Tuesday, December 27, 2022

Conan Exiles Update 1.79 Released for Patch 3.0 This Sept. 1

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Conan Exiles update 1.79

Developer Funcom has released Conan Exiles update 1.79, which is for the game’s big 3.0 update! This brings a slew of new content, revamped mechanics and more. Read on for the Conan Exiles September 1 patch notes.

Conan Exiles Update 1.79 Patch Notes | Conan Exiles Update 3.0 Patch Notes | Conan Exiles September 1 Patch Notes:

Tldr summary

  • Sorcery!
  • New Battle Pass and Black Lotus Bazaar!
  • Events system!
  • Building system revamp!
  • Creative mode!
  • Attributes and perks revamp!
  • Illusion system!
  • Extensive balance changes!
  • Months worth of bugfixing and QoL additions!
  • Many improvements to animations!
  • Better menu navigation with a controller!
  • GRASS NOT POKING THROUGH FOUNDATIONS!!
  • …and many, MANY more fixes and additions!

PATCHNOTES DIVIDER

Currently known issues

  • Crom Coin purchases done within the game will not be automatically reflected. To workaround this issue, please restart the game. Upon restart, all purchased Crom Coins will show correctly on your balance.
  • When your Crom Coins balance is adjusted due to an ingame purchase, you will receive a UI popup informing that an automatic chargeback has happened on your account. This only means your ingame balance has been adjusted. We are working on making this wording more accurate in a future patch.

Performance and stability

  • Addressed a number of crashing instances in both client and server side. This should result in increased game stability.
  • Worked on new optimizations that should reduce the amount of spam in the game logs.
  • Fixed an issue that could cause time out errors when trying to connect to a dedicated server on consoles.
  • Improved the backend for Character Transfers.
  • Addressed an authentication error that could prevent joining play sessions.
  • Optimized some outdated code implementations.
  • Optimized installation size.

Exploit Fixes

  • Addressed a number of exploits related to the building system.
  • Fixed an issue with the stamina system.
  • Improved anti-undermesh protection with new locations.

New additions

  • Introducing Sorcery!
    • Unlock bigger Sorcerous powers and perks by sacrificing your body to permanent corruption.
    • 5 different schools of Sorcery at launch.
    • 3 Types of Sorcery at launch: Ritual Magic, Alchemy and Spell Casting.
    • New Sorcery Workstations: Thaumaturgy Bench, Chalk Circle, Sacrificial Stone, Shallow Grave and Transportory Stone.
  • New Battle Pass progression system!
    • Battle Passes will be centered around seasons, or Ages, each introducing big content updates, starting with 3.0: The Age of Sorcery!
    • Unlock new items and cosmetics for free, or help us support the game by purchasing the Battle Pass that will unlock even more cool stuff.
    • Daily challenges will let you progress towards the active Battle Pass.
    • Implemented a predetermined list of Challenges for first-time players to guide their initial learning experience better and prevent end-game worthy Challenges right away.
  • New in-game store: The Black Lotus Bazaar!
    • Here you’ll be able to purchase previous DLC packs, as well as new items individually or bundled together at a discount.
    • New in-game currency to allow purchases in the store: Crom Coins.
  • New Events system!
    • We’re expanding the Events System spearheaded with Grave Matters by adding new events that will bring new life and dynamism to both the Exiled Lands and Isle of Siptah!
    • Optional feature, can be disabled or enabled via Server Settings.
    • These events will not show on the ingame map by default, instead they’re to be discovered organically.
  • Perks and Attributes revamp!
    • We have entirely reworked the Attributes and Perks system of the game with a new set of Attributes providing new bonuses and Perks.
    • Invest up to 20 points per Attribute, unlocking perks every 5 levels. At level 10 and 20, you will have a choice between two perks!
    • You can now also choose to corrupt your Attributes to gain new powers…at a cost!
  • Building system revamp!
    • New Construction Hammer item added to the game. Equip it to access the new Building UI! From this UI you can see all your building sets and pieces, as well as decorations!
    • If you log into the game with building pieces that are covered by this new system in your inventory, they will be converted to its raw materials and placed in a box within your inventory so you can use those materials in your new session.
    • Placing down pieces from the Building UI will now automatically craft the building pieces for you cutting down on the clutter and inventory micromanagement!
    • Added new admin panel cheat: Ignore Building Stability. It does what it says on the tin.
    • Added new server setting: Stability Loss Multiplier. This new setting lets you control loss of stability in your constructions, either to make your buildings barely require any supports or have them crumble harder if they’re not properly supported.
    • New server setting: Allow Building Anywhere. Enabling this option will let you bypass previous building limitations in the map, such as NPC camps and other places where building was limited in the past. Kudos to Multigun and Hades (LBPR mod) for the inspiration.
    • These new settings are accessible from the UI.
  • New Creative mode!
    • Accessed from the Admin panel or Escape Menu, it will activate cheats on your character, unlock all recipes and remove unnecessary UI elements temporarily so you can focus on building.
    • Once you disable Creative Mode, your character will return to normal and the normal gameplay UI will be restored!
  • New Weapon and Armor Illusion System!
    • You can now apply different looks to your Weapons and Armor (as long as both items are from the same category), in what you normally have requested as “a transmog system”!
  • A myriad of free new items, equipment, placeables, mounts and other surprises have been added to the game to support the new mechanics and systems. Go find them all!
  • Health Bar revamp!
    • Health Bars have received a major overhaul, including:
    • Smart display: you will only see bars that are of immediate use to you avoiding massive screen clutter in crowded locations.
      • For instance, you will see the bars of your following companions, bars of enemies you recently hit or that have been recently injured, or those who you’re looking at directly.
      • You will always see the bar of an entity you are using target-lock on.
    • Scaling based on distance.
    • Occlusion based on line of sight. For those of you feeling especially sneaky.
    • Consistent colors based on allies and foes.
  • New Sorcerer thralls available on both The Exiled Lands and Siptah camps.
    • Their general location has also received some spooky Sorcery decor so you can spot their naughty presence.

