Testlive Patch (30.01.2019) - Further Balancing Passes and Bug Fixes

Hey folks!

We have a new update to the Testlive Branch with a number of fixes and quality of life updates. We’ve added some new types of Purge, a new world boss, done several balancing passes on NPCs and crafting costs. Balancing is an ongoing process and we’re very interested to hear your feedback about these changes.

Building should also be a bit easier as we’ve done several quality of life changes and fixes to the building system.

Please help us with input and feedback by trying out these new changes and fixes, and see how the game’s changing. Here’s how you can access the Testlive branch.

We want to once again thank everyone for your feedback and bug reports on the Testlive builds. Several of the fixes in this patch have been included because of community feedback. We see you and we’re listening.

highlights

New mechanic or content

  • More balancing passes. Some new NPC camps have been added to the game world, and certain areas are more populated, see details below.

Additional new mechanic or content

  • A number of additional purges have been added in order to increase the variety of them - amongst others Vanir Hunters, Bandits, Jhebbal Sag Disciples, Snakes, Yetis, Alchemists, Crocodiles and Rocknoses

Additional new mechanic and content

  • Introduced a new world-boss - the Black Yeti. It can be found southeast of the volcano, and in the mountains north-northeast of the Mounds of the Dead. There are no legendary chests near these bosses, although when killed, it drops a key as other world bosses do. In addition, a new purge containing yetis and the Black Yeti as a purge boss can now spawn in the northern area of the map

tldr

  • Objects in NPC camps such as campfires, log benches, etc, are no longer destructible in order to conserve memory. Loot-chests can still be destroyed
  • Fixed a number of crashes
  • Fixed an issue which caused needless lag on death
  • Elevators now bring unconscious NPCs with them
  • The Ymir altar should no longer shift its positioning when upgraded to its final tier
  • Crafting religious armors should now produce the same amount of religious tokens. One full armor-set (regardless of amount of pieces) will yield a total of 5 zeals
  • Fixed an issue where NPCs, thralls and pets moved into water-volumes and immediately got stuck and refused to move
  • Fixed an issue with the Votaries of Skelos, Lost Tribe, Lemurian, Black Hand Pirates and the Heirs of the North purge data, which would cause a number of the bosses/artisans part of those purges not to spawn
  • The damage output for Avatars have been adjusted. All avatars (except for Jhebbal Sag) have had their damage adjusted upwards to be more on par with Jhebbal Sag #beastmode
  • Fixed an issue where Camels who are following would run up to players and get them stuck
  • Westwall prisoners should no longer act aggressively towards players, which in turn caused the nearby locals to become aggressive as well
  • Tweaked the Map room so it should now be easier to place
  • The Ritual of Protection (domes) should now disappear when the altar it was summoned from is destroyed

notes

performance

  • Increased performance by reducing streaming distance for gameplay levels. Note for modders: The contents of your maps may need to be updated
  • Objects in NPC camps such as campfires, log benches, etc, are no longer destructible in order to conserve memory. Loot-chests can still be destroyed
  • Fixed a number of crashes
  • Fixed an issue which caused needless lag on death

newadditions

  • The Black Hand Pirates have learned how to tame Panthers and now use them as pets
  • Additional monsters have been added to the Swamp; specifically - semi-giant snakes can now be found in some of the areas there
  • Snakes have taken to the areas around the Oasis in the desert. #warm-n-cozy
  • Introduced a new world-boss - the Black Yeti. It can be found southeast of the volcano, and in the mountains north-northeast of the Mounds of the Dead. There are no legendary chests near these bosses, although when killed, it drops a key as other world bosses do. In addition, a new purge containing yetis and the Black Yeti as a purge boss can now spawn in the northern area of the map
  • Small groups of Desert Salamanders have made their way into the areas southwest and southeast of the savannah
  • Relic Hunter Scouts have set up forward scouting positions north of Sepermeru towards the Savannah
  • The White Dragon east of the Volcano has had a litter of White Baby Dragons. #blessed
  • Added a number of Iron Nodes north of Sepermeru
  • New Crafting Station: The long-awaited Improved Carpenter’s bench - this station works in the exact same fashion as the regular Carpenters bench but has an upgraded visual and more inventory space
  • Modders now have access to an additional 10 Map-levels for use in mods, named "Camps-Mod-011" through "Camps-Mod-020"

