# Atlantean Seal Construction: True Underwater Bases & Settlement Improvements for Enhanced

**URL:** <https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537>\
**Category:** Feedback\
**Tags:** roleplay, suggestion, pc, pve, pvp\
**Created:** [June 2, 2026, 8:34pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537 "2026-06-02T20:34:15Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![Kalnazzar](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kalnazzar/32/127831_2.png) [@Kalnazzar](https://forums.funcom.com/u/Kalnazzar)\
**Post date:** [June 2, 2026, 8:34pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/1 "2026-06-02T20:34:15Z")

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# **Greetings Exiles!**

I wanted to take a moment first to show some real appreciation for the Funcom and Inflexion Games teams. Over the past years, many excellent community ideas and player feedback have actually been implemented into the game, and that’s something worth recognizing!

We’ve seen:

- **Dyeable Saddles** (a long-requested quality-of-life feature)

- The massive **Unreal Engine 5** upgrade

- The **Living Settlements** system that makes bases feel more alive

- The ability to **use crafting thralls in combat** and **change their clothing/outfits**

- The entire **Age of Sorcery** system

- **Hassle-free travel** between the Exiled Lands and the Isle of Siptah

These are all fantastic examples of the developers listening to the community. It proves that player suggestions can and do make a real impact on Conan Exiles. That’s why I believe it’s worth continuing to share and support fresh ideas, because the team is clearly paying attention.

_ **These are my personal suggestions and opinions** _ on ways we could expand existing systems in Conan Exiles to improve the overall gameplay experience.

My goal with these ideas is simple: give players **more meaningful things to do** , more progression to work toward, and greater variety in where and how we build. Whether it’s new building options, deeper thrall management, or expanded crafting systems, I believe the game benefits when players have more tools and choices to create their own unique experience in the Exiled Lands.

**Important note:** Anything I suggest regarding the **Living Settlements** system (or immersive thrall management) is meant to be completely **optional**. These should be server settings that admins can enable or adjust, not something forced on every server. This would allow roleplay and survival-focused clans to enjoy a deeper, more realistic clan management system while letting other players keep the current gameplay style. For those who enjoy it, it would give them constant goals and things to work on, making their settlements feel truly alive. It would be cool if Funcom could add 1 or 2 servers with the Living Settlement options/improvements if they add them. Again, just my take.

### Critical Official Server Issues & Proposed Solutions

As a PvP player on official servers, the biggest barriers right now are **severe instability** , constant rubberbanding, disconnects, freezing, and lag spikes. If players can’t reliably log in and play, then new features don’t matter much.

Funcom’s own base size rules are also rarely enforced. Some kingdoms have grown massively oversized, far bigger than “The Fortress” that was removed, and these mega-bases are very likely making lag much worse.

**Long-term Technical Proposal:**

Funcom should consider operating its own dedicated servers for better control. More importantly, the current **monolithic server model** (one server trying to handle everything) is no longer sufficient.

## Architecture Proposal: Dynamic Micro-Gridding for Conan Exiles Enhanced

**Executive Summary**  
Conan Exiles currently relies on a single server handling the entire map, all **272 grid sections** , thousands of AI, physics, massive player bases, and global systems. This creates major bottlenecks. The proposed **Dynamic Micro-Gridding** system would keep a baseline number of servers always active, then automatically spin up additional micro-nodes in high-activity areas. By splitting the world spatially and offloading non-critical systems, the game could support significantly more players with much less lag.

**Current System Bottlenecks**

- **Tick-Rate Collapse** : When a server has 40+ players [Can’t even support 15 well, let alone 40], the internal tick rate drops from a target of ~30Hz down to single digits. The server can’t keep up, causing heavy rubberbanding (the server forces your character back to where it thinks you should be).

- **The Building Tax** : Every single foundation, wall, and torch must be constantly tracked and sent to clients. Walking near a mega-base can choke the server.

- **The “Dumb” AI Phenomenon** : When overloaded, AI (thralls and monsters) loses priority. They freeze, teleport, or stop reacting properly.

**How Dynamic Micro-Gridding Would Work**

The Exiled Lands’ 272 grid sections would be dynamically divided among multiple servers instead of one giant server handling everything.

**Example Division:**

- Server 1: South & Desert (starting zones, river areas)

- Server 2: Swamp & East (jungle, piracy zones)

- Server 3: Highlands & Center (cities, heavy building areas)

- Server 4: Frozen North & Volcano (high-end content)

Additional dedicated backend servers would handle:

- Master State Server (time of day, weather, Purge, global timers)

- Database & Persistence Server (buildings, inventories, clans)

- Communication Server (chat and voice)

- Routing Server (player handoffs)

**Seamless Movement: The Invisible Handshake**

Transitioning between server nodes would feel completely smooth:

**Phase 1: Border Overlap Zone**  
Every boundary has a 50 - 100 meter overlap zone active on **both** neighboring servers at the same time. When you enter this zone, the next server (Node B) immediately loads your character data, inventory, armor, and active thralls into memory.

