# Such potential, but absolutely wasted

**URL:** <https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749>\
**Category:** PC Discussion\
**Created:** [July 25, 2026, 3:17pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749 "2026-07-25T15:17:21Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![Orkan](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/orkan/32/142184_2.png) [@Orkan](https://forums.funcom.com/u/Orkan)\
**Post date:** [July 25, 2026, 3:17pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/1 "2026-07-25T15:17:21Z")

</div>

Want a good laugh?

Go to the highlands. Wait until it starts raining. Go underneath a tree.

You’re still getting rained on.

Hit the tree with your pick-axe once. … and like magic, the tree blocks the rain now.

Now chop the tree down. The rain comes back.

LOL … I mean, wow.

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<div class="post-metadata">

**Author:** ![Kanza1](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kanza1/32/69193_2.png) [@Kanza1](https://forums.funcom.com/u/Kanza1)\
**Post date:** [July 26, 2026, 3:40pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/2 "2026-07-26T15:40:57Z")

</div>

Game breaking !!! this game is trash !!! Refund !!! …

Well if you think you can do better , do it …

The game has been updated to UE5 from UE4 … of course there will be bugs with a game of this scope … and “working” now on a different engine !

I understand that some bugs are frustrating to you … but you only arrived here after the UE5 update whereas a majority of forum members has gone through 8 years of updates filled with bugs and the last year before UE5 update we got to the point where communication was inexistant patches were scarce while we were promised age of bugfixes … and we kept waiting for it …

We the old forum users can see the much improved workflow from inflexion and can see that even if some bugs gets added in the new patches , hotfix come in quickly to tackle the newly introduced issues … where as in the past those issues could be there to stay much longer (or even are still present ) … Plus the regular communication of @Dana with inflexion and us is really something the community has been waiting for a long time.

So … what I’m trying to convey to you is , I understand that since you are new you are being vocal about bugs you find . Then please report them via the report system ( especialy the ones that really hinder your experience ) But just know that the work Inflexion is doing isn’t as easy as you think because they weren’t the ones that created that mess but are the ones taking the chalenge to tidy the place for us …

And yes for the bugs like the one you just described, just laugh about how a video game can have weird behaviors that you won’t be able to see in real life and that it surely can be tricky to code in a world where you want the best compromise between optimisation, insanely good graphics and being a multiplayer game where you can build your castle and army …

We all saw the same potential 8 years ago hence why we are still here witnessing it come closer and closer to realizing it with CEE ( I stopped playing 2 years still lurking on the forum waiting for a time like this one, and so I came back for Enhanced )

But … maybe you should just go watch some videos of old school conan exiles , the videos of when it was in early access … just so you can grasp the long long way this game went through

for example : ( and please pay attention to the early access swing animation for weapons , the fact that they can’t yet climb in the game , and the map when he opens it )

[![](https://global.discourse-cdn.com/funcom/original/3X/2/9/2927ea698293160f2a960f8514e27a6a06b87bd6.jpeg "THE FUNNIEST CONAN VIDEO EVER - Conan Exiles - ft. maxmoefoegames") ](https://www.youtube.com/watch?v=MVLoKMLET04)

yep 9 years ago … the game wasn’t the same as it is today yet held the same potential we all see !

now Inflexion please keep the good work coming 🙂

---

<div class="post-metadata">

**Author:** ![Orkan](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/orkan/32/142184_2.png) [@Orkan](https://forums.funcom.com/u/Orkan)\
**Post date:** [July 26, 2026, 3:55pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/3 "2026-07-26T15:55:32Z")

</div>

Progress is progress.

They need to do better. Simple as that. They need to stop INTRODUCING 10 NEW BUGS in a patch where they fix 5 bugs.

---

<div class="post-metadata">

**Author:** ![Kanza1](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kanza1/32/69193_2.png) [@Kanza1](https://forums.funcom.com/u/Kanza1)\
**Post date:** [July 26, 2026, 4:19pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/4 "2026-07-26T16:19:27Z")

