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Renown – Roadmap Update – News from the ground

[p]Hello Folks[/p][p] [/p][p]As always, a huge shout out to our awesome community for helping us make our dream game. We know things are a bit grim atm, but our spirits are up, and we’ve been making awesome progress.[/p][p][/p][p]Roadmap Update – Stage Zero[/p][p]Things have been a bit quieter since we posted our first major update. However, since then we’ve been making great progress, specifically towards FPS optimisation, and Crash fixing.[/p][p]A big goal of Moxie and KZ’s work has been improving performance in a range of key areas. As such a big issue that was impossible to solve previously, has related to how the game handles VRAM. Anyone who played will know Renown makes a pc chug away.[/p][p]We’ll have a blog in detail about this topic coming soon as we hit internal milestones. [/p][p][/p][p]Map Flow Redesign – Silver Mines, Locked POIs and Keys[/p][p]One area that’s been receiving a lot of love relates to our work redesigning how the game flows around the survival map. I’d just like to say another huge thank you to everyone on our discord for their ongoing feedback and discussion regarding this topic.[/p][p]Ultimately this is a range of changes which seek to promote more activity outside of the players base and its general area. Our goal is to make it so players can still get started and build a base without too much trouble, but to upgrade and raid, they’ll need to get more out and about.[/p][p][/p][p]Silver Mines – Gathering redesign[/p][p][/p][p]One of the big changes is the inclusion of the Silver Mines and changes to how silver spawns on the map. Previously all the players had to do for silver was to farm outside their base in a boring and repetitive loop.[/p][p]Now four silver mine sites have been opened across the map. There will still be smaller amounts of silver spawning in the wild. However, if players want large scale amounts (like that for a big raid), they’ll need to compete over the choke points and confines of the mine locations.[/p][p]We’ll be carefully monitoring how this change directly affects the raiding balance and making corrections if we’ve gone to far into the scarcity direction.[/p][p][/p][p]Locked POIs and Keys:[/p][p]A key area we’re playing with at the moment, are major overhauls for the Points of Interest. Currently we’re doing it slow and steady, step by step but our goal is to redesign each of the points, so they have clearer and better siloed loot locations.[/p][p]We’ve been using the term “Loot Silos” to refer to new gates and challenges we can add, which allows us to split up the loot so drops can be higher value, with higher risk attached.[/p][p]Given previously all the points of interest had a very flat set of loot, we’re starting with the classic three tier key system, and related locked gates across all the points. These will be Bronze, Silver and Gold (I know very original) which players will be able to find, and which gain the player access to specific loot locations all over the map. We’re hoping this ties in well with the Ferryman system added in the Major Patch #1.[/p][p]We’re very keen to hear folks feedback on this one so we can get the exactly correct balance of risk/trouble and the rewards attached to them.[/p][p][/p][p]NPC Life overhaul[/p][p]Another area we’ve been wanting to do for ages is an overhaul on NPC life and the addition of NPC faction gameplay.[/p][p]The NPC Life work is entirely focused on giving the NPCs a facelift when it comes to how they move, talk and handle themselves. Currently all the NPC’s act like mindless robots. We’ll likely do a few iterative versions of both of these systems as we make them more complex.[/p][p]The first version aims to add in “Civilian/Non-Fighting” NPCs. This then allows us to redistribute the more code and server performance-heavy “fighting” NPCs around the map to complement the above-mentioned Key system addition. Alongside this, it should help the Points of Interest feel more lived in and give players a bit of a more entertaining time going the full “Pillaging” route on towns.[/p][p][/p][p]We’ll have another dev blog on the way in the next week or so. In it we’ll be going into more detail about contained fixing/optimisation, more content and map redesigning, alongside details about our Free to Play Session coming soon. [/p]

Renown - Patch 3.1.8.2 Combat Changes

[p]Hello Folks[/p][p][/p][p]Please see as follows for the patch notes for our latest update: [/p][p][/p][p]Patch 3.1.8.2 - Combat Changes [/p]
  • [p]Kick turn speed increased: 3 -> 5.25[/p]
[p]Bash: [/p]
  • [p]BashTurn speed increased: 3 -> 5.25[/p]
  • [p]Can no longer bash and then immediately run[/p]
  • [p]Stamina cost on miss: 0 -> 3[/p]
  • [p]Stamina gain on hit: 10 -> 3[/p]
  • [p]Stamina drain: 5 -> 0[/p]
  • [p]Bash distance reduced: 16 -> 12[/p]
[p] Animation Adjustments to Flourish: [/p]
  • [p]1H weapons: 3.0 -> 1.5[/p]
  • [p]Longsword: 3.0 -> 2.5[/p]
  • [p]Greataxe: 3.0 -> 2.5[/p]
  • [p]Polearms: 3.0 (unchanged)[/p]
[p] Traps [/p]
  • [p]Crossbow traps no longer return all arrows into a single inventory slot[/p]
[p]Spike Trap: [/p]
  • [p]Spike traps and walls no longer block each other[/p]
  • [p]Can now be destroyed by Sapper's Axe[/p]
  • [p]HP set to 120 (12 hits)[/p]
  • [p]Trap damage from Sapper's Axe: 10 per hit[/p]
[p] Banner Trap Limits By Tier Crossbow and Spike Traps: [/p]
  • [p]Tier 1: 5[/p]
  • [p]Tier 2: 10[/p]
  • [p]Tier 3: 15[/p]
  • [p]Tier 4: 20[/p]
[p]Bear Traps: [/p]
  • [p]Tier 1: 5[/p]
  • [p]Tier 2: 6[/p]
  • [p]Tier 3: 8[/p]
  • [p]Tier 4: 10[/p]
[p] General: [/p]
  • [p]New bear spawn locations[/p]
[p][/p][p]We're still building up to a free weekend for Renown. Keep tuned here or on our Discord for the latest news. [/p]

