we’ll start by saying a word to the players who bought the game off our website, activated the key, but can’t get their DLC rewards:
we see that xsolla has sent you the correct keys;
but Steam says that these keys should receive “0” in terms of DLCs even though they were generated for the correct packs. We have already filed a complaint to Steam - no answer yet;
the best decision would be to deactivate your key and activate a new one received directly from us;
to solve the issue, contact us by email (support@atlantgames.com) - communicating this way is not the most convenient but at least it is much more structured and controlled;
today we’ll shut down the servers to:
RESET all the rewards that have been purchased by players;
give players back their RPs and additional 10 as a bonus;
players will have to buy their skins again;
we are sorry for the inconvenience, so here’s a small compensation and a chance to reconsider your choices;
We also apologize for still not being able to stabilize the launch, starting from crits/blocks and ending with support, but believe us, we are not only actively working on it but also in the process of expanding our team.
Bans and Moderation:
we muted over 10 players for an overall duration of over 100 days;
renamed the characters for these accounts (provocative names):
76561198116221883;
76561198047855970;
the most important point is - before the end of 04/17/24 we’ll make and announce a final decision:
regarding players abusing XP gains by reloading;
despite the complexity of the approach (the abuse is too easy to do, while it is simply impossible to prohibit relogging);
in advance, we’ll say that the minimal penalty will be a setback by 15-30% of the character experience;
we’ll try to fix it by the end of the week;
well recommend not to abuse the system before the fix because then the setback we’ll be even bigger that the one mentioned;
Patch #4:
Fixed client crash on the loading screen (thank everyone for dumps);
Fixed one of the reasons of server crashes (no disclosure);
Fixed tax deposits;
Fixed token fraud schemes;
Fixed castles being filled for 0 minutes;
Fixed XP gain formula error (affected players who used magical damage);
Fixed over 20 errors related to abilities;
Fixed the error that allowed to add people to the guild beyond the level limit;
Fixed a number of errors related to player-to-player trade;
Fixed a number of localization errors;
Fixed a memory leak (sky/lighting);
Fixed Island quests DQB;
Fixed the formula of AI tossing attacks;
Early Access: Patch #3
Dear friends,
It is just a small patch with some general fixes and balance changes.
The beginning of the end of the "running simulator":
There are three more portals added on the Island (marked on the map) that will allow to travel across the map with all the usual restrictions related to items;
in the following patches every county in Dwarrhan will have on average around 10 portals (4 blue and 6 yellow);
More changes of magic:
The point of changes:
we watch the open world PvP in Dwarrhan;
until we add medium missiles, AOE magic, and control magic for all the elements, we'll try to search for the most exciting and dynamic balance between the speed and distance of magic spells;
Earth:
Increased the speed of light missiles by 45%;
Decreased the distance of light missiles by 30%;
Air:
Decreased the distance by 2,5 m;
Water:
Increased the distance of light missiles by 6,5%;
Increased the speed of light missiles by 11,5%;
Fire:
Increased the distance of light missiles by 11%;
Increased the speed of meteor by 30%;
Increased the damage of meteor by 19%;
Increased the distance of meteor by 33%;
The VFX of meteor explosion now matches its AOE impact;
Fixes/Changes/Additions:
number of quests limit increased to 30;
fixed the issue that hid and didn't let players complete repeatable quests from multi-questgivers;
increased the number of AIs in each spawner on the Island by 25%;;
incoming invites (party, guild, trade):
they no longer toggle cursor mode;
by default the window appears in right upper corner;
added new types of food cooked from rats and chicken;
added portals that were missing in the cities;
fixed wrong weapon weights;
fixed one of the ways to duplicate items;
fixed dysfunctional wood refiners;
fixed wrong Northerner bosses' respawn times;
fixed a tavern door that teleported to the wrong location;
fixed issues in NPC names localization;
fixed the issue related to the way the Island royal tax increased with each character on the account;
added an additional check for taking RPs without issuing a reward to the account;
Optimization:
the load distance of sublevels in Dwarrhan;
additional item division on new sublevels;
deleted dummy NPCs that didn't have any function;
Count or king, what is your destiny?