building

  • It’s now possible to place walls next to ramps and roofs without having to tear them down first
  • Stair corners can now be attached to foundation corners properly
  • The Ymir altar should no longer shift its positioning when upgraded to its final tier
  • Many building pieces can now be upgraded by using similarly shaped pieces. An example of this is that Walls can now be "side-graded" to Windowed Walls or Door-frames.
  • Wedges can now be properly placed on top of the Aquilonian Gate Frame
  • Snapping ceilings to ramps now works more consistently
  • It’s now possible to build on top of the Right-sloping Inverted Walls
  • Hatch frames will now display a destructible mesh when destroyed
  • Fixed a small cost-discrepancy between the Left and Right Sloping Reinforced Stone Wall
  • Hatch Frames can now correctly be placed on/near Fence Foundations
  • Walls now have a smaller placement check for placeables, meaning it should be easier to erect walls next to placeables
  • Wall Palisades should now be easier to place on flat surfaces
  • Fixed an issue where some gate-frames were not possible to replace with other gate-frames

crafting

  • Crafting Silk and Stretching Hide (Thick Hide to Hide) crafting time has been reduced to 1 second per craft.
  • Khitan Javelins and Khitan Throwing Axes are no longer present in Blacksmith benches for T3/T4 thralls. These were never intended to be released, as they are not functional
  • Crafting religious armors should now produce the same amount of religious tokens. One full armor-set (regardless of amount of pieces) will yield a total of 5 zeals

combat

  • The Demon Spiders special attack now causes corruption as intended
  • Animals can now be crippled when shot in the legs
  • Frost Giants will now cause a cold debuff when their attacks hit
  • Higher-level undeads now cause Corruption damage when their attacks land
  • Green Locusts now spit poison
  • Elephant attacks have had their hitboxes extended to cover the area under their bellies. It is no longer possible to "cheese" these encounters by standing underneath them and simply attacking upwards.

ai

  • The Undead Dragon is now stationary until attacked, instead of roaming around in the Sinkhole
  • The White Bat Demon on the Tower of Bats should now have less trouble pathing the area
  • Added additional spawn points for Siesse Blacktongue in the volcano
  • Melee thralls should now correctly attack Elephants and Mammoths
  • Fixed an issue where certain Skeletons had no weapons and would not attack
  • It should no longer be possible to stop a Pet or Thrall from following you when swimming across a body of water
  • Fixed an issue where NPCs, thralls and pets moved into water-volumes and immediately got stuck and refused to move

purges

  • A number of additional purges have been added in order to increase the variety of them - amongst others Vanir Hunters, Bandits, Jhebbal Sag Disciples, Snakes, Yetis, Alchemists, Crocodiles and Rocknoses
  • Fixed an issue with the Votaries of Skelos, Lost Tribe, Lemurian, Black Hand Pirates and the Heirs of the North purge data, which would cause a number of the bosses/artisans part of those purges not to spawn

