Citadel: Forged With Fire cover
Citadel: Forged With Fire screenshot
PC PS4 XONE Steam
Genre: Role-playing (RPG), Adventure, Indie

Citadel: Forged With Fire

Hotfix - 01/29/2019 - Server Crash Fix & Tamed Creature Fixes



Hello Wizards!



We're launching a small patch to address a couple of issues reported from yesterday's update. You'll find with this patch that we've made the following changes:
  • Fixed an issue causing servers to crash when saving character data
  • Fixed an issue with tamed creatures dying/disappearing
  • Fixed an issue that could happen with tamed creatures teleporting to the character when set to follow

Thanks to those who sent in their crash reports! We encourage you to continue to report any problems as they come.

Patch Notes - 01/28/2019 - Significant Memory & Server Optimizations, Crash Fixes & Much More



Greetings Wizards of Ignus!



Another patch is ready to roll out! Today's update is largely focused on performance savings and game optimizations. This patch also addresses some frequently reported issues by the community. Take a look below to see what has changed:

Patch Notes:



  • Optimized navmesh generation resulting in huge memory savings by using invokers around players rather than building the entire world
  • Optimized many memory savings resulting in assets not being loaded until needed (spells, structures, creatures, etc.)
  • Optimized textures leading to reductions in memory usage
  • Reduced memory consumption by having clients process far less collision than they used to
  • Improved performance while navigating the character screen and other tabs
  • Fixed custom server crash
  • Fixed UI and AI spawning related hitches
  • NPC's set to follow teleport to the owner if they get out of range
  • Fixed issues where NPC texture biases forced the rest of the world textures to load more slowly
  • Removed debug drawing from birds on listen servers
  • Flying small birds are now ground based
  • Fixed various AI navigation issues
  • Made some lighting adjustments
  • Sharpened distant mip textures
  • Fog now properly affects water
  • Implemented proper cloth simulation and particle culling
  • Added missing symbols that could cause a missing white texture on rebinds
  • Removed starting town Broomstick League arenas for performance savings. All sandbox Broomstick League features to craft your own arenas and to play will remain in game
  • Fixed sky rendering issues
  • Implemented a pooled ticking system for magic structures, this will smooth out and optimize server performance on populated servers
  • Increased game initialization speeds
  • Improved structure culling and rendering improvements.
  • Optimized generator and reformation stone to be more performant
  • Multi-threaded game saving to avoid hitches
  • Fixed an issue where damage text would not appear while mounted
  • Added GC optimizations to reduce streaming hitches
  • Compressed and optimized audio memory
  • Compressed and optimized animations
  • Fixed an issue where replicated objects were not properly cleaning up
  • Gamepad facebutton button now raises the player during flight
  • Widened tree colliders
  • Ensured all wolves and imps drop at least 1 item on death
  • Adjusted cooldowns of some NPC attacks to improve responsiveness
  • Dropped repair bench inventory from 1000 to 200
  • Swapped amethyst and irisite requirements on repair bench and rune recycler
  • Adjusted requirements for HGS and mulch
  • Increased unstable gem amethyst requirement from 4 to 5
  • Patched a number of server related security issues with VAC enforcement


Please take a moment to let your game client update and give the servers a moment to come back up with the latest version of the game. We want to thank you again for the feedback, patience and support! We look forward to hearing your reports after you’ve had a chance to get your hands on the update.

Patch Notes - 01/16/2019 - Bug Fixes & Quality of Life Improvements



Happy New Year Wizards of Ignus!



It's a new year and we're back at it with patching up Citadel! Today's patch includes various changes to address some quality-of-life bug fixes intended to provide a more solid gameplay experience with fewer oddities.

