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Updating Conan Exiles Server

Updating Your Server

Conan Exiles updates can break mods, map settings, and startup flags in one patch cycle, so treat each update like a controlled release with rollback-ready backups.

Current build: 3.0.1, 8 October 2026. Checked 8 October 2026. Hotfix 3.0.1 fixes the most impactful 3.0.0 issues and has its own section below, as does Patch 3.0.0, which arrived with The Legacy of the Giant-Kings: Part Two. Before it, Funcom shipped three hotfixes to 2.2.0. On 17 September they fixed several server crashes and servers wrongly asking for a password when the player had previously made a passworded co-op game. Hotfix 2.2.2 on 24 September fixed a crash on boot for servers with stale files from before 2.2.0, and login queues disconnecting players when the queue finishes. Hotfix 2.2.3 on 1 October fixed a minor Bazaar issue.

Hotfix 3.0.1, 8 October 2026

Checked 8 October 2026 against Funcom's 3.0.1 notes. Funcom describes it as the fix for the most impactful issues introduced with 3.0.0, and the dedicated server build on Steam was updated the same day. The lines a server owner will notice:

  • A crash when checking the Player List is fixed. Funcom's notes name official servers.
  • Thrall bonuses apply to armor again. Players who lost their thralls' armor bonuses after 3.0.0 should see them back once the server runs 3.0.1.
  • Combat fixes. Corrupting Miasma can no longer knock out Mirror Images, and the prepare spell now resets when it is cancelled before a spell is chosen.
  • Building fixes. Shemite Spinster Tools no longer clip through foundations, and ledges of collision were removed from Shemite sloped walls.
  • Client-side only. A new console variable, dw.RiftEvent.DisableAVFX, hides rift event effects locally for players with audio-visual sensitivities, Nvidia Streamline now loads only on Nvidia GPUs, and a Steam Deck crash is fixed. None of these needs a server change.

Update 3.0.0, 6 October 2026: Legacy of the Giant-Kings Part Two

Checked 6 October 2026 against Funcom's 3.0.0 patch notes and known-issues list. 3.0.0 is the content patch for Part Two of the free story arc: rifts in enemy camps on the Exiled Lands and the Isle of Siptah, four new Sorcery spells and the return of the Mi-Go, covered in the Enhanced guide. These are the lines that touch a dedicated server:

  • Shared mod assets must be named after their mod. Assets shared between mods now have to sit in a subfolder under Shared that matches the mod's name. Anything in a wrongly named folder, Funcom's example being Mods/SomeMod/Shared/OtherMod, is ignored with a warning. If a mod loses content after this update, check that first; the fix is the mod author's.
  • A rare server crash is fixed. It was related to incremental garbage collection.
  • Stricter movement checks. While the server is running well it now checks player movement more tightly, which makes speed hacks less effective.
  • Less log noise. Messages about missing spawn table data are reduced.
  • Mod HTTP requests identify the server. HTTP requests made by mods on a dedicated server now include the server port in their User-Agent header.
  • Admin and creature fixes. Admin invisibility is fixed, some golems no longer heal to full health after a server restart, and players no longer get stuck inside certain large creatures on dedicated servers.

Funcom's known issues for 3.0.0 include four that players will report as server problems: the Everybody Can Loot Corpse option is always on, buildings that decay away refresh the decay timer of placeables, golems set to guard take no damage on a PvP server when PvP building damage is off, and followers can vanish on teleport or when entering or leaving a dungeon. They are game bugs rather than configuration mistakes, so changing server settings will not fix them before Funcom does.

Update 2.2.0, 15 September 2026: Unreal Engine 5.8.2 and Iris

Checked 16 September 2026. Update 2.2.0 is the largest server-side change since Enhanced launched, and unusually it is one where the server operator gains rather than loses. Funcom moved the game to Unreal Engine 5.8.2 and switched the replication layer to Iris, Epic's replacement for the UE4 networking model.

In Funcom's own words, the engine upgrade "enables the use of a new replication system called Iris. Iris improves a major performance bottleneck on dedicated servers: evaluating 100s of thousands of game objects per frame to update clients." The announcement is blunter still: the move to Iris is "the biggest server performance improvement we've made so far". Iris sends updates only when they are needed instead of walking every replicated actor for every client, which is what makes a heavily built server expensive to run.

