Genre: Fighting, Simulator, Hack and slash/Beat 'em up, Adventure, Indie
Renown
0.9.2.0
0.9.2.0
Fixed bug with server browser not showing when last joined the server Fixed issue with warning popup not working Fixed bug with resource nodes Added support for scars Added new helmet skins Added Bandits to the jousting fields and more loot Fixed issues with barrel loot spawning under the ground Added new destructible crates with more variety of loot in them Banners no longer give access to Locks Kills now grant instant hp Reduced club damage slightly Reduced amount of plant fiber in nodes Fixed helmet damage resistances Fixed arming sword damage Tweaked 1h weapon damages Tweaked arming sword cost Fixed collisions on trees Fixed code locks not working correctly Fixed Goedendag not being researchable Fixed beds not showing the correct amount of hp when spawning in Added warmup time to survival mode so slower loading players have more potential to load in before the match starts Removed HP regen on LTS gamemode Passive HP regen checks last offensive action time now before regening Fixed up combo anims on 2 handed axes Fixed movement with kick morphs Added attack lockout on Clashes so it resets initiative Increased miss combo time Added a clash indicator Increased lunge speed boost Parry Box and Extended parry box is bigger now Removed weapons making your player collision bigger or smaller Reduced windup time on many weapons (faster attacks) Fixed some wrong damage values on some weapons Reduced parry lockout time Fixed riposte bug Fixed alt mode bug Added cellar under winterhold castle Opened up basement entrance to the winterhold castle that is enterable through the mines Fixed bow equip anims not working sometimes Fixed projectiles feeling laggy and inconsistent to use Fixed Javelins being oriented the wrong way when thrown
0.9.1.0
0.9.1.0
Fixed Audio bug on Survival map Fixed research inconsistency AI now always staggers and never drops their weapons Disabled Day/Night cycle Beds now have markers on the map Fixed a bug causing ai not to patrol properly Fixed Cave material being broken Added new Warhorn sounds You can equip armor from dead bodies more easily now Bastard sword damage buffed Fixed issues with character render in inventory Tweaked some stab timings Added epilepsy warning Fixed swapping armors not updating worn model sometimes Increased arrow velocity by 20% Removed some furniture from winterhold that was causing pathing issues Gamma is now locked to 2.2 Added primitive weapons to Loadout menu Fixed tabard customization not working Increased distance of lighting on torches Destroyed items on the ground disappear sooner Character tab now shows by default in the Loadout menu Torches are easier to craft now Players start with a torch by default Disabled Mantlet Warhammer now requires primary weapon slots Fixed Goedendag bug Armor effectiveness preview toggles off in some contexts now Fists and Tools can no longer give lunge Fixed Lock position on external gate Fixed black outlines in the character render Renamed Dane Axe to Battle Axe and vice versa Fixed a health regen bug Sleepers don't have white clothes by default anymore Nerfed Pollaxe alt mode damage You can parry out of release after scoring a hit Lunge is shorter now Lunge stops when moving backwards now Lunge ends when attacks are cancelled now Lunge works with ripostes properly now Fixed issue with ground hits Fixed Kicks and Bash combos being slow Added a delay on morph to kick Players are granted hyper armor on scoring hits now Fixed knockback being too strong Increased miss combo time Head follows aim during attacks Mines are opened up again Added new resource nodes for the mine Reduced windup time on some weapons Increased helmet protectiveness Added stamina regen delay when leaving a running state Fixed jittering on movement sometimes Fixed footstep noise being inconsistent Input is now disabled when the server does the final save Fixed some issues with armor rendering Fixed siege warning not working sometimes Siege warnings are more accurate now Building destroy timer is 30 mins from 15 mins Resource gain was lowered from x3 -> x2 Silver smelting is half as efficient now Fixed External Tower collisions Fixed being able to build too close to enemy bases Removed hit trades and replaced with clashes Greataxe alt stab is working properly now
0.9.0.9
Changed bed roll model Fixed Club visuals Updated Bleed indicator Fixed some hairs being broken Added new peasant NPCs Fixed bag timers Fixed sign post text Updated resource HUD Optimized some brigandine models Added Multithreaded saves Equip context option now swaps gear Added categories to input menu Fixed broken gear not showing durability Fixed issue with renaming loadout Ctrl click looting now causes item to stack Resource bag handling fixes Disabled contextual pieces until refactor Multithreaded save loading Increased goedendag dmg Added Favorites and History to server browser Fixed exploit with bash Tweaked lunge to be more reliable Fixed brigandine research Bandaging prevents sprinting now You can no longer feint a morph that came from a riposte (Riposte -> Morph - Feint) Lowered durability on shields Hit particles cull properly now Bags are cheaper to research Reduced gold coins found in barrels slightly Inventory no longer goes dark when opened sometimes Building wheel now supports using the number keys 