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.
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
- 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
- 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
- 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"
- 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 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
- 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.
- 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
- 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
- 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
- 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
- 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
- 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
- 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.
- 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
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.