Comprehensive Feedback: Living Settlement System: A Bugged and Unengaging Experience, Enhancing Age of Heroes for a Deeper and More Engaging Experience

The concept behind the Living Settlement System in the Age of Heroes update holds great potential, but in its current state, it’s plagued with bugs and ultimately feels underwhelming after just a week of testing. Below are some specific issues I encountered, which impacted my experience with the system:

⦁ Thrall Disappearance Bug
One of the more frustrating bugs I encountered was when my thrall disappeared after being placed in a bed. Initially, the thrall was stuck in an endless loop of sitting and eating by the fireplace, so I moved them to a bed, where they correctly laid down. After going AFK for about 10–15 minutes, I returned to find that the thrall had completely vanished from my base. I searched everywhere and eventually turned on tracking, only to find that the thrall had somehow moved far from my base into the grasslands area.
A possible contributing factor might be the base layout. My character was standing near the stairs, which was the only way back down to the first floor. It’s possible that the thrall’s AI pathfinding glitched out because it couldn’t navigate back down the stairs, causing the disappearance. This is a significant bug, especially since managing your thralls is a key part of the new settlement system.
Update: Using the Rescue function. I tried to rescue a lost thrall, and although they returned, they came back without any gear, which seems like an intentional design choice, but the fact they end up far from the base at all is concerning.

⦁ Thrall Vanishing After Conversion
Thralls disappearing after being placed in the wheel of pain is another bug that’s been causing frustration. For instance, upon successfully converting a thrall and placing them in the world, they seem to vanish without explanation. The follower list continues to show them, but their map marker doesn’t appear, and attempts to rescue them fail with an error message, which eventually results in the thrall being deleted entirely from the game.
This issue has occurred multiple times across different types of thralls, including fighters and crafters. While the problem doesn’t happen consistently, it’s frequent enough to significantly disrupt gameplay.

⦁ Inconsistent Thrall AI in the Living Settlement System
One of the core issues with the Living Settlement System is the inconsistency of the AI when it comes to their intended “lively” actions around the base. I found that once you obstruct the pathing of a crafting thrall or move them between stations, their lively actions, such as sitting, warming themselves by a fire, or interacting with benches, would stop entirely. After server restarts and attempts to reset their paths, they never resumed their “lively” actions, essentially turning into static NPCs that simply look around or perform idle animations.

⦁ Repetitive NPC Actions
Even when the NPCs do perform their “lively” settlement actions, the repetition becomes frustrating quickly. It’s not uncommon to see a thrall sit down, eat, stand up, and immediately repeat the same sequence of actions 4, 5, or even 6 times consecutively with no variation. This lack of diversity in the NPC’s actions, combined with the other AI issues, makes the entire system feel more like a monotonous chore than an immersive feature.

⦁ Overall Lack of Engagement
Beyond the bugs, the Living Settlement System currently offers little in terms of engaging gameplay. There’s no real management required, no consequences for neglecting your settlement, and no rewarding tasks to complete to ensure that your thralls and settlement are running efficiently. After a week of playing, the system felt pointless and boring, with little to no interaction needed from the player beyond placing thralls and watching them perform repetitive, bugged actions. For a feature designed to breathe life into settlements, it does the opposite—making settlements feel stagnant and lifeless.

Living Settlement System Feedback – Age of Heroes Public Beta

The Living Settlement System in the Age of Heroes update holds great promise, but it currently lacks engagement and depth. Below are my suggestions to enhance the system, making it more dynamic and immersive while offering both challenges and rewards for players who enjoy managing their settlements. These suggestions are optional and should be configurable through server settings, allowing players to choose the level of complexity and challenge they want.


Primary Needs for Thralls: Rest, Thirst, and Hunger

Currently, the Rest, Thirst, and Hunger needs exist in the game, but they are largely cosmetic. Thralls will emote to “fake eat,” but there is no actual impact for failing to meet these needs. For example, there’s no penalty or benefit tied to whether a Thrall rests, drinks, or eats. As a result, the system becomes boring and pointless, making a key feature for an expansion not feel good at all.