0-9 Sleeping characters can now be walked through Bed respawn times are 15 secs now (cooldown on beds is same as before) Fixed keylocks not working for teammates Hand ram costs steel now Rebalanced armor costs Armor damage resistances rebalance Fixed kick slowdowns on combo Added a chat queue for receiving messages before the UI had loaded in Sprint speed bonus goes away if walking into walls Added attack lockout on missed combo feint (miss attack -> combo -> feint) Added longer feint cooldown on morph feint Removed riposte on held blocks (shields) Parrying kicks with a shield now staggers you instead of only on hold block Fixed not being able to parry immediately after landing a strike Shield recovery is longer now Reduced stamina negation on held block Added Morph to Kick Fixed Pollaxe alt mode Getting staggered from stamina running out now disarms players remember to bring a backup weapon Added longer delay on stamina regen after combat actions Reduced parry lockout on shields Hold block no longer cancels attacks Miss combo times are more consistent across the board now Hold block now forces the player to walking Shield parry window is 50 ms shorter now Disabled changing gamma in menu Fixed Petards having broken ground checks Lowered upkeep costs Door HP has been lowered by half Siege damage has been halved Petard does 1000 damage now Research costs have been tweaked Siege weapon costs have been tweaked Added WIP Triangle Spiral Staircase Tweaked peasant weapons Fixed building issue with plaster pillars Fixed hair clipping through coifs Fixed error message for buildings being blocked in placement Fixed Shared recipes not always working Catapults spawn with no ammo now Fixed ladder exploit Furnaces can be picked up again Fixed Loot tables missing on some NPCs
Survival Alpha Development Update!
This dev blog covers our ongoing move to a Full-Blown Survival Alpha, Changes to Indiegogo, alongside the Xsolla Launcher Swap for Alpha and Beta. I’d like to say a special thank you to our dedicated testers who have been helping us with the survival pre-alpha. We’ve had some nasty bugs and our testers' persistence in helping us sort these issues has been hugely important. Thank you again to all our backers and double to those dedicated folks who put in that little bit extra (You know who you are). Likewise, a big shout out to the moderation team here on our discord. It’s been a little while since our last update, but we’ve not been idle. Let’s get into it.
Survival Alpha! So the big news is that we’re moving steadily towards our first Stable Alpha build featuring the Survival gameplay loop. We still have a lot we want to add, change, and improve but this build represents a big goal for the community. Our new Dev Vlog takes a head on look at this topic and covers: -Improvements to the building system with new textures, redoes of older tiers and the Stone External Wall Implementation. -New customization and Play Model Changes. -New Weapons for the T0/Primitive Level of gameplay -A focus on the new Survival Build as a whole. -An overview of the new progression system and how Silver is used as a raiding resource. -Points of interest including the new Castle Event -How Barrels and the road Network functions. -The new underground cave network
There’s also discussion on some of the new quality of life features we’ve added, AI changes and more. A link can be found here:
Alpha vs Beta?
One topic I want to face upfront is how we’ve decided to address Alpha vs Beta. We’ve been working hard to get the survival gameplay implemented in a fun manner which accurately represents the end game we want to make.
However, we’re very aware there are several key features/mechanics we still need to add such as Cavalry Warfare, Worker Buildings, the “Renown System” itself to name a few. Likewise, there are multiple areas we still need to re-do and improve such as Animations, The UI and various small but meaningful optimizations.
By drawing the line down the middle, we’re able to get players going (on what we hope) will be a fun experience, which also directly helps us by providing invaluable testing data. Likewise given we’ve always been set on making a Survival game its very exciting for our team to have reached this goal, even if there’s still a lot to be done.
Big questions regarding the Xsolla Launcher, Indiegogo, and Beta Access.
As we’ve said many times, we’re extremely grateful to our community for their very generous support of our work.
I’m sure folks will have plenty of questions regarding the new update and changes. We’re always around here in discord if you want to ask.
That said to head off any misinformation, I’m going to do my best to answer some of the more glaring questions.
1. What’s with Steadfast Backers getting testing keys now if its an alpha?
We’ve decided we’re going to allow early testing access for our previous Steadfast Backers. Given how we’ve decided to deploy the Alpha, and that it may still take a while before we reach beta, we didn’t see any reason to punish folks who have already helped support our work in the past. This also allows us to do a small expansion on the tester base in a controlled manner. You should be receiving your testing keys via email in 1-2 days.
2. What happens to Beta if that's no longer for sale?
We are absolutely still going to be doing our Beta Phase release when we get to that stage of development.
