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Genre: Role-playing (RPG), Adventure, Indie

Rend

Rend Early Access Patch 7: Patch Notes



Patch 7 introduces a number of gameplay and quality-of-life features that we’ve been working on in parallel with the Patch 6 series including the new faction storage system, a new map layout, and our first pass on artifacts and relics. We’ll have full feature articles published for these features but a brief overview can be found in the patch notes here. We'd also like to extend our thanks to the diligent and dedicated testers on the PTR server this week!

General

  • Warehouse and Armory
    • Each faction stronghold now has a Warehouse which stores raw resources that all faction members can access by spending Favor (previously Warehouse Credit).
    • The Armory functions in a similar way, only with armor and weapons instead of resources.
    • Favor is a new currency earned by depositing resources into the Warehouse or Armory.
    • Mousing over Favor in your inventory displays more details.
    • Read more about Rend's Streamlined Storage in our latest Early Access roadmap feature!

  • Artifacts
    • We’ve added a small number of initial artifacts to the game. These are powerful weapons, armor, relics, and accessories that only appear in Boon from the Gods chests that drop from the sky.

      • Ammunition
        • Banishing Arrow
        • The Black Arrow

      • Armors
        • Bjarne's Paws
        • Boots of the Fallen God
        • Braces of the Half Jotun
        • Dain's Odd Boots
        • Durnir's Stubborn Epaulets
        • Eir's Mantle of Patience
        • Fallen Archers Gauntlets
        • Fists of Fury
        • Freya's Flamboyant Jodhpurs
        • Freyr's Mitts of the Harvest
        • Heimdall's Horn
        • Helm of the Ancient Vanir
        • Helm of the Unseen
        • Hungering Vestments
        • Jotun's Grip
        • Lofar's Rusty Stompers
        • Mimir's Head
        • Odin's Vest of Strength
        • Sindri's Burden
        • Sindri's Favor
        • Sindri's Forgeworks Jodhpurs
        • Sindri's Guidance
        • Sindri's Riding Boots
        • Trickster's Guard
        • Ullr's Grit
        • Ullr's Pacesetters
        • Ull's Keen Eye

      • Relics
        • Bragi's Words
        • Gungnir's Spike
        • Nidhogg's Fang
        • Scroll of Forgotten Knowledge
        • Sindri's Hasty Heirloom
        • Trickster's Gambit
        • Tyr's Hand
        • Warmarch

      • Tools
        • Brokkr's Forge Hammer
        • Njord's Vessel

      • Weapons
        • Crystalline Edge
        • Hel-Touched Longbow
        • Mjolnir
        • Phoenix Longbow
        • Rimestriker


    • Equipped artifacts drop on player death like all items other than Spirit Tools. Artifacts are not soulbound on use.
    • Added new melee attack animations for Crystalline Edge and Mjolnir weapons.
    • Improved the trail, explosion, and persistent VFX for Mjolnir.

  • New Map
    • A new map with narrower corridors and tighter biome spaces has been implemented.
    • This map is designed to increase player collision chances by funneling players into smaller areas.
    • Each Faction War server will transition to the new map on completion of its current saga. New Classic and Exploration servers will use the new map when opened. Current Classic and Exploration servers will continue to use the previous map.

  • Storage containers are no longer able to be placed in the faction stronghold.
    • Containers in the faction stronghold provided a false sense of safety of storage.
    • This along with the addition of the Warehouse should massively curtail possible negative player behavior.

  • Added stunned animations for players and creatures.
  • Updated the visuals for the Hunting Lodge, Construction, and Mysticism buildings.

Balance

  • Adjusted armor and health values on all armor pieces.
    • Armor now has a stat budget per slot: stats on a full set of armor remain at the same total budget.
    • Chest and leg armor got more stats while head, shoulder, hand, and foot armor lost some stats to compensate.
    • Increased armor effectiveness at low-mid levels.
    • Adjusted creature damage to scale to the new armor values.

  • Elders can no longer destroy placeables without a faction vote in Faction War mode.
  • Greatly increased the sound generated by firing weapons.
  • Removed weapons from the Grunter Belly loot table.
  • Removed Othershrooms and Elixirs from the Wolf Belly loot table.
  • Increased noise generated by harvesting trees.
  • Tuned audio to be more positional for better player spatial awareness through sound.
  • Forceful Swing (Metallurgy) stacks are now removed when swapping tools or dying.
  • Bear Traps now affect creatures (as intended).
  • Slightly decreased the overall effectiveness of structure armor per point.
  • Players can no longer aim down sight (right-click with weapon) while stunned or disarmed.
  • Can now drink from water pools while at full Hydration.
  • Added scaling damage to turret tiers.
  • Drinking from water pools now has a cooldown.
  • Stealth (Assassin) now incurs a 10 second cooldown upon leaving Stealth.
  • Elixir of Stoneskin now increases armor by 100 (was 20%).
  • Elixir of Steelskin now increases armor by 200 (was 50%).
  • Increased Bronze Wall Brace armor from 100 to 200.
  • Increased Steel Wall Brace armor from 200 to 250.
  • Increased Roughwood Foundation armor from 0 to 200.
  • Increased Hardwood Foundation armor from 25 to 400.
  • Increased Ironfir Foundation armor from 50 to 600.
  • Increased Runeoak Foundation armor from 75 to 800.
  • Increased Roughwood Wall Foundation armor from 0 to 200.
  • Increased Hardwood Wall Foundation armor from 0 to 400.
  • Increased Ironfir Wall Foundation armor from 0 to 600.
  • Increased Runeoak Wall Foundation armor from 0 to 800.
  • Increased Crumblestone Foundation armor from 50 to 500.
  • Increased Cragstone Foundation armor from 75 to 600.
  • Increased Granite Foundation armor from 100 to 900.
  • Increased Aesirok Foundation armor from 150 to 1200.
  • Increased Crumblestone Foundation armor from 0 to 500.
  • Increased Cragstone Foundation armor from 0 to 600.
  • Increased Granite Foundation armor from 0 to 900.
  • Increased Aesirok Foundation armor from 0 to 1200.
  • Increased T1 wood structures armor from 0 to 50.
  • Increased T2 wood structures armor from 25 to 50.
  • Increased T3 wood structures armor from 50 to 100.
  • Increased T4 wood structures armor from 100 to 150.
  • Increased T1 stone structures armor from 50 to 100.
  • Increased T2 stone structures armor from 100 to 150.
  • Increased T3 stone structures armor from 100 to 150.
  • Increased T4 stone structures armor from 150 to 250.
  • Reduced bomb fuse timers from 20 to 15 seconds.
  • Reduced Wood Siege Bomb damage from 250 to 150.
  • Reduced Bronze Siege Bomb damage from 750 to 300.
  • Reduced Iron Siege Bomb damage from 2500 to 500.
  • Reduced Divinite Siege Bomb damage from 5000 to 1000.

Crafting and Research

  • Armory
    • Armory no longer requires removed research to upgrade.
    • Armory now upgrades from the building instead of the Armory Crate.
    • Upgrading the Armory increases the size of the Weapons Locker, Armor Rack, and Ammo Crate (+20 per upgrade).

  • Stash
    • Base Stash size adjusted to 12.
    • Each Stash upgrade grants 8 / 12 / 18 / 24 slots.
    • Single Stash slots removed from all non-Stash related research.

