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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

New Developer Update!

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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