Renown cover
Renown screenshot
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