First of all, we thank you all for your participation/reports/feedback and we really appreciate it. Apart from that, we did take revenge on PT #5, albeit with its nuances ;).
PT #6 turned out to be the most popular and covered (according to the statistics of the Playtest client version): - 13+ thousand new people signed up for PT; - 7+ thousand new players launched the client; - which converted, on average, into 1+ thousand unique players per day; - the number of players who played 4+ hours exceeded the number of players who spent less than an hour in the game; - 500+ players spent more than 20 hours on the playtest;
And of course, it is worth mentioning separately the ROG Club members and the players who launched the client of the main version of the game (using keys) - they made up, on average, another 20% of the playtest participants.
There will be PT #7, and we’ll not wipe your progress before it! In terms of content, there’ll be little difference between PT #7 and PT #6, and the emphasis will be on correcting errors and completing those unexpected tasks that PT #6 brought us.
Speaking about those nuances We didn't want to delay PT #6, so a number of things ended up in the build in an intermediate or even unfinished state.
Out of sync hits of melee weapons in PvE;
- this is a consequence of unfinished work on the introduction of prediction. - (PT #7) fix of this;
Group:
- group getting disbanded during the transition between locations/seamless zones; - adding to a group between servers via chat; - (PT #7) fix of this;
Boss balance:
- (PT #7) adding a good chance of dropping blanks and recipes will be given to 3 types of mini-bosses - “sergeants” of humanoid mobs (miners, lepers, and northmen); - bosses in Dwarrhan received their near-final difficulty ahead of time: a significant increase in HP, their levels relative to the county level, and, as a result, an increase in other stats and an increase in the level of items in loot; - according to the current concept, swamps and craters are high-level content within a given county, designed for a well-trained group (level + equipment); - at the same time, players found themselves in a situation where there were insufficient sources for obtaining high-level equipment necessary for the swamp and craters; - To solve this problem, we are adding humanoid mini-bosses which were precisely supposed to become the necessary source.
(PT #7) Abilities, aggro, and healing of the druid:
- fixing aggro abilities on bosses; - adding group healing to allow full tanking; - distribution of abilities between classes and distribution of NPCs on the map; - fix and balance of a number of abilities;
(PT #7) PvE and Loot:
- protection from autoclicker abuse in PvE; - rebalance of resistances to elements that were nerfed by PT #6; - increasing the chance of dropping blanks/recipes (including for tools) from a number of ordinary mobs;
(PT #7) Dwarrhan:
- content for the western continent; - content for the southern counties;
(PT #7) Castles:
- adding missing castles; - fixed resetting castle filling on server restart; - adding notifications when capturing points/castles and visual capture/burning (flags); - reducing the area of castle domains (tax zones);
(PT #7) Technical problems:
- disconnects; - remaining server crash causes, including those which some players in the mines actively abused; - and the problem with preserving the character’s abilities/inventory when a number of factors are imposed;
(PT #7) Other:
- fixing ALT+F4 upon death; - “mute” option in the chat for the selected user; - (probably) chat reports on users;
(PT #7) New:
- localization into new languages; - crafting food and revising the stock/cost of food from the innkeeper; - medium crossbows; - (probably) various AMMO for crossbows; - (probably) the magic of different controls on powders
We survived the holidays and are ready to get back to work.
Our plans for working with the community in the near future are as follows:
Restoring activity on the forum, reviewing error reports, and rewarding everyone who helped in fixing them;
Working on the development of the ROG Club and improving interaction with participants;
Improving the reward system in the form of ROG Club points, which can be exchanged for access to game packages, exclusive skins (unavailable for purchase elsewhere), or even real money.
And the most exciting news: we are looking for a talented creator of unique content for Tik Tok and Shorts. If you want to be a part of our team, earn recognition in the game, and maybe even receive financial rewards, more information can be found on our discord channel
From the developers, we have the following news for you:
On Friday, we will share a report on the results of the conducted playtest;
We are planning to establish a connection between the Steam account and our game forum account;
Preparing for the next public testing;
Optimizing our servers and fixing any detected errors;
Working on new high-quality content.
ROG’oms up!
Play test #6: Patch #2
Hello friends!
Another patch that’ll hopefully improve the quality of life in Reign of Guilds: - Fixed another cause of server crashes related to AI aggro; - Server optimization; - Fixed crafting; - Balance: fixed stats of “forgotten” Air powders, increased the duration of regen spells; - Balance: added “forgotten” loot drops: gems, blanks dropped by regular mobs, etc.; - New Year Tree with gifts (WIP); - Visual fixes and optimization;
ROG’oms Up!
Play test #6: Patch #1& Plans
Hi friends!
To begin with, we’d like to thank you for your patience and apologize for not so positive emotions caused by progress losses that occurred after server crashes.
Today we uploading fixes that will address the most sensitive of the issues of the first day: - fixed 2 causes of server crashes; - the interval between character backups was decreased from 15 to 3 minutes; - invulnerability after teleportation was increased from 10 to 30 seconds; - the maximum amount of AIs on servers was decreased by 25%; - tutorial weapons were buffed to suit the latest balance changes; - fixes in various dungeons; - updated lighting settings in the Island Catacombs;
Next week plans: - Polishing and bugfixing: castle, sieges, castle AI stats, land taxes; - Issues with crafting; - Open world portals, portal tokens; - A number of other fixes;
ROG’oms Up!
Reign of Guilds | Join our Playtest!
Welcome explorers of the Reign of Guilds world!