That said, given the confusion this has caused over the last few years we’ve decided to remove the ability to purchase Steadfast and Proud Backer tiers from our site going forwards.
3. What’s the deal with this new launcher then? What about Steam?
This is something we’ve been slowly required to do as our community has grown.
Steam limits the number of testing keys it's willing to distribute. By these rules we’re very much already at the upper limit of what they’ll offer us.
By swapping to the Xsolla launcher, we can ensure that tester keys keep coming to our backers and that we can honour our promises regarding the spare beta keys. It also means we’ll never have any issues regarding running out of keys again and ensuring that keys are always sent immediately on backing.
We want to be super clear:
-The game is going to return to steam for Early Access. -This is only an intermediary stage for Alpha and Beta before the game returns back to Steam. -When we return to steam, you’ll receive your full game key with attached cosmetics, Titles, and the like.
Customers with steam keys should be fine to keep using them for the foreseeable future for testing. We’ll be updating the Xsolla and Steam Builds in tandem and it does not matter which launcher you play from; both connect to the same servers.
Again a huge thank you to all our amazing backers, our community here on discord and the awesome moderators who help keep it all together. Now that we’ve gotten past this big goal we’ll be doing more regular updates to let you know how's it going.
Till next time!
Happy New Year to all Renowners - Our upcoming plans
Hello everyone!
Firstly and as always a huge thank you to our awesome community for your support this year. The hard work of our raid testers, the general enthusiasm and kindness of the community, and the overall reception to the project this year have all been overwhelming.
So you may have seen our End of Year Update video. (If not the video is below!) This video covers our main goals and plans for the upcoming year.
We had hoped to get the new map ready to be played before the end of year, but we decided given our limited time before the EOY, we’d focus on getting our previous maps as bug free before we take a refresh and reset break.
While being insanely blown away by the support we’ve received, I can confirm the effort of this year has thoroughly smoothed brains across the team. Due to team members having family holiday obligations, we decided it was best to take January 1st to February 1st as a break. This will help us take a breath, hopefully massage some wrinkles back into said brains, and overall come back swinging hard in February.
Over this month, we’re going to still try to keep testing going (more for organized fun, then dev testing). Likewise while slightly slower we’ll still be around on our discord, answering tickets, questions and making sure everything is going alright. Indiegogo keys will be sent every week as normal.
When we’re back we’ve got some big plans to expand and crack into the next stage of the game. Without giving away dates (for which I can’t promise just yet anyway) we’re aiming to get what we’re calling “Raid Alpha 2.0” ready to go ASAP. This includes a new larger map, persistent save system and more teams moving into a dynamic team system. After that we’ve effectively got ourselves a survival game.
After we’re feeling confident that the majority of bugs are squashed, and the game is as optimized as we can get it, we’ll be aiming to enter Beta officially. We then plan to use beta to continue squashing and tuning, while adding missing core features such as our Animation Overhaul, Cavalry, Worker Buildings and several of our key ideas that make our game unique.
Till then folks I just want to say another huge thank you to our backers and testers. The fact we’ve gotten this far as a small indie team is testament to the quality of our community and the support you’ve given us. It blows me away to think we started the year with a Basic Combat System Demonstration, and we’re ending it one step away from a real (if still very young) survival game.
On behalf of everyone at RDBK Studios we hope everyone has a great holiday and new years. Again thank you all so much for an amazing year.
Our new end of the year update and a quick look of what's to come!
