Reign of Guilds cover
Reign of Guilds screenshot
Genre: Role-playing (RPG), Adventure

Reign of Guilds

Update 0.92.384

Dear friends,

At last, we are ready to present the main patch note before PT #4. Here, we’ll tell you about everything we have done since the end of PT #3.

To put it briefly, most of our efforts were invested in refactoring the mechanics that received the majority of bug reports, such as quests and AI Spawners. Apart from that, we have been working on improving Seamless Zones and transitions, abilities, UX design, and the visual aspect of the game.

We are planning another 1 or 2 weeks of work on fixes and adding content to Dwarrhan. This build contains a number of known issues, but the sooner it gets into the hands of the ROG Club, the more known issues we will have ;)

We apologize for not being able to meet the scheduled deadlines for PT-4, but we are trying to really develop the project between playtests, albeit to the detriment of deadlines.

ROG’oms Up!



Refactored Mechanics



  • since these mechanics were completely rewritten it is needless to mention anything about their old bugs that had been reported by players:
  • Quests;
  • AI Spawners;


Server Part | Backend | Seamless


Added:

  • New Seamless Zones of different shapes (not just cubes);
  • the algorithm for many-staged loading of character inventory;
  • the script that automatically reboots servers according to the schedule;

Changed:

  • character saving system;
  • (exploit) external container item caching and saving system (bank, chests, etc.);
  • (exploit) the process of logging into game, from the point of launching it to the moment of creating the character;

Fixed:

  • (rare) an issue that set the character back to level 1.1 when rebooting the game too quickly;
  • hotbar slots emptying on their own;
  • Optimized:
  • AI and their spawn;
  • memory consumption for game servers;


General Balance | Economy:



  • revision of the prices of resources, processing and, as a result, of most of the items;
  • revision of equipment bonuses and requirements of levels 2+;
  • revision of the proportion of stats values between robes/light/medium/heavy armor, 1H & 2H weapons, weapon types (swords/axes/maces);
  • made the process of crafting more rewarding financially;
  • revision of the requirements and stat bonuses of the enchantments for Large Gear, Small Gear, and Jewelry;
  • new approach to mob stats;


Tavern (Tutorial Map)



  • deleted several more redundant steps from it with accordance to the feedback received from PT #3 participants;


Inventory| Equip | Containers:


Added:

  • pressing “I” opens both the inventory and the equipped pouch;
  • this function can be turned off by pressing the button in the pouch window;
  • the button that allows to bring up the pouch window maximized or minimized;

Changed:

  • the number of slots pouches give were considerably increased, limitations being placed on the pouches maximum weight capacity and its own weight;
  • increases the number of items in stack for most items;


Combat System | Magic:


Added:

  • SFX for flying projectiles;

Changed:

  • 2H alternative attack doesn’t need any more “charging” before being used;
  • effects that change cooldown also make the animations of the actions they affect quicker;
  • energy use and 2H sprint attack effects;

Fixed:

  • an error in technical buff stack calculation, especially with those that deal DOT;
  • Optimized:
  • server load caused by spell logic and projectiles casts;


Character| Vocations and Abilities | Quests


Added:

  • new type of abilities - passive abilities that give constant passive bonuses while the ability is slotted in the character window;
  • new type of abilities that change the behavior of weapons;

Changed:

  • increased the speed and the distance of dodges;
  • decreased the energy use of jumps and dodges, including the penalty for repeated dodging/jumping. The intensity of the penalty for carried weight was increased, however;

Fixed:

  • dodging animation jittering when playing from 3rd person;
  • attribute experience transfer powders;
  • Archmage’s levitation wouldn’t end after the effect had already expired;


Resources | Processing | Crafting | Enchantments


Added:

  • messages notifying of crafting or enchantment results;

Changed:

  • enchanted items tooltips;

Fixed:

  • (exploit) errors with using ingredients that aren’t part of a single stack in inventory;
  • enchantment: issues with attribute bonuses, requirement multiplier, and added requirements;
  • the error that caused jewelry level to change after it was enchanted;


