Dev blog - Keys, Factions, Performance Upgrades, Titles, and What’s Coming Next!
[p]Hello everyone[/p][p]We’ve got a big developer update to share, covering several major systems we’ve been working on. These are:[/p]![]()
Two Types of Locked Rooms[/p][p]There are two categories of locked doors, and both require keys, but they serve different gameplay roles.[/p][p]Secured Rooms[/p][p]These are explicitly marked as secured and are designed to be reliable and consistent spaces. They have:[/p]
[/p][p][/p][p]Regular Locked Rooms[/p][p]These are standard locked rooms that still require keys, but with less certainty:[/p]
[/p][p]NPCs: Bringing Towns and the World to Life[/p][p]A major focus right now is using NPCs to better support the fantasy of being a known (or infamous) figure in a living world.[/p][p]Current NPC Behaviour:[/p][p]At the moment, NPCs are mostly ambient and local to their areas.
They currently:[/p]
[/p][p]Planned NPC Behaviour (Partially Built)[/p][p]The logic for deeper NPC behaviour already exists, but it hasn’t all been fully enabled yet because it still needs testing and tuning.[/p][p]Planned behaviour includes:[/p]
[/p][p][/p][p]Warrior vs Civilian AI[/p][p]One area we’re working on, is to split NPCs between being Fighters or Runners. For example, it’s a bit strange (if not a bit goated) that the monks in the Church in Dannamore immediately attack the player on sight.[/p][p]Instead, we’ve implemented a new class of AI to represent civilian AI that will prioritise running and hiding over directly attacking players. These AI can still be hunted down and killed, and will drop small amounts of loot.[/p][p]We’ll also still have our current combat AI type, which will continue as a warrior/defender style role for said civilian NPCs.[/p][p] [/p][p]
[/p][p]Factions & Reputation: A More Reactive World[/p][p]The long-term direction for factions is simple in principle:[/p][p]Everything the player does, either directly or indirectly effects the reputation system.[/p][p]This system is being built to make towns and settlements feel like they belong to real powers and to give some weight to player behaviour. Players will have the option to be “Sworn In” by their chosen town on the map. This kicks off the player into the reputation system. From there, actions that affect reputation are:[/p]
[/p][p][/p][p]We’re starting with very simple triggers for Reputation gains and losses, but this system gives us a ton to work with in the future. For example, it’s currently being designed to tie into the “Mission” system we’re prototyping.[/p][p]However, this begs the question: What happens if I have a low reputation with a town or city?[/p][p]If you are disliked / “unrenowned”, it’s planned that civilian NPCs may:[/p]
[/p][p]Crime Clarity (A Big UX Focus)[/p][p]One issue identified in testing is that players may not always realise when they’ve committed a crime or lost faction standing.[/p][p]To fix that, a few options are being considered:[/p]
[/p][p]Graphics & Performance Upgrades (Unreal Engine Focus)[/p][p]This is one of the most important sections for many players, especially those dealing with poor FPS, stutters, or crashes. A ton of recent work has focused on identifying why performance was poor even on strong PCs and fixing the root causes.[/p][p]Why FPS Was So Low on Good Hardware[/p][p]The main issue wasn’t just “too much stuff” in the world. A major cause was an inefficient texture and streaming setup, causes severely high and unneeded VRAM usage.[/p][p]Texture Resolution Rework[/p][p]Previously, many assets were using:[/p]
