PC Hotfix (20.11.2019) 440900 Conan Exiles

PC Hotfix (20.11.2019)

Greetings everybody,

We're deploying a new hotfix that addresses additional instances of code injection into game files.

We'd like to thank you all again for your patience and support.

Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.

  • Fixed additional instances that would allow for malicious code to be injected into game files.

PC Hotfix (18.11.2019) 440900 Conan Exiles

PC Hotfix (18.11.2019)

Hey everybody,

We’re deploying a security hotfix to fix an exploit regarding code injection.
Thanks everybody who came forward and made us aware about this issue.

Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.

  • Fixed a vulnerability that would allow for code to be injected into game files.

Alpha 18.1 patch is out! 251570 7 Days to Die

Alpha 18.1 patch is out!

Hey folks,
He just released Alpha 18.1 b7 patch to stable. Lots of good tweaks and fixes enjoy!
Should be compatible with old saves.

Official Release Notes[7daystodie.com]

Official 18.1 Bug reporting Thread[7daystodie.com]

FAQ about Thrall/Pet Leveling and Limiter 440900 Conan Exiles

FAQ about Thrall/Pet Leveling and Limiter

Dear exiles,

On Tuesday, we announced that we're rolling out Attributes, Perks and leveling for pets/thralls in a future update. You can read the full announcement in this post.

The TL;DR is that this new feature will make individual thralls/pets more powerful and also makes engaging with them more rewarding.

At the same time, we're implementing a limit on how many thralls/pets you can own at once. The details about this limit can also be found in the post we linked to above.

Naturally, a lot of you had questions about pet/thrall leveling and the limiter. We addressed these in a livestream on Thursday, which you can see below, but if you're not able to sit through an hour-long video we've posted an FAQ below the video. You can also check out Multigun's thorough summary of the stream in this thread[forums.funcom.com].

FAQ about thrall/pet leveling and limit:
How many pets/thralls can I have following me after this update?
  • Still just one

Thrall/Pets Limit
Will there be a “grace period” where players can remove unwanted Followers without killing them? How, specifically, will removing old thralls work? Which thralls/pets will take priority when being removed?
  • We are planning to allow for such a grace period when this rolls out, where players can remove old pets/thralls using the Break Bonds command so their total number of pets/thralls moves below the maximum allowed number.
  • When the grace period is over the system will periodically delete a random active pet/thrall. At the moment this happens once every 30 minutes, but it might change before the feature goes live. Remember that pets/thralls in crafting stations (or in storage boxes) won't count towards the max limit and will not be removed.
  • Break Bonds will remove the thrall from the world and leave behind a loot bag with all their old equipment, so you won’t lose those resources.

When does the system start removing thralls?
  • The length of such a grace period hasn't been decided yet, but we will announce this once we've decided.

How was it decided to limit a full clan to 100 followers?
  • The limit was decided after talking it through with programmers and designers and reaching an agreement that would allow for enough protection for a decent sized based and still be a viable gain in terms of performance.

Can you turn this limit off in a single-player game or on a private server?
  • Yes, absolutely. This was mentioned in the post we put up on Tuesday.

Current numbers mean that in a 10 man clan, you can have 10 Followers on average per person. Wouldn't it be better for that clan to disband and have everyone run solo, thereby discouraging large base builds and clans?
  • You can of course do this – but there are other gains for being in a clan than just thrall limits. You won’t be able to help your friends out in PvP situations, etc. The amount will not be increased.

Let’s say we’re a clan of 10. If one of us leaves the clan, will we suddenly lose 5 random thralls? How soon will we lose thralls/pets?
  • The periodicity is set up as a server option. The period is one thrall being purged every 30 minutes (at the moment)

Will PvE and PvP have separate Follower caps? PvE rarely has people covering the whole map like in certain PvP scenarios. The cap seems low for PvE.
  • Official servers will all have the same cap. Private server admins can set their cap to whatever they please. We won't distinguish between PvE and PvP modes.

Will this limit address the thrall decay system and the fact that it only seems to work intermittently? Some PvE servers have a lot of orphaned thralls remaining from departed clans.
  • The limit itself does not interact with the decay system as such; they’re separate systems. We also want to remove orphan thralls but this system does not specifically target them.

Is there going to be a tab available in the inventory/anywhere where we can monitor and view how many thralls/pets the clan owns?
  • Not in this patch, but we have considered doing that in the future (for example, being able to view this through the Thrall Pot and Clan UI)

Will the ability to order thralls and pets to stand down/be passive be implemented as well?
  • Not for this patch.

Will mounts be counted in the Follower limit? What about dancers?
  • Yes and yes.

Will a private server be able to lower the number of Followers even further?
  • You can, yes.

Old Thralls/Pets vs New Thralls/Pets
What happens to my old thralls/pets when the leveling system rolls out?
  • So called "legacy followers" (pets/thralls) that have been placed out in the world will have 0 in all Attributes and 0 potential for growth. The leveling system will not apply to them.

Will “stored” Followers be considered part of the “old system”, or once placed, after this update goes live, be useable under the new leveling system? If I have unbroken thralls “cooking” in the Wheel of Pain, will I be able to level them if I keep them tucked away somewhere until after the update?
  • If you have a thrall/pet tucked away somewhere, and then place them out after the leveling system goes live, they will be able to level up and gain grow their attributes.

Why can’t the leveling system be added retroactively to old thralls?
  • It is technically a much more difficult task to do so because the stat system would need to be split into two separate progressions that would read from separate tables. Additional resources and time would need to be spent on maintaining both new followers and legacy followers. We felt our efforts were better spent on adding new content and systems into the game than spending those resources on legacy followers.

Will I have to “re-farm” all my thralls?
  • Yes, unless you have some tucked away in a box somewhere (or you want to keep the old ones for some strange reason).

How many thralls/pets will I have to farm in order to get the stats growth I want?
  • That’s hard to tell, but the thralls that are currently worthwhile are still worthwhile getting. If you want the absolute maximum super-uber mega-combo of death and health, it’ll take a while longer because you’ll be wanting a maximum growth rate for certain attributes as well as the right perks if you’re going for “pure perfection”.

When you say that old followers will be less powerful, how less powerful? For example, if I take my actual Spinas and I capture a new Spinas, will the level 1 new Spinas be as strong as the old one, or a bit better or worse? How much stronger will a fully leveled Spinas be?
  • Your old thralls will not compare at all. The reason for this is simply put that the system we are putting in is not compatible with already spawned thralls, so they cannot gain access to bonuses from growth or things of this nature.

As with Pets, I would like to also name my Thralls. Can I do that after this update?
  • Not yet, but we want to implement this.

Stats/Stat growth/Leveling
Followers won’t have a Grit stat at all? Can’t you give them Grit but give it a new purpose like increased Health regen out of combat or something?
  • We did discuss it and there simply wasn’t enough time to pull that through. The same goes for Encumbrance incidentally. Also – looking back at it now, it might’ve been a good thing; this way we focus more on the stats that matter more.

