FUNCOM, March 25th is approaching

FUNCOM, you told us March 25th, 2025; You would be taking a year to do bug fixes and deal with performance issues before doing anything new with Conan exiles.

We are now about a week away from that year date. Anything to say to prepare us for what’s coming? IS, anything coming?

Eager players want to know!

But…but…it was just a figure of speech!
Besides I believe they were talking about “year”, like till the end of 2025, not literally 12 months from that announcement - so long gone now :slight_smile:

Hey, although they ignored fixing anything of note, we did get a new add to the build system that works erracticly, new “mehs” to sorcery, and a lot more entries into the Bazaar!

Sure, sure, it’s not the focus they promised, but at least the January 29 timers have not been reset and events have stopp cycling and we’ve had not communication for months, so there’s that.

Some are still waiting for the New Years letter….

Some people are waiting for the Christmas decay timers to end

I suspect all focus is on console release for that other game. After that, we may see something more on ce….may bring the critical word.


What’s up there??? this is my dream for 2026 new expansion to the original map!

I have been told the empty area is where all dungeons are located.

That was said a lot of times, but was reputed by Funcom after some testing.

Several modders have expanded that part of the map without issue, e. g. Darg’s Desolate Lands. It doesn’t seem to be a problem to put anything there, except maybe performance on consoles.

Only PS4 and Xbox One. Current gen wouldn’t have a problem

As far as I recall from some map I saw a while back, some of the dungeons are in that area (while others are off the left side of the map, or maybe the deep south - I think it’s possible to check by opening the map screen while in a dungeon and seeing where the player icon is located, but it’s been ages since I did).

I wonder about that - I know it has been done, but I wonder if it’s entirely without potential issue. My guess would be that, assuming they did include the areas where the dungeons are, they probably put a mountain range over them (or other raised terrain). That would seem a natural way to solve the problem, but it makes me wonder if unfortunately placed landclaim could then cause an issue. In a previous playthrough, I accidentally despawned a bunch of the spiders from the Executioner’s cave by accidentally placing my base above part of that dungeon (only figured it out when I was prepping a bug report and did some ghost mode checking to see if I could figure out where they’d gone and discovered the overlap) - it just makes me wonder if the mods that fill that space could be susceptible to the same thing potentially happening.

That isn’t entirely accurate. Den said that map expansion was possible, not that the dungeons weren’t there. They absolutely are there, but far enough north that the jungle could be expanded northward by probably at least two rows, maybe three, without ever coming too close to the dungeons.

In other words, a map expansion like this? Not possible.

But one like this? Yeah, that should not be an issue.

In my opinion if this part of map will be used, then it should have at least only late game content and why not building restrictions too . Of course i will visit this part in my single player before everything else , because i am pretty confident that in an online session many spawns will be destroyed and the land scape will fill with builds and tp stones all around which is very logical also.

I would like to see the Surge NPC’s, Amazons for example, or the purge khitan NPC’s.

Then the climate should be harsh, difficult, that in order to survive there i will definitely need to complete something there to get “this thing” that will allow me to adjust and live in this area .

More or less i don’t want just another place to build , because this wouldn’t interest me at all .

These are screenshots of the current Desolate Lands map. It has extensions all around. Surprising to me was that the north-west seems to have a lot of unused space, too.

I am surprised they managed to get away with that much space.

Well of Skelos and Wine Cellar are east of the volcano, Midnight Grove is west. Kurak’s Lair is north, but also underground, so less important.

It looks like really tall cliffs along the north border though, I am guessing they did that to hide the dungeons, because they are so close to them, I can’t imagine they would not be visible without those walls blocking the view.

All they need to do, is re script exile lands and siptah, merge them into one game/ one map and re release as one game.

There are indeed high cliffs. If you “ghost” through them, you can see the volcano dungeon after a while. But there seems to be quite still a huge space between the cliffs the outer edges of the dungeon.

The cliffs:

From here, you can see the volcano dungeon:

This is how it looks:

The Warmaker’s sanctuary is here:

The Wine Cellar is here:

The Dregs:

The Sunken City:

So, as we can see, there’s plenty of room.

Also, somebody said in the forum that the verticality of the map isn’t used well. Apparently, everything was put on the same plane, while the map is actually a cube.

I don’t know if you can “drag and drop” dungeons in the UE4 engine, but if so, they could just be moved far beneath the map. Didn’t one of the experts say that one could put the whole Isle of Siptah in the Exiled Lands map by just putting it up high in the sky?

Additional dungeons can also be added, as Snowhunter, Darg and others have shown, by using this space. Desolate Lands adds, among others, the “Festering Crypt”, which is physically located here:

IIRC, it’s really just console limitations that stops Funcom to expand the map from a technical perspective, and that probably was never really tested, because they don’t have the time/money/motivation to do so anyhow.

I’m not a tech guy, so please excuse me if I say something stupid here, and take it with a grain of salt.

Btw.: If they’d crowdfund some official expansions… sigh Some of the great modders could probably be persuaded to offer Funcom something, just as Snowhunter was contracted to do Wine Cellar and Warmaker’s Sanctuary.

I remember them saying in a dev stream making the map bigger is a limitation.

Not so much being unable to do it, but more a limitation to who can run it.

Lets not forget this is UE4 not 5, 5 does handle large area’s a lot better (not talking about the many other performance issues).

So yeah it is possible to expand the map, but no when it comes to recommended systems being able to run it.

Despite that, I would much prefer to see changes and I wasn’t aware of the Desolate Lands map, looks darn good.

The question is whether this is still an issue today. About two years ago, I pointed out a problem with Sinners Refuge where a player blocked the end spawns by placing a base directly above them. Funcom fixed it, so it shouldn’t be an issue anymore. So it’s possible that vertical landclaiming now has some restrictions.

It is! Some of the new areas are very cool, some a little bit work in progress. There are three new dungeons, which all are very nice and tough without being unfair.