Genre: Fighting, Simulator, Hack and slash/Beat 'em up, Adventure, Indie
Renown
Alpha 1.1.5
Alpha 1.1.5
Added Pole to Research tree Lowered costs of components Fixed Audio issue with Furnaces Fixed Home page Fixed a duping bug Fixed an issue with stagger Fixed anim blending on legs Fixed Merchants being naked Tweaked the Loading screen Added a new Quit prompt Updated animations Added the Encyclopedia, which contains a Survival tutorial in it Fixed Petard research Fixed Crossbow draining stamina when loaded
1.0.9.8
1.0.9.8
Fixed issues with animal networking Fixed Banners in Raidmode not working correctly Crafting refresh time should be faster now Fixed siege ladders not placing on enemy banner zones Fixed an issue with particle effects Fixed an issue where loot buildings would stop networking correctly Fixed being able to invite players to a party outside of Survival mode Added Player name clone handling Added a warning for when upgrading fails Fixed a lot of technical debt Fixed bandages and throwing weapons switching to a new weapon without an animation sometimes
1.0.9.7
Fixed being able to place 2 banners in the same spot Fixed being able to pickup petards that were lit Fixed a server performance issue with characters Added Projectile sticking to surface support Added a delay before a partially drawn bow can be fired Fixed an animation issue with crouching Fixed an issue where water movement speed would persist forever Doubled boulder damage from catapults Run speed is reset to minimum speed when lunging ends now Fixed sign posts not working Fixed hoarding not being placeable Fixed repair costs for some furniture items Fixed Stair collision issues with Triangle stairs Fixed Roof collision issues Added a message for repair cost for items that were consumed by repair Stamina drain from drawing bows now increases over time Added climbable ladders to Winterhold Castle's gates
1.0.9.6
1.0.9.6
Fixed the bug reporter not working Fixed chase mechanic not working properly Fixed attack Lunge not working Fixed banners not being able to be upgraded Fixed being able to aim the crossbow without stamina Fixed the deathscreen appearing sometimes when it shouldn't Weapons no longer take damage when kicking Increased the amount of animals in the map Fixed weapon rack repair costs
1.0.9.5
1.0.9.5
Added Resource gain multiplier to server configs Fixed Hand Rams not working Fixed issues with placing buildings inside banner zones Improved AI memory Fixed Map Camera not working Fixed networked movement on Animals Fixed animals not despawning when harvested fully Increased falling damage min distance Fixed banners not being moveable Fixed coffin chest pickup Fixed footstep detection Fixed custom names not working for furniture Fixed Camera issue when server is doing final save Added Primitive Quiver recipe (Fiber) Fixed issue with Death screen showing up randomly Added a Loot sack Castle gates can no longer be opened by players Reduced saving system messages verbosity Fiber is more commonly found now Fixed issue with Resource spawn areas being too big Fixed issue with banners not calculating maintenance properly Fixed an issue with armor durability Fixed Icons rendering incorrectly when rotated Fixed crafting tooltip being too transparent Fixed External Inventory window looking different Fixed Fuel time not being shown correctly Fixed inventory menus not being closed when moving too far away Improved anim blending for fists and movement
1.0.9.4
1.0.9.4
Fixed bows not working in Loadouts Fixed an issue where depleted nodes would spawn in for clients Fixed crafting menu crash Fixed Player name not Saving Fixed Pain volumes in castle enabling too soon after the event starts to end Fixed issues with Keylocks
1.0.9.3
Crash fixes Added more building Icons Fixed issue with Inviting to parties being visible all the time Fixed animal spawners not working Fixed broken window mesh in castle Fixed Brick hall model Fixed bleeds not persisting Fixed castle doors not being damageable Fixed issues with FOV Added a game icon Fixed Equipped bandages not attaching to player model properly Removed spatializing from own footsteps Reduced crate hp to 60 Fixed multiple issues with placing roof pieces Fixed AI ignoring players who were attacking them with projectiles Fixed an issue with the jump landing animation
1.0.9.2
Fixed AI roaming logic Fixed weapon not equipping in TDM automatically Fixed issues with Encyclopedia Movement networking optimization Added Key lock recipe to defaults Opening Inventory closes build menu now Can add mallets and gold to the banner now Fixed shaft and pole recipes Fixed poles not being craftable Added Max stack count indicator for some items Added Ranged zoom sensitivity slider Fixed crossbow not working Added notification for firing bows without the correct quiver Fixed castle event not ending Fixed kick tracers Added peasant vest icon Fixed chat box staying up forever Added better admin teleport support Fixed issues with arrows Fixed javelins and throwing axes throwing incorrectly