Building and placeable fixes

  • Fixed an issue where placing walls under Ramp corners would have walls placeable at 90 degrees for one of the sides.
  • Gate Frames can now be placed on wedge ceilings.
  • Abandoned Table can now be tilted when placed, which doesn’t mean we’re adding ranked matchmaking.
  • Fixed an issue where it wasn’t possible to exchange Stonebrick and Reinforced Stone ramp corners with other ramp corners.
  • Slopped walls can now attach to building corners by connecting through their top point.
  • Fixed a stability issue that would occur when using triangle-shaped building pieces.
  • You can now correctly build and have pieces snap to each other when in ghost mode.
  • Fixed an issue that could cause pillars to not provide stability when placed in a specific way in dedicated servers.
  • Trebuchet bases can now be placed on siege foundations that are closer to the ground.
  • Adjusted the large campfire collision so that it is now easier to place walls underneath where one has been placed.
  • Fixed an issue where Hatches could be placed in the same spot as other hatches.
  • Fixed an issue where replacing a building piece would not give back the resources under certain circumstances.
  • Placing wedge foundations no longer ignores placeable collisions.
  • Fixed an issue where the building placement brush changed color when rotating to different positions even though the stability when placed is the same.
  • Fixed an issue where a Standing Torch would obstruct the placement of a vertical building piece even after having removed the Torch.
  • Hatch-frames should now be possible to place even if sloped walls have been placed.
  • Reduced the stability cost of triangle wedge ceiling pieces.
  • Rotating pieces when replacing is now fully functional again, as long as the pieces used match in characteristics and capabilities.
  • Changed the method that fence foundations re-check for collision.
    • It used to be that if they found another fence foundation to attach to, it would then ignore collisions with anything else
    • This is now changed and fence foundations will do a recheck for foundations afterwards.
  • It is now possible to place square ceilings on sloped inverted wedge roofs.
  • Pillars now lose 20 stability if it is placed on another building piece and attached without a socket.
  • Fixed an issue that prevented similar building pieces to be upgraded under specific circumstances.
  • Vaults can now be moved, removed and dismantled properly.
  • It should now be possible to side-grade ceilings to/from hatch frames.
  • Added particle effects when removing building pieces.
  • Added a “Move” option to the interact wheel for placeables.
  • Any placeables that can’t be picked up will now also not allow for you to move them.
  • Fence foundations now snap to normal foundations correctly.