What level would non placed thralls/pets be? Like when I pull one out of a Wheel of Pain or an Animal Pen?
  • They all start at level 0 and max out at 20, so you have 20 level-ups. That goes for admin spawning as well.

Does the thrall have to make the killing blow to earn exp? If the thrall has a truncheon does knocking out other potential thralls count for exp?
  • No – the thrall does not have to have the killing blow, but they have to be following you when something dies near you in order to earn XP. Knocking out does not count for XP in terms of kills.

If I kill something does the thrall get exp? If so, how far is the range of the exp the thralls get? Do they simply have to follow me, or can they be stuck somewhere and get exp before they teleport to me if I am killing something?
  • Yes, as long as it follows you, the distance shouldn’t matter

Will equipment that has bonus stats increase the thrall’s stats? Like an axe that gives +5 strength, will the thrall get +5 or a lower amount or none? Same question goes for armor bonuses
  • Yes and yes – you can finally pump up your thrall by putting on actual stat armors and weapons.

Can you get a follower with perfect growth in all stats?
  • No – however, you can get followers that have very very high growth in stats you care about. A perfect 100% growth chance for all stats cannot be reached.

Is the growth system completely random?
  • No – it's based on faction and tier. There is some randomness on top of that. Darfari always start out with some basic points in Survival as an example, and they are generally more prone to have a higher growth for Survival, but you MAY get a Darfari that has a very high growth chance in Strength or Vitality instead (or both)

Are there still going to be “thrall tiers” depending on faction, etc? Are Volcano thralls still more powerful than others or will those differences be evened out?
  • Yes, and yes and yes and no. Tiers still matter – but you MAY encounter a lower tier thrall that – by pure random growth chance – has a higher potential than a higher tier from the same faction. Volcano thralls are still very powerful, as are Relic hunters. We have had cases internally however where I’ve run around with a Tier 2 Exile with 5000 hitpoints simply because the gods blessed him with good genes (perks).

Will Purge Followers be unique from T4 Followers?
  • Not to start off with – we may do this after we see the system live for a while.

How will the leveling system impact pets? Pets are largely less effective than Thralls, as thralls can equip armors and weapons. Will a level 20 elite pet be weaker than a level 20 Tier 4 Thrall?
  • Pets will be – on average – on par with thralls. Their base attacks are modified by their level and strength same as thralls, and in addition, they gain more armor than thralls from base progression since they cannot equip armors.

Will a regular pet be able to “evolve” into a Greater pet?
  • No – however – basic pets can become on par with a greater pet (and in some cases, given enough luck, better) with this system. You may encounter situations where a normal Rhino will beat the snot out of a Greater Rhino (although this is admittedly rare).

Will this in any way alter the equipment decay for thralls? Maintaining armor decay on 10 thralls doesn’t sound like fun
  • Thralls to my knowledge do not lose equipment durability unless someone shoots them with acid arrows.

Will Potion of Bestial Memory also reset the Follower attributes?
  • No

Will followers be susceptible to temperature?
  • No

How will the witch doctor pets that you create in the firebowl cauldron be affected by the new system? Will they still have bleed and poison immunity like undead NPCs? If they do have immunity how is the Survival stat dealt with when they level up, because they would have no use for it?
  • They still have immunity to poison and bleed. Survival still affects them for other things like cripple, or other over-time effects

The perks that come along with leveling new followers, will they be selectable or are they fixed for a given follower?
  • Randomly selected from a range available to the race – so no, you can’t select which perk to get

Unless I read it wrong, it sounds like perks aren’t guaranteed? Are perks randomized across the board or per Follower class/type?
  • Perks are guaranteed at specific levels (typically level 10, 15, 20). The specific perk your pet gets is not guaranteed.
  • One may get “Jack of All trades”, “Unfliching” and “Bestial Strength” while another gains “Paragon”, “Unholy Strength” and “Bird Brain”.
  • Perks are given out based on the race of the follower – Birds, Reptiles, Humans, Apes, Undead, Canines, Felines, etc.

Are the perks like player perks?
  • No, the perks are stat modifications (so far). We would like to make more perks that alter the gameplay of pets and thralls but it’s too much work for this patch.

Are any of the perks non-combat related?
  • I would say they are all combat related, given that we focused on making stats from pets and thralls be centered around combat.

I play Solo/Co-op on PC. At end-game, I use the keystone to replay (reroll.) The new character uses the old map with all the old buildings, crafters, and followers in place, but they are hostile to the new character. How will this system treat those ‘abandoned’ followers? Will they still be there for my “mock raiding” on old bases? Will they be considered as my new character’s followers in the total count?
  • Abandoned thralls do not count to your new characters maximum. Decay may be a factor but if you’re playing in singleplayer, there are options for that in the “server” settings.

You mentioned in the article that the system will be moddable? Would that include the possibility of player’s choices in which stat to increase for their followers? I don’t understand why this is not an option already.
  • We didn’t want players to be able to pick and choose. Think of perks as flavor that adds a spectrum of random bonuses to followers. The system behind the tables is in code, but levels, specific perks, stats and suchlike are fully moddable.

Will private server admins be able to break bonds with thralls belonging to any player?
  • Only the owner of the thralls can break bonds. Admins can get rid of thralls by Shift-Delete.

Might we see a return to thrall feeding out of necessity?
  • Unlikely. The reason we took that away was that it also produced a certain server framerate overhead, given that it had to keep track of thralls. However. You can now heal your thralls and pets by giving them food from their diet table. Doing so will heal them over time.

The Tree Fix Update 252490 Rust

The Tree Fix Update

Halloween is over, trees are fixed and more optimizations, fixes and improvements.

  • Added team chat.
  • Added chat pop-up menu when clicking a chat message.
  • Added chat muting.
  • Added "mutelist", "unmute" and "unmuteall" console commands.
  • Added Hover Loot, default keybind is hold H.
  • Can now hold down on the Give, Take and Drink buttons to automatically transfer water.
  • Added new map marker for multiple vending machines in close proximity
  • Added teleportlos admin console command to teleport along the line of sight
  • Can open debug log file from console screen
  • Added in game report system (halloween patch)
  • Added notification system on main menu
  • Added Medium Battery
  • Added "rWm/Rust Watt Minutes" energy storage system
  • Added manual Depth of Field mode
  • Fixed the delay before firing the second shot with each new bow.
  • It is no longer possible to accidentally drop an item in the space between your inventory and your belt.
  • Fixed several ways in which the chat window could get stuck open, without input, leaving you unable to move or chat.
  • Improved reliability of tree harvesting mini-game
  • Fixed hot air balloon parenting exploit
  • Fixed late entity pop in when moving very fast
  • Fixed minicopters floating in the air if the ground they were resting on was destroyed
  • Fixed horses floating in the air if the ground they were resting on was destroyed
  • Increased horse frame budget from 0.334ms to 1ms (smoother horses)
  • Fixed Cargoship hull interior culling on low object quality
  • Fixed missing dune meshes at the water well
  • Fixed small refinery placement on ice, rocks and uneven surfaces
  • Fixed deploying on Cargoship rudder
  • Fixed compound awning culling
  • Loot actions are now queued so that items are looted one after another, instead of simultaneously.
  • You can now right click an inventory item to move it to your belt.
  • You can now drag items directly into/between locker slots without having to swap sets first.
  • Added clothing icon to locker clothing slots.
  • Extensive rework of monument LODs
  • Campfire flames and smoke now move directly upward, even if placed on a slope.
  • Large furnace can be placed on world layer (rocks)
  • Small water catchers can now be placed on construction

Follower Leveling System and Follower Limit 440900 Conan Exiles

Follower Leveling System and Follower Limit

Dear exiles,

As you know, we're working on adding mounts to Conan Exiles. You may also know that we're adding mounted combat, so you can crush your enemies and drive them before you using weapons from horseback.

