Testlive Patch (26.09.2019) - The Wine Cellar Dungeon, inventory optimizations and more!

Greetings Exiles!

We got a new Testlive patch with another slice of free new content: The Wine Cellar dungeon. Unveil the dark secrets of the past unearthed by the greed of the Relic Hunters, who in their rally for treasure awakened a long forgotten civilization better left in the past!

We’ve also introduced new optimizations for inventories that should help performance and stability alike, as well as the usual round of general bugfixes. We can’t wait for all of you to try out this new content and give us your opinion in the comments below!

Thanks again for all your feedback and support.

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.


New Dungeon: The Wine Cellar
Follow the path unearthed by the Relic Hunters and descent into the ruins of an old city whose inhabitants used to summon and worship something better left unknown. New loot and challenges await for those brave enough to follow the trail down the wine cellar.


  • Added a new dungeon full of new loot and surprises: The Wine Cellar.
  • Inventory technical optimizations.
  • Exploit fixes.
  • Many environmental fixes.
  • New animations.
  • … and more!


  • Implemented inventory optimizations that should increase stability and performance.


  • Fixed an issue that would allow getting outside the playable area in some dungeons.
  • Fixed additional undermesh locations.
  • Fixed additional instances in which players could obtain infinite stamina.
  • Fixed an exploit in regards to Attributes.
  • Implemented a new feature to validate attribute points spent to prevent possible exploits. This feature can be disabled in private servers.
  • Fixed additional exploits regarding stacking building pieces.
  • Fixed an exploit in regards to teleporting using the maproom.


  • New dungeon: The Wine Cellar! Discover the new feats, loot and surprises this new dungeon hides inside.


  • Upgrading altars outside of rendering distance should no longer cause a loss of stability in listen servers.


  • Warpaint - Accuracy now requires a the correct dye to craft it.
  • The crafting cost of cage and large cage has been adjusted.
  • Adjusted the crafting costs of several items.
  • Added Dye button for the Flawless Vanir Heavy Tasset.
  • Decreased crafting speed of Twine in the player inventory from 1 to 2 seconds.
  • Crafting the Set Idol no longer grants a Manifestation of Zeal.


  • The two-handed sword heavy combo has been improved, making it more difficult for the player to be interrupted while performing each attack.
  • Humanoid non-boss undead enemies can now be staggered.


  • NPCs could get stuck or walk under the mesh in Eyelet Lake. This has been resolved.
  • Fixed a spot in Scuttler’s Shortcut which could not be reached by NPCs.
  • Resolved additional spots in which boss encounters could be cheesed. #grating
  • Black Corsair Elite NPCs can’t be converted into thralls anymore, as intended.


  • Acid arrows now do 2 damage per tick to equipment.
  • Master reinforcement kit no longer reduces resource gathering of a tool to 0, but it increases its weight by 3.


  • Dong-tastic news! The potion of endowment works again!
  • Fixed a visual imperfection in some items of the Riddle of Steel and Blood and Sand DLC packs.
  • Removed headbobbing while flying in first person view.
  • The Sword of N’Ruka now correctly grants its Grit bonus.
  • Shield of Zabweth now correctly grants its Survival bonus.
  • It is no longer possible to avoid falling damage by falling onto NPCs.
  • Fixed several visual and functional issues with emotes.


  • Fixed a number of issues with world collision and spots in the map where players and NPCs could get stuck.
  • Fixed many minor visual imperfections in different spots of the map.
  • Corrected an area in the Temple of Frost where players could die to the Cursed Wall.
  • Improved general performance in a few spots of the map.
  • It is no longer possible to build inside the camp east of the Sinkhole.


  • Added new idle animations for player characters.
  • Generally improved player animations.


  • The #spellchekker team has been working hard to get out of the galleys by fixing a good chunk of typos and grammar mistakes. Let us know if we should send them back.
  • The emotes menu is now accessible in vanity camera mode.
  • Added a new option in the Emote menu to allow the player to stop playing an ongoing emote.
  • Fixed an issue that would show a proving grounds prompt on the loading screen when loading into the game under certain circumstances.


  • An empty compost heap should not generate bee hive sound effects anymore.
  • Fixed some instances in which sound effects would not be played while walking in water.


