Hello everyone, a new update has just landed on the test branch!
If you haven't accessed the TestLive before, you can find more information in this post, where you may also share your feedback and any issues.
CHANGES TO SCORING SYSTEM
We have completely revised how scoring is done for the game. We did this for two reasons:
The original scoring system scored only on kills, which tended to promote bad play habits.
The kill scoring system was completely unfair to co-op players who liked to primarily build the base and leave the combat to the other player.
GENERAL SCORING CHANGES
The base score for killing a creature or creep nest has been reduced. This revision adds new dynamic modifiers, so this was needed to keep scores from getting larger than the score screen could handle. However, most players should see their scores get larger overall.
You now will gain score for each structure you build; the score is relative to the gold build cost of the structure.
You now will gain score for each research task you complete; the score is relative to the gold build cost of the task.
You now gain score for all resources you collect each resource period; the score is relative to the market value of the resource. Note that this score will NOT be counted once the final wave spawns.
Heroes no longer grant a veteran level-up score. Their score is exclusively tracked via the Hero Score Multiplier (see below).
NEW ADDITION: Co-Op Multiplayer Save/Load
Players can now save their progress in longer co-op battles and resume again at a later time.
Save file is stored on the host player’s system.
Host can resume a co-op match with anyone, not just the original player they were paired with.
NEW ADDITION: Revised Tactical Score GUI
You will notice a new score GUI element in the upper right corner which lists new score bonus modifiers:
Wave Score Multiplier - When a wave spawns, this multiplier begins at 3x. Every 45 seconds, this drops by 0.5x until the wave is completed. It is reset to 3.0 for each wave (but see below). The minimum wave score modifier is 0.5.
Hero Score Multiplier - Each wave your hero survives without dying adds one to this score. Dying resets it to 1x. There is no cap for this modifier.
Guardian Kill Score - Each guardian you kill raises this by 2. This is similar to the original guardian bonuses. The cap is 6x in solo and 10x in co-op (2x per guardian).
Final Score Multiplier (the big circle) - This is the final modifier that is applied to ALL scores you gain. This is a multiplicative total of the previous three modifiers.
NEW ADDITION: Wave Advance/Delay Buttons
Two new buttons have been added to the wave timer. These buttons have a direct impact on your score.
Wave Advance Button - This button will instantly spawn the wave. Your Wave Score Multiplier will increase for each 30 seconds of time you had remaining on the wave. Note that if you have used the Wave Delay Button on the wave, you can no longer use the Wave Advance button for THAT WAVE. Be aware that this reduces the overall available time between waves; it’s recommended for advanced players.
Wave Delay Button - This button will delay the currently progressing wave by 30 seconds. Each time you click this button it will reduce the Wave Score Multiplier by 0.5. Once you use this button, the Wave Advance Button becomes unavailable. It also has a limited number of uses (you can't reduce your Wave Score Modifier below 0.5).
NEW ADDITION: Revised Game Statistics/Results Screen
The game results screen (seen by clicking the Book button on the Score GUI or at the end of a match) has been revised to show all of the above changes:
The kill score for enemies has been condensed into the "Carnage" score.
Added new score listings for Construction, Research and Resource Gain
Added "Kill Streak" stat which shows the largest number of kills within a set time period. This stat is not scored, but is added for flavor.
BUG FIXES / GENERAL IMPROVEMENTS
Coin of Bel – Doubled the effect radius to make the effect more friendly to ranged heroes.
Pushed movement area of units outwards on many map tiles to prevent units from walking through visually awkward areas
Team color modifications to aesthetically improve the worn desert look.
Various animation improvements to units to adjust for increased movement speed (Heavy Archer, Flying Demon, Mitra, etc.)
Fixed damage tooltip issue with Pikeman
Fix for Wave 6 on Co-Op 10-Mission scenario (too many enemies were spawning)
Additional physics destructions for buildings.
Added structure variations to battle standards, hovels, dwellings, manses, lumber mills, and hunter shacks.
Thank you for all the feedback shared so far, we're looking forward to your input on this patch!
Conan Unconquered Game Update (Patch Notes for 02/07/2019)
Hello everyone, we've just pushed the latest changes from the test branch of Conan Unconquered into the live branch!
We really appreciate everyone who has taken the time to test these changes and provide constructive feedback, so don't hesitate to share any further thoughts and suggestions, we're listening!
GENERAL FIXES:
Added a cap for all advanced, elite and siege wave enemies to prevent instances where the number of attacks can be overwhelming. Handles 30+ Large Spiders on Co-op Mission #5 (for example) in Co-Op and Unconquered Modes.