What you may not know is that we're also adding a leveling system for Pets and Thralls (collectively called Followers going forward). Please note, this is only for Thralls and Pets you can place out in the world and have follow you, not crafting thralls.

The upcoming leveling system allows you to to level your followers through combat in the same fashion that you do as a player. Leveling a Follower grants them stat-points that are automatically distributed through a weighted system (see below), and these stats grant various bonuses such as improved health, improved damage, and so forth.

How does it work?


Stats for Followers are based on what you might expect in Conan Exiles: They use the same stats as a player; Strength and Accuracy improve melee and ranged damage; Vitality determines the health of a Follower, Agility grants a bonus to armor, and Survival reduces the effects of negative debuffs on the Follower. Endurance and Grit are not used for Followers, since no-one wants to have a Follower that all of a sudden runs out of stamina mid-fight and has to go and have a lie-down, hilarious as that might've been.

When placing a Follower, they have a base level and base stats. Different Factions and Tiers of Follower have different base stats and base level. As an example, a Darfari Follower will typically have more Survival, while Votaries of Skelos have more Vitality. Higher tier humanoids (Fighter III for example) may start with even higher stats. Stats are also affected by worn items, such as armors and weapons.

These stats inform secondary stats, such as damage, hitpoints and resistance to debuffs in the same manner as they do players. All the effects from stats can be viewed by inspecting your Follower with the radial menu and selecting "Info" from it.


As mentioned before - Followers have a base level. They also have different learning curves; some may level slower or faster than normal. You will need to find out which of the factions and races that level the slowest/fastest yourself. However, it should be said that the slower a Follower levels up, the more powerful (on average, given the variance of growth curves) they become.

The maximum level for a Follower is currently set to 20. This is not to be measured up against player-levels, as Followers gain more points per level than a player.

How do I level up my Followers?

Having your Follower come with you and being a part of combat will award them experience points in the same manner as your character would normally. Crafting, Exploration and other activities will not grant your follower experience. Easy prey like Hyenas are ideal for a newly obtained Follower - although you may opt for a more risky approach and take your newly hatched Spiderling to the Unnamed City. It's risky but if you're careful this strategy may work out for you.

An important note here is that your Followers only gain experience points while they are following you. You will not be able to post your followers in a circle around a world boss and just wait things out.

Stat growths

Your Followers have a growth-curve for each stat, represented as a percentage value. This is how likely it is for the stat to level up when your follower levels up. This growth-curve is largely, but not always, the same throughout factions for humanoids/races as for animals, but you may find rare outliers that will prove to be extra useful. Keep a look out for that extra rare super-ostrich and get your own Battle Chicken!

The growth-rates make it easy to see if you really want to keep your new Follower or dismiss them.

You can dismiss your follower by using the "Break Bond" command from the radial menu. This will immediately remove the Follower from your employ - no more dragging them over to the Volcano in order to watch them die horrifically in lava (although if you are in a particularly nasty mood, you can still do this, of course).


Followers may gain perks as they level up. These perks further enhances the capacity of your Follower. The more specialized the perk is, the more bonus it will grant. Followers may have up to three perks once they have fully leveled up.

What will happen to my old pets and thralls?

When this new system comes into play, your old Followers will be less powerful on average than the new Followers. The new thrall leveling system won't roll out retroactively, so old Followers will be without levels, stats and perks.

Why are we doing this?

We have been wanting to incorporate a leveling system for Followers in Conan Exiles for quite some time, but the timing has never been quite right.

With the implementation of Mounts, we felt there was no better time to implement this system than now. Finding super-rare followers will now be a more rewarding experience, as you can now nurture them further and make them stronger by taking them into battle.

In short: We wanted to have a system that is interesting to dive into while also making each individual Follower more special.

What about Modding?

The leveling curves, base stats and growth potentials are all fully moddable through tables. There will be a guide available for modders on what the different aspects of pet leveling and growth are available.

Thrall and Pet Cap

Thralls and Pets will become a limited resource going forward. Specifically - [cur]placeable[/cur] combat thralls and pets. You can still have as many crafter thralls as you please. When Follower leveling rolls out the Follower limiter will also be set in place.

How does it work?

A player/clan will have a maximum amount of Followers available to them. This maximum amount grows depending on the amount of members in the clan. A solo player will have a maximum of 55 available Followers. If they create a clan, and a new member joins the clan, this maximum goes up by 5 to a maximum of 60. Each new clan member will add an additional 5 to the maximum allowed Followers. A full clan will have a maximum limit of 100 placed Followers total.

Do note that these numbers are not final, but largely represents the growth of the cap we want.

Is this the case for private servers as well?

Partially - private servers MAY opt to use the system if they like but it's not mandatory and is part of the server settings. Your server admin may allow a bonus of 400 thralls per additional clan member if they decide to use the Follower limit.

What happens to Followers already placed when the patch hits?

Since we need to implement a limit for followers, random followers will be deleted periodically until the cap is respected. We recommend organizing any thralls you definitely want to keep before the patch hits. We are not able to allow you keep "legacy Followers" that go over the Follower limit (let's be honest here, no-one should have 400+ Followers strewn about their base as a means of lagging out other players).

Why are we doing this?

We are doing this for multiple reasons, first and foremost of which are reducing lag and increasing server frame-rate, especially for consoles. In addition to this, a limit like this will make building enormous landclaim areas more difficult to defend, which is one of many steps we intend to take towards solving problems with sieges and PvP going forward.

More info on stream

Join us on our streaming channels on Thursday at 5pm CET / 11 am EST / 8am PST where we will go into further details about the new Follower leveling system and the limiter mechanic.

Please direct any questions you might have about the leveling system and the limiter to this forum thread[forums.funcom.com] and we will endeavor to answer them on stream.

Alpha 18 Stable is out! 251570 7 Days to Die

Alpha 18 Stable is out!

To make Alpha 18 a great build we combed through hundreds of community reviews and forum posts to compile a large list of the most common Alpha 17 feedback. You spoke, we listened, and committed a ton of effort and resources to address what the Team and Community felt needed improving.