[/p][p]Free to play Wipe update[/p][p]As a fairly constant topic of discussion on our Discord, we wanted to update folks on the latest regarding a free-to-play period.[/p][p]In this case, we’re planning to run a full wipe as free-to-play. Working with Steam, we’re not able to do a traditional “Steam Free Weekend” for that long, but we can host a “Demo” version of Renown. For the duration of the wipe, the “Demo” will give anyone who wants it full access to the game. [/p][p]After this is done, we plan to convert the demo into a free-to-play, single-player learning experience. One bit of feedback we received was that newer folks to the slasher genre didn't want to risk the 2-hour, 2-week refund window just to learn to fight. The idea here would be to let players access the tutorial and practice against NPCs without the monetary worry, given it's a pretty rough time all around the world at the moment. [/p][p]Our next dev blog will list in detail the exact additions and changes to Renown since our Early Access launch, alongside the detailed patch notes for the free-to-play build. We’ll also be sharing details on when the free-to-play period will start (currently, we’re aiming for next week or the one after).[/p][p]As always, folks, thank you so much for hanging with us, given how rough the launch has been. We’re not expecting this patch alone to fix all the issues, but we hope it represents a good bit of change, and we can promise it builds on to some much more exciting plans that we’ve got in the works. [/p][p][/p]
- [p]Keys & Locked Loot Door gameplay[/p]
- [p]NPC Life and Faction Reputation[/p]
- [p]Performance and Graphics Improvements[/p]
- [p]Titles & achievements[/p]
- [p]Bow/Crossbow updates[/p]
- [p]Bronze[/p]
- [p]Silver[/p]
- [p]Gold[/p]
Two Types of Locked Rooms[/p][p]There are two categories of locked doors, and both require keys, but they serve different gameplay roles.[/p][p]Secured Rooms[/p][p]These are explicitly marked as secured and are designed to be reliable and consistent spaces. They have:[/p]
- [p]Guaranteed loot inside[/p]
- [p]Guaranteed to be empty/safe when entered (Camper Protected)[/p]
- [p]Loot is not guaranteed (it may already be looted)[/p]
- [p]Players may already be inside even if the door is closed[/p]
- [p]Town-specific keys (for example, keys that only work in a specific town like Yarlsford)[/p]
- [p]More trap variety depending on room type such as incorporating the Crossbow and Spike Traps.[/p][p][/p]
They currently:[/p]
- [p]Walk around when locked onto a player[/p]
- [p]Attack with very little logic or communication to the player[/p]
- [p]NPCs roaming beyond town areas[/p]
- [p]Players being able to follow NPCs as they work (e.g. chopping trees)[/p]
- [p]Roaming NPCs are killable by players[/p]
- [p]NPC resource gathering feeding into world systems over time[/p]
- [p]Breaking crates in town (treated as pillaging)[/p]
- [p]Stealing loot / opening secured doors[/p]
- [p]Killing NPCs, especially guards, fighters, or knight-type NPCs[/p]
- [p]Heckle you[/p]
- [p]Throw tomatoes[/p]
- [p]React with social hostility[/p]
- [p]Run when they see you[/p]
- [p]Scream warnings[/p]
- [p]Trigger hostile knight responses[/p]
- [p]Cause guards/knights to attack on sight[/p]
- [p]A clear on-screen alert (e.g. “You’ve stolen” + faction penalty)[/p]
- [p]A grace threshold (for example, no lethal response until the player reaches around -5 standing)[/p]
- [p]Potential witness logic (crime only counts if NPCs see it)[/p]
- [p]2K textures[/p]
- [p]Sometimes even 4K textures[/p]
- [p]Not on screen[/p]
- [p]Not near the player[/p]
- [p]Not relevant to the current view[/p]
- [p]Stream in properly when needed[/p]
- [p]Degrade with distance[/p]
- [p]Stop being considered entirely when far enough away[/p]
- [p]Performance mode (temporary ultra-low mode to squeeze out FPS)[/p]
- [p]Low[/p]
- [p]Medium[/p]
- [p]High[/p]
- [p]Epic[/p]
- [p]Seeker[/p]
- [p]Fallen Founder[/p]
- [p]and more progression-based or prestige titles[/p]
- [p]The first Steam achievement is already in[/p]
- [p]More achievements are planned[/p]
- [p]Achievements will directly grant title unlocks[/p]
- [p]Chat[/p]
- [p]Hover/nameplate UI[/p]
- [p]Above the health bar[/p]
- [p]More fluid[/p]
- [p]More accurate[/p]
- [p]Better overall to use[/p]
- [p]Not craftable[/p]
- [p]Only obtainable through the Keys & Doors loot system[/p]
- [p]Crossbow: slower reload, high damage, strong against shields and tier 3 armour[/p]
- [p]Bow: faster fire rate, more flexible pressure, Weaker against Armour and shields[/p]