</div>

> [@Conan Exiles Enhanced Patch Notes](https://forums.funcom.com/t/conan-exiles-enhanced-patch-notes/296991/2):
>
> * * *
> 
> ![Bug Fixes](https://global.discourse-cdn.com/funcom/original/3X/0/1/01b2325076d9bba99306884cc541a4ad8da493c0.png)
> 
> ![Performance](https://global.discourse-cdn.com/funcom/original/3X/8/8/8812267dd75b4c4723250290b7545f40eb6c1b31.png)
> 
> - Fixed Pictish treehouse support frames not colliding with other walls, which had allowed players to nest them indefinitely, causing server instability or outright crashes.
> - Fixed crash that would occur when exiting game with Quickloot panel active.
> - Fixed crash that would occur while crafting with Thrall.
> - Fixed a crash that could occur when certain barkeepers took damage.
> - Fixed server crash caused by two golems being crafted on the same station.
> - Numerous performance fixes targeting 60+ fps across Low, Medium, High, and Ultra settings.
> - Fixed issue where the first pickup of a resource would permanently degrade performance.
> - Fixed certain in-world events involving ghosts temporarily capping max framerate at 30.
> 
> * * *
> 
> ![Exploits](https://global.discourse-cdn.com/funcom/original/3X/f/c/fcef099806dcd7620f83f69a37b1247edee395b5.png)
> 
> - Numerous fixes for potential exploits to get undermesh.
> - Investigated and resolved numerous known exploits, including but not limited to: ‘knowledge wipe’ - removing the knowledge from another player and ‘loot vacuum’ - the remote removal of items from other players and their buildings.
> - Resolved several methods used to instantly kill a player.
> - Fixed infinite Manifestation of Zeal exploit.
> - Reduced Jhil’s stamina buff on the Gloves of Jhil.
> - Fixed the stamina buff continuing to grant stamina while the player was Exhausted.
> 
> - Fixed an exploit that allowed players to sprint indefinitely in certain situations on servers.
> - Fixed infinite stamina after rolling/dodging.
> - Fixed a glitch that could allow Legendary chests to be opened without a Skeleton Key.
> - Fixed an item duplication issue that could occur when Thralls stopped using latrines or grape stomping tubs.
> - Fixed issue where barkeeper Thralls would be invincible after being rescued from cages.
> - No longer able to make Invisible golems using the Guardian Assembly Station by “Taking All” right as you start the ritual.
> - Addressed numerous methods of creating floating structures.
> 
> * * *
> 
> ![Crafting](https://global.discourse-cdn.com/funcom/original/3X/d/1/d13b38b3608aaf3a54f8eadb7ac90347c3e04313.png)
> 
> - Stopped crafting stations will no longer incorrectly craft many items instantly when restarting if the player has been far away for a long time.
> - Stable Fence (Pillars) now allows building pieces to be connected on top similar to a wall.
> - Note: Existing Stable Fence (Pillars) may need to be removed and rebuilt to see this change.
> 
> - King’s Board foundations now properly claim land and act as standard foundations.
> - Argossean Observatory Door now properly requires Hardened Brick rather than stone.
> - Fixed the orientation of icons for inverted walls to match placement in-game.
> - Foundation building boundaries no longer block their ability to go under awnings.
> - The Stormglass Rose Window can no longer be built on top of existing walls.
> - The Turanian Quarter Pillar can now properly snap together.
> - Placeables can no longer be placed on top of hatch doors.
> - Other placeables can no longer be placed on top of drawbridges.
> - Building placement ghosts now behave correctly if they overlap the player as they enter construction mode.
> - Placed Witchfire Torches now match icons.
> - Sleeping Furs now have proper collision.
> 
> * * *
> 
> ![Journeys (1)](https://global.discourse-cdn.com/funcom/original/3X/3/f/3fa9cff5ee108fa0950755e2672391a277f4c7f5.png)
> 
> - 
> - The Cartographer Journey step “Visit the Volcano” now recognizes more locations as having visited the volcano.
> 
> - The Journey step “Brew Wine” now completes if any wine is present in or added to your inventory.
> 
> - The Journey step “Feed your pet” now completes when a food item matching the pet’s diet is added to their inventory. Players no longer need to manually feed it.
> 
> - The Acolyte Journey step “Harvest a Human Corpse for a Religious Resource” now completes when a religious resource is present in or added to the inventory.
> 
> - The Tinkerer Journey step “Apply Thin Armor Plating to Armor” now correctly asks the player to apply thin armor plating instead of using a repair kit.
> 
> - All doorframes should now be considered for the Survival Shelter Journey step “Build a Doorframe”.
> 
> - “Fire a Trebuchet” step of the Raider Journey now properly triggers when a Trebuchet is fired.
> 
> - Iron Skinning Knives are now properly detected for the "Craft an Iron Skinning Knife"step in the Expert Armorer Journey.
> 
> - Fixed issue where “Craft a Piece of Epic Armor” Journey step can be completed by crafting Perfected Medium Padding.
> 
> - Fixed issue where adding an item to a stack would not progress pending Journey steps.
> 
> - Fixed an issue that prevented the Stygian trebuchet from being able to progress the Fire Trebuchet step of the Raider journey.
> 
> - Fixed an issue where players could skip a journey in creative mode and be locked out of future journeys.
> 
> - Fixed Agility Bows not counting as an “Agility Weapon” for the Rogue Journey step “Defeat an enemy with an Agility Weapon”.
> 
> - Fixed layout issues on the Journey menu and added a symbol to distinguish Journey item rewards from schematic rewards.
> 
> * * *
> 
> ![AI](https://global.discourse-cdn.com/funcom/original/3X/0/7/07c1dcf67b05b0d0bcfbf7f6362e184107a93478.png)
> 
> - Fixed bug where the follower cap would erroneously prevent placing a new Thrall when the player had Cap - 1 Thralls.
> - Fixed an issue that could cause Thrall NPCs to teleport out of guarding and profession locations.
> - Fixed an issue that could cause knocked out Thralls to be flung out of the map when the rope was detached or broken.
> - Fixed an issue where Thralls could ignore door lock settings.
> - Fixed an issue that made it hard to interact with Thralls while they were sleeping.
> - Fixed issue causing a number of tier 4 crafting focused Thralls to have 0 in all attributes and 0% growth chance.
> - This fix only impacts newly placed Thralls while previously placed problem Thralls will remain at 0.
> 
> - Fixed the navmesh in Warmaker’s Stronghold doorways so Thralls can walk through them.
> - Fixed issue for “Surge Defender” Siptah Journey where using the Surge Harvester to knock out Thralls didn’t count for “Knock out a Surge Enemy”.
> - Fixed knocked-out Thralls causing rubberbanding when you move far away from them and come back.
> 
> * * *
> 
> ![Items](https://global.discourse-cdn.com/funcom/original/3X/2/2/22d04c95b19d5dfec59f616eea349fcf90b51015.png)
> 
> - Fixed issue where Spawned Ammunition did not properly apply projectile damage modifiers.
> - Fixed Aesir, Argossean, and Khitai gate frames not blocking enemies during purges.
> - Fixed issue where Wooden chests could appear on top of Legendary Chests.
> - Fixed explosive arrows sometimes not firing sound and particle effects on clients.
> - Fixed bug causing floating placeables if they were placed on an unowned building that was then destroyed.
> - Fixed an issue that could cause items in weapon racks to move out of place.
> - Fixed an issue that could cause a trebuchet to look like it was reloaded when it wasn’t.
> - Fixed a variety of issues that could result in players getting stuck inside of chairs when standing up.
> - Fixed several cases where bedrolls could be placed inside large objects.
> - Fixed a number of issues around armor either missing dye slots or having extra non-functional dye slots.
> - Fixed issues where occasionally actions like applying bandages or using sorcery spells wouldn’t perform their effects on servers.
> 
> * * *
> 
> ![General](https://global.discourse-cdn.com/funcom/original/3X/b/0/b0add2207ff5f9a066d02257c740cb17ab27cac4.png)
> 
> - Fixed issue with building collision that could cause unbuildable spots around larger structures.
> - Fixed issue where corpses could sometimes freeze in an upright pose divorced from their ragdoll.
> - This can still happen (especially during a purge).
> 
> - Fixed duplicate player location markers (when in a clan) on map when character is recreated.
> - Fixed dependent recipes on a crafting station canceling erroneously when resources are removed or consumed (fuel).
> - Fixed ballista inventory not persisting after server, singleplayer, or coop host shutdown.
> - Fixed heaviest first sorting not updating on stack amount changes.
> - Fixed a host of inventory related problems due to inventory sorting outside of singleplayer.
> - These include items disappearing, not being moveable, items being overwritten by other items, indices for items not being correct, not persisting custom sort order, etc.
> 
> - Fixed some recipes displaying and queuing in incorrect amounts.
