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Reign of Guilds News

Update 0.94.610

  • Fixed:
- 2 causes of server crashes;
- (crafting) 0 durability recipes weren’t deleted from containers;
- (crafting) crafting depleted the durability of the wrong recipes;
- (crafting) issues with displaying CDs of crafting abilities in the widget;
- (crafting) using a crafting ability while it was cooling down;
- (quests) quests rewards were destroyed if players didn’t have enough slots or carry weight in their
  • inventory;
- (quests) the order of Vocation stage quests;
- (client) glittering grass/foliage with FSR turned on;
  • Changed:
- a large server optimization update (that we weren’t able to finish before PT#7);
- Removed storekeepers. Instead of them, players will have real estate shared between all characters on their accounts;
- immersive mode nameplate visibility was increased from 20 to 30 meters;
- crafting weak battle powders yields 12 times as much as buffs, while crafting medium battle powders yields 8 times as much;
- weapon damage is 15-25% less affected by centrifugal force;
- number of herbs and mushrooms spawned in Dwarrhan was increased by 1.8 times on average;
- a considerable decrease of raw material weights (until we add pack mounts);
- a number of boss trophies became items that are always dropped on death;
- increased bosses’ chance to drop trophies;
- gem drops (who drops them and how much);
- island mob only drop items up to T2;

  • AI (in more detail)
Dwarrhan
- Added about 15% spawners to remove blank spots;
- number of mobs spawned increased by an average of 2.3 times;
- spawn rates increased 5 times, and respawn rates decreased 3 times;
- changed spawn spots generation algorithm to prevent mobs from getting stuck;
  • Mines
- fixed AI getting submerged underground;
  • General AI changes:
- minimized the ability to “spin” the mobs around;
- backpedaling is no longer effective to avoid mob attacks;
- changed the logic behind mob rotation, unified mob accuracy and aiming process;
- changed the attack distance and attack rates;
  • Wolf:
- only runs away once, the chance of running away decreased 4 times, distance of running away decreased by 20%;
- decreased the number of jump triggers;
- a slight decrease of CDs between regular attacks;
- jump attacks won’t bump the character around so much;
- regular wolf’s attack rate and move speed allow to run away from the wolf using sprint; but there’s no - use in running away from the White Wolf;
  • Boar:
- floating attack CD;
- decreased the chance to make successive attacks;
- changed the general behavior pattern: it’ll rather toss you than push around all the forest and is much - quicker to change its behavior;
- character can interrupt the charge without jumping or dodging;
  • Bear:
- doesn’t allow fleeing from it, but has a lower chance of a continuous chase, only attacks once while chasing;
- emphasized the difference between attack types: a quick bite with a smaller attack area, and a large - swing with a bigger attack area;
  • Humanoid mobs:
- can’t catch up with a sprinting character;
- can catch up a character running with regular speed;
- different CDs of different attacks (some are better for chasing and some for dealing damage);
  • Bosses:
- fixed short mini-boss respawn rates;
- a considerable increase of respawn types;
- the golem is always vulnerable, even while the small golems are alive;
- decreased the number of regular trolls on swamps but also turned on the ecosystem effect;



Playtest #7 Patch #2

  1. (fixed) duplicating items in banker storage;
  2. (fixed) money abuse when working with guild accounts;
  3. (fixed) AOE damage on mobs;
  4. (fixed) ability cooldown reset after server transitions;
  5. (fixed) incorrect bonuses from higher magical levels;
  6. (fixed) castle and fort gates;
  7. (fixed) tolls after transferring between servers;
  8. (fixed) over-lighting in tavern during foggy weather on Rivulet Island;
  9. (fixed) Oer safe zone;
  10. (fixed) a number of quests;
  11. (fixed) a number of errors in tooltips and widgets;
  12. (fixed) hotbar UX;
  13. (fixed) collisions of spiders;
  14. (fixed) mine (East) and cave (West) entrances;
  15. (changed) a considerable change of ability cooldowns;
  16. (changed) Mini-Bosses: now drop T2 weapons, decreasing the chance of dropping equipment, crafting recipes, enchantment recipes and the quality of dropped items;
  17. (added) token vendors in castles and in a number of other locations;
  18. (added) flags in castle that visualize the process of capturing points and burning forts;
  19. (added) map markers;


Playtest #7 Patch #1

The first changes based on your feedback won't be long in coming

  1. (fixed) server crashes when using Air magic;
  2. (changed) a safe measure that returns character on the landscape in case it’s fallen through it;
  3. (changed) realty: additional checks for chest loading queue, to prevent the appearance of a “null” chest;;
  4. (changed) additional checks and order of saving of chests and bank containers;
  5. (added) castles: turned on servers, added some castle objects (including overturned castle gates :D), that are necessary to siege a castle, added tax zones;
  6. (partially fixed) party: leaving party with a logged off leader;
  7. (changed) guilds: senior’s exit from guild passes the rights to tech. senior, prohibited the deletion of characters who are in the position of a senior;
  8. (fixed) no reward for completion some of the starter island quests;
  9. (added) a number of missing teleport tokens, portals, and portal destinations;
  10. (fixed) Eastern continent mines (entrances and exits);
  11. (fixed) caves: spiders spawning on ceilings, turned off boss’s sublogics;
  12. (fixed) character rotation on leaving the game;
  13. (added) safe zones in Oer hubs;
  14. (fixed) the return of the librarian;


