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sidewinder9x
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Mon Jun 05, 2017 8:44 am

Answers of the Week 5
Conan Exiles - Community Manager (Nicole V)
Hello everyone!
We decided to give Joel a break and let our Lead Designer on Conan Exiles, Oscar Lopez, answer a couple of your all's questions. You can see the previous answers here.

The feature I am most anticipating is the city life update. I really feel it will go a long way towards not only differentiating this game from the rest of the survival genre, but also elevate it. Now that a couple months have past since it was first discussed can you give us some more information about what you plan to have thralls be able to do, and what sort of interaction the players can have with them?

We don’t have a lot of details to share yet but the general design philosophy is to allow players to create interesting setups for their towns. Stuff like centralized resource storages, upkeep/wages, automatic chain production, job scheduling for thralls, sleeping quarters, thralls automatically opening drawbridges, operating siege cauldrons, repairing your walls, serving your bar and so on. All of those and more are on the table and we are looking forwards to get our hands on this system. Our goal is to make player architects think on their bases as a town and not just as a protective box for their assets.

Why the heck do you get bones from harvesting Sand Reapers and Scorpions? They should not have bones. On a side note, they would be a great source of chitin, which you could be used to make chitin armor (sort of like the reptile skin armor).

You’re right! We are removing bones and hide drops from Sand Reapers, Scorpions and Spiders. This is likely to go in next patch. We will most likely add chitin at some point down the line once we have a clear use for it. Chitin armor sounds great!

Will the Highlands Biome and future biomes be apart of the Exiled Lands? Or are they apart of the normal world of Hyboria?

The Highlands Biome is located directly North of the current Desert Biome. The Cursewall that delimits the Exiled Lands will be extended to include the Highlands. We are basically extending the current playfield. Future biomes might work differently!

Any plans for additional camera options? Such as changing the max camera distance or disabling specific camera modes. I've seen a few mentions of server admins wishing to lock their server to a specific camera mode and I'd like to be able to pull back the third-person camera a bit.

This is something that we are considering already as part of our ongoing combat work and Xbox One work.

Any plans for boats/rafts being added?

Not yet, but it’s a cool vehicle type that’s very likely to make it if/when we add biomes with larger areas of open water. Right now, we are focusing on land mounts.

As I recall it was said that climbing will use stamina. Will it be possible to rest and recover stamina while clinging to a wall or will simply holding on to a vertical surface deplete stamina or at the least prevent it from regenning?

We are still iterating on this mechanic. In the current iteration, you only consume stamina when you move and stamina doesn’t regen in holding mode. If you run out of stamina, you fall. Plan is to have climbing gear that helps reduce the stamina cost and to add stamina regen potions, but all those mechanics are still subject to change. Grit will become more important once the climbing system kicks in!

Will we be able to "hide helmet" client side/player only? those hairs are too good to be hidden!

We have debated adding special gameplay functionality to helmets that would be impacted by this. Stuff like deflecting headshots where the presence of the helmet is an indicator of being protected or not. It’s something that might rise in importance depending on how bows/xbows end up in our new combat paradigm. Subject to change but for the time being: no, you can’t hide your helmet.

Are there any plans for changes in ingame chat system?

Still a work in progress. We would like to first improve the basic usability of the chat and then add more features and customization options like channels and better support for clan chat.

Did you guys ever consider allow custom hotkeys for equipping a group of items?

Yes, but it’s something we haven’t gotten around to yet. There are several improvements we would like to make to the action bar and the equip/unequip mechanics. Some of these improvements are aimed at improving the controls scheme, but there’s also stuff like being able to swap between exploration, building and combat modes.

Any plans to support the new i9's from intel? They are due out this summer.

We are not doing anything special for i9s. That said we expect the game to run great on them.

Are we still getting hardcore servers? By hardcore I mean perma-death, i.e. character deleted upon death.

Maybe in the future. This was never a certainty and still isn’t. We are focusing on the core game experience first.

How is development doing for xb1? Anything that's difficult with development with Conan on xb1?

