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Lol - I do wish the Wandering was defined by some setting by the player - some PvP players are going to go bananas as their Thralls wander off and effectively let enemies know where the bases are. Should be fun. I hear the screamings already.
It could definitely have happened on the fringes of a base with the previous radius, or with a large village/town build. Seems nigh-on impossible to do accidentally now though
It definitely could be, as long as use of the slomo command around them doesn't cause crashes in the main client, it'd make the setting of the next season a lot more alive, which it kinda needs to be 👀
I'm personally hoping it does affect the wander radius as long as the servers can handle it and the thralls don't just wander pointlessly outside the walls. My Aesir village is pretty big, much bigger than the extended radius, but hopefully the worker thralls will path easily to the mead hall and bunks, etc.
Yeah I'm thinking it probably will, it'll be very beneficial for RP builds like villages. I don't see thralls wandering outside base walls myself, they're designed to only move when they have a need resource to reach, and I'm pretty sure they'll only go to your clan's own resources. That being said, there have been stranger bugs and unintended behaviour 😂
My bases aren't normally very big. So I wasn't all that worried about the range till I built a couple of of bases. Those bases were only slightly larger if any when building in mind for the update. The problem is that the bases were slightly too large and could potentially cause a thrall to be out of range. So the increase is range is welcomed.
I have started to lay out where my village buildings will be. With this increase, I now have a much easier time locating and manning my work stations. I'm really looking forward to the drop.
In my testing they congregated around a thrall pot instead the camp fires. They just stood there abd ate abd then just keptbstqnding there. The sorcerer i putbout did use the magic bench but not the pad or grave or sacreficial bench
4:25 I dunno man. Every chef or cook I've ever known and worked with is ready to fight to the death at the drop of a hat. Its like they've got nothing to lose anymore. Madlads
While playing in beta, my thralls left benches but also left as in no longer working them. Have a city base, so maybe the bigger area will fix the issue we will see.
They had a way to lock doors and chests when this thing was in early alpha. I remember it. but they did away with it because then it wasnt needed. I remember this because I used to put chests right in the front of my house and remembered I had to lock it if it had anything worth stealing inside of it like weapons or bombs. now were shareable between clanmates Not sure cause then, again no reason to even have be if you were independant. but they definately used to have a locking system.
I think the game does still have a locking system (I'd have to double check), the locking referenced in this video is more specifically to make it so thralls can't go through a locked door or onto a locked placeable, currently they can because they're in your clan
Honestly it's a very nice feature that will make the base feel more alive which I love but if they are going to fight in battle with the fighter thralls I wish that the crafter thralls could level up from these passive interactions with their "needs" I'm not saying they should get to lvl 20 quick but some progression to the levels would be nice to give them a higher chance of survival.
I think that's coming in the future, I can't remember exactly what Dennis said without checking my notes, but it was something along the lines of them not having levelling "yet". If their levels come with crafting bonuses or something like that, they've probably chosen to put it in the next update rather than try to ram it into this one if its not ready
I was thinking with less thrall count those workers best be ready to fight back or be able to follow me if I request it. I expect armour and weapons smith to know how to fight.
Well, I thought it was better before. It was big enough for a base and you could still guess where people were or where they wanted to go. You see them even less at work because the walking distances are even longer. As a role player, it's important to me that people are more where they're supposed to be and not somewhere else, so that the base seems to be more lively in that place. I hope that this doesn't have too much of a negative effect on the area. And to be honest, I was glad that the old limit gave a reason not to build such absurdly huge bases that take up half a biome. That's neither nice to look at nor nice for a server where several people play and are also looking for a place for their own base somewhere. But I was worried that people who are already building so antisocially on a server would find a way to continue doing so with or without that change.
I'm super excited for this change and have been wanting something like this since the launch of conan exiles... one thing that annoys me though after all these years is how the spawns of mobs never change, and so everything is always in the same spot and entirely predictable. i really hope they'll change that at some point... because for single player and co-op players, the replayability just isn't there anymore...
I'm interested how the wandering will work for pvp. My bladesmith going to get ganked because because he wanted to check out the view. Just think about how big pvp base will be now. Maybe I'm wrong. But as a builder I see more reasons to build more layers and fortifications.
Honestly I'd rather have a bit more control over how the crafters respond to the base being attacked so that extremly rare and lucky find doesn't decide they want to try and punch a fully kitted Berzerker in the teeth and get their head caved in.
