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 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!
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