User:TheLOLxd2/Streams

Funcom Developer Stream - Re-Balancing, VOIP, Testlive (02-07-2019)=

Streaming Schedule Stuff (11:00-15:00): Streaming every week Here's the schedule written out on the forums Thursday's are OSLO based games (Conan Exiles) and published games (Mutant Year Zero, Conan Unconquered)

Conan Exiles Stuff (Starts at 18:00):

Testlive - Rebalancing (18:31-20:47): Trying to make the game more challenging, especially towards endgame content and max players Progression itself smoothing out so that leveling feels smoother More Dangerous monsters who have more health and do more damage Loot tables adjusted of course to reflect this change (more loot!) Undead Creatures are harder to kill Higher level undead enemies will deal corruption damage Several tweaks and changes made to help with performance

Testlive access instructions and benefits (20:48-21:50): Basically, in your Steam Library you have a completely separate install for it Written instructions here Testlive lets you test out what's coming out early and provide feedback. Feedback is really important, so shout out to all the testlive peeps out there!

Exploits (22:40-24:42): Exploit Hunters does work, there is some confusion there what exploit hunters is for. Jens wrote about that here. But Exploit Hunters is used and is very important to Funcom Lots of exploits being worked on, some on testlive now but more are hopefully coming in the next major patch after the one on testlive now Post removals on the forums about exploits are intended to try and keep the exploits from spreading. It does not help them fix it faster by making a post, in most cases they are already working on it and aware of the exploit.

Sorcery Updates? (25:13-26:47): Yes, they are aware of what Joel said back in August during a youtube interview They did go through a design process for Sorcery However, Sorcery is not seeing current active development Funcom's current focus is on bug fixing and core improvements When they have more information on it, they will share it

New Creatures Features and the Purge(26:51-29:40): More snakes, like in the oasis. Lizards added to the desert regions too Snake purges are coming maybe Purges: Lots of new Purge stuff coming that's on testlive Bug fixing and improvements to say the least New types of Purges Vanir Purge Jhebbal Sag Disciples Purge Yeti Purge Alchemist Purge Crocodile Purges Rocknose Purges And shorter versions of Purges More stuff to come Naked Purges fixed

New Lieutenant/Mini-boss Enemies (29:44-35:52) Showcase of some of the new Mini-bosses Added to help make the game more challenging and dangerous Tascha teased that there are going to be more things coming to make the map more interesting Things that happen randomly, for example Mini-bosses are given a random chance to spawn Maybe adding wondering world bosses in the future

Balancing (35:52-37:10) Avatar rebalancing So far just damage updates Nerfs coming for Jhebbal Sag in the future There is a known "issue" with Jhebbal Sag that needs a coder to take a look at it. Jens didn't want to go into detail about it, but said it's something they are hoping to fix soon. Idea is for Avatars to be able to do solid damage, but not be the super nukes they once were

Unnamed City Changes (38:00-41:05) Right now, not much of a reason to go there 8 more bosses being added to the Unnamed City Stationary and not patrolling Own Loot Pools Able to Drop Legendary Weapons and new Legendary Armor Pieces Armor Pieces are not sets Visually, they will look like what you can find in the existing game No DLC armors, base game only They will have special abilities and attributes to them For example, might heal poison, or better durability, or be able to see in the dark Idea for armor pieces is to help shake up the meta a bit More Legendary Weapons also coming down the line Will also drop Legendary Repair Kits They will also drop a Fragment of Power, but Funcom won't reveal more about these fragments just yet. More human NPCS as well to the area (Relic Hunters is the current plan) Unnamed City Changes are not on testlive and will be in a future patch

Mounts (42:53): No plans for mounts right now, possibly ever Funcom did work on mounts for several months back during the EA period. As is well documented, there were several technical hurdles that couldn't be overcome. They have done some testing to see if they could add mounts to the game since then (in one shape or form), but that's as far as it has gone. Jens was pretty clear that it is his opinion that mounts will never find their way into the game at this point This topic was brought up several more times during the stream, not worth adding the various other clips as it was the same information every time.