> - This was causing queued crafts to cancel when taking out an item unrelated to the craft.
> 
> - Fixed hatch frames sometimes not being able to snap when they should (e.g. snapping to a wall with an overlapping awning).
> - Fixed weapons of NPCs sometimes floating in air when playing online.
> - Fixed issue where flat ceilings could not be placed on both sides of the Stormglass Large Arch.
> - Fixed issue where Stormglass Large Arch did not show directional indicators/orientation during placement.
> - Fixed rubberbanding around certain placeable structures, and relaxed collision on placeable bushes/vines so they can be placed closer together.
> - Fixed the most recurring instance of building pieces sometimes having their placement rejected on server, giving a generic “Failed To Place” message.
> - Fixed periodic ambushes when holding a heroic treasure.
> - Fixed issue where player could still interact with the world while dying to the Curse Wall.
> - Fixed knocked-out Thralls causing rubberbanding when you move far away from them and come back.
> - Fixed female NPCs and Thralls not receiving correct customizations, which had been causing pinched noses (default nose width of 0).
> - Fixed selected Thrall in crafting station not being saved when both Thralls are of equal tier.
> - Fixed last item not being retrievable from Quick Loot panel (inventory on hover) and improved item selection of sorted inventories.
> - Fixed a rare collision issue that created unbuildable areas beneath treasure coffers.
> - Fixed overly bright light on blacksmithing bench.
> - Fixed issue where player would teleport into the sky from certain locations.
> - Fixed issue where pets were not correctly sized or lit in the pet paperdoll window.
> - Fixed transparent status indicator icon bug.
> - Fixed a bug where weight/thirst/hunger icons would disappear from the HUD.
> - Fixed sword swoosh effects so they render correctly with fog, rain, and spider webs.
> - Fixed issues causing bows to not fire arrows consistently while playing online.
> - Fixed hydrated buff incorrectly replacing max stamina and causing negative interactions with other effects.
> - Fixed issue where swapping tools while in first person caused held tool shadow to appear.
> - Fixed Tome of Kurak clipping with some Sorcery benches.
> - Fixed issue causing Freya to not consistently harvest herbs located during her quest.
> - Fixed issue causing Freya to fail to interact with the forge in Well of Skelos during her quest.
> - Fixed a number of issues with real-time delay in Freya’s quest that could make the quest appear to be in a broken state.
> - Fixed issue causing Freya to not recognize nearby campfires when asking the player to build one.
> - Fixed an issue that could block completion of the gathering steps in Freya’s companion quest.
> - Fixed issue where AI actors would sink into the ground near the edges of the Leyshrine platforms.
> - Fixed issue where bonfires and recreational fires would not toggle on and off properly with Thralls using them if they are also crafting stations (like the bonfire and campfire).
> - Fixed issue where Exhaustion persisted if you’re forcefully dismounted off a horse.
> - Fixed Lightning storm not targeting players, creatures, and lightning golems.
> - Fixed issue where hatchdoors occasionally got stuck.
> - Fixed issue on dedicated servers where sitting in chairs and using certain objects would place the player in the incorrect orientation.
> - Fixed issue where the red selection highlight did not match the silhouette of all Wheels of Pain when highlighted for Deconstruction.
> - Fixed gaining speed when leaving a spider web in affected Isle of Siptah Elder Vaults.
> - Fixed issue with Player Corruption slider in Server Settings menu.
> - Fixed bug that would cause ghost-revealed chests to be uninteractable in Dedicated Server.
> - Fixed bug where golems appeared to heal when the player wasn’t near them.
> - Fixed issue where player can get stuck unable to turn when moving backwards after harvesting.
> - Fixed issue where Dynamic Building Damage setting would disable PvP building damage entirely.
> - Fixed issue where Transportary Stones would sometimes not save the player-set name.
> - Fixed bug where camera could sometimes get stuck in a tilted position after exiting lock on and smoothed lock-on camera.
> - Fixed issue where client decay timers could erroneously show 00:00 for long periods of time without properly decaying.
> - Fixed issues causing player to respawn above the ground at the desert spawn points.
> - Fixed bug where sometimes co-op clients would end up spawning in the Highlands when the host died.
> - Fixed glitches in looping background audio in various sewer areas and frost caves.
> - Fixed issue that could cause certain NPC conversation lines to be heard from any distance.
> - Fixed an issue where dialogue from the Witch Queen boss fight could be heard globally.
> - Fixed an issue that could result in Elder Vault music being muted when fighting basic enemies in boss chambers.
> - Fixed a number of issues that could cause thaumaturgy benches to get stuck in bad presentation states.
> - Fixed an issue that could sometimes result in NPCs getting stuck inside of doors.
> - Fixed an issue that could cause the day night cycle to freeze indefinitely after character creation while playing on a server.
> - Fixed an issue that could result in Transportory Stones looking inactive after ignition or active after being extinguished.
> - Fixed an issue that could cause net corrections when walking around a trebuchet in a post-fired state.
> - Fixed an issue that could cause players dying at the same time as a co-op mode host to fall through the world repeatedly.
> - Fixed an issue where removing a purge coffer in the middle of a purge could make the purge state permanent, preventing building in the area until a server restart.
> - Fixed an issue where the host of co-op mode could hide structures from connected players when looking at them with the build hammer in destruct mode.
> - Fixed an issue where harvest complete presentation didn’t play when connected to a dedicated server.
> - Fixed destructible mesh spawning location on some placeable structures.
> - Fixed NPCs becoming invisible when ragdolling after death.
> - Fixed projectile attack not working for Avatar Zath.
> - Fixed weapons of NPCs sometimes floating in air when playing online.
> - Improved pathfinding around ritual benches so players get stuck less often.
> - Fixed various flickering texture issues inside the Demesne of the Demon Spiders Elder Vault.
> - Fixed issue where the Nemedian Awning would clip through other tileset pieces.
> - Fixed issue where Nemedian Library Bookcase would slip through walls.
> - Fixed an issue causing a number of dungeon and Elder vault bosses to only progress journeys for the player who delivered the killing blow.
> - Fixed an issue that could cause banished Avatars to dismiss the HUD of other Avatars that are still active.
> - Fixed an issue that could permanently modify audio playback after completing an event.
> - Fixed health regen buffs such as Sated showing incorrect values on dedicated servers and multiplayer.
> - Fixed an issue that could cause purge demolishers to incorrectly target buildings owned by players who weren’t participating in the purge.
> - Fixed an issue where building placement helpers could nudge NPCs in single player.
> - Fixed inventory UI not updating when items are placed into overflow (eg. crafted items, spoiled meat).
> 
> * * *
> 
> ![Terrain](https://global.discourse-cdn.com/funcom/original/3X/b/d/bd8e4ab797aecddfcfea6d555e5ff77081fae63d.png)
> 
> - Fixed various floating objects and penetrating objects in the world.
> - Fixed an issue that could cause cursed trees to degrade dedicated server performance.
> 
> * * *
> 
> ![Animations](https://global.discourse-cdn.com/funcom/original/3X/b/4/b4d1d1b388f17c929f470e88eae6cd9d993d32a3.png)
> 
> - Fixed Gazelle Fawn using incorrect stats and broken running animations.
> - Fixed texture flickering and animation issues on some boss loot chests.
> 
> * * *
> 
> ![UI](https://global.discourse-cdn.com/funcom/original/3X/8/b/8b403dc81466e494a60fa0d35e19b4ee5718bb0a.png)
> 
> - Fixed malformed markup across all localized text.
> - Fixed various typos and grammatical errors.
> - Fixed modal button overflow bug for languages with long labels.
> 
> * * *
> 
> ![Audio](https://global.discourse-cdn.com/funcom/original/3X/d/5/d5b13711a77d19ed00356386bfd9e1c51c097abb.png)
> 
> - Fixed an issue where combat music could get stuck on.
> - Fixed an issue where some ceilings would fail to play a sound when constructed
> - Fixed an issue that could prevent a cancelation sound from playing when guild emblem modifications are discarded.
> - Fixed an issue that could prevent some crafting sounds from playing on a dedicated server.
> - Fixed various issues where walking on some meshes would play the incorrect footstep sound.
> - E.g. Wood footstep sound playing while walking on the Stygian War Tent, etc.

