Genre: Fighting, Simulator, Hack and slash/Beat 'em up, Adventure, Indie
Renown
Mini-Dev Blog - Fortnightly Progress Update and Upcoming Combat Patch Plans
Hello everyone!
As always a huge thanks to our amazing Backers, our great community here on discord, and our awesome moderation team.
I've got our regular dev update for your reading. That said I thought explain first a little about what our current plans are regarding our next patch, and our movement towards the Initial Raid Module.
If you’ve been keeping up with our updates, you might have read between the lines that we’ve been doing a lot of survival development alongside the ongoing combat system work.
Effectively we’re attempting to combine the two, so that any bugs can be addressed early and more importantly we can figure out how to best optimize the game as we scale up into a larger world.
Our backers may have also noticed we haven't put out a patch in since the holidays. We’ve got a big Combat Patch on the way, and there is a very long list of patch notes for you folks that we’ll be dropping soon.
Long story short, we’re focusing on building up the background systems needed for a survival game, while still working on some fresh combat content for you to enjoy in the meantime.
Likewise we’ll have a Dev Vlog under construction at the moment, which we hope to have on our Discord and Youtube very soon.
Without any further distraction;
Mr. Z
QA Last Team Standing fixes Team Deathmatch fixes Deleted a lot of old models and removed the technical debt Testing Shield Mechanics Implemented Moss map with LTS, TDM, FFA variants Technical Animation improvements Added Chest morph targets to the Man Made sure the Characters equip fists on spawn if he has no weapons Equip other one handed weapons with a shield already equipped Always Run Toggle Conducted a private playtest Fixed the spawns on Vestibule Fixed TDM round end logic Fixed Map Camera not working properly Unequip shields by Equipping the same shield again Fixed Loadout Bugs Added Wooden Training Sword Tweaked Chat Box Shield Mechanic bug fixes Reorganization of our task list Added Non uniform tiling for patterns Added new Patterns Fixed Pattern slider not matching Added a map changing message in Chat Fixed a Vaulting issue Added Spectator matches selected FOV Added Shield Damage from Parries being displayed Fixed an issue vehicles breaking melee inputs Added Direction Damage indicator Fixed Emblems not showing when you select a skin for an armor Added new Crosshair icon for Parry Added Streaming Pool setting slider Fixed Markers showing up incorrect in TDM Added Greataxe Locomotion Torso animations Fixed Respawning in LTS Fixed an issue with Reconnecting breaking the Spawning Logic Fixed an issue with spawning twice Game Variable Spawn time Counter for Respawn time Fixed Shield Emblems Fixed Bastard swords being equipped upside down when one handing them Fixed Map Rotation Changed how movement axis works for animation blending Increased Bash Tracers Added Hand Protection to Shirts
Todo:
3rd Person Polearm movement animations Fix Issues with Spectating Finish Tattoo support, Face support Continue on Gore
ItsMoxie
Testing the patches with all the changes and combat test Fixing Inventory issues with durability on items Durability Bar with a number on it General bug fixing Added Durability Numbers to Item slots Color Coded durability bar Fixed bug with durability bar not updating Fixed bug with item slots not updating Removed Decimal numbers Corpse looting Scoreboard added to LTS mode Updated Scoreboard Fixed Lootbags Fixed Inventory refreshing issues Fixed Loadout bug Fixed Inventory persist on map change Fixed Clan info on death Fixed Loadout’s overwriting each other Fixed issue with durability when unequipping Fixed issue with seeing your own bugged corpse after respawning Fixed being able to take armors off players and their corpse updating Added Delete loadout safety check
KZ
Reimported Siege Tower Model Todo skeleton fixes Phys asset fix Fixed workbench pivot Redid catapult animations Fixed Catapult wheel visual bug Tanner and Tailor workbench models finished