To improve the depth of the Living Settlement System, these three primary needs—Rest, Thirst, and Hunger—should not only be visually represented through bars but also have actual gameplay consequences. If these needs are not met, it could lead to Thralls passing out or even dying. Here’s how it could work:

Rest:
If a Thrall doesn’t get enough sleep, they will start to exhibit exhaustion, affecting their movement and behavior. They might stagger, move slower, or stop periodically to rest. Visual emotes, such as yawning or holding their head, would indicate their need for rest. If they continue without enough rest, they could pass out, requiring other Thralls to carry them to a bed. Medical Thralls could also be assigned to tend to these unconscious Thralls. In the worst-case scenario, if rest is neglected too long, they could die from over-exhaustion.

Thirst:
Dehydrated Thralls could experience hallucinations, become confused, or move more slowly. They might cower in fear or exhibit erratic behavior as their thirst increases. If left unattended for too long, they could pass out or die, leaving their duties unfulfilled. Thirst-related emotes, such as mimicking the act of drinking or showing confusion, would provide visual cues. As with Rest, ignoring Thirst could result in your Thralls passing out and needing to be carried to a bed by medical Thralls, or worse, death from dehydration.

Hunger:
Hungry Thralls would stop regenerating health and might clutch their stomach in pain or show signs of weakness through emotes. If their hunger isn’t addressed, it could lead to them passing out from starvation, or even death. Medical Thralls would again be required to move the unconscious Thralls to safety if they collapse. This would make food management essential for maintaining a functional settlement.

In this system, failing to meet any of these three needs could lead to consequences like passing out or death, making it crucial for players to manage their Thralls’ well-being effectively. Thralls passing out would slow down production or combat effectiveness, and losing them to death would be a major loss to your settlement.


Emotes as Indicators

Emotes would serve as an essential visual tool for indicating the status of your Thralls. Whether it’s thirst, hunger, or exhaustion, the emotes would act as a warning system for the player, making it easier to monitor and manage their needs. Thralls could express their conditions in real-time, providing a level of immersion that would make the Living Settlement System feel more dynamic.


Positive and Negative Effects

Meeting the needs of your Thralls would yield benefits, while neglecting them would impose penalties. Here are some possible effects:

Positive Effects for Meeting Needs:

  • Crafting Speed Boost: Thralls who are well-rested, well-fed, and hydrated could receive a 10% passive crafting speed bonus. This would stack with the workstation and Thrall effects, speeding up production and encouraging players to take care of their workforce.
  • Peak Fitness: A 5-10% bonus to a random weapon stat, such as increased damage, reduced weight, or faster attack speed. Well-maintained Thralls would be stronger and more effective in combat.
  • Durability Bonus: Thralls working at crafting stations could provide a 10% durability bonus to the items they produce. This would stack with existing Thrall and workstation effects, giving players an extra incentive to maintain their Thralls’ well-being.

Negative Penalties for Failing to Meet Needs:

  • Reduced Crafting Speed (Weakened Output): Thralls who are exhausted, dehydrated, or starving would craft items more slowly, significantly reducing productivity.
  • Weakness (Combat Penalty): Thralls who are malnourished or fatigued would suffer penalties to combat effectiveness, including reduced damage and slower weapon attack speed.
  • Item Durability Penalty: If Thralls are neglected, the items they craft could have reduced durability, affecting the long-term quality of crafted gear and tools.

Improvements to Crafting Stations

To further intensify the consequences of neglect, crafting stations would only function when a Thrall or the player is present to operate them. If a Thrall passes out from lack of rest, thirst, or hunger, the crafting station they were assigned to becomes unusable unless the player manually operates it. This would add an extra layer of strategy to managing Thralls, making it essential to maintain their health and well-being.