  • Removed inventory space from all crafting tables.
  • Spirit Taming Bow now has correct repair data.
  • T4 Riding Harness no longer has a decay timer.
  • T5 Empowered Recipes updated to use items that are actually available to the player.
  • Heat Insulation and Cold Insulation from random item affixes now grant the correct amount of insulation (1 instead of 0.01).
  • Warehouse frame upgrade now requires 50 Cement instead of 200.
  • Empowered Tools no longer have a crafting failure chance.
  • Removed Dross Metal Bar from the game. Recipes that used it now use Dross Metal instead.
  • Rotated some faction stronghold buildings in the base to provide better feng shui.
  • The research button is now disabled for any research that you do not have enough materials for and those already completed.
  • Changed how required crafting tables are generated for tooltips. These should now more accurately display the requisite crafting table.
  • Reduced brightness of Hardwood texture to help it visually mix better with other structures.
  • Removed faction reputation locked containers.
  • Added clan reputation locked containers.
  • Increased the rate at which resources respawn.
  • Sticky Sap and Hardened Resin now have the same weight.
  • Raw meat will no longer auto-equip to the hotbar.
  • Placeables that can be picked up now maintain their health percentage, reflected in the durability of the item when placed in inventory.
  • Increased durability of all placeable items.
  • Removed crafting failure chance from Simple Bow.
  • Buildings now maintain their health percentage when they upgrade.
  • Added faction stronghold building frames and upgrades to the Warehouse, Stash, Armory, Spirit Stables, and Forgeworks.
  • Made faction stronghold building frames not demolishable.
  • Removed Armory research.
  • Removed first Spirit Stables research.
  • Updating Classic and Exploration game modes to remove research that references non-factionless items.
  • Ironsiege and Arrowbreaker no longer require Yxenthread to repair.
  • Renamed several creature part resources to more accurately reflect their fantasy origin (Bear Fat is now Ursa Fat).
  • Fist of Fury now correctly triggers damage and knockback on unarmed strikes.
  • Adjusted stat balance on many artifacts.
  • Removed decay timer from Goldpoppy Petals.
  • Removed 5x and 25x research conversion recipes from crafting tables.
  • Tier 1 taming tool recipes no longer requires research.
  • Spirit Stables frame upgrade no longer requires research.
  • Razorsharp Crystal Arrow recipe now requires Crystal Shards instead of Scoria Shards.
  • Research Cleanup
  • Several research categories have new icons.
  • Catapult frames are now gated by Siege Engines research in the Construction tree.
  • Removed non-functional research technologies that were granting no benefits.
  • Cleaned up references to removed research technologies.
  • Adjusted the tool swap VFX.

World

  • Added new music to Hearthholm and Stagswood.
    • Heartholm
      • Ursa can now be stunned by damaging them enough during their roar.

    • Stagswood
      • Wargs
        • Drastically increased sight range.
        • Greatly increased hearing perception, beware of making loud noises.
        • Considerably increased ability to land attacks.
        • Increased wander radius.
        • Increased stalking movement speed.
        • Increased ability to track and stay on a player while in combat.
        • Slightly decreased run speed to allow players to escape easier.
        • Slightly decreased bite damage.
        • Decreased overall damage output.

      • Ursas
        • Greatly increased wander radius.
        • Slightly increased hearing perception.

      • Draaks
        • Greatly increased wander radius.
        • Slightly increased hearing perception.
        • Increased Banshee wander radius.

    • Highlands
      • Yxen
        • Greatly increased hearing perception. Yxen are now very curious of loud sounds.
        • Increased wander radius.

      • Jotuns
        • Greatly increased wake up radius.
        • Added large footstep sounds. You will know when death is coming for you.
        • Slightly increased visual perception.

      • Greatly increased Roc wander radius.
      • Increased Hammerskull wander radius.
      • Adjusted Roc and Yxen pack composition to be easier (fewer adults and smaller packs).
      • Increased ambient temperature around the Highlands Control Point.

    • Myrkfen
      • Updated the draw distance of ruins in Myrkfen.
      • Reduced the duration of Fetid Water stacks to 15 seconds.
      • Increased the requisite stack count of Fetid Water to 30 before applying a disease.
      • Glutts
        • Added ranged spit attack, beware of getting hit by it.
        • Slightly increased wander radius.

      • Allidons
        • Slightly increased wander radius.
        • Slightly increased hearing radius.

      • Increased Wasprey wander radius.

    • Scarsyre
      • Decreased acid damage in Scarsyre.
      • Removed floating rocks from Scarsyre.
      • Updated the Hammerskull creature model and changed the name to Hammerskull Impaler.

    • Frystfel
      • Added Stiff Fingers debuff to Frystfel.
        • Stiff Fingers reduces reload speed per stack. Firing a weapon removes a stack.

      • Greatly increased hearing perception of Draaks.
      • Greatly increased hearing perception of Raveners.
      • Changed the Hammerskull name to Frostcoat Hammerskull.


Creatures and Pets

  • Warg
    • Improved the hitbox for Warg abilities.
    • Adjusted abilities to hit more reliably.
    • Wargs have some new movement behaviors.
    • Adjusted attack distances for Wargs.
    • Added new Warg quick pounce attack.

  • Some creature attacks now have a chance to apply the Loose Armor debuff.
    • Loose Armor temporarily reduces a player’s armor. Moving resets the debuff duration.

  • Updated many of the creatures in the game with new skins for a more diverse visual range of fauna.
  • Adjusted the range, timing, cooldown, and consistency of the ranged attacks of Rocs and Arachnixes.
  • Added Ursa attack visual effect.
  • Added new Crosari abilities.
  • Added some better checks when summoning/dismounting so that the pet will spawn in a reasonable location.
  • Added a check which will prevent mounting if there isn't enough vertical space.
  • Creatures should now be better at detecting that they can't get to their target.
  • Added new models for Yxen cubs, Rockjaw variants, and Rotne variants.
  • Added stun animation for all creatures.
  • Creatures now deal partial elemental damage depending on their source biome.
  • Added spit attack for the Glutt.
  • Adjusted Ursa attack distances.
  • Added rare texture variants for rare creatures.
  • Slightly reduced PvE creature damage at low-mid levels.
  • Increased the cooldown on Festerwig and Glutt dodges.
  • New melee attack and dodge ability for the Crosari.
  • Added new spirit-touched and corrupted variants of all creatures.
  • Improved the Festerwig Leech variant model.
  • To harvest a creature that is in the Spirit Realm you must now be in the Spirit Realm.
  • Renamed Prowlfang to Padfoot Warg.
  • Renamed Howltooth to Howltooth Warg.
  • Renamed Blisterwig to Bloodplague Festerwig.
  • Renamed Festerwig to Blightreek Festerwig.
  • Ursas in Hearthholm and Stagswood renamed Briarback Ursa.
  • Ursas in Hearthholm and Stagswood now have a new model.
  • Rocs in the Highlands renamed Stonebeak Roc.
  • Changed the model for Padfoot Wargs.
  • Changed the model for Bloodplague Festerwig.
  • Changed the model for adult Stonebeak Rocs in the Highlands.

Interface

  • Added new archetype icons.
  • Gems are now on the Stone page in the Warehouse (was on Metal).
  • Warehouse UI no longer displays Item Tier rows that are empty.
  • Debuff tooltips with negative effects now display in red font.
  • Adjusted Favor to no longer shows decimal places.
  • Added an unsafe logoff warning to the escape menu.
  • Adjusted item border displays based on item quality.
  • Item tooltips with negative buffs now display those buffs in red text.
  • Changed front-end UI to use the no faction flag for changing UI modes rather than ServerGame mode (now it works for custom servers as well!).
  • Players should now show up with their correct customization options on the character selection screen.
  • Item icons now have colored borders to denote their rarity.
  • The chat box should now fade out over time until it receives new messages or input.
  • Updated the character creation screen for Classic and Exploration game modes.
  • Updated tooltip for Poorly Cooked Meat and Salt Cured Meat to correct reflect their energy rates.
  • New debuff Icons for Biting Cold, Hypothermia, and Flash Freezing.
  • Updated Assassin's Resolve tooltip to more accurately show its functions.
  • Changed item drag and drop functionality to keep the cursor inside the icon while it is being dragged around. This should help with dropping items onto a target.
  • Missing ingredients will now show up as red in recipes.
  • Single right-click now opens the context menu for items and crafting. The tooltip is also closed when right-clicking.
  • Added Group Invite/Leave to the recent players social pane.
  • Added group member markers to the interface. The arrow will change to a skull if the group member is currently dead.
  • Added outline shading when a group member is behind an object.
  • Single right-click now works on the social interface for popping up the context menu.
  • Added a new factionless icon for Classic and Exploration mode.
  • Removed the Faction tab from the social menu for Classic and Exploration game modes.
  • The permissions interface will no longer show faction permissions on factionless game modes.
  • Increased recipe icon sizes to make them more legible while crafting.
  • Equipped tools and weapons can now be quickly holstered using the X hotkey.
  • Added red weapon fire tracers for the Classic and Exploration game modes.
  • Added detailed tooltips to elixirs that were missing them.
  • Added tooltip text to Footsnares and Bear Traps to indicate functionality differences.
  • Hitting a dead target will no longer generate Evade messages.
  • Updated player crossbow attack animations.
  • Cleaned up clan and group invite messaging.
    • There were some edge cases that could lead to the system no longer allow you to accept clan invites or group invites until relaunching the game.