We think folks will notice this effort and believe Alpha 18 to be by far the most impressive version of the game to date. And if you haven’t played it for a while we suspect you’ll come back.

Official A18 Release Notes[7daystodie.com]

PC Patch (24.10.2019) 440900 Conan Exiles

PC Patch (24.10.2019)

Greetings Exiles!

We’re releasing a new patch with fixes to many of the performance issues introduced in the latest patch. These should solve many of the low FPS and abnormally long load times you’ve been sending us feedback about.
We have also bulked up in cough syrup and distributed it to thralls and player characters to stop the pneumonia outbreak when they were idling, as well as fine-tuned the running stop animation.
Many of the issues regarding altered item stats (such as different temperature protections) should also be tackled in this patch, along with some other bugfixes.

Thank you for your continued support and for your invaluable feedback.

Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.

Currently Known Issues

  • We’re aware of an issue with missing SFX for NPCs and player characters, particularly during combat situations. We’re working on that and it’ll be fixed in the next update.

  • Optimized some material and texture sizes to generally improve performance.
  • Optimized current assets to improve performance.
  • Fixed a number of crashes related to asset conflicts.
  • Optimized files by deleting outdated and invalid assets.
  • Additional file size optimizations to improve performance across the board.
  • Increased the amount of logs in case of blueprint Virtual Machine crashes.
  • Fixed incompatibility with upcoming Windows 10 20H1 update (currently Insider Preview).

  • Fixed an exploit regarding infinite stamina
  • Battle Standards can no longer be used to prevent players from placing objects around their base.
  • Fixed an exploit regarding undermeshing.

  • Fixed an issue where some equipment would grant you double the amount of attribute points.
  • Blood and Sand equipment had their temperature resistances swapped by mistake. This is now fixed.
  • Particles for the end-boss fight in the Wine-cellar should now work as intended.
  • Pit of Yog and Rift of Yog (and their placement brushes) can no longer be used to kill NPCs and players.
  • Fixed a couple of issues with the Debaucheries of Derketo DLC emotes.

  • Tweaked the male stopping animation to make it much less extreme; it will no longer look like your character has a stomach-ache when movement ends.

  • Distributed cough syrup in the Exiled lands, which effectively removed the groans and moans from idle animations.

Trello Report Board

We have a public bug tracking board here[trello.com]! You can check this to track the issues that get brought up by the community the most. In the “For prioritization” column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here[forums.funcom.com].

Happy Halloween 252490 Rust

Happy Halloween


From now til November 7th 2019 we have a bunch of spooky new features...


Get ready to go up against creepy mummies and scarecrows spawning around the world, armed with pitchforks, butcher knives and chainsaws. Good night and good luck - you’ll need it.


During each ingame day in Halloween you’ll be able to join trick or treat hunts for as much candy as you can get your hands on (while everyone else tries to do the same, naturally). Once you have enough candy you can craft loot bags that open to reveal goodies, or collect 10 loot bags to upgrade from small to medium and so forth, with chances for better loot each time.


There’s exclusive Halloween-themed items like graveyard fences and cobwebs to decorate your base. We’ve also got a bunch of Halloween exclusive content both new and old on the Rust Item Store. Spookify your base with candle packs and skull door knockers. Impress your teammates with your bloody Surgeon Scrubs. We also welcome back some favourites like Strobe Lights and the one and only Fogger 3000 fog machine.

Funcom at TwitchCon: Conan Exiles 440900 Conan Exiles

Funcom at TwitchCon: Conan Exiles

If you attended this year’s TwitchCon, you may recognize this goofy group! From left to right we have Andy, Nicole, Natascha, and Eirik who manned the Funcom Twitch booth through the weekend.

Let us start off by saying it was an absolute pleasure meeting everyone who stopped by to check out Conan Exiles or see what’s new. Everyone was incredibly kind, welcoming, and happy to talk with us.

We had a very large amount of people who came to the booth that were Conan Exile fans! It was such a pleasure to speak with them and talk about what they do in game or things they’d like to see for the future. Many of them were from private RP servers, so hearing about their characters and backstories was absolutely amazing. In particular many players from the Hyborian Age RP server showed up!

We also were able to meet up and chat with a lot of great and notable streamers of Conan Exiles. Here are just a few. You can click their name to be taken to their Twitch channel!



INDIE[www.twitch.tv], FistofTheWalrus[www.twitch.tv], and TheOnlyRyan[www.twitch.tv].

We were also incredibly happy to learn a couple that came by who met in Conan Exiles and plan on getting married in the near future!

We also got to meet ErynLyn[www.twitch.tv], yanDreaya[www.twitch.tv], HeartOnMySleeve[www.twitch.tv], Cotastus[www.twitch.tv], and so many others.

They also got to try out the horses. Mounts are still a work in progress but those who tried them out gave us valuable feedback on it, saying they felt smooth and intuitive. Those that were hesitant about mounts initially, quickly warmed up to it after cantering around the world. The dismount animation in particular garnered a good amount of excitement! :wink: We hope you all will feel the same once it’s out!

You can see a little on how they’ll look and work here, along with swimming and mounted combat:

Partner Program
If you visited the booth, you may have also discovered our Streamer Program sign. If you weren’t able to attend, here’s the scoop! We are currently researching and planning on putting together a Partner Program. A survey was open at the convention to those who would be interested. The survey is still here so you are more than welcome to take it as well. The survey is to gather what you find important or prioritize in a streamer program. Survey Link[www.surveymonkey.com].

And that’s that! Again, we had an amazing time at TwitchCon this year and meeting so many of you. If we missed you at the booth or were there and have pictures, please share!

PC Hotfix (09.10.2019) 440900 Conan Exiles

PC Hotfix (09.10.2019)

Hey everybody,

We’re releasing an emergency hotfix to solve an issue that would cause thralls to revert to 100HP substitutes with no gear equipped. All previously equipped gear before the patch should still be there after the hotfix.

We’re also aware of performance issues introduced after the patch and thrall idle noises being repeated too often. We’re working on those issues and a new hotfix will be released as soon as possible.

Thanks for your feedback and support.

Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.

  • Fixed an issue with thralls converting to 100HP equivalents with no gear equipped. All equipped gear before the last update should be visible again.

Debaucheries of Derketo Pack is now available 440900 Conan Exiles

Debaucheries of Derketo Pack is now available

The third DLC Pack included in this year’s Season Pass is now available for purchase! With the Debaucheries of Derketo Pack we’re expanding your building and roleplaying options in several ways.

For all you builders and interior decorators out there we’re adding new building pieces and placeables that will let you build the tavern of your dreams. Wine racks, curtains, counters, even an entire chess set, is available at your fingertips.

But that’s not all: you can also build special treetop foundations and rope bridges to bring your jungle constructions to the next level. Once your treehouse is finished you can create an opulent bedroom with red curtains and new luxurious beds.

