Testlive Patch (26.08.2019) - Battle Standards, New Weapon types, further balancing and more!

Greetings exiles!

We’re back with another Testlive patch, full of new and juicy mechanics and features for your to check out. This is a preview of what’s coming in Update 37, which we also highlighted in our latest dev stream.

There’s also a huge amount of fixes to various bugs and issues to be found in this update, in addition to some known issues that will be fixed ASAP.

Thank you once again to our incredible community for your amazing support with Conan Exiles.


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.


highlights

Battle Standards

The new Battle Standard placeable will allow you to establish a PvP zone on PvE servers. This is perfect for players on passive servers who sometimes want to engage in combat without the risk of losing everything.

Anyone who steps inside a Battle Standard’s area of effect will be eligible to engage in PvP combat. Activating PvP is completely optional, so people can’t grief you by suddenly plonking down a Battle Standard and gunning for a fight.

You’ll also get to keep your inventory if you die inside a Battle Standard’s area of influence, so the PvP combat is fairly risk free.

Short Swords and Two-handed Great Axes
With this update we’re introducing two new weapon types to Conan Exiles: Short Swords and Two-handed Great Axes. Of course, they come with their own combos and animations.

The axes work like a fusion between the warhammers and dual wielding axes. With this in your arsenal you can spin around like a top, causing a lot of damage over a large area. Be careful so you don’t run out of stamina though, which will leave you vulnerable.

Short swords are a faster alternative to regular broadswords and will let you perform simple stab and slash combos until you run out of stamina. They’re meant to be used against single enemies as the stab and swing have a very narrow radius.

Weapon Animation Changes

In Update 37, we’re changing the combat animations for the Longsword, Great Sword and Pike weapon types. They won’t behave radically different to how they used to, but you will notice a few differences.

Here are the changes we’ve made:

  • Longswords have been made more refined, by giving them a longer “linger window” between each attack, and a new finishing animation in the Heavy attack combo chain. Instead of a leap forward, the finishing move is now a simple horizontal forward slash. The new finisher has less range, but there’s less chance of overextending and going past your enemy.

  • Great Swords have been tuned to be more effective against crowds. The overhead smash attack can now be found on the CTRL key (meaning we’ve removed the kick for this weapon), and the opening of a Heavy attack combo is now a big, 180 degree, horizontal slash. The full set of heavy attacks damages a wide area and can be quite effective when surrounded by several enemies.

  • The two-handed Pikes are probably getting the biggest change of the bunch. It’s no longer a crowd control weapon and has been reworked into a weapon that’s more effective in close quarters against a single enemy. The light attack combo chain is now a series of poke attacks like the heavy attacks. The difference is that the light attacks will plant your feet instead of pushing you forward.

Test them out, see how you like it, and let us know how it works in the comments below!

New mod kits/upgrades

We are expanding the ways you can modify your weapons and armor with the addition of weapon oils. These are more powerful versions of the already existing mod kits, with the drawback that the boosts they provide are time limited. The oil will also severely drain the durability of whatever it’s applied to once the timer has run out.

The “Weapon Oils” feat can be purchased from the Archivist in the Unnamed City for 5 Fragments of Power. Oils are crafted at the Firebowl Cauldron. Only one can be active at a time.

  • Oil of Agony – Increases weapon damage by a flat amount (15).
  • Oil of Penetration – Increases weapon armor penetration
  • Oil of Harvest – Increases amount of resources obtained per swing of a harvesting tool.
  • Oil of Concussion – Increases concussion damage on a weapon
  • Oil of Balance – Decreases a weapon’s Stamina cost per attack

We’re also introducing new Master level weapon fittings and kits, which come with great boons, but also severe drawbacks. These can be learned by unlocking the Grandmaster Armorsmith and Grandmaster Weaponsmith feats in a certain dungeon.

