Renown cover
Renown screenshot
Genre: Fighting, Simulator, Hack and slash/Beat 'em up, Adventure, Indie

Renown

1.0.9.0

1.0.9.0

Fixed AI not spawning in training map
Improved the AI spawning Menu
Disabled items with internal Inventories (Bags, belts, quivers)
Fixed issues with the Loadout system camera
Fixed being able to open chat while the HUD was toggled off
Improved Server browser UX with sounds and visuals
You can double click servers to instantly join
Removed chicken sounds
Fixes for Resource node Networking
Improved the minimap
Fixed issues with Auto run
Fixed issues with the NDA screen
Fixed issues with resource collection
Fixed an issue with the crafting button
Improved animation blending on the pelvis
Fixed issues with servers not showing up in the server browser

Blog Update

Dev Update - Happy Halloween and News from our Team

Hello Renowners

As always a huge thank you to both our backers for their support, and to our community here for being awesome, as well as a shout out to our mod team on our official discord.

It's been a little while since we last put out a public update, as we’ve been incredibly busy working behind the scenes on many different systems. Mr. Z has written an update for you to let you know what we’ve been working so hard on lately.

We’ve always tried to make testing fun. What we’re currently doing is extremely important for the future of the game, but it's not as glamorous as shiny new features.
To say thanks for your patience the team (Mostly Mr. Z in his off hours), has created a fun new game mode for you.

We present to you:

Horde Mode



Currently done up in a Halloween theme, the Horde mode is your classic PvPvE wave survival onslaught of attackers.
One player is chosen as the “Skeleton Lord” to lead the enemy Horde.
Living Players attempt to survive until the time runs out.
If you die you become part of the Skeleton Army as it grows in size.
The last player standing is the winner, but for how long?
After they fall, the game starts again.

To be perfectly clear, this is something Mr. Z has been working on his own time in the last few weekends. The vast majority of development hours were not spent creating this game mode. That said, it still provides us with useful data, and we hope it will become a fun thing to keep you going!

Speaking for the entire team, we hope you have a very fun Halloween.
Mr. Z has taken the time to write up some of the majorly important work the Programming team has been up to behind the scenes over the last few months.



Mr. Z speaking, it's time for a general update on how development has been going over the last few months.

We've been incredibly busy and highly productive lately on many different things, one of the biggest has been reworking many old game systems.

Our goal lately has been to take the gameplay systems we've managed to make and essentially optimize the crap out of it. We've had enough playtests of survival mode to know what has been needed to be changed and we got excellent data on which things had poor client/server performance.

Many systems have had a partial/full rewrite, including but not limited to;
The saving system,
The base building systems,
Inventory systems,
Networking subsystems,
Resource gathering, and more.

The goal has been very simple, we want to optimize the game for higher and higher player counts, our goal for early access has always been 50-100 on a server and we're getting very close to reaching it.

One core system that had many hours of work put into it was the new base Maintenance system. Bases once built need resources for maintenance upkeep, these resources are stored in the banner's inventory. This is to ensure people don't just leave abandoned bases all over the map, as buildings will begin taking damage once maintenance upkeep payments are missed. Not only that but this mechanic also puts a soft cap on how big bases can realistically get, as you wouldn't want to build a base too big that farming the resources for the upkeep becomes prohibitively time consuming, especially for solo players and small groups.



Melee combat has also received lots of small improvements as I've been trying to spend more time dueling some of our best players to get a feel for what the highest level melee gameplay plays like. When work was still ongoing in the combat alpha, there weren't many people who could consistently beat me in duels and I'm happy to report that has changed.

Many mechanics with melee have been tweaked considerably to improve the likelihood of solo players being able to have a realistic chance of winning when fighting outnumbered. As well, the ability to aim your swing paths have been buffed considerably to allow more possibilities to outplay opponents through swing manipulation. Morphs and Feinting has received many changes to be much less of a gamble while still remaining a useful mixup during engagements.

In the near future we'll begin implementing the new motion capture animations for melee combat, that work is currently ongoing and we're looking forward to when it's ready to be pushed live.



ItsMoxie has been steadfastly working on a rewrite of many networking subsystems. In our playtests we were hitting pretty big networking bottlenecks so we're converting a lot of game systems to a more optimized networking model. Unfortunately the default networking model for Unreal Engine was optimized for small scale multiplayer arenas like that of Unreal Tournament, however fortunately for us because Epic Games also developed Fortnite we're able to use many of the systems they created for it for the purpose of optimizing large open world games. One of these features that we've implemented is called the "Replication Graph", it helps us support a far larger player count on a large open world map by optimizing the amount of work done by the server to update players in different regions of the map.