First patch of enhanced … yeah they fixed " 5 bugs " …

> [@Conan Exiles Enhanced - May Patch 1.1.0](https://forums.funcom.com/t/conan-exiles-enhanced-may-patch-1-1-0/298649/2):
>
> ![Bug Fixes](https://global.discourse-cdn.com/funcom/original/3X/e/1/e1372b863c4e463f9f37b3908a7dd7798bff4ef1.png)
> 
> ![Exploits](https://global.discourse-cdn.com/funcom/original/3X/f/c/fcef099806dcd7620f83f69a37b1247edee395b5.png)
> 
> - Fixed exploit using ice bridges and loot bags to glitch through structures.
> - Fixed a method of flying via exploit.
> - Fixed a method of ghosting into undermesh.
> - Fixed an exploit allowing infinite inventory storage.
> - Added server-side verification of ‘View Obstructed’ when placing or moving placeables.
> 
> * * *
> 
> ![General](https://global.discourse-cdn.com/funcom/original/3X/b/0/b0add2207ff5f9a066d02257c740cb17ab27cac4.png)
> 
> - Fixed bad scorch decal behavior on some braziers in Asylum of Fiends.
> - Fixed blood material on bowls in Pit of the Grey Ones.
> - Fixed not able to refill water skin from some water bodies.
> - Fixed visible wrist seams on Corrupted effect for Female and Male Characters.
> - Fixed Sorcery components weighing too much.
> - Fixed issue where players sometimes couldn’t interact with things for a period of time after respawning or logging in.
> 
> * * *
> 
> ![Misc](https://global.discourse-cdn.com/funcom/original/3X/5/0/509cae48e96fccf314e224a2791a9a6a5bae2ecc.png)
> 
> - Fixed bug where the server settings were not being enabled after being made admin.
> - Fixed translation mismatches for Character heading.
> - Fixed Journey step tracker typo in French.
> 
> * * *
> 
> ![Performance](https://global.discourse-cdn.com/funcom/original/3X/8/8/8812267dd75b4c4723250290b7545f40eb6c1b31.png)
> 
> - Fixed intense sparkles appearing on weapons / armors when using DLSS.
> - Fixed a rare crash related to invalid skeletal mesh data.
> - Fixed a rare crash when attempting to update server settings during a transition.
> - Fixed an issue that could cause a server crash when spawning quest NPCs.
> 
> * * *
> 
> ![Crafting](https://global.discourse-cdn.com/funcom/original/3X/d/1/d13b38b3608aaf3a54f8eadb7ac90347c3e04313.png)
> 
> - Fixed issue where a placeable couldn’t be moved after an object stacked atop was deleted.
> - Fixed incorrect Stormglass foundation color.
> - Fixed issue where the Stormglass double door could be placed in gate frames. Double doors will now be cleaned up if the double door frame it was placed within is removed.
> - Fixed Sandstone steps being overly dark.
> - Fixed breast size getting set to default while interacting with stations/chairs/beds.
> 
> * * *
> 
> ![Journeys (1)](https://global.discourse-cdn.com/funcom/original/3X/3/f/3fa9cff5ee108fa0950755e2672391a277f4c7f5.png)
> 
> - Fixed issue where the journey list would refresh to show completed journeys after activating a new journey even when ‘Hide Completed Journeys’ is toggled-on.
> 
> * * *
> 
> ![AI](https://global.discourse-cdn.com/funcom/original/3X/0/7/07c1dcf67b05b0d0bcfbf7f6362e184107a93478.png)
> 
> - Fixed rare issue where non-demolisher NPCs would sometimes attack doors owned by players not participating in the purge.
> 
> * * *
> 
> ![Items](https://global.discourse-cdn.com/funcom/original/3X/2/2/22d04c95b19d5dfec59f616eea349fcf90b51015.png)
> 
> - Fixed Voidforge Mace not being able to take weapon modifications.
> - Fixed incorrect textures on Argossean Gladiator armor set.
> 
> * * *
> 
> ![Terrain](https://global.discourse-cdn.com/funcom/original/3X/b/d/bd8e4ab797aecddfcfea6d555e5ff77081fae63d.png)
> 
> - Fixed overly blue saturation underwater in Exiled Lands.
> - Fixed missing splash footsteps in some bodies of water.
> - Fixed tree moss changing on tree hit for servers.
> - Fixed errant black mesh in Volcano area.
> - Fixed sudden lighting shift in the cave in Kurak’s Lair.
> - Fixed cracked ice material.
> - Fixed underwater post process for translucent materials.
> 
> * * *
> 
> ![UI](https://global.discourse-cdn.com/funcom/original/3X/8/b/8b403dc81466e494a60fa0d35e19b4ee5718bb0a.png)
> 
> - Fixed line wrapping problem on Journey screen.
> - Fixed issue where maximum nudity text would continually shrink in width whenever selecting a new display language.
> - Fixed stretching issues on video on title screen when on widescreen monitors.
> 
> * * *
> 
> ![Modding](https://global.discourse-cdn.com/funcom/original/3X/5/1/519397b2fe8581c25c3a136faf2545c9c496d721.png)
> 
> - Fixed issue causing big hitches and slow loading times when loading large mods (over 2 GB). Large mod park files will no longer be read multiple times when loading the game and when a player joins a dedicated server. This should speed up the initial load of the game with large mods, and avoid a large hitch when players join dedicated servers.