We’re introducing twelve DLC exclusive emotes that you can only get with the Debaucheries of Derketo Pack. These include things like juggling balls, chugging a mug of beer and smashing it into the ground, and acting drunk. Finally, with the new clothing options you can cover yourself in new jewelry, dress like an innkeeper, or live out your fantasies of being a noble with all new outfits.

  • 10 new building pieces
    • Pieces to build rope bridges, stages and a tree hut foundation
  • 10 new armor pieces in two sets, such as the Dark Templar armor
    • Two heavy sets with an epic end-game version of each
  • 12 new exclusive emotes
    • Juggle, drink beer, look nonchalant, angry and much more
  • 10 new outfit pieces, such as the innkeeper and noble
    • Decorative clothing perfect for roleplayers
  • 6 new warpaints
    • Decorative warpaints symbolizing emotions, like passion or lust
  • 29 new placeables for building a tavern interior plus more
    • Craft wine racks, curtains, tavern counters and chess sets
  • 10 new jewelry pieces
    • Two sets of jewelry, one in gold and one in silver

All the new content from Debaucheries of Derketo is exclusive to this DLC and adds a host of new visual options but does not give any in-game advantage in power. All the new items have comparable stats to existing items.

PC Patch (08.10.2019) 440900 Conan Exiles

PC Patch (08.10.2019)

Greetings Exiles!

We got a new patch with another slice of free new content: The Wine Cellar dungeon. Unveil the dark secrets of the past unearthed by the greed of the Relic Hunters, who in their rally for treasure awakened a long forgotten civilization better left in the past!

We’ve also introduced new optimizations for inventories that should help performance and stability alike, new idle animations to increase immersion as well as the usual round of general bugfixes. We can’t wait for all of you to try out this new content and give us your opinion in the comments below!

And last but not least, we're also releasing the next DLC pack: The Debaucheries of Derketo. To see all there's included in it, you can check out the launch announcement here! This new pack is included for Year 2 Season pass owners and can be also be purchased separately.

Thanks again for all your feedback and support.

Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.

New Dungeon: The Wine Cellar
Follow the path unearthed by the Relic Hunters and descent into the ruins of an old city whose inhabitants used to summon and worship something better left unknown. New loot and challenges await for those brave enough to follow the trail down the wine cellar.

New and improved player character animations
We’ve added new idle animations to make your character feel more alive during those quieter times in the Exiled lands. You can see the improvements in this link[imgur.com]. Let us know what you think!

New DLC pack: Debaucheries of Derketo

The third DLC Pack included in this year’s Season Pass is now available for purchase! With the Debaucheries of Derketo Pack we’re expanding your building and roleplaying options in several ways. New building pieces, armor sets, outfits, emotes, placeables and jewelry sets are included in this new DLC pack (included in the Year 2 season pass and available for individual purchase). You can check out the announcement here.

  • Added a new dungeon full of new loot and surprises: The Wine Cellar.
  • Inventory technical optimizations.
  • New DLC pack available: Debaucheries of Derketo.
  • Exploit fixes.
  • Many environmental fixes.
  • New animations.
  • … and more!

  • Inventory system back-end have been optimized - this should lead to a better experience when loading in inventories.
  • Fixed a crash regarding the particle and skinning system.
  • Fixed a number of crashes that happen during the loading screen.
  • Fixed crash related to VoIP communication.
  • Other stability updates.

  • Fixed an issue that would allow getting outside the playable area in some dungeons.
  • Fixed additional undermesh locations.
  • Fixed additional instances in which players could obtain infinite stamina.
  • Fixed an exploit in regards to Attributes.
  • Implemented a new feature to validate attribute points spent to prevent possible exploits. This feature can be disabled in private servers.
  • Fixed additional exploits regarding stacking building pieces.
  • Fixed an exploit in regards to teleporting using the maproom.
  • Fixed a number of exploits regarding item duplication.
  • Fixed a network vulnerability in the server code.

  • New dungeon: The Wine Cellar! Discover the new feats, loot and surprises this new dungeon hides inside.
  • New DLC pack available: The Debaucheries of Derketo. (announcement)

  • Upgrading altars outside of rendering distance should no longer cause a loss of stability in listen servers.
  • Placement brushes will no longer remain active if activated before emote.

  • Fixed an inconsistency between the color and dye used to craft Warpaint - Accuracy.
  • The crafting cost of cage and large cage has been adjusted.
  • Adjusted the cost of several placeables to more accurately reflect their size in comparison to other items of the same type (cages, horns).
  • Flawless Vanir Heavy Tasset can now be dyed.
  • Decreased crafting speed of Twine in the player inventory from 1 to 2 seconds.
  • Crafting the Set Idol no longer grants a Manifestation of Zeal.

  • The Two-Handed Sword combo timing has been improved to better the experience using these weapons.
  • Humanoid non-boss undead enemies can now be staggered.

  • NPCs could get stuck or walk under the mesh in Eyelet Lake. This has been resolved.
  • Fixed a spot in Scuttler’s Shortcut which could not be reached by NPCs.
  • Resolved additional spots in which boss encounters could be cheesed. #grating
  • Black Corsair Elite NPCs can’t be converted into thralls anymore, as intended.

  • Fixed an issue where purges would hit players when they were offline if players logged off during the setup process. Purges will now fail themselves if players are no longer online after the initial setup is run.

  • Acid arrows now do 2 damage per tick to equipment.
  • Master reinforcement kit no longer reduces resource gathering of a tool to 0, but it increases its weight by 3.
  • Reduced the World Breaker’s armor penetration value.
  • Black Blood Skinning Knife now has harvesting power equal to other Black Blood tools.
  • Skeletal Serpentmen have had their hitpoints increased.

  • Changed how building traces are done - this should improve the ability to snap to elevated building locations.

  • Dong-tastic news! The potion of endowment works again!
  • Fixed a visual imperfection in some items of the Riddle of Steel and Blood and Sand DLC packs.
  • Removed headbobbing while flying in first person view.
  • The Sword of N’Ruka now correctly grants its bonuses.
  • Shield of Zabweth now correctly grants its bonuses.
  • It is no longer possible to avoid falling damage by falling onto NPCs.
  • Fixed several visual and functional issues with emotes.
  • Fixed an issue where the first attribute point for each statistic have no cost

  • Fixed a number of issues with world collision and spots in the map where players and NPCs could get stuck.
  • Fixed many minor visual imperfections in different spots of the map.
  • Corrected an area in the Temple of Frost where players could die to the Cursed Wall.
  • Improved general performance in a few spots of the map.
  • It is no longer possible to build inside the camp east of the Sinkhole.
  • Fixed an issue where Shadows by the entrance to final boss arena in Dagon Dungeon flicker when the cursor or character is being moved.
  • Removed a few unnecessary water surfaces from the entrance near the Daughter of Dagon boss arena.

  • Added new idle animations for player characters while they are standing around.
  • Generally improved player animations.
  • Sprinting sideways with Claws of Jhebbal Sag now has a proper animation.
  • The eyes of the player are now closed while using the sleep emote.

