I didn’t mind fatalities when they first appeared, the animations and dismemberment were so cool. Even though they did disrupt the flow of combat terribly, I could put up with them for the coolness. I missed why they censored them now, so they’re now the only finishing move that’s guaranteed NOT to lead to dismemberment, but when they censored it, they made fatalities both completely disruptive to combat AND bland. They should be removed until fixed.
It would seem that Funcom actually managed to fix at least the biggest issue with the Aesir set after all these years, placeables getting returned to inventory if they are on a ceiling piece you replace with the Aesir one. On a quick test some other issues have been fixed as well but unfortunately some remain. Stairs still block quarter pillars from being placed and you still can’t build any ceiling or foundation pieces in the inner corner of the Zingaran camp curved wall. And some of the Lost Dungeon walls are still facing the wrong way.
So basically there’s hope still. All we need to do is to wait for another 2-3 years for the rest of the building issues to be fixed, nice.
The return of the exhausted stamina state is fantastic, finally a step back to the proper gameplay. A small step, yes, but still. Maybe we’ll see other things returning soon, like the orignal thrall breaking times or having to use different armor for different climates. The return of the old perks and attributes, perhaps. It would be great to return to the state when the gameplay was actually interesting and challenging instead of this nonsense where everything is handed out to you without any effort. Which brings me to the fortress thing. Glad to see it finally gone, no more free weapons and explosives from the very beginning. Now only if the possibility to buy T4 thralls would disappear completely as well.. Who knows, maybe in some point in the future the game is worth returning to.
My first impressions so far is that stamina takes 1 second longer than necessary to recharge. For the rest I see that my game runs more smoothly on Xbox Series S. It is the way forward so that Conan continues to improve in terms of performance and errors. Thanks for the update.
Awesome ! Should clear up some Official Servers!
Good! It was an exploit and an extremely lazy way of leveling thralls.
An exploit left intact for how many years? Lol
Who is on here complaining about it not working anymore?
I’m not sorry that you can’t cheat anymore.
All of the Skelos Bearers were fixed to their appropriate health pools.
T1/T2 and T3
Hey uh, that’s a weird MotD. Which server is this on?
Yeah, obviously its only me complaining and its not going to change anything. It is just strange that it was left alone for so long that now they considered it broken. Usually exploits are fixed relatively quick.
Thank you for these fixes. This type of update is what many of us have been wanting for a long time. I know there is still a way to go but, from reading these patch notes, I think this is a good start.
I look forward to possibly seeing inventory fixes in the next update.
Yeah, REALLY appreciate the fixes. Even if some of the big issues have proven intractable thus far, Conan really needed some cleaning up. Thank you. Hoping for more of this.
“The cost of attacks is being halved across the board”
I think this didn’t get applied to power draw (heavy attack) on bows. Which is unfortunate if I’m correct.
which will lead to a problem again as thralls are nerfed to death. If someone think that it’s cool, when you can have all your thralls killed in 30mn during a raid because they are nerfed to death with an ia not able to compete with a human player…
So if you think this is a good new come to a pvp server spend 3 weeks or even more to level 40 thralls to level 20, and enjoy having them killed in 30mn during the first raid and then quit the game as 80% of players do on official when they experience that. the way golem were allowing to level thralls was a good compromise to state of the game where thralls are in paper in pvp gameplay and you need to have a balanced way to replace them in regard on how fast you can loose them while raided. the game need a mechanism, and you can make it as harder as you want, to level thralls quickly.
you know, time to train 40 thralls to level 20 in regards on how fast those 40 level 20 thralls can be killed by a player in 30mn …
and i agree with you that i cannot believe that it was not intended to have first introduced the kurak dungeon that allowing to level quick thralls, than the citadel of mers, that was allowing too level thrall fast, than the opt purge that was allowing again to do it in a new mechanism with golem.
lol I noticed I was so confused drinking and the meter not filling till I noticed the icons themselves were different and had been switched positions
Someone said they had been able to knock out others, not only sorcerers
Thank you Developers and (even project managers) for prioritizing this extensive list of bug fixes in this recent update. I have noticed a few of them during gameplay, but reviewing the patch notes and comparing with the compiled list of bugs, you have truly achieved quite a lot and deserve to be recognized and thanked.
There are a few additional key bugs that we / I would love to see addressed in the future. Please keep those items in mind, among others.
Key problems are bugs with the inventory management systems - that seem to be player or server specific. Idea: dumping all items from inventory should somehow zero out all inventory related data tables, no matter the Sort Order selected, permitting a reset to known good values. You seem to have glitches from mechanics like opening bundles, splitting stacks, that never allow inventory to function properly. Also, the selection by item type (the once 5 but now 20ish categories) should sort that category to the top of the visible backpack area, not just one item being made visible, while the rest must be scrolled.
View Obstructed while building.
All storage chest types should automatically close their lids after use like Large Chests. Why is this so difficult?
Crafting Stations should all have their Play / Stop button restored, and this should control the bench lights and sound, as well. Firebowl Cauldrons act like giant light beacons, and blacksmith / carpenter benches can be heard too readily. I still have benches that won’t function since that old update.
Being stuck (rubberbanding) in one place usually upon signing in should be an effect that goes away over time. I should not need to remove a bracelet to fix this, especially with Sigils on Siptah.
Thank you for the updates. It is nice to be able to knock out Black Corsairs once again.
Firstly, your sentence structure is horrible. So, from now on, I will just ignore it.
For folks like me, whose dyslexia include periods where our brains reject correct pathfinding, a compass is very useful. When our brains enter a phase that tells us left is right and north is south, a compass lets us use a tool to ameliorate the wiring issue. But, and this is just a suggestion, if you do not like the compass, perhaps you do not take the skill and do not craft the item and thus you will not have to deal with it.
Insisting other folks play a game only in a way you approve is certainly a choice.
Referring to the bonuses for tools, it used to be if you created a tool with a higher tier blacksmith, it would have increased durability and decreased weight. This was not happening a week ago, so I presume they have addressed this by returning the desired bonuses to newly crafted tools, vs those crafted with no blacksmith.