AI | NPCs:


Added:

  • mobs can now be completely or partially invulnerable to certain weapon/magic types;
  • increased the number of bosses on the Island and Dwarrhan;
  • every boss is now in the Black Zone;
  • wolf;

Changed:

  • brand new system of spawners in Dwarrhan - the quantity of mobs will depend on the biome where they are being spawned;
  • a number of mobs had their idle mode turned back on (they can roam the areas around the spot where they have been spawned);

Fixed:

  • wrong level scaling of HP regeneration;


UI | UX | Visuals | Localization:


Added:

  • “immersive” nameplates (“classic” nameplates can be turned on in the settings);
  • animation for turning on spot;
  • several voices for character to choose from;
  • characters will use vocal reactions in more different scenarios;
  • dynamic VFX emissive brightness change according to time of day;
  • automatic transition to cursor mode when interacting with NPCs;
  • new weapon models (including the replacement of old ones);

Changed:

  • battle log messages made shorter and clearer;
  • Improved LODs for a number of objects in settlements;

Fixed:

  • saving hotkeys and displaying hotkeys of the bottom line of the hotbar;
  • saving the position of windows after relogging;
  • incorrect display of the attack value at the first equip of the powder;
  • incorrect display of the amount of powders in the cell when using them through the hotbar;
  • the cursor in the aiming mode takes into account the change in the range of the weapon depending on the character's height;
  • the character window does not take into account the modified weapon stats;
  • FPS drop when playing a number of VFX;
  • bug with restarting the global cooldown timer on abilities after transitioning through Seamless;
  • localization of different Karma zones;

Steam Playtest #3: Summary

Dear friends,

Before we start, we want to thank all the participants for their bug reports and feedback.

All in all, we received over 100 unique bug reports, the most critical of which were immediately addressed by our team during the tests.
Hosting the testing session, fixing bugs, and adding new content proved to be even harder than just preparing for the test. That’s why, during PT #4, we’ll concentrate on bug fixing.

From the technical perspective:
We think that the tests have been successful. As a result of the work we did after them, we were able to improve server stability, fix some rare crashes that were caused by cheating players, and address a number of other issues that were related to the visual part of the game.

Speaking of the performance issues, they were caused by our attempts to seek out certain bugs during the second half of the tests. We were experimenting with collisions, increasing the number of AIs, adding new mechanics, and excessive logging. Some of those might have caused the issues with performance.

Reports and questions (by popularity and seriousness):

Manual and guides

  • (EA) there were many questions and bug reports related to players not being able to grasp some of the game’s mechanics; for that reason we are currently working on a game “wiki” that would look like an in-game journal;
  • (EA) encountering some mechanics for the first time (in case this is the first character and “hints” option is turned on) will bring up a pop-up notification clicking on which will open a corresponding “wiki” page;


Quests

  • (?!) they were the biggest troublemaker being responsible for most bug reports, because they prevented player from joining Vocations, getting additive abilities, and were also vulnerable to being abused (even unintentional);
  • (PT#4) this mechanics leaves us no choice except to completely refactor it, changing the architecture and rejecting the idea of storing the quests in the DB;


Vocations

  • (?!) aside from quests, the biggest cause of issues were Vocations. They brought so many problems that we even had to refrain from implementing additive abilities;
  • (?!) unfortunately, PT #3 only offered a superficial view of Vocations, due to insufficient attribute and stat bonuses;
  • (PT #4) we’ll pay through attention to the number of additive abilities, so that every profession would have several of them;


