Genre: Fighting, Simulator, Hack and slash/Beat 'em up, Adventure, Indie
Renown
New Developer Update!
Raid Alpha Patch notes 0.7.9.1
0.7.9.1
Fixed vehicles breaking movement replication Tweaked shield hold block angles Reduced Parry angle Fixed stone amouns on stone croppings Fixed roof sockets Fixed preview building blocking upgrade traces Mail Hauberk is now 1:1 sized Tweaked armor costs to make it easier to bulk craft Increased Katzbalger damage slightly Increased Mace damage slightly Increased Waraxe damage slightly Bows now only go on the primary slot Quivers only go on secondary slot Resource bag only goes on secondary slot Bandages can now be placed on the toolbelt Wall torches are cheaper Cloth and Leather craft faster now Cloth is cheaper to craft Rebalanced fuel and charcoal costs Fixed resource bag not dropping properly Increased resource bag size Fixed Icon scaling Fixed Icon scaling when rotated Armor can no longer be repaired if it falls below 33% durability Added Battering Ram recipe Added many missing icons Bow Draw strength has a penalty on high encumberance (Slower projectiles, less damage) Added Steel tools Removed Unused keybinds Improved Roof placement Fixed issues with triangle floors Fixed up window directions Fixed issues with invisible resources nodes Improved some Emote anims Added noise that scares deer away to arrow impacts Improved deer AI Fixed damage resistances on buildings Fixed ladder dropping a full mesh Fixed command wheel opening while chatting Added starting beds to raid map banners Swapped context menu options for banners Reduced Maul damage Reduced Stakes cost Fixed some repair costs on buildings Tweaked Steel weapon costs Reduced Iron Hoe cost Added Primitive arrows for Shortbow Fixed lock position on Gate Beds now require a floor and banner Fixed warmup spawns Players now recieve a notification when they can't build while under siege that shows the time remaining Fixed a bug causing raid mode to never end Endgame screen shows proper winner now Fixed flying bug Rewrote Bed spawning system Fixed Pillars not working well with Walls and Floors Fixed Ladder volumes being hit by melee attacks Fixed boulders persisting Fixed Plant fiber cluster spawning in the same location as other Plant fibers Added Wheelbarrow for mobile storage Tweaked Raid time added from damage Scaffolds now have 1 HP
An Update on Updates, a quick update since OTK and Steam Next Fest, and archery
Hello everyone
Firstly, we’d like to apologize for the absence of our regular dev updates in recent months. I want to assure everyone this is not a reflection on the teams’ efforts over this period.
Progress on development has been moving rapidly, so much so that when iv gone to write an update for you, there is already new topics to discuss. This all said as we grow closer to the initial raid mode, we hope to have the time and media to provide better insight going forward.
As always, a huge thank you to our amazing backers, and the wider community as a whole. We literally couldn’t do it without you, and your support is a constant reminder that we’re on the right track. Likewise, a huge thank you to our awesome mod team here on discord for all the same reasons.
I’ve written a “Brief” explainer/recap of what our daily work has been since OTK/Next Fest.
Likewise given we’ve got a lot to discuss. As such to avoid long drawn-out essays, we’ll be attempting to bring back our weekly, or fortnightly updates.
Currently we’ve got an interview with ItsMoxie regarding our new Bandit and Animal AI. Kz and Mr.Z have attempting to tackle the animation problem themselves. Likewise, Delta has been doing some great stuff with External Fortress walls, Battlement attachments, and destruction meshes. Stay tuned in the coming weeks for these updates, and related art/media.
For this post, Mr.Z has written us a nice quick section regarding his recent exploits in archery/ranged combat development.
Dev Recap since OTK/Next Fest Expo
TL:DR – We’ve been carefully integrating survival elements for months, creating new maps and biomes. We’ve had several internal tests which have been awesome fun, but there’s still a lot to be done.
Full – As folks might be aware, we had a great run after the OTK Games Expo, and Steam Next Fest. The results of this have been great for our marketing, and ongoing crowdfunding. That said we’re still only a small team, and we need to work within a scope we can manage.
In effect this means we’ve been selecting specific elements of survival gaming which we then prototype, implement, and then balance these elements to create the survival/combat experience that is our vision.
As an example, we’ve been running regular internal tests of the Initial Survival Build. If you looked at it from the outside, it has all the bells and whistles of a prototype for our full game. Players can currently: Harvest/Farm, Create Keeps with a verity of building pieces, Progress in technology via upgradable workbenches, Place beds for respawns, Hunt working AI deer and even engage in the first implementation of raiding.
However, it must be clear, on inside there is still much work to be done. The most prevalent ongoing activity is pure balancing. This includes everything from how much the first swords should cost, to how many hits of a battering ram should take down a door/wall.
Another factor to consider as we add new layers, (Archery for instance) it drastically changes the way the game is played, from how players act in the world to how bases are designed. We’re basically attempted to layer these on as quickly as possible, while still adhering to the level of quality we like to aim for.
