My impressions so far:
The week before the update
The week before the update, I was playing Isle of Women and Isle of Men. Enjoyed my time there. New areas to explore, new bases to build, new things to kill. I was excited about the updates to both maps.
The update and mods
I use mods. Conan Exiles without mods wouldn’t be interesting to me. Hence, mod support is crucial for me.
After the update, the game crashed on start. That was due to a mod (not naming which) was updated in time, but still crashed the game. It took several hours to find out which mod this was, as removing mods and restarting the game takes quite some time - and as luck would have it, it was the last mod I tested.
Even after the fix, a lot of armors lost their transmutation. May be related to mods, may not be.
Is this Funcom’s fault? No, probably not. But still… if they wouldn’t have done the update at all, no mod would have been broken.
Is the update, overall, a net negative due to that? We’ll see below.
New thrall and follower controls
The removal of the “stop” command is very annoying. There are a lot of areas where you absolutely cannot bring thralls without risking their untimely, bug-induced death, especially everything with multiple levels. The AI is too stupid to deal with some areas, and the only way to ensure thrall survival was the “stop” command.
The “hold” command might be an adequate replacement… if it wouldn’t constantly teleport your thralls next to you. That takes away the main use of the “stop” command - keeping your thralls away from certain areas.
The simplified menu to change their settings probably is a win for non-modded games. For “pc master race” gamers, Xevyr’s excellent mods already did that, and they did it better, to be frank.
Horses now seem to run towards the enemy if you command your thralls to attack, only to stand around helplessly at the enemy.
Due to their high health (to be nerfed, now that is was mentioned), they still survive many boss if ights. Arena Champion, Judge, …? I doubt it.
But they do block the area and impair your vision. Am I hitting the horse? Am I being hit? Who knows with a big fat horse arse in your face.
So, for me, this is a net negative.
Inventory
The inventory change is horrible. Everything is super tiny on my screen, and the removal of category sorting requires us to scroll through two pages of super tiny icons to find whatever we’re looking for. Yes, the items are still highlighted, but… why the scrolling? Why that change at all?
Net negative. In fact, using the inventory is so annoying that I just stopped playing and invested the time write this angry review. It’s that bad.
Combat
Mouse facing was restored. Yay! A seriously f’ed up decision was reversed. Else, no improvements. Some pvp-related changes to stamina regeneration - I don’t care about that.
The fix wouldn’t have been necessary without messing it up before. Also, again, Xevyr fixed that with a mod for pc players.
So… net neutral for me.
Jhebbal Sag Event
The event… looks okayish by itself. I ran through it to get the werebear pet, will now never do a single step again. Maybe 30 minutes of gametime from a brand-new event which looks as if some effort was put into it. The design looks well-done, but the ration of effort required to play time added seems a bit lacking.
I admin-spawned the final lure, as I will not have that game running just to see a 24 h countdown tick down. What the f…!?
I also spoiled the rest of the event by admin-spawning all the fangs required to buy all recipes.
Why?
Grinding fangs by teleporting all across the map and fighing pretty boring animal bosses is just stupid. The boss fights are boring; the fight against the mammoth is as annoying as all fights with elephant-type anemies are. Weird hit box, lots of crowd control, pushes thralls into the landscape.
If fangs would have been added to all enemies… or all bosses… or if were-hyenas spawned all over the map… or if all bosses had a change to replaced by event bosses and drop massive amounts of fangs… maybe. But running across the whole map to farm three lame bosses all over again for hundreds of times? No, thank you.
Purge
I fail to grasp the lack of imagination behind the changes to the purge:
- Before the update, people complained that the rewards for the highest level purges were too poor.
- People learned how to use the geometry of bases to control the purge pretty well.
- Funcom had three new, more dangerous enemies for the purge in the pipeline. Two of them are good for destroying bases without being hindered by their geometry as much as the ram-guys.
Looking at these three facts, it seems obvious what to do: Add new, higher level purges with better rewards and new, more dangerous enemy types: “Want better rewards? Then deal with our new and improved, base-wrecking purge waves 11 to 15.”
But… no, they tacked them on to the existing purge waves. Same reward, higher difficulty. That’s… uhm… an incentive to never do them again?
What… why… How is it possible to make such a stupid decision? I dealt with cleaning up other people’s fvckvps professionally for some years, and I’d say I have seen some stupid shit in this world.
I wouldn’t say that Funcom beats the most stupid, half-assed jobs I’ve seen over that time, and this is much less serious stuff. But oh boy, on the “fail to think” scale, they’d be high up in the ranking with this one.
Overall
The update is a net negative for me, even game-breaking. A week ago, I was happily building by new base on the Isle of Women. Now, I’m watching on the recently released and older games I haven’t finished so far.
Funcom, seriously, pull yourself together. Or just revert the game back to Age of Sorcery, chapter 3, and leave it be.