Yeah I would prefer that myself, I can't quite remember off the top of my head if crafters have the behaviour sliders in the inventory screen, but an option to force selected thralls to flee would be good. It seems the best scenario would be to lock them up somewhere currently
@@Eradicati0nn What I picked up from the article I read on steam the crafters don't have the settings fighters, bearers, archers and dancers do. Their inclination towards fighting is hard locked by their type. As you said in your vid though, they weren't clear on which types would or would not be inclined to fight.
Nothing at all, crafting goes on like normal regardless of if your thrall is working at the bench or sleeping halfway across the base, so long as they're in range of the bench
Well for the moment in my beta , none of the artisans move a single centimeter from their working places. I have prepared tables, benches, stool, beds everywhere, no of them are ever used. Well my beta base was preexisting AOH so maybe this only works with a new base and a brand new start. Thralls share their abilities and workbenches work as they are supposed to but they never move and sometimes they just stand doing nothing.
I've not had any issues myself, my build also pre-dates the Age of Heroes though, as do the thralls themselves. I've seen one or two other people mentioning thralls not moving, though as long as their bonuses are still working, there are worse bugs that could have happened 😂
@@Eradicati0nn And i also have another problem with AOH, not related to working thralls. It's the fact thta i achieved the two companion quests (with some problmes tho) but now that it's finished i can't hire them or find them anywhere. If i visit their original places i just can start the quest again. During the quests it was a pain in the ass as they decided to spawn in weird places, like on the roof or under the basement and i was looking for them desperately untill i went to ghost and scan everywhere. Freya loved to spawn under my bed stuck in the foundations of the basement.
So if you play in PVP what's to stop your crafters wandering out of the base since they can open doors? It seems like a good thing for PVE which is my cup of tea but it sounds nightmarish for PVP. Though it sounds like they could wander off outside of your base and get murked by random mobs regardless of server type..
In theory, and from what I've observed so far on the beta client, thralls will only open doors to get to a need resource (bed, fireplace etc). They don't wander without purpose, so as long as you don't put a bed or something outside your walls, they should never open your main gates, let alone wander outside and into danger. That's been what I've seen thus far in my testing, they've been surprisingly well behaved
WhosMugen beat me to it, but yeah, they don't take any resource currently. Dennis hinted they might in the future, probably to give them extra bonuses, but for now the system requires no cost
It should be around 54x54, probably in a sphere if I understand it correctly. Each foundation is 256cm in-game, so 256 x 54 would be 13,824, or 138.2 metres. 55 foundations would be over the 150m radius, so it's more likely 54 and a quarter foundations in reality
Strangely, I've not seen too many people mention lag on the forum reports. Given, there's not a tonne of people testing the beta on the servers, so it may become an issue when played at scale on official launch, but it doesn't seem to have caused many reports of lag-related issues
Personally I do not consider this change a buff. IMO it's a liability. I strongly suspect that when this goes live there there are going to be a lot of reports of worker thralls wandering out of a building and getting killed.
In theory, it shouldn't happen so long as people don't put beds, campfires, workstations etc outside of their defensive walls. Of course, practice is an entirely different kettle of fish, but I've not seen them wander outside the base on my end throughout the beta yet
I agree 100%. This looks like a future headache waiting to happen. And will make my bases look worse, not better. Most of the exciting footage is because of the bars (good idea) and not the Living Settlement (bad idea).
So they going to stress test this on the console game, you know bigger bases, more decorations, flags, lights etc. I can guarantee this will be a buggy mess when it hits consoles, which will take months to fix. Any word if Funcom has stopped thralls falling through foundations, or this still a work in progress.🧐🤔
Mmmhh i don't I'm going to play this new age... I've played all the ages from the release and this one seems absolutely nothing special, the thralls wondering around the base seems a bit problematic to me from technical side, I've lots of problems with lag in base when the taverns are particularly crowded, i cannot imagine what'd happen with patrons and crafter altogether... a mess... anyway I'll try just to see how is going to work but as i said millions of times we need more exploration contents in the game and developers still add things people don't ask them for.
There's a lot of games out that don't use strange mechanics to manage ai pathing. It's indicative of poor development knowledge and skill that leashes their pathing to an object.
From my perspective, Living Settlements is mostly a bad idea. I don't need wandering thralls showing everyone where my PvP bases are located just because I wanna craft something nice. I also use bench thralls to make my places look alive. Having to replace 32 bench thralls with 3 wandering thralls due to the follower limit isn't gonna improve any base that I have. My bases will look worse. The positive is that I can dress my thrall and it can't be stolen by another clan. I admit, I really like the can't be stolen part. Btw, I love the bars but that isn't part of this Living Settlement crap. I can choose to make or not make a bar. I can't craft nice things and opt out of Living Settlements.
