

This created a few issues when taking game balance into consideration not only for events, but also for any new balance patch we would release. Additionally, and right until now, we have run our official servers with different XP and gathering settings depending on the game mode.

Why are we doing this? We wanted to rebalance the leveling experience to encourage players to engage more with that world that was previously the case. What does this mean in practical effects? Progression for PVE and PVE-C servers (and those running on default values) will see XP and resource gathering roughly doubled to what the previous default values were, while official PVP servers, who will now run these values as well, will progress at roughly half the speed than with the previous values. This will become the new default on all official servers, and can be customized as usual for those of you running your own servers or playing in single-player/coop. Journey steps will now give less experience while kills and resource gathering events will give more than previously. These changes not only come with a number change in server settings. We have decided to normalize progression on all game modes.

While these have not changed, we have added temperature indicators in the item information box for all such consumables, giving you a better overview of what drinks and foods will modify your temperature. Temperature indicators for consumablesĬertain consumables such as Ice Tea, Absinthe and spiced food will modify your temperature. This bonus stacks with any armor you wear. You are given 0.5 insulation for every point in Survival, meaning you can negate up to 30 degrees if you max out your Survival stat. Your Survival stat will now grant a passive bonus to both Heat and Cold insulation. The old system would show a heat or cold bar but since armors now protect against both heat and cold, we now display both of these independently in the information panel. We also changed how temperatures are displayed in the item information panel. Only a select few armors directly modify the temperature directly anymore. Armors will (most often) give both, but be better at one of the two.Īs an example: Vanir Settler armor, being fur, has a higher Cold Resistance than Heat Resistance. All clothes and armor now have two stats - Heat Resistance and Cold Resistance. This made no sense, so we changed the system to instead use Insulation. This led to the effect many of you have experienced where clothing yourself in cold climates would actually make you even colder. This meant that armors that modified that stat (such as “heat”) was directly modifying the stat up and down. Previously, player characters had a single stat for temperature. Let’s go through the different changes and what they mean.

In large parts, the system works exactly as before but there were some glaring issues with the current implementation that we wanted to change in order for temperatures to be communicated better and more clearly on screen. This is why we’d like to explain in detail what these changes entail and what they’ll bring to the table once they’re out on September 15th for PC, and at a later date for consoles. These changes will not only be in effect for those of you embarking on new adventures in Isle of Siptah, but also for those of you in the Exiled lands as well. With it, we’re not only adding a new map and tons of new content to the game, but also important changes geared towards improving the gameplay loop, normalizing progression across all game modes, adding a new array of settings for PVP servers in order to improve gameplay and make it more consistent and reliable when dealing with the temperature system. The Isle of Siptah Expansion is coming to Early Access on PC, our biggest content release for Conan Exiles to date. Exciting news are coming to the Exiled lands and beyond.
