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Developer Letter - Combat changes during the Age of War

Hello everyone!

My name is Dennis Douthett, and I’m the Lead Designer for Conan Exiles.

I've spent a lot of my time as Lead Designer collaborating with the community on Discord, showing off new content on Twitch and YouTube, but this is the first time I've worked on a blog post to go with a release. I hope you find this insight interesting, and not too long winded!

The topic today is combat changes coming during the Age of War.

[h2]Good Stress [/h2]

To begin it's important to establish one of the many reasons we find games to be fun. It's the contrast between stress and relief.

When designing games, we look to introduce stress to you by placing challenges in your way. Challenges can be any type of gameplay that blocks your progress: a boss enemy with loot you want, a long wall climb with few resting points along the way, a puzzle that requires observation and timing to unlock a mechanical door. The closer we can stress you to a tipping point only for you to just barely overcome a challenge, the better the victory feels!

As you continue to read this article, keep the relationship between stress and relief in mind!

[h2]Combat and Stamina [/h2]
[h3]Why did we change it? [/h3]

I have seen responses to the stamina updates in the patch notes asking why we made these changes. It is true that nobody outright asked us to increase the stamina cost of attacks, but sometimes fixing problems we identify can affect multiple systems. I will do my best to explain how we got from point to point that made these changes necessary.


These changes sometimes have effects on more than one community as well. We have many different types of players in Conan Exiles, but without a doubt nearly every type of player will be participating in combat at some point. So, while nobody directly asked for that specific change, I can still say who the changes are for: These changes were aimed at making combat feel more consistent, less buggy, and more dynamic for everyone!

[h3]The Problem [/h3]

A unique mechanic was implemented in recent years after our team decided the game was too easy in our playtests. Enemies attacked by multiple players would never get a chance to act, causing them to be stunlocked to death! This led us to create a system that would give enemy AI brief immunity to stun after they had been unable to act for some time. For example's sake, the timing was something close to, "For every 3 seconds of being stunned, you get 1 second to act with impunity."

I do agree this was an issue, but I think that solution introduced a new problem. Between the system providing immunity and the stun protection we give during attacks it was difficult to understand when an enemy would be stunnable.

[h3]Increasing Consistency and Dynamics [/h3]

Even if you are a seasoned player, you likely have no idea why enemies are sometimes stunned and sometimes, they are not. There are no audio or visual cues that let you know an enemy is immune to being stunned - and if there was, they would feel very “gamey” in their presentation. So instead of using brute force to create a gap for enemies to act in battle, we would create it by starving the player of the ability to attack as frequently.


With “stress and relief” in mind, consider the combat system as it exists in Exiles today. If enemies have a large health pool, and you can attack for long stretches of time before your stamina is depleted, where does the stress come in? If the enemy you are attacking has a chance to randomly defy the expected game mechanics to cause stress, how can you counter their actions skillfully?

To address this, our first order of business for the Age of War was to remove the system that made combat feel inconsistent and buggy. By taking away what was called the “stun break” system, enemy AI was no longer allowed to defy the rules of being stunned. They were either vulnerable to being stunned, or they were immune. Most enemies you will fight in the update will be vulnerable to stunning, and only certain high difficulty enemies will be immune to them.

[h3]Hyper Armor [/h3]

With the stun break system eliminated, combat felt more predictable but there was still one more place where consistency could be improved.

Hyper Armor is a window of time during an animation in which a character cannot be stunned. Many of the attacks in Exiles are inundated with Hyper Armor. In the second chapter of the Age of War, we plan to decrease the excess of Hyper Armor, which will increase the consistency of play further.

The rule for which attacks get Hyper Armor will be simple: Hyper Armor is reserved for moments during an attack where extreme momentum is present.

There is some subjectivity to this of course, but you can expect to see heavier weapons with slow animations and a lot of moving mass possessing most of the Hyper Armor, and smaller faster weapons having less of it. This will open the window to using fast weapons to interrupt slow weapons, but should you fail to interrupt the slow weapon in time, the heavy weapon in motion will not be stoppable.