Crafting fixes

  • Crafting Delved armors is now much faster and more in line with existing armor sets of the same quality level.
  • Asura armor can now be delved to obtain the Survivalist armor.
  • Putting shields into the Delving bench will no longer make the bench eat them.
  • Iron and Steel poniards no longer require leather when crafted.
  • T4 Armorers now know the Darfari Speaker Mask recipe.
  • Some feasts recipes were missing when attempting to cook them. This has now been fixed.
  • T4 Tanners now have both “Weave” and “Extract Silk” recipes.
  • Fixed an issue where certain Claws and Punching Daggers required a Legendary Repair Kit to repair.
  • Grey Ones armor now correctly require Light paddings instead of Heavy paddings.
  • Delving Hardened Steel Short Sword should now result in recipes for short swords, not 1h axes.
  • Bone Claws and Hardened Steel Punching Daggers can now be dismantled.
  • Hitting trees with pickaxes now always yield bark with each hit. Woof woof.
  • Reduced crafting costs for: Steel Sickle, Steel Trident, Ancient Warhammer, Hardened Steel Javelin, Obsidian Throwing Axe, Serpent-man Throwing Axe. The previous crafting costs were inconsistent.
  • Garrison and Campaign benches should now have some missing recipes.
  • Drying Desert Berries and Highland berries in the dryer now has a 20% chance of giving out berry seeds as well (on both listen and dedicated servers).
  • Recipe items can no longer be placed in the shortcut bar.
  • Armor values from armor crafted by thralls now rounds up to remove decimal point armor values being displayed.
  • Dismantling XP for Fish trophies lowered to 1 since all materials are refunded.

Combat fIxes

  • We’ve worked on several improvements to the target lock system that should result in more reliable combat situations. Try it out!
  • Katana of the Grey ones should now properly put bleed on enemies.
  • Weapons should now automatically re-equip after the player finishes healing, as initially intended.
  • Off-hand attacks while sprinting with claws will now perform a sprint attack.
  • Kick attacks will no longer apply the status effects of the equipped weapon since you aren’t using the weapon in the attack.
  • Off-hand attacks should now scale their damage based on your main hand weapon.
  • The Warmaker’s Adjutant is no longer susceptible to bleed or poison effects.
  • Zath avatars should no longer take damage from Necrotizing venom.
  • Champion’s Boots should now remove cripple correctly.
  • We kindly asked Thralls sitting inside an inventory to not prevent their masters to use throwable weapons. That was a bit rude.
  • Addressed a rare issue that could cause the player character to be stuck in hold pose while performing a Rhino’s special attack under very specific circumstances.
  • Fixed an issue that allowed combo attacks to be used while swimming. Weapons that cannot be used while swimming will now be sheathed when beginning to swim.
  • The Locust Queen attacks should now be more difficult to dodge.
  • Equipping throwing axes should no longer zoom in the camera.
  • Added Stun Break system to all Wildlife.
  • Increased the hit window for sprinting kicks to make them feel more reliable.
  • Blocking with a shield now cancels other actions queued, making parrying with shields more responsive.
  • Added demonic weapons to list of items which do not lose durability from attacking.
  • Fixed instances where Weapon durability would not be drained correctly when attacking enemies.
  • Lances should now correctly return to un-readied position after dealing damage.
  • It is no longer possible to swap to Vanity Camera while attacking.
  • You can no longer use Target Lock while in Vanity Camera mode as your ego doesn’t need more boosting.
  • Fixed an issue with 2h Spear heavy attacks that allowed movement between the later stages of the attack chain.
    • This results in an overall slightly faster combo chain that feels more smooth.
  • Addressed a number of issues related to using Throwable weapons and the Radial Wheel. This also includes Javelins not disappearing when using the last one in the stack.
  • NPCs now regain their KO meter when leashing back to their location.

Ai and npc

  • In an inhumane turn of events, Frost Giant Bodyguards now use Frost Giant perks instead of human perks.
  • Mounted horses will now try to lower their head more noticeably when the rider is using a bow, since getting an arrow to the head is not ideal even in the equine world.
  • Fixed an heart-breaking issue where certain Nordheimers would get attacked by/attack their wolf companions.
  • Yakiths and Accursed NPCs in a certain Siptah camp should no longer be hostile to each other.
  • Reduced the amount of instances where Shoebills would derp when attacking a player.
  • Thralls are now faster on the uptake that the Krllyandian should be attacked.
  • We’ve cut down on Thrall’s gluttony and they will now only take food from the Thrall pot if they are below maximum health.
  • Mammoths and Mastodons are now aggressive creatures just like Crom intended.
  • Grey Ones NPCs surrounding the Pools can no longer be used to kill Pool summons for players.
  • Rhino King is now aggressive.
  • Reworked the Hate system for NPCs to allow for the new taunting and other tricks added to the game.
  • Ah Set, here we go again. Sword of Crom will no longer deal damage when equipped by thralls.
  • Human Followers will now refuse to follow you if you’re leading a pack of zombies, and vice versa.
  • Boreanaz the Shrouded and Stathem the Embalmer should no longer spawn naked. Which is a shame, because who doesn’t want to see Boreanaz showing some skin?
  • Addressed an issue that made NPCs vanish into the void sometime after being hit with a truncheon.
  • Fixed an issue where Beastmaster Teimos was getting stat bonuses from the wrong faction (Forgotten Tribe) instead of his faction (Black Hand). This has resulted in a reduction in health and damage that should bring Teimos more in line with other thralls.
  • Area NPCs should now despawn consistently, and stay that way, when loading or starting an event.
  • Merkel left the blade and took the edge, being now an Edgesmith.
  • Addressed an issue where humanoid followers would stop following you when mounting a Wartorn Rhino.
  • Thralls freed from cages should now be aware of their weapons, and use proper tactics with them. #uncaged
  • You can now order followers to move on foundations close to you, as they no longer fear the same matter to occupy the same space like a bad Timecop would do.