1.0.9.1 Added Icon for Manganese Added new Icons for Roof buildings Added Floor Hatch Icon Fixed issues with resource node networking Added Icon for Peasant Vest Fixed missing floors in one of the houses Barrel HP lowered to 40 Fixed map buildings taking damage when they were disabled from recieving damage Fixed UI crafting menu crash Fixed NPC inventories being bugged Added admin spawning of animals Revamped Main Castle and dungeon Fixed up throwing weapons Fixed placement of roofs Fixed input bug with Throwing weapons Fixed issues with animals not roaming
1.0.9.0
Fixed Knight Baron Loadout Fixed Kick with Fists not costing stamina Added Icons for resource harvesting on the Crosshair Added ability to Invite to Party by Interacting with other players Fixed Painting furniture Icons Fixed Loadouts with Quiver not granting ammo Closing the Inventory menu clears search filters Fixed issues with the context menu Sleepers inside castle now die when the gates close Saves now show date of next wipe Fixed issues with UV maps on some building models Disabled External walls until further notice Reduced Banner build size slightly Disabled Melee Lunge until further notice Increased Max item Stack size on most items Tweaked FPS display, added FPS display toggle setting Lowered the cost of building maintenance considerably Closed off some of the underground areas that aren't ready yet Added Wipe time on the Server browser details Many CPU optimizations, weaker CPUs should see a big improvement Fixed issues with equipping weapons on the character Fixed some issues with Geese npcs Players can't select weapons while the inventory is open now Reworked some character initialization code Fixed up performance issues with the lighting on the survival map Fixed issues with Catapult shots not exploding properly Fixed Catapult shot not doing damage sometimes Crafting and Gear menus can be toggled by pressing 1 and 2 Updated the Look of Gold nodes Fixed issues with player pitch Fixed Hand Axe weapon not working correctly Cook times in furnaces have been adjusted Adjusted some early game research costs Fixed Item Name visibility problems Updated stairs model to visually block under them Disabled belts until further notice Fixed Hand Rams not working properly Added Barrel lid shield Added a Coffin shaped Chest Fixed issues with placing Petards Fixed some player input issues Items on the ground now combine into a bag if theres too many nearby Fixed an issue with respawn time being reset Fixed issues with Running not working properly sometimes Fixed issues with furnaces not saving correctly Fixed being able to attack while placing furniture Fixed an issue with Fuel checks on furnaces Added a Ping limit to servers Fixed issue with character LODs breaking customization Bow aiming system has been completely revamped Added better projectile collision Improved shooting anim blending Fixed debug models from AI system showing up ingame You can now hold attack to resource harvest Fixed an issue that would cause infinite ammo for bows Fixed some camera logic on the character Fixed items equipping to different slots inconsistently Improved warning messages for placing buildings Keylock recipe now requires stone instead of iron ore Primitive Tools can be repair without a workbench now Increased gather rates on all tools Fixed UI scaling on the Death Screen Fixed Archery Target placing wrong building model Fixed issues with Resource mining from Nodes Fixed Patrolling NPCs staring off in the wrong direction Fixed NPC archers not working properly Fixed Siege ladder not having correct HP when picked up Wall torches and other placeable light sources are now on by default when placed Added more warning messages for picking up buildings Added new Hats; Byzantine Peasant hat, Rus hat, Mongol Added new Pavise Shield model Added new peasant Vest (Chestplate slot) Changed Dirt rendering on armors to be more visible Removed Mallet damage bonus to buildings Fixed some issues with Holding item warnings Fixed some clipping issues with the Jupon Projectile Deflections reduce less damage when holding a ranged weapon Fixed issues with Portcullis rendering Added an opening sound to crates Pavise Shield can be deployed on the ground as a static defense Fixed Ladders being useable from behind Added new Gates to the Main castle Fixed issues with floating barrels in some areas of the map Updated the weapon throwing aiming system to work like the new bow system Fixed a crash related to the crafting menu Fixed Crafting recipes ordering logic Fixed Scrollbar scaling on the crafting menu Mineable stones on the map have more resources now Fixed some resource nodes not being mineable Fixed a clipping issue with the Windmill POI Fixed overhead Map camera not working properly Early game weapons are easier to craft Removed Torches from Peasant NPCs Fixed First person Run not working properly Revamped the Save System Fixed Sleepers being invisible Fixed Weapon slots on external inventories being highlighted Fixed issue with lock placement
New Milestone Reached
Mr. Z
Welcome Renowners, we have some great news for everyone today. After several weeks of private testing we’ve finally reached a good level of stability and optimization to return to regular weekly playtests.