Take a look below at our patch notes for more details:

Patch Notes



  • NPC spawning improved, this should lead to fewer eccentricities and better performance.
  • Stability improvements for custom/listen servers.
  • Structures no longer disappear when the host of the custom game is far from guest players.
  • Spell cooldowns and spell cancelling have been cleaned up. The cooldowns of the same spell across weapons are now linked.
  • Fixed player and mounted NPC interactions as well as cameras clipping into objects. This restricts looters from being able to clip through the bottom of floors with flying trinkets or NPCs and looting chests from the exterior of the structure.
  • Fixed an issue causing NPCs are to clip through structure pieces to view the interior of structures.
  • Fixed an issue that caused an arcane step exploit. Players can no longer use arcane step to access Broomstick League or boss dungeons incorrectly.
  • Fixed a bug where the HUD/UI would break if the player died in the settings menu (as well as other instances not in the settings).
  • Fixed a bug where replacing your throne caused your entire structure to 'appear' abandoned.


As always, please take a moment to let your game client update and give the servers a moment to come back up with the latest version of the game.

We hope to see you all in Ignus soon!

Patch Notes - 12/12/2018 - Foliage Fix, Keybinding Additions & More



Greetings Wizards of Ignus!



We’re back at it patching up various bugs and adding some general fixes to Citadel, many of which have been included with the help of your feedback and support.

Check out the patch notes below for details of what’s changed with today’s update. As always, we will be listening carefully to your reactions for future development considerations.

Patch Notes


  • Foliage should no longer grow through structures on a server restart
  • Players can now trinket/weapon swap while looking at interactable objects (when using keyboard and mouse, not controller/gamepad)
  • Keybinding for weapon swapping added to the keybind menu
  • Keybinding for trinket swapping added to the keybind menu
  • Added missing controller icons for triggers and shoulder buttons
  • Added ascend flight keybinding to jump button for controller/gamepad (can now press jump button while using a flight trinket to ascend)
  • Fixed a bug that broke respawning if you had a menu open while dying


If you're still having issues with trinket and weapon swapping not working with the new hotkeys, close Citadel and delete your Input.ini file from your local Citadel directory (C:\Users\[Your User]\AppData\Local\Citadel\Saved\Config\WindowsNoEditor\Input.ini). When you restart the game, the Input.ini will automatically be added to your local Citadel directory and the hotkeys for trinket and weapon swapping should work.

Thank you again for all your patience and support as we iron out the kinks and we hope to see you in Ignus after the patch!

Hotfix - 11/30/2018 - Auto Run & XP Fix



Hello Wizards!



We've launched a very small patch to address a few issues reported from Wednesday's patch. You'll find with this update that we've addressed the following:

  • Fixed an issue with auto run not working
  • Added an extra functionality to auto run. Pressing the back movement key now ("S" by default) will cancel auto run
  • Boosted XP for players who were level 60 pre-patch to set them back to level 60
  • Restored knowledge points and character points of all players


If you're still having issues with trinket and weapon swapping not working with the new hotkeys, close Citadel and delete your Input.ini file from your local Citadel directory (C:\Users\[Your User]\AppData\Local\Citadel\Saved\Config\WindowsNoEditor\Input.ini). When you restart the game, the Input.ini will automatically be added to your local Citadel directory and the hotkeys for trinket and weapon swapping should work.

Thanks to everyone for their reports and their suggestions. Please continue to report them as they come. We appreciate your patience and support as we iron out the kinks and we can’t wait to see you in game!

Patch Notes - 11/28/2018 - Performance Improvements, Player Progression Changes, Controller Support Added and More



Greetings everyone!



As promised in last week's post, today's patch contains some rather significant improvements to player progression and game performance, as well as several general housekeeping fixes.

Check out the patch notes below for details on the changes that were made!

Weapons and Trinkets


Players can now add up to two trinkets to their player and swap between them using the "Y" key as a default. There are now four weapon slots available for players. These may be swapped using the "G" key as a default, by scrolling with the mouse wheel, or by using the new hotkeys 1, 2, 3, and 4 to swap between respective slots. This will allow players to have a more diverse weapon and spell set readily available.

