Testlive Update 2.3 (10.02.2021) - Isle of Siptah revamp, Offline mode, sprint attacks and more!

have they said anywhere about fixing the greater saber damage? it is like a stronger
pet arena champion

Honestly, I feel like this isn’t a strong enough reason. The gameplay is essential, but the enjoyment of gameplay also comes from aesthetics: making the inside of the storm like any other place in the map only with slightly less visibility debases both types of environment. Also, if the environmental graphics are more distracting to players building in the storm than the demons popping every other second, I think those players really need to get their priorities straight.


I just tried this but it is not correct: gloves go in the pants slot.


I see no mention of the ability to transfer a character between maps. Was this missed or dropped?

Neither. They said that their goal was to have the feature sometime before official release of Siptah, but that it was also subject to change. There isn’t an official release date. And per some recent comments on Twitter, they are still working on it.


Hi, I love the new map om testlive.
I have 1 question:
How accurate is the map in the atricle? Are the protected areas marked with a thick marker or is there room for maneuver?
my current location is on the border of a new camp.

@Atikah I would suggest testing it yourself as you know best where exactly your base is and how it is built.

Ofcoure, I have been playing on test 5 of 6 days and it was no a problem. I did build in test on the same location as on live. But the map
with the new camps shown on the announcement, was different from testlive. Im talking about the medium camp in the north/west corner of N10.
If test live is gonna be copied to live, I and the camps stays the same, Im ok.
(Sorry to bother you with this.)

Perhaps, we can get @Ignasis to reconfirm that the camp capsules/no building areas on TestLive are what is going to be pushed to Live and people can use the current TestLive patch to check if their Live builds would end up in a no building zone?

Not digging the new orbs…Flashbang hurts you as well, even if you look away before pop. And 2 others deal damage to hp. How about a corruption based orb and a stamina drain one instead…allows for stylistic fighting instead of hp war.


Yeah. Exiles has the volcano as an eyesore to build in, but it is ones choice to build there

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I don’t know, that’s why I especially like that one, first trying it out inside a structure was hilarious.

That’s a cool idea! I’d like to see that.

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There is a quality standard to be able to launch on consoles, they do not accept “early access” of games. On the PC, things are more free, and after Cyberpunk 2077 things got more rigorous.

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PC is more “Trying out stuff and fixing it!” friendly. See this like FF14 Restart that turned into the one we know. They first made the PC Client nice and stable, then they gone made the Console Clients.

in a way, the PC Clients are the better Alpha-Testers


I played some more and I’d like to do some appreciation/critique.

I usually play offline solo, and I often boost the server in some way (notably by reducing crafting time by 50%, thrall conversion rate by 90%, and having resource gathering multiplied by 10) in order to actually progress in an acceptable timeframe. This time, I started a game with only halved crafting times and 3x boost to resources.

Currently, the early game rewards exploration and camp raiding a lot more than resource gathering. Sure, by gathering you are making a ton of XP, especially if you early gather Brimstone and Black Ice. However, raiding a camp rewards you with 1) resources such as leather and steel 2) Supply Material crates and gravedigging loot 3) High-quality weapons and armor. Instead of hiding in your hole and gathering strength until you are ready to face what’s outside, going out and engaging in camp raiding is dangerous but HIGHLY rewarding. Also, gathering thralls is much more enjoyable: before lvl30, converting a T3 thrall is a chore, so having the possibility of instantly converting a thrall simply by killing an enemy is a massive plus.

I really like this new early game: it is more ferocious and aggressive, and you do not feel like a scared puppy that needs to hide.

One thing I absolutely DO NOT like, however, is the prerequisite to gravedigging. In my run, I found 2 broken Gravediggers inside a Supply Crate, and suddenly I was able to gather extra loot. I personally find this current state of affairs quite stupid: I should not require a shovel made of frigging Star Metal in order to dig a hole and a broken one at that. If I may propose an alternative, I would personally change it like you can craft shovels at the Blacksmith’s Bench that unlock with Iron, Steel, and Hardened Steel Tools, such as

Iron Shovel = 50 Iron Bar, 10 Wood. Can dig 5 graves.
Steel Shovel = 50 Steel Bar, 10 Shaped Wood. Can dig 10 graves.
Hardened Steel Shovel = 50 Hardened Steel Bar, 10 Shaped Wood. Can dig 15 graves.

If the shovel is broken, you cannot dig.

EDIT: Obviously ignore the numbers, it’s the mechanic that counts.

Maybe you’ve already tried this, but I personally think it might be an improvement instead of gatekeeping the possibility of digging graves in the early game through RNG, which is never fair.


How about Rot based orb, made from Essence of Rot?

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I just want to say: The changes and additions look very, very promising. Looking forward to the patch!

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Greetings everyone,

We have a new revision of the Testlive build, version 2.3.277617. Please feel free to leave us feedback on this updated and as always, we appreciate your continued support.

Currently Known Issues

  • The N’gora boss from Tillerman’s Watch sometimes will not drop loot.
  • Performing a sprint attack right before mounting a pet, may randomly change direction of the pet while player’s character performs attacks.
  • Not all localizations have been implemented at this time.
  • Harpy’s Kiss Arrows and Harpy’s Bow have mixed up icons, names, long descriptions, short descriptions, labels and in-game models.