[h3]Increasing Dynamics with Tension[/h3]

Think back to the theory of fun presented earlier and how that can relate to the resources you have to manage in combat. Can we use those resources to make combat feel more engaging without changes to the actual AI you fight?

When you are low on stamina the pressure of stress in combat reaches a peak. Without stamina, you are forced to use positioning to avoid attacks from enemies that may swing your direction. Without stamina you are vulnerable, and without stamina, it is effectively the enemies’ turn! When your stamina comes back, you are in control again.


Our goal was clear: to create brief moments in time where you were starved of stamina. In order to take your stamina away, we also have to give a lot more back. So, the two major changes you will see in Chapter 1 are that attacks are much more expensive, but stamina comes back extremely quickly.

[h3]Bringing It All Together [/h3]

In a 1v1 encounter this may sound shallow. To some degree, it certainly is, but remember that Conan Exiles is not a 1v1 dueling game. We like to spice things up with some encounters including larger groups of enemies, which increases the risk of taking damage from staggered attacks. Each additional enemy increases the stress you feel when your stamina is low – assuming you are at similar power levels.

More enemies mean more attention must be shifted toward managing your stamina, dodging, and positioning before you take another calculated swing into the pack. We have also made enemies deal heavier damage, so if they get an attack through, the danger is higher.

One more change coming to improve consistency will allow you to reorient your attacks before they connect. During these brief moments your character can still be told to rotate, which means you will be able to hit the target you intend to hit without having to think about it. It feels very natural!

After you’ve mopped the floor with your enemies, you get a kick of satisfaction from the relief that the challenge has been overcome!

[h2]Enemies, Weapons, and Repairs [/h2]

Additional updates during this age will come to both enemy health and weapon balance - two sides of the same coin. We have gone through all the weapons and enemies in the game and applied updated balance to them, but it's important to know why.

While playtesting, we observed recurring patterns we felt had the opportunity to be more interesting, and did not live up to Exiles' design direction:

  • When exploring the world, it felt like there was little reason to clear a point of interest after you had explored it once. The rewards for the effort you put into clearing the camp were not worth the time and cost to do so.
  • Once we obtained legendary items, our desire to explore and repeat content went down dramatically.
  • When adventuring, some enemies posed little threat and had very high health pools, which led to boring encounters with no contrast in the action.

We want you to feel like a warrior capable of chopping off heads and limbs as enemies attack you. When fighting a few enemies, you should have to use some skill to dodge, block, or otherwise evade attacks and weave in your offensive. For difficult encounters you should have to plan your approach. Ideally you should never walk up to a monster and stand, unmoving, swinging your weapon into it for five minutes to defeat it. We needed to reduce the slog and ramp up the action!

So, we made the following changes:

  • A new weapon balance scheme that allows us to increase interest and value when looting.
  • Legendary weapon power sits on top of the new balance scheme, making them the undisputed strongest items.
  • Items lose maximum durability when being repaired.
  • Legendary items can no longer be repaired.
  • Enemy Health reductions.
  • Enemy Damage increases.

By making a new layout for weapon power, we can make sure each time you upgrade your weapons, it's a noticeable power gain. We are also able to ensure that when you adventure into the world, you can find new items that are stronger than the ones you can craft! This introduces our new item type, which we call unique items. Unique items are like items you can already make, but they come with an additional power spike. This also solved the problem with legendary items. Now legendary weapons sit on top of the heap of power and are undisputedly more powerful than their epic and unique counterparts. However, they won't last forever. Because items no longer last forever, there are new motivations for you to venture back into the world to acquire powerful items.


The power of these items was then adjusted to go along with the increasing strength of enemies that you will encounter as you progress from the southern desert into the northern reaches of the Exiled Lands. Enemies will gain more health and damage, and you'll need to upgrade your weapon quality to keep up with their rising difficulty. We made the difference between these enemies and the difference in power between weapon tiers more dramatic than it currently is. This was done so the tech progression from one tier of weapon to the next gives you noticeable power gains that feel worth the time investment to get there.