Character progression

  • (?!) noticeable slowdown of character progression with leveling PvE abuses;
  • (PT #3) decrease the amount of XP gained from training dummies, amount of XP gained from bosses was also cut down;
  • (PT #3, Patch #4) average character DPS was increased by 30-50% by the means of more dramatic stat growth between the items of levels 1, 2, and 3.;
  • (PT #4) amount of XP gained from receiving damage in PvE was decreased considerably;
  • (PT #4) reaching level 10.10 on a twink character should take no more than 30 mins, while for levels 16.15/15.16 it is around 2 hours;
  • (PT #4) we will add powders that give a tech buff, that causes the XP gained for one attribute to be transferred to another attribute with a small penalty;
  • (?!) insufficient XP bonus for being in party and “progression conflict” causes by party members leveling different stats;
  • (PT #4) redistribution of attributes points within one growth direction will be done using Tabula Rasa, while between different growth directions it’ll be accomplished with the use of the abovementioned powders;


Content

  • (?!) visual lack of new content on the continent in comparison with Rivulet Island;
  • Rivulet Island was added before PT #1 and was filled with existing biomes in order to introduce the players to the mechanics that Dwarrhan would offer in a safe and friendly environment;
  • (PT #4) we will add more kill, fetch, and collect quests;
  • (EA) more additions to the quest system: RNG for rewards and objectives, more variations of rewards, repeatability, etc.;
  • (EA) we will add caches/treasure chest found during exploration with a system of keys that grant access to them;


Economy

  • (?!) player activity was poorly rewarded and the ratio between the prices of goods and NPC service prices was dumb;
  • (PT #4) dramatic overhaul of all kinds of prices, including a noticeable change in the growth of prices for items of different levels;
  • (PT #4) greater quest rewards and stricter DQB rules in Dwarrhan;


AI

  • (?!) abuse of named mobs (bosses);
  • (PT #4) as part of the necessary spawner refactor, there will also be more detailed customization of areas for navigation within each spawner;
  • (PT #4) changing craters;
  • (PT #4) adding partial/full immunity to various weapons/elements;


Magic

  • (?!) the casual physics of magic had a significant impact on its relevance, especially in terms of characteristics (they were underestimated);
  • (PT #3, Patch #4) fundamental changes were made to the approach in order to collect feedback on it. The main direction is to increase damage and complicate physics;
  • (PT #4) adding strong "shooters" for earth/fire/water, similar to the air's Big Shock powder and AOE magic for all elements;
  • (EA) revision towards increasing passive HP / MP regen depending on the satiety of the character, which should reduce the number of actions of players, especially in slow PvE;


Melee weapon

  • (?!) the first received feedback and statistics showed the need for rebalancing and a certain simplification in the management of some types of weapons;
  • (?!) the second, but more significant problem is the discomfort due to the need for the client to wait for information from the server to play VFX / SFX tricks, which creates a clunkiness when having ping, above average;
  • (PT #3, Patch #4) weapon control was simplified, the bonus in characteristics for less comfortable types of weapons was increased;
  • (PT #4) this problem will be solved by PT #4 with the help of prediction;


Ranged weapons

  • (?!) casuality of physics;
  • (PT #3, Patch #4) as part of the testing, cardinal changes were made - a slowdown in speed and a decrease in flatness;
  • (EA) adding different types of expendable ammunition (bolts) for the crossbow, affecting physics / damage;


Duping, abusing and farming talers in the tutorial level, etc.

  • (?!) all currently known dupe paths have 2 directions: the ability to access a character until it is removed from the world, and differences in the approach to saving homogeneous data types in the database (quests) in different mechanics;
  • (PT #4) the “online” status for characters will not allow access to them until they are deleted from the world and saved to the database;
  • (PT #4) saving of bankers, questgivers will take place absolutely synchronously with the saving of the character's inventory in the database with additional checks;
  • (PT #4) 1st character will receive 100% of the starting money, the second – 50%, the third will get 25%, and 4th+ characters receive 0 talers at the start;
  • (PT #4) We also include here the situation with the characters who were duping recipes (the record is 600+ items). The inventory will be sent to the client in several packages, depending on the number of items on the character;
  • (EA) the “online” status for the account will not allow you to re-enter it using simple actions with Steam on this account;