Corpse catapults will now block nearby structure placement as intended.
Additional check added to Avatar of Mitra to prevent him attempting to attack while in summon animation (and breaking the summon).
Fix for a case of units getting stuck with a protected order, unable to receive new orders from the player. Basically, fixes issue where player units can no longer be controlled.
Adjusted targeting settings for all player ranged units (Javelin Soldier, Archer, Heavy Archer, Sorcerer); units should now spread their shots out more when garrisoned in towers and facing large numbers of enemies.
Passability changes to prevent units from clipping into water areas and other odd behavior in relation to general pathfinding.
General crash fix when issuing orders (no specific repro case for this)
Fix for Coop teammates unable to research if they hide production buttons in game options.
Added logic to allow the fire slinging wave units to target additional walls (so that they are not stuck on the first wall they attack)
BALANCE CHANGES:
All unit fire-fighting ability increased by 20%. In addition, fire-extinguishing sand now hits in a slight AoE, allowing for easier extinguishing of burning walls.
Flame Demons and the Risen Inferno Lord will now correctly take zero damage from all fire sources.
KUTAMUN: Reduced damage vs melee targets (was using incorrect RPS setting), reduced damage vs. stone or reinforced structure material types.
HEAVY ARCHER: Animal build cost reduced to 2 (was 5), Food build cost reduced to 1 (was 3), Wood build cost reduced to 3 (was 4)
HEAVY CAVALRY: Gold build cost reduced to 400 (was 410), Iron build cost reduced to 2 (was 4), Thrall build cost reduced to 1 (was 2), Wood build cost reduced to 0 (was 2), Animal upkeep cost increased to 4 (was 3)
LIGHT CAVALRY: Thrall build cost reduced to 1 (was 2), Gold build cost reduced to 180 (was 200), Gold upkeep cost reduced to 2 (was 3)
PIKEMAN: Food build cost reduced to 1 (was 2), Animal build cost reduced to 0 (was 2), Gold build cost reduced to 280 (was 300), Base damage increased to 10 (was 8)
PRIESTESS: Thrall build cost reduced to 1 (was 3), Gold build cost reduced to 300 (was 320), Gold upkeep cost reduced to 8 (was 10)
SORCERER: Food build cost reduced to 1 (was 3), Gold build cost reduced to 300 (was 350), Gold upkeep cost reduced to 8 (was 10)
COMMAND FORT: Gold upkeep cost reduced to 18 (was 30), Wood upkeep cost reduced to 0 (was 4), Iron upkeep reduced to 1 (was 2), Stone upkeep increased to 1 (was 0)
ENCLAVE: Gold upkeep cost reduced to 26 (was 40)
FIREBALL TRAP: Iron build cost reduced to 1 (was 2)
LOOKOUT TOWER: Gold build cost reduced to 125 (was 175)
LUMBER CAMP: Command build cost reduced to 2 (was 4)
MANGONEL TOWER: Thrall build cost reduced to 8 (was 12), Stone build cost reduced to 15 (was 25)
MINE: Stone build cost reduced to 15 (was 25), Gold build cost reduced to 450 (was 500), Gold upkeep cost reduced to 16 (was 25)
PLANTATION: Gold upkeep cost reduced to 14 (was 20)
QUARRY: Gold upkeep cost reduced to 10 (Was 15)
STYGIAN FIRE TOWER: Gold upkeep cost reduced to 28 (was 30), Thrall build cost reduced to 12 (was 15), Gold build cost reduced to 800 (was 1200), Stone build cost reduced to 10 (was 20)
SUNBURST TOWER: Stone build cost reduced to 0 (was 20), Iron build cost increased to 10 (was 0), Gold build cost reduced to 800 (was 1000)
WALL REINFORCEMENT: Iron upkeep cost reduced to 2 (was 3)
WHEEL OF PAIN: Gold build cost reduced to 520 (was 600)
ANIMATION / DESTRUCTION EFFECTS:
Conan Run Animation to match new movement speed and generally improved
Enclave physics destruction added
Cottage physics destruction added
Command Tent physics destruction added
Blacksmith physics destruction added
Sorcerer’s Cabal physics destruction added
Command Fort physics destruction added
Steam Summer Sale - Conan Unconquered is 33% off
The Steam Summer Sale has started and several Funcom published games are on sale! Conan Unconquered is 33% off the full price for the next week.
Conan Unconquered comes with a unique co-op game, so if you and a friend have been on the fence about the game, now is the perfect time to jump in.
You can head on over to the Funcom publisher page for a full list of every Funcom published game we have on offer during the sale.