Complete Controller Support


Players who prefer to use a controller over mouse-and-keyboard should find our newly implemented controller support ideal. If you do use a controller and find any issues or have any recommendations, we would like to hear your feedback.

There are now hotkey icons added to the player's UI to help remind them which buttons to press to perform actions. There are some currently missing, such as in the ability bar UI and dismounting UI, which will be added in a future update.

Player Progression


We have heard from many players that the early game can feel a bit punishing and the late game often felt a bit underwhelming. We took a look at the XP thresholds for players to see if there were ways we could address both issues. The leveling progression seemed a bit too linear, so we have emphasized the shape of the curve in this update.

Players will now notice that it's easier to level up at low levels and more difficult at higher levels. When the old and new progression curves are plotted against each other, the crossover point occurs around level 40. Therefore players now require less XP to level up until about level 40, and will require more XP to level up thereafter.



Structure Adjustments


Turrets: There were reports that turrets were firing at friendly house members. It seems they were sometimes failing to recognize who they were owned by, depending on the order of variables such as house creation, throne placement, and/or turret placement. A fix for this issue is included in this update.

Souda Stone: The Souda Stone was found to drain mana at a quicker rate than intended. As a result, the following changes have been made:
  • Increased effective radius from 10m to 20m
  • Increased functional check-delay from 2 seconds to 3 seconds
  • Decreased mana consumption from 10 to 5 per check
  • Increased mana capacity from 400 to 1000 so it lasts 10 minutes unpowered

The changes made will reduce mana drain per hour (within the 20m radius) from 18000/hour to 6000/hour. One full mana generator (50 rune - 25000 mana) can now supply it for over 4 hours. Its practicality has also been buffed, from +20 armor*100% to +100 armor*25%, which will give it a more effective buff for those with lower armor stats.

The buff volume provided by the Souda Stone was blocking players from dismounting their NPCs within its effective radius. This has been fixed as well.

Rune Recycler: The rune recycler has experienced some adjustments as well: it now provides players with flawless rune gems. To compensate for the increased return, its tick rate has been increased from 1 second to 5 seconds, which makes it 5x lighter on server performance. No changes have been made to how much return common/procedural/epic items provide, however uncommon items now provide a bit less return and rare items provide a bit more return.

Other:
  • Widened Ornate door colliders slightly for collision and pathing purposes
  • Fixed a bug for flag collision


Spell Adjustments



Phoenix Rising:
  • Reduced charges to curb some unintended/griefable functionality
  • Increased mana cost from 20 to 200
  • Increased energy cost from 40 to 200

Pacify:
  • Updated description in attempt to provide more clarity for players


NPC Adjustments


Self-Healing: There were several NPCs which did not have any auto-heal abilities configured, now all NPCs should have a slight amount of self-healing and mana regeneration.

Deathweavers: There were navigation issues with Deathweavers in Lythyk Cave so they have been swapped for undead casters.

NPC Pathing: The acceptance radii for NPC pathing has been increased to a minimum of 100 to try smooth NPC behavior and hopefully reduce instances of NPCs spinning in place.



Item Adjustments


Black Hellebore: Consuming Black Hellebore now properly removes 10 health from the player (sometimes 9 due to rounding issues). Snap dragon is set up to do the same for mana, but isn't quite functioning correctly yet. Will be further addressed in a future update.

Demonic Eye: Has been changed from a common item to a rare item as was originally intended. Its magic find buff has been increased from 30 seconds to 3 minutes to make it more practical.

Wood and Stone Rune Recipes: Have been adjusted to previous levels and a background functionality adjustment was made so that their custom weight values can be used.

Special resources: Special Resources such as amethyst, obsidian, and irisite, have had their crafting recipes adjusted such that they now require 5 precious stone and 3 essences.

Soul Binding Scroll VI: Was not functioning as intended so it has been removed from the game until further notice.