Reign of Guilds is a first-person action MMORPG. It’s a game that prioratizes meaningful player interaction: politics, crafting, trade, castle sieges, and territorial and economic conflicts. The game was developed by a comparatively small for the genre indie studio, Atlant Games.
Early Access: Patch #2
Dear friends!
We’ll tell you about the changes and the things that we are working on that haven’t got into that patch.
Attention!
We fixed the chat filter error when several languages were turned on by default;
BUT! You have to manually set the chat filters if your character was created before the patch of 07/04/2024.
For newly created characters, we would also strongly advise setting up your filters yourself, since the default values may not satisfy your preferences
Patch #2:
AI:
Tooltip:
enemy level is now visible (but not for bosses);
another iteration of level dots;
All common mobs take 3-5 times more time to start regenerating health;
Boar:
nearly impossible to kite it by just running around it;
has a higher chance to miss with its attacks;
Skeleton:
takes twice as long to cast its regenerating spell;
the regeneration lasts 10 seconds (1-3% of HP), can be dispeled;
AI XP gains:
increased the XP gained from skeletons;
bosses don’t give XP, except for animal bosses (temporary decision to prevent XP abuses);
Rivulet Island - Beginner’s Land:
Black Territories:
no Black Zones (free PvP) on the surface of the Island;
the mine is now safe from PvP;
50% of the spider cave are covered by a safe zone, but it is harder to farm resources there (safe and unsafe zones are divided by cascade of spider webs);
Fixed resetting settings that happened on transferring between instances or seamless zones;
Partially fixed the error related to WASD key binds (sprint, dodge);
Added missing vendor presets in some locations;
Added missing UI interaction SFXs;
11:00 (GMT+0) - Let’s go!
Dear friends, we’ll be very concise:
we confirm the date and time of the Early Access release:
11:00 (GMT+0), 04/04/2024
the client will become available for download one hour earlier than this time;
the rewards for the Early Pre-Order purchased on the website will become available a little later and will need to be activated in your account on the website;
Speaking about how we feel:
for our studio, this release is an enormous step, and as it usually is, we aren’t ready for it as we’d like to be;
we’d like to thank everyone who has been and is still supporting our idea, labor, and its fruits;
the last month was devoted to fixes and optimization, and working on our servers in all possible directions;
at the start, there will probably be issues and we’ll try hard to fix them as soon as they arise;
we thank you in advance for your patience and understanding, and we’ll be happy to meet you across the expanses of Dwarrhan!
ROG’ums Up!
04/04/2024 - Early access!
Dear friends!
We've tried as hard as possible to share with you all the details about our issues with Steam that forced us to postpone the release of the game.
We are happy to announce that all the issues have been resolved and now we are ready to share with you the date and time of the release of Early Access:
11:00 (GMT+0) 04/04/2024
In a short while we'll share with you more details about the release, various rewards, etc. But here is a little information:
On 02/04/2024 we'll deactivate all temporary access keys, including the access to the servers provided by pre-order packs;
On 03/04/2024 xsolla will distribute final pre-order keys and our team will distribute the keys purchased with RCP and in other ways;
Within the next week we'll send the first batch of keys to guilds and influencers, who took part in our programs;
We’ll be happy to meet you across the expanses of Dwarrhan!
ROG’ums Up!
News and Updates 0.94.685
Dear friends, let's start with the news.
1 | Early Access Release Date
It is very unpleasant for us to tell the news that we cannot confirm the planned release date. We still have unresolved issues with Steam, and our expectations regarding the speed of resolving these issues, as it turns out, do not align at all with reality. Therefore, we will announce the date only after all issues have been resolved.
2 | Veteran Awards
During PT#7, we held a challenge, with the "Veteran" title as a reward. The requirements were as follows:
to become a "Veteran," you needed to have on your account a character:
created no earlier than 00:00 02/16/2024 (GMT+0);
with level above 15.15;
with the second or higher tier of any profession;
4 additive abilities of any level.