An improvement to this system would allow players to assign two active Thralls to each station—one for a day shift and one for a night shift. Thralls won’t be standing at their crafting stations all day long, which can feel unnatural and immersion-breaking. Instead, they will wander off when idle, engage in other activities around the settlement, and return to their stations when needed. When a crafting queue is initiated or an item is being requested, the designated Thrall will run back to the station (if their health and needs are well-maintained) to begin crafting. Once the day shift ends, the Thrall will retire to their bed, and the night shift Thrall will take over.

This system makes it necessary to have more than one Tier 4 Thrall per station and adds a natural flow to their day and night activities, enhancing immersion. Players will need to carefully manage their Thralls’ health, as a shortage of well-rested, well-fed workers could halt production.


Social and Entertainment Needs

Thralls also need amusement and social interaction to prevent boredom and repetitive behavior. Currently, the lack of variety in NPC actions makes the Living Settlement System feel static. Here’s how it can be improved:

Amusement:
Thralls might visit the tavern, juggle, or perform small tricks to stay entertained. This adds life to the settlement and makes the environment feel more vibrant and realistic. Amusement prevents Thralls from becoming frustrated and ensures they remain efficient.

Engagement:
NPCs need social interaction to feel connected. Thralls could talk to each other, tell stories, or joke around to fulfill their engagement needs. If left isolated, Thralls could work more slowly, lose motivation, or produce lower-quality items. Implementing a cooldown system for emotes would prevent repetitive actions and ensure that their behaviors feel more varied and natural.


Economy Expansion

Let’s have the Thralls follow a living wage system and evolve it by allowing them to purchase new gear. Thralls could earn daily wages from the Treasure Coffer, which they would use to buy food and drink at the tavern or request better equipment from blacksmiths. This creates an economic loop where NPCs contribute to a living, breathing settlement. Additionally, visitors to your tavern would spend currency, adding profit to your settlement.

The Treasure Coffer would serve as more than just a storage chest. It could be used to manage your settlement’s economy, ensuring that Thralls stay motivated by receiving their wages and that the settlement thrives by generating profit. NPCs would effectively recycle their wages back into the settlement by purchasing goods, while visitors would bring in fresh income.

Additionally, new storage items for food and drink that work like Thrall Pots but slow the decay rate for tavern supplies should be implemented. This would allow players to manage their settlement’s food needs without constantly worrying about spoilage.


Final Thoughts

Also, some other small things would help improve immersion when your Thralls use something. Have them actually turn it on. For example, I’ve watched a few Thralls stand by the fire to warm their hands, but there was no fire—they didn’t turn it on. Small details like this look really off and reduce immersion. Addressing these smaller issues can elevate the system and make the world feel more interactive. "I will leave you with this: These are my thoughts on the system so far. For a new feature, having no real involvement feels boring, and watching how poorly the NPCs move around makes it feel like a wasted system at the moment. There’s no meaning or engagement. On the other hand, the Companion system for heroes is really good, though buggy. At least you have some engagement in that system, which adds more to do.

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exactly, bases now seems far more deserted than it was when crafters where in their benches., they need to (please) revert this back to what it was, pretty sure people will love the animations changes we saw, and they could be added to inventory (Crafters) thralls. , and if possible to have some sort of randomness on those emotes in the bench it self, so you can see some doing different stuff on their benches.

allow currently deployed thralls (non crafters) to use the wandering logic, by using the emote system . you select it and they will do just that. this feature needs to be under full player control. it will breath a lot of life if i could have some of them doing it while others are guarding. or sitting or doing other emotes.

it should remain just cosmetic.

having a consequence/reward system is not feasible , due to performance constraints. do remember when thrall pots were neeeded to feed your thralls, in order to keep them alive, they remove it due to causing performance issues. as the system needed to check EACH thrall deployed by the game and run checks. so this needs to be fully cosmetic. (as it currently is) just remove the crafter thralls from doing that.

allow clothing change on crafters (using a bench if you must) but do not force people to deploy thralls. there are some thralls that are much harder to get, no one in his sane mind will deploy those really hard to get thralls, as they can bugged out and/or dissapear, killed etc.