Miscellaneous Fixes


Loading Screen Tooltips: To provide more clarity and guidance to new players, we have reduced the number of loading screen tooltips from about 90 to 24. The remaining 24 have been reworded in attempt to provide more clear direction.

Environmental Effects: Lots of our environmental effects were not properly configured to adjust detail or cull at reasonable distances. They have been adjusted which should provide decent performance gains with hopefully minimal aesthetic impact.

Asset Adjustments: A vast quantity of assets have had adjustments to their collisions, in quantity, size, and shape. This was done to drastically reduce the time the sever requires to generate object collisions. The most noticeable of these will likely be trees, which have had their collider counts halved and the radius around the trunks increased a bit to compensate. The tree collider radius increase will be in a future update.

Farming System: We are always looking for ways to improve various systems in the game so we have made some adjustments which hopefully help make farms easier to manage. The vision for the farming mechanic is to require a moderate amount of time and resources to get it running, and require smaller amounts of maintenance thereafter.

To get closer to this vision, the Hobart's Growth Solution recipe has been adjusted from requiring 2 faery dust to 1, which should help on the maintenance side. As a further rebalance, we have removed bones from deer loot and added bones to bear, wolf, boar loot. This should make the maintenance phase of farming a bit less burdensome.

Other Fixes:
  • Standalone mode for playing with only 1 player now has improved performance
  • Some fixes have been implemented for some griefable rocks and terrain issues
  • Other various world performance improvements


We hope you take a moment to look over the notes while you wait for the servers to come back up with the latest version of the game. We look forward to hearing your reports after you’ve had a chance to get your hands on the update!

Patch Preview - Major Optimizations, Controller Support and More



Greetings Wizards!



Since our last patch, we have been working on adding some major refactors and optimizations to the game as well as reducing frame rate drops throughout the world. With our next patch, you can expect all these performance savings to be added as well as newly added controller support!

We have been really busy working on regressing bugs from these new fixes and optimizations. We were hoping to have a patch ready for everyone today but have decided that it could use a bit more time to regress, given the new bugs that have stemmed from all of these big changes.

Today's post will outline what's coming. Take a look below to see more details on what we've been working on!



Performance Savings


Navmeshes take up a significant amount of memory in the game so we've been working on cutting them down. So far it's coming along well and we've seen some noteworthy performance savings.

With these navmesh fixes, we're also trying to improve the pathing of tamed NPCs, how they act and how they path to you when calling them to follow from long distances.

We've also fixed some props throughout the world which were drawing at very long distances by adding a max draw distance and culling what is unnecessary to render at the time. This change has also helping a lot with the performance.

Controller Support


Controller support has been added to the game. Practically everything will be accessible by controller now. Once the patch launches, we'd love to hear feedback from players who use gamepads to play!

Abandoned Structure UI Bug


We've also been keeping an eye this bug and we believe we know what is causing this. We're in the process of taking a look at this issue and are trying to correct this.

Once again, thank you to the players who have taken the time to report their issues. It's always appreciated. We look forward to sharing more information with you all very soon!

Patch Notes - 10/24/2018 - Server Crash and Custom Server Fixes



Greetings denizens of Ignus!



We've launched another small update today to address some lingering issues. Take a look below for more details:
  • Fixed a server crash caused by looting in some situations.
  • Fixed an issue that caused magic structures to remain in a preview material instead of their actual material on custom servers.

Make sure you update your game client and give the servers a moment to come back up with the latest version. See you all in Ignus soon!

Patch Notes - 10/18/2018 - Bug Fixes



Good afternoon Wizards!



We’re putting out a small patch today to address some bugs introduced in last week's mega update. Since our last update, some players reported experiencing building issues while being part of a house. Check out the fixes below for details on the changes we've made.
  • Fixed an issue where house members could not build on member structures while they are offline
  • Fixed an issue where new players could spawn at other player's respawn stones without being a housed ally

To get these fixes in your game, update your client through Steam, and give the servers a few moments to come back online with the latest version.