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.


Can’t wait!
Will have to update at lunch to my Lap Top (FYI, for the first few years they existed, i called them LAB tops…smh, old people).
Unfortunately in a war, so won’t be able to test until after raid hours tonight :frowning:

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Does that include increasing the number of potions stacked? Night Eye Potion, Set Antidote …?

Anyone knows where to find entrance to new dungeon? I want to go and take some screenshots so I can post them for my community together with stream recap.
If any knows then pls send me pm :slight_smile:


Really hoping the inventory adjustments include both larger stack sizes, as well as a means to filter to just the building sets we want.

crosses fingers


new dlc suff is cool, but, for futur , book shelf would be cool too, it missing =p
and the absence of building pieces is a disapointment for me…

?? Do you mean increased or are the numbers swapped?

Can some tester test the blackblood skinning knife? Its harvest rate…

@Chilling are they even strong fighters?


I think this is more tied to some of the delayed loading(hence the word tech optimization, not QoL improvement). IE, it will load chests, your inventory, vaults, and stations more fluidly, as many since last patch have had long load ins when re-spawning/logging into large bases with a lot of stations and storage container. This may have also been causing some of the load in crashes some have had since the patch.

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can you hide this, as those that may not want to know and explore for themselves may not want a spoiler. Not a big deal, but just a friendly request.

Overall it sounds great. I am really looking foward to the new dungeon, the inventory improvements (definately this one) and I am curious to check out the new idle animations also. However, some noticeable absences. After all of this time and belly aching PLEASE, where are our:

1) Armour Display Racks/Manequinns

2) Customisable Hair and Beard styles


I just use thralls. :+1:

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awesome ! glad you guys are still doing things with the game.

one simple request please, QOL really.

i hot keyed my interact button to d
i hit d to open bags, chests, bodies, click loot i want , and have to hit esc to close it, …before i could open with d and close with d.
i dont know why this changed , i did not change any other buttons, but it is very annoying getting my hand all situated and reaching for that esc key, and its a pain on the fly ( like running or moving )

I was noticing that the Dafari NPCs were getting stuck on the lid that lets you enter the Dreggs and when you killed them it wouldn’t open. This was during single player with no mods fyi, if you needed to know that. I’m not sure if this was something known about and included in the stuck npc fix this coming up patch? Thanks.

I honestly prefer not to myself Wak. Thralls have a habit of running around and standing in downright weird poses. But the bigger issue for me is; they are slaves. I dont want them wearing my finest sets of armour and clothing anymore than I would pay hobos to stand around my family home ‘modelling’ my best attire now. Ucck! :face_vomiting:

But that is just me. I say to each man his own fun!


Gimme! :black_heart::black_heart::black_heart:

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Gimme both Zeb! Hahah.

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more content and very few fixes…

among many other things, we got flying thralls that is now a thing,. (back) , serious performance issues, servers not working properly… and a large etc,

i appreciate the new content, but you should put people to fix the game, its clear you dont have enough coders working for it.

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I’m getting serious lag for the first time since Early Access. I started a new play through (single player). Nothing built and was still getting serious slow FPS issues (single digit) and then it would clear up and a few minutes later it would lag really bad again. Cause unknown.

Update: I shut down everything and restarted my computer. No change; same problem. Items are not rendering like they used to. I could travel a little from my base, but the further I got, the more lag that increased. Furthermore, I could run to a point where no animals or NPCs would spawn (empty world of grass, trees, and rocks). If I stopped the game would eventually “catch up”. But when I started to move again, the same problem occurred. And no, this is normal run speed (no admin cheats).

2nd Update: Something is definitely wrong with the optimization of this newest test patch. Just went back to live at my current playthrough (single player) – no problems. I could run until I ran out of stamina, refill and keep going without any rendering or lag issues.

3rd Update: @Alex02 Turns out the ELI mod (full version) is causing the issue; its having some trouble in singleplayer mode. The Testlive patch without mods runs just fine. And most mods are working with it.

See: [Mod] Exiled land improved
On Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1456186728

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Excellent news! New dungeon! 2HS improvements! And (hopefully) decreased loading times for inventories?!?

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