Adding console support is always tricky because you must maximize visual fidelity on a performance limited GPU. We need to fit the game in a limited amount of shared memory, accessible by both GPU and CPU. We also need to do extra optimization work on our gamecode, as it currently runs mainly on one thread and on Xbox each CPU core is quite slow compared to a modern PC GPU.
On the other hand, fixed hardware allows us to make assumptions and makes certain optimizations possible. A lot of the Xbox integration work will also benefit the PC builds as well as our server performance! The experience playing on Xbox sitting on a couch is pretty awesome and different from PC.

Keep up the great work guys, can't wait for Conan on xb1!
Thank you! I can’t wait to take over all you own and crush you under my heel! … I mean play with all you guys in Xbox!
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Jun 2
Hotfix 02.06.2017
Conan Exiles - Community Manager (Nicole V)
Patch Notes
Avatars should no longer be possible to summon inside the dome
Fixed NPCs not firing projectiles
Hitpoints of doors and gates are now correct
Exploding imps now sound like they explode when they explode
Updated explosive jars in single-player so the placement model doesn't explode after touching fire left behind by a fire orb.
The Elevator should no longer require a level 30 feat to learn
Updated Skybeam for tier 3 altars
Blood splatter on player characters should now fade away with time
Fixed orientation of liquid mesh inside orbs
Repair hammer icons should no longer cause FPS drops
Map markers with invalid icons are not added to the map
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Jun 1
Update 27 - Now you can destroy avatars!
Conan Exiles - Community Manager (Jens Erik)


A new update has been released! This one comes with traps, new placeables and several bug and exploit fixes. Please restart your games and update your servers to make sure you're on the latest version.

For more information on the avatar defense system, the new grenades and the new elevators, check out our dev blog.

Conan Exiles - Update #27: Avatar defense, drawbridges, elevators, explosive orbs! - YouTube

TLDR
Avatars can now be damaged. Each attack against an avatar will remove some time from the summoning timer until the avatar finally disappears. The amount of time removed depends on the amount of damage done.
NEW CONTENT: Added a new weapon type: Orbs. There are four orb types: fire, poison, oil, water. Orbs can be crafted in the firebowl cauldron, by an alchemist thrall. Orbs create combo fields with a variety of effects. Different orb types interact with combo fields in different ways. I.e.: Demon-fire Orbs leave a patch of fire on the floor. Grease Orbs leave a slippery patch. Grease Orbs thrown into Demon-fire create a larger patch of fire. Orbs are designed to be T1-level demolition tools, but can also be used in combat for damage and area control.
NEW CONTENT: Added avatar defense. Tier 3 altars with an archpriest can perform a ritual that creates a large protective area around the altar. Any Avatar entering the area is blasted with divine fury. Projectiles are blocked by a small shield dome around the altar itself. The ritual lasts for 36 hours.
NEW CONTENT: Added drawbridge
NEW CONTENT: Added crenelated walls
NEW CONTENT: Added siege cauldron. Attaches to crenelated walls. Uses tar as ammo, greets attackers with boiling tar.
NEW CONTENT: Added horizontal and vertical elevators
EXPLOIT FIX: Yoggite Cudgel no longer gives Manifestation of Zeal in player inventory
EXPLOIT FIX: Updated collision mesh on many cliffs/rocks to prevent building pieces being placed inside them
EXPLOIT FIX: It should no longer be possible to escape the Cursewall by logging off during the death animation
EXPLOIT FIX: Updated player and texture collision to prevent players from building inside certain cliff walls
EXPLOIT FIXFixed an issue where players could spawn inside a stone pillar on the eastern side of the map
Added a max ping filter (MaxAllowedPing). It is enabled on official servers by default. Private server admins can turn this on in the server settings with the MaxAllowedPing by setting the value to something other than 0. Value is max ping (ms) allowed.
The map will now show players carrying an avatar token as well as active rituals of protection.
It should now be possible to shoot through window frames
Small campfires now require only 5 branches.
Weight of leather is now more consistent with other resources
Hitpoints on building pieces have been drastically increased. The new Orbs fill the function of T1 explosives. Explosive Jars are now T2 explosives.
Combat update: Basic attacks do less damage and won't consume stamina. Heavy attacks do relatively more damage, but requires more stamina. We are working on a fix that will allow us to add a higher stamina cost to heavy attacks.
Combat update: Poise values have been updated. Weapons now have knockback power according to the weapon type. I.e. all maces have the same knockback power, regardless of level. 2-handed hammer attacks do the same amount of damage for both basic and heavy attacks. Additionally, heavy attacks knock you down unless you're wearing a full heavy armor set. Expect more changes to weapon functions and poise values as we keep working on this.
Combat update: Crossbows now have more knockback power than bows. Existing ammo types no longer affect knockdown power.
Armor should no longer protect you from fall damage