Thank you for your support and feedback as we identify and correct issues as quickly as we can. We hope to see you in Ignus soon!

Patch Notes - Part 2 of 2 - 10/11/2018 - Balance Adjustments for Harvest Rates, Farming, Siege, Building, Item Weights, Potions and More



Item Weights



Item weights were another area we heard could be improved. Item weights have been calculated based on the sum of their reagent weights, which there is often some merit to and was required to solve some issues on our end regarding items crafted on the player. This system was a bit restrictive and made balance quite difficult and we are implementing a change in that regard: items that are crafted on the player are clamped at a maximum of their sum-of-reagent weighting, and all other items will be adjustable.

As a result of the deliberate item weight changes and the new calculation method, a vast number of item weights have been adjusted and may not be listed below. Some "old weight" values are taken from the data tables and may not be exactly what was represented in-game based on the crafting requirements.

Outlined hereafter are the recipe weights we deliberately changed, in the form: item: new weight(old weight):
  • Diluted Mana Vial: 0.15(0.78)
  • Diluted Mana Flask: 0.5(1.06)
  • Diluted Mana Potion: 0.75(1.26)
  • Diluted Health Vial: 0.15(0.94)
  • Diluted Health Flask: 0.5(1.06)
  • Diluted Health Potion: 0.75(1.26)
  • Health Vial: 0.25(0.88)
  • Health Flask: 0.75(1.26)
  • Health Potion: 1.25(1.98)
  • Mana Vial: 0.25(0.72)
  • Mana Flask: 0.75(1.26)
  • Mana Potion: 1.25(1.98)
  • Vitality Vial: 0.25(0.4)
  • Vitality Flask: 0.75(1.26)
  • Vitality Potion: 1.25(1.98)
  • Potent Mana Vial: 0.5(1.44)
  • Potent Mana Flask: 1(2.16)
  • Potent Mana Potion: 1.5(3.06)
  • Potent Health Vial: 0.5(1.76)
  • Potent Health Flask: 1(2.16)
  • Potent Health Potion: 1.5(3.06)
  • Potent Vitality Vial: 0.5(0.8)
  • Potent Vitality Flask: 1(2.16)
  • Potent Vitality Potion: 1.5(3.06)
  • Primitive Magic Ring: 0.5(0.52)
  • Intricate Magic Ring: 1(1.76)
  • Dignified Magic Ring: 1.5(2.6)
  • Exquisite Magic Ring: 2(4.04)
  • Prodigious Magic Ring: 2.5(5.54)
  • Ring of Light: 3(11.72)
  • Dark Ring of Power: 3.5(12.68)
  • Magic Bracelet: 0.5(0.52)
  • Arcane Bracelet: 1(1.76)
  • Barbaric Bracelet: 1.5(2.68)