balancing

  • The health for the Exploding Imps has been slightly increased
  • The damage for the Reptilian Monstrosities has been lowered, in particular the charge-attack
  • Frost Giants now have more hitpoints
  • It’s no longer possible to apply poison to a weapon if it already has poison applied
  • Skeletal Lizardmen can no longer be staggered when hit, as part of our overall game balancing pass
  • The Giant Spiders special attack now does a lot more damage, as intended
  • DLC Awnings now cost the same as base-game awnings
  • The damage output for Avatars have been adjusted. All avatars (except for Jhebbal Sag) have had their damage adjusted upwards to be more on par with Jhebbal Sag #beastmode
  • The Mounds of the Dead NPCs now drop better loot, with a small chance of high-level ingredients such as Hardened Steel Bars, Layered Silk, etc.
  • The Relic Hunter city of Sepermeru have been in training recently and are now significantly harder, on par with level 60 NPCs. They are still neutral and will not attack, but now, when attacked, they are much tougher
  • Some of the Darfari tribesmen have learned how to use shields, and in general, they dress up more in armor
  • The Nordheimers of New Asagarth have received a strict training regiment of 100 sit-ups, 100 squats and 100 push-ups and as a result now provide more of a challenge
  • Obsidian drops have been removed from New Asagarth NPCs
  • New Asagarth have increased their defenses slightly and have additional guards outside New Asagarth. They have also learned how to tame wolves, and have sent out a few scouting parties to other parts of the map.
  • The Skeletons in the Dregs dungeon are now much harder to defeat
  • The Locust-queen placed in The Passage has had her hitpoints reduced
  • Xalthar’s Refuge now houses more crocodiles
  • Black Ice weapons now cause a debuff on the target that lowers their temperature for a time
  • Undead enemies are now immune to bleeds and poison
  • Exploding Imps now have an additional 50% chance of dropping Volatile glands for each hack on the corpse. In addition, the drop rate for Volatile glands for Salamanders have been increased from 5% to 10% and mature dragons (Green, White, Red) can now drop Volatile glands as well
  • Removed the bark by-product from making planks from the Carpenters bench and moved it into the new Improved Carpenter’s bench as a specific recipe instead
  • Hitpoints for all doors and hatches have been halved
  • It now takes 30 minutes to summon a protective shield from an altar and an hour to craft an avatar token

qol

  • Compost Heaps now produce Fat Grubs (up to one stack) if there is compost present
  • Brimstone stalagmites will now destruct after two hits instead of after the first one
  • Westwall prisoners should no longer act aggressively towards players, which in turn caused the nearby locals to become aggressive as well
  • It should now be possible to pick up containers such as Crates, Preservation boxes and Storage boxes
  • Musashi’s Black Blade and The Wyrd are now correctly keyworded as Legendary
  • Added a few iron nodes north of the southmost river so that new players would more easily understand where Iron comes from
  • Cupboards can now be locked
  • Fixed an issue where Javelins on display racks were misaligned
  • The Volcano area has received three merchants that sell consumables that cool you down
  • Vines can now be harvested from Vine palms
  • Gluttonous Gains perk (Vitality 50) now grants a bonus heal at the beginning of eating rather than at the end. This effect can only happen every 30 seconds
  • Witchfire Powder now has the correct keywords
  • Fixed an issue where it was not possible to navigate through the Admin panel correctly using controllers or keyboards
  • Fermentation barrel, Bonfire, Stove, Campfires and Firebowl Cauldrons now have directional arrows to better indicate where thralls will be located when placed
  • Fermentation barrel now accepts Cook and Alchemist thralls
  • Tweaked the Map room so it should now be easier to place
  • Removed Oil from the Insulated Wood recipe
  • In admin mode, Shift+Delete is now much more accurate and will not destroy random building pieces