Purge and events

  • Aesir Skalds and Veterans are no longer marked with a yellow border but come with the intended mini-boss.
  • Cut down on the amount of crafting thralls that could be obtained from the Dagon Slave-Taker purge.

Balance updates

  • Perks and Attributes have been revamped.
  • Attribute bonuses from Weapons, Armor, Potions, Elixirs, Food, Warpaints and other similar gear have been removed from the game and replaced with stat bonuses and effects.
    • This is a massive and overarching change and it will not be documented in detail. Please make sure to check each item’s updated descriptions and stats!
  • Followers (Pets and Thralls) have received a balancing pass:
    • They will now only have 4 stats: Strength, Agility, Grit and Vitality.
    • Their Perks have also changed due to the general revamp.
    • Their HP has been reduced based on their Tier more on that here
    • Their damage output has been reduced by roughly 50%.
    • These changes have been made to compensate for the new Authority bonuses and Perks.
  • Siege adjustments:
    • Doubled the damage over time from demon-fire orbs and explosive arrows (was 500).
    • Increased the siege damage dealt when combining Gaseous Orbs with Demon-fire Orbs to 2500 (was 1250).
    • Increased the weight of Demon-fire Orbs to 4 each (was 1.75).
    • It now requires a Tier 4 priest to summon a god’s avatar (was Tier 3).
    • These changes should allow Demon-fire Orbs to be a viable ranged alternative to Explosive Jars while still allowing Jars to be the biggest risk and cost for the biggest damage payout reward.
  • Door adjustments:
    • Increased the health of Tier 3 doors to 50,000 (was 25,000).
    • Increased the health of Tier 3 gate doors to 65,000 (was 32,500).
    • Reduced the health of drawbridges to 75,000 (was 200,000).
    • These changes should allow doors to be a bit better of a defensive option while still acting as a point of entry for attackers. We also reined in drawbridges since their health values were a bit excessive for a door-type building.
  • Adjustments to Daggers:
    • Daggers no longer apply twice as many debuff stacks when they weapon proc effects. In the past, daggers were able to apply debuffs at double the rate of other weapons, but as the game has grown, the number of proc effects weapons can apply and the power of them have made this adjustment no longer necessary.
    • Moved the 1.2x damage bonus to dagger light attack 1 and 2 to attacks 3 and 4 to better reward further attacks in the combo chain. The bonus is scaled proportional to the current bonus and the number of hits.
    • Increased the stamina cost of dagger light attacks 2, 3, and 4 to be the same as dagger light attack 1 (1.5x) to compensate for the large amount of distance these attacks can cover.
    • These changes should keep daggers performing as well as before overall, but with some small adjustments that mostly impact short engagements.
  • Poison adjustments:
    • Reduced the damage dealt by poison effects applied by weapon procs such as those from Feroxic weapons and Venom-Infused weapons to ~32 damage at max stacks (was ~63).
    • Increased the amount of Set Antidotes produced when crafting to 5 (was 1).
    • Increased the number of stacks poison items applied to items can apply to 20 (was 10).
    • Reduced the base damage of Feroxic weapons and Zathite Spear by ~10%.
    • These changes should bring easily accessible poison effects more in line with bleeding effects and provide a more cost effective method of counter play.
  • Food adjustments:
    • Removed the healing effect from Herbal Tea (was 5 hp over 2.5s).
    • Salted Pork will provide a bonus to Strength Weapon Damage.
    • Salted Exquisite Meat will provide a bonus to Agility Weapon Damage.
    • Savory Jerky will provide a bonus to Health.
    • Trail Jerky will provide a bonus to Armor.
    • Capped heal per second from food to 12 (previous max was ~17).
    • These changes should allow more foods to be viable for healing while still keeping feasts at the top of the FOOD CHAIN. Get it? No? …okay
  • Adjustments to Mounted Combat:
    • Holding a lance out now drains stamina similar to how stamina drains when holding a heavy shot with a bow.
    • Increased the stamina cost of all mounted attacks by 2x.
    • Lances will now return to their un-readied position after dealing damage.
    • Reduced maximum damage multiplier from lances to 10x (was 12.5x).
    • Increased the Endurance damage dealt by players on foot to mounts by 7x. This is controllable via a server setting: PvPMountEnduranceDamageMultiplier and as the name implies this will only affect player versus player encounters.
    • These changes should fix some issues of one-shotting with lance double hits in addition to improving the chances a player has on foot versus a mounted attacker.
    • Tweaked the endurance damage multipliers to mounted PvP enemies to allow for multipliers based on weapon type.
      • Server setting is now a 1x multiplier, and individual weapons have their own with 2h Spears dealing the most and Daggers dealing the least.
  • Changes to Armors:
    • Reduced the weight of medium armor to allow it to be more of a middle step between heavy and light armor.