Map Expansion? (45:45-46:32): Not currently considering adding new areas to the map. This has been very well documented and repeated, see Wiki Link for more info (scroll to the Notes section) Dungeons are in the pipeline (4 of them at last confirmation)

Recycling Machine coming (46:33-47:22): So you can get mats back from found gear or old gear

Role-Playing (48:12): VOIP Update: Completely changing the VOIP system It's not on testlivet yet Possibly more additional features for VOIP, but they don't want to say for sure unless it is confirmed as coming. Biography button is going to be added in Can be disabled or enabled to allow other players to see Notes were added in so you can write on them

Seeing Clan Members on map (52:30): On testlive now

Future DLC News (54:04)?: More info to come when it's available

Character Creation - Recreate hair (56:42): Maybe someday, being discussed

What is Joel Bylos Up To (58:50)? Up to a lot of things, can't be discussed at this time

Level Cap Increase (59:25)? Won't be increased Maybe more feat points

Any Plans on Community Contests? (1:02:44): Yes, nothing specific, but yes

What About Maybe Underwater Dungeons or Hidden Relic Sites or Cities? (1:07:32) Tascha, Jens, and Robtheswede (in chat) all did a wink wink nudge nudge and said this idea would be "really cool." Take that for what you will.

Stream Chat Goodies!

Robtheswede (Conan Exiles Developer):

Player asks: Can you make NPC's able to climb? Robtheswede: I would love to do that, but it's not currently technically feasible

Player asks: Can you make Conan a playable character after "beating" the game? Robtheswede: I'm not going to say "no" but it's unlikely. However, I'm sure a modder out there could make that happen!

Player asks: Will we ever see a two handed axe as a weapon? Robtheswede: You have my word on this: When/if we make a new weapon type - that is going to be the one we make.

Robtheswede: Note to self: Add naked Purges as an Easter Egg (Multigun thinks Robtheswede would actually do this, don't put anything past him!)

Player asks: With the new alchemist Purges, will this make it easier to get the black and white dyes? Robtheswede: Indeedy!

Player comments: Spears are OP Robtheswede: We're doing changes to spears on Testlive if you haven't noticed. Baby steps though, we can't make a total 180, but there are changes to weapon balances coming, they're just tricky to do because they affect the game greatly.

Robtheswede: Testlive currently has about half of the avatar fixes out right now, there may be more coming, feedback is always appreciated!

Player asks: Will the Ice Wyverns be given the correct colors for the head trophys? Robtheswede: If you mean the "White Dragon", we will at some point but other priorities are higher right now

Player asks: Would you guys consider adding more Knight Armor Sets? Maybe an alternative to the awesome Silent Legion? Robtheswede: Patience, we'll get there.

Player asks: Can we also get a trash can that just destroys anything that you cannot recycle? Robtheswede: I was considering that. If enough people want it, I'll make it.

Player asks: Any news up new or upgraded Trebuchets for raids? Robtheswede: I don't think we'll do an improved trebuchet, but we have internally been talking about adding more ammo for the current one.

Player suggests: I suggest instead of adding more ammo types, an entire overhaul of the siege weapons is done. A lot of players just use firebombs and explosives anyways. Things that would be cool would be like using rhinos to drag siege weapons, and better siege mechanics. Robtheswede: We have talked about that too, as well as new ways of defending the base. It's not something we're ready to talk about in detail officially though, because we haven't really decided on anything final.

Robtheswede with regards to Level Cap Increase: We have spoken about a system to "fake level" past level 60, it would only give out more feat points though.

Player Asks: Any plans to update the farming system at all? Robtheswede: Depends on priorities and time. I would like to, but at the moment, it's hard to tell.

Dev Stream: Testlive Update with Oscar and Jens (11-23-18)= 2 Week Recap (6:53):
 * Patched PC, PS4, and XBOX
 * Fixed Thrall Recipes in last patch
 * Jens pleads on his hands and knees to please be as detailed as possible with bug reports
 * Oscar further adds there is no such thing as too many details.
 * Community bug Trello board launched - Link here
 * Can follow the internal progress on the most commonly reported bugs and issues
 * Will be updated whenever progress is made or further notes are added
 * Can also vote on issues most important to you. This is under the "For Prioritization" category.
 * Testlive patch launched Link here.
 * Lots of stuffs in it
 * Separate client can be downloaded for testlive, completely separate from the main game. No more having to jump back and forth between versions anymore