Inventory

  • (?!) clunkiness in all possible ways;
  • (PT #4) it will be revised: the inventory weight of items and its correspondence to the crafted weight, the number of slots in recipe books/token boxes and pouches will be increased (the main restrictions will be shifted to its carrying capacity);
  • (PT #4) changed the approach to the numbers in stacks;


UI/UX

  • (PT #3, Patch #4) the approach to UI / UX in the context of the main hood (the main screen in the first person) was changed;
  • (PT #4) Rejection of nameplates/HP bars over characters/AI with the ability to enable “classic mode” in the settings;
  • (PT #4) work with inventory:
  • (EA) refactoring the player notification system using VFXs;



All of the above does not concern the content that we have been planning to add for PT #4. It is simply our summary gathered from the feedback and bug reports from the participants of PT #3

We intend to host PT #4 in the first ten days of June. Given the short amount of time remaining, we will focus our efforts on addressing the issues mentioned above rather than adding the content planned previously.

ROG’oms Up!


Steam playtest #3: Patch #4

Dear friends,

Unfortunately, we hadn’t managed to prepare this patch as scheduled. So, only about 15% of existing abilities were added to the project. The main issues that we are fixing at the moment are quests and quest rewards that give abilities.

Bear in mind that during PT #3, the team is working quickly, meaning that most changes enter the build after not being thoroughly tested. Even adding Vocations had to be mixed with fixing more serious issues that were revealed during this test.

Thank you for your understanding.

Changed:

  • Instance-to-Instance transition (test version):
  • on the right side of the location name, there’s a button that brings up a window to send an instance transition request;
  • there, you should enter the ID of the instance to transfer to;
  • the ID of your instance can be found in this window;
  • you may learn the other ID from your friend or send them yours;


Vocations:

  • max level Vocation limits were turned off temporarily;
  • when you join a Vocation, you receive one main ability, but you can also get 1-2 additional abilities from the quest giver in Harbur;
  • added the interface to choose from multiple available additional abilities;


Crafting:

  • added crafting stations in Isgollyne; in Harbur, moved them to the central square;
  • fixed the issues of recipes and blank items;
  • enchantment recipes were simplified for the purposes of PT due to ingredients being too hard to find;
  • for testing purposes, the random generation of rare metals was made visible during processing;
  • fixed the issue when rare metal ingot icons were not visible when split or merged;


General balance:

  • increased XP rates for characters of levels 1-15 three times, and for levels 15-30 - two times;
  • increased the DPS of items for characters at levels 1-15, which also makes leveling easier;
  • level 8.8 can be reached in 15 minutes after leaving the Tutorial Tavern;


Weapon balance: in the final days of tests, we dramatically changed the approach to weapon physics and stats;

  • 2h weapon physics was made more “comfortable”;
  • crossbow bolt speed was decreased five times, and the trajectory curve magnified six times;
  • magic: projectile speed was decreased 1,5 - 3 times depending on the element;
  • melee weapon damage was increased by 3-25%, including the change in randomization ranges;
  • magic damage was increased by 25-100% depending on powder level;


AI:

  • named mobs give 8 times less experience, still didn’t manage to fix their navigation;
  • castle guard was made 2 times weaker;
  • all AIs no longer can receive tech buffs;
  • the number of active buff slots was limited to 1 - 3;
  • enabled the test version of mob projectile avoidance system;


UI:

  • changes in general: the UI was made less obtrusive, allowed customization;
  • added UI customization in main HUD:
  • to try it, press the “tool” button in the upper right corner of the screen;

    • HP/MP/Energy;
    • Passive buffs;
    • Active buffs;
    • Hotbar;

  • the button also allows to quickly change graphic quality presets and reset UI element positions;
  • removed interface underlays from wherever it was possible;
  • chat and battle log were made transparent until hovered over by a cursor; battle log was moved to the right side;
  • HP/MP numbers were set on by default (press LMB on the bar to toggle);
  • ability icons were refactored;


Changed:

  • castle elixir filling length was increased to 1 hour of real time for the common elixir and 6 hours for the royal elixir;
  • vegetation: tweaked the collisions of ground objects to improve the navigation;
  • a number of VXFs had their emission turned down;


Fixed:

  • (rare) server crash when someone duped items;
  • issues with leaving real estate rooms;
  • client crash when casting magic on castle gates;
  • Seamless zone VFX on middle graphics settings;

ROG’oms Up!