  • The #spellchekker team has been working hard to get out of the galleys by fixing a good chunk of typos and grammar mistakes. They sent the following note: “Fiksed a number of speling erors”.
  • The emotes menu is now accessible in vanity camera mode.
  • Added a new option in the Emote menu to allow the player to stop playing an ongoing emote.
  • Fixed an issue that would show a proving grounds prompt on the loading screen when loading into the game under certain circumstances.
  • Reworked the player list so if a player is not active in voice or chat they will not appear as online.
  • Game Event Log has been improved and should now tell you the cause of death for players.

  • An empty compost bin should no longer generate bee hive sound effects.
  • Fixed some instances in which sound effects would not be played while walking in water.
  • Fixed an issue where certain stone surfaces would make wood sound when walking on them.

Trello Report Board

We have a public bug tracking board here[trello.com]! You can check this to track the issues that get brought up by the community the most. In the “For prioritization” column you can vote for the issues you would like us to prioritize and we will make sure it gets moved into development asap. You can read the full details on how it works on the forum post here[forums.funcom.com].

Separate TestLive Product on Steam

We heard your input regarding the inconvenience with having to switch back and forth between the main game and our TestLive servers. To make it easier for you and because we really value your testing and feedback, we added a separate product for the TestLive server on Steam.

If you own Conan Exiles on Steam, you should now see a separate Product called “Conan Exiles - Testlive Client” in your library which gives you the option to install an additional instance of the game specifically for the TestLive servers. Please be aware that this will prompt you for a full additional installation.

We are aware that not everyone wants install or has space for two full installations. For those of you who don’t want to play through the additional TestLive Client, you can still access the TestLive servers through our old method[forums.funcom.com].

Horse Equipment Update 252490 Rust

Horse Equipment Update

We've added horse equipment, Crafting, Inventory, Map and Death screen improvements and various other fixes, balances and improvements ...

  • Added grass.distance convar (range 100-200, default 100)
  • Added headlerp convar (adjusts head snapback speed after alt look)
  • Added headlerp_inertia convar (smoothens the head snapback motion after alt look)
  • Added admin refillvitals console commands (fills health, calories and hydration)
  • Added admin heal console command (same as calling hurt with negative values)
  • Resdesigned death screen
  • Can now place a marker on the map
  • Added screen mode (Fullscreen exclusive, Fullscreen Borderless, Windowed) option to Screen settings
  • Added FPS Limit slider to Screen settings
  • Shift-middle mouse drag to split a third of an item stack
  • Right click the item split bar to type an exact split amount
  • Middle/shift-middle mouse click the splitter bar to set it to half/third
  • Left click and drag your inventory screen player model to spin it around
  • Right click a Quick Craft icon to remove it from the crafting queue
  • Right click an item in the crafting queue to move it to the start of the queue
  • Added a Crafting Favourites system
  • Added keybinds to drop a single/full stack of the the currently selected/active item to the Inventory settings section
  • Added "unable to repair" reason chat notifications
  • Added Tesla Coil
  • Added Horse Wood Armor
  • Added Horse Roadsign Armor
  • Added Horse Shoes
  • Added Saddlebags
  • Horse breeds actually impact horse statistics
  • Added Ammunition information panel
  • Added Electrical wire flow indicator
  • Added double door skins
  • Fixed lerp convar exploit (now admin / dev only and clamped to a sane range)
  • Fixed exploit to disarm landmines from any distance
  • Fixed exploit to free underwater loot crates from any distance
  • Fixed exploit to interact with excavator from any distance
  • Fixed bullet impact glow effect not following vehicles after impact
  • Can no longer drag/throw items when you're wounded
  • Can no longer combine world items of non-full condition to get a free repair
  • Consumable item information panel no longer shows default values the first time you inspect one
  • Minor Hapis Island fixes
  • Fixed campfire description
  • Fixed recycler description
  • Fixed errors when entering site B (Hapis Island)
  • Fixed scrap transport helicopter oil rig exploits
  • Fixed APC crates falling through the ground
  • Disabled status effects in god mode
  • Disabled food and hydration depletion in god mode
  • Disabled radiation poisoning in god mode
  • There's now a small 0.75 second buffer when the Quick Craft list refreshes to help prevent miss-clicks
  • Added an Electrical category to the crafting screen and re-categorised all electrical items
  • Added a Favourites category to the crafting screen
  • Cleaned up some ambient and foliage sounds
  • Updated bear sounds
  • Updated pressure pad sounds
  • Updated collectible resource sounds
  • Cleaned up barefoot footsteps a little bit
  • Evened out and increased attack helicopter rotor sound volume
  • Electrical wires now have normal mapping and a 3d look
  • Spas-12 has a slightly higher fire rate
  • Shotgun slugs are more accurate and do more damage
  • Shotgun slugs have a closer damage falloff
  • M92 has a slightly slower fire rate
  • Simple Sight is now a default blueprint
  • M39 swapped with L96 as bandit camp
  • Bradley loot table improved
  • Bradley is more vulnerable to HV rockets
  • Bradley top turret has been enabled
  • Excavator yield increased by 30%

A18 Streamer Weekend is here! 251570 7 Days to Die

A18 Streamer Weekend is here!

Hey Survivors,
We are proud to announce that the ‘Alpha 18 Streamer Weekend’ is finally here. We have partnered with over 130 streamers from 27 countries.

We will be running the Streamer Weekend event from Friday, October 4th starting at 12 pm CST through Sunday, October 6th. Expect a public experimental to follow sometime Monday afternoon October 7th.

Many will be streaming all weekend and giving away Free Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours.

Official Post and Release Notes here:


It’s official! Mounts are coming to Conan Exiles! 440900 Conan Exiles

It’s official! Mounts are coming to Conan Exiles!

One of the most sought-after features in The Exiled Lands is soon to become a reality. This December mounts will arrive in Conan Exiles, and along with it, mounted combat. Here’s the first teaser video! 

Mounts will allow you to navigate the Exiled Lands at a more rapid pace than before, but that’s not all: we’re also rolling out mounted combat, letting you swing your sword at your enemies from horseback!

We’ll have more to share about mounts in the time leading up to release in December, but if you’re at TwitchCon this weekend you can try an early version of mounts in Conan Exiles on the show floor at booth 1818.