Bow Changes (13:18):
 * Changes were made because people didn't like the current/old system that was patched in right before EA was finished. They wanted to make bow combat more fun and "feel good." (summarized, Oscar talks about the reason in more depth in the first minute or so)
 * No more 3 shot Combo on light attack
 * Goal was meant to taper shoot and run tactics
 * The new light attack is what used to be what players saw as the 2nd shot in the combo chain for bows.
 * Right click/heavy attack changed as well
 * Power shot, or charge shot, is back!
 * Hold right click as long as you want, and aim. Woohoo!
 * Hold it down long enough, and your arrow starts to glow. That means your attack is fully charged
 * It doesn't drain a ton of stamina, it just discourages campy behaviors
 * Release the arrow by left clicking
 * Fully charged takes advantage of head shot bonuses.
 * Fully charged shot is flatter, easier to aim as well.
 * For the controller, you use right trigger to aim.
 * You can use right bumper to shoot, or left trigger
 * Continuing to hold charged shot will consume stamina
 * Being hit in charge shot interrupts your charge shot
 * Left click attacks are the same damage as before. Right click attacks are stronger, only if fully charged, then before.
 * NPC's and Thralls will utilize charged shot as well
 * There is a bit of randomness to how long they choose to hold it to be less predictable
 * Movement still reduces accuracy

'''More Dungeons and/or new biomes? (23:00)''':
 * No new biomes planned at this time
 * More Dungeons are planned
 * Multigun's Note: At least 4 more have been quoted by Oscar in the past

'''When will the testlive patch be pushed to live? (23:45)''':
 * No timetable, when it's ready, etc

Arrow changes (25:37):
 * Filled the tier gaps with higher tier arrow types.
 * Razer, hardened steel, and starmetal do more damage
 * Light arrows are much cheaper to make
 * No more feathers needed
 * Reduced damage that light arrows do since they are a utility arrow
 * Snake arrow changes
 * Reduced physical damage to minimum amounts
 * Poison damage remains unchanged
 * Crafting costs changed so they are not as cheap to make (small bug with that but will be fixed in the next testlive version at the time of this writing (11/26) )
 * Gas arrow changes
 * Crafting costs were changed, they now take gas orbs
 * Higher Tier Priests reduce cost to Snake Arrows? (Player twitch question):
 * Oscar says yes, he believes so
 * Are Blunt arrows working now? (Player twitch question):
 * The damage seen is supposed to be stun damage
 * After it was pointed out by another player that blunt arrows are doing health damage, Jens and Oscar said they would further investigate this report
 * Healing arrow changes
 * Cheaper to make as well. They take waterorbs instead of dragonpowder.
 * All special arrow changes
 * They are now lighter to carry.

'''Are there changes coming to the poison potions? (Player twitch question) (32:00)''':
 * Oscar agrees it's not where it needs to be and would like to see poison applications used more widely (like on daggers). Oscar said that they just need to figure out a better way to do it.

When are males going to get lip selections (Player twitch question, though the player was more asking about modding applications in this particular question) (32:23):
 * Oscar agrees that he would love more character modeling selection choices. He doesn't know if or when that kind of change would be implemented.

Throwing Weapon Changes (33:30):
 * You can now recover your throwing weapons after they hit a target (NPC, Monster, etc)
 * You can loot them from the corpse after you have killed the target
 * You can also loot them from a ground or object when you miss
 * Throwing axes now stack and no longer have durability points (thus they will never break).
 * Javelins remain unchanged as far as stacking and durability.
 * If another player throws a throwing weapon at you, and it hits you, then it will show up in your inventory and you can reuse it as well.
 * If you have an empty bar slot, the weapon will show up there and you can utilize it there almost immediately.
 * It is possible to have a javelin and a throwing axe and throw both separately.
 * You can technically throw weapons at your own Thralls to equip them that way
 * Throwing weapons will always cripple now regardless of body part hit
 * Throwing axes have a new particle effect as well as a new throwing animation
 * Recovery time to throw another axe is faster now too
 * Throwing weapons aim compensation has been removed
 * Multigun's Note: I'm a little confused on this one since I don't have a lot of experience with how throwing weapons behave now.
 * Check out the testlive notes for this one, but essentially it should make hitting targets easier while still requiring the player to aim in the direction of their intended target.
 * You can make your shots more skillful now, like aiming and firing when you predict a player will come out from a corner.
 * Auto Aim still hits the center target of the player.
 * Throwing weapons gain extra damage on headshots
 * Throwing weapons are affected by accuracy perks when thrown, strength when used in melee attack combos
 * Throwing axes can be used at anytime in a combo
 * They replace the combo move that would normally be there, with a throwing axe being thrown instead, while still allowing you to continue the animation (example at 45:40)