  • Master Weapon Fitting – Increases melee damage and armor penetration, but severely cripples a weapon’s durability
  • Fencer Weapon Fitting – Increases light attack damage, but decreases heavy attack damage and durability
  • Master Reinforcement Kit – Increases Durability of weapons and armor, but also increases weight and decreases resource gathering.
  • Master Plating Kit – Increases Armor strength, but reduces durability and is expensive to craft
  • Bulked Plating – Increases Armor strength, but increases weight and is expensive to craft
  • Gliding Joint Kit – Reduced stamina used when climbing, but also reduces durability

tldr

  • Battle Standards!
  • New weapons: 2h axes and short swords.
  • New animations.
  • Exploit fixing.
  • Combat balancing changes.
  • Balancing changes to several weapons, armor and items.
  • The Sword of Crom no longer makes thralls act unresponsively.
  • Altars placed on foundations should no longer disappear after upgrading them to higher Tier.
  • …and many more fixes, balancing changes and QoL additions!

Currently Known Issues

  • Some spelling and grammar errors. #spellchekkerteambackongruel
  • Some visual bugs
  • Client crash bugs (Will be fixed ASAP)
  • Battle Standard functionality is partially preserved on PVP servers (already fixed internally)
  • Pathfinding issues when a companion follows the player over thin ice
  • Hanuman’s Gift potion does not grant bonus attributes every time

notes

exploits

  • Fixed a number of undermeshing locations.
  • Fixed a case where it was possible to loot corpses through walls.
  • It is no longer possible to build inside the Warmaker’s Sanctuary.
  • Fixed a crash relating to exploiting.
  • Fixed an exploit that allowed players to gain infinite stamina.
  • Fixed an issue that allowed players to attack without using stamina.
  • Fixed an issue where it was possible to climb without using stamina.
  • Fixed an exploit allowing stunlocking enemies with daggers.

newadditions

  • New Weapon Type: Two-Handed Axes (Great Axes). These axes allow for wide, powerful swings that will decimate your opponents en masse.
  • New Modkits and Weapon Oils are now available. New Modkits can be learned from inside the Warmaker’s Sanctuary dungeon, while the Weapon Oils can be purchased from the Archivist in the Unnamed City.
  • New Weapon Type: Short Swords. These swords allow for accurate, forward-motion stabs as opposed to the wider swings from their larger cousins.
  • New Placeable: Battle Standard
    – The Battle Standard allows you to combat other players, even on PvE servers. The system is an OPT-IN system (meaning, you have to agree to the terms before it becomes active) that is not forced on you when entering the area and you can choose to ignore all PvP should you choose to.
    – Dying to PvP combat while in range of the Battle Standard also prevents you from dropping your loot, allowing you to create designated PvP areas. The Battle Standards can also be picked up by anyone as they disregard ownership.

building

  • Giant King Statuettes should no longer have 0 hitpoints when placed.
  • Altars placed on foundations should no longer disappear after upgrading them to higher Tier.
  • The Kiln should no longer display as having 0 hitpoints when placed.
  • Added thin lines inside the Yamatai and Pict foundations and ceilings in order to more easily show the direction of planks when placing these pieces.

crafting

  • Hyperborean Slaver Epic armor no longer requires double the amount of Hardened Steel bars.
  • Crafting cost for one of the Impaled Skulls was homogenized.
  • Turan Furniture-Maker recipes now correctly inform you about which crafting station is used for them.
  • Exceptional/Flawless items can no longer be crafted without having the required Feat unlocked.

combat

  • Acid and Smoke arrows can now properly be dragged onto bows.
  • The Fluid Swings perk now correctly reduce stamina cost for heavy attacks.
  • The Shank now correctly applies Sunder on hit.
  • It’s no longer possible to apply poisons to “The Festering One”, since it has poison on it by default.
  • Doom and Shark Bite should now correctly (but rarely) hit for bonus damage.

ai

  • The Sword of Crom no longer makes thralls act unresponsively.