Conan Exiles is currently on sale for 50% off on the Steam Store:


Transport Helicopter Update 252490 Rust

Transport Helicopter Update

The new Transport Helicopter arrives along with changes to auto turrets and various other fixes and optimizations

  • Unity 2019.2.0f1
  • Players are automatically authed to placed cupboards
  • Benchmark mode fixes
  • Added powerline wires to Monument Puzzles
  • Added an in-game Screen options menu for resolution, fullscreen and vsync settings
  • Client is now using IL2CPP instead of Mono
  • Server is available as IL2CPP version on the "release-il2cpp" branch
  • World generation is now server authoritative (faster load times, more robust)
  • Added doppler shift to some sounds
  • Added texture streaming
  • Added Transport Helicopter
  • Added Horse Leading
  • Added Fuel Generator
  • Fixed steam refresh overlay not closing after opening bag
  • Fixed possible exception when retrieving market prices
  • ServerInfo will retry multiple times if failed to get info
  • ServerInfo will fail gracefully if failed to get info after multiple attempts
  • Fixed titles getting cut off in pie menu
  • Fixed loading screen cancel button being 1 pixel smaller than the bar to its left
  • Fixed steam friend inconsistencies
  • Fixed unexpected palm trees behavior when helicopters would fly over
  • Player map position now updates correctly when injured
  • Fixed erratic map scrolling when using the left mouse button to drag
  • Hotspot visuals now get cleaned up correctly when ent-killing
  • Disabling the UI no longer allows you to see through smoke effects
  • Can no longer spam drink back to full health
  • Completing a tutorial achievement will no longer mark the whole tutorial as complete temporarily
  • Fixed item icon staying on screen if inventory is closed while dragging
  • Fixed High External Gates not playing SFX correctly
  • Fixed compound sometimes spawning underwater
  • Fixed exploit using water projectile penetration
  • Fixed snapback issues when dismounting while moving fast
  • Fixed swimming slightly under the waves not showing underwater properly
  • Fixed crashes on AMD Phenom
  • Fixed swamp fog too bright at night
  • Fixed lighting on some particles (e.g. helicopter damage smoke)
  • Fixed NRE on ent kill cargo ship
  • Game log is written to output_log.txt in the game install folder again
  • Fixed deflated HAB having inflated collision and wrecking minicopters
  • Fixed rendering TopBunnies UI element all the time
  • Optimized Notices UI layout
  • Neatened up Notices UI
  • Tweaked "new content" label on main menu
  • The map now re-focuses on the player's position when injured
  • The console input field now auto-focuses when opening or changing tabs.
  • Max value of gc.buffer is now 4096 instead of 2048
  • Log warning when doing emergency garbage collection
  • Enabled crunch texture compression on workshop skin bundles
  • Performance text no longer updates when nothing changed (avoids GC)
  • Performance text always prints GC counter for one second after GC runs
  • Simplified "perf" convar (1=FPS, 2=frame time, 3=memory, 4=ping, 5=everything)
  • Debug Camera: R resets the camera
  • Debug Camera: Q/E move the camera vertically
  • Debug Camera: Z/C and +/- control zoom
  • Debug Camera: Arrow keys control roll
  • Debug Camera: Disabled inventory and crafting menus when in debug camera
  • Debug Camera: Disabled vehicle controls when in debug camera
  • Debug Camera: Disabled noclip control when in debug camera
  • Debug Camera: Added debugcamera_save and debugcamera_load (multiple save names are supported)
  • Debug Camera: Added debugcamera_autosave and debugcamera_autoload
  • Debug Camera: Added camzoomlerp (likecamlerp but for zoom)
  • Small maps have large monuments again (excluding launch site and excavator)
  • Updated NPC helicopter sounds
  • Reduced texture memory footprint (by ~1 GB) via texture streaming
  • Reduced mesh memory footprint (by ~700 MB) via model optimizations
  • Improved TSSAA and motion blur quality on vegetation and cloth affected by wind
  • Optimized high-quality shadow mode = 2, now 25% faster
  • Added new very-high-quality shadow mode = 3
  • Pressure pads can now be hidden under rugs
  • Pressure pads generate a small amount of electricity when stepped on
  • Grenades have a more predictable landing position
  • F1 grenades have a fuse length of 3 instead of 3.5
  • Rocket Launcher need T2 WB( Instead of T3 )
  • HV Rockets need T2 WB( Instead of T3 )
  • Autoturrets never miss more than 3 shots in a row
  • Autoturrets now make use of the electricity system
  • Removed Vulkan graphics API
  • Removed Linux client

Excavator Update 252490 Rust

Excavator Update


Excavator monument and more optimizations and fixes

  • Added Excavator Monument
  • Added force triggers (excavator belts)
  • Added terrain anti hack protection
  • Fixed binds not working with "cinematic_play" and "cinematic_stop"
  • Fixed "monuments" console command being abused to find caves
  • Fixed weapon reload issues at extremely low FPS
  • Fixed RF Broadcaster being placed through walls
  • Fixed being stuck when dismounting helicopter on top of Compound buildings
  • Fixed accidentally pressing "Create Team" while dropping items on low resolutions
  • Fixed text overflow on team dock when players have long names
  • Fixed team member map font being unreadable
  • Fixed large furnace placement under the terrain
  • Fixed scope overlay being extremely small on larger screen resolutions
  • Fixed misclicking accept would reject the team invite
  • Fixed hunters jacket skin being black
  • Fixed some volumetrics not disappearing during day time
  • Fixed broken train cart coal material on powerplant monument
  • Fixed some materials turning black on lowest shader levels in powerplant monument
  • Fixed duplicate networkable objects (e.g. doors) when playing demos
  • Fixed passengers being able to access minicopter fuel
  • Fixed horses eating too much food at hitching posts
  • Optimized some server side player packet verifications
  • Entity parenting triggers now support compound triggers and exclusion zones (excavator arm)
  • Removed large monuments and mountains on smaller maps (now limited to 3500 world size or larger)
  • Barren now has harbors, oil rigs and water wells
  • Barren prefab mountains no longer spawn in the desert
  • Allow deployables to be placed under Water barrel
  • Increased the cost of lowgrade at Compound
  • Increased server browser timeout limit to 90 seconds
  • Hapis Island fixes and tweaks
  • Optimized server-side water buoyancy
  • Optimized terrain shader

July Update 252490 Rust

July Update


Horse breeds and hitching posts, client and server optimizations and more!

  • Added cinematic animations for video creation (see devblog)
  • Added player tick rate convars to the server (see devblog)
  • Added Streamer mode to options menu
  • Added new horse model and breeds
  • Added Hitch-Trough deployable
  • Added Minicopter fuel gauge
  • Added Minicopter pilot IK
  • Added 'hattip' gesture
  • Added a bunch of secret achievements
  • Fixed exploit to stack foundation steps
  • Fixed swamp fog too bright at night
  • Fixed water purifier disappearing after going out of network range
  • Fixed misclicking accept would reject the team invite
  • Fixed Rustige Egg not taking splash damage
  • Fixed being able to pick up sam site when it contained ammo
  • Optimized distant tree networking (client memory savings)
  • Optimized physics queries by removing collider batching entirely (previously disabled)
  • Optimized all entity queries
  • Optimized buoyancy physics transform sync
  • Optimized server player updates and transform sync
  • Optimized server packet handling
  • Optimized client inventory update
  • Optimized monument memory use
  • Optimized ocean wave foam rendering
  • Optimized gpu-side wave simulation for rendering
  • Optimized cpu-side wave simulation for buoyancy
  • Horses require far less food

Chippy Arcade 252490 Rust

Chippy Arcade


Players of our game Chippy on Steam will get an exclusive Chippy Arcade machine to play with in game. Plus some optimisations and bug fixes for everyone.