Steam Playtest #3: Patch #3

Dear friends,

Here’s another update that addresses a number of issues. We also took care of the players who took advantage of the vulnerability of the GM panel.

Briefly on Vocations:

  • Next week, we will release a patch that will fix the issues related to Vocations and introduce additional abilities;
  • We added a temporary item that allows players to abandon their current Vocation (“Prof dropout" scroll);



Added:

  • (Island) Prison cells with characters banned for using GM panel or of those who benefited from them;
  • (Island) Black territory in the locations of named world bosses;
  • (Daerkunn) Collision volumes that restrict the boundaries of the county and tell players that they are leaving playable area;
  • Discord news are updated every time the starting menu is opened instead of according to a timer;
  • system messages telling of an inability to teleport, a lack of inventory space, etc.;
  • (Items) T2 Jewelry, T2 and T3 Bags;
  • localized a number of objects in the world;
  • icons for herb essences;


Changed:

  • Main HUD UI;
  • now players can remove recipes from the Recipe Book;
  • players now can’t die inside their houses, and new descriptions of real estate;
  • (Items) prices of a number of items, and vendors’ balances;
  • (Items) T2 Jewelry’s and Robes’ stats;
  • (Island) The respawn time of Bur's escort has been reduced by 4 times;
  • DBV: Travelers;
  • the size of several herbs to make them more noticeable;
  • tree collisions (oaks and birches);


Fixed:

  • possibility of bringing up the GM panel when editing memory;
  • under certain conditions, the player character would save in the wrong way, decreasing the character’s level to 1.1;
  • spawner manager issue that obstructed the work of the manager and caused unnecessary stress on the server;
  • item quality didn’t visually update item requirements;
  • some map icons disappeared from the map;
  • loot dropped by golems could fall through the landscape;
  • items acquired through the refining process could disappear into nothingness if the player didn’t have enough room in the inventory;
  • castle AI would fight each other;
  • weird blue “rays” in the world;
  • 2D fire crackling in random places of Daerkunn;


ROG’oms Up!

Playtest #3: FAQ

How is this playtest different from the previous ones?


During this test, the players are able to leave the starting island and come to the game’s overworld. Daerkunn County of Dwarrhan Kingdom, to be precise. There they can test new mechanics such as open-world PvP, guilds, and castle sieges.

Daerkunn County?


It covers 40 km2 and has two settlements, three castles, over fifty resource extraction and refinement locations, Vocation teachers, several world bosses, and over 4000 mobs.

Can I play with my friends?


Of course, you can. Beside that, playing together will give you more overall experience if you band together in a party. Arriving in the main world, you’ll even be able to create a guild and try your luck in castle sieges.

How can I get to my friend in another instance?


Currently, players cannot change instances at will. However, Dwarrhan Kingdom is not divided into any, and you’ll be able to play with your friends there with no obstacles.
During this playtest, we will try to add the possibility of choosing game instances manually.

When will there be Vocations, abilities, and crafting?


Players can already join Vocations. In the middle of the test, though, there will be an update giving the ability to take additional abilities. Crafting and enchanting will also be made available with this patch.

Why do certain abilities still debuff me when all seven effect slots are occupied?


Some mobs and all the bosses can apply both regular and technical effects. The latter cannot be deflected in any way and are applied by a few well-telegraphed attacks that can be easily dodged.

Why can’t I find a certain kind of mob near the settlements?