**Phase 2: Dual-Streaming**  
While in the overlap zone, your game receives data from both servers simultaneously. You can see monsters and players on the other side in real time. Arrows or spells fired across the border would hand off physics data instantly.

**Phase 3: The Proxy Handoff**  
You stay connected to a **Global Routing Proxy** at all times. The moment you cross the center line, the proxy switches your connection from Node A to Node B in less than 15 milliseconds. To the player, it feels like you simply walked past a tree, no loading screen, no hitch.

This kind of **Dynamic Micro-Gridding** has been successfully discussed and partially implemented in other modern MMOs and could solve many of Conan Exiles’ long-standing official server problems.

## A Serious Warning About Official Server Health

I don’t claim to know exactly how Funcom’s current server architecture works behind the scenes, but it’s becoming very clear that **one server trying to handle everything** is starting to crack under the weight of the game’s growth.

Years ago, many players (including myself) were saying the game desperately needed an engine upgrade. That eventually happened with the move to **Unreal Engine 5** , which was a big step forward. However, the core problem of a single monolithic server handling the entire map, thousands of building pieces, AI, physics, and global systems is still pushing the limits.

Even if Funcom doesn’t implement something like the Dynamic Micro-Gridding system I described above, **something needs to change**. The current level of rubberbanding, disconnects, and lag on official servers is driving players away.

If people can’t reliably log in and play, we’re going to lose the online community. Official servers will slowly die out, and even the dedicated players who try to stay will eventually leave because there’s no one left to fight, trade, or interact with. A healthy population is essential for the multiplayer experience that makes Conan Exiles special.

This isn’t just about adding new features anymore; it’s about making sure the game stays playable on official servers.

#### **Food, Water & Rest Management (Primary Needs System)**

Thralls would need regular **food and water** to stay productive. If not manually fed, they could automatically walk to nearby **wells or fountains** to drink on their own. Neglecting their needs for too long (for example, two in-game days) could result in reduced performance, sickness, or even death on hardcore/optional server settings. This would add meaningful management without being mandatory on normal servers.

Currently, the Rest, Thirst, and Hunger needs exist in the game but are largely cosmetic; thralls emote as if they’re eating or drinking, but there are almost no real consequences or benefits. This makes the system feel pointless. I believe these three primary needs should have an actual impact to make the Living Settlements system feel deep and rewarding.

**How the Primary Needs Would Work:**

- **Rest:** If a thrall doesn’t get enough sleep, they become exhausted. They would move more slowly, stagger periodically, and show visual emotes like yawning or rubbing their eyes. If left without rest for too long, they could pass out, requiring other thralls (such as Medical Thralls) to carry them to a bed. In extreme cases, prolonged exhaustion could lead to death.

- **Thirst:** Dehydrated thralls would have signs of confusion and weakness. They might hallucinate, move erratically, or cower. Visual emotes (pretending to drink, licking lips, etc.) would warn the player. Severe dehydration could cause them to pass out or eventually die from thirst.

- **Hunger** Hungry thralls would clutch their stomachs, move more slowly, and stop regenerating health. Emotes like holding their belly or looking weak would signal the problem. If ignored, they could pass out from starvation or die.

**Emotes as Visual Warnings**  
Thralls would use clear, real-time emotes to show their condition (yawning, clutching stomach, looking confused, etc.). This would act as an intuitive warning system, making it easier and more immersive to manage your settlement.

**Positive & Negative Effects**

**Positive Effects (Well-Cared Thralls):**

- **Crafting Speed Boost** — Up to +10% faster crafting (stacks with workstation and thrall bonuses).

- **Peak Fitness** — Small combat bonuses (increased damage, faster attack speed, or reduced stamina drain).

- **Durability Bonus** — Items crafted by well-rested and fed thralls gain +10% durability.

**Negative Effects (Neglected Thralls):**

- **Reduced Crafting Speed** — Significantly slower production.

- **Combat Weakness** — Lower damage output and slower attack speed.

- **Item Quality Penalty** — Crafted items have reduced durability.

This system would make caring for your thralls feel meaningful and impactful. Players who enjoy deep settlement management and roleplay would have constant tasks to keep their workforce happy and efficient. While those who don’t want the extra responsibility can leave the optional server setting turned off.

#### **Economy Expansion & Settlement Life**

To make settlements feel truly alive and self-sustaining, I’d love to see an **Economy System** added as part of the optional Living Settlements settings.

**Living Wage System**  
Thralls could earn a small daily wage automatically withdrawn from the **Treasure Coffer**. With this money, they would:

- Buy food and drinks at the tavern.

- Occasionally request better equipment or clothing from blacksmiths and armorers.

This creates a wonderful economic loop — thralls earn money, spend it back into the settlement, and stay motivated. It makes your settlement feel like a real community rather than just a production factory.