2nd patch … still only “5” bugs were patched …

> [@Conan Exiles Enhanced - June Patch 1.2.0](https://forums.funcom.com/t/conan-exiles-enhanced-june-patch-1-2-0/299576/2):
>
> * * *
> 
> ![Bug Fixes](https://global.discourse-cdn.com/funcom/original/3X/e/1/e1372b863c4e463f9f37b3908a7dd7798bff4ef1.png)
> 
> ![Performance](https://global.discourse-cdn.com/funcom/original/3X/8/8/8812267dd75b4c4723250290b7545f40eb6c1b31.png)
> 
> - Fixed invisible items after using “Take All” on large loot bags on servers with large databases - items now display correctly without needing to relog.
> - Fixed an issue during Purges and Surges where killed or knocked-out thralls could appear standing upright, frozen in place, until you reconnected to the server.
> - Fixed disappearing textures at the base of The Tower on the Isle of Siptah when sprinting toward it at certain field-of-view settings.
> - Fixed wild NPCs spawn rate.
> - They now populate the world much faster after a dedicated server starts up, instead of taking up to 20 minutes to fully spawn.
> 
> - Fixed an issue on servers with large databases where using “Take All” on a large loot bag could cause some items to appear invisible and non-interactable in your inventory. The items were actually present - they will now display correctly without needing to relog.
> 
> ![Terrain](https://global.discourse-cdn.com/funcom/original/3X/b/d/bd8e4ab797aecddfcfea6d555e5ff77081fae63d.png)
> 
> - Fixed corner pillars causing ceilings to sit very slightly higher than adjacent walls, so your builds line up cleanly.
> - Fixed Z-fighting (the flickering overlap of two surfaces in the same plane) on Flotsam ramps.
> - Fixed flickering lens flare when stepping onto the stairs of the Altar of Zath at midday.
> - Fixed the Stygian Sorcerer Fountain so its blood pool renders correctly instead of appearing empty.
> - Fixed a stray black rectangle clipping out of a wall in the Unnamed City desert ruins.
> - Fixed an issue where chopping a tree would temporarily stop the rain around you, as if the tree had become a roof.
> 
> ![UI](https://global.discourse-cdn.com/funcom/original/3X/8/b/8b403dc81466e494a60fa0d35e19b4ee5718bb0a.png)
> 
> - Fixed thrall and pet follow distance slider issue that caused it to snap back to the previous value when clicked. You can now adjust behavior distances reliably.
> - Fixed the quick-split inventory shortcut with gamepad. Pressing RB now properly splits a stack in half instead of moving the item or doing nothing.
> - Fixed a brief flash-frame that appeared when strafing or backing up while using the vanity camera.
> - Fixed an issue in single player where moving a stackable item into an empty inventory slot with sorting enabled could make the item vanish while still counting toward your weight.
> - Fixed an issue where backing out of a specific offer while talking to a barkeep would close the entire trading menu instead of just returning to the offer list. Works on both keyboard and controller.
> - Fixed the D-pad not working in menus with gamepad. You can once again navigate the building hammer, journeys, and other menus with the D-pad.
> - Fixed the Journeys menu jumping back to your previously selected journey whenever you tried to select a new one on a different row.
> 
> ![Building](https://global.discourse-cdn.com/funcom/original/3X/7/8/78083ac82aeea39a05e27940255ef1d46089a68b.png)
> 
> - Fixed Sandstone corner pillars sitting slightly higher than adjacent walls so builds line up cleanly.
> 
> ![General](https://global.discourse-cdn.com/funcom/original/3X/b/0/b0add2207ff5f9a066d02257c740cb17ab27cac4.png)
> 
> - Fixed currently selected items in the Admin Panel not being highlighted when navigating with a keyboard, so it’s now clear which entry you have selected.
> - Fixed the Fly, Walk, ShowState, and PrintXP buttons in the Admin Panel, so admins can once again toggle these from the UI instead of resorting to a console command.
> - Fixed an issue in co-op where guest players’ Map Room teleport buttons always showed “Bracelet Not Attuned,” even after attuning to an obelisk. Guests can now teleport from Map Rooms just like the host.
> - Fixed an issue where NPCs and other players approaching a Map Room would trigger the “Bracelet Not Attuned” message on your HUD as if you were looking at the Map Room yourself.
> 
> ![AI](https://global.discourse-cdn.com/funcom/original/3X/0/7/07c1dcf67b05b0d0bcfbf7f6362e184107a93478.png)
> 
> - Fixed tavern barkeepers and patron NPCs not spawning on dedicated servers on the Isle of Siptah. Taverns now draw visitors just like they do on the Exiled Lands.
> 
> ![Misc](https://global.discourse-cdn.com/funcom/original/3X/5/0/509cae48e96fccf314e224a2791a9a6a5bae2ecc.png)
> 
> - Fixed the “Select Respawn Point” text overflowing the death window or being cut off at the screen edge in Italian, Spanish, French, and Portuguese.
> - Fixed inconsistent capitalization throughout the Settings menus (especially Server Settings) in non-English languages.
> 
> ![Modding](https://global.discourse-cdn.com/funcom/original/3X/5/1/519397b2fe8581c25c3a136faf2545c9c496d721.png)
> 
> - Fixed Mod incompatibility check.
> - If you are using an older version of a mod, when running the latest game version, you should see some popups indicating that those mods can’t be loaded.
> 
> - Fixed an issue where standalone maps wouldn’t load custom character creation actors properly unless the MapName was set the same as the level’s.
> - Fixed issues where standalone modded maps would display the non-localized map in the menu, would fail to use the custom db name in single player, and would fail to display proper map markers.
> - Fixed Choose Files to Cook dialog Type column sort order.
> - Fixed an issue where landscape material overrides weren’t being packaged into cooks. All shaders generated by mod cooks should now end up in the final pak.
> - Fixed DevKit load warning about BP\_DestructibleActor referencing content in a Developer folder.
> - Fixed warning about AB\_human\_male depending on a blendspace in the NoBakeNoCook dir on DevKit startup.

