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Renown News

Alpha 1.7.4

Alpha 1.7.4

Fixed triangle pieces not snapping properly
Fixed Gate collisions
Fixed winterhold doors
Updated crafting cost of siege weapons

Alpha 1.7.0

Fixed Recipes causing lag on the server
Fixed broken collisions on the port model
Tickrate is back to 30
Disabled bench inventory
Optimized building snapping
Fixed issue with loading screen
Fixed default settings
Reworked building repair
Fallen founder cloak is a mail coif skin now
New Backer's Sallet
Fixed clipping issues with Plaster floors
Fixed Mail bevor
Remodeled the Gauntlets
Bucket Hat added
Reworked Building Damage so Rams and Petards are less useful against walls
New Optimized Buildings

Post Playtest Update

Mr. Z here with the news! As you may have noticed, our world has been rocked by some pretty big events lately. We concluded a very large playtest a few weeks ago, we've also done a send out of Steam keys so all our backers can play the game before early access, and not to forget we've been hard at work in the background fixing many of the issues found in the playtest and working on additional new content.



One of the new pieces of content in the works is new external walls! We decided to split external walls into two categories. Low Walls and High Walls. Kz has been hard at work making the additional models.



We noticed during tests that the External walls had a lot of issues because the wooden walls would turn into a giant stone wall when upgraded. Now when you place external walls you will have to choose from the beginning whether they'll be Short or Tall and as you upgrade them they'll have the same footprint like how all other building upgrades work.



During our playtest we had 40 thousand people playing in total and we peaked at 1800 co-current users, a quite large number especially considering the playtest wasn't advertised heavily. We launched many additional servers as practice for launch day and many were booted on demand. We also had a series of very high performance servers launched by our Winterust partner. We took a lot of performance metrics on those servers as people were playing and found out that with a few more optimizations we'll be able to hit our cpu budget for launch. We've haven't had so many people playing survival with the servers running so fast and the player counts being so high before, so it was every encouraging to see the performance numbers we achieved during the playtest.



Optimization has been a huge focus before and since the playtest. We've done a lot of work on optimizing the physics of the game. The cost of simulating the world had become a lot more expensive on the server when we expanded the size of the map and added more complex POIs to the map. One very major optimization I've been working on lately is a system that essentially works as an LOD for large bases, as we were getting a lot of lag on the server and client when groups of players would roam around the map and come close to very large player bases. Although the game servers were running relatively fast, there were some really bad lag spikes that made the experience very unstable. I've been carefully identifying and fixing the cause of each lag spike so we can achieve true stability, as any amount of server instability can make the combat extremely volatile.




A large part of the work we're doing lately is in preparation for another Open Stress Test. While we can't yet say when this next Open Stress Test is scheduled, we are working diligently to get it ready as soon as possible, that being said, our goal is to reach a more much stable build than before. The last test, while fairly unstable, gave us a lot of crucial data that we needed to help us fix many issues. You can expect for our next playtest some significant optimizations to be done, additional new content and the combat system to get some much needed love.



We did a large key send out to all backers recently that had a fair few hiccups. We're still working on resolving the issues with the backend and we sincerely apologize for the inconvenience this has caused. As a thank you, for our communities awesome patience, Kz has created a new helmet skin for all our backers. We present the "Sorry Sallet" Helm which will be given to all backers as an extra cosmetic.




If you still have not gotten your keys, please check our the support services on our discord: https://discord.gg/Tr2DxFh
We've got a channel called "steam-key-faq" with tips for how to get a quick resend.

As always, we cannot thank our backers enough for helping us get this far. Renown would not have been possible without you and we hope to see everyone playing the game on early access launch.

The Open Demo Playtest and a short developer update!

Hello everyone! ⚔️

We’re thrilled to announce the long-awaited news you’ve all been patiently waiting for, along with a short developer update discussing some of the changes!

The Open Demo Playtest will be going live this Friday, March 21, 2025 4:00 PM PST 🎉

[previewyoutube][/previewyoutube]

RDBK Studios - BisectHosting

We are excited to announce our partnership with BisectHosting!

Announcement

BH has been an integral part of the development process for many years now, providing us with servers for everyone to play on and as such we will be working with them on Renowns launch to bring servers online across the entire world so everyone can experience Renown with great ping!

We have always been heavily in support of community run servers, allowing our players to alter the game to their liking and their communities. If you are interested in setting up a server of your own when Renown launches we have added a #Server-Hosting Channel with links to their website.

Renown Server Hosting

We also had a great interview with their team which you can check out here
Huge thanks to BH for everything they have done for us and continue to do!

We have also had a great roadmap graphic whipped up that outlines some of the planned features and content updates as Renown hits early access (Stage 0) . We hope to have some of stage 0’s tasks ticked off before EA release.

Alpha 1.5.5

Material fixes
Fixed an issue where the inventory wouldn't close
Added gameplay settings debug back into the menu
Sallet material fix
Fixed placement of small external walls
Buffed tool damage
Increased cost of bricks
Crafting sorts by highest tier first
Fixed being able to demolish merchants and loot
Reduced backwards movement slightly
Fixed animal collisions
Algara map improvements
Added more NPC camps
Bow and fist animation fixes
Crafting menu uses R to open now
Added crafting skin preset support to crafting menu
Chat bubble never shows for yourself now
Added buy and sell sounds for vendors
Disabled support pieces
Fixed ladder detectection
Research menu fixes
Fixed map markers not working
Added Map cameras to all the maps
Removed Polearms from loot tables
You can toggle chat messages off from players now
Added the ability to send direct messages /dm ID or name
Added the ability for admins to remotely dm players
Admins can global mute players now
Changed player markers for party members to a blue marker
Sleepers in the Winterhold castle should be killed correctly now
Added map icons
Added more props to some of the POIs
Tutorial bug fixes
Fixed up Encyclopedia
Upgrading buildings now checks if a player will be overlapping (no more getting stuck in external walls)
One hander animation fixes
Fixed issues with maintenance costs
Fixed issue with Fist combos