Today we are announcing the start of a special session of playtesting! Your loyalty and valuable feedback left during previous demos has been taken into account, elaborated and used to improve the game, so we invite you to join our new playtest.
Our Plans
Steam playtests are available for all who wish to participate: Playtest #1. Basic server tests (ended, 01/07/23 - 01/10/23); Playtest #2. The tests of Start Island mechanics (ended, 02/04/23 - 02/16/23); Playtest #3. The tests of the open world, PvP mechanics and sieges (ended, 04/24/23 - 05/08/23); Playtest #4. Further polishing of game mechanics (ended, 07/05/23 - 07/17/2023); Playtest #5 (ended, 09/25/2023 - 10/02/2023); Playtest #6 - (12/21/2023 - 01/08/2024); The release of the game in Early Access planned for 1Q24.
The most significant changes made for Playtest #6:
- 2 Dwarrhan Kingdoms (1 Eurasia, 1 North America) for equal distribution of players according to ping - players themselves choose their desired region; - Rivulet Island (level 2 tutorial location) receives its underground world, consisting of several interconnected locations; - Abilities for aggro mobs, and as a result, an increase in boss characteristics; - Significant changes to loot drops for both regular mobs and bosses; - Significant redevelopment of PvPvE locations - Swamps in Dwarrhan; - Significant changes to the balance of weapons/magic/equipment items and the economy, as well as the item quality system; - Significant changes to refining/crafting/enchanting; - Changes and balance of the melee combat system; - Changes in character leveling (PvE), karma system;
Playtest tomorrow! And also the list of changes of the last update.
The long-awaited event is tomorrow! Public testing for everyone. Deadlines 21.12.2023 - 08.01.2024
A brief overview of the most significant changes:
Kingdoms and servers:
Currently, we are testing North American stack of servers;
conceptually, North America and Eurasia are two separate Dwarrhan kingdoms, completely disconnected from each other;
players will be able to choose their desired region when entering the game and change it later;
Castle taxes including:
- taxes for passing through castle territory; - for staying on some territory; - penalties for tax evasion;
Mechanics for obtaining and using preorder rewards;
Dwarrhan: - Western T1 counties; - Western and Eastern T2 counties (settlements not included);
New location:
New intertwined underground locations for Rivulet Island: - catacombs, abandoned mine, caverns; Both types of swamps were revamped: - the locations itself and their environments; - visuals, music and ambience; - swamp traversal mechanics; - new approach to AIs and their drops;
Balance:
Added: - Jewelry crafting; - Tool crafting - Crafting tool are now split among vocations; gems now have to be refined before being used
Buffed:
- 1H weapons, including a tangible buff of the alternative LMB attack for all 1H weapon types; shields; - buffs (powders): on average: T1 improved by 25%, T6 by 40%, and T12 by 8%;
Reign of Guilds - Public test starts in 5 days.
In just 5 days, the world of Reign of Guilds will be filled with adventurers and those ready to challenge fate. Will you be among them? Dates 21.12.2023 - 08.01.2023
In less than 20 days, this castle will be under siege. Prepare for playtesting!
This castle has survived numerous sieges and hosted hundreds of dukes, but time is relentless, and the once impregnable walls have lost their valiant guards. The main hall has become unrecognizable in its emptiness. However, it is not too late to change everything and restore greatness to this place - all you need to do is make your choice. Public testing will begin in less than 20 days. Prepare your equipment, seek the support of loyal comrades, and embark on a journey.
In less than 15 days, this castle will be under siege. Prepare for playtesting!
This castle has survived numerous sieges and hosted hundreds of dukes, but time is relentless, and the once impregnable walls have lost their valiant guards. The main hall has become unrecognizable in its emptiness. However, it is not too late to change everything and restore greatness to this place - all you need to do is make your choice. Public testing will begin in less than 15 days. Prepare your equipment, seek the support of loyal comrades, and embark on a journey.
Patch Note with an unexpected surprise for you.
So, we have two important news for you. Firstly, the early access release date for the game has been set for the first quarter of 2024. We're in the final stretch!
But that's not all! Secondly, we will also be conducting an open playtest in mid-December. This is a great opportunity for you to evaluate the game in its earliest stages of development and share your feedback and suggestions.
And now, let's move on to the most interesting aspects of our work! Some things are already available on the normal servers, while others are still being tested on the PTR servers:
A threat system that works through abilities and powders.
Combining rebounds and strikes.
Character progression:
Taking into account mob resistance for experience calculation.
Different amounts of experience for mobs, depending on their difficulty at the same level.
Penalty for significant imbalance in one direction of character development.
An item that allows you to delevel to level 15.
Karma and drop chances:
Death in PvE now has the same consequences as in PvP.
Introducing a 100% chance of dropping certain types of items (resources, skins, loot).
Decreased losses upon death for characters with neutral and higher karma, as well as an increase in the number of safe slots.
Increased losses for characters with bad karma and below.
Crafting, enchanting, and repair:
Enchanting - ingredient requirements depend on item level.
"Repair" mechanics of repair.
Recipes do not expire over time, but have a significantly lower resource cost per use.
Mobs and Loot:
Named mobs have received a new concept of levels relative to the county tier.
Named mobs have received a fundamentally new and unified concept of loot distribution.
UI/UX:
Information about other players on the 'F' key;
Expanded information in tooltips for game items;
Visual emphasis on debuffs that significantly affect the character;
Fixes for the most unpleasant problems for players:
Problem with buffs when transitioning through seamless zones;
Disappearing recipes;
Equipment that didn't maintain its attributes;
Character sliding and sluggishness when overloaded.