**Treasure Coffer**  
The Treasure Coffer would evolve from a simple storage chest into the financial heart of your settlement. It would handle wage distribution, track profits from tavern visitors, and allow players to set wage rates or bonuses for high-performing thralls.

**Tavern Economy**  
Visitors (NPCs or other players on PvE servers) visiting your tavern would spend silver and gold, generating profit for the settlement. The more welcoming and well-stocked your tavern is, the more visitors it will attract.

**New Tavern Storage**  
Add special storage containers (similar to Thrall Pots) that can be placed near the Barkeep Station. These would significantly slow the decay rate of food and drinks, making it much easier to keep the tavern supplied without constant micromanagement.

**Merchant Thrall**  
A brand-new thrall type that players can send out into the world via the **Commander’s Table**.

- You load the Merchant Thrall with goods to sell.

- They travel to discover NPC cities and settlements.

- The more of the map you’ve explored, the farther they can travel and the better items they can bring back.

- They return with gold, silver, rare resources, pet eggs, and other valuable goods.

This would create an exciting long-term trade system and give players another meaningful reason to explore the world.

**Sorcerer Thrall Specializations**

I propose adding deeper specializations for Sorcery Thralls. These would add significant depth to magical gameplay and settlement management, especially for players who enjoy the sorcery system.

1. **Necromancer – Master of Undeath**

**Compost & Undead Creation**

The Necromancer uses different types of **Potent Compost** combined with corpses to create various undead:

1. **Human-type Undead (2 Compost Variants):**

2. 
  - **Standard Grave Compost** — Basic mix for regular human zombies (standard undead thralls).

  - **Blood-infused Corpse Compost** — Made with Sacrificial Blood and human remains for stronger, more durable human zombies with better combat stats.

3. **Animal / Monster Undead (4 Compost Variants):**

4. 
  - **Beast Grave Compost** — Standard compost for basic animal undead (wolves, hyenas, etc.).

  - **Apex Predator Compost** — Made with high-quality predator parts (tiger, bear, lion) for elite animal undead with increased strength and ferocity.

  - **Monstrosity Prime Compost** — Advanced blend using dragon bone, rhino heads, and corrupted stone for creating **Undead Monstrosities** (massive, powerful undead creatures).

  - **Demon-Tainted Compost** — Rare and dangerous mix containing demon blood and corrupted materials for the most powerful and unstable elite monstrosities.

5. **Decay Mechanic**  
All undead have a limited lifespan. They naturally deteriorate and perish after roughly **two in-game days** unless maintained with additional rituals, resources, or fresh sacrifices. This forces players to actively hunt, gather materials, and manage their undead army on an ongoing basis.

6. **Warlock – Sorcerer of Battle**  
The only sorcery thrall capable of actively participating in combat. The Warlock is a powerful offensive caster but is physically fragile, requiring protection from guards or summons.

7. **Blood Mage**  
A specialist in sacrificial magic and resource harvesting.

8. **Thaumaturgist Scholar – Master of Arcane Knowledge**  
An advanced researcher and lorekeeper who goes beyond basic thaumaturgy.

These sorcerer specializations would make magic feel much more alive and integrated into settlement life, giving players who love sorcery constant goals, strategic depth, and powerful tools to build their magical empire.

**Taskmaster Thralls Expansion & Prison System**

Currently, Taskmasters only have two specializations: **Driver** (increases concussion damage) and **Overseer** (improves crafted item durability at the Torturer’s Worktable). I propose adding a third specialization: **Slavetaker**.

**Slavetaker Taskmaster**  
This specialization would focus on prisoner logistics and transport. Slavetakers would operate a new **Prisoner Transportation Wagon** (a mobile station) capable of carrying up to 8 prisoners at once. This wagon would allow players to efficiently haul captured NPCs back to their settlement for processing instead of dragging them one by one.

**Expanded Taskmaster Mechanics**

- **Overseers** could actively manage crafting thralls. If a crafting thrall starts slacking, the Overseer can crack a whip to temporarily increase their work speed.

- If a thrall continues to underperform, the Driver can take them to a punishment device. After punishment, the thrall’s food and water reserves would drop significantly, but their crafting speed and efficiency would increase dramatically for a limited time. This creates meaningful management decisions and risk/reward gameplay.

**Prison for NPCs**  
The Prison would act as a dedicated holding area for captured NPCs (similar to the Wheel of Pain but with different purposes). Prisoners could be held here before being converted into thralls, sacrificed, or reanimated as undead.

**Key Features:**

- **Food and Water Management** : Each prisoner would have hunger and thirst meters. If neglected for too long, they can starve or die of thirst. Players must actively feed and water their captives or risk losing them.

- **Prisoner Transportation** : Slavetakers bring prisoners from the field to the settlement using the wagon. Once inside the base, the **Driver Taskmaster** takes over internal logistics.