    • Changed the way armor values translate into mitigation. Each point of armor will now contribute less to your overall damage mitigation.
    • Increased the armor values of medium and heavy armor by ~25% to compensate for the above change.
    • The overall result is that base armor values will be lower to allow for more room for armor buffs to make an impact. In addition to this, this will allow for more separation between the 3 armor types in terms of weight, mitigation, and stamina regeneration/costs which will allow for a more meaningful choice between armor types.
  • Changes to Stamina regeneration:
    • Adjusted base stamina regeneration rates for all armor types. In particular, medium and heavy armor will now be able to regenerate stamina more quickly at low encumbrance weights and light armor will regenerate stamina more slowly at higher encumbrance weights.
    • Reduced the amount of maximum stamina gained per point of Grit to 3 and per point of Agility to 1. Armor bonuses for Stamina have been reduced accordingly.
  • Increased the armor gained from thin, basic, and thick armor plating to +4/+8/+12 (was +1/+2/+3).
  • Base sprinting speed brought down from 850 to 773. With the new Agility level 15 perks, it can be brought up to old values if specializing in this skill tree.
  • Capped the maximum amount of bonus damage from a single piece of armor to 10%.
  • Slightly increased the Hyper Armor window on 2h Spear heavy finisher.
  • Improved dodge window timings for 2H Axe, Katana, Claws, and Short Sword attacks to make them more forgiving.
  • Movement speed while strafing is now the same as the movement speed while moving forward. This should allow for easier maneuverability in combat while using target lock and for players who do not use controller style movement type.
  • Explosive Jar adjustments:
    • Physics have been removed from lit jars.
    • Damage radius for damage over time has been increased (roughly lines up with burning oil VFX).
    • All new and improved VFX.
  • Halved the size of the hitbox for two handed hammers because the hitbox extended far beyond the reach of the actual mesh.
  • Redesigned the effect of the Sigil of the Fiend. It now reduces stamina cost for all attacks by 15%.
  • Fixed health of Black Rhino to be in line with other non-alpha Rhinos.
  • Doubled the weight of the Aspect of the Demon helmet to maintain its unique advantages while asking a bit more investment to fully benefit from them.
  • Increased base damage dealt by 1h sword opening heavy attack by x1.25.
  • Increased the speed of which Dragonbone arrows are crafted from 5 seconds to 1 second.
  • Increased the amount of Harpy’s kiss arrows crafted in a single go, and increased the Eldarium cost to match.
  • Reduced the weight of Stone and Wood by a half to allow for more to be carried when building structures with the new building system.
  • Food poisoning debuff damage reduced, from 10 points of damage to 8 per tick.
  • Yamatai Rocknoses should now have the same stats as normal rocknose equivalents.
  • Increased the HP of all Tier 2 building pieces by 50% to bring them closer to their Tier 3 counterparts and provide a more reasonable mid-tier defensive option.
  • Reduced the base duration of cripple effects across the board.
  • Reworked the way thralls provide bonuses to character statistics that are present on crafted gear. Every piece of armor crafted at a station with a thrall present will now provide an additional bonus to any character statistic that is already present on that item. For example, if an armor granted bonus health, a thrall would increase that amount based on the tier of the thrall present a time of craft. The bonuses are as follows:
    • Strength / Agility Weapon Damage: 0.5% per thrall tier, maximum of 2% per piece of armor.
    • Stamina: 0.5 per thrall tier, rounded up, maximum of 2 per piece of armor.
    • Health: 2 per thrall tier, maximum of 8 per piece of armor.
    • Carry Capacity: 1.5 per thrall tier, maximum of 6 per piece of armor.
    • Follower Damage: 0.5% per thrall tier, maximum of 2% per piece of armor.
    • Concussive Damage: 0.5% per thrall tier, maximum of 2% per piece of armor.
    • These bonuses are added on top of the existing bonus present on a piece of armor. For example, if a piece of armor granted 3% Strength Weapon Damage it would become 5% Strength Weapon Damage if crafted by a Tier 4 thrall. Likewise, if it granted 6% Strength Weapon Damage, it would become 8%.
      • These updated values will appear on the tooltip of the item when selected in inventory.
  • Archer Thralls and Fighter Thralls now receive base damage bonuses to melee and ranged attacks equally based on their tier.
    • For example, prior to this, Archer thralls only received a bonus to ranged damage. After this change, they will also receive an increase to their melee damage.
    • Fighter thralls likewise will receive a bonus to their ranged damage.
    • The purpose of this change is to allow Archer thralls which have higher Agility scores to deal reasonable damage with Agility based melee weapons and likewise for Fighters with ranged weapons.
  • Szeth’s Truncheon and Headache weapon will no longer modify damaged enemy stamina pools.
  • The default value for the max visibility distance of health bars in server settings is now 15000.

