1. Renown
  2. News

Renown News

0.9.3.0

0.9.3.0

Fixed Grandmace research
Tweaked Catapult costs
Updated some external wall models
Fixed server browser bugs
Fixed stacked items not working correctly sometimes
Removed sickles from peasants
Fixed deflection not working with ranged weapons
Increased miss combo time
Stab into Stab combo is slower
Improved 2 handed axe kick animation
Crossbow anims WIP
Fixed code lock crafting
Added new t2 pauldron skin

0.9.2.0

0.9.2.0

Fixed bug with server browser not showing when last joined the server
Fixed issue with warning popup not working
Fixed bug with resource nodes
Added support for scars
Added new helmet skins
Added Bandits to the jousting fields and more loot
Fixed issues with barrel loot spawning under the ground
Added new destructible crates with more variety of loot in them
Banners no longer give access to Locks
Kills now grant instant hp
Reduced club damage slightly
Reduced amount of plant fiber in nodes
Fixed helmet damage resistances
Fixed arming sword damage
Tweaked 1h weapon damages
Tweaked arming sword cost
Fixed collisions on trees
Fixed code locks not working correctly
Fixed Goedendag not being researchable
Fixed beds not showing the correct amount of hp when spawning in
Added warmup time to survival mode so slower loading players have more potential to load in before the match starts
Removed HP regen on LTS gamemode
Passive HP regen checks last offensive action time now before regening
Fixed up combo anims on 2 handed axes
Fixed movement with kick morphs
Added attack lockout on Clashes so it resets initiative
Increased miss combo time
Added a clash indicator
Increased lunge speed boost
Parry Box and Extended parry box is bigger now
Removed weapons making your player collision bigger or smaller
Reduced windup time on many weapons (faster attacks)
Fixed some wrong damage values on some weapons
Reduced parry lockout time
Fixed riposte bug
Fixed alt mode bug
Added cellar under winterhold castle
Opened up basement entrance to the winterhold castle that is enterable through the mines
Fixed bow equip anims not working sometimes
Fixed projectiles feeling laggy and inconsistent to use
Fixed Javelins being oriented the wrong way when thrown

0.9.1.0

0.9.1.0

Fixed Audio bug on Survival map
Fixed research inconsistency
AI now always staggers and never drops their weapons
Disabled Day/Night cycle
Beds now have markers on the map
Fixed a bug causing ai not to patrol properly
Fixed Cave material being broken
Added new Warhorn sounds
You can equip armor from dead bodies more easily now
Bastard sword damage buffed
Fixed issues with character render in inventory
Tweaked some stab timings
Added epilepsy warning
Fixed swapping armors not updating worn model sometimes
Increased arrow velocity by 20%
Removed some furniture from winterhold that was causing pathing issues
Gamma is now locked to 2.2
Added primitive weapons to Loadout menu
Fixed tabard customization not working
Increased distance of lighting on torches
Destroyed items on the ground disappear sooner
Character tab now shows by default in the Loadout menu
Torches are easier to craft now
Players start with a torch by default
Disabled Mantlet
Warhammer now requires primary weapon slots
Fixed Goedendag bug
Armor effectiveness preview toggles off in some contexts now
Fists and Tools can no longer give lunge
Fixed Lock position on external gate
Fixed black outlines in the character render
Renamed Dane Axe to Battle Axe and vice versa
Fixed a health regen bug
Sleepers don't have white clothes by default anymore
Nerfed Pollaxe alt mode damage
You can parry out of release after scoring a hit
Lunge is shorter now
Lunge stops when moving backwards now
Lunge ends when attacks are cancelled now
Lunge works with ripostes properly now
Fixed issue with ground hits
Fixed Kicks and Bash combos being slow
Added a delay on morph to kick
Players are granted hyper armor on scoring hits now
Fixed knockback being too strong
Increased miss combo time
Head follows aim during attacks
Mines are opened up again
Added new resource nodes for the mine
Reduced windup time on some weapons
Increased helmet protectiveness
Added stamina regen delay when leaving a running state
Fixed jittering on movement sometimes
Fixed footstep noise being inconsistent
Input is now disabled when the server does the final save
Fixed some issues with armor rendering
Fixed siege warning not working sometimes
Siege warnings are more accurate now
Building destroy timer is 30 mins from 15 mins
Resource gain was lowered from x3 -> x2
Silver smelting is half as efficient now
Fixed External Tower collisions
Fixed being able to build too close to enemy bases
Removed hit trades and replaced with clashes
Greataxe alt stab is working properly now