  • Distinguished Bracelet: 2(5.3)
  • Bracelet of Courage: 2.5(5.54)
  • Enlightened Bracelet: 3(6.58)
  • Cimmerian Stone Bracelet: 3.5(13.28)
  • Magic Necklace: 0.5(0.52)
  • Outstanding Magic Necklace: 1(1.6)
  • Dark Necklace: 1.5(2.52)
  • Luminous Necklace: 2(4.12)
  • Reawakened Necklace: 2.5(5.1)
  • Nocturnal Necklace: 3(6.38)
  • Magic Necklace of Hatred: 3.5(12.68)
  • Magic Amulet: 0.5(0.52)
  • Spellbound Amulet: 1(1.76)
  • Amulet of Justice: 1.5(2.6)
  • Simeon's Amulet: 2(4.04)
  • Magnificent Amulet: 2.5(5.54)
  • Amulet of Vengeance: 3(5.94)
  • Amulet of Vengeance: 3.5(12.68)
  • Cloth : 0.04(0.16)
  • Leather : 0.05(0.08)
  • Eagle Skull: 0.1(0.12)
  • Dark Plasma: 0.2(0.36)
  • Demonic Eye: 0.42(0.74)
  • Blackened Iron Ingot: 0.25(0.52)
  • Refined Leather: 0.1(0.16)
  • Refined Cloth: 0.1(0.32)
  • Feather: 0.02(0.06)
  • Yellow Pine: 0.04(0.08)
  • Crowberry: 0.04(0.08)
  • Ghost Orchid : 0.04(0.08)
  • Kaltbitur Herb: 0.04(0.08)
  • Snowdonia Hawkweed: 0.04(0.08)
  • Corpse Flower: 0.04(0.08)
  • Buffalo Felt Leaves: 0.04(0.08)
  • Buskas Leaves: 0.04(0.08)
  • Kylma Flower: 0.04(0.08)
  • Amethyst Crystal: 0.1(0.16)
  • Irisite: 0.1(0.16)
  • Obsidian: 0.1(0.16)
  • Mushrooms: 0.05(0.04)
  • Ornate Marble Slab: 0.2(0.24)
  • Marble: 0.15(0.08)
  • Flawless Rune Gem: 0.05(0.06)
  • Crowberry Seeds: 0.02(0.04)
  • Ghost Orchid Seeds: 0.02(0.04)
  • Yellow Pine Seeds: 0.02(0.04)
  • Kaltbitur Seeds: 0.02(0.04)
  • Buffalo Felt Seeds: 0.02(0.04)
  • Corpse Flower Seeds: 0.02(0.04)
  • Kylma Flower Seeds: 0.02(0.04)
  • Buskas Seeds: 0.02(0.04)
  • Snowdonia Seeds: 0.02(0.04)
  • Mushroom Spores: 0.02(0.04)
  • Wheat Grain: 0.04(0.08)
  • Snap Dragon Seeds: 0.04(0.08)
  • Black Hellebore Seeds: 0.04(0.08)
  • Mandrake Seeds: 0.04(0.08)
  • Cultist Leaf Seeds: 0.04(0.08)
  • Rowan Bush Seeds: 0.04(0.08)
  • Frostwood Sapling Seeds: 0.04(0.08)
  • Wheat: 0.08(0.16)
  • Snap Dragon: 0.08(0.16)
  • Black Hellebore: 0.08(0.16)
  • Mandrake Root: 0.08(0.16)
  • Cultist Leaf: 0.08(0.16)
  • Rowan Berries: 0.08(0.16)
  • Frostwood: 0.2(0.24)
  • Raw Poultry: 0.05(0.16)
  • Egg: 0.1(0.2)
  • Flour: 0.16(0.32)
  • Spice: 0.05(0.54)
  • Salted Boar: 0.1(0.08)
  • Salted Elk: 0.1(0.12)
  • Salted Hare: 0.05(0.06)
  • Salted Horse: 0.1(0.12)
  • Salted Poultry: 0.05(0.18)