Qol Improvements

  • New server setting: Allow Building Anywhere. Enabling this option will let you bypass previous building limitations in the map, such as NPC camps and other places where building was limited in the past. Kudos to Multigun and Hades (LBPR mod) for the inspiration.
  • Redesigned pause menu with collapsible categories for better browsing.
  • Changed the priority squeezing fishes for the liquid press. Now the most-gain fish will be squeezed first and the least-gain fish sqwozen lastliest.
  • Completely emptying an inventory no longer prevents you from closing it with the interaction key.
  • When using a controller, it is now possible to loop in menus (i.e. go from the bottom option to the top with one input).
  • Respawning inside the Volcano, Dregs and the Black Keep is now possible.
  • Added new possible keybindings when holding a key instead of just pressing it. This should increase the number of available bindable actions, especially on controllers.
  • More actions can be bound to different Keybinds.
  • All keybinds are now allowed to be reused for different actions.
  • You can now use the sprint key while flying for faster flying speeds. Gotta fly fast.
  • Animal pens and Stables can now be returned to inventory providing they have no items inside them.
  • There’s now a UI widget showing you which ingredients you need to fully repair an item.
  • You will now reequip your held items after climbing.
  • You can now close the Follower Stats window by pressing the Interact button.
  • Learning Knowledge that costs 0 points should now trigger a visual cue.
  • Sweet Crom take the wheel. The time has come: grass should no longer show through foundations when built on top. Okay i feel like I need to lay down now.
  • The loot bag window can now be closed by pressing the interact button.
  • The Map UI should now keep the zoom level when reopening it.
  • You can now move your equipped weapon or tool to another inventory without having to unequip it first.
  • Follower level and XP bar are now visible from the Follower Stats screen.
  • Item filters on inventories will not show up if they don’t have any items available for filtering, cleaning up the UI.
  • Quick moving an equipment item to a Thrall inventory should now auto-equip it if the slot for it is empty.
  • Any artisan bench can now produce recipes from DLC artisan benches, provided you own the DLCs.
  • The Attributes and Knowledge tabs will now show a pip whenever you have any unspent points.
  • Modification kits applied to bows that have arrows equipped will no longer unequip those arrows.
  • Modified the Wheel of Pain hitbox to make it easier to place on flat surfaces.
  • Harvestable non-usable items should now go straight into the inventory instead of the shortcut bar.
  • A new pop-up window will now inform about keybindings being reset to default when opening 3.0 for the first time.
  • The server browser UI will now display new building related settings, such as whether creative mode is enabled or not, building anywhere is active, or the stability loss multiplier.
  • Halved the time it takes to bring up the radial wheel menu. Snappy!
  • You can now interact with doors and gates while on a mount.