purges

  • Fixed an issue where the Rocknose purge would spawn too many Ice Rocknose Kings.

balancing

  • Children of Jhil now rarely drop Hollowbone arrows.
  • Bandages now get rid of bleeds immediately, applies healing but confers a strong cripple effect.
  • Stat buffs from various sources no longer stack. In addition, the bonuses granted from the Warmaker dungeon books have been reduced from +8 to +4.
  • The chest in Hanuman’s Grotto will now grant pets 20% of the time instead of 100% of the time. If a pet is not given out, Hanuman’s Gift (potion) will be granted instead.
  • The Sobek armor bonuses have been rebalanced.
  • Hunter’s Potion now grants +5 Accuracy instead of +8.
  • The effect of the perk “Gluttonous Gains” has been reduced somewhat.
  • DLC Armors should no longer differ from basegame armors in terms of amount of temperature protection.
  • Claw weapons have had their stamina cost increased, damage lowered and it’s no longer possible to poison them. In addition, the bosses “Claw” and “Rake” now drop the Bestial Claws more rarely.
  • Light armors have had their armor values reduced.
  • Heavy armors have had their armor values increased.
  • The Sunder effect no longer causes 20% armor removal per stack; this now reduces armor by 10% per stack instead, making armor more valuable.

general

  • Beds should no longer lose their binding after rejoining a singleplayer session.
  • Setite Cult Helmet should now provide the correct bonus.
  • Fixed an issue where Flawless and Exceptional Reptilian gauntlets would grant bonus points to two attributes.
  • Practice Swords now have correct blood-splatters on them.
  • Explosive Jars can no longer be suspended on walls.
  • Hanuman’s Gift potion may now correctly grant bonus to Vitality.
  • Fixed an issue where it was not possible to interact with objects through open door.
  • Survival stat now correctly reduce the duration time for negative effects.
  • Gold-Vein Rocknoses now correctly drop Gold-vein carcasses when harvested instead of normal rocknose carcasses.
  • Fixed an issue where the Keystone would not be destroyed after it was used.
  • Fixed an issue where PvP servers are switched to PvE mode and lose their Region after entering admin mode.
  • Skeletal Serpentmen now correctly drop their heads when harvested with the correct tool.
  • Fixed an issue where it was possible to avoid fall damage by landing on an NPC.

terrain

  • Fixed a number of locations where it was possible to cheese boss-encounters. #grating
  • Fixed a number of stuck spots in the world.
  • It is no longer possible to climb inside the Warmaker’s Sanctuary while playing the single-player mode.
  • Tweaked some visual imperfections in the world.
  • Fixed an issue where the light from Furnaces would be extremely bright and flicker when reflected by wet surfaces.

animation

  • Updated surface swim animations to fix issue with floating weapon if a weapon is equipped.
  • Added underwater swing animations for hatchet, pick and sickle.
  • Removed one of the ghost cinematics near the Shattered Basin.
  • 1H Sword animation changes: The One-Handed Sword has received new animations for some of the attacks in order to bring it more closely to the intended weapon profile.
  • Spear animation changes: The spear have received a number of new animations in order to bring it more in line with its intended weapon identity. The light attacks are now stationary and no longer have wide swings.
  • Two-Handed Sword animation changes: The Two-Handed swords have received a number of new animations in order to bring it more in line with its intended weapon identity, making it swing in wider arcs. The overhead smash has been moved from the first heavy combo-step into the alternate-attack button and replaced with a wider swing.