Boss Loot





We understand there are issues with how light the looted boss armor and weapons are. The items have now been rebalanced to address the easier-late/endgame feedback we receive. The weights have been adjusted by taking the top crafted equivalent item weight, and adding a very modest amount. The decrease in other item weights such as potions and trinkets should help offset these increases to a certain extent.
  • Dracul King Claw: 23(1.2)
  • Pyrant Hammer: 27(3.6)
  • Staff of Helios: 23(2.4)
  • Dracul Mask: 11(0.9)
  • Dracul Cuirass: 27(2.1)
  • Dracul Leggings: 18(1.5)
  • Dracul Boots: 12(0.9)
  • Pyrant Helm: 10(2.1)
  • Cuirass of the Pyrant: 26(3.6)
  • Pyrant Leggings: 17(2.7)
  • Pyrant Boots: 11(1.5)
  • Helm of Helios: 10(0.9)
  • Cuirass of Helios: 26(2.4)
  • Leggings of Helios: 17(1.8)
  • Boots of Helios: 11(1.2)
  • Helios Ring: 4(0.3)
  • Orcus Necklace: 4(0.48)
  • Evren Amulet: 4(0.72)
  • Bracelet of Ignus: 4(0.96)
  • Indigo Wand: 12(0.6)
  • Indigo Hood: 8(0.54)
  • Robe of the Indigo: 24(0.96)
  • Boots of the Indigo: 9(0.48)
  • Mace of the Dracul: 28(3.6)
  • Staff of the Dracul: 24(2.4)
  • Wand of the Dracul: 14(0.9)
  • Staff of the Pyrant: 23(2.4)
  • Gauntlet of the Pyrant: 22(1.8)
  • Wand of the Pyrant: 13(0.6)
  • Helios Gauntlet: 22(1.2)
  • Blade of Helios: 27(3.6)
  • Wand of Helios: 13(0.9)
  • Staff of the Indigo: 22(2.4)
  • Blade of Freya: 26(3.6)
  • Gauntlet of Huna: 21(1.5)
  • Helm of Huna: 9(0.96)
  • Cuirass of Huna: 25(2.52)
  • Leggings of Huna: 16(1.92)
  • Boots of Huna: 10(0.72)
  • Helm of Nabrok: 9(0.96)
  • Cuirass of Nabrok: 25(2.04)
  • Leggings of Nabrok: 16(1.44)
  • Boots of Nabrok: 10(0.72)
  • Helm of Freya: 9(1.68)
  • Cuirass of Freya: 25(4.2)
  • Leggings of Freya: 16(2.75)
  • Boots of Freya: 10(1.74)

The loot chests found in boss caves functions on a system with both guaranteed and random rolls. We originally included items such as the elixir of amnesia and elixir of destruction in these loot sets so players could circumvent the farming mechanic if they so desired. We've been hearing feedback that those two elixirs drop quite frequently during boss raids. Receiving many of those powerful items was made easier by the fact that boss weapons and armor weighed very little, allowing players to carry many of them out of the cave.

We've nerfed the drop rate of elixir of destruction from general boss cave chests from 5 to 1 (the other items in that set have values from 1 to 10, for comparison). The drop rate to elixir of amnesia and destruction have been reduced for the Dragonheart boss' loot from 50 to 10, compared to most items in that set having a value of 25.

World Update





There have been reports of players losing tames and inventory during server crashes or bad latency. One such circumstance occurs when a player is moving (typically flying) toward the west, south, or east bounds of the map. The "out of bounds" volume will kill the player but allow the mounts, with their inventory, to travel far beyond and make them difficult/impossible to retrieve.

We had a navigation blocking volume on the outsides of the world-bounds damage volumes to prevent edge-case behavior with random-spawned AI, and we have repurposed those volumes to block everything. This will hopefully help players retrieve tames and loot, although we still expect it to be pretty difficult. This is an interim solution and we may address this in a better way in the future depending on community feedback.

NPC Projectile Adjustments



The projectile speeds of some of our NPC attacks were somewhat sluggish. Troll, ranged orc, and undead caster attacks could be pretty easily dodged by strafing. Those attacks should be more effective and much harder to dodge now, as the projectile speeds have been increased roughly 2-3x.

Programming Updates


  • Removed auto-capture lambdas
  • Optimized structure download time
  • Added structure safety when destroyed
  • Removed Telekenesis
  • Merged destructible actors loading in at run time rather than advance cache and relevancy-based structure destruction


Future Updates





Another large undertaking will be audit and adjustment of player levels and XP requirements. The hope is that we can make the early levels (<20) more interesting and engaging for new players, while the later levels (>40) will likely see some slowing, which will help address feedback we hear about the later game being a breeze. There are a couple items that don't apply the correct debuff when consumed. Magic find will also be looked at and will likely be buffed.

As always, please make sure you give the servers a moment to come back up with the newest version of the game. Thanks again to everyone for their feedback, we're listening so please feel free to share on the forums. See you in Ignus soon!