Public Beta Client - September Patch 2.2.0

Greetings, Exiles!

A new patch is here, introducing UE5.8.2 – Iris – and making further improvements to the game.
Iris should help to alleviate performance bottlenecks on dedicated servers.

This is an extension to the previous 2.2.0 update so we consider this one Patch 2.2.0 as well.

Read all about Iris and the other bug fixes introduced in this patch below.

Highlights

  • Unreal Engine has been updated to version 5.8.2, which helps to future proof Conan Exiles Enhanced. Most importantly, this engine upgrade enables the use of a new replication system called “Iris”.
    • Iris improves a major performance bottleneck on dedicated servers: evaluating 100s of thousands of game objects per frame to update clients.
  • This latest PTC update enables the Iris networking system.
    New “Enhanced” graphics settings.
    A new “Enhanced” graphics setting can be found in all of your existing quality dropdowns. Enhanced is a chance to flex any additional GPU power you have available to refine the visuals of Conan Exiles to the extreme!
    Note: 12 GB of VRAM is recommended to use this new feature.
  • An “Advanced Graphics” buon can be found in your settings to render Conan Exiles your way.
    • Raytracing (on supported hardware).
    • HDR (on supported hardware).
    • RGB Color Modulation.
    • Chromatic Aberration.
    • Vignette.
    • Tone Mapping.
    • Film Grain.
    • Black and White.

NewAdditions

  • Added a new “Enhanced” graphics quality setting for high end systems. (See Highlights for more information).

QOL

  • Thralls can now sit on the Lion Throne, Jhebbal Throne, Serpentmen Throne, and Ice Throne when they need to sit or rest.
  • Improved the performance of Mercenary Banner Captain when placing.

General

  • Thrown Orbs no longer leave orb meshes upon impact.
  • Disease debuff now correctly calculates damage with multiple stacks.

Crafting

  • Adjusted Ghurnaki Saddle dye channels and increased the number of dye slots to 4.

Terrain

  • Increased distance for various camps around the Highlands to stream in.
  • Increased distance for camp near Ashlands (Isle of Siptah) to stream in.
  • Increased distance for camp near The Breach to stream in.

Modding

  • Removed Example_ModController asset as it is not cooked into the base game, and causes confusion if new modders try to derive from it.

General

  • Fixed height fog from influencing Lumen’s traces, this addresses the lighting issues in dungeons.
  • Fixed Lumen Surface Cache for more stable and clear Lumen reflections across the game.
  • Fixed a number of shadow flickering artifacts related to virtual shadow maps.
  • Fixed the floating text in one of the Dogs of the Desert Head Hunter event camps.
  • Fixed Head Hunter faction leader dialogue issue where choosing “Not Right Now” would not progress or close conversation. This issue only occurred while already being a part of a faction and speaking to the leader of the opposite faction.
    • Removed “I don’t know” option and switched it for “Not Right Now”. This option tells the faction captain that you will not join their faction and ends the conversation.
  • Fixed floating vendor in Dogs of the Desert camp.
  • Fixed Ferine Stalker Arcane Staff dropping outside the Head Hunter event.
  • Braga will no longer trigger combat music by being falsely set to Hostile to the player.
  • Fixed the bazaar description of the Giant-king Vassal Chest not using the correct string.
  • Fixed Giant-king Vassal placeables using the item icons instead of store icons in the Bazaar.

Building

  • Fixed issue where placeables would not appear underwater when in build mode.
  • Fixed issue causing Vendhyan rugs to float and clip on some foundations.
  • Fixed clipping with the Giant King corner pillar with multiple sets.
  • Fixed Aesir ceilings and foundations from z-fighting with each other.

Art

  • Fixed cloth clipping issue on male version of Setite Mask.
  • Fixed clipping issue on Female Vendhyan Mystic Loincloth.
  • Fixed mounted animations not being properly set.
  • Fixed cloth simulation twitching on Nemedian Archer Leggings.

Terrain

  • Fixed various floating foliage, node, and prop issues throughout the Exiled Lands and Isle of Siptah.
  • Fixed various collision issues throughout the Exiled Lands and Isle of Siptah.
  • Fixed a seam running through all of Isle of Siptah.
  • Fixed floating lava section in Well of Skelos.
  • Fixed some geometry holes in the Cyclopean Halls.
  • Fixed flickering mist in the Cyclopean Halls.
  • Fixed Z-fighting with a dead body near Volary of Jhil.
  • Fixed visible seam between landscape and large cli rocks in Isle of Siptah.
  • Fixed texture flickering from camp tents.
  • Fixed UV seam in Well of Skelos force field.

Modding

  • Fixed issue where some mods with custom animations were crashing on game load.
  • Fixed logspam/performance in editor when placing placeables with more than 1 nanite mesh.