We promised to think about how to make the rewards unique, and here is our decision:
each Veteran account will receive 6 zlatys;
which can be used to purchase unique skins:
head;
chest;
legs;
gloves;
1H sword;
2H sword;
They will look like this: According to preliminary estimates, there are about 60 such accounts. The list of characters will be published later.
3 | Update
In-game changes
Castle Elixirs:
duration significantly changed;
elixirs added up to T7;
system of bills added for obtaining elixirs;
"seasonal" bill offers added;
in short:
before introducing mechanics involving high GvG resource requirements (metal, wood, stone), requirements for these resources are transferred to elixirs;
NPC "Settlement Manager" accepts these resources and issues vouchers of 3 types (for metal, wood, and stone);
then these vouchers are exchanged for elixirs by another NPC, thus confirming the guild's right to own the castle.
Property:
increased the number of inventory slots for all rooms;
increased real estate costs;
each room has 1 chest that combines all slots;
Parcels:
unconventional approach to DVB: large balances, very slow price rollback, and increased maximum cost upon price increase;
reduced experience gain on T1 parcels by 30%;
Rewards for game versions:
introduced character inspection window design based on the game version;
added NPCs with cosmetics and the application of said cosmetics to in-game items;
gradual addition of content to the reward shop;
fixes regarding fabric simulation and other visual errors on skins;
Party:
display of a party marker above the character;
fixed:
party disbandment/high group creation delay on the server during transitions;
leadership transfer issues, including party leader leaving;
issues related to members leaving the party;
issues related to disbanding a group whose members are on different servers;
overall party data transmission and operation speed;
Fixed:
quest errors, quest givers/pickers, including various Vocations and abilities;
disappearance of certain buffs upon logout;
Changed:
item breakage types;
guild capital threshold values determining its level, registration cost, and renaming;
Added:
types of non-droppable items;
map markers for various objects, including quests;
Technical changes
Chat:
added quick commands for sending messages to specific channels, regardless of the open tab with the channel;
the collapsed chat now consists of a message input line with a saved channel preset for sending messages;
Fixed:
server crash, which led to over 80% of server crashes on PT#7;
game login error when clicking the "Login" button independently in the menu;
shadow settings error;
Added:
welcome window on the Island notifying about restrictions and providing a basic description of the rules of the tutorial location;
text notifications reminding about the current game version and, consequently, the incompleteness of certain mechanics;
Changed:
character backup timeout is now 10 minutes;
AFK timeout is now 15 minutes;
logout timeout reduced to 10 seconds;
allowed number of AI increased by 34%;
AI despawn timeout increased;
prohibition on certain operations with non-empty containers (recipe books and token books);
revised Left/Right Mouse Button usage when working with trade/crafting/post-processing windows;
fonts to support localization in various languages;
Optimization:
server (garbage collector);
client (excessive loading range of ¼ levels);
service speed (server manager, queue server).
Cosmetic changes
Added:
new icons for abilities, certain items;
ability to change materials on NPC clothing without changing the model itself, similar to player clothing;
display of profession icons in the character selection window;
Changed:
environmental sound playback periods in the world depending on the time of day;
water material.