0.8.0.4
0.8.0.4
Fixed Repair costs for Weapons and Armor Players now move slower when crossing shallow water Reorganized Building wheel to fit pieces into Categories Fixed Rigging on Plate armor shoulders Added Triangle Roof Tops Players now can't build in a spot where a building was destroyed momentarily Added Encumberance and Deflection chance tooltips to Armor Fixed Bracers not protecting the hands properly Doubled the Durability of Hand Held Rams but also increased their gold cost Added a New Bed that respawns you faster Fixed up Battering Ram and Catapult movement sounds Ladders now work correctly with regards to enemy placed ladders Keep building radius is smaller now Upgrading pieces requires player to be standing in building zone Deflection chance on Plate armors has been lowered except for the Breastplate Lowered Parry compensation slightly Added Streamer Mode Fixed Plant fibers not spawning Plant Fiber clusters now align to the ground Plant Fiber clusters are now larger in size and number Fixed Storage containers not saving properly Fixed Armor stands not saving properly Added Volkskamp map (FFA,TDM, LTS) Increased Throwing weapon damage Increased Throwing weapon velocity Fixed Throwing weapons not having animations for other Players
0.7.9.6
0.7.9.6
Fixed issue with Garbage Collection Added Hurlbats Reimplemented Throwing weapons (G) to throw Bed Respawns are 30 seconds now Bed Respawns adds a 3 min cooldown on all nearby beds Fixed Autobalance not working correctly Bracers aim bonus added to Mail gloves and Leather gloves Properly implemented Crossbow Craft menu Icon scaling fixed Added distance checks to keeping inventories open Zoom in Holster mode with RMB Fixed Stone placements not having attenuated sounds Fixed armor stand armor models not clearing correctly You can alt click items on armor stand to fast equip them or double click them Added a Mantlet (Mobile cover)
0.7.9.5
0.7.9.5
Optimized the servers Removed Autosort button disappearing Autosort now gives you a reason if it fails Autosorting is faster now Increased Catapult HP so it can survive 4 shots now from Catapults Fixed picking up Armor Stands Reduced Bash Damage Reduced Bash speed Increased time on Combo from Bash Doors are now only unopenable when under attack if they take singificant damage Fixed Stamina drain on parries not working Fixed Voice transmit volume being mislabeled in the Audio menu Fixed Steel Mallet not having a model Increased Bodkin arrow damage slightly Fixed banners not breaking when their supporting floor broke Fixed Bed spawns not working for Team 3 Fixed Raid mode not ending properly with more than 2 teams Fixed other gamemodes not working correctly with more than 2 teams You can now assign beds to teammates Increased Max item repair value to 100% from 67% Vehicles ignore dropped items now
0.7.9.4
0.7.9.4
Fixed issues with Replays Fixed an issue with the respawn timer Fixed a bug with the armor stand Fixed swapping armors with armor stands Fixed armor stands getting the wrong inventory reference Increased Armor stand collision size Fixed Stakes collisions Improved sword and shield running animation Fixed issues with Loot spawning in Crates Bodies now despawn after 15 seconds or 60 in Raid and Survival mode Item bags now last 15 minutes in Raid mode Fixed issues with Dropped Items (Weapons/Armor) Fixed Wheelbarrow slow turnrates Fixed Wheelbarrow camera position in first person Tweaked Wheelbarrow velocity Fixed Autobalance no longer working Fixed being able to pickup buildings that werent scaffoldings Added Keylock as a craftable item Fixed falling damage being inconsistent Healing queued up now gets reduced equal to the amount of damage recieved rather than completely cleared by any damage Fixed issues with placing keylocks on doors and gates Increased Parry compensation slightly Bodkin arrows now cost Steel instead of Iron Reduced Gold cost of Catapults and Siege Rams to 60 Cost of Grates and Portcullis increased to require additional Iron Fixed External doors not having height offsets Added Arrow mesh to Door previews so you can tell which way the door opens Fixed Mallets not doing correct damage to owned buildings Reduced Speed penalty from wearing armors Increased damage resistance of Brigandines slightly Increased damage of Bashes Decreased windup duration of Bashes Fixed issue with Alt mode Equipping Items now slows players down to walking speed temporarily Encumberance penalties to Ranged weapons from wearing armor are now more extreme Hold breath shooting mechanic is affected by Encumberance Reduced effectiveness of passive HP regen 2 handed swords have been buffed to compensate for the sturdiness of steel armors Reduced handle tracer size of most weapons with handle tracers Increase Pollax alt mode damge to plate armors Reduced health of some building pieces to combat honeycombing Retuned Arrow damage to be lower overall Ranged weapons and Shields have tool tips that show their stats Added Preset buttons to the Armor crafting menu to craft a full armor set (Leather, Brigandine, Plate) Knockback is now ignored when parrying multiple opponents at the same time Tweaked resource spawn rates in the Raid map to spread the resources out more evenly rather than the vast majority being in the center area Resources nodes that havent been mined now despawn later Fixed Deers spawning inside damage zones for the Red team The center High yield nodes in the Raid map now do not spawn until Gathering Phase ends Added a no Build zone in the center area to prevent people from building outposts there and claiming every resource node trivially Added a no build zone in the sky to prevent extremely tall buildings Fixed some rocks not being mineable Added the ability for admins to change the amount of teams in a match and add additional spawns for different teams Fixed the team UI banners using the wrong material Fixed Freelook neck blending Added a 50% damage resistance to all projectiles when parry is active Door autoclosing can now be toggled off Autoclosing doors wont close while the base is under attack Doors can now no longer open when they are under attack Portcullis had their HP lowered Ladders had their HP increased Stakes now deal more damage and more reliably Added a Wheelbarrow icon Added Icon to Stakes Added a Brazier Siege weapons now take full damage from Siege damage (Catapults can now shoot and kill each other effectively) Improved the Patch notes menu