In this way we’re making really good progress towards our end goal. If we can keep going as we’ve been doing so, before to long (hard dates not being easy to predict), we’ll reach a point where every layer has been implemented, and we can do a last balance pass before launching the raid mode to our backers.
That said i should remind folks that this is a slow process, and we’ve got a thing for quality. We can’t wait to get the wider community to be playing and testing the initial raid mode, however we’ll be doing our best to release it when we feel it’s ready.
Archery
Salutations Renowners, Mr. Z speaking! Over the past few months Archery mechanics have begun their first implementation. The goal of archery in Renown is to be a useful supplement to melee combat without becoming the dominant form of combat. We do not want the game to devolve into a shooter with every man bringing a projectile weapon to the fight, the focus of this game is melee combat first and foremost. That being said, Archery is meant to be a playstyle that allows people who are newer and less experienced at melee combat to be able to be useful in PvP without as much effort.
Archery has many uses, not just limited to PvP as hunting down deers with a bow is much easier than trying to run up to them with a sword in hand. There are 2 types of arrows, Bodkins (Anti Armor) and Broadheads (High Damage and Bleeding) points. The bows have many quirks such as how strongly they affect aiming difficulty, movement speed, firing rate, etc. One somewhat hidden mechanic is called Encumbrance. Encumbrance is when your equipped armor affects a lot of Bow mechanics such as how much Stamina is drained by aiming with the Bow and movement speeds with bows as well as difficulty to aim. Ideally for easier aim, one should desire to have a minimal loadout just including some gambeson and a helmet to avoid any Encumbrance penalties. Additionally using a Bow requires a quiver which takes up a primary weapon slot, same as the bow, so effectively one cannot use large 2 handed weapons while using a bow. I feel this is a good enough downside that archers are not expected to dominate in melee given the relative lesser power of one handed weapons compared to 2 handed weapons.
One thing to take special note of is that Bows do not use a random cone of fire mechanic for aiming, the arrow is always pointing where it will travel, aim difficulty comes from how hard the camera shakes while aiming. Another very important mechanic is deflection chances, good armors such as plate armors have a high chance to deflect Arrows which massively reduces damage taken, the deflection chance is also stronger the farther the projectiles have traveled so a smart Longbowman will want to prioritize shooting enemies at distances close enough that it’s possible to be threatened by melee opponents closing the distance. One should take special care to use armors in good condition as deflection chances drop the lower armor durability gets, that rusty plate of armor isn’t going to be a strong defense against a good archer.
Additionally, there have been new bows added, namely the Shortbow and the Warbow. The Shortbow is the first Bow you can craft, as such it is the weakest of them all, however they are also the fastest firing and have the least penalties to movement and aiming. The Warbow on the other hand, is the slowest of the bows, the most damaging and longest ranging, it also has the least chance of having a deflection. However its Stamina requirements are absolutely massive and it would be a bad idea to get caught in close quarters with it.
Another new development is the return of Throwing weapons. In the past I experimented with allowing players to throw any weapon of their choosing. This proved to be a mistake as people chucking Zweihanders at incredible velocities which seemed very wrong. It also led to a lot of melee engagements being decided by a spontaneous weapon throw from one of the parties, which was hardly sportsmanlike. Given this, a complete rework of throwing was due, and now only specific dedicated throwing weapons are able to be used.
We now have 3 types of throwing weapons: Throwing Axes, Throwing Knifes, Javelins, and in the future different kinds of medieval grenades. These weapons are able to be made early on in the tech progression and are a good supplement for a powerful 2 handed primary weapon or can even be used with a shield in hand. They are very useful for killing players who are running away or dealing damage before a melee engagement. Thrown weapons can be parried however so anyone ready for them is unlikely to be hit by them.
Given that the ranged combat has received so many new additions, it was also time to overhaul the Shield blocking mechanics. Shields now can block projectiles using their hitboxes rather than just giving complete immunity to ranged attacks in the past. More importantly, it’s now possible for Shields to block Projectiles passively, even when they are on your back or the side of your horse.