**Processing Prisoners:**

- **Conversion to Thralls** : The Driver transports ready prisoners from the Prison to the Wheel of Pain for conversion.

- **Sacrifice** : The Driver escorts marked prisoners to the Sacrificial Stone, where the **Blood Mage** performs the ritual to harvest Sacrificial Blood and Soul Essence. The Driver ensures the process runs smoothly.

- **Reanimation** : For necromancy, the Driver transports the prisoner to a Shallow Grave, delivers the killing blow, and assists the **Necromancer** in preparing the body for the reanimation ritual.

This interconnected system makes prisoner management much more immersive and realistic. The Driver Taskmaster becomes a central figure in moving and preparing captives, while the different sorcerer specializations (Necromancer, Blood Mage, etc.) work together with them.

By making these features part of optional server settings, players who enjoy deep survival and settlement roleplay would have constant meaningful tasks, while others can continue playing normally.

#### **Entertainer Thrall (Dancer Specialization Overhaul)**

I suggest changing the current **Dancer Thrall** into a broader **Entertainer Thrall** category with two distinct specializations: **Bard** and **Dancer**. This would add more life and personality to settlements and taverns.

- **Bard** Bards would perform music for players and thralls in taverns, clan halls, or around the settlement. They could play a variety of instruments such as harps, flutes, drums, or lutes. Songs could be unlocked through exploration, quests, or rare loot, giving players a rewarding reason to seek them out. Beyond atmosphere, Bards would provide small but useful buffs to nearby players and thralls, such as increased health regeneration, faster corruption reduction, or minor stamina recovery.

- **Dancer** Dancers would retain their core role of reducing Corruption but would gain meaningful specialization bonuses. Higher-tier Dancers could remove corruption more efficiently and provide additional beneficial effects, such as minor stamina regeneration, increased movement speed, or improved morale for nearby thralls. This would make hunting for high-quality Dancers much more worthwhile.

This change would transform Entertainer Thralls from mostly decorative into valuable and interactive members of your settlement. Taverns and clan halls would feel truly alive with music and performances, while still offering practical gameplay benefits.

#### **Permanent War Paint System**

War Paint used to be one of the most iconic customization features in Conan Exiles, with both cosmetic and functional versions. Since the Age of Sorcery update, all war paint has become purely temporary and cosmetic. I believe it’s time to bring the system back properly.

**Suggested Changes:**

- War Paint should have its own **dedicated equipment slot** (similar to armor slots), so it’s always visible and doesn’t conflict with armor pieces.

- **Cosmetic War Paint** — These would be **permanent**. Once applied, they stay on the character until the player manually removes them using **Sloughing Fluid**. They would never disappear on death.

- **Functional War Paint** (with stat effects) — These would require higher-quality and rarer resources to craft. They would provide small but meaningful stat bonuses (e.g., +Strength, +Agility, +Vitality, faster stamina regen, etc.). However, these functional paints **would expire upon death** , encouraging players to reapply them before dangerous activities.

This dual system would give players the best of both worlds: a permanent cosmetic identity they can be proud of, and temporary powerful paints for combat that require investment and planning.

Bringing back permanent war paint with its own slot would make character customization feel much more personal and meaningful again.

#### **Thrall Barber & Customization System**

One of my biggest frustrations is how limited thrall customization is. I strongly believe we need a **Thrall Barber** system to fix this.

**Suggestion:**  
Add a new **Barber Chair** workstation (placeable in your settlement) manned by a **Thrall Barber**.

This would allow players to customize their thralls with the following options:

- Hair Type & Hairstyle

- Hair Color

- Beard Type & Style

- Beard Color

- Eye Color (if technically feasible)

[Optionally] in the future, this could also include face jewelry / piercings if that feature is ever added.

This Barber Chair would give players much-needed control over the appearance of their thralls — especially important for workstation thralls like blacksmiths, armorers, priests, and tanners, who currently feel very generic. Being able to personalize your most important thralls would greatly increase immersion and attachment to your settlement.

#### **New Station: Butcher’s Table**

Add a new **Butcher’s Table** workstation that players can assign **Cook Thralls** to.

This station would serve two main purposes:

- **Processing Unwanted Pets** : If you no longer want a tamed animal or pet, you can lead it to the Butcher’s Table and select a “Butcher Pet” option. The assigned Cook Thrall would then process the living animal, yielding a large amount of **Meat, Fat, Bone, Blood** , and **Hide**.

- **Processing Carcasses** : Players can also bring dead animal corpses (or even body parts such as arms, legs, etc.) to the Butcher’s Table. The Cook would break them down into usable resources — significantly more meat, fat, blood, and bone than standard harvesting.

This would solve the common issue of having too many pets or animals taking up space in your pens while giving players a meaningful and immersive way to turn them into valuable resources. It makes cooks much more useful and adds another layer of realism to settlement life and animal management.