  • Added the following group commands: Kick, Promote, and Request-to-Join.
    • In the Recent Player and Faction tabs, right-click can be used to select from these commands.
    • In the chat pane, use /invite PLAYERNAME or /groupinvite PLAYERNAME to invite that player to your group or to create a group with you as leader.
    • In the chat pane, use /request PLAYERNAME or /grouprequest PLAYERNAME to request to join that player's group or to create a group with them as leader.
    • In the chat pane, use /promote PLAYERNAME or /grouppromote PLAYERNAME to promote that player to group leader. This can only be done if you are the group leader.
    • In the chat pane, use /leave or /groupleave to leave the group. Leave is also a menu option in the social panels when you are in a group with that person.


Bug Fixes

  • Removed the Forgeworks, Spirit Stables, and Stash/Warehouse recipes from Faction War crafting.
  • Removed the ability to spam multiple emotes at any given time.
  • Removed the creature sound spam that results from attacking creatures with a Repeater.
  • Fixed it so that you can no longer throw Mjolnir into the sunset, never to return.
  • Fixed deletable faction stronghold building frames.
  • Fixed an issue that could cause artifact buffs to be removed until re-equipped when a player died in a base.
  • Fixed Crystalline Edge to now break on hitting a target (as intended!).
  • Fixed FX socket on Brokkr's Hammer.
  • Fixed Armory equipment granting small amount of Favor.
  • Fixed a bug that was causing the frequency of Boon of the Gods chests to behave erratically.
  • Fixed artifact equip buff tooltips to accurately communicate their functionality.
  • Fixed tooltips, display names, descriptions, layout, and function of research technologies.
  • Fixed some issues with Favor min/max levels allowed by Faction Rank.
  • Fixed a minor client performance bug related to the crosshair.
  • Fixed an exploit related to consumables.
  • Fixed a bug that was failing to promptly load item icons in the Warehouse UI.
  • Fixed a bug that was failing to promptly load item icons in the Loot Ticker.
  • Fixed a bug that was failing to promptly load item icons in the Talent Pane.
  • Fixed an issue that was preventing certain metal nodes from spawning.
  • Fixed not being able to put placeables on ledges.
  • Fixed untextured Hardwood structures.
  • Fixed orientation of broken artifact weapons.
  • Fixed upgrade state initial replication so that it properly represents the server state.
  • Fixed favorite pets to now properly revive and reload on custom servers.
  • Fixed up building anchor placement.
  • Fixed an issue with War Observation Bonus tooltip not hiding correctly.
  • Fixed inconsistency in silver ammunition tooltips.
  • Fixed blank icon for certain torch items.
  • Fixed Spirit Stables to be consistent in its naming.
  • Fixed temperature bar showing red even if the environment is cold.
  • Fixed Salt Cured Meat not giving sparks.
  • Fixed inconsistent capitalization and punctuation in skills window.
  • Fixed Sticky Sap tooltip showing incorrect resource type.
  • Fixed War Cry sound effect not playing the correct sound per character gender.
  • Fixed errors in Eventide Healing and Eventide Aura tooltips.
  • Fixed Rockjaw pets not having an animation for walking backwards.
  • Fixed turrets to no longer target clan or group members of the owner of the turret.
  • Fixed turrets to once again properly target enemies instead of always hitting the ground.
  • Fixed turrets so their inventory is accessible in Exploration and Classic modes.
  • Fixed an issue that was generating unharvestable resource nodes.
  • Fixed female characters not making footstep noises in a bunch of animations.
  • Fixed text overlay issue with the mastery icon.
  • Fixed Jotuns to no longer imitate Grunter sounds.
  • Fixed pet friend detection rules to include group members and all players if PvP damage is off.
  • Fixed some AI that could cause pets to despawn.
  • Fixed a crash caused by trying to validate a hit on an unowned structure.
  • Fixed a collision issue with Hearthmelon resource nodes.
  • Fixed floating trees in the Highlands, some unharvestable iron and ice resource nodes.
  • Fixed Hardwood structures that didn’t have a material assigned.
  • Fixed a rounding issue with item tooltips.
  • Fixed a tooltip display issue with the Noise Reduction stat.
  • Fixed a tooltip display issue with Damage Type Mitigation stats.
  • Fixed the Shard Blaster fire sound effect sometimes looping.
  • Fixed the group maker interface so that it is properly centered.
  • Fixed the issue causing the game to become inaccessible when ALT+Tab is used.
  • Fixed the projectile for Arachnix, Draak, and Wasprey frequently being invisible.
  • Fixed bug where Bow nocking sounds could be heard from excessive distances.
  • Fixed respawn message when killed by a placeable such as a barricade.
  • Fixed respawn message when killed by a debuff such as acid corrosion.
  • Fixed a bug which caused the selected research to not properly update when viewed while interacting with something without a crafting station.
  • Fixed a bug which would cause the fall animation to loop if the player was on a small object that was destroyed.
  • Fixed a bug which caused the pet carry weight to always be the active pet's carry weight instead of the specific pet's carry weight.
  • Fixed Divinite Vaults not being able to store items.
  • Fixed Frabbits and Wasprey sounds not being controlled by volume sliders.
  • Fixed some animation bugs with creature abilities.
  • Fixed an issue preventing Ethereal Constitution (Shaman) from granting the correct amount of healing while in the Spirit Realm.
  • Fixed the favorite pet count not updating when favoriting/unfavoriting a pet.
  • Fixed a number of other typos.
  • Fixed a typo in the Blood Soaked debuff tooltip.
  • Fixed the player sprint sound to no longer play while sprinting on a mount.
  • Fixed an issue that was preventing crafting using materials from the Warehouse.
  • Fixed Sticky Sap not being able to be stored in the Warehouse.
  • Fixed a client crash issue.

Known Issues

  • The /kick (from group) chat command is not yet working. However, the interface command is working.


https://community.rendgame.com/discussion/2795/rend-early-access-patch-7-patch-notes/p1

Rend Roadmap: Streamlined Storage



Our fourth Early Access roadmap article dives into how we’re taking player insights to heart when it comes to designing a faction stronghold storage system that is both easy to use for new recruits while at the same time protects the team’s assets from internal sabotage. Read on for an overview of the changes we’ve made based on community feedback plus what’s ahead.

SIMPLIFYING STORAGE



From our own adventures in Rend, we know that making sure contributing teammates have access to a faction’s resources and crafted equipment can be equally as important as being able to securely store them. Some of the most common feedback we received from Early Access players has been the frustration over losing valuable stockpiles to less upstanding faction members or malicious saboteurs from opposing factions. Towards this end, we’re introducing sweeping changes to how storage is handled in Faction War mode with the intent of separating armors, weapons, and raw materials into categorized, visually distinctive buildings that strike a balance between accessibility and anti-griefing.