TestLive Patch (28/06/2019)
We’re introducing the test branch to Conan Unconquered! This will help with updating the game with new additions or changes and get your input on them before we push it to the live branch.
Please visit the thread HERE on how to access TestLive as well as posting feedback or bugs you find.
GENERAL FIXES:
Added a cap for all advanced, elite and siege wave enemies to prevent instances where the number of attacks can be overwhelming. Handles 30+ Large Spiders on Co-op Mission #5 (for example) in Co-Op and Unconquered Modes.
Corpse catapults will now block nearby structure placement as intended.
Additional check added to Avatar of Mitra to prevent him attempting to attack while in summon animation (and breaking the summon).
Fix for a case of units getting stuck with a protected order, unable to receive new orders from the player. Basically, fixes issue where player units can no longer be controlled.
Adjusted targeting settings for all player ranged units (Javelin Soldier, Archer, Heavy Archer, Sorcerer); units should now spread their shots out more when garrisoned in towers and facing large numbers of enemies.
Passability changes to prevent units from clipping into water areas and other odd behavior in relation to general pathfinding.
General crash fix when issuing orders (no specific repro case for this)
Fix for Coop teammates unable to research if they hide production buttons in game options.
Added logic to allow the fire slinging wave units to target additional walls (so that they are not stuck on the first wall they attack)
BALANCE CHANGES:
All unit fire-fighting ability increased by 20%. In addition, fire-extinguishing sand now hits in a slight AoE, allowing for easier extinguishing of burning walls.
Flame Demons and the Risen Inferno Lord will now correctly take zero damage from all fire sources.
KUTAMUN: Reduced damage vs melee targets (was using incorrect RPS setting), reduced damage vs. stone or reinforced structure material types.
HEAVY ARCHER: Animal build cost reduced to 2 (was 5), Food build cost reduced to 1 (was 3), Wood build cost reduced to 3 (was 4)
HEAVY CAVALRY: Gold build cost reduced to 400 (was 410), Iron build cost reduced to 2 (was 4), Thrall build cost reduced to 1 (was 2), Wood build cost reduced to 0 (was 2), Animal upkeep cost increased to 4 (was 3)
LIGHT CAVALRY: Thrall build cost reduced to 1 (was 2), Gold build cost reduced to 180 (was 200), Gold upkeep cost reduced to 2 (was 3)
PIKEMAN: Food build cost reduced to 1 (was 2), Animal build cost reduced to 0 (was 2), Gold build cost reduced to 280 (was 300), Base damage increased to 10 (was 8)
PRIESTESS: Thrall build cost reduced to 1 (was 3), Gold build cost reduced to 300 (was 320), Gold upkeep cost reduced to 8 (was 10)
SORCERER: Food build cost reduced to 1 (was 3), Gold build cost reduced to 300 (was 350), Gold upkeep cost reduced to 8 (was 10)
COMMAND FORT: Gold upkeep cost reduced to 18 (was 30), Wood upkeep cost reduced to 0 (was 4), Iron upkeep reduced to 1 (was 2), Stone upkeep increased to 1 (was 0)
ENCLAVE: Gold upkeep cost reduced to 26 (was 40)
FIREBALL TRAP: Iron build cost reduced to 1 (was 2)
LOOKOUT TOWER: Gold build cost reduced to 125 (was 175)
LUMBER CAMP: Command build cost reduced to 2 (was 4)
MANGONEL TOWER: Thrall build cost reduced to 8 (was 12), Stone build cost reduced to 15 (was 25)
MINE: Stone build cost reduced to 15 (was 25), Gold build cost reduced to 450 (was 500), Gold upkeep cost reduced to 16 (was 25)
PLANTATION: Gold upkeep cost reduced to 14 (was 20)
QUARRY: Gold upkeep cost reduced to 10 (Was 15)
STYGIAN FIRE TOWER: Gold upkeep cost reduced to 28 (was 30), Thrall build cost reduced to 12 (was 15), Gold build cost reduced to 800 (was 1200), Stone build cost reduced to 10 (was 20)
SUNBURST TOWER: Stone build cost reduced to 0 (was 20), Iron build cost increased to 10 (was 0), Gold build cost reduced to 800 (was 1000)
WALL REINFORCEMENT: Iron upkeep cost reduced to 2 (was 3)
WHEEL OF PAIN: Gold build cost reduced to 520 (was 600)
ANIMATION / DESTRUCTION EFFECTS:
Conan Run Animation to match new movement speed and generally improved
Enclave physics destruction added
Cottage physics destruction added
Command Tent physics destruction added
Blacksmith physics destruction added
Sorcerer’s Cabal physics destruction added
Command Fort physics destruction added
Again, please go HERE for feedback/bug reports for this TestLive update. Thank you!