New Map Table  
A placeable Map Table where players can upload marked locations. Clan members can interact with it to update their personal maps with all shared markers. The clan leader would have the ability to view and edit all marked locations (removing outdated ones, etc.), making exploration and coordination much easier for larger clans.

#### **Defensive & Settlement Management Thralls**

To make settlements feel more alive and better protected, the following new thrall types and structures would be excellent additions (as optional server settings):

- **Light Keeper Thrall** A dedicated thrall that automatically manages all lighting in the settlement, turning lights off during the day and back on at night for better immersion and efficiency.

- **Gatekeeper Thrall** This thrall would operate gates, drawbridges, elevators, and other defensive mechanisms. During an attack, the Gatekeeper would actively help evacuate non-combat thralls and pets to safety.

- **Bell Guard Thrall** A vigilant thrall that sounds an alarm (by ringing a bell or blowing a horn) the moment the settlement comes under attack. This alarm would automatically direct non-combat thralls toward the nearest shelter.

- **Shelter** A new placeable structure that acts as a reinforced safe room or bomb shelter. Non-combat thralls and pets can take refuge inside during raids. The Gatekeeper would ensure everyone is safely inside before sealing the door.

- **Patrolling Thralls** Guard thralls that actively patrol the perimeter of your settlement. Server settings would allow players to increase the patrol radius to accommodate larger bases.

#### **Commander’s Table**

A central placeable building that serves as the heart and command center of your settlement. From this table you could:

- View and manage **all registered thralls** in one convenient interface.

- Assign tasks such as patrolling, crafting, training, or resting.

- Assign specific **beds** to thralls and set custom **sleep schedules** (day shift / night shift).

- Monitor the overall status of your population (hunger, thirst, happiness, etc.).

- Control and coordinate the new defensive thralls (Light Keepers, Gatekeepers, Bell Guards, etc.).

Together, these additions would make settlements feel much more dynamic, defensible, and immersive for players who enjoy base building and roleplay.

**New Building Options:**

- **Mystical Sealing Set (Airtight Magical Building Pieces)**  
This would add **sealed variants** to the building catalog (visible when using the Construction Hammer). Lore-wise, this could be a lost technique developed by the surviving priests and sorcerers of Netheria after their city sank. They refined the same magic used to create the city’s airtight dome into a practical building resource.

- **Magical Transparent Wall Pieces**  
A new set of wall pieces featuring **stone frames with glowing magical transparent centers**. These would act as strong, beautiful windows — allowing players to clearly see through the middle section. These walls could also be crafted as airtight versions using the **Ancient Sealing Essence**.

- **Glowing Torches Underwater**  
Make the full Glowing Stick set (standing torches and wall torches) placeable and fully functional underwater, with the added ability to **change their color** for better atmosphere and visibility.

#### **Give Crafting Thralls Progression: Level Them Up from Tier 1 to Tier 4:**

**This would give players a meaningful long-term system for their thralls. Here are some suggested ways to gain crafting experience:**

**• Feed profession-related junk or unwanted items to the thrall. They could study the item, dismantle it for materials (which the player receives back), and gain profession experience in the process.**

**• Discover and use profession-specific scrolls or knowledge items that grant crafting experience when used on a thrall.**

**• Passive experience gain over time through normal crafting work (the more they craft, the faster they improve).**

**Special Gold Tier 4 thralls could remain as instant high-tier options that don’t require leveling, while still allowing every thrall to improve and grow with enough time and player investment.**

**Why this would be great:**

**• It would give real purpose to the thousands of junk items players collect.**

**• It creates a rewarding long-term progression system for thralls.**

**• It makes every thrall feel valuable instead of immediately replacing lower-tier ones.**

**• It adds more depth and player agency to the thrall system.**

**This kind of system would be very well received by the community and make base management and thrall training feel much more engaging.**

**Thank you for your continued work on the game!**

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<div class="post-metadata">

**Author:** ![tengolapdura](https://avatars.discourse-cdn.com/v4/letter/t/6f9a4e/32.png) [@tengolapdura](https://forums.funcom.com/u/tengolapdura)\
**Post date:** [June 2, 2026, 8:38pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/2 "2026-06-02T20:38:54Z")

</div>

great ideas.

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<div class="post-metadata">

**Author:** ![Vahlok](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/vahlok/32/143551_2.png) [@Vahlok](https://forums.funcom.com/u/Vahlok)\
**Post date:** [June 2, 2026, 9:06pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/3 "2026-06-02T21:06:45Z")

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> [@Kalnazzar](#):
>
> ### Critical Official Server Issues & Proposed Solutions
> 
> As a PvP player on official servers, the biggest barriers right now are **severe instability** , constant rubberbanding, disconnects, freezing, and lag spikes. If players can’t reliably log in and play, then new features don’t matter much.
> 
> Funcom’s own base size rules are also rarely enforced. Some kingdoms have grown massively oversized, far bigger than “The Fortress” that was removed, and these mega-bases are very likely making lag much worse.
> 
> **Long-term Technical Proposal:**
> 
> Funcom should consider operating its own dedicated servers for better control. More importantly, the current **monolithic server model** (one server trying to handle everything) is no longer sufficient.