[h2]Conclusion [/h2]

In Chapter 1 of the Age of War, you’ll get updated item and enemy balance, revised stamina costs, stun break removal, and changes to repairing items. In Chapter 2, item distribution will be updated along with adjustments to hyper armor, and attacks will allow rotation.

I hope this explanation has helped provide some insight into the cascading series of changes that can occur when you identify an issue with a system or behavior that we want to correct. Sure – nobody asked for direct changes to stamina consumption, but to apply fixes that were more than simply band-aids, we sometimes need to manipulate several systems you’re already familiar with. We do this sparingly, because we realized that any of these changes in a vacuum could be enough to push some people to stop playing the game. We are always aiming for a healthier and more enjoyable experience for everyone at the end of the day.

All this said, we are aware that the breadth of these changes has some people worried - that they will introduce behavior they feel breaks the game or shifts the meta unfavorably. Rest assured we are aware of the implications of these changes, and we will be keeping a close eye on how they play out to correct any unsavory gameplay that emerges after it has been in everyone's hands for a while. This may mean additional changes to the cost of certain actions, the balance of certain perks, or items, but it will not mean another major rework!

Mystic Masterpieces - Art Contest Winners

MYSTIC MASTERPIECES WINNERS


Phlngha Wgah’n tha orr’e, sorcerous ones! Your winners of the MYSTIC MASTERPIECES art contest have been cast, and competition was fierce. We bow to the mastery beheld by your arcane arts - and without further ado, behold what we beheld:

[hr][/hr]
[h2]
WINNERS :[/h2]
(in no particular order)

These pieces blew us away and truly captured the essence of sorcery as told within the Exiled Lands. The following three submissions will be adapted into in-game placeable picture frames to be added in a future update to Conan Exiles:

[h2]“Guardian in the Unnamed City” by Vladimir[/h2]



[h2]“The Ritual” by Michael [/h2]


[h2]“Witch King of Hyperborea” by Javier Alvarez[/h2]


[hr][/hr]

HONORABLE MENTIONS:

It was incredibly challenging to have to choose only three submissions to be represented in-game, but here’s a slew of standouts we loved (in no particular order, again)

(Sorry, BBCode tables aren't the prettiest)


“Harnessing the Power” by S.H.

“Instructions Unavailable in Darfari” by Frank

“The Necromancer” by Alexander






“Rise of the Ironbound Legion” by Mayhem Manny

“Encounter in the Imp Cave” by Christian

“Sorcerer” by Lukasz






“Return of the First Exile” by Referson

“Botched Creation” by Scalled

“Corrupt Flesh Golem” by Dark Soapstone


And a special shoutout to this piece we received. May the great Jedias watch over Fausto and their entry, “The Sorcerer’s War”:



[hr][/hr]

Thank you again to all the creators who submitted entries for Mystic Masterpieces! Keep an eye out for other exciting initiatives and activities in the future, as the dawn of the Age of War approaches!

Cheers,

The Conan Exiles Team

Conan Exiles Announces The Age of War!

Greetings Exiles,

As one age ends, another must begin.

The Age of Sorcery has brought us a huge amount of content in less than a year - the sorcery system, building revamp, attributes overhaul, new encounters, golem shaping, new characters and stories, and the Journey System redesign. Yet still our forge hammers ring out as the content furnace burns hot.

An ancient empire has set its hungry eyes on the Exiled Lands.

The invasion is nigh.


On June 22, the Age of War begins as we unleash the first of three major free updates, each of which will be accompanied by a paid Battle Pass and new cosmetic Bazaar store items.

[h2]The Road to War[/h2]

The team is thrilled to reveal our roadmap for the new features and improvements coming in the next Age. Please keep in mind that this roadmap represents our current estimate and is by no means an exhaustive list of the upcoming content.


After working on the Age of Sorcery, something the team had wanted to do since the very beginning of Conan Exiles, it is with equal excitement that they have now shifted the theme to the strength of steel and the allure of gold.