CONTAINING CONTAINERS



To start, craftable storage containers can no longer be placed in the faction stronghold on Faction War servers. As many of them look identical, finding where a specific item was stored required either fastidious labeling habits or opening every box to relocate it. This ate a lot of gameplay time and introduced tedium into what should be a simple activity. We also found that newer players would often be confused about the lack of security the containers provided and used them to store valuables that would be easily plundered during a raid. These containers can still be placed in clan and personal bases.

Learn about Rend’s crafting system changes in our Crafting Reconstructed roadmap article!

Each player’s personal stash will still be housed in the faction stronghold and is inaccessible to other players. We’ll be increasing the number of stash slots to compensate for the loss of storage containers. Reputation-locked containers will be turning into clan storage chests so clans can better limit which groups can access them.

INTRODUCING FACTION FAVOR



Faction strongholds now features new Warehouse and Armory buildings which store raw resources and finished equipment that all faction members can access in a way that prevents deliberate same-team looting. These structures are pre-placed and can be upgraded for increased utility much like other stronghold buildings. However, unlike other buildings, these utilize a special currency called Favor which is earned through faction donations and redeemed for goods and items donated by other faction members.

Previously called Faction Use Score or Warehouse Credit on the PTR, Favor is earned by depositing resources or equipment you aren’t going to use into the Warehouse or Armory, respectively, making them available to other faction members. Earned Favor can then be spent to retrieve items directly from the Armory or indirectly from the Warehouse: the latter makes deposited materials available anywhere in the faction stronghold for crafting or upgrades. Prohibiting resources from being removed from a Warehouse directly prevents in-faction theft and minimizes ways for players to grief each other.

Catch up on all of the game changes introduced with Patch 6.2 and Patch 6.3!

Additionally, this “leave a penny, take a penny” approach is metered with limits on how much of any resource can be deposited. Favor is no longer granted for a particular crafting material when it reaches 50% of capacity. The Armory’s exchange system functions differently: every armor and weapon has a set Favor value, generally 33% of the total Favor value of materials used to craft it. This value is identical regardless of whether the item is being deposited or purchased and there is no limit to how many of a particular item type earn Favor.

We’re also introducing a new anti-snowball mechanic with this storage redesign: while the Warehouse can be destroyed by raiding factions like any other building, its contents will not be lootable by enemy players. It will revert to a frame and won’t accept new resource donations nor provide access to personal stashes until rebuilt. Faction members will be able to spend Favor to pull existing materials from a destroyed Warehouse to repair the faction stronghold. By comparison, the Armory drops the contents of its storage lockers when destroyed and it won’t be able to make standard-issue equipment until rebuilt.

TRY OUT THE WAREHOUSE EARLY ON PTR



Want to check out how the new Warehouse and Armory buildings look and feel in-game? Join us on the Public Test Realm (PTR) server where an advance version of Patch 7 is currently live and available to play right now! We’ve also added another level of interface polish to storage with more information-at-a-glance such as rarity-indicating item borders, improved icon legibility, and material availability indicators for recipes. Read all that’s coming in Patch 7 with our preliminary patch notes.

Be sure to read up on what’s coming next to Rend with our Early Access roadmap!

https://www.rendgame.com/news/article/rend-roadmap-streamlined-storage

Artifacts (Patch 7) Available Now on PTR



Patch 7 introduces a number of gameplay and quality-of-life features that we’ve been working on in parallel with the Patch 6 series including the Warehouse system, a dodging mechanic for players, a new map layout, and our first pass on artifacts and relics. We’ll have full feature articles published for these features but a brief overview can be found in the preliminary patch notes.

With internal testing complete, we’re inviting players to participate in an early public test of Patch 7 on the Public Test Realm (PTR) server before it goes live.

Here’s how to participate in the test:

1. Open Steam and click Library at the top.
2. Right-click on Rend in your Steam Library and click Properties.
3. Click the Betas tab, select “publictest” from the pulldown menu and click Close.
4. Steam should detect the Rend PTR patch and begin downloading it. Restart Steam if it does not.
5. Run the game (should show as “Rend [publictest]” in your Steam Library). Click the Find Server button, then the Filters button. Select Custom from the Game Modes and click Apply, then join the "Public Test" server that appears.
6. Please note that the PTR server is in Faction War mode and will be updated incrementally. Scheduled downtimes will be announced in the Server Status forum.

We’ll release the full patch notes for Patch 7 when this version of the game hits the live servers.

We’re eager for your feedback on the many changes that Patch 7 brings so be sure to share your thoughts with us on the forums, Discord, Reddit, and Steam!

https://www.rendgame.com/news/article/artifacts-available-now-ptr

Rend Roadmap: Crafting Reconstructed



Crafting is necessary for survival in the brutal and unforgiving lands of Rend but that doesn’t mean it can't be fun too. Over the few short months since Early Access began, we’ve been listening to the community’s valuable feedback on this core game system to make crafting easier to use, faster to master, and altogether a more enjoyable experience. Here’s an overview of the changes we’ve made to Rend’s crafting gameplay as well as improvements to expect in the near future.

Rebuilding a Better Crafting Experience



For a comprehensive overhaul of Rend’s crafting system, we started by redesigning how the core materials encountered in the game are sourced and consumed with the intent of reducing complexity and tedium. Nearly every recipe in the game has been updated to require basic materials as opposed to rarer drops. Every creature in the game now reliably drops one of four resources instead of tiered material types on right-click harvesting: leather, tough skin, chitin, and fur. Many of the creature-specific harvests on left-click have also been removed for the sake of simplification.

Learn more about the four creature families in our Survival Game Modes roadmap article!

We’ve also taken a level of unnecessary time gating out of the crafting system by removing the majority of refined materials. The recipes for these items use raw materials to create advanced, often expensive-to-make components that are only used as ingredients themselves. Examples of removed refined materials include plant essences, lumber, bricks, twine, rope, cloth textiles, and advanced leathers. Recipes that call for the remaining refined materials such as metal bars, adhesive pastes, and explosive compounds will now require 1-2 of each instead of 4-6, making them significantly easier to craft. The rationale for these changes is to simplify the overall crafting system and shift the deeper gameplay towards late-game while fresh recruits enjoy a more streamlined experience in their first hours of Rend.

Much More than Reorganized Recipes



The way recipes are organized has also been wholly reimagined. Crafting trees associated with specific buildings have been split up to provide a better at-a-glance indication of what each is used for: the Construction Building now has a Construction Table for defending bases and a Siege Table for attacking them while crafting at the Mystic Altar is split between a Mysticism Table for spirit tools and refined materials and an Alchemy Table for potions. In the case of the Adventuring Table, its recipes have been divided amongst three new tables: the Weapon Table for weapons and ammunition, the Armor Table for all armor types, and the Gear Table for everything else such as torches, waterbags, and traps.

Additionally, the number of crafting tiers per weapon type has been reduced so each tier presents a more significant jump in damage output and each recipe feels more impactful. This streamlined weapon progression means, on average, a drop from 5 to 3 recipes per crafting tree tier which noticeably reduces a player’s overall time spent gathering and crafting. While armor crafting trees remained largely the same, the way players progress through them has changed: prerequisites for armor tiers are now based off of the same armor piece. For instance, to make a Tier 2 silk chest, you now need to be skilled in or master only the Tier 1 silk chest. This makes it so that players no longer need to craft the previous tier’s entire armor set to gain access the next tier of a specific armor piece, removing an unnecessary gate as not being able to farm the required resources already prevented crafting the next tier.

Catch up on all of the game changes introduced with Patch 6 and Patch 6.1!

On the cosmetic side, we’ll be doing an interface clean-up on all crafting panes in upcoming patches including the implementation of progress lines to crafting trees and scaling up recipe icons (and brightening them to be more legible even when the required materials aren’t present). All of these changes are designed to work together in the interest of allowing players to find recipes faster, assemble ingredients more efficiently, and make Rend’s crafting system feel more approachable and fun. We’ll also continue examining how crafting is represented in the game and simplify where it makes sense.

