Testlive Patch (11.04.2020) - Followers II Rev.1

Greetings Exiles!

We’re releasing the first set of fixes for some of the reported issues we received over the past week, mainly focusing on AI problems.
We’re also bundling in a much-requested fix for an issue that would cause placeables to snap towards the edges of all assets when trying to build.
Once again, remember that this is a work in progress build and that we’re more than interested in any feedback you can share, specially about AI issues you might encounter while playing.

Thanks again for your ongoing support, and stay safe.


Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.


Currently Known Issues

  • Please let us know of any AI issues you might find while playing this build. This is the main focus of this patch so we’re extremely interested about any feedback you might have of erratic NPC behavior.
  • This is still a work in progress build and several features are still being actively developed. As such, expect some bugs and unintended problems while playing.

notes

performance

  • Fixed a number of crashing issues related to AI.

building

  • Fixed an issue that would cause the placement brush of placeables to snap to the edges of all assets.

ai

  • Fixed several reported issues of unintended follower behavior while having stances assigned
  • Fixed some issues with the NPCs hate list.
  • Fixed an issue where all NPCs on Sepermeru would be hostile towards the player.
  • There’s been a truce between the Kappa kingdom and the Exiled lands and Green Shalebacks are again defaulted to peaceful behavior.

general

  • Fixed an issue that would cause player characters to get stuck on a chair if placed on a foundation.

ui

  • Implemented a smart system on the Interact key when using a controller. Now, if there are valid interact targets, this binding opens the interact menu. Otherwise, the command menu.
  • Added tips and hints related to the new Followers systems in loading screens.
  • Fixed an issue with the pets’ radial menu.

community

Separate TestLive Product on Steam

We heard your input regarding the inconvenience with having to switch back and forth between the main game and our TestLive servers. To make it easier for you and because we really value your testing and feedback, we added a separate product for the TestLive server on Steam.

If you own Conan Exiles on Steam, you should now see a separate Product called “Conan Exiles - Testlive Client” in your library which gives you the option to install an additional instance of the game specifically for the TestLive servers. Please be aware that this will prompt you for a full additional installation.

We are aware that not everyone wants install or has space for two full installations. For those of you who don’t want to play through the additional TestLive Client, you can still access the TestLive servers through our old method.

12 Likes

Please dump acc 20 perk, keep pen on acc 40, and shuffle the perks around to include the new knockback/knockdown. Please stop nerfing bow.

4 Likes

You guys should make the inside of brimstone lake unable to build all these toxic servers and makes the game un enjoyable that’s one of the biggest needs I’m the game a alpha has to just block it to not be contested you guys have a lot of work to do cause if I get hit by a horse or the new perk with arrows dropping you like a horse a thrall just has to come up on tap me

5 Likes

Bug report- Unconscious thralls slide around like they still have an AI controller

Private server for Testlive no mods
It is a PVE-conflict server

How to recreate: Knock a thrall unconscious and go far enough away to cause the thrall to be reloaded when you come back. The thralls will be unconscious at their spawn locations and move towards you as though they want to attack.
Just confirmed this happens in Single Player as well. I also noticed the Black Hand Pirates attacking their own Bearer Thralls

2 Likes

You guys have done an amazing job with your improvements and feedback to the community.

Unfortunately I can imagine as developers you get a lot of feedback in return. People wanting to go left and people wanting to go right.

Having a horse and a thrall at the same time is going to completely ruin the experience of pvp. You’re letting the people who enjoy pve dictate how pvp works… which is not okay.

Imagine pvp atm… people fighting… thralls 1 hitting you. Okay. Fine. Now imagine people moving 50% faster on a horse causing bleeding with every weapon. Attacking and galloping away. Now imagine being on that horse with an archer thrall behind you. You run a player over… your thrall 3 shots them while they’re stuck on the floor.

The balance of horses was not being able to have a 1 hitting thrall with you. Now they can have both and you’re nerfing bows and throwing axes which would help counter this new change.

Hopefully other actual pvpers would agree this is gonna be fun for 5 minutes before its heavily abused.

This needs an immediate rethinking before you dare release this to everyone.

2 Likes

Hooray, I can go to Sepermeru and visit the river without getting swarmed again!

I did notice the threat animations still seem to be missing, which makes me sad. I liked those.

Also I noticed I wasn’t getting attacked by rhinos, which…I’m mean I’m not upset about, but I feel like that might not be intended?

Also I don’t know if it’s a bug or just my game being janky but I can’t get the X key to work.

2 Likes

Having a thrall and a horse on follow is a good direction IF they nerf thralls, which, with the implementation of commands, they should. Now is a perfect moment to reduce thrall damage significantly, and reduce their healthpool/defences as well. Now we can go from having thralls mindlessly attack like we previously had to a system where micro managing your thrall in combat is a skill.

Could someone probably test if thralls attack when equipped with Dead Leg?

And is it intended that thralls do not deal damage with corrupted weapons?

It seems they move the commands to the E key… at least that was the key that worked for me

So far no bugs to report, but a suggestion, the stop command could make the thrall hold in place until another command, so you could use it to make then wait. As is now, the only way to make a follower wait is using stop following, but then they dont obey commands anymore.

Example situation, you tell the follower to stop outside a camp, then you go and attract some enemies with arrows and after they come to you, you activate move or come back and the follower joins you on the fight again.

Yeah I can get that one to work, but the new “get out of the way/go attack that guy/whatever” command wheel that’s supposed to be bound to the X key doesn’t show up for me.

@Verjigorm It is intended that they cannot use the corrupted weapons. That is unless you give them certain equipment.


Sorry for the video spam. But I dislike typing, plus I already had these videos made.

4 Likes

I completely agree :+1:

I thought it showed up by holding down the e key now. I could have sworn i saw it today when i was playing after i figured out to use the e key instead of x

It doesn’t on my game, at least.

I’m not entirely convinced it’s not an issue with my testlive game though, because when X was wield/unwield it just randomly unbound that too for whatever reason. Meanwhile, it still works fine in my live game. So maaaaaybe it’ll work fine for me when this update goes live?

On single player, the fatal error continues.

After some more testing on official testlive NA, those situations happen with the guard area stance:

  1. The follower has two melee weapons, a spear and a truncheon, she attacks as if holding the spear, but does very little damage. Those attacks using spear animations seen to be hitting with punch damage.

  2. my character being attacked by a kudo, the follower had a bow and spear, she followed the kudo with a bow stance, but no bow in hand, and never attacked.

Its not a mistake.

But T-4 named thralls in the newb area are not as strong as T-4 named thralls in other parts of the map (for some reason).

@Shadoza I got murdered by a Named roamer on live in the newb desert the first week I played ages back; it was trying to solo a Kappa with glowing blue eyes so I thought I’d chance it.

After my untimely death the Kappa appeared to stalk me to my tiny base, sleeping on the beach in front of it. Hardcore :stuck_out_tongue:

I’ve been getting fatal errors, too. I have not yet pinned down what’s triggering them. Live seems to run just fine, but testlive is having some issues (somewhere).

I’m validating my files now. Then I’ll start a completely new playthrough.

There have been T4 Thralls in newb areas for years now.

2 Likes