You have a serious setback on this one.

Neither Studio can fix this unless they do a complete overhaul of the very system on which this game (both versions) was built upon.

People wanted and demanded multiplayer to the extent of making threats toward the developers. They got it what they wanted except it was not what they expected then and it’s still the same now as it was then. It was never built for large populations. It is technically impossible.

The developers can tweak it as much as they want, but it won’t make any difference. It will still be plagued with the same issues as it had then, as with the very same issues they are experiencing now. It will not change.

Until they do a major overhaul from the ground up will this never be able to handle the demands on what too many people want for a mutliplayer game.

So on that note, everything else you are suggesting is moot.

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<div class="post-metadata">

**Author:** ![Kalnazzar](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kalnazzar/32/127831_2.png) [@Kalnazzar](https://forums.funcom.com/u/Kalnazzar)\
**Post date:** [June 2, 2026, 9:40pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/4 "2026-06-02T21:40:24Z")

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**You have a fair point, the game was never originally designed as a large-scale multiplayer title, and that foundation is clearly showing its age with the current server issues. I appreciate the honest take.**

**That said, I’ve seen the “impossible” happen before. When players pushed hard for the UE5 overhaul and seamless travel between the Exiled Lands and Siptah, many said it would never happen without a full rebuild. Funcom made both a reality. So while I understand a ground-up backend overhaul would be an enormous undertaking, I still believe it’s worth fighting for.**

**Server stability has become a breaking point for a lot of players (old and new). Many can live with bugs, but constant rubberbanding, disconnects, and lag make the game unplayable for long stretches. If the team ever commits to rebuilding the online foundation with modern multiplayer systems in mind, I genuinely think player numbers would improve significantly.**

@den**you and the team have pulled off big things before. The UE5 update was a huge step for the body of the game… now the bones (the server backend) desperately need attention too.**

**Just my thoughts. Thanks for the discussion.**

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<div class="post-metadata">

**Author:** ![Hansel](https://avatars.discourse-cdn.com/v4/letter/h/6bbea6/32.png) [@Hansel](https://forums.funcom.com/u/Hansel)\
**Post date:** [June 2, 2026, 10:29pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/5 "2026-06-02T22:29:27Z")

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> [@Kalnazzar](#):
>
> The **Living Settlements** system that makes bases feel more alive

living settlement is terrible, no control on thralls they often open doors , or simply by pass walls, often they get killed by things outside your base. please remove that BS system!.

> [@Kalnazzar](#):
>
> he ability to **use crafting thralls in combat**

what for? they are weak. better of fighter thrtalls.

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<div class="post-metadata">

**Author:** ![RagnarRandom](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/ragnarrandom/32/106240_2.png) [@RagnarRandom](https://forums.funcom.com/u/RagnarRandom)\
**Post date:** [June 2, 2026, 10:55pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/6 "2026-06-02T22:55:36Z")

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> [@Kalnazzar](#):
>
> @AndyB you and the team have pulled off big things before. The UE5 update was a huge step for the body of the game… now the bones (the server backend) desperately need attention too.

Andy was “let go” a year ago when Funcom downsized after Dune underperformed. You are @ ing someone who no longer works for the company, isn’t here to see your suggestions.

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<div class="post-metadata">

**Author:** ![Kalnazzar](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kalnazzar/32/127831_2.png) [@Kalnazzar](https://forums.funcom.com/u/Kalnazzar)\
**Post date:** [June 2, 2026, 11:02pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/7 "2026-06-02T23:02:36Z")

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Thanks for noticing that I meant to @den I always got there names mixed up. Thanks for pointing that out 🙂 . Also thank you @RagnarRandom for all the mod help you have given me in the discord 🙂

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<div class="post-metadata">

**Author:** ![Kalnazzar](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kalnazzar/32/127831_2.png) [@Kalnazzar](https://forums.funcom.com/u/Kalnazzar)\
**Post date:** [June 2, 2026, 11:12pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/8 "2026-06-02T23:12:52Z")

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**Hey @Hansel, I actually like the Living Settlements system. It was one of the most requested features for years, people were tired of thralls just standing around like statues. Yeah, it’s rough right now. Thralls pathing through walls, randomly opening doors, and dying outside the base is annoying. It definitely needs more work.**

**But the bigger stuff isn’t all done yet. The multiplayer backend is still a major problem. Server stability, rubberbanding, and performance on officials need a serious overhaul first, something like the Dynamic Micro-Gridding / cluster system I suggested earlier. That should be a top priority.**