0.9.0.9

Changed bed roll model
Fixed Club visuals
Updated Bleed indicator
Fixed some hairs being broken
Added new peasant NPCs
Fixed bag timers
Fixed sign post text
Updated resource HUD
Optimized some brigandine models
Added Multithreaded saves
Equip context option now swaps gear
Added categories to input menu
Fixed broken gear not showing durability
Fixed issue with renaming loadout
Ctrl click looting now causes item to stack
Resource bag handling fixes
Disabled contextual pieces until refactor
Multithreaded save loading
Increased goedendag dmg
Added Favorites and History to server browser
Fixed exploit with bash
Tweaked lunge to be more reliable
Fixed brigandine research
Bandaging prevents sprinting now
You can no longer feint a morph that came from a riposte (Riposte -> Morph - Feint)
Lowered durability on shields
Hit particles cull properly now
Bags are cheaper to research
Reduced gold coins found in barrels slightly
Inventory no longer goes dark when opened sometimes
Building wheel now supports using the number keys 0-9
Sleeping characters can now be walked through
Bed respawn times are 15 secs now (cooldown on beds is same as before)
Fixed keylocks not working for teammates
Hand ram costs steel now
Rebalanced armor costs
Armor damage resistances rebalance
Fixed kick slowdowns on combo
Added a chat queue for receiving messages before the UI had loaded in
Sprint speed bonus goes away if walking into walls
Added attack lockout on missed combo feint (miss attack -> combo -> feint)
Added longer feint cooldown on morph feint
Removed riposte on held blocks (shields)
Parrying kicks with a shield now staggers you instead of only on hold block
Fixed not being able to parry immediately after landing a strike
Shield recovery is longer now
Reduced stamina negation on held block
Added Morph to Kick
Fixed Pollaxe alt mode
Getting staggered from stamina running out now disarms players remember to bring a backup weapon
Added longer delay on stamina regen after combat actions
Reduced parry lockout on shields
Hold block no longer cancels attacks
Miss combo times are more consistent across the board now
Hold block now forces the player to walking
Shield parry window is 50 ms shorter now
Disabled changing gamma in menu
Fixed Petards having broken ground checks
Lowered upkeep costs
Door HP has been lowered by half
Siege damage has been halved
Petard does 1000 damage now
Research costs have been tweaked
Siege weapon costs have been tweaked
Added WIP Triangle Spiral Staircase
Tweaked peasant weapons
Fixed building issue with plaster pillars
Fixed hair clipping through coifs
Fixed error message for buildings being blocked in placement
Fixed Shared recipes not always working
Catapults spawn with no ammo now
Fixed ladder exploit
Furnaces can be picked up again
Fixed Loot tables missing on some NPCs

Survival Alpha Development Update!

This dev blog covers our ongoing move to a Full-Blown Survival Alpha, Changes to Indiegogo, alongside the Xsolla Launcher Swap for Alpha and Beta. I’d like to say a special thank you to our dedicated testers who have been helping us with the survival pre-alpha. We’ve had some nasty bugs and our testers' persistence in helping us sort these issues has been hugely important. Thank you again to all our backers and double to those dedicated folks who put in that little bit extra (You know who you are). Likewise, a big shout out to the moderation team here on our discord. It’s been a little while since our last update, but we’ve not been idle. Let’s get into it.

Survival Alpha!
So the big news is that we’re moving steadily towards our first Stable Alpha build featuring the Survival gameplay loop. We still have a lot we want to add, change, and improve but this build represents a big goal for the community.
Our new Dev Vlog takes a head on look at this topic and covers:
-Improvements to the building system with new textures, redoes of older tiers and the Stone External Wall Implementation.
-New customization and Play Model Changes.
-New Weapons for the T0/Primitive Level of gameplay
-A focus on the new Survival Build as a whole.
-An overview of the new progression system and how Silver is used as a raiding resource.
-Points of interest including the new Castle Event
-How Barrels and the road Network functions.
-The new underground cave network

There’s also discussion on some of the new quality of life features we’ve added, AI changes and more. A link can be found here:
[previewyoutube][/previewyoutube]

Alpha vs Beta?

One topic I want to face upfront is how we’ve decided to address Alpha vs Beta. We’ve been working hard to get the survival gameplay implemented in a fun manner which accurately represents the end game we want to make.

However, we’re very aware there are several key features/mechanics we still need to add such as Cavalry Warfare, Worker Buildings, the “Renown System” itself to name a few. Likewise, there are multiple areas we still need to re-do and improve such as Animations, The UI and various small but meaningful optimizations.

By drawing the line down the middle, we’re able to get players going (on what we hope) will be a fun experience, which also directly helps us by providing invaluable testing data. Likewise given we’ve always been set on making a Survival game its very exciting for our team to have reached this goal, even if there’s still a lot to be done.

Big questions regarding the Xsolla Launcher, Indiegogo, and Beta Access.

As we’ve said many times, we’re extremely grateful to our community for their very generous support of our work.

I’m sure folks will have plenty of questions regarding the new update and changes. We’re always around here in discord if you want to ask.

That said to head off any misinformation, I’m going to do my best to answer some of the more glaring questions.

1. What’s with Steadfast Backers getting testing keys now if its an alpha?

We’ve decided we’re going to allow early testing access for our previous Steadfast Backers. Given how we’ve decided to deploy the Alpha, and that it may still take a while before we reach beta, we didn’t see any reason to punish folks who have already helped support our work in the past. This also allows us to do a small expansion on the tester base in a controlled manner. You should be receiving your testing keys via email in 1-2 days.

2. What happens to Beta if that's no longer for sale?

We are absolutely still going to be doing our Beta Phase release when we get to that stage of development.

That said, given the confusion this has caused over the last few years we’ve decided to remove the ability to purchase Steadfast and Proud Backer tiers from our site going forwards.

3. What’s the deal with this new launcher then? What about Steam?

This is something we’ve been slowly required to do as our community has grown.

Steam limits the number of testing keys it's willing to distribute. By these rules we’re very much already at the upper limit of what they’ll offer us.

By swapping to the Xsolla launcher, we can ensure that tester keys keep coming to our backers and that we can honour our promises regarding the spare beta keys. It also means we’ll never have any issues regarding running out of keys again and ensuring that keys are always sent immediately on backing.

We want to be super clear:

-The game is going to return to steam for Early Access.
-This is only an intermediary stage for Alpha and Beta before the game returns back to Steam.
-When we return to steam, you’ll receive your full game key with attached cosmetics, Titles, and the like.

Customers with steam keys should be fine to keep using them for the foreseeable future for testing. We’ll be updating the Xsolla and Steam Builds in tandem and it does not matter which launcher you play from; both connect to the same servers.

Again a huge thank you to all our amazing backers, our community here on discord and the awesome moderators who help keep it all together. Now that we’ve gotten past this big goal we’ll be doing more regular updates to let you know how's it going.

Till next time!