@Hansel, you’re just one of many players with different perspectives. The idea behind the system is solid but definitely needs improvement. I play this game because I genuinely enjoy it, and I believe nothing should last forever—everything breaks, and everything dies. If a Thrall dies, even a Tier 4, it doesn’t bother me. I’ll just go out and get another one because I enjoy the challenge and the satisfaction of accomplishing a goal. If there’s no risk of losing anything, the core mechanics become boring. Why repeat something if there’s no risk involved? This is just my opinion, but I find that if everything is permanent and requires no effort to maintain, it takes away from the experience. Games like that lose their appeal quickly for me.

At some point, you have to wonder if the issue is really about performance or something else. Other games running on the same engine manage to implement similar mechanics, so it’s hard to believe that the engine is the limiting factor. I’ve read plenty of posts and articles that suggest the engine itself isn’t the problem. So, you start to question if it’s a lack of skill from the developers or perhaps a lack of interest in fixing the mechanics they created. It’s hard to say for sure, but the issue seems deeper than just performance constraints.

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it is, it was said by funcom as the main reason they brought thrall feeding system down… what you suggest i believe is even more complex and demanding that the thrall pot. dont get me wrong your idea is really cool, i jsut feel the game cant support such mechanics at this point, before anythin thye need to upgrade their servers, to allow more resources.

that is under your playstyle, which is fine, poeple plays this game differently, the system is as it is right now purely cosmetic, (the thralls wandering part) it shoudl be opt in. and not forced.

to you, i have lost things, due to decay, or bugs… even an admin wipe,

for how long have you been playing this game? i am still on the same official when game launched and in the same official at siptah.

how exactly do oyu play this game? single player? officials? private server? askling you this because i can tell officials has HUGE performance issues, and this mechanic will simply make things a lot worse…

i dont think it is either of thsoe two possible scenarios. i do believe they are simply very disorganized. you can tell by QA, and their bug fixing protocols, and how they are running the game. there are very talented poeple but there seems to be a serious lack of consistency , i also believe they are totally divorced from the state of the game (at officials), and sadly i also believe they dont play thier game. and does not really know how the impact of the changes they want to execute.

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Disagree. A clan should easily be able to keep up with the needs of 100 thrall, a single player may end up spending all their time trying to keep up with their thralls needs. Sure give serial refreshers something to think about.

:face_with_raised_eyebrow: Thrall pot.
When did they remove it? The reason it didn’t work consistently was a bug.
It still works intermittently for me on live. And working fine on the beta server right now.

But it isn’t. I’ve tested i and wounded thralls will eat to heal. On live.

Put your armorer in world, then put it on the bench. When it walks away wait for it to start an action, then gab them and set them back on the bench. This brakes their needs cycle.

I love the suggestion of thralls returning to their bench when it’s in operation. I think it is far more lively when the artisans are busily working on their benches.

I am very goal oriented. Like I’ve said I enjoy thrall shopping :smile:

Link because it has never come down.

:point_up_2:

Serial refreshing is not actually playing the game.

I’ve restarted at least 100 times. PVP, PVE, PVP-C, Public, private, single player. Now the server I’m on now was one of a few older characters that I resurrected for AoS. But would not hurt my feeling if funcom did a wipe for AoH.

My opinion the biggest issue with the public servers; other then Gportal, is people seeing the sign that says only 5 pounds per bag and still try to put 8 pounds in it.

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With the current state of servers ( officials) it’s not about players being able to or not.

Thralls dying out of hunger was removed due to the system stressing the servers. As one of the reasons. Then people complaining about this being a chore.

You can’t ignore the reality of how officials are working.