**Once they fix the foundation properly, then they can go back and properly improve Living Settlements and the other systems. They’ve pulled off big things before (UE5 and map linking), so I still have hope they can do it again.**

**Crafting thralls in combat was also a requested feature. It’s not perfect, but it’s better than ghost crafters standing at stations forever. Just my take.**

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<div class="post-metadata">

**Author:** ![Hansel](https://avatars.discourse-cdn.com/v4/letter/h/6bbea6/32.png) [@Hansel](https://forums.funcom.com/u/Hansel)\
**Post date:** [June 2, 2026, 11:53pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/9 "2026-06-02T23:53:18Z")

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> [@Kalnazzar](#):
>
> It was one of the most requested features for years, people were tired of thralls just standing around like statues. Yeah, it’s rough right now. Thralls pathing through walls, randomly opening doors, and dying outside the base is annoying. It definitely needs more work.

you can control life if the living thing was controlled by the emotes, having full control on who does what.

people requested patrols,

the previous system was better ,. and oyu can tell right now if you make a pool that LS is not exactly popular, in fact there is way more people asking funcom to remove it, than the actual few people who support it.

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<div class="post-metadata">

**Author:** ![Kalnazzar](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kalnazzar/32/127831_2.png) [@Kalnazzar](https://forums.funcom.com/u/Kalnazzar)\
**Post date:** [June 3, 2026, 12:50am UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/10 "2026-06-03T00:50:17Z")

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@Hansel **However, most of the loud complaints I see on the forums are “turn it off until it’s fixed”, not “remove it forever”. The old statue system was requested to be changed for years because people were tired of thralls just standing still doing nothing. The idea is still popular. What people hate is the broken execution right now.**

**There are plenty of players who support keeping and improving it (better AI, more control, smarter behavior, etc.). It just needs more time and work after they stabilize the servers. Scrapping the whole thing would be going backwards. Let’s push for fixes instead.**

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<div class="post-metadata">

**Author:** ![Hansel](https://avatars.discourse-cdn.com/v4/letter/h/6bbea6/32.png) [@Hansel](https://forums.funcom.com/u/Hansel)\
**Post date:** [June 3, 2026, 1:14am UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/11 "2026-06-03T01:14:44Z")

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THAT IS not what i remember, i remember people asking for patrol emotes, not somethingt that players has no control at all, NOTHING.

how this was done was not even near to what people was asking.

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<div class="post-metadata">

**Author:** ![Kalnazzar](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kalnazzar/32/127831_2.png) [@Kalnazzar](https://forums.funcom.com/u/Kalnazzar)\
**Post date:** [June 3, 2026, 2:01am UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/12 "2026-06-03T02:01:55Z")

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@Hansel Here are several older forum threads (before Living Settlements was added) where players asked for thralls to stop standing still and actually move around:

1. **Thralls should walk around your base** (June 2020)  
[Thralls should walk around your base](https://forums.funcom.com/t/thralls-should-walk-around-your-base/126881)

2. **Wandering Thralls** (July 2019)  
[Wandering thralls](https://forums.funcom.com/t/wandering-thralls/79531)

3. **Thralls need to move around more** (May 2020)  
[https://forums.funcom.com/t/thralls-need-to-move-around-more/121345](https://forums.funcom.com/t/thralls-need-to-move-around-more/121345)

4. **Make thralls less static** (March 2021)  
[https://forums.funcom.com/t/make-thralls-less-static/170892](https://forums.funcom.com/t/make-thralls-less-static/170892)

5. **Thralls standing still is boring** (October 2019)  
[https://forums.funcom.com/t/thralls-standing-still-is-boring/93245](https://forums.funcom.com/t/thralls-standing-still-is-boring/93245)

6. **Idle movement for thralls** (August 2018)  
[https://forums.funcom.com/t/idle-movement-for-thralls/35678](https://forums.funcom.com/t/idle-movement-for-thralls/35678)

These threads show that many players wanted thralls to walk around, wander, and feel more alive instead of being motionless statues. I will agree to disagree because we are clearly remembering differently, and yes even the patrolling request were for Thralls to move around and not to just stand around and be static.

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<div class="post-metadata">

**Author:** ![DanQuixote](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/danquixote/32/69196_2.png) [@DanQuixote](https://forums.funcom.com/u/DanQuixote)\
**Post date:** [June 3, 2026, 2:09am UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/13 "2026-06-03T02:09:48Z")

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Read those threads a little more carefully - I suspect you’ll find that most of the complaints (if not all) were about follower thralls standing still (fighters/archers/dancers/bearers). Few if any people were suggesting that crafters needed to be turned into follower types and then made to wander randomly around the base. They were already providing visual ‘life’ by performing their animations at benches. Now, if we want a thrall to perform an animation at a bench we have to go and get a fighter to do it, because the crafters all walk off and do nothing.

Those threads show that players wanted their fighters to be able to wander around - or, more often, the request was for them to be able to patrol. Instead they still stand around like statues, but now we also lost the ability to have crafters actually doing things at their benches.