Model Fixes Breastplate armor fixes Added new customization Patterns, 19 in total Fixed sabatons Added Vambracers to Tier 3 Armor Gambeson customization fixes Fixed Peasant gloves coloring Fixed Female bulge Fixed neck guard on Breastplate Fixed overthrow rigging Mail coif no longer pokes through some helmets Leather Vest doesn’t clip with Tabard anymore Fixed Female mesh Chain leggings had morph targets added Fixed Tier 4 helmet clipping issues Padded Coif remade Replaced belt with Bags Added Character morph targets to hide nipples clipping through armor Fixed Peasant Legs Fixed Leather Gauntlet Tints Removed Norse Hosen Ruined Gloves added Fixed brigandine belt Fixed Painted Breastplate Fixed leg clipping through cuisses Color pass on Emblems Fixed Emblems Fixed belts having pattern problems Fixed Siege Tower model Added Hairstyles for underneath helmet Marketing photos Updating Steam page artwork
Delta
Siege Engine Render Shield Renders Dropped items Renders Equipping and Picking up sounds Render Workbench Renders Updated Vestibule Map Greenery Added Couple of Rooms on the side Gifs and Videos for social media Retakes TikTok video Banners for Videos Tweaked Moss map vegetation Unreal meeting Steam Highlight reel Recorded renders for blog Fixed Road model bugs Added Loadout areas to new maps New Crosshair Block Icon
Todo: Voice over for vlog Get additional combat footage Tech tree designing
MattGibsonMusic
SFX Crafting Inventory Pickup weapon/items Hover selects Menu sounds Gathering Tool hits Plant hits Stone hits Catapult Catapult siege destruction Projectile hit wood/stone Projectile wooshing
Todo: Building Sfx Handle Hits Tweak Bows sfx Javelin sfx Throwing axe sfx Shield Destruction sfx Weapon and Armor break sfx Death vocal sfx
Volker
Published Mini dev update on steam and reddit Instagram updates Sneak Peek posted Imgur added Tiktok setup Moderation Social Media posting Imgur Instagram Sneak Peek
Till next time folks, and thank you again for the amazing support.
We’ve got another "Mini-dev" update for you.
Hello everyone!
As always a massive shout out to our awesome community for your amazing support. Likewise much thanks to our awesome moderation team here on discord.
This is two weeks worth of developer meeting notes so apologies for the multiple discord announcements. To clarify, we’re currently working towards our next “combat patch”. Given the time over the holiday break, and a lot of work done, this patch has had a ton of work put into it.
However I must be clear that while we’re making great progress, we’re still a little way away from our initial raid simulation modes. We hope to follow this new patch with regularity, leading right to the Raid modules and beyond. Without further adieu;
Mr. Z Added indicator when you Stagger from parrying Capped max Rotation on slash Kick anim fix with Greataxes Marker color fixes Can Shield equip and put away Survival Item Bug fixing with ItsMoxie Work on Shield customization New melee weapon swing trails Play testing survival mode Armor and Shield Destruction (Swapping on broken weapons) Kanban board reorganisation 1 Hander combo times made slower Flinch time increased for Handle Hits Alt modes for polearm where you hold weapon shorter Polearm timing tweaks (handle hits also working) Team damage changes Hit stop on teammates Knock back on slopes improved Animation technical miniblog Handle hits for all shafted weapons Fixed stamina regen bug Fixed Polearm bash tracers Peaceful mode animation fixes Ruins map setup and testing Character Skeleton work First person anims for polearm movement Parry from Riposte to help with missed combos weapons Handle hits Sound cue added Damaging items on the ground by hitting them Greataxe peaceful animations Mantling added Stagger state on weapon/shield destruction Axes now do bonus damage to shield Killbot is alive again NPC melee combat is back with new features Added Icon scaling support to the HUD markers Gif of bots fighting each other in a duel Respawning issues in TDM fixed Team switching fixed in TDM Gore system rework Screenshake when you hit objects Weapons on the back work again Mordhau grip and halfswording modes Improved Loadout Menus New Default Loadouts with the new equipment Fixed Altmode would persist when you would switch weapons Increased spear combo times Fixed Loadout bugs WIP Tattoo support
Next week Bug fixing for TDM, LTS and Shields, and fix respawning bugs Make build for a playtest Implement Moss map Face Tattoos