In the Age of War, you will experience the Stygian invasion of the Exiled Lands, as they seek to fill their coffers with your treasure. In Chapter One, you will begin filling your treasure room as you hunt for valuables across the lands. For the first time, you’ll also be able to create your own clan emblem and display it on banners, shields, and more. We look forward to sharing more details about these features ahead of the launch of the first Chapter.

After Chapter 1, as you can see in the roadmap, purges and PvE Sieges will be central features in the updates to come.


[h2]Join the Beta on Steam[/h2]

Tomorrow (23 May), we open the Steam Beta for all to try. All you have to do is find the separate Conan Exiles - Public Beta Client in your Steam library and download the game. As work develops, we’ll keep introducing new content and fixes on this testing branch.

Keep a lookout for more news as we approach the release of the first Chapter of Age of War on June 22.

Developer Livestream: The Next Age

Greetings Exiles,

A new Age is upon us! Still reeling from the strife and chaos wrought by Sorcery, the Exiled Lands now face a new adversary looming over the horizon. Gather your courage and rally to our next developer livestream to learn more about the next chapter of Conan Exiles.

Join Lead Designer Dennis Douthett and Senior Community Managers Andy Benditt and Nicole Rasner for the livestream on May 22 at 5:00pm CEST / 11:00am EDT on Twitch and YouTube.

Be sure to visit the following creators too, who will be the first to give you a glimpse into what the new Age might be about by sharing unique teasers. Stay focused!

[h2]Exclusive teaser schedule:[/h2]

KiahOnFire - May 17th at 19:00 CEST - Stream is over, but you can catch the VOD here - https://youtu.be/XCcnhEAArw0

wak4863 May 18th at 17:00 CEST
JordeeKai - May 19th at 23:00 CEST
sema_ - May 20th at 18:00 CEST

5 Years of Conan Exiles!

Exiles!

Break open the casks and unleash the cake, because it's time to celebrate five incredible years of Conan Exiles! Over time, we've seen the game grow bigger than we ever imagined, and that goes for all of you, our community, too! Without your passion and creativity, the game wouldn't be where it is, so thank you all for being here!

To celebrate this, we've put together a video featuring community members, content creators, developers, and everyone in between, sharing their memories in Conan Exiles.

[previewyoutube][/previewyoutube]
[h2]Free Anniversary Bundle[/h2]

Jump into the game right now and grab the free anniversary bundle from the Bazaar. Get a golden pickaxe, put out a colossal cake, and adorn your walls with celebratory skull cake sprays! Mmm... Skull cake.



[h2]Community Streams[/h2]

Join us on Twitch today at 17:00 CEST/11:00 ET for a special stream extravaganza where we'll be playing Conan Exiles, holding quizzes, and reminiscing.

We've also received a ton of amazing stories from the community, sharing their favorite adventures and shenanigans in Conan Exiles, so we look forward to reading these out.

Don't forget that Twitch Drops are still ongoing, so come for the freebies and stay for the banter!

In addition to our stream this afternoon, be sure to visit all the other community streams flying the #5YearsofExiles banner this week on Twitch and Youtube, where there will be giveaways for the Complete Edition and Isle of Siptah Edition!

[h2]Celebratory Sales and More To Come[/h2]

Starting later today (19:00 CEST/13:00 ET) until May 15th, grab a copy of Conan Exiles or gift it to a friend at a 50% discount. If you haven’t conquered the Isle of Siptah expansion yet, that’s discounted too, at 20% off!

Thank you all once again for five amazing years of creating memories in Conan Exiles with us! We can't wait to show you what we have in store for the next one.

As the hourglass turns, a new age must begin...

[h2]A year of Sorcery and Sacrifice[/h2]

Over the last year we've added a huge amount of new content to the game. With all these changes, we wanted to look into what players have been getting up to lately. Apparently, a lot of it is gobbling handfuls of insects. Hey, no judgement here. They're crunchy and nutritious.