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Renown News

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!

Happy New Year to all Renowners - Our upcoming plans

Hello everyone!

Firstly and as always a huge thank you to our awesome community for your support this year. The hard work of our raid testers, the general enthusiasm and kindness of the community, and the overall reception to the project this year have all been overwhelming.

So you may have seen our End of Year Update video. (If not the video is below!) This video covers our main goals and plans for the upcoming year.

[previewyoutube][/previewyoutube]

We had hoped to get the new map ready to be played before the end of year, but we decided given our limited time before the EOY, we’d focus on getting our previous maps as bug free before we take a refresh and reset break.

While being insanely blown away by the support we’ve received, I can confirm the effort of this year has thoroughly smoothed brains across the team. Due to team members having family holiday obligations, we decided it was best to take January 1st to February 1st as a break. This will help us take a breath, hopefully massage some wrinkles back into said brains, and overall come back swinging hard in February.

Over this month, we’re going to still try to keep testing going (more for organized fun, then dev testing). Likewise while slightly slower we’ll still be around on our discord, answering tickets, questions and making sure everything is going alright. Indiegogo keys will be sent every week as normal.

When we’re back we’ve got some big plans to expand and crack into the next stage of the game. Without giving away dates (for which I can’t promise just yet anyway) we’re aiming to get what we’re calling “Raid Alpha 2.0” ready to go ASAP. This includes a new larger map, persistent save system and more teams moving into a dynamic team system. After that we’ve effectively got ourselves a survival game.

After we’re feeling confident that the majority of bugs are squashed, and the game is as optimized as we can get it, we’ll be aiming to enter Beta officially. We then plan to use beta to continue squashing and tuning, while adding missing core features such as our Animation Overhaul, Cavalry, Worker Buildings and several of our key ideas that make our game unique.

Till then folks I just want to say another huge thank you to our backers and testers. The fact we’ve gotten this far as a small indie team is testament to the quality of our community and the support you’ve given us. It blows me away to think we started the year with a Basic Combat System Demonstration, and we’re ending it one step away from a real (if still very young) survival game.

On behalf of everyone at RDBK Studios we hope everyone has a great holiday and new years.
Again thank you all so much for an amazing year.

Our new end of the year update and a quick look of what's to come!

[previewyoutube][/previewyoutube]

0.8.0.4

0.8.0.4

Fixed Repair costs for Weapons and Armor
Players now move slower when crossing shallow water
Reorganized Building wheel to fit pieces into Categories
Fixed Rigging on Plate armor shoulders
Added Triangle Roof Tops
Players now can't build in a spot where a building was destroyed momentarily
Added Encumberance and Deflection chance tooltips to Armor
Fixed Bracers not protecting the hands properly
Doubled the Durability of Hand Held Rams but also increased their gold cost
Added a New Bed that respawns you faster
Fixed up Battering Ram and Catapult movement sounds
Ladders now work correctly with regards to enemy placed ladders
Keep building radius is smaller now
Upgrading pieces requires player to be standing in building zone
Deflection chance on Plate armors has been lowered except for the Breastplate
Lowered Parry compensation slightly
Added Streamer Mode
Fixed Plant fibers not spawning
Plant Fiber clusters now align to the ground
Plant Fiber clusters are now larger in size and number
Fixed Storage containers not saving properly
Fixed Armor stands not saving properly
Added Volkskamp map (FFA,TDM, LTS)
Increased Throwing weapon damage
Increased Throwing weapon velocity
Fixed Throwing weapons not having animations for other Players