Renown - Performance Update Patch Notes

[p]Hello Folks[/p][p][/p][p]From the entire RDBK Team, we hope everyone is having an awesome holiday season.[/p][p][/p][p]This is just a quick dev blog with our latest patch notes.[/p][p]We’re effectively focusing on optimisation for FPS and fixing any of the legacy crashing bugs.[/p][p][/p][p]3.1.8.1 Performance changes[/p]
  • [p]Map Hierarchical Level of Detail Improvements[/p]
  • [p]Foliage Optimization[/p]
  • [p]Mesh culling[/p]
  • [p]Mesh Level of Detail changes when close up and further away[/p]
  • [p]Upscaling improvements[/p]
  • [p]Updated setting options[/p]
  • [p]Updated setting descriptions to better help players understand what the settings will change.[/p]
  • [p]Framerate stability[/p]
[p][/p][p]Developer notes: There is still more work to do for those with weaker GPU's. But no matter the GPU everyone should notice much more stable framerates when turning or idling.[/p][p]TIP: For players experiencing framerates under 60FPS, please try launching the game in DX11[/p][p]TIP: If you’re loading up the game but not seeing any servers, or getting a “Connect Failed” error. Try launching the game in Administrator Mode.[/p][p][/p][p]From the entire RDBK team, we’d like to say a huge thank you to everyone whose given the game a shot so far or backed our work previously.[/p][p]While the launch has been rough, we’re super excited about this coming year and what could happen in the future of Renown.[/p]

Major Patch #1 Is Live! - Summary of Features

[p]Hello folks.[/p][p][/p][p]Thank you, as always, for checking out the latest in the world of Renown. [/p][p]Our first major patch post-launch has just gone live on the main branch. We've done our best to address feedback, concerns, and replace the main pain points. We've also been able to add new content and overhaul existing content. We really hope you enjoy![/p][p]Please see below for a summary:[/p][p][/p][p]Major Update Summary: [/p][p]This substantive update overhauls combat, adds new content and systems, improves raiding, optimizes performance, and includes countless fixes and polish.

New Content & Feature Highlight [/p]
  • [p]Swamp Region added[/p]
  • [p]Ferryman Transport System – Fast travel between key points[/p]
  • [p]Sewer Event (polished, decorated, and re-enabled after fixes).[/p]
  • [p]New Traps: Beartrap, Floor Spiketrap, Crossbow Trap, Tripwire triggers, and Trap Reset Kits.[/p]
  • [p]Trebuchet siege weapon fully implemented with added tracer/dummy boulders, building mechanics, VFX/SFX, and camera shake on impacts.[/p]
  • [p]2-week wipe cycle with new wipe scheduler for reliable official/community timing.[/p]
  • [p]New lighting/graphics overhaul and optimization pass[/p]
  • [p]Flourish emotes added for all weapons (hold emote key).[/p]
  • [p]New downed system with reworked animations and restrictions.[/p]
[p] Combat Overhaul [/p]
  • [p]Added Held Block (up to 10s) and Perfect Parry with brief damage immunity on successful parry.[/p]
  • [p]Kicks/bashes reworked: faster, no stagger, no morphing (useful vs blocks only).[/p]
  • [p]Entirely remade ranged combat: no quiver needed, new arrow types/damage system, tracers, sticking arrows, reliable hits, smoother animations.[/p]
  • [p]Fists combat fully remade with new animations, effects, and flourish.[/p]
  • [p]Weapons simplified into 3 classes (1H, 2H Fast, 2H Slow) with standardized stats except damage.[/p]
  • [p]Hit reacts, camera shake, blood particles, new VFX/SFX (parry sparks, armor sounds, etc.) across all weapons.[/p]
  • [p]Multiple animation pops, equip timings, and major combat bugs fixed[/p]
[p] Balance & Progression [/p]
  • [p]Treasure drop rates lowered; sell amounts tweaked.[/p]
  • [p]Smithy Hammers & Tailor Kits increased; raiding costs reduced ~30%.[/p]
  • [p]External building costs/health increased; progression slightly slower.[/p]
  • [p]Can now destroy Wood/Plaster (up to Tier 3) at any time.[/p]
[p] Raiding & Building [/p]
  • [p]Trebuchet + boulder improvements (prediction, impacts, sounds, no collision on rubble).[/p]
  • [p]Fixed boulder/building collision issues.[/p]
  • [p]Catapult tweaks (distance reduced, exit exploit fixed).[/p]
[p] Servers & Quality of Life [/p]
  • [p]Reorganized server browser with accurate wipe timers and "time until next wipe" field.[/p]
  • [p]Removed ping kick – Players can play on any region now without being kicked for high ping.[/p]
  • [p]AFK timer increased to 1 hour.[/p]
  • [p]Respawn timer reduced to 3s.[/p]
  • [p]Admin fly fixed + speed modifier (mouse wheel).[/p]
  • [p]Research menu refresh button.[/p]
  • [p]Numerous map fixes (stuck spots, collisions, floating objects, sealed mines until event).[/p]