There is an ecosystem in the game. It is not enabled on Rivulet Island, but it is always active in Dwarrhan. Ecosystem means that if a certain type of mob in a specific area is farmed by players, its population will decrease, while unoccupied space will be claimed by other types of mobs. Each mob has its own rate of "extinction" and "restoration." There are particular types of mobs whose populations are connected.

Why do shop prices and quest requirements keep changing?


Quests and shops are dynamic mechanics that work based on the simplified rule of supply and demand. They have practically no effect on the island since there aren’t many alternatives for the players, while in Dwarrhan these systems work at full strength.

How are mobs spread across the map?


The farther you go from player hubs,

  • the more loot will drop from mobs of the same type;
  • the higher the level of mobs, not exceeding the county’s threshold;
  • there will appear new types of mobs; their proportions will change;

Besides, forests are more densely populated compared to open areas.

Where are the servers located?


Central Europe and Moscow.

Is there going to be a wipe before or after the test?


We wipe the servers before every playtest.

Is there a building system in the game?


No. But if you want to settle in the game’s world, you can buy real estate or join a guild and try to capture a castle.

Stuck in the Tutorial! What do I do?


If you have no idea how to progress the tutorial further, try hitting “+” to skip the tricky stage.

Why can’t I equip an item I have just bought from a vendor?


Most items have requirements. If you can’t equip the item, check its description to see whether you have the attributes it requires you to have.


Leveling up the character and attributes. How do I get endurance?


The character gains attribute experience by dealing or receiving damage. Endurance is developed when you receive damage or when you use magic that requires that attribute.
The higher the level of your target, the more attribute experience you gain. When you kill the target, you even gain additional experience.
There’s a mechanism that prevents players from abusing the system by decreasing the amount of experience gained from attacking the same characters repeatedly.

What’s attribute redistribution?


You can always use an item called “Tabula Rasa” to redistribute points between attributes. However, physical and magical attribute points are separated and cannot be interchanged.

I left my items in the tavern on the island! What do I do?


Say goodbye to them. During this test, there’s no way to come back to Rivulet Island.

What’s ROG Club, and why’s everyone talking about it?


RoG Club is a small player community that has been following our game for a long time. They helped us a lot by testing the game and reporting issues.

How is the game going to be distributed after release?


It’ll be a one-time purchase.

Why is the game so similar to Morrowind/Oblivion/Gothic?


We are fans of classic RPGs. The similarity is accidental rather than intended, but thank you for the compliment.

ROG’oms Up!


Steam Playtest #3: Patch #2

Dear friends,

In the second patch, we continue to take care of the issues that the players have reported in the past few days.

Added:

  • (Daerkunn) vendors selling items and powders of levels 2 and 3;
  • Physical and visual borders marking the edges of Daerkunn County;
  • A number of objects have been localized;


Changed:

  • (Daerkunn) AI were made 15-30% weaker depending on the distance from hubs;
  • (Island) DQB system was turned off (quest objectives are static, no matter how often a quest has been completed);
  • (Island) the ecosystem was completely turned off (the mobs no longer go extinct after being mown down by players);
  • (Island) named Stickman was made significantly weaker;
  • (Island) named mobs drop significantly more ancient coins; skeletons drop coins with higher chances;
  • (everywhere) experience gained from dummies is limited by the character’s level; the amount of experience gained was made 20 times less;
  • (AI) stickmen’s defence stance will give them more PD and MD;


Fixed:

  • Dodging could block stamina regeneration;
  • Satiety depleted too quickly;
  • Players could discard an item’s “shadow” from their inventory;
  • Splitting item stacks in the inventory;
  • Water drops on the character model;
  • Description and localization;


ROG’oms Up!

Steam playtest #3: Patch #1

Dear friends,

Based on your feedback and reports from the first day of testing, we prepared the first patch for PT#3.