New Jumping Animations (48:22):
 * New jumping animations depending on what you are doing and encumbrance
 * New animations for landing from different heights and animations for falling
 * More jumping animations are being added in like animations for falling in the water and landing on people

New Weapon, the Katana (51:49):
 * Oscar actually helped with some of the motion capture stuff for the animations. The start of the Katana development anyways.
 * Multigun's Note: Oh please, PLEASE PLEASE PLEASE let there be footage of Oscar in a motion capture suit doing these animations somewhere
 * Apparently a lot of the various members of the dev team have modeled for the early stages of various weapon animations, later cleaned up by the animators.
 * The Katana in Conan Exiles is not meant to be historically accurate, but more to the tune of what your character would do with no to little experience with a Katana and what they would do to survive in combat with a Katana with so little experience
 * Katana light attack inflicts bleed.
 * Heavy attack is a charged up attack
 * Hold right click to charge, the sword will shimmer when it's at full power if you want to use the full power of the attack
 * Click the left mouse button to release the hold (like the charge bow attack)
 * Cannot move while charging
 * Charge attack goes through enemies
 * Good way to escape if you have been cornered by an enemy. You can charge through your enemy using the sword to escape
 * There is a current bug on testlive at the time of this writing (11/26) that makes the heavy attack do more damage than it should. That will be fixed in the next testlive patch.
 * The heavy attack, like the throwing axe, can also replace parts of the light attack. So you can heavy attack three times, and then do the final light attack
 * Katana damage is not final
 * Testlive currently has only two types of Katana's, early level Katana and end-game katana
 * Currently no obsidian katana, but there is a legendary Katana (per Robtheswede)
 * Damage wise, Katana is in-between spears and hammers, but less then the greatsword in damage
 * Armor penetration is equal to that of the greatsword
 * The Katana is not DLC exclusive
 * The final final animation, either after finishing a full combo, or after initiating at least 2 attacks and waiting, will remove blood from the blade.
 * It has no in-game impact, it's just cosmetic.
 * You can cancel this animation with any type of movement
 * Like any 2 handed weapon, the Katana offers a kick combat move

'''Any plans to have auto pickup for arrows/axes/javelins to make them a little more cost effective? (Player twitch question) (1:05:00)''':
 * Oscar: Not right now, but perhaps. There are some concerns with auto picking up things you don't want to pick up, causing inventory clutter, so they will have to think about it.
 * Oscar thinks its a good suggestion and he would like to implement an auto pickup in general, but it's very difficult to determine what the player wants to pickup and what do they not want to.

Twitch Chat Notes
''Multigun's Note: Not time stamped, just general tidbits I found throughout twitch chat that I felt were relevant, helpful, or informative in addition to the stream. Sometimes I summarized the answers rather then direct quotes or made corrections.''

Answers provided by Nicole and robtheswede
 * Nicole is a Community Manager for Funcom, though her home base is in North Carolina rather then Norway like most of the team who worked on Conan Exiles. She regularly provides great helpful information for the community. Yay Nicole!
 * Robtheswede is yet another amazing Funcom coder. He works his rear end off and deserves nothing but praise and acknowledgement for everything he has done for the game, as well as for the modding community.

Player asks: When does the update go to Xbox One? (meaning the testlive update)
 * Nicole: No specific date. It's only on testlive right now so once we're satisfied with the changes/feedback we'll move it to live for all platforms.
 * Multigun's Note: Testlive branch is only available for PC for a number of reasons. Testlive is also, as Nicole says, for testing purposes only. Consoles aren't being left out in the cold or anything here.

Player asks: Will the glitchbases/undermesh - under the map bases get fixed?
 * Robtheswede: It's being worked on
 * Nicole adds: This particular issue is viewable on the Trello board.