A consequences system Will need to run checks on ever thralls , on food water and entertainment , servers could not handle thralls pots without a major performance hit. So they disabled it ( funcom said it, iirc wans jens Erik with Tasha who said so i Will try to find the stream or news. )

If they want to attack serial refreshers there are other ways
This system has nothing to do with the serial refreshers issues.

I would try to find news about it. Or the stream. But trust me i have no reason to lie.

I found some performance reference at the wiki.

Thrall Pot - Official Conan Exiles Wiki.

Ya that would be ideal but people seems to disregard the cost on performance , like it’s not a issue. And it is a issue.

I am totally in agreemenet with OP , that the system is providing the exact opposite of it’s intended behaviour. Bases feels terribly deserted not Alive
Add to that the large ammount of nasty Bugs makes it a terrible update if that hits servers.

My point is to give control to people, inwant full control to run My Settlement , and i want options.

They added this system not to put chores on people. But to bring life. Sadly as it is now it failed to reach the objective. And should not be pushed to officials until.it is more polished or better implemented

2 Likes

When did thralls ever die of hunger?

Yes please find that link because thrall pots have never been disabled.

I’m not saying you’re lieing, misremembering or misunderstanding sure.
My thrall pot on live works right now.
You do get they just removed the thrall list from the pot, they didn’t disable the pot.

I’m playing on the beta server, game plays as well as it ever has. The majority of the bugs being reproted are in game now.
Are the companion quests buggy or not very intuitive, or explained well?
Is the lively thralls ambitious for funcom? Sure said as much when they announced it.
Did any one want it? People wanted something but I don’t think this was it.

When they introed the golems and mentioned thralls being similarly tasked, I suggested followers that were specialized like the artisans. Hunter thralls that can follow you to skin/butcher/loot kills. Miners you could give a bearers pack and they would mine were set till it’s full then return to base. And harvests and woodsman with a syths and axes working similarly.

Not what we got.
I’d rather they rewrok the golems.

Need that printed out and taped to some ones door.

1 Like

2019

there was many many post regarding this issues,

the hunger system was disabled, they used to die before. (it tells me you were not around those dates)

that was part of the old hunger system.

sure such as thralls vanishing or the wandering system crashing and thralls stopping , some dissapearing from the players view (among others?) but i agree some of the bugs we are seeing at testlive, are already present in the game, old bugs that never got resolved,. this system is built upon a flawed foundation, that is why you are seeing so many issues.

this does not worries me, it will get fixed eventually , however the servers does not have the resources to run the settlement system as implemented, not on a massive scale, (it might work better in SP or really small clans, it will not on large ones)… they could have accomplished the same objectives with thrall already deployed, without messing around with a system that works pretty well and has been working well for YEARS!

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It would make sense in a singleplayer game - that’s how it works in Medival Dynasty for example.
In an MMO maybe too but only with some central management
In CE it doesn’t make much sense due to many things - again at max in singleplayer and even there with some reservations.
First of all even a solo player can have up to 75 thralls , we can have 125 and a 10 man is somewhere near 200 ?
We have slightly under 80 at the moment , so we have a reserve in the limit for what should come.
Thrall pot is not working - either not at all or not 100% so it is out of play.
The thought of managing 100+ thralls and seeing who has and who hasn’t got food makes me sick and I wouldn’t be 100% alone.
But I recognize that it would be a QoL upgrade in FC style.
Also it seems like you have no idea how the official servers work , they already have a problem with AI , more calculations to come plus they should still be watching up to thousands of thralls in real time due to not just one but 3 factors ?
Not a chance.