General Bugfixes

  • Wanderlust now works properly and increases swim speed as intended, obviously.
  • We’ve made the Unwelcome Gift shield a little more welcoming as it will now display properly on shield display racks
  • Fixed an issue with the weight of the Great Sword of the Grey Ones being 0.
  • Elevator cables were a little bit off-set. This has now been fixed as it made some players a little bit up-set.
  • Fly Mode should now work correctly when entering water volumes.
  • Using the delete Admin command or trying to dismantle building pieces in third person was slightly off-set. This has now been fixed.
  • Reduced the height that the Iron Leg-hold trap triggers at to be more in line with its game model.
  • Dyeing the Stygian Vest now has the correct dye slot applied to the metal for the male variant.
  • Fixed an issue where certain NPCs would not show up in the admin NPC Spawn window.
  • Havoc and Malice (as well as some other special-wield weapons) can now fit in the display racks.
  • Punching Daggers are no longer misaligned when displayed on a Weapon Display Rack.
  • Fixed an additional number of issues with Weapon Display Racks.
  • Mounting while using a Bandage could result in limited ability to move the character. This has now been fixed.
  • Journey steps for using heavy attacks with updated weapon types should now trigger properly.
  • Pirate banner poles have been shortened, which is definitely not innuendo.
  • Black Ice Arrows now have a visual mesh.
  • The Nemedian warhorse saddle now has the proper endurance stats.
  • Score and Spit emotes are now available as player emotes. Yum.
  • Addressed an issue that could cause the Den of the Wolf-Brothers to not refresh correctly.
  • Snare effects from debuffs and encumbrance will now correctly apply while swimming.
  • Speed should now work more consistently when in Fly mode.
  • Shift has been unbound from climbing actions by default to avoid some issues while climbing. You can always rebind it back but this should affect the default experience.
  • Removed the Witch Doctor feat-teacher from the world. #rip
  • Removed the Powder of Corruption from loot-tables.
  • Fixed an error with Supply Materials that prevented them from spawning all of their available loot.
  • Fixed an issue that prevented NPC bodies to be looted when they moved a certain distance after death.
  • Resolution was not adjusted if Windows resolution scaling was set to anything other than 100%. This has now been fixed.
  • There was a cube inside camel’s meshes. This was truly gamebreaking and we have dutifully fixed it and saved the day.
  • Fixed a few equipment pieces with incorrect or non functional dye slots.
  • Fixed a number of small visual issues on consoles.
  • Removed the “loot all” option from the quick loot panel for placeables that you own.

Terrain and environment

  • It was possible to build too close of several of the Siptah New Lands camps. This has now been fixed to prevent issues when spawning Fragment of Power chests or NPCs.
  • Lupine Bushes can now be found on the Isle of Siptah map.
  • Fixed a few resource spots that would not allow harvesting.
  • Fixed a significant number of visual imperfections in props and terrain across the Isle of Siptah and Exiled Lands maps.
  • There was a naughty ladder in one of the Siptah camps that refused to be climbed by players. We have now fixed that, postponing the inevitable ladder uprising foretold by the elder seers. #chaosisaladder
  • Fixed a few spots in the Isle of Siptah that could be used to cheese the AI even more than usual. #goodbriecheese
  • The Rift of Yog now has flames in it right before Metal: Hellsinger makes them cool again.
  • Fixed a few instances where you could see Vault assets floating from certain parts of the Siptah shoreline.
  • It was impossible to interact with a number of items in The Fractured Citadel due to collision detection. This has now been fixed.
  • The Riverwatch camp is now again inhabited.
  • Fixed a spot where Rhinos would spawn twice. #bhino
  • The Grave Matters event rewards can now be found as interactable recipes in the world, in case that gravely matters to you.
  • Fixed a couple of instances where some scrolls were not able to be picked up from the terrain.