3rd patch … yes yet again only “5” bugs were patched …

shall I continue ? or are you still going to be willfully obtuse to the reality ?

---

<div class="post-metadata">

**Author:** ![Khaletohep](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/khaletohep/32/123847_2.png) [@Khaletohep](https://forums.funcom.com/u/Khaletohep)\
**Post date:** [July 26, 2026, 4:19pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/5 "2026-07-26T16:19:41Z")

</div>

The update to UE5, the following updates, the introduction of the new dungeon - that’s all great news.

Did everything fulfill everyone’s wishes? No, of course not, nothing ever does. But by Crom, we get fixes and even new stuff for an eight year old game. And Funcom/Inflexion even cares about being nice to modders and not break their stuff, which is something a certain mod-reliant AAA publisher cannot claim.

The UE5 update, that we even get a new “age” apparently - who would have even dreamed of that? And is even free. Not like a certain AAA publisher that tries to sell you the same game five times.

Sad thing is that console players aren’t included yet - but I say “yet”, because I’m still hopeful they’ll get the update(s), too. Console porting takes time, just a fact of life, annoying though as it may be.

---

<div class="post-metadata">

**Author:** ![Kanza1](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kanza1/32/69193_2.png) [@Kanza1](https://forums.funcom.com/u/Kanza1)\
**Post date:** [July 26, 2026, 4:22pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/6 "2026-07-26T16:22:50Z")

</div>

> [@Khaletohep](#):
>
> Sad thing is that console players aren’t included yet - but I say “yet”, because I’m still hopeful they’ll get the update(s), too

or something else to keep in mind for CEE on consoles

> [@Cyclopean dungeon doesn't show up on server 3504](https://forums.funcom.com/t/cyclopean-dungeon-doesnt-show-up-on-server-3504/301730/7):
>
> It’s already “rumored” that the next gen Xbox will have access to other markets and the regular Xbox market with steam being mentioned , so at least CEE will be available for next gen Xbox users ( if the “rumor” is true ) I can see a world where sony does the same …
> 
> Game studios must have some inside knowledge about those things …
> 
> Then it would make sense for Funcom if they already know that it’s the case for both consoles to not want to work on a special version of the game if it’s for the game to not be able to run at full specs on this generation of consoles especially if with no additional work/cost they are able to sell the game on next gen consoles …

---

<div class="post-metadata">

**Author:** ![Orkan](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/orkan/32/142184_2.png) [@Orkan](https://forums.funcom.com/u/Orkan)\
**Post date:** [July 26, 2026, 7:22pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/7 "2026-07-26T19:22:38Z")

</div>

> [@Kanza1](#):
>
> shall I continue ? or are you still going to be willfully obtuse to the reality ?

> [@ENHANCED (UE5) PC STEAM Current Bugs & Issues](https://forums.funcom.com/t/enhanced-ue5-pc-steam-current-bugs-issues/300851/61):
>
> Updated Saturday 25 July 2026

^ Look at that GARGANTUAN list of bugs.

Then come back here and act like I’m making it all up. lol

---

<div class="post-metadata">

**Author:** ![DanQuixote](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/danquixote/32/69196_2.png) [@DanQuixote](https://forums.funcom.com/u/DanQuixote)\
**Post date:** [July 26, 2026, 7:53pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/8 "2026-07-26T19:53:56Z")

</div>

To be fair - that list of bugs is still less that it used to be (the bug lists for Legacy occupy two separate threads because there’s too many for one). The situation is also greatly improved from where it used to be, notably a couple of years ago we got one patch every 3 months or so, that if we were lucky fixed a couple of bugs while generally adding a whole bunch more.

There are a lot fewer ‘game-breaking’ bugs on the list than there used to be and we currently get generally a couple of patches a month (sometimes even weekly), each with a lot more fixes than we typically saw previously in months or even years. That is not to say that there aren’t problems, but the situation is noticeably better than it used to be. The response rate is also night and day - previously even the most minor bugs generally stuck around for 3 months minimum, often dragging on for a year or more, after having been reported during ‘public beta’. Nowadays a lot of bugs receive a hotfix within a week of first being reported. (Sure, some don’t, but a lot do, and any receiving even remotely prompt response is a big step up.)

It’s also worth noting that there are several bugs currently still on the list that should have been moved to the ‘Solved’ thread, but I am currently unable to do so because I cannot get that thread re-opened. So the list appears longer than it should and they are not getting credit for some fixes that have been made. (The list would still be long, but shorter than it currently is.)

---

<div class="post-metadata">

**Author:** ![Kanza1](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kanza1/32/69193_2.png) [@Kanza1](https://forums.funcom.com/u/Kanza1)\
**Post date:** [July 26, 2026, 7:54pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/9 "2026-07-26T19:54:18Z")

</div>

This list of bugs was mostly inherited from UE4 issues

> [@LEGACY (UE4) CONSOLE Current Bugs & Issues Pt. 1 (OLD)](https://forums.funcom.com/t/legacy-ue4-console-current-bugs-issues-pt-1-old/269625):
>
> A majority of these LEGACY (UE4) CONSOLE Bugs and Issues have been demonstrated as frequent, reproducible or without solution by the player community. [See continuation of this post here in LEGACY (UE4) CONSOLE Pt. 2.](https://forums.funcom.com/t/current-bugs-issues-pt-2-again/275209) These posts will be updated based on discovery, comments and research as it becomes available and time permits. Time frame is from the launch of AoH Beta but will include legacy if known. Please feel free to add bugs and issues in the comments to help the CE Staff and playerb…

and

> [@LEGACY (UE4) CONSOLE Current Bugs & Issues Pt. 2 (OLD)](https://forums.funcom.com/t/legacy-ue4-console-current-bugs-issues-pt-2-old/275209):
>
> [Continuation of LEGACY (UE4) CONSOLE Current Bugs & issues Pt. 1](https://forums.funcom.com/t/current-bugs-issues/269625) These posts will be updated based on discovery, comments and research as it becomes available and time permits. Time frame is from the launch of AoH Beta but will include legacy if known. [View LEGACY (UE4) CONSOLE SOLVED Bugs & Issues here](https://forums.funcom.com/t/solved-bugs-issues/276001). Multiplayer Servers • Upon logging in during loading screen can hear character falling, even hear bones breaking/crunch and on occasion will load enough to see the character falling throu…

Yes the list was so long it needed 2 different topics

---

<div class="post-metadata">

**Author:** ![DanQuixote](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/danquixote/32/69196_2.png) [@DanQuixote](https://forums.funcom.com/u/DanQuixote)\
**Post date:** [July 26, 2026, 7:59pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/10 "2026-07-26T19:59:40Z")

</div>

Those threads would also still be being maintained (and added to) if I could get them re-opened. Having already had to spend hours re-formatting them once (because Discourse broke all the formatting when Kiki handed the threads over to me), I’m reluctant to go through the hours of work to set them up again - I’ve been trying for weeks to get the community team to re-open them after they autoclosed (while I was in the middle of updating them…), but have so far had no luck.