general

  • The Pack Mule perk should now work properly without having to restart or relog the client
  • Fixed a number of stuck NPC spawns
  • Fixed an issue which could cause crocodiles to fall through foundations
  • Players can now interact with Razma’s Journal #3
  • Fixed a bug where Tier 1-3 Exiles could be knocked out by a single Truncheon strike
  • The "Discover all the Giant-king Obelisks" Journey Step is now unlocked after interacting with all obelisks correctly. This fix is not retroactive but if you interact with a Giant-king obelisk it will now complete this step if you have found all the obelisks before
  • Light arrows should now produce light correctly on Dedicated servers
  • Elevators now bring unconscious NPCs with them
  • Yoggite Bone Spear-wielding NPCs should no longer stop attacking after a few hits
  • Fixed an issue with collision for the Large Campfire
  • Equipping non-epic Vanir armors no longer triggers the "Equip an Epic Armor set" journey-step
  • Equipping epic armor pieces now unlock the "Equip an Epic Armor set" journey-step correctly
  • Fixed an issue where goats movement would propel them forwards much faster than intended. Who put those radishes up there?
  • Fixed an issue where Camels who are following would run up to players and get them stuck
  • The "Receptive" perk now grants a x2 bonus to healing instead of x1.25 - the result of the 1.25 modifier was that all healing got truncated down to the lowest integer, meaning that the perk did not have any effect on heals with lower than 2 points
  • The Pictish and Yamatai Pets claimed to be unlocked at the wrong level. This is now fixed (it was a visual miscommunication only, no functionality was hampered by this)
  • It is no longer possible to harvest Eggs and Gossamer using picks or other tools - the exception to this is Sickles, which can be used to gather Gossamer now
  • Fixed a bug causing inventory slots to remain highlighted if they was selected and then de-selected very quickly
  • The Giant Spider boss inside the Weaver’s Hollow no longer spawns when players go near the area but is there all the time instead
  • The Ritual of Protection (domes) should now disappear when the altar it was summoned from is destroyed

terrain

  • Fixed more gaps, stuckspots and visual imperfections in the world
  • Fixed a number of places in the Midnight Grove dungeon where players could get stuck
  • Fixed an issue with a water volume inside the Dregs dungeon; the volume was not covering the entire room

ui

  • The Short description for Aloe now mention its healing qualities
  • DLC Shields now have the correct keywords
  • Fixed an issue with incorrect descriptions for the Extremely Hot/Cold, Heatstroke and Frostbite effects
  • Opening the map when in Bin-Yakin’s Seal and the Dragonmouth tunnels will now display the player map position at the entrance of the respective tunnels
  • Corrected the name of the "Staff of Epimetreus"… Epemitru… Epmeuri…yeah.
  • The Insulated Wooden Hatch Frame had a double space in the name, causing it to not be filtered correctly when searching for it. This has been fixed.

audio

  • Fixed an issue where impact particle debris had the wrong sound
  • Added missing on-hit audio effects to certain creatures
  • Fixed an issue where the Impact SFX of DLC buildings and placeables were the same as a corpse
  • Glowing Sticks should no longer have fire SFX

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.

18 Likes

What was the reasoning for this change? I liked the idea that you never knew where the undead dragon was roaming when you first entered the Arena/Sinkhole.

EDIT: There is tons of great stuff in this update. I just had a question about this update. Initial reaction from clans members also reflect my thoughts on the stationary undead dragon. I am wondering, will it only move if attacked or will it become active if it notices the characters getting close similar to exile camps when a character gets too close.

1 Like

Awesome stuff. Looking forward to checking it all out, but I have one question.

Why was the Set tier 2 to 3 upgrade also not fixed? it also shifts one space forward when doing this upgrade similar to Ymir? Please fix this one as well since it has been doing it just as long as Ymir (over a year).
thanks for the update.

2 Likes

I appreciate the long list of fixes, additions and tweaks. Many of these could however have been pushed out to Testlive as they were created throughout the month. This would have massively reduced the communities feelings of abandonment and lack of progress. I look forward to testing all these changes over the weekend. Thank you.

2 Likes

OH YEAH!!! This is yet again some absolutely awesome changes and fixes! Great job guys. This game is shaping up to be one of the best I have played in a long time! And the extra stuff you are adding, please don’t stop! It’s a wonderful breath of fresh air even though its relatively small, it does make a big difference!

4 Likes

@Jens_Erik can you confirm if Jhebbal Sag wind attacks still goes through the Protection Shields? It seems a bug, as no other God can do this.

1 Like

wow this is huge well done guys looking forward to live implementation.

Any closer to an ETA?

Testlive_US3_PVE just crashed and is not showing up in the testlive list. well actually all 3 US servers are not showing up so maybe it was something else as the 3 EU ones do show.

i wonder if you guys plan to make a video/stream about it? since the big ammounts oif changes we are seeing, maybe its a good time to Re-launch conan exiles! a good launch will bring sales, and of course, bring some players back!

