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Renown screenshot
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

Ashur
Added new Vestibule map, Duel courtyard
Vestibule map polish pass

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.

Till next time.
Ashur