Assemble Your Crafting Feedback



Particularly in Early Access, Rend is a work in progress and its community has the ability to influence the direction the game evolves in. With Patch 6.2 and Patch 6.3 resolving a few lingering recipe issues, we’re eager to hear your thoughts on Discord and the forums about how these latest crafting changes feel as well as areas it could continue to improve.

This feature article is the third of our Early Access roadmap series for Winter 2018: be sure to read up on other systems being introduced or improved in Rend!

https://www.rendgame.com/news/article/rend-roadmap-crafting-reconstructed

Rend Early Access Patch 6.3: Patch Notes



This interim patch introduces significant bomb damage rebalancing as well as fixing a number of missing or outdated recipes to resolve progression blockers. Also, the much-missed Stonefire Oven has made its return.

Balance

  • Reduced Wood Siege Bomb damage from 250 to 150.
  • Reduced Bronze Siege Bomb damage from 750 to 300.
  • Reduced Iron Siege Bomb damage from 2500 to 500.
  • Reduced Divinite Siege Bomb damage from 5000 to 1250.
  • Reduced the crafting time of Adhesives.
  • Dramatically increased Feather drop rates given how common they are required in new recipes.
  • Increased output of Amber Paste recipe to where it was before the latest patch.

Crafting

  • Hardwood building pieces (such as walls) no longer require Dross Metal.
  • Personal Mysticism Table and Faction Mysticism Table now have the Mortar tab, allowing creation of Adhesives, Explosive Powders, Cements, and more.
  • Flash Powder and Black Powder are now craftable.

Bug Fixes

  • Fixed missing Stonefire Oven recipe. Note, this crafting table can currently only be crafted at Construction Tables in personal or clan bases but it can still be placed in faction strongholds. We'll be adding the missing recipe back to the faction stronghold Construction Table in our next patch.
  • Fixed some recipes that were still using Bricks, Lumber, Twine, or other removed/not-yet-in materials.
  • Fixed Stringy Shoulder Roast and Lesser Totem of Spirit Calming recipes that were still requiring the removed Essence of Bjornheather.
  • Fixed Heavy Armor recipes to correctly follow the crafting progression path.


https://community.rendgame.com/discussion/2775/rend-early-access-patch-6-3-patch-notes/p1

Save Big on Rend in the Steam Autumn Sale



Fall doesn't only refer to leaves: it also means falling game prices. The harvest season has officially begun with today's launch of the annual Steam Autumn Sale - and Rend is participating.

https://store.steampowered.com/app/547860

Save big on Rend during the Steam Autumn Sale: 66% off the normal Early Access price! We've also launched two new game modes making now the perfect time to gift Rend to the survival gamers in your life (or to finally buy it from your Steam wishlist).

New to Rend? Be sure to catch up on the latest game developments with our Early Access roadmap, community issues board, and full notes for Patch 6 and Patch 6.1.

Hurry, this sale ends on November 27 at 10:00 AM PST (UTC-8)!

Read more at https://www.rendgame.com/news/article/steam-autumn-sale-now-live

Rend Early Access Patch 6.1: Patch Notes



The team’s taking a Spirit Axe to one of Rend’s core systems to create a streamlined crafting experience. This patch expands upon the initial Early Access roadmap changes introduced in Patch 6 last week with the majority of the game’s crafting tables restructured for easier navigation when searching for a specific recipe. Clearer categories are just the beginning: many early-game recipes have had rare or hard-to-find materials removed to expedite game entry and recovery from inventory loss.

We’d like to thank the intrepid players braving the new Classic mode this past week and for sharing their feedback with us, much of it incorporated into this patch! As a reminder, read our Rend roadmap feature to learn how the new Classic (PvP) and Exploration (PvE) game modes differ from Faction War mode.

Balance

  • Spark rewards from harvesting creatures are now scaled based on the tier of the harvesting tool used.
    • You can harvest creatures one tier above your tool and receive full spark payouts. (For example, Tier 3 tools are required to get full spark payouts from Tier 4 creatures.)

  • Reduced frequency of spark payouts from harvesting creatures.
  • Reduced the spark payouts from Tier 4 creatures.
  • Adjusted loot payouts from creatures of all levels, generally making them more consistent by tier and level.
  • Reduced damage mitigation gained from armor.
    • More armor rating is now required to achieve the previously high damage mitigation values.
    • This change should allow higher tier armors to feel like more meaningful defensive upgrades.
    • Reduced creature damage (especially early game) to compensate for lower damage mitigation values.

  • Generally reduced the crafting crit chance on armor and weapons.
  • Removed the crafting failure chance from most armor and weapons.
  • Standardized leak rates of all Waterskins to 0.05/sec, a significant reduction for early-game Waterskins.

Crafting

  • Many recipes have found new homes in different crafting tables and Crafting pane tabs.
    • Moved Traps to the Base Defense crafting tree in the Construction tab.
    • Moved Ammunition to the Weapons tab.
    • Moved Spirit Stables building recipe to Crafting Tables crafting tree in the Personal Base tab.
    • Added new Campfire crafting tree to Provisions tab.
    • Renamed Personal Construction Table to Builder's Table to reduce confusion.
    • Removed bulk research conversion recipes and greatly reduced crafting time on individual research conversion recipes.
    • Removed Transmutation from the game.
    • Removed the Alchemist Table from the game.
    • Removed Fiber Twine recipe from the Basic Survival crafting tree.
    • Updated where the Explosive Shells recipe appears in the Ammunition crafting tree.

  • Rough Arrow recipe now requires 5 Roughwood Sticks and crafts 5 Rough Arrows at a time (and crits for 10 Rough Arrows!).
  • Reduced the Crafting Skill XP gained from crafting ammunition.
  • Containers and storage placeables will no longer fail when crafted, resulting in the player not receiving the item they crafted.
  • Removed Dross Metal from all crafting recipes in the Basic Survival crafting tree.
  • Removed Leather requirements from Roughweave Shirt and Trouser recipes.
  • Removed personal crafting station plugs and personal refinery recipes with the exception of Personal Forges.
    • Important Note: All built and placed personal refineries (such as Mortar, Loom, Tanning Rack, Stonecutters, etc.) will be removed in the next game update. Please empty their inventories to avoid losing any crafting materials!


Creatures

  • Adjusted loot quantity payouts and harvest health of all Rotne, Banshees, Allidons, Frabbits, Yxen, Ursar, Waspreys, and Stags.
  • Adjusted loot tables for several rare creatures that were only dropping meat and creature parts.
  • Slightly reduced quantity of loot payouts from Gruntlings.
  • Significantly increased quantity of loot payouts up from Goretusks.
  • Significantly reduced quantity of loot payouts from Bertha.
  • Stags should now correctly drop Leather and sparks based on their tier.
  • Rotne should now correctly drop Leather and sparks based on their tier.

Interface

  • Single right-click now opens context menu for items and crafting. The tooltip also closes on right-click.
  • Added new icons for Catapult interactions.
  • Added highlighting to Points in Ascension tab for Ascension Points and Talent Points.
  • Added a timeout on PvP damage to remove notification for kills of deaths that occur minutes after the fact.
  • Disabled the research button for the researches that you do not have enough materials for and those already completed.
  • Prevented PvP credit on 0 damage hits (such as on PvE servers).
  • Updated the character select and server info pages so that no icon is shown for Exploration and Classic modes.
  • Added Transfer Item to the item context menu (right-click).

Bug Fixes

  • Fixed Bow nocking sound to no longer play over large distances.
  • Fixed an AI issue causing jittering when the creature rotates.
  • Fixed a bug that could prevent bombs from exploding when their fuse timer finished.
  • Fixed a bug where the loot ticker icon sometimes showed up as white.
  • Fixed the Conquest mode warning showing for Classic and Exploration game modes.
  • Fixed a bug with the escape menu where the options menu would draw over the top of it if you last opened the options menu.
  • Fixed the broken string generation which lost the clan name on Clan Invites.
  • Fixed a lingering damage-over-time effect from the Food Poisoning debuff.
  • Fixed typo in Blood Soaked debuff.
  • Fixed the placeholder daytime Highlands buff to be invisible.
  • Fixed a performance and crash issue related to the main menu UI and Find Servers button.
  • Fixed Simple Bow having Spirit Axe instead of Spirit Mallet as a prerequisite.
  • Fixed an issue causing resource nodes to occasionally not despawn correctly.