Performance and Tech Fixes
Teleporting should now work correctly in local play
Optimized physics objects to improve server performance

General Bug Fixes and Improvements
EXPLOIT FIX: Yoggite Cudgel no longer gives Manifestation of Zeal in player inventory
EXPLOIT FIX: Updated collision mesh on many cliffs/rocks to prevent building pieces being placed inside them
EXPLOIT FIX: It should no longer be possible to escape the Cursewall by logging off during the death animation
EXPLOIT FIXFixed an issue where players could spawn inside a stone pillar on the eastern side of the map
Hyrkanian and Ancient bows now both have correct recipe
You should no longer be able to see through walls when looking down in a combat stance
Updated item database to include recipes and proper naming
Fixed a bug where players could dodge without a specified direction.
Added a sound to Avatar summon
King Rocknose Head Trophy is now correctly named.
Fixed an issue where the last Shaleback egg in a stack would not degrade
Explosive jars should no longer explode when removed with the Shift+Delete admin command.
Any key set to enable sprint will spawn a full stack of items in the admin panel
Added buttons to clear server and admin passwords
Fixed an instance of human NPCs floating in the air
Fixed instances were Rocknoses would attack everything within range
Removed some DEV only commands from the Admin Panel.
Map name can now be specified when hosting a local game. If left empty game will default to ConanSandbox
Updated NPCs to hopefully lower the number of errors when spawning NPCs that attack the player
All machine placeables that have an on/off system have looping sounds for 'on' states. However the sound of someone working the machine does not turn off when the machine is turned off
Text on Signposts should no longer require logging off/on to appear in single-player
Server password should now persist when continuing a single-player game
All perishables with perish-rate should now decay completely, and not leave the last item of the stack alive.
Removed "Invite Friend" button from main menu as it wasn't working correctly
Undead Kappa, Undead Skeletal Lizardman, Kappa King, and Baby Kappas should all have proper hitboxes now
Destroyed trebuchet should now drop loot no matter how it's destroyed
Increased hitpoints on various placeables
Black candle and black candle stub should now have the correct icons