As always folks, thank you very much for your ongoing support and enthusiasm. We’ll hopefully have the next update out next week with either itMoxie on bandit and animal Ai, or Kz/Mr.Z’s animation progress. Let us know in the discussion channel what you’d rather see. Till next time
Ashur
0.6.8.3
0.6.8.3
Tuned Footstep sound attenuation Loadouts are better Sanitized now Fixed issues with crouching while sprinting Fixed Bear overthrow skin Added Archer and Crossbowman Loadouts Fixed Crossbow quiver Fixed Crossbow aiming and projectile velocity Increased Grossmesser Combo and Windup durations
0.6.7.9
0.6.7.9
Belt can store items Added Iron Hoe Quiver Ammo fixes Increased Arrow hitbox size Fixed Arrow trajectory being too high Added Broadhead arrows Added the ability to toggle different arrow types (Altmode Key) Added new Emote Increased chase mechanic time Fixed crouch speed bug Players dont disappear on disconnect now Fixed up bow handling of Ammo Added animations to the longbow mesh Fixed arrow orientation Lowered Intro music volume Added sockets for Bandages carried in equipment slots Added Bandaging animation Fixed equipping bastard sword while in altmode with a Shield
0.6.7.6
0.6.7.6
Reduced Bash windup Lowered Fists and Tools damages Added Longer feint cooldown on consecutive feints Fixed some issues with Stagger Reduced Kick range Increased Base walk speed Increased Stamina miss cost across the board Removed hidden platform on Grove Fixed up Collision issues with the Bow
0.6.7.3
Fixed Projectile Collisions Removed damage on weapons from hitting the world Fixed not being able to drop quivers Added more Damage textures to Helmets Fixed Bandages Fixed weapon model not disappearing on Death Fixed being able to gather resources with Kicks Encumberance Mechanic for Ranged weapons (heavier armor and weapons make using bows harder) Encumberance increases stamina drain for bows Bow draw is cancelled when Stamina runs out Arrow properly gets destroyed when switching out of bows Fixed Combo into Parry timings Fixed up Archery anim replication Fixed up Parry Morph bug Fixed Crouching Speed Fixed Shield Model durability checking Increased turnspeed while kicking and increased recovery time Changed Action bar to Show item icons
We've reached 100,000+ wishlists!
We're proud to say we've received over 100,000+ wishlists, and we really wouldn't have made it this far without our wonderful community and our supporters.
A huge thanks to all of you who have supported us this far, and we can't wait to continue sharing this journey with all of you.
New Devblog and a brief update of what's going on behind the scenes!
Mr. Z here, to give everyone an update over what has happened recently. Almost immediately after the OTK expo where we won first place, we released an open Demo of the Combat Alpha for anyone to play. During the demo we saw tens of thousands of people play the game, give feedback, and spread the word about Renown. Things went much better than expected and we have the deepest thanks to all our backers who have helped and promoted the game to get this far.
We found many bugs as a result of the massive amount of new people playing the game, and throughout the last few months we've been fixing a lot of stability problems that were discovered. We have been splitting our development time between bug fixing, balancing combat, adding new features and working quietly on Raid mode.
As some may have noticed in the patch notes, there are sometimes things in there that seem related to Raid mode. This is because over the last month we've been mostly developing Raid mode and Survival mechanics now that the Combat Alpha has more or less reached its conclusion. We've been making very steady progress on Raid, as a Developer I can say that I've never been more relieved to see the game's core gameplay mechanics all working together harmoniously. Every week ItsMoxie and I have been playtesting Raid mode internally and discovering all sorts of bugs and tweaks to do, at the start we've been walking away from a test with an average of 50 tasks to care of and the number keeps getting smaller each week. We've been making a lot of progress on Raid and we want to make absolutely sure that the gameplay loop is as fun and bug free as we can, even in this early state it is in.
There were 3 other major additions to Renown during this time as well. Shield Destruction, Armor Destruction, and Archery. It is too much to go over in one Blog post so I will be discussing Archery next blog.
Shield Destruction mechanics were added recently with some expert modeling and texturing from KZ. The Shield models actually update as they are taking damage, with their textures and models changing, and they get especially destroyed with weapons like Axes. When a Shield is fully destroyed this causes the player to get staggered, this should help keep people playing overly defensive with Shields at a disadvantage.
Programming the Armor Destruction mechanics was fairly simple to add shortly afterwards. It became clear to us that our old Rendering system for Armor damage did not sufficiently convey damage details to players. As such, KZ spent many weeks authoring all the new textures as the process of making these impressive damage details is no trivial task at all, many models required a lot of reworks and improvements and attention to detail it takes to do this was nothing short of impressive. The results speak for themselves, with these new details we can say confidently that Renown has something many other games wish they would have.
The look of the armors has been designed so that someone can quite quickly see whether an armor piece is damaged or not and have a good idea of how damaged it is. When an armor has lost enough durability, its stats start to become less effective, when this happens is also when the first damage textures are blended in so there is a very clear connection between the artwork of the game and gameplay consequences.
Combat has also received many refinements since the Demo. Many balance changes were made, the movement system was redone, Parrying and Flinching was made more consistent, Kicks were reworked, the Swing manipulation was reworked, and there have also been improvements to 1vX combat.
0.6.7.1 Archery Hotfix
0.6.7.1
Added Ping Compensation to Bows Increased Arrow Damage Added Arrow Trails Fixed Arrow Collisions You can no longer sprint with a Bow Drawn Your movement is slower with a Bow Drawn Removed Flinch from Projectiles Fixed Arrow Canceling Ranged Weapon users can now be Flinched out of their Draws Added Stamina Drain while Drawn with a Ranged weapon Added Sockets for Bow on the Back Fixed Archery animations not blending correctly in Third person Reduced Cone of Fire with Bows Added Broadhead Arrows