ItsMoxie Fixed A Bug Causing Loadouts To Break When Deleting Or Editing Name Fixed A Bug Causing Loadouts To Not Let You Select Default Loadouts Other Then Knight Fixed A Bug Causing Spawned Items To Have 0 Durability Armour durability now works Equipment Durability Now Shows In Inventory Durability For Armors no longer Get Reset When picking them up off the ground Equipment durability now has a durability bar even when equipped. it also updates live when you're using the inventory when someone hits you. So if you got hit in the thorax by someone sneaking up on you... You'll know that Added Weapon Durability bar for equipped weapons Added Armour Stands Adjusted The Way Equip And Unequipping Works Bug with armor stands fixed Fixed duplicate huds being spawned in Fixed UI putting you into 3rd person when toggling from the inventory out of it Fixed clients when updating their banner info when switching Fixed bug with parts of the main menu open Fixed switching teams respawning twice Fixed Initializing players was counting as death Fixed bug with spectating wasn’t working Fixed bug with spectating wasn't working at aimed player Fixed a dead player’s weapon put into hotbar wasn't giving weapon Weapons and Armor equip properly now Fixed weapon not always spawning with correct durability values FFA and TDM now spawn properly as survival game Warnings for when you can't build in build mode On screen keys for building mode Added Siege tower Half walls
KZ Added Blacksmith’s workbench model Fixed morph targets issues with coifs New Ruins Duel map Furnace model added Reimported all the character and armor assets Finished Refiner workbench Added ColorID for Gore meshes Added ColorID for Knight gore meshes
Next week: Art fixes Metal Bracers to Tier 3 Gauntlets Add more customization patterns Tanner and Tailor workbench models for raid mode
Delta Improved Ragdoll physics Preproduction on the new Survival map biomes Tier 3 building mesh collisions Gifs for animations Performance testing all the new trees Worked on Raid map Colour graded the trees Megascans wind and colour on trees editing Sound design review with Matt Meeting with Matt to do new raid sounds Work on Cinematic videos Attachments Pieces for Buildings Renders for Building pieces ready for marketing Collisions on Attachments should be fixed Forest map finished (Map RFFA-Moss_p) Cinematic of Castles for dev blog Development video pre-planning Rendered a 360 video of castle Renders of Flythroughs of the new levels Developer update
Volker More posts on instagram and other social media platforms Conducted private playtests of the latest build Posting on Twitter, Insta and Reddit Posting Photos over the course is this month Workflow for Youtube Shorts
Please dont forget to share our discord around if you can: https://discord.gg/Tr2DxFh. Likewise if you’d instant access to our current Combat Alpha (moving into survival mode in the future) or just to help suppor the project, links can be found at: https://www.indiegogo.com/projects/renown--2#/ and https://playrenown.com/
Again thank you very much for the support, dear community. The team is working hard, and we’ll have more patches coming soon, and centrally more updates as we progress.
Till next time Ashur
Patch 0.5.6.2.3
0.5.6.2.3 Updated Movement Smoothing Added LODs to all the Armors Fixed TDM gamemode Fixed Incompatible Items being allowed to be added to Loadouts Reworked Armor Tab Menu Reworked Armor Pattern Menu Reworked Movement Normalization Fixed Weapon switching bug Removed Alt Morphs Stab Morph from Alt attack is now slower Fixed Bloodiness on Weapons not Replicating Extended Parry Box now follows player's pitch properly Added Visor on T3 and T4 Helmets, K to Toggle (HUD visual only for now)
Patch 0.5.6.2
Patch 0.5.6.2 Normalized Morph Timings to Match Windup Duration Added Parry Boxes Loadout UI fixes Added Early Release Tracers (Blue) Knockback from Kicks is lessened if they are Parried Reduced Parry Window to 375 ms Reduced Parry Compensation Min/Max 100/200 to 50/100 ms Shields can now be Equipped Fixed instances where Morphs were using the wrong duration 2 Handed weapons flinch for 1.2 seconds, regular flinch is 1 second Added Belt item (Currently does nothing) Fixed Players spawning facing the wrong way Fixed issues with the hud getting the wrong references Added healing wells to Grove FFA Fixed Emote Menu consuming Inputs Added Widget that indicates the map is switching Added the ability to tint leathers Fixed many bugs with the Spectator system
Mini Dev Blog
First, and as always thanks so much to our awesome supporters and backers. So far the feedback and bug reports from our testers have been very useful. Likewise a huge shoutout to our moderator team here on discord.
