UE5 Enhanced – Please Add Persistent World Timers + Optional Thrall/Pet Hunger System

Hey Funcom Devs and fellow Exiles,

The UE5 Enhanced Edition looks fantastic so far, great job on the visuals and performance! I have two features that would make a huge difference for immersion and quality of life:

1. Persistent World State / Timer System (Resources & NPCs)

What it would do:

Right now, when you travel far enough away, distant parts of the map unload to save performance. When you come back and those areas load back in, all resource respawn timers, NPC timers, and decay timers reset. This makes the existing Resource Respawn and NPC Respawn multipliers almost useless in single-player and small servers.

Requested feature:

Add a persistent world state system that saves the current timer progress for resources, NPCs, animals, and decay. When those areas load back in, it pulls the saved data and continues the timers from where they left off instead of resetting everything.

This would finally make the respawn timers actually work properly and make the world feel truly persistent.

2. Optional Hunger & Thirst System for Thralls & Pets (Toggleable)

Add a new optional server setting (off by default) called something like:

“Enable: Clan Survival Mode”

When turned on:

• Thralls and pets would have visible hunger and water bars.

• If the bars empty, they take damage and can eventually die.

• New containers would be awesome that the bar pulls from:

**•  A Clan Pantry / Shared Larder for food & water (clan-wide).**

**•  Dedicated Pet Trough (food) and Water Trough for animals/pets.**

This would make your clan feel much more alive and give wells and food production real purpose again, while staying completely optional for people who prefer the current system. These two features would be huge wins for solo players and roleplay/clan servers in the new UE5 version. Thank you for reading and for all the hard work on Enhanced Edition!

Good thoughts, bad timing.

What do you mean bad timing? Is there something going on in the community I am unaware of? I have been away from the game for over a year so I am out of the loop.

Hello? Are you paying attention at all? There was a massive update to the game. They need to focus on the core mechanics and fix things. There are many issues with this update that need addressing before additional content and mechanics are added. If you can’t wait, seek out a modder that has working knowledge of UE5, the devkit, and willingness to add this. I see the merit of the idea, the reality being this post and the idea will be buried under an ocean of complaints and ragebait because of the monumental change of the game. Good idea, bad timing.

Oh I know about the update, I just didn’t know there was a mass of bugs with it (Should have guessed) but I thought it had a good launch of the Enhanced edition. Thank you for the info I will post this again at a later time to let things get fixed :slight_smile:

This feature was already present in Conan Exiles once before. It wasn’t very well received… Perhaps it was due to the mountains of Thrall corpses. :grin:

I looked into it a bit and was honestly disappointed to find out it had technically been in the game before, just in a very barebones form, mainly limited to thrall pots. For players who don’t want that system, I completely agree it should be off by default. But there should absolutely be an option for those of us who want that added immersion to turn it on. Ideally, I’d love to see hunger and thirst handled more dynamically through settlement systems. For example, NPCs could go to an inn or tavern to eat and drink, with the bar acting as a central storage point for food and beverages. We could build something like a settlement ice box nearby that the tavern pulls from, and NPCs would automatically “order” and consume items from that supply. It would also be great if player-built water sources, like wells, could be used by NPCs. If they have a cup or container in their inventory, they could stop and drink there, helping maintain their needs even when they’re not near the tavern. Overall, just more interconnected systems like that would go a long way in making settlements feel alive.