  • This build includes a preview version of FSR upscaling that works with UE5.8, if you experience any issues with it please report it with F2 Feedback, and switch to TSR or XeSS.
  • We need to update the PSOs (Pipeline State Objects) for UE5.8, you may experience longer loading times, and some framerate hitches as a result.
  • When connecting to a server under heavy load, players may experience a hang while on the loadscreen. If this happens, you can exit the game and reconnect.
  • Flickering artifacts of character shadows.

What I see everytime patchnotes mention ‘Z fighting’ -

need lot of people for test Iris.

Quick heads up: We are still investigating the issues with the NA Public Test servers.
The team is working on getting these servers up as soon as possible :woman_bowing:

Thank you for your patience and understanding.

The NA Public Test servers should be back up and running.

Thank you again for your patience while we worked on the issue.

There’ll be some angry words about this. I welcome the fix (and reported the problem), but maybe consider upping there damage modifiers as an exchange. People have spend lots of ours on gathering these thralls, and changing their health now without prior announcement will be seen as a rug pull.

Will pass this feedback over to the rest of the team :woman_bowing: Thank you!

Thanks a lot! If I may make a suggestion: If in doubt, just copy the stats from the Cimmerian Berserker. They’re kind of the baseline for endgame thrall. Would be a slightly boring, but safe bet. The thralls were super easy to farm during the event, but only during the event, and you had to give up very good event rewards to do so, so that’d be somewhat balanced in my view.
If one wants to be more creative, give them slightly less damage (e. g. multiplier of 2.0), but more health, e. g. base 3,000 and 80 health per vitality). Then, they’d be a slightly tougher, but less aggressive alternative.

Overall great patch notes btw., just as before. Happy to see that development is very lively again!

Quick update regarding the Khitan Slaver thrall:
The team has decided to not go ahead with adjusting the health pool so the build currently in the Public Beta as well as the next live update will NOT have that adjustment.

The patch note line, ‘Fixed Khitan Slaver thralls having huge health pools.’ has been removed as this shouldn’t have been there in the first place.

Apologies for the confusion and thank you again for bringing this to our attention!

A general thought on the Khitan - we’ve had instances of pre-nerf thralls existing intermittently throughout Conan Exile’s history. It’s nice that we can actually pass them on now instead of letting them vanish but none of those pre-history thralls even exist any more.

In all fairness, the chance that more than a handful of these event thralls survive at all on any server by the time the headhunter event rolls around next year is, politely speaking, painfully low. Can do a head-count of them in a month to show just how few are around on any given public pve or pvp server. Vast majority of them ended up going to the bounty boards as is.

Let people have their big dumb meat-walls, maybe do a spot-check of how many survive till the event happens again next year (or hell, how many of them even exist at the end of the next two-three months,) and when it comes to the pvp side of Conan, them existing for more than a few days will correct itself in the most petty way possible, as it always has.

Oh, it’s sorted. Thank goodness.

But the camel in the water is still there. But at this point I reckon they leave it there on purpose.

OMG

That’s so fabulous!

time to revert Zanjil of Shem nerfs ?

Headhunting event has been turned off on the Public Beta Client as well. Thank you to all of you that have tested the event and helped us with feedback, suggestions and bug reports :heart:

Some feedback on the graphics options:

  • Game still looks amazing and still runs smoothly.
  • I don’t see a difference between “Ultra” and “Enhanced” graphic settings. Not disputing that there is a difference and that it’s great, but, uhm, well, my visual taste buds don’t seem to be fine enough to recognize it.
  • Same for raytracing. I know some people believe that to be a great thing, so… go for it.
  • The option to change saturation is cool. The saturation went way up with the UE5 update; you can turn it back to UE4 levels with this, which gives the desolate, dreary look back to the Exiled Lands. Don’t know which I like better, but having that option is nice. Maybe switch it according to your mood.
  • The option to remove lens flare is good.
  • I think I like the “Panini Projection” more. Interesting change.
  • The other advanced options don’t have much use that I can see, but hey, there’ll be somebody who appreciates them. Film grain + black and white = Noir Exiles. Why not.
  • The “Advanced Settings” option is a bit hidden. I didn’t recognize that this was an extra menu at first, but thought it to be just a heading for the settings below that. Giving it a more prominent position in the menu might be helpful. Or just write sth. like “opens additional menu” next to it.

After looking at the screen with one eye while writing this: The game does indeed look better with lower saturation and Panini. Matter of taste of course, but everybody may find something to please one’s eyes in the new options.

P. S.: Just as a side note: The game switched back to default controller style movement. And it still sucks. Big time. Felt as if my character was drunk and/or blind until I remembered to change that option. Whatever lead to that idea: Burn it with fire.