Funcom is careful not to oversell it, and so should you: Iris "doesn't remove all server performance limitations, given the freedom players have to build at scale". A 3,000-piece base with 40 thralls is still a 3,000-piece base. Treat 2.2.0 as headroom, not as a licence to lift your building limits on the same hardware.

What else in 2.2.0 touches a dedicated server

  • An actor-spawn exploit is closed. Funcom "fixed an issue that could be exploited to spawn an unbounded number of actors on a dedicated server". Funcom does not describe the consequences, and we have not reproduced it, but an exploit that lets a client create objects without limit is worth patching promptly on a public server.
  • Co-op password bypass fixed. Friends could join a co-op session without entering a required server password.
  • Mod validation on connect is much faster. The value used to validate a client's mod set against the server is now calculated a different way, which shortens the join stall players see on a heavily modded server.
  • Large mod sets load faster. The game "now launches significantly faster with large mods (or large sets of mods)".
  • Decay crash fixed. A crash could occur when buildings decayed while the owning player was logged in and far from the building.
  • Mods with custom animations that crashed on game load after the Enhanced move are fixed.

Two client-side notes worth knowing before your players report them as server faults: the new Enhanced graphics preset wants 12 GB of VRAM, and raytracing was pulled from 2.2.0 after the public beta because of visual artifacts. If someone crashes while loading in, Funcom's current advice is to disable DLSS frame generation.

Funcom has not said mods must be recompiled for 2.2.0, and the notes only mention mod fixes rather than mod breakage. Test your mod stack anyway: an engine version change is exactly the patch cycle described below, so run the patch-day runbook rather than trusting that a performance update is harmless.

SteamCMD Command

Conan Exiles Dedicated Server App ID is 443030.

steamcmd +login anonymous +force_install_dir ./conan_server +app_update 443030 validate +quit

Mod Updates

Updating mods is harder manually. You usually need to download the .pak files from Steam Workshop or use a script that supports mod updating (like DedicatedServerLauncher on Windows).

Patch-Day Runbook

Before updating, freeze admin edits and export your active mod list from ActiveMods. After patching, verify mod load order, map boot, and player authentication in that order. If startup fails after a content patch, disable nonessential mods first, then restore them in small batches to isolate the incompatible package.

  • Pre-check: Save current startup arguments and INI files to a timestamped folder.
  • Post-check: Confirm server browser visibility and stable join time for at least three test logins.
  • Rollback trigger: Revert immediately if crash frequency increases after the first restart window.

Operational Checklist

Treat this topic as a repeatable server operation, not a one-time change. Schedule changes during lower traffic, announce maintenance windows, and keep a rollback snapshot before each update. If your server is modded, validate changes on a staging copy first so startup logs, world loading, and player joins are confirmed before production rollout.

Validation Steps

  • Capture baseline metrics: Record CPU, RAM, and average player ping before changes.
  • Apply one change at a time: Avoid batch edits that make root-cause analysis difficult.
  • Review logs after restart: Check for version mismatch and dependency warnings immediately.
  • Run a real join test: Confirm fresh clients can connect and complete core gameplay actions.
  • Observe for at least 24 hours: Validate behavior under peak load, not only right after reboot.

Performance and Stability Notes

Most hosting incidents come from resource spikes combined with configuration drift. Keep restart cadence predictable, review world/save growth weekly, and cap optional systems that generate extreme entity counts. When performance drops, compare with your last known-good baseline and revert recent high-risk changes quickly to reduce downtime.

Backup and Rollback Policy

Use automated daily backups plus pre-change snapshots for risky operations. Keep at least one off-node copy and test restore procedures routinely. A practical retention strategy is 7 daily, 4 weekly, and 2 monthly restore points. If a change causes instability, roll back first, stabilize service, and then reattempt with a narrower test scope.

Game-Specific Hosting Notes

  • Mod and DLC compatibility: Revalidate after each patch to avoid startup or save load failures.
  • Purge and thrall load: High base density and AI activity can increase server frame time.
  • RCon/admin control: Keep audited admin commands and restart messaging to reduce disruption.

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