Animation and cinematic fixes

  • Added new and improved animations when moving and engaging in combat. They should result in smoother, more natural character locomotion. Try them out!
  • New and refined locomotion for one and two-handed weapons, tools and unarmed combat. Let us know what you think of this change after giving it a go!
    • This also includes the Construction Hammer, which now presents some new animations when using it.
  • The falling animation when in an aggressive stance should now loop correctly.
  • Some Yamatai Katanas were showing upside down when sheathed. This has now been fixed.
  • Thrashing Maul should now show correctly when sheathed.
  • Fixed an issue where some Great Axes were missing their sheathing animations.
  • Addressed several additional issues with the sheathing system so it works in a more consistent matter with a larger selection of equipment.
  • Eldarium Pick-axe now uses the same animation as the other pick-axes.
  • Tons of new and cool animations have been added to the game to make your Sorcerous rampages all the more satisfying. Enjoy!
  • Refined animation transitions when using and switching between 2 Handed weapons that could cause some brief T-Posing.
  • Fixed an issue that would display weapons wielded by certain NPCs on the ground while the NPC is idle.
  • Your left arm should now animate correctly when unarmed. Now read that again.
  • Sheathed weapon state should now be persistent after restarting the game.
  • Shortened the travel distance of 2h Axes and 2h Hammers’ sprint attack.

Ui and text

  • We’ve specialized one of our #spellchekker members in Necromancy and asked them to spam Army of the Dead until we got back some of our fallen elite #spellchekkers to deal with a bunch of nefarious, evil and quite frankly, sort of stinky typos and grammar mistakes. To make things even better, Army of the Dead only works for a certain duration, so they all went back underground just before the conversation about salaries and health benefits got awkward. Thank you, designers!
  • Our international #spellchekker team, being more knowledgeable as they are, have used Mirror Image to mirror themselves to fix a bunch of typos and grammatical mistakes in localized versions of the game.
  • The Feats tab has now been renamed to Knowledge.
  • We’ve worked on significant UI improvements for the Attributes window to reflect the new game mechanics as well as increasing general user-friendliness.
  • Reordered some of the UI tabs.
  • Many weapon, armor and gear descriptions have been adapted to correctly reflect all the changes regarding functionality and stats done in this new update.
  • Updated many other tooltips in the game to reflect the changes and new mechanics more accurately.
  • Cheer emote should no longer appear twice in player emote wheel. Cheers.
  • Dye journey step now refers to the Dyer’s Bench correctly.
  • Changed UI prompt when riding a mount that could lead to confusion, which is not a town.
  • Journey step for Catching a fish now masterfully informs about requiring bait.
  • Corrected a number of incorrect names for certain Isle of Siptah locations.
  • The Devolved Goblin Hand is now described as a Devolved Goblin Horn. Whoever mistook a hand for a horn… seriously?
  • Added map-marker on Siptah for the Cracked Vault.
  • Fixed an issue where certain Derketo T4 priests did not have the golden border around their HP bar.
  • Corrected issue where some trophies and taxidermized animals had the “Ingredient” tag.
  • Addressed minor issues while navigating inventories using a gamepad.
  • Sorting servers on Xbox by using the Player Amount filter provided random results. This has now been fixed.
  • Corruption should now be easier to see on your UI bar as well as other players’.
  • Addressed a number of Loading Screen tips that were outdated or no longer correct.
  • Nemedian Scout Skirt’s and Nemedian Infantry Skirt’s icons in some menus and crafting stations. This has now been fixed.
  • Addressed an issue that could cause menu highlighting to not work correctly when using a controller.
  • Fixed an issue where some controller inputs were missing from the presets tab in Settings.
  • Fixed an issue where hotbars could not be used if setting keyboard language to Czech.
  • Fixed an issue that caused keybidings to not be saved properly when assigning commands to the hotbar.
  • The UI from interactable pieces should now disappear correctly when opening the radial wheel.
  • Addressed some oddities in the Server Browser UI.
  • The Skip prompt when watching the Siptah intro cinematic should now disappear correctly.
  • Changed the default keybindings for exit climbing and dismounting while on a gamepad, from Y (or Triangle) to B (or Circle).
  • Fixed some settings in the admin panel not being selectable with a controller.
  • Fixed an issue that could cause Journal Chapters show as completed while they are locked.
  • Navigating radial menus with a controller is now more consistent.

Audio fixes

  • Loads of new audio effects have been added to the game to make all those zips, zaps and uuuuurrrghs all the more satisfying!
  • Fixed the order the Neebs easter egg audio plays out.
  • Online VoIP modules have been disabled when playing Single Player mode.
  • Shaggai Pet Drones should now make slightly less annoying sounds.
  • Added and updated audio to several emotes.
  • Placeables that are being moved should now have sound effects.
  • You can now control the volume of the intro video in case you’re feeling generous and don’t want to blast the eardrums of your neighbors.

You can check out a more detailed explanation of the changes and new content here.

Conan Exiles Update 1.79 Released for Patch 3.0 This Sept. 1 Rating: 4.5 Diposkan Oleh: Fortnite Bux

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