Conan Unconquered Game Update (Patch Notes for 20/06/2019)
Hey all! We got another patch in with various fixes. Hope everyone is having a great week so far. :)
Patch Notes
Unit & Enemy speed increased by 30%. Player can now more easily get out of their base to explore and game generally feels “faster”.
Rewards page fixed for UI with 4:3 aspect ratio.
Fix for some players not being able to select King Conan skin on hero selection UI.
Fixed issue in Co-Op where Player B was unable to build a research in player A’s research building unless player A had enough money to make that research.
Fixed challenge map history displaying 40 waves rather than infinite waves for level 3 wave count
Fixed: Difficulty for scenario maps could still be selected after clicking the Battle button.
Fixed text related to “Infinite Waves” on map select screen.
Intro video(s) to game have been split into their own separate movies and can be skipped individually.
Appended text to the Attack-Move button tooltip.
Hero abilities with a target select do not move the hero into range where the player clicks.
Flame Demons are now immune to fire damage from outside sources.
Various other aesthetic fixes and improvements to building destructions.
Conan Unconquered Game Update (Patch Notes for 11.06.2019)
Good Morning to some and Good Evening to others! More improvements inbound, details below:
~GENERAL~
New UI created for hero selection at scenario/map select screen.
Placement of structures no longer slows down FPS while grid is shown.
Fix for units being unable to move if they exit a guard tower too close to a wall.
Player is now prevented from building structures on top of summoned snakes, skeletons and spiders.
Adjusted attack range and settings to fix instances of Shem Asshuri’s attack damaging targets through walls.
Fixed issue with missing particle on corpse when player units die due to fire.
Fixed issue with Kalanthes heal visual effects not playing.
Adding lightning effect to show connection between Custodian of Yoth and Healing Stone.
Fixed issue with King Spiders in custom 10 wave matches not properly blocking structure placement.
~MISC~
Solved issue where remapping an existing key to another key would cause two key actions - one for the press and one for the release.
Fixed bug where the game could go into an infinite loading screen if the server is on a slow machine.
Fixed bugs with the attack waves and the announcements being incorrectly displayed & announced.
Crash bug fixed when attempting to place structure (rare).
Fix for two issues (one loading, one saving) which would cause a crash in some cases.
Character Select Screen: Fixed player being able to select their character after launching the game in single player.
Character Select Screen: Fixed tooltips not appearing on locks and host selected icons.
Character Select Screen: Fixed bug that guest player’s displays on the host machine didn’t reset when the guest left a game.
Fixed bug where the allied player’s selected symbol would not be set properly when the allied player selected a character that is locked for the local player.
Fixed crash issues with mid-movie audio device removal/changing, plus Alt-F4 game fast process terminate shutdown. Basically, if you exit the game or plug in headphones during a video playback, the game would crash.
Numerous localization / text issues in languages other than English.
Can you beat the guys who are making all the rules?
...The Conan Unconquered developers at Petroglyph would like to see you try!
Using Conan Unconquered’s brand-new Challenge mode-feature, they now provide you with a link to test your skills on the exact same map, against the exact foes, as they played on themselves.
WATCH PETROGLYPH ISSUE THEIR CHALLENGE TO YOU!
https://www.youtube.com/watch?v=t51-ohLzBm8
By selecting Challenges in the game menu and using the code L3M9BM9, you can see if you have what it takes to beat the developers. The top five scores will be listed in-game for all to see, giving you a chance to prove yourself as the ultimate RTS legend!
A lot of people have already tried their luck against the developers, and while most have failed, the challenge proves that there are some incredibly skilled RTS gamers in the Conan Unconquered community.
The score you need to beat Conan Unconquered developer Renato Orellana is above 556,500.
Good luck Barbarians!
Conan Unconquered Game Update (Patch Notes for 05.06.2019)
Greetings everyone! The following patch deals primarily with issues reported by players over at the Official Forums, Thanks for your patience! See below for more info:
GENERAL
Several crashes addressed during normal gameplay (no set reproduction steps)
Corrected crash specific to attempting to plug in or unplug audio headset or speakers during video playback.
valid.
Fixed hang on game load screen for slower systems which were below the minspec.
Fixed hang on game load screen for heroes other than Conan (also on occurred on slow systems).
Improved load times for heroes other than Conan on scenarios 1-4.
Fixed issue wherein guarded chests around the map would contain the same loot. These chests now contain random contents as before. Does not affect chests looted from killed spawn locations.