But mainly I would point out that FC can have good ideas ( no doubt about that) but the implementation of most of them is usually (at least at the beginning) a disaster.
Even the current “fake” system is and will be problematic for some time to come and you would like a much more complex ( and drastically more resource intensive ) system - no thank you, that would be the end of it.
Hell we are talking about a company for which even decimal point is a problem - once because of that we had rollback of 700 servers - because 90% of players disappeared thrall , the second time we had months of almost invulnerable low tier Cimmerian NPCs…

edit - typo

4 Likes

thank you @Keldy for such good post!!!

i have never been against new features, but when new features are going to pose a problem, then my resistance kicks in.

officials cant handle it, better off to have full control so the player based on their systems can decide how their settlement will work , workers should stay as they are now on officials, add new animations to bring some variety, and the sense of something new, add the wandering AI to deployed thralls you can assign for such task, (in such way you can have 1 or many , but it is players to choose it)

if funcom wants , make a server setting switch for this system for server owners with good hardware, and just (for now until performance is improved) keep it off from official servers.

it looks like funcom is not taking into account that official servers cant sustain more than 20 players, due to performance issues, and this will make things a lot worse. first fix the performance by upgrading the hardware from which official servers works, lower the cost by removing servers taht are not mostly active and upgrade those so the experience on those are actually good,

if performance is improved and fixed, by all means, have thralls to make babies, take a shower, or have brawls in bars, but NOT right now.

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I think a combination of both systems - old and new - would be best.
The stations would retain the thrall slot, which would work “inside” as it does now and would not affect the limit/new features (and won’t stress the server)
The price for this would be that bonuses from other thralls wouldn’t work on the station.
Or you would place the thrall in the world and assign it to a station, with all the new features.

This way the player would have more control and could make his own choices, with the new system at least half of the stations in our base will be empty ( now there is a thrall in every one where it goes) because it would be a terrible mess.
So technically our base will be less “alive” than now.

It’s a good idea but too focused on singleplayer, even in PVE it will be problematic not to mention PVP.
Imho it will just be a new chance for trolls in PVE to harm others - our base is next to a “devils squat” where there are a lot of wolves , lure one from there and a craftsman who has what 200 ? HP will be dead etc. …

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as they should, the game is already complex enought that on top of that you need to worry about thralls having needs. and is not like followers are as OP as they were once.
What should matter is what players need, not a thrall.
if that were the case, at least me would never use thralls ever again. it would not be worth it.

as for the update, the idea of course is solid, but at the end of the day is way too ambitious for the already questionable current AI.

ever since it was announced my only concern was how this would break the pathing of the NPCs imagine having dozens of thralls with totally different AIs at the same time. not even mentioning the potential performance issues for a game that already struggles to mantain stability with medium sized bases.

in fact i am really surprised by how much work they are putting into what, at the end of they day is just cosmetic. i am sorry if i sound harsh but to me, this is the stupidiest ideas ever pulled by funcom. i am sorry if i sound rude, but it just what i think.

if i would give one advice is to scrap this idea entirely, it would bring only more harm than good. if people enjoy this, thats fine, but not me. i despise it entirely.

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Or I didn’t experience the issue and I wasn’t active here.

I never lost thralls to hunger, my thralls still use the pot, all they did was turn off starvation. Thralls still eat from the pot to heal, as I pointed out earlier. So the pot is not disabled.

Some :face_with_raised_eyebrow:

The lively village system has one bug so far, it shuts down, breaks.
Seems most of the issues people experienced; though certainly not all, was the quests not being clear; either to place or time frame.

:face_with_raised_eyebrow: Think that math needs fact checking :smile:
Think it’s 50, 65,100.

Quality servers and active moderation would fix most of that.

Can not argue with that.

Now What I would like to see is tweaks to this system:

1: make it a thrall setting like follow, defend, dissidence, activity.
2: have the thralls set as a shift set by time of placing. So your village can come to life with the rising sun. First, second third shift, so sorcerers can work at night :wink:
3: I like the OP hunger system. You want 100 thralls? Put in some effort maintaining them. Or is spending half an hour stocking up your thralls with gruel while serial refreshing, asking too much?

Weren’t you concerned about how what funcom is doing might cost them players :face_with_raised_eyebrow: Google Irony.

