This is annoying (Thrall fall damage?)

I teleported at sinkhole and my thrall just fell into sinkhole and died. Lost 2 Dalinsia because of that

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What if a thrall dies because the game engine suddenly gets an “position x,y,z error, trying to compensate”?

It’s be like driving a road at 60 mph, then suddenly in a split second - getting teleported (Fringe TV series-style) 1 meter to the outside - retaining the momentum and all. Would that still be “your error”, or would that be something outside your control
? :thinking:

Some years back we had thralls take damage from lava (and die) in the volcano. It was determined by the devs then, that the NPC behaviour scrips are “too stupid to handle the environment, and that is not a design decision but technical limitation” - and the damage was turned of.

Correct me if I’m wrong, but I don’t think the NPC “AI” has been updated enough to valid basically “turning lava damage all around the whole map” - as this taking damage from falling seems to be
?

I haven’t encountered this issue yet, but I have encountered something else.
When I use the mod Better Thrall, in one of the settings Thrall fall damage is set to 40% because “the in-game default value is 40%”.
I don’t know whether it actually reads the in-game default values, or it’s just inaccurate or outdated. But if it’s indeed 40%, then we are in big trouble

Had this happen to me yesterday i teleported to sinkhole and my CBerserker suicided by running off the edge. its baffling why they would re-add thrall fall dmg if the AI is in the dumpster or this might be another case of Funcoms ‘‘fix 1 thing, break 2 other things’’.

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Is this happening to mounts too?

On Siptah every time you enter a vault your thrall takes around 1000 damage.

Also I just lost a dalinsia in the volary of jhill because you have to do a bunch of climbing and she fell.

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This is the stupidest change.
The game mesh and the thrall movements are unstable since the release of the game.

There is reason why the thralls have to be resistant to lava. Inherently broken the whole follower system.

So making them taking fall damage is a receipt for catastrophe.

I am sure the devs not playing their own game. Like it happened with the fight revamp and the inventory revamp. Those are also absolutely not streamlined.

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They are not.

Unless the decision made several years back has been reverted without any notice.

I believe (and I think others have commented elsewhere about it) is that this is a side effect of buffing the kick we can do. Players can kick NPCs, Sparta style, off cliffs and towers and so they got added fall damage to make it a useful tactic.

What Funcom did not do, however, is separate NPC damage from thrall damage.

I like the Sparta kicks so I’d hate to see that go but they definitely need to decouple our thralls from it.

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Also seeing this issue on Xbox. Needs to be fixed.

I get it its upsetting to lose a thrall but on the off chance they did this on purpose then it makes sense. Why should thralls be immune to fall damage when everything else is not? Kinda weird no?

Having said that now that you all know this happens, build smarter and watch your thralls more carefully.

All this can be avoided for now until they either ‘fix’ it if its an actual bug or not

Conan Exiles is ever evolving, try to adapt

Thralls dont have good AI isnt fault of a player If a Thrall fall out in sinkhole or Any others hight place and yes They shall be imune to fall damage and lava damage SINCE he cant copy your moviments he Just follow like a blind man walkingin EVERY shit and calling in every place.

If Thralls Begin to die to fall damage funcom Will lose more and more players and the game right now IS almost empty Because They chooses and bugs.

No, it doesn’t. Wanna know why? Because thralls used to receive fall damage and then Funcom deliberately disabled that due to constant complaints from players who kept losing thralls due to shoddy pathfinding.

When a player suffers an avoidable setback as a result of their own choices, that’s a feedback mechanic, which is part of normal game design. When a player consistently suffers setbacks through no fault of their own, that’s either crappy game design or crappy implementation.

All that said, while it doesn’t make any sense to bring back thrall fall damage without fixing the pathfinding, it also wouldn’t surprise me if Funcom did that. They have been making poor decisions quite consistently for months.

You can’t “build smarter”, because not all the areas in the game where this might happen are under your own control. Watching your thralls more carefully doesn’t do anything, because you can’t predict with certainty when the bug will kick in, nor can you prevent it from kicking in with any command.

This is technically true: you can avoid this bug by not having your thralls follow you at all. You can also avoid any bug by not playing the game.

Bugs are not “evolution”. Even if this was re-enabled on purpose, instead of being a bug, the fact that the thralls are dying due to pathfinding issues is a bug in itself.

Adapting to bugs without complaining is just a way of supporting the ongoing enshіttification of the game.

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