1. Renown
  2. News

Renown News

July Dev Blog Update

[p]Hello again renowners, its Mr. Z speaking here with an update on what we've been up to lately. KZ and I have prepared a short explanation of what we've been working on lately as launch approaches. KZ has been very hard at work preparing the art side of things for launch, specifically there's been an optimization pass, an external walls rework, and stability fixes. In his words:[/p][p][/p][hr][/hr][p]A big chunk of time has gone into optimizing the map. I’ve been tackling texture memory usage, cleaning up LODs, utilizing static mesh instances, and making sure key points of interest are running smoother across the board. [/p][p]The goal is to ensure we squeeze out every bit of performance without sacrificing visual fidelity, by using the tools the engine has provided us with.[/p][p][/p][p][/p][p]The exterior castle walls are now fully functional and finalized. It’s been a long road getting them just right. However, they’re now in and working as intended. I'm just fixing up the last touches before another patch. We have a set of High walls and Low external walls now, each with their own advantages.[/p][p][/p][p]The Backer content is nearly ready! All the backer statues, headstones, and skins are being implemented and polished to ensure everything looks great and is in place for launch. Thanks again to everyone who supported the project — your in-game presence is coming to life. [/p][p][/p][p][/p][p]My main focus right now is getting the client stable and polished for launch. That includes art bug fixes, performance improvements, and making sure the experience is as smooth as possible for everyone on day one. [/p][p][/p][p]That’s all for now — back to the grind. Appreciate everyone’s support as we push through these final stages.[/p][hr][/hr][p][/p][p]As for my section I will be discussing a few things, Namely: The engine upgrade, code improvements, New animations, Combat overhauls, Localization, customization overhaul.[/p][p][/p][hr][/hr][p][/p][p]As many know, I've been working very hard towards upgrading the engine version to the latest version of Unreal. Unfortunately, the engine upgrade was not successful. We ran into many new unknown issues with the way the Steam SDK works with that version of Unreal. We also had many plugin incompatibilities that caused us to lose key functionality. [/p][p][/p][p][/p][p]Every time we made progress with the engine upgrade we were met with new issues to resolve. Ultimately the new version of Unreal had too many fatal crashes and incompatibilities and so we had to roll back to 5.3. This means we'll be missing out on some useful optimizations we were going to take advantage of but, ultimately optimizations are not useful if the game no longer functions. [/p][p]This cost us a lot of time but now we're back to normal and updates will resume very shortly. Lately we've been backporting the work we had done on the newer version of Unreal and we've almost completely wrapped up recovering all that work.[/p][p][/p][p][/p][p]During the engine upgrade I spent a lot of time improving the code base of Renown. Many pieces of code have been optimized. Specifically a lot of the subsystems that run in Survival mode have been made to run much faster on the server which should help improve server stability. There has also been a lot of code clean up that should reduce the CPU time on the client as well.[/p][p]
One very highly anticipated thing that's been in the works is new combat animations. During our last demo we were short on time and released some new combat animations prematurely. [/p][p]Unfortunately the state of those animations worsened the combat feel quite noticeably and we humbly apologize for that. We have a new and improved set of animations on the way for 2 handed swords coming very soon. After that you can expect to see a new set for 1 handed weapons and their shielded variants.[/p][p][/p][p][/p][p]On a similar note, there has been much work done on overhauling the combat mechanics themselves as well. [/p][p]Animations and the combat systems are very tied together so they're being overhauled together. Specifically there's a new system for server side melee hit detection, this should noticeably improve parry responsiveness. The point of view of the defender will be more accurate essentially, which should lead to less missed parries that looked correct on their screen. [/p][p]Many players complained during our last demo, that the movement was too sluggish, so its now been made more snappy like it was in the past. Timings for attacks and parries are being fine tuned currently, so we will be starting combat playtests again to really nail down the timings for launch very soon. Finally, the way shields are used will be getting a final pass once the animations are completed.[/p][p][/p][p]Last but not least, the customization system has received full overhaul. The UI most importantly, has been redone to facilitate a much better user experience. You can now customize armor that is currently equipped and be able to visualize it accurately in the preview. [/p][p]There has been changes to differentiate between "skins" and "templates". Skins are essentially a raw version of a new model for an item, while templates are a skin with the additional customization saved locally for ease of use. In the future we'll make it possible to share "templates" with your friends so you can create and share matching clan outfits for example. [/p][p][/p][p]There was support added for Steam Item dependent skins, so all skins will no longer be unlocked by default. What this means is that the backer reward skins will be getting distributed very soon so keep an eye out for when we announce that. Of course backer rewards included weapon skins, so naturally, we now have support for weapon skins as well.[/p][hr][/hr][p][/p][p]With all that out of the way, you may be wondering whats coming next for Renown. We'll begin again to do internal playtests with our backers, to try to iron out all the issues we can before launch. Specifically we need help testing; combat mechanics, building mechanics, and a quality pass on the points of interest on the main map. We'll be announcing shortly some playtimes for when we'll be doing these tests so stay tuned for that. Our immediate goal is to get the game ready for a large survival playtest before launch.[/p]

Renown - June Developer Update

Greetings and salutations, Mr. Z here with a small update on our progress currently.



We've been super busy behind the scenes preparing the game for launch, so we apologize if things have seemed quiet lately.

The biggest thing to report is that the engine upgrade has been completed and we're now on UE5.5. This version of unreal came with a lot of optimization improvements and stability fixes that we've been needing, as well as some new features we're making use of.

Generally speaking the engine just runs a little faster, but we'll be making use of some new features that will make the character rendering a bit more performant.



Unfortunately combat had to be put on hold to do this upgrade, which is why we haven't been seeing much progress on that front recently. It took a little longer to upgrade the engine than expected but we're back on track now.

In the last demo, we had a lot of complains about performance, and the combat gameplay. These two things are actually intrinsically tied, if the performance is bad, the combat noticeably suffers.

Going forwards to launch these 2 things are the top priority. I'm going to start putting out regular patches with combat tweaks, new animations and possibly new/overhauled combat mechanics.



If you would like to help test the combat mechanics before launch now is the time to jump in and start giving feedback. As soon as we've reached a good level of combat improvements we'll be getting ready for more large scale playtests.

We give our thanks to our backers, both new and old who have helped us get this far. Early access is only just the end of the beginning for us at RDBK, we still have a big journey ahead of us.

Alpha 1.7.5

Alpha 1.7.5

Added Brick textures on Brick external models
Added new Window that tells clients why they lost connection
Fixed upgrading buildings skipping tiers
Fixed Torch particle performance
Fixes for optimized buildings not being transmitted

The Base Building Optimization Update

Hi everyone, Mr. Z here.

I've just pushed out a fairly large patch that contains major optimizations to the biggest problems we encountered during the previous demo. The building system has had a major rewrite to enable large player bases to no longer cause so much lag on the server and the client. What this means in layman's terms is that we're quickly approaching the kind of performance targets needed for Early Access release. Tomorrow the servers will be wiping so I highly encourage people to come play this new patch so we can gather good performance data for it and find those final issues causing lag.

Going forwards we'll be working on fixing the most serious exploits, an engine upgrade, an overhaul of the combat system/animations and preparing the last few things for launch. There is even more than that happening behind the scenes so stay tuned for more updates.

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