Balance and Gameplay Fixes
Avatars can now be damaged. Each attack against an avatar will remove some time from the summoning timer until the avatar finally disappears. The amount of time removed depends on the amount of damage done.
NEW CONTENT: Added a new weapon type: Orbs. There are four orb types: fire, poison, oil, water. Orbs can be crafted in the firebowl cauldron, by an alchemist thrall. Orbs create combo fields with a variety of effects. Different orb types interact with combo fields in different ways. I.e.: Demon-fire Orbs leave a patch of fire on the floor. Grease Orbs leave a slippery patch. Grease Orbs thrown into Demon-fire create a larger patch of fire. Orbs are designed to be T1-level demolition tools, but can also be used in combat for damage and area control.
NEW CONTENT: Added drawbridge
NEW CONTENT: Added crenelated walls
NEW CONTENT: Added siege cauldron. Attaches to crenelated walls. Uses tar as ammo, greets attackers with boiling tar.
NEW CONTENT: Added horizontal and vertical elevators
NEW CONTENT: Added avatar defense. Tier 3 altars with an archpriest can perform a ritual that creates a large protective area around the altar. Any Avatar entering the area is blasted with divine fury. Projectiles are blocked by a small shield dome around the altar itself. The ritual lasts for 36 hours.
Firebowl cauldron has been changed from an automatic combination machine to a recipe-based crafting station. They have become an alchemy station and cannot be used for cooking anymore. Alchemy items can be learned from the Firebowl cauldron feat, or crafted by certain thralls.
The map will now show players carrying an avatar token as well as all Tier 3 altars.
It should now be possible to shoot through window frames
Small campfires now require only 5 branches.
Weight of leather is now more consistent with other resources
Increased hitpoints of misc placeables
Improved controller navigation to and from the dye grid
Cobras and Locusts now drop Toxin/Venom glands when harvested
Made it easier to build foundations up and down slopes
It should no longer be possible to place altars too close to each other
Lowered triggerbox for traps, making it more difficult to trigger them through ceiling pieces
Vapor Traps now trigger after a 0.1 second delay, down from 1 second
Flawless and Exceptional Hyrkanian bows should now do more damage and have more durability than the base bow, as is intended
Hitpoints on building pieces have been drastically increased. The new Orbs fill the function of T1 explosives. Explosive Jars are now T2 explosives.
Added Exploding Imp enemy, which can be harvested for explosive gland
Added puffer shrooms, which is used to craft gas orbs
Combat update: Basic attacks do less damage and won't consume stamina. Heavy attacks do relatively more damage, but requires more stamina. We are working on a fix that will allow us to add a higher stamina cost to heavy attacks.
Combat update: Poise values have been updated. Weapons now have knockback power according to the weapon type. I.e. all maces have the same knockback power, regardless of level. 2-handed hammer attacks do the same amount of damage for both basic and heavy attacks. Additionally, heavy attacks knock you down unless you're wearing a full heavy armor set. Expect more changes to weapon functions and poise values as we keep working on this.
Combat update: Crossbows now have more knockback power than bows. Existing ammo types no longer affect knockdown power.
Damage from Explosive Jars and Fire Orbs should now check for visibility and won't do damage through walls except for a tiny amount (5 points) of shock damage to detonate other Jars in the blast radius.
Armor should no longer protect you from fall damage

Server Settings
Added a max ping filter (MaxAllowedPing). It is enabled on official servers by default. Private server admins can turn this on in the server settings with the MaxAllowedPing by setting the value to something other than 0. Value is max ping (ms) allowed.
Servers should no longer appear grayed out when changing filters

Audiovisual Improvements
Updated range at which low res models are being displayed
Updated textures on Large water well
Updates textures on Stygian/Large carpet
Updated physics to crocodiles and dragons
Added a system for tucking clothes when they overlap
Improved shield hitting and shield breaking audio
Doors opening and closing should no longer be heard from miles away
Corrected visibility/tucking bug when equipping heavy armor pieces
EXPLOIT FIX: Updated player and texture collision to prevent players from building inside certain cliff walls.
Our audio lead will no longer speak to you when you're taking damage

Text and Localization
Added missing text to the new items

Known Issues
Siege cauldron boiling tar visual effects are still work in progress
Repair hammer shows damaged buildings up to 5 meters away instead of 15 meters due to performance degredation. We are working on a fix.
Spamming basic attacks will sometimes trigger an instant heavy attack. This is a recurring issue that was made more apparent with the change to stamina costs. We are working on a fix.
Alt-tabbing out of the game then placing items won't show them as visible

Special announcement
Some of the PvP Blitz servers are getting updated with PvP raid timers, only allowing players to raid each other between 5pm (17.00) to 11.59pm (23.59) on weekdays, and 10am (10.00) to 11.59pm (23.59) on weekends. These servers used to have avatars switched off, but with the new avatar defense features now being implemented we wanted to re-purpose them to be servers with limited times for player versus player combat.

The following servers will be named thusly:
Official server #116 - Limited PvP Time
Official server #117 - Limited PvP Time
Official server #167 - Limited PvP Time
Official server #168 - Limited PvP Time
Official server #169 - Limited PvP Time
Official server #273 - Limited PvP Time

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KungfuBeer
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Mon Jun 05, 2017 9:19 am

Our server is gone tomorrow FYI
The 'science is settled' argument is inherently unscientific.

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