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Citadel: Forged With Fire News

Citadel: Forged with Fire *Updated* 2020 Roadmap

Hello, Wizards of Ignus!

We hope everyone is healthy and staying safe at home. Our team has been working away to bring you a lot more Citadel content, we are extremely excited and can’t wait to show you what we have planned over the next couple of months!



[h2]Coming Soon! [/h2]
[h3]An All-New Dungeon & Horrifying Creature:[/h3] A dark evil is lurking in the shadows of Ignus that threatens your land! There’s not too much known about this villainous monstrosity, only the bravest heroes will be able to vanquish this evil. Part two of our massive expansion is making it’s way to the base Citadel game. Courageous heroes bold enough to take on this unknown evil will be left with a grand story to tell. Get ready for the concluding story, brand new features, new structures and all-new deadly creatures roaming throughout Ignus in the upcoming months!

Stay tuned to learn more about this all-new grand adventure waiting for you!

[h3]Mastery Level Quests:[/h3] Our quest system has expanded once again, with an all-new series of quests leading deeper into the secrets of Ignus that was once long forgotten.
That’s not all! We will also include a brand new Daily Mastery Level Quest, so stay tuned for more information on these two major quests expansions!



[h3]A Wild Mutant Has Appeared:[/h3] An increased amount of paranormal activity has been awakened in the shadows of Ignus, increasing the frequency of mutations among the wild beasts that roam the land. They are much bigger and more powerful than their standard counterparts, can occur seemingly anywhere, and provide a far more rewarding challenge for the stoic heroes who vanquish them. Do you have what it takes to tackle these deadly foes? Team up to challenge these boss-level creatures or dare fly solo. Those who come out victorious will be rewarded handsomely.

[h2]Next Steps[/h2]
There is a lot more content planned out which we haven’t been able to share just yet and a lot of new game mechanics that have been greatly enhanced. As we get closer to release we will update you guys further on what’s to come.

As always thank you to the community for all the support and help, we’re always taking in your feedback and suggestions. We hope everyone continues to stay safe and healthy at home. See you again soon Wizards.

Join the conversation and stay up to date on the Citadel Discord: https://discord.gg/QNWzZfK

Patch Notes - 26/03/20 Localization and Bug Fixes

Hello Wizards!

Thank you for your patience as we continue to update Citadel from behind the scenes. We have a few small updates and bug fixes going forward in this patch.

[h3]Localizations[/h3]
  • Added Japanese Localization
  • Added Traditional Chinese Localization
  • Added translations and language support for quests



[h3]Improvements and Fixes[/h3]
  • Improved the server backup system
  • Increased global object limit to support servers with 500k structure limits
  • Fixed Quest objective text size when viewing from the journal
  • Added a command for admins to check out possible mesher locations "/showpossiblemeshers"
  • Fixed a bug with 'Magical Machinations' rewards not fitting the text description
  • Fixed a bug where structures would not decay outside of raid hours
  • Fixed a single-player crash when quitting the game
  • Fixed some situations where NPCs would not spawn on single player




We also want to welcome the new wizards. We’re glad to see new faces in the game, if you’re ever interested in our growing community please check out our Discord. We have active community members to give you a welcoming hand and some great advice!

Citadel Discord: https://discord.gg/QNWzZfK

Hotfix - 02/14/2020 - Server Stability Fix

Hey Wizards!

We've launched a small update to address some server stability issues. No other changes have been added to this update.

Thanks for your patience!

Patch Notes - 02/13/2020 - QOL Improvements & Bug Fixes



[h2]Hello Wizards![/h2]
We hope you've had a chance to check out the big quest update we launched last week. We've been watching your feedback roll in so today we're bringing you a patch which includes a variety of bug fixes, gameplay improvements and other goodies.

As always, thanks to our community for your continued support and feedback! Keep the comments rolling in and make sure to take a look at the notes below to see what's been updated today:

[h3]New Additions[/h3]
  • Siege turrets now do 5x damage to shields specifically, and can be buffed by raider's stones, for up to 25x damage to shields
  • Structures now visually report damage for added siege clarity

[h3]Gameplay Tweaks[/h3]
  • Minor adjustments to boss caves to prevent unintended behaviors
  • Reduced raider stone activation time from 6 hours to 4 hours due to popular demand
  • Reduced "hasty hare" sprint multiplier due to popular demand, should also spawn more reliably
  • Slightly increased no-build volume outside Crystal Caves to curb griefing "hasty hare" spawn
  • Tuned healing spells to compensate for removal of PvP multiplier (they should be more effective overall)
  • Minor tweaks to some item rarities
  • Grounded the flying large dragon in Dragon Heart Citadel due to a bug with its aerial flight path

[h3]Aesthetic Changes[/h3]
  • Better particle cull settings to improve performance in some persistent world objects
  • Better particle cull settings on creatures to improve performance
  • Fixed a bug with dye-able regions on boss gear
  • Tightened mana generator collision profile
  • Optimized imp smoke spell
  • Cave entrance FX for amethyst geodes to lessen light leaking through at distance
  • Adjustments made to horse scale to prevent dismounting issues
  • Tightened imp death offset to reduce floating amount
  • Fixed a cave trigger volume that provided strange skylight effects
  • Improved reliability of imp invisibility spell
  • Increased raider's stone and shield draw distances

[h3]Technical Fixes[/h3]
  • Fixed issue with player collision size
  • Disabled stealth spell in boss caves
  • Fixed sanctuary spell
  • Fixed an inadvertant issue where PvP multiplier was being applied to healing spells
  • Healing pools and shields now function correctly, especially on highly-populated servers
  • Fixed attack-based structure cooldown to eliminate false-positives
  • Fixed issue with non-English knowledge menus cutting off content
  • Fixed issues with 5:4 scaling in menu UI
  • Fixed bug that modified player flight speed after dyeing flight trinket
  • Improved NPC reporting when killed
  • Improved accuracy of NPC/turret/misc perceptions
  • Fixed greyscale dye display issues
  • Fixed "speak to" quest issues
  • Structure ownership is better resolved
  • Fixed siege turret projectiles not detonating

Patch Delayed - 02/12/2020

Hey everyone,

To those of you who were expecting a patch today, we've encountered a few issues with the build we'd like to address before releasing it to the public. Stay tuned as we look to launch a patch in the next few days!

- Blue Isle Dev Team