Patch Notes - 05/16/2018 - "Decay Bug" & Other Fixes
Decay Bug (Likely) Fixed
With this update we’ve made a fix that should theoretically put an end to the dreaded “Decay Bug” once and for all! This bug was a particularly nasty one, and required some fairly extensive investigation to weed out. We want to thank you all for your patience and support during this process. Your feedback and reports were essential in finding the root of the problem and making the changes needed to prevent it going forward!
The long and short of the situation is that the game’s decay system was not checking all available avenues to detect whether a throne has ownership over certain structure pieces. We’ve made changes to fix this, and expect that the decay bug will no longer be an issue after today.
Having said all that, this bug was very hard to identify and reproduce locally, so we can’t 100% confirm this as a definitive fix until we get it out to everyone. We will be monitoring the situation following this patch, so please let us know if you experience any inexplicable decay on your structures (especially on PVE servers). We want to thank you again for all your feedback and patience as we’ve worked tirelessly on taking care of this significant annoyance!
Many Other Fixes
While the bulk of our effort this week was focused on finally nailing down the “Decay Bug,” we still have a handful of other pretty significant fixes to share. A number of optimizations have been made behind the scenes, including improvements to structure load times on populated servers and some general refinements to game performance.
Some players noted feeling motion sickness due to a jerky camera motion that was introduced with last week’s UI changes. We understand that this can cause very real physical discomfort for some people, so we’ve made it a top priority to get this fixed for this week’s patch.
There are a handful of other smaller fixes included in this week’s patch, which we’ve listed in full below. Take a moment to look them over while you wait for the servers to come back up with the latest version of the game. We want to thank you again for the patience and support you demonstrated during our investigation of the “Decay Bug,” and we look forward to hearing your reports after you’ve had a chance to get your hands on the update!
Full Patch Notes
Decay bug (very likely) fixed – Please let us know if you continue to encounter decay issues!
Fixed jerky third person camera motion in some menus
Structure load times greatly improved
General optimization improvements
Fixed a bug preventing looting other players’ dead tames
Fixed a bug causing bizarre boss door behavior
Fixed a bug preventing the construction of trap doors in some situations
Patch Notes - 05/09/2018 - Tracking Down The "Decay Bug"
Tracking Down The “Decay Bug”
Tracking down the source of the nefarious “decay bug,” as it has come to be known within the community, is a top priority for us here in the studio. Though our initial assumption was that this bug was related to our decay system, we are now under the impression that it may be related to the way our game loads the world.
As part of this ongoing investigation, we’ve turned Structure Health Persistence off with this newest public build. This is a temporary measure that will help us refine our search and get a better idea of what the root issue might be. All structures will (for now) load up at full health on a server restart. This will allow us to better pinpoint where the unintended degradation is occurring.
If you experience any inexplicable degradation in structure health during the next week or so, please alert us on the forums and provide as much info as you can, including the server you’re playing on, coordinates of the affected area, and any screenshots you may be able to provide. With your help we’ll close in on this bug and make sure it becomes nothing more than a bad memory!
Quest Improvements
We’ve taken all our quests and split them between multiple new daily quest givers in each starter town. This change will ensure that everyone has consistent access to quests, as each new quest giver will provide quests to a different level range. Each quest giver is marked on your map, so be sure to take a look if you’re having trouble locating these new NPCs. We’ve made a few other small quest improvements, so be sure to check the full patch notes below!
A Selection of UI Fixes
We’ve also got a number of fixes for a few common UI quirks. We’ve patched up a number of circumstances where menus could overlap and become non-functional. On top of that, we’ve fixed bug causing the death screen to not show your cause of death. Finally, the “type” column should now properly populate in the game’s server browser. Should you encounter any further UI oddities, please be sure to share them with us in the Bug Reports section on the Steam forums!
Much More
We’re hard at work on our upcoming massive update including Spellcrafting, Farming, Cooking and an overall rebalance of the entire Citadel experience! In the meantime, we will continue to keep a solid flow of fixes and updates for the game as it currently is, and will provide more info on these bigger features as we get closer to launch.
As always, give the servers a chance to come back up with the latest version of the game and feel free to share any feedback or suggestions you may have with us on our Steam forums. We hope you enjoy these new improvements, and hope to see you in Ignus soon!
[LIST]
<*>Structure health is no longer persistent
<*>Fixed a bug causing the server “type” field to not populate in the browser
<*>Fixed bug with death screen not properly showing cause of death
<*>Fixed a bug where the ESC menu could open over the taming menu
<*>Quest markers have been made smaller on the map
<*>Quests have been split up and divided among multiple quest givers in each town
<*>Mounted kills will now contribute to quest progress[/LIST]
Patch Notes - 05/02/2018 - Net Driver Improvements, More Quests & More
After skipping last week we're back at it again with another Citadel update. Today's patch is, again, largely focused on improving server performance and rising pings on populated servers, and to that end we have a pretty substantial enhancement! We also have some new quest content, some bug and exploit fixes, and an entirely new visual improvement to Mana Generators. Let's get to it!
Net Driver Improvements
The netcode improvements continue! We’ve made a pretty significant upgrade to Citadel’s NetDriver, which should have a dramatic impact on pings on servers with higher populations. To put it simply, we’ve made optimizations to the way the client and server replicate the various items and objects in the world.