Thank you again dear folks. We’ll be putting out an update soon regarding our overall changes to UE5, Animation updates and most excitingly, the various biomes KZ has created for the new map. We’ve got big things coming in the near future and we’re all stoked to show them when they’re ready.

Till Next Time
Ashur

Hotifx 1.0.8.1

1.0.8.1

Fixed up some scaling issues inside the Scoreboard
Fixed crouch canceling running input sometimes
Fixed debug text in the sky
Reworked Resource harvesting system for hunting
Fixed a Damage volume in the Castle still staying active
Fixed Plant Fiber node scaling
Fixed a loadout selection bug
Fixed equipped weapon buttons not updating sometimes
Fixed missed swings that hit the ground costing double stamina
Fixed resource node spawn handling causing nodes to disappear from the map

Patch 1.0.8.0

1.0.8.0

Fixed issues with Ranged weapon zooming
Fixed issue with aiming states with ranged weapons
Fixed not being able to unequip a loaded crossbow
Added sockets on character for quivers and crossbows
Projectiles can stick to surfaces now
Fixed up Archery target
Fixed Projectiles not dropping properly when hitting deers
Fixed up Javelin throwing animations
Toggle Always run is off by default now [Capslock]
Enabled T3 tech again
Added Fountain to Nook FFA
Added a damage volume to the castle basement
Fixed up a bug with maintenance costs causing it to be too high for small bases
Maintenance costs are much lower overall now
Added a new networking subsystem for resource nodes
Fixed the gates on the castle not working sometimes
Added maintenance cost alerts

Patch 1.0.7.2


1.0.7.2

Crafting Menu fixes for crashing
Currently selected weapon now shown on UI elements


1.0.7.0

Optimized Rabbits
Added Color Variation to Rabbits
Movement System Optimizations
Optimized Dropped items
Optimized Sky
Optimized Sleepers
Optimized inventory replication
Reduced NPC counts on the map slightly
Fixed Merchants having invalid items
Fixed Crossbowman Loadout
Buffed Shelf HP
Buffed Wood harvesting rates
Disabled the Bear
Networking Optimizations
Added Maintenance costs
Fixed Early release counting as a hit
Fixed ground hits costing stamina even if you hit a player beforehand
Buffed chained parry stamina gain
Broken items on the ground now display with a broken name
Fixed some input consumption issues
Fixed silver item spawns
Damaging buildings with a weapon now deals more damage to the weapon
Added Damage bonus/malus display on landed attacks
Fixed some recipe names
Nearby Loot bags show up with held interact now (Hold E)
Fixed Wood Gateway collisions
Repair warning message is more clear now
Lowered sound levels of door open/close
Campfire has a crafting menu option now
Fixed archery targets not being placeable
Fixed some building placement warnings
Better warnings for crafting items
Fixed up player joined message displaying wrong names
You can hold shift and drag and drop items to split them now
Added Fat to loot drops
Fixed some item dupe issues
Fixed Clashing with fists
Added a Bash cooldown from a Clash
Buffed Morningstar
Reduced attack lockout on being parried massively
Fixed LTS not working properly
Fixed some inconsistent gather rates for tools and nerfed the benefit from tool tiers
Fixed item durability showing when it wasn't relevant

The Demo has gone Live!

The free demo has gone live as of this post.

https://store.steampowered.com/app/1488310/Renown/

The demo will run between the 21st and 28th of September. We'd like to thank all our backers for the immense support they've given us over these last few years, getting the game this far simply could not have been possible without their support.