Update 0.94.608 and Playtest #7

Let’s start with PT#7, and then go to the patch note:
- This is definitely the last playtest before Early Access;
- It will last until 26/02;
  • The “Veterans” of PT#7 will receive special rewards:
- the least is ROG Points, that will act as currency to buy skins from a special NPC;
- at best, we’ll think how to most painlessly issue these players unique skins and starting items;
  • To become a "Veteran,” you need to have a character on your account that has to:
- be created after 00:00 16/02/2024 (GMT+3);
- have the minimum level of 15.15;
- be at least at the second stage of any Vocation;
- have at least 4 additional abilities (the ones gained through quests);

Now on to the update, which is directly connected to the summary of PT#6. Let’s begin with the most unpleasant of issues:
  • We’ve directed special attention to 2 problems:
- loss of various valuables on transferring between servers;
- falling through landscapes on loading into the world;
  • Desynchronization of melee weapons in PvE:
- we overhauled the system of hit registration;
  • Party / Heal / Aggro:
- fixed issues with parties when transferring between servers;
- fixed issues with abilities affecting aggro when they were used on bosses;
- new aggro mechanics and rebalance of the old ones;
- party heal powders of 2 types;
  • Abuses and measures against them, including chats:
- Ability to mute characters in chat, and an initial version of reports;
- Measures in PvE against XP abuse similar to those in the PvP system:
- following the advice of ROG Club pioneers, we turned on the XP gained from bosses;
- turned off intermediate attribute blocks;
- ALT+F4 after death;
- AI walked around each other and characters, even though AI’s dodges were turned off;
- added a button to turn off character collision in safe zones;
- The Royal Bank clerk on the island stopped accepting money transfers from guilds;
  • Bosses:
- Added new locations and new types of mini-bosses (Northerners). Temporarily, they will also spawn in leper camps;
- Nerfed swamp troll (number of minions reduced from 5 to 3), and the roaming trolls;
  • Castles, taxes, and tolls:
- general bug fix;
- added more castles, now there are 12, 3 for each of 4 counties;
- better visualization of castle filling, added random variation of castle phase duration;
- SFX/VFX for capturing and burning forts (the flags haven’t been added to all the castles);
- decreased the size of zones taxed by castles;
- improved the tax widget and the auto-pay function;
- stricter time frames of tax changes and addition of “reporting period” that should end before taxes appear in the treasury;
  • Abilities and Vocations:
- Ability and Vocation quest givers were spread around T1 counties;
- changed the requirements for completing ability and vocation quests;
- Vocation balance fixes;
- All abilities were divided between professions;
  • New and some good stuff as a sign of acknowledgement of your suggestions, game design:
- arena battles finally come back;
- ability to craft food and new innkeeper food stocks;
- medium crossbows, shortened CDs for light crossbows, and new models for all of those. We are still only working on adding ammunition for them;
- combat powders have greater craft yields compared to various buffs;
-fixed loot, increased the chances of loot drops from ordinary mobs, including a new approach - T1 county mobs drop T1-T3 items regardless of their proximity to settlements;
- fixed a number of items (stats/requirements);
- fixed the rate of passive item duration wear, most of item wear now happens actively;
  • Content:
- Т1 West counties and, Т2 counties (partially added and still in plans);
  • Visual/ UI / UX:
- New Seamless border visualization - another homage to “The Sphere”;
- Tabula Rasa - now stacks points for redistribution and features the ability to enter number values manually;
- ability to toggle satiety bar under the energy bar and ability to toggle all stat bars;
- a number of funny additions related to the first steps to making dummy-NPCs a little more living ;)
- hotbar key binds;
  • Other fixes:
- fixes Tech Buffs stacking on the character and AIs;
- a number of fixes related to widgets and more informative tooltips;
- improvements of the map and its UX;
- graphics improvements (buildings and landscape textures), including optimization;
- and much, much more!


We will make a few minor planned updates during the playtest, but we will focus primarily on bug fixes and polishing.

Have a great game.
RoG’ums Up!






Playtest #7 in 2 days!




Hello, friends!
In two days, our team of developers will reach the finish line. Playtesting, and then the final sprint and early access!

[h3]We will conduct the final playtest of the game from February 16th to 26th.[/h3]
A large number of edits and improvements have already been made to the game build, which will make the gameplay more cohesive and of higher quality.

Your participation and feedback are vital to us!