Cheers!

Due to integrations of our internal builds it wasn’t really feasible to release a number of smaller updates to Testlive with these changes.

This isn’t something we’ve fixed in this update. You need to be very lucky with your placement of Jhebbal Sag to be able to do damage through the shield so at the moment it’s pretty ineffective, based on our findings.

Currently planned for the second week of February, as mentioned in this post:


We’ll be starting up the streams again very soon :slight_smile:

5 Likes

Thanks for the response, tho I need to say to you that with some “practice and test” on singleplayer, it becomes easy to position the Jhebbal Sag for its attacks successfully hit structures through the shield.

It now takes 30 minutes to summon a protective shield from an altar

oooohhhh NNNNOOOO pls

New camps, I be looking forward to that. Hope they friendly and have merchants.

Continue on this track funcom and Conan Exiles might become the best and most popular survival game :slight_smile:

3 Likes

I prefer more hostile camps. In my opinion, Sepermeru should become a little tougher, such as merely dragging a thrall through the city should alert the citizens to become hostile is passing too close.

4 Likes

I say there should be both, to balance the feelings, having only hostile camps becomes tiring and repetitive, social camps bring that breeze of a calm time, when you just want to get to a specific matter but no killing, like checking a respawn or chest for steel, even a vendor.

Besides, talkative npc’s makes you feel more immersive within the game, sometimes I think npc’s in exiled lands are too “brainless”, they see you and come straight to the blade, like they all want to die. They should have behaviors, know when someone is tougher than them, run when badly hurt, etc.

And I agree when dragging a thrall, others should react and agro on the player, like it would happen in reality.

1 Like

@Jens_Erik so you say to raiders; dont waste time with exploding the claims with jars or trebuchets, just use 1 set avatar to clear all claims and then make a high tower from the sandstone doorframes and just make the big jump GLITCH to jump onto the roof of a protection ON base to start exploding the base from the top with jars… who cares about the protection :slight_smile: well done.

so i want to ask what is the protection for if its not protecting… when do you think to fix the jump bug?

2 Likes

I don’t have the test live client so I apologize if any of this feedback is out of context apropos previous Test Live Builds. Feel free to correct me if I make wrong assumptions.

Will the availability of archpriests be rebalanced to match this change?

This line is confusing. Are you normalizing all religious armor to give 1 zeal per armor piece? If I am reading this correctly, it seems your goal is homogenizing the religions.

  1. Are you going to add a different method of zeal generation? Or is your intent to reduce the zeal generation across the board?
  2. Are you going to buff the religious armor to make it useful? Right now it’s only used for zeal generation. If you remove that aspect you might as well remove the armor entirely.
  3. As someone in favor of more player choices, the difference between religions is one of the strongest points of the game for me. For example, right now Set is the easiest to get zeal for but the hardest to find an archpriest for. Other religions have different attributes that make choosing religions an important strategic choice. Making all the religions the same will remove this strategy from the game. Do you plan to add in more items that further differentiate the religions to counter these balance changes?

This change will make it so that God protection needs to be up 24/7 to be effective. Along with the zeal nerf, God bubble will be worthless. Right now we need MORE options in favor of defenders, not LESS. Do you have future content planned to address this? Or will the upcoming thrall rework and siege changes play into this?

Surely this must be my testlive ignorance at play. Was it buffed in previous builds and this is simply returning it to the live value?

If not, then I hope you are halving all the siege damage or something.

Are you adding more uses for oil? Right now it’s trivial to obtain infinite amounts of oil. Insulated wood was one of the few oil sinks in the game. Without it I think I might start drowning in oil.

Other than that, all the building changes look great.

Second week as next week? Or between 11-17 feb. I mean february starts this week

1 Like

Regarding building changes, It would be good to have hardened brick for DLC T3’s being balanced with Black Ice variant.

1 Like