Playtest #7 Patch #1
The first changes based on your feedback won't be long in coming
(fixed) server crashes when using Air magic;
(changed) a safe measure that returns character on the landscape in case it’s fallen through it;
(changed) realty: additional checks for chest loading queue, to prevent the appearance of a “null” chest;;
(changed) additional checks and order of saving of chests and bank containers;
(added) castles: turned on servers, added some castle objects (including overturned castle gates :D), that are necessary to siege a castle, added tax zones;
(partially fixed) party: leaving party with a logged off leader;
(changed) guilds: senior’s exit from guild passes the rights to tech. senior, prohibited the deletion of characters who are in the position of a senior;
(fixed) no reward for completion some of the starter island quests;
(added) a number of missing teleport tokens, portals, and portal destinations;
(fixed) Eastern continent mines (entrances and exits);
(fixed) caves: spiders spawning on ceilings, turned off boss’s sublogics;
(fixed) character rotation on leaving the game;
(added) safe zones in Oer hubs;
(fixed) the return of the librarian;
Update 0.94.608 and Playtest #7
Let’s start with PT#7, and then go to the patch note: - This is definitely the last playtest before Early Access; - It will last until 26/02;
The “Veterans” of PT#7 will receive special rewards:
- the least is ROG Points, that will act as currency to buy skins from a special NPC; - at best, we’ll think how to most painlessly issue these players unique skins and starting items;
To become a "Veteran,” you need to have a character on your account that has to:
- be created after 00:00 16/02/2024 (GMT+3); - have the minimum level of 15.15; - be at least at the second stage of any Vocation; - have at least 4 additional abilities (the ones gained through quests);
Now on to the update, which is directly connected to the summary of PT#6. Let’s begin with the most unpleasant of issues:
We’ve directed special attention to 2 problems:
- loss of various valuables on transferring between servers; - falling through landscapes on loading into the world;
Desynchronization of melee weapons in PvE:
- we overhauled the system of hit registration;
Party / Heal / Aggro:
- fixed issues with parties when transferring between servers; - fixed issues with abilities affecting aggro when they were used on bosses; - new aggro mechanics and rebalance of the old ones; - party heal powders of 2 types;
Abuses and measures against them, including chats:
- Ability to mute characters in chat, and an initial version of reports; - Measures in PvE against XP abuse similar to those in the PvP system: - following the advice of ROG Club pioneers, we turned on the XP gained from bosses; - turned off intermediate attribute blocks; - ALT+F4 after death; - AI walked around each other and characters, even though AI’s dodges were turned off; - added a button to turn off character collision in safe zones; - The Royal Bank clerk on the island stopped accepting money transfers from guilds;
Bosses:
- Added new locations and new types of mini-bosses (Northerners). Temporarily, they will also spawn in leper camps; - Nerfed swamp troll (number of minions reduced from 5 to 3), and the roaming trolls;
Castles, taxes, and tolls:
- general bug fix; - added more castles, now there are 12, 3 for each of 4 counties; - better visualization of castle filling, added random variation of castle phase duration; - SFX/VFX for capturing and burning forts (the flags haven’t been added to all the castles); - decreased the size of zones taxed by castles; - improved the tax widget and the auto-pay function; - stricter time frames of tax changes and addition of “reporting period” that should end before taxes appear in the treasury;
Abilities and Vocations:
- Ability and Vocation quest givers were spread around T1 counties; - changed the requirements for completing ability and vocation quests; - Vocation balance fixes; - All abilities were divided between professions;
New and some good stuff as a sign of acknowledgement of your suggestions, game design:
- arena battles finally come back; - ability to craft food and new innkeeper food stocks; - medium crossbows, shortened CDs for light crossbows, and new models for all of those. We are still only working on adding ammunition for them; - combat powders have greater craft yields compared to various buffs; -fixed loot, increased the chances of loot drops from ordinary mobs, including a new approach - T1 county mobs drop T1-T3 items regardless of their proximity to settlements; - fixed a number of items (stats/requirements); - fixed the rate of passive item duration wear, most of item wear now happens actively;
Content:
- Т1 West counties and, Т2 counties (partially added and still in plans);
Visual/ UI / UX:
- New Seamless border visualization - another homage to “The Sphere”; - Tabula Rasa - now stacks points for redistribution and features the ability to enter number values manually; - ability to toggle satiety bar under the energy bar and ability to toggle all stat bars; - a number of funny additions related to the first steps to making dummy-NPCs a little more living ;) - hotbar key binds;
Other fixes:
- fixes Tech Buffs stacking on the character and AIs; - a number of fixes related to widgets and more informative tooltips; - improvements of the map and its UX; - graphics improvements (buildings and landscape textures), including optimization; - and much, much more!
We will make a few minor planned updates during the playtest, but we will focus primarily on bug fixes and polishing.
Have a great game. RoG’ums Up!
Playtest #7 in 2 days!
Hello, friends! In two days, our team of developers will reach the finish line. Playtesting, and then the final sprint and early access!
We will conduct the final playtest of the game from February 16th to 26th.
A large number of edits and improvements have already been made to the game build, which will make the gameplay more cohesive and of higher quality.