Rend Roadmap: Combat Reloaded



Even in its earliest designs, Rend’s development has been guided by two principle mechanics: survival gameplay and third-person-shooter gunplay. Over the course of Early Access, we’ve been harvesting player feedback and found that while Rend’s survival elements are strong (if a little daunting which we’ve begun to address as of Patch 6), its gunplay needs to feel more impactful and visceral. We’ve taken the community’s insights to heart, evaluating where combat can be improved upon further and how best to make Rend’s weapons “feel good” with the goal of designing the game’s combat to be competitive with other mainstream multiplayer shooters.

AIMING HIGHER WITH REND'S GUNPLAY

Combat improvements will always be a top priority for our team. Feedback from our Early Access players indicated that their key pain points centered on weapon imbalance with clearly superior and inferior options and a general lack of visual and audible information with regards to the gunplay. While we planned for the game to do a better job of conveying what was happening in a fight, it was community feedback that helped us prioritize those improvements to be deployed sooner. Involving our players in the development process is using Early Access the way it was intended: listening to and incorporating constructive criticism from the community, focusing on making the gameplay more enjoyable, and producing a more polished game as a result.

We began making immediate, iterative improvements to Rend’s combat with the first elements implemented in September as early as Patch 4. These initial updates centered around rebalancing all of Rend’s damage sources with a focus on scaling outliers back in line with the greater weapon curve. This led to more than a few “greatly increased/decreased [value]” patch notes -- some of which were unpopular at the time -- but as a result, this data revealed necessary changes. This was followed by a series of improvements to how Rend communicates combat to the player: shaking the camera when shooting or shot, adding more sounds for footsteps, reloading, and empty clip clicks, and implementing visual interface indicators and audio cues for hits and crits. For instance, now a player clearly knows when an arrow is nocked in their bow and ready to fire from sound alone.

...

Read more at https://www.rendgame.com/news/article/rend-roadmap-combat-reloaded

Rend Early Access Patch 6: Patch Notes



As our Fall 2018 Developer Letter stated, Rend’s extended content schedule means more impactful releases and Patch 6 is no exception. The first of our major Early Access roadmap game updates, it introduces significant, sweeping changes to Rend’s crafting, research, combat, and siege gameplay in addition to dozens of quality-of-life bug fixes. Patch 6 also brings with it two new game modes, Classic (PvP) and Exploration (PvE): read our roadmap feature about how they differ from Faction War mode. Over the next few weeks, players can anticipate more articles that share developer insights and dive deeper into Rend’s Early Access roadmap topics.

We’d like to thank everyone who joined the Rend PTR to test out Classic mode and tell us what worked and what needed work: your feedback helped us get Rend’s new game modes ready for release!

General

  • New survival game modes Classic (PvP) and Exploration (PvE) added to the game.
    • Added new game mode selection screen for first time players.
    • The server filters have been updated to support the new game modes.
      • Official servers are all now one of the three official game modes: Classic, Exploration, and Faction War. Private servers are now all labeled as Custom game mode.

    • Four new servers will be opened when Patch 6 deploys with more to be added or converted as needed.
      • Classic (NA-East)
      • Exploration (NA-East)
      • Classic (EU)
      • Exploration (EU)

    • Read the Rend Roadmap: Survival Game Modes feature article.

  • When a player exits the game, they will leave behind an Adventurer's Spirit.
    • This spirit can be pillaged, causing their inventory to drop to the ground.
    • Players will not leave behind an Adventurer's Spirit if they log off in a Faction Stronghold or near a personal or clan Divinity Seed.
    • This change does not apply to Exploration mode.

  • Ascension Points and Perks are now global. AP earned on any server adds to a single tally. Perks unlocked using AP apply for all servers.
    • If you've earned AP or unlocked Perks on individual servers, you'll need to log into each of those servers to update your global tally and unlocks. Please contact our Support Team if you're having difficulty.

  • Added Siege Catapult, Personnel Flinger, Trebuchet. Valkyrie Ballista Turret, Giant Shielded Golden Gate, and Bricks of Valhalla wall upgrade to the game.
    • For a long time we've wanted to find ways to make sieging faction strongholds feel more dynamic. We've added in several of our planned Siege Weapons in this build and have a few more siege gameplay changes coming soon, all of which will be further detailed in our Early Access roadmap.

  • Added a new Relic equipment slot for powerful magical items (Relics themselves coming in a future game update).
  • Added a building demolish vote system for Faction War mode.
    • Now any faction member can call a demolish vote with scaling minimum votes and minimum affirmative votes based on active faction members.

  • Added forcefields to faction stronghold entrances that prevent opposing faction members from entering outside of Reckoning events.
  • Added a group system to temporarily party with faction members.
    • The Group Invite button can be found in the Faction pane.
    • Group members can be added using the command /invite [NAME] in chat.
    • Groups can be parted using the /leave command in chat.
    • Group members will not take a faction reputation hit for looting a group member’s corpse or for hitting a group member.
    • A group permission level has been added for personal base permissions between Faction Member and Clansman.

  • Added the ability to disarm Bombs. Interact with a placed Bomb to attempt to disarm it.
    • Damaging a player disarming a bomb will interrupt the disarm.
    • Increased fuse times on all Bombs to 15 seconds.

  • Added visual effect to Spirit Tool swapping.
  • Players can now shoot while jumping.
  • Changed default display mode to windowed fullscreen.

Balance

  • Exiting Stealth (Assassin) now incurs a 10-second cooldown before the ability can be used again.
  • Increased the Light Radius of Spectral Light (Shaman) by 60%.
  • Targets can no longer be hit by clipping through structures.
  • Bombs are now considerably more lethal to players, you have been warned.
  • Bombs now properly knockback players caught in the blast radius.
  • Adjusted weights of Metal, Wood, Fiber, Leather, Stone, and other heavy resources to compensate for the overhauled recipes introduced with this patch’s crafting simplification (see Crafting) requiring more resources to craft.
  • The Tanglearrow debuff no longer stacks.
  • Increased duration of decay timers on perishable resources.
  • Resource costs for building upgrades are now uniform for all building pieces.
  • Adjusted Enhanced Spirit Tool recipes to be a more viable option earlier in a saga.
  • Decreased all Waterskin leak rates.
  • Reduced spirit tool swap duration from 1 second to .75 seconds.
  • Bulk research now properly rewards skill XP.
  • When a player falls off the world while mounted, their mount will also perish and drop its inventory.
  • Debuffs no longer have tiers that modify the calculations when attempting to resist its effect, avoid application, or reduce duration.
    • Swampwalker (Disease Resistance) and Silk (Poison Resistance) armors have had their application avoidance stats reduced (mostly at the higher tier) to account for no longer having to resist higher tier debuffs.

  • Eir's Tear now removes all Disease effects and is not consumed on use but now has a 60-second cooldown.
  • Pets will no longer pass through the shields of opposing faction strongholds.
  • Environmental effects and Damage Over Time effects will no longer interrupt a player capturing a Control Point.
  • Totem of Spirit Calming can no longer advance Tame Progress on a creature that is dead.
  • Increased the volume of noise generated by harvesting and sprinting.
  • Reduced the duration of the Food Poisoning debuff and removed the damage-over-time element not shown in its tooltip.
  • In Classic mode, armor and weapon recipes are now much easier to progress through and have different costs than in Faction War mode.

