough it is to properly QA features but I hope the store and Battlepass can allow you a few extra heads to on the team to handle greater amounts of polish)

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Please remember your policy of not releasing on Friday.

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Anyone on the team aware of the issue with the abyssal bow or doing anything for corrupted characters? ( like corrupted traits, abyssal/cursed weapon stam cost reduction, corruption not reducing stamina…etc) Rolling thrust deserved a nerf, but that also buries corrupted characters down with pets for viability in combat.

IF the team is not aware and has not seen the half dozen bug reports…the issue with the abyssal bow is that the arrow that is spawned is not calculated into the final damage number, this is easily tested by shooting the bow at the ground until an arrow is able to picked up and then shooting the bow with the arrow in your inventory and noticing the increased damage and armor penetration that would make the weapon viable and the stamina cost changes not ABSOLUTELY devastating.

Would love the ability to loot a chest without having to open it first returned as well. Nothing is more frustrating than not being able to loot a chest while being raided…the extra step is unneccesary in my opinion and doesn’t add anything to the game, just costs you loot (and time).

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@AndyB .Also take a look on purge on purge when you could. It improved a lot this chapter but the explosive golem wave make it not fun for a lot of people, having to spent several minutes hammeirng and repairing the repair hammer after an explosive wave is not fun, having to hunt where to repair, its very time consuming and not fun, also as definsive measure against them we have to build barricades around the base what can be considered a claim spam (so we have to remove them after use, to much investiment for punny rewards you know). Also meteors fall even after we killed the storm caller, i give him no chance to cast the spell and the star metal rain comes anyway, causing a lot o splash damage, leading a lot of repairs in several random spots. Also a meteor hitted the ground destrying the way to coffer with not even damaging the roof lol, and the purge was canceled. Also reducing the costs to craft and increasing the time to farm is no much of good deal

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Please take a look at the inability to repair certain armors in the workbench,especially the redeemed silent legion,thx

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I think you’re misunderstanding that part :slight_smile:

The bearer change was fully intentional and it’s not even something like the UI stuff where it was mainly an oversight of removing functionality.

I fully support the bearer HP nerf btw… the thing has a giant floating label over its head that says BEARER… so no offense to anyone, but “Hmm… :thinking: I should totally dress this guy in heavy armor and use it as a frontline fighter” is not the first thought I get when I read that…

The only reason they ended up in that role was due to their ridiculously large HP pool that didn’t have any justification for something that was NOT intended by design for combat.

Furthermore apparently it WAS an oversight that they didn’t nerf these earlier when they did all the others :man_shrugging:

Most likely what Funcom thought is that now that you can set them to “Flee” they would be a bit safer even with less HP so they could somewhat prevent them from being used as fighters by lowering their HP while still not having them die performing their actual duty of carrying your stuff, since now they can be set to Flee.


Anyway, this is not to mitigate any of the other issues or to excuse stuff, I’m just saying that I would not bundle this up with the rest of the issues. Probably the only reason they’re reverting it so that people don’t point fingers that “Hey… you reverted the stack splitting too! why not this?” and they’ll most likely be re-nerfed soon or made unable to fight via other means.
Maybe they’ll get permanent “Flee” AI like horses and then they can have all the HP they want… just like horses :man_shrugging:

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Don’t forget the random hiccup that pushes all players out of their current state and sometimes through floors. Happens server wide at spaced out random times.

And bring back the inventory dye option. Dyeing items is way too much of a chore now.

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It’s server crashes in Isle of Siptah, not client. There are dozens of bug reports on this. A base C-9 was the source of the problem on my server.

It’s not a console exclusive problem, it’s PC also, it’s affecting everyone. In many cases the ‘hitch’ is so bad that players can’t move things to and from their inventory. It’s pretty likely that the lag from the UI changes in Conan Exiles disrupts the synchronization between the game client and server, which can affect collision detection. This would result in the increase in players ‘falling through the mesh’, as the game fails to accurately track and update their position on solid surfaces in real-time.

That said, I will give credit where it’s due and thank you for updating the community that you’re going to try to do something about some of these issues.

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Yes, and if some one hadn’t got all snarky, I’d have pooped on and said “hey, you were right”. Not the first time they have snatched defeat from the jaws of victory with me.

Note Check that thread where this was first posted; and you read that, you see were I happy danced for the change back to right click use.

Is there a limit? I read some one bragging how the are half way through the pass in 2 days.

Everything in moderation. I’d said before if you had dropped bearer hp by 10% and damage by 2% most people would never have noticed.

You not knowing those are completely different departments says a lot.

Horses apparently don’t avoid combat anymore. Instead, they charge into combat with any thralls, getting hit and possibly killed.

They should be in permanent “flee” stance, I assume, but apparently aren’t.

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Hum in term of gameplay bearer on a pvp server need high hp pool otherwise they are useless because they will die in a few hits to a player, and even when stuck by swarm of npc.

I mean even a bearer with high end gear and 16k pool it’s a matter of 30-50 sec to kill by a player, now if a bearer can only survive to 5-10 sec to a player and i doubt the flee option will allow them to survive really more knowing the ai problem but i have not tested in real situation, and also what about the flee option into a base raided and a bearer enclosed inside a base). it means they are useless and will have no more use in term of gameplay. and anything with higher hp than 10k will be used in replacement, and in this case it will be werewolf or camel or horse. so why not have usefull bearer that are bearer ? and i remind that there was bearer with high hp for several years. even in the age of before the age (so the golden age t3 bearer were able to get high hp, and some t4 bearer too). i honestly never saw bearer on a pvp server used as fighter for raid. well to be honest, thralls are such a joke on pvp that there is not even more used on pvp server to attack base except by total newbie that will quit the game once you kill their thralls in few sec (because they spent may be 3 or 4h to train him). but people still catch thrall to defend their base, well they will not be able to defend and all die. but will give a few minutes to a defender before being totally plundered. now the bomb nerf for crafting and placement will probably help to survive a little bit more time (because in fact in past it was even possible to kill all thralls with quick bombing from distance and fire damage)

Thank you for the info and for correcting me! I’ll make some edits.

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Please take a look at the Maladorous Grand Champion Lure, currently it does not decay while I am offline meaning i need to be logged on for 24 hours before i can continue the new event.
Or is this by design?

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What about falling through foundations? Lots of reports. The game is not playable when you’re constantly getting stuck.

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returning the give all button would be great to

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Sure hope you guys are considering adding back the custom inventory option. Otherwise please explain how we are supposed to organize our inventory? Or do we not have that option anymore?

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