Many parts of the game had a lot of prototype code that had to be overhauled. Now every gameplay mechanic has had an optimization pass to work well in the context of a big multiplayer open world survival game. This is a big milestone for us as it is the first big completed step towards releasing the upcoming survival map.
Optimization for client side and server side performance has been the main focus, but also lots of other things were improved as well, as you can see below. If you were having performance issues with the game before, you should find significantly improved performance in this patch.
What’s new:
New pieces of furniture New early game items Added Ping limits Deployable Pavise Building system improvements Added Floor hatch Ranged combat overhaul Added new keys for opening locked doors at POIs Winterhold Castle Revamp Many AI improvements Many bug fixes and QoL improvements Substantial optimizations for client and server Automated Wipes Maintenance system Loot system rebalancing Crafting rebalancing
We’ll be planning to do an official Stress test in the coming weeks, so we can prepare Renown for a public demo some time soon. We’ll need as many testers as possible to fill up the servers so stay attentive for an upcoming announcement of that.
End of Year update!
Hello everyone!
As always, we’d like to say a huge thank you to our amazing community. We know we’ve been a bit quiet on the updates front lately. Hopefully this dev blog will help explain why.
So, the best place to start would be to show not tell. Thanks to Jesse-Delta for his great work on the showcase.
Please see as follows for a showcase of our recent progress;
Over the last few months, the three main areas of development have primarily been: -The swap from Unreal Engine 4 to Unreal Engine 5 -The total animation overhaul -Creation of the new 4x4km map with new biomes.
One of the reasons we’ve been a bit short on news, is we didn’t want to be one of those teams screaming about how Unreal Engine 5 will solve all of our problems. While a great tool, nothing in game design is ever that easy.
In our case we did a lot of estimating what could be useful from the new systems which are available to us now.
Then it was a matter of when to do the swap over, our logic is it's better to do it now when we are in alpha instead of later as it would be more time consuming and riskier.
I’ve asked if Mr. Z could prepare a more skilled explanation of the physical effects from the swap over.
There have been various new developments since the last time we spoke. Many systems changes and optimizations have been made to allow for a giant open world map, mocap work is full swing, and UE5’s new features are being fully utilized now.
As some may have noticed, a new survival map was briefly tested to iron out all the issues of scaling up to larger map sizes. I may have jumped the gun a bit with the map as I ended up making it 8x8 kilometers. It’s good to test a bigger than expected map as our final survival map is around 4x4 km so this gives us quite a bit of breathing room. Lots of systems had to be changed for this to work, including the ingame map menu, the way resources are populated in the world, additional systems for placing points of interest in the map, and on a more boring note plenty of code had to be optimized or rewritten for this to work. It was quite a time consuming ordeal but I’m glad we’ve taken care of all the large obstacles for the final survival map to be technically feasible.
Alongside this work, we have also gone into full production with the new mocap animations for the characters. We’ve been quite busy with retargeting all the motion capture animation data to our character and getting them into the game itself. Lots of work had to be done on the animation controller to support a wider array of animations. Where it stands right now is we’re part way through implementing the Longsword animations, so hopefully it won’t be too long until we can have at least one animation set using fully motion captured animations. Motion capture is a very lengthy process but we’re confident with this type of workflow now and we’re very excited to get these animations finished and in our backer’s hands.
The switch to Unreal 5 has been fully completed, meaning we’re using all the new systems we’ve intended to utilize and the legacy systems have been fully removed. What are these systems you may ask? For starters we’ve fully switched over to Chaos Physics, which is the new physics engine for Unreal 5 that allows for a higher degree of complexity in destruction physics. We’re also now fully using World Partition, which is a new feature that allows us to build substantially larger game levels while still maintaining good performance. Another important feature we’re using is Lumen, which is a next generation lighting engine for the game. It has done wonders for the look of the game, especially with how much better the armors look in real lighting now. Finally, we’re also using Nanite, which is another next generation feature, what it does in effect is it makes LODs (Level of Detail) models obsolete, by removing the jarring transition of models to lower detail ones that’s plagued 3d video games since the first days.
2024 will be a very productive year for us going forward, we’re making very rapid progress on the game, but it is a big game to make especially for only a handful of developers working on it. As we’ve seen time and time again there’s no use in rushing out an unfinished game just to get it in people’s hands quickly. So we’ll give a proper release date when we’re confident we can actually deliver a game we’re proud of.
We’ll have more regular updates coming in the near future as we move past the transition to UE5 including more words from Mr. Z
I’ve also asked if KZ could prepare a short note for you folks explaining in detail his side of stuff a bit more. It should be noted while a team effort, what you’ve seen in the above showcase is largely the result of KZs hard work.