Crafting

  • This patch introduces a semi-final pass at crafting simplification.
    • The majority of crafting recipes have been altered for balance and flavor purposes as well as the removal of refined materials and resource drop changes to creature loot tables.
    • Removed the majority of refined materials from crafting recipes.
      • The only remaining refined materials are in Metals, Explosive Powders, and Adhesives recipes.

    • Removed incremental leather material tiers from crafting recipes (such as Thin Leather Scraps).
    • Many recipes have also been reallocated to different craft skills.
      • Adventuring Crafts: Bows, Arrows, Cloth Armor, Leather Armor, Fur Armor
      • Invention Crafts: Crossbows, Bolts, Spike Launchers, Spikes, Metal Armor
      • Mysticism Crafts: Repeaters, Darts, Silk Armor, Swamp Armor
      • Construction Crafts: Shard Blasters, Shards

    • Prerequisites for armor pieces are now based off the same armor piece.
      • For example: to make a Tier 2 silk chest, you now need skilled or mastery in the Tier 1 silk chest instead of needing skilled or mastery in the Tier 1 silk helmet.
      • This makes it so players no longer need to craft an entire set to gain access to another tier of that specific armor item. This was also necessary for crafting simplification and how tiering of recipes works in the new system.

    • The number of crafting tiers per weapon type has been reduced from 5 to 3.
      • The tiers now have more significant jumps in damage output, making each recipe completion feel more powerful.
      • This is designed to resolve the pain of grinding for the next tier when the recipes don’t provide useful weapons in terms of progression, leading to a sense of the time being spent poorly.
      • The names of the weapons in these new tiers have also changed.

    • Creature harvesting has been simplified.
      • Left-click will always yield creature specific parts (ex. Meat and Boar Tusks) while right-click will always yield one of four bulk crafting materials (Leather, Tough Skin, Chitin, or Fur).
      • Many creature-specific resources have been removed. Recipes that required these resources have been changed to reflect this.
      • There are no longer multiple leather crafting material tiers.

    • Crafting Tables have been split into tables that focus on specific recipe categories: Weapons, Armor, Gear, Construction, Siege, and Alchemy.

  • Harvesting resources no longer rewards Sparks of Genius. Sparks can now be harvested from creatures. Different creature types have a higher chance of dropping specific spark types with increased payouts for Elite and Rare creatures.
  • Crafting criticals no longer have a chance to reward Invention Sparks of Genius.
  • Personal Crafting Table now has its own storage capacity.
  • All research recipes can now be crafted anywhere in the world in Classic or Exploration game modes.
  • Harvesting creatures can now cause you to gain the Bloodsoaked debuff.
    • Being Bloodsoaked affects the rate at which creatures spawn near you.

  • First Aid consumables have been streamlined.
    • Each First Aid consumable now has only one rank.
      • Higher rank versions have been removed from the game, a necessary prerequisite for streamlining these consumables.

    • Bandage now removes all Wound effects.
    • Antidote now removes all Poison effects.
    • Remedy now removes all Disease effects.
    • Compress no longer removes Wound effects and instead now heals 20% of your missing health.

  • Added one square of padding to all personal base grids.
  • Removed clearance requirement when placing base foundations.
  • Single pillars now support floors. Floors now only require one corner of support instead of two corners.
  • Increased all Waterskin crafting costs.
  • Silken Waterskin no longer requires pyresilk.
  • The placeable expiration timer for bombs will now more accurately reflect their fuse time.
  • Removed duplicate Divine Adhesive recipe.
  • Spirit Tools are now soulbound when crafted.
  • Removed deprecated Spirit Pouches from the game.
  • In Classic and Exploration modes, recipes have been adjusted to better match solo play.
  • In Classic and Exploration modes, Resource Conjurers can now be crafted at the Personal Construction Table.

Creatures

  • Updated creature behavior to handle status effects (stun, silence, root) better.
    • While stunned or rooted, the creature will no longer have a chance to ignore those statuses.
    • While silenced or stunned, the creature will no longer evade attacks.
    • While stunned, the creature will no longer maintain facing and head tilt.
    • While rooted, the creature will no longer maintain facing but will maintain head tilt.

  • Added dodge/quickstep abilities for Wargs, Wildcats, Raveners, Draaks, Arachnixes, Rocs, Waspreys, Glutts, and Festerwigs.
  • Added line of sight failures to creature evasion calculations.
  • Added new abilities and behaviors to Rocs, Ursar, and Wildcats.
  • Added basic flanking movement to several creatures.
  • Added new persistent ascension and favorite pet systems
  • Added a taunt/personality ability to Prowlfangs.
  • Added or fixed camera shake effects for creature abilities.
  • Increased creature wander radius.
  • Increased the hitbox range for pet Arachnixes attacks.
  • Increased the cast time for Howlfangs’ howl ability.
  • Increased the physical size of most creatures.
  • Generally increased the perception values and aware behaviors of all creatures.
  • Generally increased several creature ability hitboxes and ranges.
  • Introduced more creature pathing improvements.
  • Improved creature line of sight detection during combat.
  • Reduced the armor on Thickfur Yxen.
  • Slightly reduced the collision size of Ursar.
  • Adjusted cooldowns on creature dodges.
  • Updated animations for Wildcats, Wargs, and Rotnes.

World

  • Dreadveil
    • Adjusted which debuffs are applied by certain Arachnixes as well as the debuff application chances.
    • Generally increased the engagement range of small Arachnixes.

  • Highlands
    • Improved spacing of creature spawns.
    • No longer has a visible placeholder biome debuff.
    • Creatures now stay further away from this biome’s portals.
    • Adjusted some of the water volume locations in this biome.

  • Myrkfen
    • Movement in the swamp water now generates more noise.
    • Staying in the swamp water now applies the Fetid Water debuff. Too many stacks of this debuff will trigger a disease.
    • Changed the Allidon Tail Barb debuff to the Lethargic debuff.
      • Increased the weight penalty of the Lethargic debuff by ~5% per stack.

    • Removed the temperature aspect from the Infected Wound debuff. Heat shouldn't be a prevalent mechanic until later biomes.
    • Adult Wasprey attacks now have a small chance to apply the Larvae Infestation debuff.
      • Larvae Infestation can be removed by eating food.

    • Desiccating Venom no longer affects the Hydration cost of harvesting.

  • Stagswood
    • Added dynamic creature spawning behaviors. Night hours and an active Wounded debuff will directly affect the rate of nearby spawns.
    • Now has Arachnix spawns in certain areas.

  • Skarsyre
    • Added a new creature…
    • Now has a visible biome debuff.

  • Added Jotun to the Highlands, Frystfel, and Roots of Yggdrasil biomes.
  • Reduced creature spawn density in several biomes.
  • Adjusted creature spawn ratios in all biomes.
  • Smoothed out the ramp entrances of all caves.
  • Yggdrasil’s leaves and faction sigil/score will now flash when spirits are deposited by that faction.

Interface

  • Updated the overall layout of stat bars for better organization and readability, shrinking the Weight, Energy, and Hydration bars and adjusting the Temperature bar to look like a real, always visible stat bar.
  • Added a noise indicator bar to the interface that tracks how much noise a player is making.
    • Activities that generate noise include walking, sprinting, harvesting, gathering water, breaking items, and reloading weapons.

  • Adjusted the layout of the equipment paper doll in the Inventory screen.
  • Weapons and Tools can now be cycled in both directions using the mousewheel.
    • Zoom In and Zoom Out keybinds have moved to CTRL+mousewheel.