So the big news of the day is we’re here to announce the winners of the art competition.
Art Competition Winners To be more specific, KZ and the team have painstakingly gone over, and selected our top 10 favourites from the many entries. We’d like to thank everyone who took the time to enter the competition, and we can confidently say it was a close fight for the top 10.
A voting announcement will be coming in the next 24 hours. This will have the top 10 submissions numbered, for your voting.
All top 10 entries will be winning a testing key. Likewise all 10 icons will be coming to the game as an icon to be worn.
However you’ll be voting on the top 5, to receive special prizes.
The 5th and 4th places will be receiving Loyal Supporter Packages.
The Third place winner will receive a Followers of Woden Tier Package.
The Second place winner will receive a Landschneckt Package.
Finally our first place winner will receive a Fallen Founder Tier.
We’ll leave the voting open for roughly 48 hours, so invite your friends if you’ve got a favorite you want to see become the winner. It should be noted that you can give the prize to another member of the community if you wish, but we can't offer monetary refund prices for the packages.
Alpha Update Summary
So as folks might have seen, we’re well underway on our current Combat Alpha.
Again I would like to thank all our awesome testers who have been helping improve the game. We’ve already put out several patches in response to player feedback. The latest one was pushed today in fact.
I wont get into specifics (especially considering that's Mr.Z's job), but some of the major patch features being worked on are:
Overall combat balancing and bug fixing - Ensuring the core combat is as smooth as possible, by altering weapon swing times, the way attack inputs are handled, alongside a merade of small but important changes.
New Maps and Gamemodes - We want to get playtests going on team based modes as soon as possible. We will be starting off with, team deathmatch and last team standing. It should be noted it’ll take a while to get all the maps and modes implemented and working perfectly.
KZ’s New Painted Armour Sets and New Tier One Overhaul - We actually haven't shown this off too much just yet. Some photos of it can be seen in Sneak peeks, and in the last dev blog. Our next Dev Vlog however will have a dedicated section showing off these beautiful new armours.
A new Ingame Bug Reporting System - By hitting F7 players can now report bugs and submit feedback directly in the game, instead of relying on discord as we currently are. While this is not the most flashy upgrade, it’s a vast improvement.
W.I.P. Voice Over IP (VOIP) system - While this system is still early, it allows for localised voice chat conversations in game. This will be very useful going forwards into the team game modes, and beyond into survival. We had a great stress test with VOIP enabled it was a ton of fun.
Experimental Spectator System - Again this is still in its early version, but it allows the player to zoom around the map, or from other player’s point of view (including their first person view!). This will be very handy for duels, last team standing and any tournament stuff we organize.
Loadout System Overhaul - The programming team has been integrating the new UI we’ve had custom made, so it's not only more polished looking, but also a lot more functional than before. Likewise we’ll be using these systems for future balance testing for Armour and Weapon sets. (edited) [10:05 PM] Upcoming Dev Vlog
So the last topic I'd like to announce is our upcoming Dev Vlog. Without spoiling anything we’ll be doing our best, to not only catch you up on recent events, but also show off some alpha footage, and to showcase the new artwork in the form of armours, customisation and the environmental changes.
We’re hoping to have this out to you in the next two weeks or so. Given we’re a small team, the creation of media can be slow, provided we need to keep working on development at the same time. That said the team has been smashing out the work lately, and we’re very stoked for another chance to show it off.
If you’d like to help support the game, and gain access to the current alpha or future beta alongside discord titles, our crowdfunding links can be found at https://playrenown.com/ or https://www.indiegogo.com/projects/renown--2/. Please don't forget to invite your friends and fellow gamers to discord. Every share helps keep momentum going in the project. https://discord.gg/Tr2DxFh
Again thank you so much for your amazing feedback, support and general encouragement for the game. Given this, we’re in a great position to keep moving forwards well beyond previous strategic planning estimations.