The last few months have seen significant progress on the art front. A lot of work has been done to establish a strong foundation for the new year. Essentially, much time has been dedicated to developing the new map. This endeavor has presented substantial challenges, considering it's no longer a small map; it's a world. Nevertheless, we are making good progress.
We began by designing how we wanted to shape the world itself and envisioned all the interactions across the map that we would like to see or open up possibilities for. Our approach prioritized function before form. From the ground up, we designed additional biomes to give the world a more rounded feel.
A big challenge was to design the transitions between biomes, but a lot of thought was put in, and tests were conducted, and I think we got there on the feeling of traveling seamlessly through the biomes while still feeling inline.
We have expanded from one biome to nine, including Meadows, Forests, Swamp, Snowy Fields, Snowy Mountains, Steppes, Arid, Canyons, the Desert, Beaches, and rivers to break it all up. Safe towns have been developed for some of the major biomes, and while these are still being fleshed out, they are mostly completed.
Specifically, there is a big castle with a town and port included in the Meadows biome, a Norse Village in the mountains, a Steppes village, and finally, a Desert Town. Lastly, a lot of thought and work have been put into the placement of Points of Interest to keep players entertained with plenty to explore and fight over.
Fortunately, the new biomes have accommodated this effort and will introduce biome-specific Points of Interest, adding more intrigue to different parts of the world.
Hopefully we’ll have some more of KZ’s work to show off for you soon!
Alongside all the topics Mr. Z has discussed, one main goal for the new year is to get organized weekly wipes going again as soon as possible. We’ve had to put regular testing on hold for the UE 5 swap.
This means we can start to rebuild the weekly population on servers across the major regions of our backers.
We’d like to thank everyone again for their patience with the lack of activities and low pop over the last little while. It’s an area we’ve keenly aware of and hope to address quick smart.
We’ll also hopefully have some more flashy news for you folks in the new year as we start to see the results of our recent work.
Again, folks from our entire team, thank you so much for your amazing support this year. The last 3 months (and this entire year honestly) have been tough but your enthusiasm and kindness are one of the main things keeping us going. We hope to have some good results to make you proud soon!
Thanks again and till next time Ashur
1.0.21
1.0.21
Fixed an issue with the center castle vanishing Fixed a message flood bug with placing furniture Fixed presets showing up research menu Fixed freelook Axis Added a Dungeon key to unlock some loot rooms
1.0.20
Fixed an issue with Research not working Fixed the nav mesh on the training map Improved door open mechanics Added Harvesting efficiency to item descriptions Fixed issue with plant fibers not disappearing when harvested Fixed resource node collisions Added missing house back to survival map Fixed issues with arrows Enabled some optimizations Fixed animals despawning when players are nearby Fixed some issues with item stacking logic Added automatic weekly wipes Fixed an issue with crafting stealing player input Fixed some issues with placing lamp posts and torches Catapults now have persistent durability when picked up Door opening mechanics improved Fixed a bug where placing furniture would bug out inputs Fixed up the crosshair not working properly New Archery aiming overhaul (WIP)
1.0.11
1.0.11
Fixed not being able to crouch with the minimap open Fixed healing well not working Tweaked healthbar UI Button in the corner of the chatbox is clickable now Added support for more complex looping behavior on Emotes Fixed issues with the training map not working Fixed silver ore not being mineable Fixed resource collection effects Added new furniture items Fixed issues with stairs support Fixed up lunge movement Fixed up decelleration from turning quickly Dropped items despawn faster if they're broken Dropped broken items can be interacted with to destroy them sooner Fixed issues with the Navmesh on Small_p Added effect on nodes partially mined out Doubled amount of resources on nodes Added a building anim Fixed building not making a sound effect Added Furniture to research menu
1.0.9.4
1.0.9.4
Fixed issues with item stacking Fixed issues with crafted items not showing up in the menu Fixed a bug with the Loadout system menu Fixed a bug with creating map markers Optimized animal movement Fixed dropped item physics Fixed not being able to sprint with a crossbow loaded Fixed a crash with the inventory Fixed issues preventing proper resource harvesting Reworked Bed system to work properly on a large scale map Fixed connection timeout being too long Fixed issues with resource spawning Fixed player marker being hidden by other markers Improved movement networking Grass under buildings now hides properly Changed FOV limits Fixed issues with FOV Added Floor Hatch Doors Reworked ladder climbing Fixed an issue where running would get canceled by crouch Fixed a bug with a character material Fixed movement speed boost from attacking applying incorrectly