Just another stab for pvp players. 👎 Just another feature that no one asked for and that will only bring more lag on servers. Instead of fixing bugs like falling through mesh because of tavern bars and barkeepers...game gets this. Another fail.
In my testing they congregated around a thrall pot instead the camp fires. They just stood there abd ate abd then just keptbstqnding there. The sorcerer i putbout did use the magic bench but not the pad or grave or sacreficial bench
Does this buff to Living Settlements sound good to you?
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Lol - I do wish the Wandering was defined by some setting by the player - some PvP players are going to go bananas as their Thralls wander off and effectively let enemies know where the bases are. Should be fun. I hear the screamings already.
Thank you for the update my good man!
No worries, always happy to inform!
i am so glad they did this, i was fearing exactly this, that my thralls would end up outside of bench's range.
It could definitely have happened on the fringes of a base with the previous radius, or with a large village/town build. Seems nigh-on impossible to do accidentally now though
BIG AREA BIG VILLAGE LETS GOO
Thx for info. More is always better.
Thanks Piotr, always here to serve the info 😂
Sounds like this will be a big boon for the Settlement series.
It definitely could be, as long as use of the slomo command around them doesn't cause crashes in the main client, it'd make the setting of the next season a lot more alive, which it kinda needs to be 👀
Has anyone seen my jaw, i think it fell on the floor somewhere.
Mine was right next to yours reading when the new radius 😂
found it in the queens quarters dont worry i wont tell ;)
I'm personally hoping it does affect the wander radius as long as the servers can handle it and the thralls don't just wander pointlessly outside the walls. My Aesir village is pretty big, much bigger than the extended radius, but hopefully the worker thralls will path easily to the mead hall and bunks, etc.
I hope not. I don't need thralls wandering to tell everyone where my PvP base is located.
Yeah I'm thinking it probably will, it'll be very beneficial for RP builds like villages. I don't see thralls wandering outside base walls myself, they're designed to only move when they have a need resource to reach, and I'm pretty sure they'll only go to your clan's own resources. That being said, there have been stranger bugs and unintended behaviour 😂
My bases aren't normally very big. So I wasn't all that worried about the range till I built a couple of of bases. Those bases were only slightly larger if any when building in mind for the update. The problem is that the bases were slightly too large and could potentially cause a thrall to be out of range. So the increase is range is welcomed.
wow that is nice! now my village will be nice and full of life :D
I have started to lay out where my village buildings will be. With this increase, I now have a much easier time locating and manning my work stations. I'm really looking forward to the drop.
Yeah it'll make life a lot easier for RP bases like villages too that are quite spread out
In my testing they congregated around a thrall pot instead the camp fires. They just stood there abd ate abd then just keptbstqnding there. The sorcerer i putbout did use the magic bench but not the pad or grave or sacreficial bench
Here's an idea to test: will one clan's worker travel to another clan's Campfire/bench/bed to meet thier needs?
no they wont travel to anything not claimed by the individual who placed them clan or not.
Aye, more and more good news! I am proud of the developers and of you, Eradicati0n. Thank you. Skål! 🍻
Thank you Erik! 🍻
4:25 I dunno man. Every chef or cook I've ever known and worked with is ready to fight to the death at the drop of a hat. Its like they've got nothing to lose anymore. Madlads
While playing in beta, my thralls left benches but also left as in no longer working them. Have a city base, so maybe the bigger area will fix the issue we will see.
Builds are next level man 👍
Thanks Shadow!
They had a way to lock doors and chests when this thing was in early alpha. I remember it. but they did away with it because then it wasnt needed. I remember this because I used to put chests right in the front of my house and remembered I had to lock it if it had anything worth stealing inside of it like weapons or bombs. now were shareable between clanmates Not sure cause then, again no reason to even have be if you were independant. but they definately used to have a locking system.
I think the game does still have a locking system (I'd have to double check), the locking referenced in this video is more specifically to make it so thralls can't go through a locked door or onto a locked placeable, currently they can because they're in your clan
@@Eradicati0nn that was one of the things I remember from the alpha and get why it was removed then. thralls opening objects wasn't a thing until now.
dang, that's either gonna be super convenient if done well or reaaaally screwy, lmao. can't wait to see it. thanks for the vid, beautiful build!