Fixed:

  • Players received damage on graveyards and in safe zones;
  • Players could deal AOE damage in safe zones;
  • There were no intermediate character backups for random characters;
  • Loss of attributes when using Tabula Rasa that was equal to the number of attributes given by an item bonus;
  • Opening the Dwarrhan map for the first time focused the view on the character marker;
  • A number of visual glitches in the Tutorial Tavern;
  • A number of visual glitches related to tree collisions;
  • Players could get stuck in a hole in the floor in the castle on the island;


Fixed and needs to be checked:

  • Falling through the landscape if the Dwarrhan map was loaded from HDD memory;


Changed:

  • Movement keys can be re-bound from “WASD”;
  • Added a visual border for Dwarrhan Kingdom to mark the unplayable area;


Rivulet Island:

  • All mobs were made 9–24% weaker;
  • The number of mobs was increased by 25% (mostly in the central part of the island);
  • Fixed some quests and quest markers;


AI:

  • The bear debuff is now a regular buff and has a shorter duration;
  • Troll mosquito SFX was made more visually distinct;



ROG’oms Up!

Steam Playtest #3

Dear friends!

The time has finally come for PT#3 on Steam. It has taken us much longer than we expected. During this long wait that we spent fixing the serious issue from PT#2, we also addressed the feedback that had been given to us by the participants of previous playtests and tried our best to improve the graphics and UX.

The test is open:
We will host it using the Steam Playtest. It means that everyone applying will be granted access, be it before or during the testing session.

When you’ll be able to download the client:
from 17.00 (GMT+0) 21/04/2023, but access to the servers will be limited until the test begins. Players who did not delete the previous playtest's client will only need to download a patch.

The session will last for 14 days:
from 15:00 (GMT+0) 24/04/2023 until 24:00 07/05/2023.

Server:
It’ll be Normal. Participants from the Steam playtest will be on the same server as those who received the keys earlier.

Locations available:
Tutorial tavern, Rivulet Island, Daerkunn County;

Playtest vision:
The long duration of this test session is due to the introduction of Castle Sieges. It will take a lot of time for players to create guilds and prepare for them

Intermediate update:
Approximately in the middle of the playtest, we are going to release an intermediate update that will add Vocations. This will include a new vocational ability sorting system and open access to item crafting and enchanting.

On 24/04/2023 we will publish the patch note and a small FAQ regarding the approaching playtest.

ROG’oms Up!



Update 0.91.299

Dear friends,

PT #2 did not go as smoothly as we might have wanted. The main reason for it is obvious to anyone who actively participated. It was due to server crashes caused by low-level engine code.

Because of the issue, we had to extend the testing up to February 16, after which we directed most of our efforts toward finding its cause. Omitting the details, we have fixed the problem and are now eagerly preparing for PT #3.

This patch is an intermediate one. For the most part, it includes our response to the feedback and fixes, including the abundance of work on the backend. After all, it was responsible for the majority of game server crashes

One more time, we want to thank everyone who participated in PT #2 and the ROG Club for their testing of technical builds after the playtest was over.

We will soon announce the date of PT #3 and tell you about its planned vision.

ROG’oms up!

Changes


Server part | Backend



  1. Added:

    • Monitoring and forced shutdown of “frozen” game servers;
    • Game server communication manager 2.0;
    • Moved to a new DBMS having updated the php scripts;

  2. Changed:

    • A system that informs the client of server status;
    • Server MasterManager will also be responsible for controlling backend services;

  3. Fixed:

    • (Crash) Container inside real estate;
    • Errors of weather manager;
    • Service library memory leaks;



Client part



  1. Fixed:

    • Saving controls settings after quitting the game;
    • After leaving the tavern control inputs could have become broken;

  2. Optimized:

    • FPS in the game increased by 15-30% depending on the scene;



Rivulet Island:



  1. Added:

    • New quest givers and quests;

  2. Changed:

    • Increased the number of AIs to 350, named mobs not included;
    • The amount and quality of loot increases with the level of AIs (from South to North the farther you go from the village);




Combat system | Magic | Equipment:



  1. Fixed:

    • Wrongly calculated buff durations after heated casts
    • Powder heating only used mana, ignoring all other resources necessary for casting;
    • An issue with activation powders from the hotbar;
    • Blocking with a shield did not increase MD;
    • Magic impact VFXs;