Do you honestly think funcom gives a flying fornication about these free servers they so generously provide that us players just will not shut up about?
The only server fix I see funcom doing is shutting them down. Takes the least effort.

I will continue to express my opinion that “official” servers should be an example of how well a server can be run, not a joke comparing them to bus station public toilets.

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65 for 1 player, 80 for 2, etc (increments of 15, for a 10 man clan the max is 200

agree. but i think it is much more likely to get beter servers than having active moderation.

thats more calculations… it wont work, night time seems rather shorter than day times, …

again , there are reason why the system was turned off , we already had the experience for the hunger system, in fact i did like it, i had an entire farm of honey, to fill the pots , and those fed the thralls, it was a chore once every 15 days. XD

well we still have the right to complaint, its their servers and their image on the line, that line of though might hurts them in any online game they might have in the future , (ahem, Dune?)

they could work an agreement with gportal, too, if that is the case a communication about the official servers and where it is heading, might be the honest thing to say.

agreed. reason why i an a pain in the butt XD

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50 is the base, but even the “one man clan” has bonus
There are 5 of us and we have a limit (never met) of 125 thralls.
edit - but you’re right I got it mixed up , it’s +15 per player not +25 - so a one man clan can have 65 thralls not 75

Sorry, but both of those things are bigger fantasy than Lord of the Rings or Conan. (on official servers)

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no its 65 , 50 is the base, +15 first player thats 65, with increments of 15 per aditional player up to 10 which equals to 200.

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Yeah, I was wrong, it’s 15 - I’ve fixed it

this is the result of being in a five-man clan for years and just having fixed in your head that you can have 25 “personal” thralls so that everyone has an equal share.

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:joy::nauseated_face::face_vomiting::rofl: so accurate. Btw do priests mingle? Asking for a friend.

Someone on the testlive said thralls were teleporting clear across the map from one base without needs, to another with them… I haven’t tested this yet but if it is true, that is highly irregular and probably very taxing on the server.

While not entirely “settlement” but definitely added in with it, selections on worker benches are screwed up. Server resets making the first defaulted, Tiers 1-3 overtaking T4s. Can’t select Cooks.

Then of course the thralls departing to 0.0 -_-

I completely agree. People often complain about clans having too many thralls and massive bases, but they’d think twice if they had to feed all their thralls daily as part of an upkeep cost. I even read a post where someone suggested a base upkeep system to make players reconsider building overly large bases. A good example of this is Rust, where players use a tool cupboard to store resources like wood and stone to prevent their buildings from decaying.

In Conan Exiles, we could implement something similar, like a Mason’s Station—a table and chest that holds the repair supplies. You could also introduce a new Thrall type, the ‘Mason,’ who would roam around performing repairs, using repair emotes, and ensuring everything stays in top condition. This system would add depth and create more strategic thinking around base and thrall management.

Not on my server! Nights last a full hour and a half. None of that short ‘scared of the dark’ mindset for us—we all love the night here.

Yes, exactly! With this new system, the fact that the bench operates with no one there feels so wrong, in my honest opinion. I hate that it works this way—when the player uses it, they should be at the station for it to function, and the same goes for the Thrall. If the Thrall is there to operate it, they should actively be working at the bench to make everything feel more immersive and alive.

Same here, my friend! It’s great to see others who also enjoy the thrill of the hunt when it comes to thrall shopping! :smile:

Ah, it’s always refreshing when people don’t read the post before commenting! :smile: Just to clarify, I’m advocating for optional server settings, not mandatory ones. So, for those who don’t want to manage Thralls, they can just turn the feature off. But hey, I totally get it—you don’t want to deal with any added complexity. It’s just funny how some people assume extra effort equals bad. I actually enjoy playing the game and don’t mind putting in the work. If I hit the max limit of Thralls I can handle, then maybe it’s a sign I shouldn’t add more, right? :wink: