Back from my honeymoon + current state of affairs + where we are heading
Hey there everybody! Alex Poysky here with a clear head and a new wife!
Well, my ONLY wife that is, it isn't like I swapped out an old wife for a newer model or anything, but I digress....
Work's been going pretty well on the development front, with Stephen churning out content patch after content patch, all while helping at home with a pregnant wife. It's pretty awesome to see such ambition and form a part of it. I'm used to being the only workaholic around but seeing the entire team so into what we are doing makes it clear that we're making something memorable here.
That leads me on to the next point, the current state of affairs. We're VERY pleased with the general reception of the game at this point, a 98% is by far the best score I've had on any game I've ever worked on, and it's exciting that it's happening on the first game I'm running hand in hand with Stephen, so on that end we are both pleased and humbled.
As for what we need right now that YOU the player base can provide? More eyes on the game. We know it's just an EA game at this point, that means we'll be hard pressed to reach the press (stupid pun intended), but that doesn't mean you can't point out the game to a friend or two, or mention it on a forum! Anything you could do to help get the word our can and will personally help two people working their hardest to get this dream off the ground! (Plus all the people working with us, community managment, publishing, sound, etc!).
Where are we heading? Well, currently we want to offer at least a 25 hour base game with a very broad siege based end game that will serve as a platform for further REGIONS.
Each region will be an entirely new map, with new features and basically augment the base game exponentially. We will bill them as expansions, as I wouldn't dream of offering a dlc pack with just a splash of new content and call it a day. We'll be working on swathes of content and are commited to making this project an enjoyable and broad experience. Memorable is the word I'm going for, and it's what we are striving to achieve, a MEMORABLE title, a MEMORABLE effort, all for you, a MEMORABLE user.
It's why I'm giving you this long winded post instead of just going silent and pumping out weekly content patches. I personally want you to be invested in the game and it's success. I would love to see you in our discord speaking with us. I'd love to hear you tell me how much you like or dislike ROR for whatever reason and speak with you one on one to understand why and why not. I need you to be a part of this because you deserve to be.
If anyone from the press is reading this, you can help a great deal as well if you want by contacting me. We're always happy to get the word out and it'd mean a great deal to us! Same for youtube and twitch, we love you guys and just because I can't reach each and every one of you in an e-mail or a personalized keymailer invite doesn't mean we aren't appreciative! Heck, we have some pretty big name youtubers and streamers hanging out in our discord at all times, you all are more than welcome, ALWAYS!
I'm going to link the discord here, I want to do a little something. If you enter our discord from this link and using this post, just say @alexpoysky sent me when you hop in and that way I'll be pinged and speak with you asap!
https://discord.gg/EH8fEUc
Thanks for all the support everyone!
-The entire ROR team!
Weekly Update #5 (1.1.44)
Hey everyone, the Developer here!
This week we've added 20 new locations to explore, amongst some new additions to item stats, and a few new mobs. Development is trucking along as strong as ever, and for those of you who have been waiting for Controller Support, it looks like it will be ready for next week's patch!
And here are today's patch notes:
1.1.44 patch notes
added one cave location
added one desert location
added five fort locations
added four forest location
added five ruins locations
added three snowforest locations (new soundtrack for snow regions)
added one town location
added new mob 'Worg'
added new mob 'enslaver' (orc)
added dwarf crossbow companions
added two new artefacts
minus stats on items can no longer exploit enchanting
fixed runeforge from being able to enchant nothing (empty slots)
runeforge is now explained in more detail, and has quest to build
fixed another unending quest (for real this time)
fixed 100% block ability from not working on harder difficulties
fixed brekar quest item drop duping
put a maximum demand cap on market buy/sell
market resource demand equalises over time
implemented push force bonus on special weapons
implemented bleed bonus on special weapons
implemented poison bonus on special weapons
implemented dashing bonus on special items
increased gold coins worth from 10 to 50
reduced gold coin and silver coin drop rates
barrels and stone pile resources can now be used as cover
can no longer toggle sneak when the game is paused
fixed power attack -> normal attack animation transition
other minor bugs
Weekly Update #4 (1.1.43)
Greetings, Dwarven friends!
The holiday season is just around the corner, but work on the game is in full swing. In our 4th weekly update, we bring you more levels, the addition of the market and rune forge, plenty of fixes, and continued balancing and adjustments on combat. As always, we appreciate the community’s help in finding the bugs, you guys are awesome! Without further ado, here are this week’s patch notes:
added new market building (levels 1 - 3)
added new runeforge building (levels 1 - 2)
added two forest locations
added four ruin locations
added two desert locations
added new mob - armoured blue goblin
added three new unique items
added a 'cleanup' button to organise inventory
implemented cold effect on special weapons
changed one of the shielding skill tree abilities
buffed the orcbane (again)
'area cleared' is now much more readable
fixed bug companions locked into walking one direction
strength now affects max stamina by half
constitution now affects stamina regeneration (instead of strength)
now move faster with shield ability for 100% block
100% block-ability movement speed doesn't get overridden with other skills
minor changes to resistances and stats
health regen (out of Combat) will only stop if hits create health loss
burn damage is slightly slower, and less damaging
you no longer get 2x critchance on stuns
you now get 2x critchance on attacks from behind
throwing axes now get crit and damage bonuses from hitting behind
slightly increased the radius of shield-bash/charge
some balancing of contract mobs and minions
some more fixes to resistances (Thanks Lorebot!)
fixed some quest items from duping
NPCs will now break down barricades
Fixed some unending quests
Weekly Patch #3 (1.1.41) is live!
Greetings, Dwarven friends!
Hard to believe this is already our 3rd weekly update since launch! This week we introduce the first instance of random gen to the game, in the form of bounty missions. These will be randomly generated missions that you can pick up at the tavern, which will send you to track down bad guys that are lurking in areas you’ve already cleared. We’ll be watching for bug reports for this new feature and looking to iron those issues out as quickly as possible. We’ll be adding to this over time, including different reward types.
Here are the notes for this week’s update:
new Feature bounty contracts (tavern level 2 and up) - still being balanced
added five forest locations
added one fort location
added two town locations
added two ruins location
added a few new artefacts
added blue skin goblins
added druids (hippies!)
implemented life steal ability on special weapons
trolls no longer attack from the grave
lots of minor fixes
Quick check in with our players
Hey there everyone. Alex Poysky here.
There's nothing major to report, but be that as it may, I don't want to keep you all in the dark. We're still on for our friday patch, which will contain a bit in the way of game randomization that should give you guys some more playtime in the form of random contracts you can take from the tavernkeep.
Currently I'm sick as a dog with a flu I'm going to have to nurse before this saturday, because I'm getting married in 4 days, and Ladyaijou is getting married later on this month as well! (Pure coincidence!). Stephen is hard at work on Daddy duty at home, but he's making time for the game every day for at least a few hours.
My wife and I will be storyboarding on our honeymoon (we're taking a short cruise throughout the medditerranean), and I'll make sure to update every so often there.
If you guys want to chat feel free to hop into discord or follow me on facebook (it's alexpoysky there).
We're really happy with our player base for being so friendly, positive, nice and genuinely helpful!
Also, I want to acknowledge all the petitions for localization we are getting, ESPECIALLY towards our huge german community. We have heard you and we will eventually (before launch!) get a translation up in working order.
We can't do it just now because a localization kit would require all the game's base text and we haven't finished the main story yet. If we make a localization kit now we'd have to update it basically every week, meaning that the translation would take ten times as many resources to get done as doing it all in one go, besides all the odds and ends we'd have to change around due to that kit, so we've decided to do it when we are closer to launch.
My fever is kicking in again so I'm going to head out for a while. I'll check in here every so often if you like, but remember, https://discord.gg/EH8fEUc is where we usually hang out!
Have a great week everyone, expect the update 3 pm my time (spain) on FRIDAY.
HOTFIX 1.1.41 patch
Hey folks,
Noticing a few bugs that some of you may be seeing after yesterday's patch, so we've just done a quick update today to cover them. - shouldn't be more than 2 or 3MB.
Notes for the more obvious issues:
- rescued dwarves will stay longer before running off
- the shop exchange/tagging bug is fixed, for large exchanges
- halved cost of companions added hire duration
- some dialog typos
- AI will no longer get glued and bunched when trying to climb a ladder
- Companion AI will track ladders more intuitively
- critical hit slow motion cool downs should now work
- fixed ghost items in vendors
Don't worry! Friday's patch will still be happening as per usual, with a bunch of new content.