Character| Vocations & Abilities | Quests



  1. Added:

    • Environment damage system fire/water/etc.);

  2. Changed:

    • Stat and attribute multipliers caused by various effects;
    • MD/PD bonus from dodging is now a tech buff;
    • The character will not receive a quest reward if there’s no room left in the inventory;

  3. Fixed:

    • Camera jittering with logging in the server;
    • Unequipping stuff when accepting;
    • The tech buff of “Tabula Rasa” disappeared on death;
    • Inability to open real estate container again after it has been opened once;
    • Rendering weapons on the character model depending on its position in the hotbar;
    • Restriction to opening a pouch before it has been equipped;
    • Character didn’t receive any money for quests;
    • Issue with equipped weapon when teleporting using a token;
    • Equipping while dodging causes to lose control over the character;
    • Quests on killing named mobs;
    • Completing of repeatable quests without fulfilling the objectives;



Parties | Guilds:



  1. Added:

    • Adding to the party via the chat automatically creates a new party;

  2. Fixed:
    A number or errors related to party members transferring between servers;
    Leaving a party;

AI | NPC:



  1. Added:

    • Global AI spawner manager to control the number of AIs in the server;
    • The information in AIs nameplates indicating the level difference between mobs and player character;

  2. Fixed:

    • Some AI would spawn underground;

  3. Optimized:

    • The frequency of ticks and replications;
    • The density of navigation grid;
    • All the dynamic navigation grid is stored in server RAM;
    • After spawning most of the AI will stay put on their positions;
    • AI that are allowed to move have their own navigation system;




Map & Compass:



  1. Added:

    • Map icon will automatically adjust to the scale of the map;
    • Icons for teleports and roadside taverns;

  2. Fixed:

    • Issue with showing the custom marker on the map;



Items | Crafting | Trade



  1. Added:

    • Items dropped from the inventory will no longer simulate physics so they will no longer fall through the ground;

  2. Changed:

    • All items dropped from inventory are “packed” in small bags;
    • New item spawning system that excludes the possibility of them falling through the ground and spawning in the same place two at a time;

  3. Fixed:

    • Unpredictable resource requirements to craft powders of level 2+;
    • Some animal skins couldn’t get refined;
    • Quality system (requirements);



UI | UX | Visuals| Localization:



  1. Item tooltips:

    • Added missing data to all types of items;
    • Requirements that the character doesn’t meet are now highlighted;
    • Fixed the incorrect influence of tear & wear/quality systems on durability/base/attributes/requirements;
    • Fixed the incorrect display of of defense stats when blocking;

  2. Added:

    • SFX in crafting menus;
    • Information about how character’s height influences their stats;
    • Environment SFXs;
    • Links to Discord and Youtube in the starting and main menus;
    • A number of icons for buffs;

  3. Fixed:

    • Quitting to the main menu caused the crosshair to disappear until pressing Tab;
    • Zone icons that inform about karma rules in the zone;
    • Storekeeper in the tutorial could play the phrases of Mentor and vice versa;
    • The order of attributes in the respec window;
    • Localized map legend;
    • Localized quest objectives;



Bugtracker & Other fixes:



  • 0000377: Server crash because of the incorrect logging of interaction with items;
  • 0000380: Incorrect bounds of NPC elements (hair disappearing, etc.);
  • 0000365: Incorrect bonuses and stamina depletion when dodging;
  • 0000364: Purification powder did not work with all 7 buff slots occupied;
  • 0000359: Nettle and dandelion could spawn in the same position;
  • 0000363: Training dummy could “die”.

Server maintenance

Also, the servers will be stopped from 15:45 to 16:00.

These are the final changes to plate #2:

  • Requirements system (enabled);
  • Buff system (disabled);
  • At the next server maintenance, the buff system will be gradually turned on;


Thank you in advance for your understanding.
ROG Team