  • Enabled skin unloading by default for everybody
  • Enabled the new multibox pruning broadphase algorithm for the physics system
  • Added 'gesture' console command
  • Fixed 'Ride Horse' being visible when someone is already on the horse
  • Improved network interpolation time offset calculation
  • Optimized the AI sensory system
  • Added skin memory usage to print_loaded_skins
  • Optimized the vending machine world UI (also affects the new Chippy arcade)

Giddy Up! 252490 Rust

Giddy Up!


Horseback riding, Balance changes, a New UI and more!

  • Upgraded to Unity 2019.1.4f1
  • Enabled incremental GC and integrated it with the custom GC logic
  • Server Browser shows wipe times
  • Can order server list by wipe time
  • Added in game item store
  • Show when friends are on servers
  • Main menu has background videos
  • Sleeping bag list now scrolls
  • Players automatically climb over small steps
  • Added Horseback Riding 1.0
  • Fixed skin unloading texture and material corruption issues
  • Fixed light from the outside bleeding into building reflection probes at doorways
  • Fixed projectile LOS exploit that was abusing the player bounds forgiveness
  • Fixed server side player fall through floor exploit
  • Fixed IK on world space particle systems (flame thrower)
  • Fixed not all servers getting listed
  • Fixed crafting queue UI not getting reset after reconnect
  • Fixed renderinfo command
  • Fixed players parenting on the outside of Hot air balloon
  • Fixed players falling out of the falling out of Hot air balloon
  • Fixed a bunch of item typos
  • Fixed projectiles being rejected when shot through Oilrig stairs
  • Fixed players clipping through Oilrig dock
  • Fixed SetDestination errors
  • Fixed Launch site office building spawning too many barrels
  • Fixed Watchtowers being placed under the terrain
  • Fixed Rustige Egg base protection
  • Fixed Water Junkpiles despawning with players nearby
  • Fixed Muzzle flashes animating at low FPS in the distance
  • Fixed Scope jittering all over the place when on a vehicle or the cargo ship
  • Fixed viewmodels lagging behind when on a vehicle or the cargo ship
  • Fixed not being able to pick up Water Barrel
  • Fixed animals not playing dynamic footsteps based on their surface type
  • Optimized skin unloading
  • Enabled skin unloading on low end hardware by default again
  • UI loads faster
  • Fixed animations sometimes not being disabled
  • Optimized occlusion texture memory usage
  • Optimized input button updates
  • Optimized chat UI
  • Optimized physics timing values
  • Optimized child entity networking when parented to entities with global broadcast (cargo ship)
  • Optimized server browser
  • Optimized font memory usage
  • Added more localization
  • Shader usage optimizations
  • Improved CJK font rendering
  • Added invisible_collider, prevent_movment_volume and gas station prefabs for map makers
  • Hapis Island map optimizations
  • Weapon VFX optimizations
  • Weapon visual improvements
  • Scope no longer scales with UI Scale
  • Water jug spawns with less water
  • Puzzle reset bugs fixed (can no longer camp and wait for a respawn)
  • Nerfed oil rig loot
  • Flashlights cast additional light in first person illuminating an area beyond just the light cone
  • Lowered all research costs

Alpha 17.4 Stable is out! 251570 7 Days to Die

Alpha 17.4 Stable is out!

Alpha 17.4 Stable is out!

Official 17.4 Release Notes! [7daystodie.com]

Alpha 17.4 Experimental is out! 251570 7 Days to Die

Alpha 17.4 Experimental is out!

Alpha 17.3 Stable is out! 251570 7 Days to Die

Alpha 17.3 Stable is out!

We’ve just released Alpha 17.3 Stable!

Release Notes: [7daystodie.com]

Alpha 17.3 Experimental B18 is out! 251570 7 Days to Die

Alpha 17.3 Experimental B18 is out!

We've just released Alpha 17.3 Experimental B18

For A17.3 we have set focus on bug fixes and RWG.
We have fixed the issue which caused chunks to be reset to their original state, often affecting players' bases.

For RWG we worked over to remove the POI replication spawns (radio tower cities), reworked the roads so be more vehicle-friendly, overworked the world layout and adjusted the placement of POIs and cities.
This framework we are backporting to 17.3 is part of a larger Alpha 18 plan to make it awesome.

Alpha 17.3 Experimental B18 [7daystodie.com]

The Smol Update 252490 Rust

The Smol Update


A smaller than usual 2-week update including a new Hunting Bow Model, Map changes, various bugfixes and more monument lighting changes

  • Added granular skin loading (greatly reduces skin memory usage)
  • Added skin unloading (itemskinunload convar, enabled by default with less than 10GB of RAM)
  • Map uses less memory and can be zoomed out much farther
  • New Hunting Bow model
  • Fixed riot hat skin preview (workshop)
  • Fixed metal / spec material issues (workshop)
  • Fixed cave lift parenting trigger exploit
  • Fixed projectile line of sight exploit
  • Fixed several graphics issues with the Linux client
  • Fixed players exploiting inside large furnace
  • Fixed LR300 condition being too low
  • Fixed 40mm smoke grenade climb exploit
  • Fixed Oil Rig keycard doors being permanently locked
  • Optimized UI background blur shader by removing unused grab pass
  • Optimized GC allocs from client entities that are waiting for their parent
  • Bandit Town lighting overhauled
  • Cave Large Sewers lighting overhauled
  • Puzzle fuse boxes now run high voltage, and as such look more dangerous
  • Reduced external wall and gate crafting time
  • M39 has much more manageable recoil
  • Faster right click quick looting
  • Bone arrows are less expensive
  • Bone arrows move faster
  • Bone arrows have a larger 'radius'
  • HV arrows cost metal fragments instead of stone

Happy Easter 252490 Rust

Happy Easter


An Easter event is upon us

Go to post.[rust.facepunch.com]

For the next week, once every in-game day an easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249!

If you don't make the podium, that's okay. The painted eggs you collect can be upgraded to Bronze eggs once you collect 10. If you collect 10 bronze eggs then you can upgrade to a silver egg, eventually all the way to gold!

There are various items available to help you during your hunt. The Easter Basket will allow instant pickup of eggs and the Bunny Onsie and Ears will provide you an advantage via Egg Vision.

I hope you guys enjoy playing this minigame as much as we enjoyed getting it ready for you. Have fun!

Alpha 17.2 Is Out! 251570 7 Days to Die

Alpha 17.2 Is Out!

We’ve just released Alpha 17.2 B27 with many fixes, changes and some great new game options.

Alpha 17.2 Release Notes [7daystodie.com]

Alpha 17.2 b27 experimental is out 251570 7 Days to Die

Alpha 17.2 b27 experimental is out

Alpha 17.2 Experimental B20 is out! 251570 7 Days to Die

Alpha 17.2 Experimental B20 is out!

Alpha 17.2 Experimental B20 is out read more here!

Alpha 17.2 Experimental B20 is out! [7daystodie.com]