Previously, the game would evaluate every replicated actor on a loop for every player on the server. With today’s update, the game now takes a box query around each player and only considers those actors for replication. TLDR: You should experience much less of a rise in pings as more players join a server and interact with the world!
More Magic Structure Visual Improvements
Remember how we changed Mana Generator lines to reduce the clutter? Forget all that! We’ve hunkered down and implemented a significantly better way of visualizing what’s powered-up and where it’s powered from, while also making the entire presentation much cleaner.
After this patch, Mana Generators will display a blue sphere of influence. Anything within its sphere can be powered by that Mana Generator. The best part is that these spheres will only be visible when you’re in build mode! Say bye bye to annoying lines and VFX clutter during normal gameplay forever!
More Quests
We’ve also added another 100+ daily quests to the selection offered by our daily quest givers, and a host of new quest givers have been added to the world. They will appear as exclamation marks on your map as you discover them, so be sure to explore the world and let us know what you think of the additional injection of quest variety!
Much More
As always, there are a handful of very nice bug fixes and gameplay improvements included in today's patch notes, so be sure to look below to see all the details. We hope you enjoy these new optimizations and fresh content, and hope to see you in Ignus soon!
Significant Net Driver improvements
Mana Generator visualization changes
Added 100+ new quests
Multiple new quest givers added
Fixed an exploit allowing players to Blink through walls
Fixed a bug that prevented players from building while mounted
Various crash fixes
Patch Notes - 04/18/2018 - Tame Fast Travel
It’s Wednesday, which means it’s time for another patch! Last week we put out a major patch featuring a big pass on structure optimization as well as a brand new feature: Quests. Our current implementation of Quests represents an early iteration of the feature, which will be expanded over time as we continue development. Please feel free to continue sharing your feedback and suggestions on this new feature for use in future refinements!
Tame Fast Travel
When the topic of Ignus’ Fast Travel towers comes up, one of the key pieces of feedback we’ve heard is that players wish they could easily bring their tames with them. Historically, players would have to wait for their tames to catch up to them, which could take a significant amount of time depending on the speed and mobility of the mount, as well as the distance they’ve traveled across Ignus.
We’re happy to say that we’re putting an end to this annoying struggle with today’s update: Now you can interact with a Fast Travel portal while mounted! Doing so will spit you out at your destination, still mounted and ready to continue your quest without delay. Give it a try. Your Dragons will thank you!
Full Patch Notes
Though this week’s patch is a little smaller coming off last week’s bigger patch, we still wanted to push out a few fixes and improvements to the overall Citadel experience. A few lingering annoyances have been resolved, and we’ve made a couple key quality of life improvements. Take a look below for the full list. As always, give the servers some time to come back online, and share your feedback with us on the Steam forum, on Twitter and Facebook!
Can now use Fast Travel portals while mounted
Fixed a bug preventing interaction while mounted
Fixed server crashes related to Magic Structures
Fixed a bug causing the game to switch to Fullscreen when clicking Accept in Video Settings
Fixed the death screen not showing the name of your killer
Improved appearance of some Magic Structures when unpowered
Today’s optimizations focus on the performance of Magic Structures, especially for castles and fortresses densely populated with crafting tables, transmuters, turrets and other functional constructs. Following this patch, players with a large number of these types of buildables should notice a significant increase in performance when in the vicinity of their home. We really look forward to hearing back from some of the players with enormous structures, so share your impressions on the forums!
Quests Have Arrived!
Since the launch of Citadel last year, Quests have been one of the most frequently requested additions on the forums and social media by the community. With the release of today’s update, we’re happy to announce that Quests are now live and in-game! You will be able to find new quest givers in each of the three starter zones (Heathclyffe, Raincourt and Eastreach). These new NPCs will have a new quest available every day, so be sure to check them out regularly!
If you’re a max level player, we also have advanced quest givers stationed outside the three Boss Dungeon mausoleums. The quests given by these NPCs are significantly more challenging than the start town quests, but are designed to reward level 60 players with the most valuable resources relevant to them.
This is an early implementation of our quest system, and we have bigger plans to expand it in the future. We sincerely look forward to hearing your feedback on this new feature, so definitely share your feelings on our forum after it has launched!
Mana Link Visual Improvements
We’ve also made improvements to the visuals of Mana Generators and the links they make to Magic Structures. As many of you know, historically a Mana Generator would draw a line to ALL Magic Structures within its area of influence. For bigger structures this has resulted in enormous webs of blue lines shooting off in seemingly every possible direction.
These blue lines will now only draw between a Mana Structure and the nearest charged Mana Generator. With this set up, you will always know which structures are powered without the visual clutter of lines zipping all over your base!
Much More
We also have a number of other fixes to share this week, including a fix for the cloth simulation on our capes and robes and fix to prevent further building of thrones and magic structures under the water. Check out the full patch list below to see everything coming with this week’s update.
As always give the servers a chance to come back up, and share your feedback with us on the forums! We greatly appreciate your support and patience as we continue to roll these updates out, and we can’t wait to see you enjoying our new Quest system!
Daily Quest Givers added
Major structure streaming optimizations
Mana Generators no longer draw large amounts of blue lines
Cloth simulation on robes and capes fixed
Fireball performance signifincantly improved
Can no longer build thrones and magic structures underwater