Well, with my 2 weeks modding experience, having never used unreal engine before, I can already pinpoint accurately the cause of this bug.

This is not a question of lack of personnel, 10 people will not fix this faster than 1 person, because the fix is quick and very simple → Make special truncheons deal damage again, give them 1 damage…

Now if that 1 damage still ends up killing some mobs after multiple hits, the fix is for the truncheon’s status effect to also heal the target for the damage it dealt (you can achieve that by dealing a negative amount of damage)


By the way, if the developers had tested their changes more than 3 minutes, they would also have noticed the weird behaviors of NPCs when you hit them with a truncheon that deals 0 damage… Yeah, go hit an isolated NPC, the Lone Fisherman for instance, and watch him not defend himself at all :slight_smile:

The problem is not lack of personnel, but lack of testing, and arguably lack of competence.

If I can instantly come up with a quick fix when I just modded a few weapons and armors, I’m sure a competent developer who knows all the systems of their game, who actually pays attention to their work, and who tests the changes, could have found the solution by themselves and even avoided the bug from being released!

You know, when you code you end up with bugs… That’s why you test your damn changes before releasing this :face_with_symbols_over_mouth: for customers. Imagine a car mechanic who changes your wheels but doesn’t double check that they are attached properly before returning the vehicle… Yeah, it’s that simple, you know what you have changed, you even track it down with patch notes!!! And yet you throw this untested clownery out and release a whacky update.


TLDR: Extensive testing is required to avoid releasing something crippled with bugs, and this is evidently lacking in Conan Exiles.

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