Edit: that’s not to say that ‘nobody’ likes the idea of living settlements. But I think you’ll find that the majority wanted more action from followerrs, not crafters.

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<div class="post-metadata">

**Author:** ![Hansel](https://avatars.discourse-cdn.com/v4/letter/h/6bbea6/32.png) [@Hansel](https://forums.funcom.com/u/Hansel)\
**Post date:** [June 3, 2026, 2:15am UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/14 "2026-06-03T02:15:48Z")

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> [@Kalnazzar](#):
>
> **Thralls should walk around your base** (June 2020)

yes fighters , bearers, and archers.

not CRAFTERS.

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<div class="post-metadata">

**Author:** ![Kalnazzar](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kalnazzar/32/127831_2.png) [@Kalnazzar](https://forums.funcom.com/u/Kalnazzar)\
**Post date:** [June 3, 2026, 2:25am UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/15 "2026-06-03T02:25:21Z")

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**@DanQuixote, From my experience talking with people in the community, it’s pretty split.**

**Some didn’t want crafters wandering at all, but even they said they wouldn’t mind if crafters followed a simple daily loop: work at their station → eat/drink → socialize at the bar for a bit → sleep, and repeat.**

**The bigger issue for me is that the station animations (stretching, shifting weight, looking like they’re actually working) were basically removed instead of improved. They should still be doing small idle animations at their workstations.**

**The current system feels half-baked. Thralls shouldn’t be wandering outside the base and dying randomly. I also wonder if Funcom even has anyone on the team right now who can properly code good AI pathing and behavior. They might need to bring in outside help for this, because the pathing and AI issues are pretty bad. The core idea of thralls feeling more alive isn’t bad, it just needs much better execution and more player control, But I said that in my post.**

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<div class="post-metadata">

**Author:** ![DanQuixote](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/danquixote/32/69196_2.png) [@DanQuixote](https://forums.funcom.com/u/DanQuixote)\
**Post date:** [June 3, 2026, 2:33am UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/16 "2026-06-03T02:33:16Z")

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‘Wouldn’t mind’ being the key point in my view, rather than actively wanted. But yeah, if it actually worked, I’d certainly be less agaisnt it. And if they spent considerably more time at the workstations, rahter than just wandering randomly. (Actual needs, and schedules, rather than nonsensical behaviour.) (Best of all being the schedules point - if they are ‘thralls’ then logically they should work to the timetable set by their ‘master’…)

> [@Kalnazzar](#):
>
> The current system feels half-baked.

I’m not even sure I’d give it that much credit… And you are right, I doubt there is anyone even working on tryin gto improve it signifcantly. (Though, it also has to be admitted, AI pathing and behaviour is a very complex and nuanced area of programming - but that just emphasise why the idea shouldn’t have been forced in without proper consideration…)

Also worth noting, it doesn’t really matter whehter or not Funcom has anyone capable of this - they are now only the publisher - the development work is now full y the responsibility of Inflexion - who’ve had the broken Living Settlements system dumped in their lap and it’s now up to them to fix a system they might well have not chosen to implement in the first place.

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<div class="post-metadata">

**Author:** ![Kalnazzar](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kalnazzar/32/127831_2.png) [@Kalnazzar](https://forums.funcom.com/u/Kalnazzar)\
**Post date:** [June 3, 2026, 2:39am UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/17 "2026-06-03T02:39:58Z")

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I agree with your assessment, I would have rather waited and it been better implemented, that I can agree with.

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<div class="post-metadata">

**Author:** ![Kalnazzar](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kalnazzar/32/127831_2.png) [@Kalnazzar](https://forums.funcom.com/u/Kalnazzar)\
**Post date:** [June 10, 2026, 1:52am UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/18 "2026-06-10T01:52:49Z")

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Ty 🙂

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<div class="post-metadata">

**Author:** ![imyourhumster](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/imyourhumster/32/93850_2.png) [@imyourhumster](https://forums.funcom.com/u/imyourhumster)\
**Post date:** [June 11, 2026, 6:38pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/19 "2026-06-11T18:38:23Z")

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Is it just me or maybe anyone else wants their tamed animals and creatures be more alive and unique? Like… living settlements but for tigers, frost giants etc? I really wish they would make something like that, but gosh, I already can see the numbers of bugs and issues 😂😂😂

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<div class="post-metadata">

**Author:** ![Kalnazzar](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kalnazzar/32/127831_2.png) [@Kalnazzar](https://forums.funcom.com/u/Kalnazzar)\
**Post date:** [June 11, 2026, 6:41pm UTC](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537/20 "2026-06-11T18:41:48Z")

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I would love this…

[Next page](https://forums.funcom.com/t/atlantean-seal-construction-true-underwater-bases-settlement-improvements-for-enhanced/299537.md?page=2)