---

<div class="post-metadata">

**Author:** ![Orkan](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/orkan/32/142184_2.png) [@Orkan](https://forums.funcom.com/u/Orkan)\
**Post date:** [July 26, 2026, 11:59pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/11 "2026-07-26T23:59:06Z")

</div>

> [@DanQuixote](#):
>
> I’ve been trying for weeks to get the community team to re-open them after they autoclosed (while I was in the middle of updating them…), but have so far had no luck

Unsurprising… because the LAST thing they want is someone holding a spotlight of accountability up to them… and without your threads and constant updates, no one that was thinking about buying this game would have any idea just how many bugs are in this game.

So you are doing a fantastic service for the player base and potential player base, and I thank you.

… but yeah, you are basically a bad devs worst nightmare, right there where they DON’T want you. So it’s unsurprising you haven’t received any cooperation. They have every motivation in the world to NOT have you doing what you are doing, and it just reveals how bad their motives actually are.

---

<div class="post-metadata">

**Author:** ![DanQuixote](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/danquixote/32/69196_2.png) [@DanQuixote](https://forums.funcom.com/u/DanQuixote)\
**Post date:** [July 27, 2026, 12:17am UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/12 "2026-07-27T00:17:25Z")

</div>

I disagree on that - while it is certainly possible that you could be right - I’ve also received encouragement from the devs (and Inflexion’s CEO) that they appreciate the efforts and have found these lists useful. (Inflexion actually stated that they used Kiki’s original lists during the 16 months they were developing CE Enhanced to give them issues to target - which is a big part of why so many of the Legacy issues were fixed.)

I do not believe it is deliberate - the problem has been that Dana is the only member of the community team that responds directly to members of the community and she was on vacation until recently. I have tried messaging her directly, but she receives a lot of messages and direct pings (here and elsewhere) so it may be buried beneath the ‘noise’

I am frustrated by the current situation (and all too aware that the likely only solution is going to be for me to put in extra work rebuilding the threads again), but I do not believe it is being done deliberately. Maybe I’m naive, but before her vacation (and before the threads autoclosed (because I did not realise the system judges to the minute rather than to the day)), Dana did agree to look into arranging to set these threads to not auto-close (if the system allows for that) and she seemed quite enthusiastic that they should continue.

The appreciation from players and potential players is, in turn, appreciated. Kiki managed to keep these threads going for a couple of years - we knew there would be some complications with the first couple of months after she handed them over to me; once we get things stabilised, these threads will keep going steadily.

---

<div class="post-metadata">

**Author:** ![Orkan](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/orkan/32/142184_2.png) [@Orkan](https://forums.funcom.com/u/Orkan)\
**Post date:** [July 27, 2026, 12:42am UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/13 "2026-07-27T00:42:12Z")

</div>

The problem is, the direction the community manager or even devs want to go, is often NOT the direction that the suits want to go. … and the suits are the ones making the decisions.

That’s why it feels so “corporate” and “soul-less” to someone like me.

You know what I would like? … for the company being paid to care, to care enough to put you and your threads out of business. lol

The fact that the list of bugs is so long, that it takes so long for someone to manage, is an absolute atrocity. It should be looked at by the company as a failure of the dev team of the highest order. It’s an embarrassment.

For someone accustomed to playing well polished games, (me), this bug-filled game is an absolute nightmare. On one hand I have a ton of fun playing when things are working… but the bugs are horrific… and they keep breaking more things that WERE working every update. So I’m getting pretty disheartened. It’s as if they don’t want me to play or something. Most of my sessions these days are spent playing a little bit and then sitting and doing research trying to figure out how to work around something that is broken. I spend more time on google than in the game sometimes.

That’s simply insane.

---

<div class="post-metadata">

**Author:** ![DanQuixote](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/danquixote/32/69196_2.png) [@DanQuixote](https://forums.funcom.com/u/DanQuixote)\
**Post date:** [July 27, 2026, 1:41am UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/14 "2026-07-27T01:41:21Z")

</div>

> [@Orkan](#):
>
> You know what I would like? … for the company being paid to care, to care enough to put you and your threads out of business. lol

Oh, fully agreed. In an ideal world these threads would not exist. But, I can say that this has always been the way with this game. Some of it comes down to the circumstances of its early years - Funcom was on the verge of going broke and this game was something of a ‘hail Mary’. Unfortunately, that meant that it was rushed to release and it had to keep being fixed ‘on the fly’.

This was then followed up by more years of additions being made without full understanding of the underlying architecture, plus changes in overall vision sending the game in sometimes drastically different directions. The result was a code base that has often been described as ‘spaghetti’. Some of this was detangled during the 16 months Inflexion spent getting CEE ready, but it is clear that a lot of the underlying code remains tangled and contradictory (which is why we see years-old bugs suddenly resurface - they were never truly solved, just ‘papered over’).

This is a great game, which fills its niche in ways no other game in the genre seem to manage - but it is, and likely will always be, buggy. It would need to be completely re-programmed from scratch, and even then there would be no guarantees of success - so the odds of ‘the suits’ okaying such a degree of expenditure are too small to really be worth consideration. In the end, the decision you will have to come to (as many of us ‘old hands’ have) is whether you can accept the bugginess becasue you enjoy the game enough, or not.

That’s not to suggest that the fight against the bugs should ever stop - no one here is ‘ok with the bugs’, but past experience shows there will always be some (a lot) but the game is worth it - and currently things really are better than they have been for years, in terms of communication and responsiveness to trying to fix as many bugs as possible.