Honestly it's a very nice feature that will make the base feel more alive which I love but if they are going to fight in battle with the fighter thralls I wish that the crafter thralls could level up from these passive interactions with their "needs" I'm not saying they should get to lvl 20 quick but some progression to the levels would be nice to give them a higher chance of survival.
I think that's coming in the future, I can't remember exactly what Dennis said without checking my notes, but it was something along the lines of them not having levelling "yet". If their levels come with crafting bonuses or something like that, they've probably chosen to put it in the next update rather than try to ram it into this one if its not ready
I was thinking with less thrall count those workers best be ready to fight back or be able to follow me if I request it. I expect armour and weapons smith to know how to fight.
My thralls are all spending all their time at the bar....
Well, I thought it was better before. It was big enough for a base and you could still guess where people were or where they wanted to go. You see them even less at work because the walking distances are even longer. As a role player, it's important to me that people are more where they're supposed to be and not somewhere else, so that the base seems to be more lively in that place. I hope that this doesn't have too much of a negative effect on the area.
And to be honest, I was glad that the old limit gave a reason not to build such absurdly huge bases that take up half a biome. That's neither nice to look at nor nice for a server where several people play and are also looking for a place for their own base somewhere. But I was worried that people who are already building so antisocially on a server would find a way to continue doing so with or without that change.
I'm super excited for this change and have been wanting something like this since the launch of conan exiles... one thing that annoys me though after all these years is how the spawns of mobs never change, and so everything is always in the same spot and entirely predictable. i really hope they'll change that at some point... because for single player and co-op players, the replayability just isn't there anymore...
I'm interested how the wandering will work for pvp. My bladesmith going to get ganked because because he wanted to check out the view. Just think about how big pvp base will be now. Maybe I'm wrong. But as a builder I see more reasons to build more layers and fortifications.
So if you did a 19x19 grid that would work? Also I've been trying to find how to build a proper city with the new mechanics in mind.
Can you give use some stone brick builds for a settlement base Tavern/stable/blacksmith
I take it the craftsmen won't be able to level?
One thing I have noticed with my barkeep is that I could and did lvl her to about 6 or 7.
Honestly I'd rather have a bit more control over how the crafters respond to the base being attacked so that extremly rare and lucky find doesn't decide they want to try and punch a fully kitted Berzerker in the teeth and get their head caved in.
Yeah I would prefer that myself, I can't quite remember off the top of my head if crafters have the behaviour sliders in the inventory screen, but an option to force selected thralls to flee would be good. It seems the best scenario would be to lock them up somewhere currently
@@Eradicati0nn What I picked up from the article I read on steam the crafters don't have the settings fighters, bearers, archers and dancers do. Their inclination towards fighting is hard locked by their type. As you said in your vid though, they weren't clear on which types would or would not be inclined to fight.
Okay I should have kept listening 50x50 what's a good way to build this living city I'm looking and I can't find anything.
What would happen your thralls decide to take a lunch break. Would that interfere with production? Could they go on strike and cause a revolt?
Nothing at all, crafting goes on like normal regardless of if your thrall is working at the bench or sleeping halfway across the base, so long as they're in range of the bench
Well for the moment in my beta , none of the artisans move a single centimeter from their working places. I have prepared tables, benches, stool, beds everywhere, no of them are ever used.
Well my beta base was preexisting AOH so maybe this only works with a new base and a brand new start. Thralls share their abilities and workbenches work as they are supposed to but they never move and sometimes they just stand doing nothing.
I've not had any issues myself, my build also pre-dates the Age of Heroes though, as do the thralls themselves. I've seen one or two other people mentioning thralls not moving, though as long as their bonuses are still working, there are worse bugs that could have happened 😂
@@Eradicati0nn And i also have another problem with AOH, not related to working thralls. It's the fact thta i achieved the two companion quests (with some problmes tho) but now that it's finished i can't hire them or find them anywhere. If i visit their original places i just can start the quest again.
During the quests it was a pain in the ass as they decided to spawn in weird places, like on the roof or under the basement and i was looking for them desperately untill i went to ghost and scan everywhere. Freya loved to spawn under my bed stuck in the foundations of the basement.
So if you play in PVP what's to stop your crafters wandering out of the base since they can open doors? It seems like a good thing for PVE which is my cup of tea but it sounds nightmarish for PVP. Though it sounds like they could wander off outside of your base and get murked by random mobs regardless of server type..