ui

  • After a few days in the galleys, our #spellchekker has fixed a number of spelling and grammar errors in item names and descriptions as well as names for NPCs.
  • Fixed a number of keywords for weapons.
  • Fixed some descriptions for buffs, amongst others the buff granted by Riptide.
  • The Journey Step “Experience the heat of the volcano” has been renamed to “Survive scorching heat” as this more accurately reflects the unlock.
  • The Skeleton Warrior is now using the correct icon.
  • Health bar should no longer persist when a player dies from the Executioner’s weapons.
  • Inspecting Wells with a repair hammer now correctly shows the structure information.
  • Fixed an inconsistency between Giant King Statuette icons and their in-game models.
  • Fixed an issue where Video settings Restore Defaults would not apply Windowed mode or resolution.
  • Rockslide now has the correct amount of skulls on its Health Bar.
  • Rake and Claw bosses now have the correct amount of skulls on their Health Bars.
  • Player List now updates correctly when any Player leaves the session.
  • Using multiple Vehemence Elixirs in short period of time should no longer duplicate buff prompts.
  • Player List in the Admin Panel can now be scrolled with a controller.
  • Changed the icon for “Thorgar’s Recipe Fragment”.

community

Trello Report Board

We have a public bug tracking board here! You can check this to track the issues that get brought up by the community the most. In the “For prioritization” column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here.

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.

14 Likes

I hope this heavy armor change is noticeable! :pray:

1 Like

Testing must be done :face_with_monocle:

3 Likes

As a console player, I still have the PC version, but use a laptop. I just do single player. It is not the exact same as officials, but it does give some understanding to the changes, plus the hard numbers for % and such.

1 Like

We hope the bug with the ports with rhinos and elephants, especially those from the Turan DLC will also be fixed. We have to prohibit the porting of the players, because this can lead to a crash of the server.

1 Like

Note, not tested yet (work :frowning: ) but the damage reduction may be an over nerf on the bestial claw. The main gripe was stamina use, and the poison stacks. I hope they put back in the original damage though, and maybe a bleed for the final attack? dobn’t want them to be useless.

3 Likes

Thank you. Did you also fix being able to wear a medium piece with light armor and still having “light = long roll” armor type?

Or is this intended?

3 Likes

someone help me here, weapons and armor for gathering resources…

So 5 second delay removed?

1 Like

Blockquote
I believe that’s referring to tools but isn’t specific in the wording.

1 Like

Nice ! Finally a new testlive build.
This week time may be a bit short, but i can’t waite to do some trials. :wink:

When do you think all of this will be implemented in the game?

Inside the next patch after all the test live data has been sifted through and the final touches as well as changes have been made.

please details the negative tradeoffs, how is the durability change? and how the heck does the temporary vs permanent damage stuff work? how perm with a timer? idgi

Why was light armors protection reduced and by how much. I surely hope with all the damage and armor pen in-game already and coming with the patch that you’re not invalidating light armor.

1 Like

Even then that still sounds a bit ridiculous.

3 Likes

YEAH, at lunch i did a DL and then opened up single player. The oil on a legendary was 50 minutes. So it does wear it out quicker. As for cost, i did not have teim to craft, i just adminned it in to chekc the hard numbers and effect.

Doubt it will make a big difference cosidering Oil of penetration. …lol… cough cough grants 40% armor pen to any weapon conbine that with a spiked weapon fitting and acc 40 crevice in the armor perk u almost any weapon has 90+ armor pen and the heavy armor damage reduction is 80% from what I’ve seen so …yeah

1 Like

They should’ve made a armor resistance oil to counter all these armor pen buffs. Yeah y’all buffing heavy armor is great but at the same time introduced something that completely nullifies that buff like really FC is this a troll? Why render your hard effort useless right of the bat? Im confused

2 Likes

Any improvement to performance issues on consoles with this coming update or not? Im curious cause there’s nothing mentioned in the patch notes

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there is some kind of typo error for the Oils. on Testlive they are:
Oil of Agony
Oil of Penetration
Oil of Balance
Oil of Concussion and
Oil of Bounty

while here they are called:
Oil of Damage
Oil of Penetration
Oil of Harvest
Oil of Concussion
Oil of Balance

Which will be the correct version on the final live version? i assume the second

1 Like