MIGW - Renown Behind the Scenes

Finalized the upgrade to Unreal engine 5 - Patch 1.0.6.2

1.0.6.2

Tweaked Active Parry particle effect
Gates in Winterhold castle have been fixed
Added new Shoulder shield brigandine skins
Fixed clipping issues with peasant gloves
Fixed clipping issues with padded pants
Tweaked Lantern lighting visuals
Hair color tweaks
Added new Trees
Crossbow anims added
Removed Riposte bashing
Removed Miss combos
Parry doubles deflection chance but doesn't reduce ranged damage directly anymore
Increased combo time from bashes
Code locks now causes damage on wrong guesses
Fixed Door upgrading
Removed Steel hand Rams
Fixed alt click equipping on dead players
Added the ability to have Placeable markers on the map
Added Party support to placeable markers
Added hitstop on friendlies (not in survival)
Fixed issues with the scoreboard causing duplication
Fixed items on spawn sometimes not being equippable
Optimized UI
Fixed performance issues with particles
Party system remembers disconnected players
Beds have their own icons on the map now
Beds highlight on the map now
Fixed performance issue related to audio
Added direct IP join support
Added skin for cuisses
Added plate sabaton skin
Ranged attacks no longer grant stamina
Fixed eyepatch material
Fixed AI spawning unarmed sometimes
Tweaked HP values on animals, most no longer die in 1 hit
Same faction NPCs will now hitstop on each other
Fixed issues with crouch anims
Fixed Cave material
Improved vote to kick functionality
Fixed landscape grass
Added a primitive bow
Added new item components for crafting weapons and armor
Optimized furnaces
Added support for a mission system
Fixed the bug report menu
Added high ping indicator
Fixed voice chat audio
Enabled Shader Model 6
Added chaos destruction support
Added save support for Raid mode
Added support for saving for raid mode banners
Fixed held item bug
Added support for Lumen lighting
Added an elevator
Removed stamina cost requirement for lunging
Increased player radius slightly to mitigate facehugging
Added new graphical toggles
Removed boosting on players
Fixed being able to certain actions while downed
Fixed AI movement
Added clash sound effect
Run speed is now slowed down on sharp turns
Added Parry from Recovery
Added Combo into Parry
Loadout menu fixes
Tweaked morph timings
Fixed recovery parries costing less than combo feint to parry
Fixed crash related to research menu
Resource bag is now checked for building costs
Added ability to equip item in each slot
Fixed last team standing
Fixed drag and drop items causing bugs
Added animation prediction
Tweaked riposte window
Stagger flinches reliably now
Fixed under siege mechanic being unreliable
Added mocap emotes
Made AI spawns more reliable
Added new Nook map
Code locks require 8 digit keys
Turncap is now more consistent
Kicking now blends the player to a stop much faster
Tweaked the parry boxes
Increased stamina miss cost on weapons
Added longer recovery for missing kick/bash
Added vote to end match
Fixed issues with crafting queue
Added new ranged weapon anims
Spruced up the Safe town
Added workbenches to safe town
Fixed AI spawning in castle when it was closed
Fixed resource nodes
Reduced parry window slightly
Reduced feint cooldown
Added server side melee tracers
Fixed up deer movement
Fixed server history tab
Fixed stone croppings
Added new icons for resources
You can cancel out of holster with attack inputs
Reduced sway on bows

Developer update and an upcoming public playtest!

It's time for a quick update about what has been going on behind the scenes here at RDBK Studios!

We have been absolutely under the pump over the last few months transitioning to UE5. We felt the
engine was in a state ready for us to make the change.
It's a decently long process, but we are more or less back up and running now in UE5.
Some people may see a decrease in performance for a few weeks. The previous optimization passes need to be reevaluated for systems such as nanite and lumen.
We have added a toggle in the settings for lumen (improved lighting) if your graphics card is or isn't recent enough to handle it.

On the UE5 front we will be pushing the current build for a stress test in the next couple days, keep an eye out for the announcement.

Melbourne International Games Week is upon us and we have been invited to take part on steam. We will be running an Open Stress test throughout its duration, so be sure to let your mates know.
Raid Mode and Survival will be the main focus points for the week.

More information on Melbourne International Games Week linked below!

https://gamesweek.melbourne/events/2023/migw-steam-festival-2023


In other news our motion capture workflow is well underway, here is a little video of the studio and our lead artist KZ taking on the role of Mocap Actor.



We have almost completed our Fist and Unarmed peaceful animation set and you should be able to see portions of this in the steam demo. It will be a rough version with more clean up necessary.

Thank you for putting up with the lack of information during these busy months. We will have some exciting new updates now that the UE5 swap over is behind us.

As always thank you to all our backer's for allowing us to continue making our dream game become a reality!

Looking forward to seeing you in the demo.

Cheers

- Jesse

0.9.3.0

0.9.3.0

Fixed Grandmace research
Tweaked Catapult costs
Updated some external wall models
Fixed server browser bugs
Fixed stacked items not working correctly sometimes
Removed sickles from peasants
Fixed deflection not working with ranged weapons
Increased miss combo time
Stab into Stab combo is slower
Improved 2 handed axe kick animation
Crossbow anims WIP
Fixed code lock crafting
Added new t2 pauldron skin