Player asks: Explain why you don't fix things like tier4 thrall spawns when it's a "simple" database change
 * Robtheswede: The patch on testlive right now should have that
 * Robtheswede later added: Player posts and reports about the various tier4 thrall spawn issues were very helpful

''Multigun's Note: From my own extensive modding experience in this category, it's not always a simple database change for every single Thrall issue. The spawn points themselves are not a database change, they are a map change, and there are other elements in play that can impact how Thralls spawn.''

Player asks: Any chance of mayhem servers making a comeback?
 * Nicole: I don't think we currently have any plans. But I can check with the devs.

Player asks: Any thoughts about reducing (merging) the number of official servers?
 * Nicole: No talks about this currently, I don't think.

Halloween Event and Community Showcase Stream (10-26-18)=
 * 2 Week Recap (1:47):
 * Patched PC, PS4, and XBOX
 * Aware of some issues that cropped up
 * (Something I didn't understand that Jens said)
 * Thrall and Pet hunger issues (floating Thralls later mentioned again in the stream as a known issue linked to this)
 * Corpses disappearing (recurring)
 * Opening door issues (console, I believe)
 * Performance issues ("specifically" as quoted by Tascha and Jens)
 * Purge Bar issues (shout out to Palm)
 * All of these and other stuff being worked on
 * A reminder to always be as detailed as possible with your bug reports (as a mod author, I second this statement)
 * Goal is to have some of these fixes in time for the Halloween Event


 * Shoutout to Scooper, a thank you from AtzerriGold for helping launch the RP Aesthetics mod (03:17)
 * Multigun's Note: An additional thank you as always to Scooper as well for all the stuff that he does for the modding community


 * Pumpkin Carving Contest (03:38):
 * Carve Conan Themed Pumpkins
 * More details here
 * Winner gets all the DLC's up to this point, as well as a cool Art
 * Any person who participates gets a participation trophy in the name of a DLC key of their choice


 * Increase decay timer by 1 day (07:24):
 * More details here


 * Mod Categories Added (08:16):
 * Breaks mods up into categories, makes things easier to find
 * Shoutout to the modder who helped test and write the script needed for this (Steam doesn't have this built int)


 * Automod Downloader (09:37):
 * Very close to being done, anticipated to be added in one of the next major patches


 * Halloween Event (10:33) (spoilers!):
 * Exile lands will be cloaked in a blue aura
 * Moon change
 * Torch and other fire type colors will change
 * New halloween theme sound effects added to doors and such
 * Meteor's won't damage buildings or players
 * Meteor spawn timer won't be super high on official servers
 * Adjustable in the ini for single player and private servers
 * Will be often enough on official servers that everyone who plays should see a meteor drop
 * Event starts on October 31st
 * Will run 1 week
 * Will be patched in, and removed once it's over
 * Meteor's can be harvested with your average pickaxe
 * Random stuff awarded
 * Higher tier picks will award slightly higher rewards
 * No Thralls as rewards
 * Meteor's will spawn all over the map
 * Potion of Lost Souls:
 * Drink it, and you will get a bunch of random status effects
 * Decay timer
 * No changes to Purges during Halloween Event
 * NPC's will remain the same, so no armor changes or whatever


 * More Events are planned besides Halloween (22:30)


 * Exile Lands Improved (30:02):
 * See the mod page (linked) for all the awesomeness that is this mod!
 * Seriously, go check it out if you are into mods.
 * Did I stutter?


 * Exploit and hacker bans (31:13):
 * Funcom has banned and will do so again when people exploit or hack


 * A note about future content (38:19):
 * Multigun's Note: This has been stated repeatedly in the past, but more notes about it is always good.
 * Pet mechanics still need some tweaking
 * Focus going forward for the immediate future is improving core features
 * AI and the Siege System were mentioned (Oscar looks to be heading the Siege System Revamp)
 * Adding commands to Thralls like Guard, or be defensive, etc
 * Multigun's Note: The Purge has been mentioned as a focus area in the past as well


 * Add mods to the base game? (44:59)
 * For a number, of reasons, not happening.


 * Building Loading Performance Update? (1:47 46:35):
 * Still ongoing


 * Future tutorial stream on how to make cool buildings! (52:27):
 * Will feature members of the community to provide tips and tricks


 * Next Week's Streams (59:52):
 * Mutant Year Zero stream on Tuesday (Funcom is the publisher for Mutant Year Zero)
 * Halloween Stream on Halloween (October 31st)
 * Will last a bit longer than usual streams