> [@Orkan](#):
>
> For someone accustomed to playing well polished games

All I can say is that I’ve never played a game that didn’t have bugs, sometimes absolutely game-breaking stuff (and CE has had its share of those as well), sometimes just immersion-breaking stuff (such as turning round in Black Flag in time to witness the ship I’ve supposedly just disembarked from breaching like a whale and the entire crew bobbing to the surface dead…). Maybe I’ve just been unlucky, but even back in the 80s games had bugs - the games were far more basic so the bugs tended to be as well, but they were still there (and generally never to be fixed back then as that would require sending out additional physical media). At least we can hope that the bugs that annoy us will be fixed at some point.

---

<div class="post-metadata">

**Author:** ![Kanza1](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kanza1/32/69193_2.png) [@Kanza1](https://forums.funcom.com/u/Kanza1)\
**Post date:** [July 27, 2026, 3:06pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/15 "2026-07-27T15:06:49Z")

</div>

> [@DanQuixote](#):
>
> In the end, the decision you will have to come to (as many of us ‘old hands’ have) is whether you can accept the bugginess becasue you enjoy the game enough, or not.
> 
> That’s not to suggest that the fight against the bugs should ever stop - no one here is ‘ok with the bugs’, but past experience shows there will always be some (a lot) but the game is worth it - and currently things really are better than they have been for years, in terms of communication and responsiveness to trying to fix as many bugs as possible.

💯

> [@DanQuixote](#):
>
> All I can say is that I’ve never played a game that didn’t have bugs

and if you think a game doesn’t have bugs , just type the name of the game and speedrun you’ll see many games you though didn’t have any glitches/bugs turn into mario 64 stairs trick

---

<div class="post-metadata">

**Author:** ![Orkan](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/orkan/32/142184_2.png) [@Orkan](https://forums.funcom.com/u/Orkan)\
**Post date:** [July 27, 2026, 3:09pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/16 "2026-07-27T15:09:55Z")

</div>

The bugs in the more polished games aren’t as “in your face” as the bugs in this game.

Arc Raiders and battlefield titles for example. Those games are dumpster fires due to gameplay problems and cheaters mostly… as well as other reasons, but they are very polished in how they look, sound, and play generally. Game-breaking design choices are common. Game-breaking unintended bugs are much more rare. Bigger, more talented dev teams… generally have the ability to make sure things are polished a bit better.

That’s something this game needs. … because as you said, there is simply nothing like it.

At the end of the day, that is the stuff dreams are made of. Could you imagine playing this game, with all its same mechanics… but if super talented devs made it. Can you even envision what it would be like without all these bugs? What it would play like if the character movement/combat wasn’t so clunky? … because I can. Holy cow I’d love to play that game.

---

<div class="post-metadata">

**Author:** ![Kanza1](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kanza1/32/69193_2.png) [@Kanza1](https://forums.funcom.com/u/Kanza1)\
**Post date:** [July 27, 2026, 3:24pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/17 "2026-07-27T15:24:36Z")

</div>

> [@Orkan](#):
>
> battlefield

[list of bugs](https://forums.ea.com/idea/battlefield-6-bug-reports-en/list-of-bugs---redsec-season-4/13580139) by a player on EA’s forum … sure it’s not as long as conan’s list for sure no one is denying that … but saying those types of games doesn’t have any bugs is false

> [@Orkan](#):
>
> Arc Raiders

doesn’t have a forum only a discord , so not sure of any player maintained list , but you can type arc raiders bugs , to see that it still has some , like [not being able to see your team mates standing next to you](https://www.reddit.com/r/ArcRaiders/comments/1quwzqv/the_amount_of_game_breaking_bugs_arc_raiders_have/) … quite game breaking

---

<div class="post-metadata">

**Author:** ![Orkan](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/orkan/32/142184_2.png) [@Orkan](https://forums.funcom.com/u/Orkan)\
**Post date:** [July 27, 2026, 4:16pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/18 "2026-07-27T16:16:46Z")

</div>

You can keep your strawman. Take it for a walk even.

I didn’t say they didn’t have any bugs. I said they aren’t as “in your face.” They aren’t as game-breaking.

That’s ok though. Go ahead and completely miss the point. Absolve funcom of any responsibility to make a clean, polished, functional game… because other games have bugs too.

… and then we can all sit and wonder why this keeps being SOP. They are paying attention, and they see that you will ALL accept it. You’ll all accept countless bugs and still pay money.

Great. Since so many of you want that… and it’s OK, apparently… that’s exactly what you’ll get more of.

As for me, I’m going to continue putting them on blast for every idiotic bug I find in this title as long as I play it. Prospective customers deserve to know what playing it is actually like instead of just the GLAZE they get from apologists.

---

<div class="post-metadata">

**Author:** ![Kanza1](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/kanza1/32/69193_2.png) [@Kanza1](https://forums.funcom.com/u/Kanza1)\
**Post date:** [July 27, 2026, 4:36pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/19 "2026-07-27T16:36:21Z")

</div>

> [@Orkan](#):
>
> Absolve funcom of any responsibility to make a clean, polished, functional game

You don’t understand … I’m not at all absolving Funcom , in fact quite the contrary , I’m putting all the blame on them , but now that INFLEXION is working on enhanced I support their work , yes some bugs are introduced with their patches , but they are directly ( within 3 to 4 days ) hotfixed , whereas in the past they would take up to eternety to being fixed hence the old list , but it’s getting thiner and thiner and I may be a fool , but I think there is a chance with them that most of it will be fixed , yeah maybe not one or two bugs ( some have been loved/hated by 2 factions of the community like the Rhinos that were flying once killed ) that aren’t techincaly solvable … or that they can’t pinpoint because of not being able to reproduce it on the Test production servers…

and yes there will be some bugs introduced in next patch also cause sometimes in a spaghetti code mess you are trying to fix a game breaking bug , and when you fix it by changing a line of code or refactoring blueprints to untie the mess , some bugs will appear in other dependencies that might not be always obvious to someone that didn’t build the code in the first place …

But at least they hotfix quickly and efficiently !

Now I never said to not report every bugs you find , but maybe try tone down the anger a notch especially in the reports you send cause INFLEXION & @Dana reads them not Funcom !

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<div class="post-metadata">

**Author:** ![Orkan](https://sea1.discourse-cdn.com/funcom/user_avatar/forums.funcom.com/orkan/32/142184_2.png) [@Orkan](https://forums.funcom.com/u/Orkan)\
**Post date:** [July 27, 2026, 5:05pm UTC](https://forums.funcom.com/t/such-potential-but-absolutely-wasted/301749/20 "2026-07-27T17:05:05Z")

</div>

> [@Kanza1](#):
>
> INFLEXION is working on enhanced I support their work

You realize that both inflexion and funcom both answer to the same people, right?

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