  • Recipe tooltips now include the craft level of the recipe.
  • Added better hit and crit numbers and auditory confirmations (should be easier to see PVP now).
  • Added auditory warnings for creature aware and aggro states.
  • Updated tooltip for Poorly Cooked Meat and Salt Cured Meat to correct reflect their energy rates.
  • Updated Eventide Healing tooltip to make more sense.
  • Changed the feedback for 0 damage from "ineffective" to “0”.
  • Changed the feedback for creatures that cannot take damage to be “Evade”.
  • Reworked bomb visual effects.
  • Added option to hide/show Offhand or held item.
  • Added words to bad word filter.
  • Added better granularity to placeable expiration time notifications.
  • Projectiles no longer play a visual hit impact and camera shake even if they don't hit anything.
  • Added a vegetation impact visual effect.
  • Added a tooltip for Caltrops Wound debuff.
  • Updated the Wisdom of the Weald perk tooltip to more accurately match its functionality.
  • Harvest Damage floaters now appear near the center of the screen.
  • Using the Take All button on a corpse will now restore your action bar items.
  • Faction reputation gains or losses are now always displayed as an integer amount.
  • Changed Soulbind on Pickup text to Soulbind on Acquire to better reflect the functionality.
  • Soulbound on Acquire items will now auto-equip to an empty paper doll.
  • Favorite servers are now stored server-side instead of client-side.
  • Introduced a significant change to the interaction system backend to allow better customization of interaction behaviors.
    • Please let us know if you notice any weirdness while interacting with placeables (Press/Hold F)!


Audio

  • Glutts now make Glutt sounds instead of making Arachnix impressions.
  • Spirit Realm ambience music is now properly controlled by the music slider.
  • Player's sprint voice audio now plays while sprinting on a mount.
  • Reduced volume of certain creature footstep sounds, we apologize to your eardrums.
  • Reduced volume of certain base destruction sounds, apologizing to your eardrums again.
  • Added sounds to Banshees and Rocs.
  • Added sounds for creature abilities that didn’t have sounds.
  • Added sounds to placeable objects that didn't have sounds.
  • Added new crafting sounds.
  • Added out of ammo click and empty clip firing sounds.
  • Polished weapon click feedback.
  • As Stamina drains due to sprinting, characters will sound increasingly exhausted.
  • Introduced new “whiz by” sounds for hitscan and projectile weapons.

Bug Fixes

  • Fixed Goliath Arachnix spawning with a 0 pet rating.
  • Fixed Spectral Light (Shaman) to produce light as intended.
  • Fixed collision for personal tables.
  • Fixed some animation bugs with creature abilities.
  • Fixed an issue preventing Ethereal Constitution (Shaman) from granting the correct amount of healing while in the Spirit Realm.
  • Fixed the level-up sound from playing twice when a player reaches a new level.
  • Fixed an audio glitch affecting the music when first loading the client.
  • Fixed the favorite pet count not updating when favoriting/unfavoriting a pet.
  • Fixed the Ascension Points not updating for players who were offline when a saga ends.
  • Fixed a remarkably high number of missing periods from tooltip strings.
  • Fixed Campfire, Bonfire, Torch, and Smoldervine heat auras not applying correctly.
  • Fixed missing sound effects (usually weapon fire) when many creatures are nearby.
  • Fixed the bow pull back sound to play properly for female characters.
  • Fixed the Hide Helmet option to no longer applies to all players, only to your character.
  • Fixed the Cloth Armor crafting tree to be in line with other crafting tree layouts.
  • Fixed the name of Empower Spirit Handaxe to accurately reflect the item it creates.
  • Fixed for debuffs in Stagswood not being removed correctly.
  • Fixed an issue that could cause players to play their falling animation while mounted.
  • Fixed an issue that could cause portals to place you on top of or stuck in the destination portal.
  • Fixed an issue that was causing inventory slots to sometimes display an incorrect background texture.
  • Fixed placement bounding boxes to exactly match the final position when determining location validity.
  • Fixed creature abilities designed to not maintain facing to no longer rotate to the target.
  • Fixed some creature pathing that was failing to generate.
  • Fixed shard blasters to display the correct number of tracers per impacts when fired.
  • Fixed Arachnix attack animations in the Roots of Yggdrasil biome.
  • Fixed a rare case that could cause a creature which stopped attacking to not flee.
  • Fixed twitching creature heads.
  • Fixed the Cooking Per Skill Level bonus tooltip to correctly indicate 2% yields per level.
  • Fixed an issue that was causing spell tooltips to display cooldowns of 0.
  • Fixed buttons appearing as white blocks in the interface.
  • Fixed a bug where once a player has had their bounty claimed, their score will be set to 0 until they log back in.
  • Fixed it so that creature abilities that have long attack animations don’t cut the ability short.
  • Fixed the reload animation to no longer play when a player tries to reload without available ammo.
  • Fixed an issue that was causing Spirit Arrows to grant credit for stacks past the stack cap.
  • Fixed a bug that was preventing impact effects from playing when projectiles hit terrain or killed the target.
  • Fixed inconsistent placeable and structure component placement restrictions.
  • Fixed rubberbanding effect of alternating between walk and sprint.
  • Fixed a lot of placeables that had the wrong sounds.
  • Fixed the sprint sound to no longer continue to play after death if the character was sprinting.
  • Fixed collision for structures, traps, turrets, totems, Control Points, Divinity Seeds, Mystic Altars, Spirit Stables, and some minor visual fixes.
  • Fixed an issue that was preventing raveners from being tamed.
  • Fixed an issue that was preventing Cruel Apothecary (Assassin) from triggering.
  • Fixed some bizarre behaviors when a Frabbit dies while burrowing.
  • Fixed an animation bug that made characters stand up to drink while mounted.
  • Fixed Crude Stone Shards to no longer refund Strong Fiber Twine if you have the Resourceful Perk (Adventuring).
  • Fixed a bug that was causing buffs that scale per level such as Weight of the World and Learned Survivor to ignore stack count when scaling.
  • Fixed all references to Heavyfur to be Heavy Fur.
  • Fixed a bug where Enshrined Power reduced Shrine buff duration rather than increasing it.
  • Fixed a bug making Hammerskull attacks hit twice.
  • Fixed an issue causing higher-tier faction base buildings to spawn with the wrong stations.
  • Fixed an issue in Classic and Exploration modes that caused turrets to shoot at their owners.
  • Fixed Tier 1 spirit tools to be correctly categorized in Basic Survival instead of Tools.
  • Fixed typos and incorrect references related to Research texts, Crumblestone Sledge, friendly corpses, Teachings of Coryn, Bows, buffs, abilities, Potions, Draughts, other consumables, and naming conventions.
  • Fixed a common game client crash.
  • Fixed an occasional game client crash.
  • Fixed a rare game client crash on load.
  • Fixed a game client crash related to Reckoning events.

Play Rend's New PvP Game Mode Early



Since Rend’s first public-facing Alpha, the community has been asking for a version of the game that more closely resembles classic survival titles. In tandem with other Early Access roadmap features for Fall-Winter, the team’s been hard at work preparing a factionless game mode for Rend. With internal testing complete, we’re inviting players to participate in an early public test of the game mode on a special Public Test Realm (PTR) server before it goes live. Learn more about the new Classic and Exploration game modes here.

Here’s how to participate in the test:
1. Open Steam and click Library at the top.
2. Right-click on Rend in your Steam Library and click Properties.
3. Click the Betas tab, select “publictest” from the pulldown menu and click Close.
4. Steam should detect the Rend PTR patch and begin downloading it. Restart Steam if it does not.
5. Run the game (should show as “Rend [publictest]” in your Steam Library). Click the Find Server button, then the Filters button. Select Custom from the Game Modes and click Apply, then join the "Public Test" server that appears.

Please note that the PTR server will be updated incrementally. Scheduled downtimes will be announced in the Server Status forum.

The PTR is running in Classic mode which is a PvP environment. Immediately at login, players will notice a number of game features have been significantly updated including a streamlined crafting system, redesigned research spark sources, and more. These changes support factionless (Classic and Exploration) gameplay and some will carry over to the standard mode (Faction War) to improve features as outlined in the roadmap. We’ll release the full patch notes detailing these improvements when this version of the game hits the live servers.

We’re eager for your feedback on Rend’s new Classic game mode so be sure to share your thoughts with us on the forums, Discord, Reddit, and Steam!

https://community.rendgame.com/discussion/2737/test-rends-new-factionless-classic-game-mode