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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.

Latest update: 2.2.0, 15 September 2026

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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