  • Building area around the Accursed Citadel was significantly extended to avoid exploits.
  • Fixed an issue with Iron-hold Leg-trap. It is no longer possible to stack the Iron-hold Leg-trap on top of another one.


  • Fixed an issue where Eldarium weapon recipes didn’t disappear after use.
  • Fixed an issue with Heavy Dragonbone armor that did not require Dragonbone ingredient in order to be crafted.
  • Balanced the amount of experience points that benches provide to the player when crafted.
  • Fixed an issue with Dismantling the Incarmine War-Axe and Incarmine Shield that provided different resources. These items now provide proper resources (3x Eldarium) after dismantling it in the Dismantling Bench.
  • Fixed issue with Flesh of Krllyand in Tannery. It is possible to process items in the Tannery. workstation while the Flesh of Krllyand is used as a fuel.
  • Fixed issue with Flesh of Krllyand in Compost Heap. Crafting in Compost Heap with use of Light of Krllyand takes only 90 seconds.
  • Fixed an issue where dismantling the Featherlight Battle Axe provided different resources than those used in its recipe.
  • Made a few tweaks to Voidforge Gladius stats. These should now be on par with other similar type items.


  • Fixed an issue with Purge version of the Avatar of Bokrug where it was unable to attack hostile characters.
  • Fixed an issue where unwield action prevented players from executing unarmed sprint attack.
  • Fixed an issue with the Jailor NPC. Jailor cannot be knocked out anymore in all camps it spawns.


  • Fixed an issue where NPCs may have gotten stuck on wooden platforms in the Accursed Citadel.
  • Fixed an issue with the Boatswain boss from Boatswain’s Beacon that dropped inconsistent items.
  • Fixed an issue with Captain D’Ref that was attacking other Corsairs in the camp.
  • Fixed an issue with Thunn’Ha Ally and Thunn’Ha Veteran Ally that T-posed in Animal Pen.
  • Fixed an issue with Ator the Slavemaster that did not drop Ator’s Mace or Ator’s Pike at the intended rate. Ator now drop one of his loot items 100% of the time.
  • Fixed an NPC that did not attack players at Steerman’s Watch.
  • Fixed NPCs from camps added in 2.3 update that may have appeared with seemingly dyed clothing.


  • Pure buff will now remove both poison and food poisoning properly on any stacks.
  • Fixed an issue where buffs provided by armor pieces could persist if items swapped quickly.
  • Fixed an issue with Khayne’s Leggings and Khayne’s Bracers. These items now have correct model on the player’s character.
  • Fixed an issue with Aspect of the Wolf’s strength bonus did not re-apply after character’s health returned above 50%.
  • Fixed issues with Scroll Vehemence Elixir. After using the Scroll (Vehemence Elixir) item, player’s character receives “Stygian Alchemy” Feat which provides recipe for Vehemence Elixir. After obtaining the Feat, the elixir is fully craftable in the Alchemy Bench.
  • Shaggai Drone no longer spawns with 0% chance growth.
  • Vermin hide boots and pants give +1 to every stat as intended.
  • Fixed an issue with Feroxic Bow that did not show up on character.
  • Fixed an issue where Huntress arrows in combination with a Bow made a white square in inventory hot bar.
  • Fixed an issue where it was possible to obtain Siptah legendary recipes on Exiled Lands map.
  • Removed erroneous cripple keyword from Voidforge Gladius.
  • Fixed an issue where the player was unable to interact with 3 out of 6 pillars inside the Menagerie. It’s now possible to gain scrolls by interacting with all of the plinths inside the Voidforge.
  • Added proper category to several items which were placed in the wrong category in Admin Panel
  • Added subtitles to all greeting and farewell lines for Valeria’s.
  • Fixed a gap in texture around the Character’s waist when equipped various items.


  • Fixed a visible gap in the ground’s textures nearby the Cairn of the First men.
  • Fixed texture issues on pillar at Coldheart Ruins.
  • Fixed visible seamlines on Exiles camp hill.
  • Fixed chests in Strandwatch Keep that clipped through other objects.
  • Fixed a floating chests at The Ashen Core.
  • Fixed multiple incorrect chest positions in Watchtower.
  • Fixed chests in Strandwatch Keep that clipped through other objects.
    Fixed chest in Grave of the Leviathan that clipped through objects when opened.
  • Changed the material on the pirate banners. These should now flap in the wind much slower.


  • Fixed an issue with Storm VFX that was not applied to the player while in the maelstrom.
  • Fixed an issue with Great Axe of the Great Wolf that had incorrect player wielding animation.
  • Fixed certain iron nodes and stone nodes resource animations.


  • Fixed an issue where notes with voice over cause subsequent voice overs. Pressing repeat button no longer causes another VO sample to be played.

  • Fixed issue where Valeria repeated a line of dialogue.

  • Fixed Accursed flying bugs audio. The neighboring creatures on the land complained about the noise they made. Pesky buggers are now quieter than ever.


Thanks for the update on testlive. Hopefully it will reach live servers soon.

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