GAMEPLAY
Difficulty scaling adjustments made to infintite wave mode to address challenge curve for more advanced players.
Players are now able to build on all diagonal wall pieces during wall mode. Previously, some areas prevented wall placement even though they were valid.
MISC
Allowed for additional loading screens on custom maps (cosmetic only).
Conan Unconquered Game Update (Patch Notes for 03.06.2019)
Greetings everyone! We’ve made some more changes, hopefully addressing some of your concerns, details below:
GENERAL
EASY MODE
Time between waves has now been extended on Easy Mode.
Player Unit damage to enemies set to +20% (was +50%) on Easy Mode.
When playing in easy mode score modifier appropriate set to their difficulty level.
GAMEPLAY
BALANCE CHANGE:
In Co-Op, houses will no longer split Thrall resources. Instead, both players get the FULL amount from any house build by either player.
Dwelling wood build cost reduced from 8 to 2.
Manse stone cost reduced from 10 to 2.
When choosing targets, Kalanthes should now properly prioritize in the following order: Attack > Heal > Fires. Manual targeting will always override this.
Players will now correctly receive a wave completion bonus to score after wave 40 in Infinite Mode.
MISC
Repaired missing wave tracker icon in top center after resuming a saved game.
Chest randomization is now stored properly within the challenge system. Now, all players will have the same chest location and contents.
Fire Javelin enemies will now cap at 8 for the final wave (if they spawn) on the solo 10-Wave custom game.
Further improvements have been made to autonomous behavior around fires. Player units will more aggressively attack fires when nearby.
Fixed crash on Intel video hardware that would cause a crash on very high settings.
-PG_Ren
Conan Unconquered Game Update (Patch Notes for 01.06.2019)
Greetings Ya’ll and welcome to Launch Weekend! For this weekend, I’d like to present you with a couple new features and hefty set of improvements, Patch Notes below:
GENERAL
New Feature: Easy Mode added to All 5 Map scenarios.
New Feature: Player rewards are shown once scenarios are completed.
New Feature: Button added to score screen to allow players to move to the next scenario without returning back to the map selection screen.
GAMEPLAY
SORCERER:
Base health reduced to 70 (was 90)
DWELLING:
Thralls produced reduced to 4 (was 6)
Wood purchase cost reduced to 8 (was 15)
MANSE:
Thralls produced reduced to 8 (was 16)
Stone purchase cost reduced to 10 (was 15)
REPAIR COSTS:
The repair formula for all player structures has been revised. Assuming repairing from one point of health, all repairs should now:
Max out cost at ~75% of original build cost
Max out repair time at original build time -10 seconds
This now takes feat health upgrades into account.
ARTIFACT – BREATH OF YMIR:
The greater version of this artifact was incorrectly healing the hero; this has been fixed.
MISC
Player units will now automatically attempt to extinguish fires if they are nearby. When explicitly ordered to extinguish a fire, ordered units will drop the order after the fire is extinguished (instead of waiting for another fire to hit the object). We will be evaluating this for further improvements in our next update.
Fixed bug where selecting your Training Ground (TG) then selecting an ally’s TG would set the ally’s TG as the current TG to build from, but since you can’t build from it, you were unable to build. Now it will keep your TG as the current TG to build from.
Fixed bug where player B using player A’s research building could not cancel the research player B started. Also fixed a bug where player A cancelling player B’s research would give player A the refunded resources.
Fixed several reported crashes, including a crash related to saving the game while an auto-save was in progress.
Decreased the length of time for auto-save to complete.
Fixed issue where slow host player is preceded into game by client. This would result in a freeze at the loading screen when entering Co Op.
Improved animation with several units including the Guardian Demon, Shem Assuri, and Kalanthes (hero).
Fixed low-res texture for resource grid icons and improved font for resource crate pickup info.
Game will detect and disable hardware mouse option on initialization if game is set to full-screen and mouse trails enabled in Windows. Previously this would result in an invisible (but functional) mouse cursor.
Increased the length of pings on the mini-map during pause mode.
Fixed bug where the hot key icon would not hide for the resource tool when hotkeys were turned off.
Player is now able to cancel Save and Quit option’s action via pressing ESC key.
Added status effect for “webbed” effect on units.
Fixed skirmish map history not censoring challenge names on popular challenge page.
Fixed skirmish map history not displaying wave data correctly.
Terrain outlines are no longer visible on an unexplored minimap using monitors where brightness is set unusually high.
Handful of UI improvements including updates to tech tree for Italian and Spanish, improved alignment on menu options and tooltip health color for enemy structures corrected.