In theory, and from what I've observed so far on the beta client, thralls will only open doors to get to a need resource (bed, fireplace etc). They don't wander without purpose, so as long as you don't put a bed or something outside your walls, they should never open your main gates, let alone wander outside and into danger.
That's been what I've seen thus far in my testing, they've been surprisingly well behaved
So we have to feed em n all? Good now I can put all the food to use
no, no materials are used for there needs. the eating is just an animation set.
WhosMugen beat me to it, but yeah, they don't take any resource currently. Dennis hinted they might in the future, probably to give them extra bonuses, but for now the system requires no cost
Who ever said this is an update for pve players so agree they should make it just for pve servers too.
Is that 50 x 50 foundations?
It should be around 54x54, probably in a sphere if I understand it correctly.
Each foundation is 256cm in-game, so 256 x 54 would be 13,824, or 138.2 metres. 55 foundations would be over the 150m radius, so it's more likely 54 and a quarter foundations in reality
How does living settlements affect lag?
Strangely, I've not seen too many people mention lag on the forum reports. Given, there's not a tonne of people testing the beta on the servers, so it may become an issue when played at scale on official launch, but it doesn't seem to have caused many reports of lag-related issues
Personally I do not consider this change a buff. IMO it's a liability. I strongly suspect that when this goes live there there are going to be a lot of reports of worker thralls wandering out of a building and getting killed.
In theory, it shouldn't happen so long as people don't put beds, campfires, workstations etc outside of their defensive walls. Of course, practice is an entirely different kettle of fish, but I've not seen them wander outside the base on my end throughout the beta yet
I agree 100%. This looks like a future headache waiting to happen. And will make my bases look worse, not better. Most of the exciting footage is because of the bars (good idea) and not the Living Settlement (bad idea).
I am worry that croc will kill worker thrall, especially if they are not using meta gear, level 10 or 20 with one handed mace.
So they going to stress test this on the console game, you know bigger bases, more decorations, flags, lights etc.
I can guarantee this will be a buggy mess when it hits consoles, which will take months to fix.
Any word if Funcom has stopped thralls falling through foundations, or this still a work in progress.🧐🤔
@@my0866 Mine were inside my foundations at 2am this morning so I am gonna confidently say no.
It sucks too cause for pvp thier is nothing else like this game for pvp. This game has so much potential
What update
The Age of Heroes update. It's on the beta client at the moment (PC only) and will release on all platforms in October
But can you dress the Accountant?
I don't think so, the accountant technically isn't a "thrall", but a static worker with the chest, like the guy at the Delving Bench from Siptah
doesnt this ruin pvp
Mmmhh i don't I'm going to play this new age... I've played all the ages from the release and this one seems absolutely nothing special, the thralls wondering around the base seems a bit problematic to me from technical side, I've lots of problems with lag in base when the taverns are particularly crowded, i cannot imagine what'd happen with patrons and crafter altogether... a mess... anyway I'll try just to see how is going to work but as i said millions of times we need more exploration contents in the game and developers still add things people don't ask them for.
There's a lot of games out that don't use strange mechanics to manage ai pathing. It's indicative of poor development knowledge and skill that leashes their pathing to an object.
From my perspective, Living Settlements is mostly a bad idea. I don't need wandering thralls showing everyone where my PvP bases are located just because I wanna craft something nice.
I also use bench thralls to make my places look alive. Having to replace 32 bench thralls with 3 wandering thralls due to the follower limit isn't gonna improve any base that I have. My bases will look worse.
The positive is that I can dress my thrall and it can't be stolen by another clan. I admit, I really like the can't be stolen part.
Btw, I love the bars but that isn't part of this Living Settlement crap. I can choose to make or not make a bar. I can't craft nice things and opt out of Living Settlements.
I just started playing Elden Ring and I realized conan exiles is a garbage bin full of bugs
Just another stab for pvp players. 👎
Just another feature that no one asked for and that will only bring more lag on servers.
Instead of fixing bugs like falling through mesh because of tavern bars and barkeepers...game gets this. Another fail.
Conan is shite
I thought the movement pathing of the thralls at the bar caused lag on servers? Now all thralls will wonder? I hope it's a solid update!
Sounds like a PvE update...
In my testing they congregated around a thrall pot instead the camp fires. They just stood there abd ate abd then just keptbstqnding there. The sorcerer i putbout did use the magic bench but not the pad or grave or sacreficial bench