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Reign of Guilds News

Update 0.53.578

Hello, friends!

First of all on behalf of Atlant Games team we want to congratulate the wonderful and beautiful ladies with this special day!

And now shortly about the main news:
  1. We made it to the quarterfinals of the the WN dew contest.
    Starting from 04/03 and until 01/04, you can vote for your favourite game - once a day. Your votes will be very useful to us, for voting - follow the link and put a like.
    Since you can vote every day, we, on our part, want to thank you for your activity:
    - For 10 votes - ROG Club membership;
    - For 15 votes - pre-order pack "Knight".
    - For 20 votes - pre order pack "Black Knight".
    For those who are already in ROG Club we will give 60, 120 and 185 RCP, respectively.
    Take a screenshot every day with a mark about likes and leave it in the topic on the forum, or in the comments.
  2. 26/02/2021 we came back to the Normal-server, which will be updated every 2 weeks, the PTR server now remains strictly for the developers needs. This means that you no longer need to enter the code for Beta versions on Steam, you need to play on the Normal-server, and the uptime of the PTR server will be minimal;
  3. List of invitees in the ROG Club by application (read more​):​ Dura, Kimiro, Arunte.

Have a nice working week, ROG'oms up!

[h2]Change list 0.53.578 from 05/03/2021[/h2]

[h3]1 | Code[/h3]
1.1 | Added:
  • The prototype of the siege structure (tower) with its own controller and physics - set in motion by 4 players;
  • The cost of using magic not only in MP, but also HP and energy;
  • Random for healing magic;
  • Mechanics of interaction with movable vendors (they stop for trade, after the end of trade - continue their way);
  • (AI) Logic for Troll and Troll Warlord;

1.2 | Optimized (incl. full refactor):
  • Interaction of the character with objects (now the authoritativeness is entirely on the server);
  • Mechanics of immortality after respawning;
  • Game start mechanics (appearing in the world);
  • Mechanics of unequip weapons when respawning / entering the game;
  • Camera change mechanics;
  • Buff / Debuff mechanics;

1.3 | Fixed:
  • Displaying level of items in the slot;
  • Number of items and its level in the tooltip (level l), incl. for items that do not stack into stacks.


[h3]2 | Game World[/h3]
General
2.1 | Added:
  • Teleports to locations;
  • Spawners with a fixed spawn location;
  • Underground floor for “Tavern” level for tutorial.

2.2 | Changed:
  • Balance of T0 items;
  • Powders (for consumption test);
  • Placeholder NPCs are gradually replaced with final ones and dress up.
Mines
2.1 | Added:
  • Temporarily placed trolls at the entrances.

[h3]3 | UI/UX[/h3]
3.1 | Added:
  • Unified tooltip lvl l for powders (subject);
  • Text values for hidden numerical characteristics of magic;
  • Tooltip lvl l for buffs (magic effect);
  • Sounds to the trade window;
  • Localization of the trade window.

3.2 | Changed:
  • Elements of the radial menu that have not yet been introduced are highlighted with a translucent design.

3.3 | Fixed:
  • Radial menu is closes when away from the target, or by ESC.

Update 0.53.567 (17/02/2021)

Introduction

Hello, friends!

Shortly about the main news:

  1. 26/01/2021 we canceled NDA, so in the near future we will start to give keys to all interested influencers;
  2. We diceded to increase the number of test keys for pre-order packs, including previously purchased ones: Banneret +1, Raubritter +2. To get them, use the "Key code" button on the forum;
  3. We have resumed to give invitation to the ROG Club on the application form (more details), here is the list of invited guests: Eskaldar, lvond, MatMax Qclick, SquiGuard;
  4. We have prepared a short video “End of Silence", starting from which we will prepare videos for our regular updates.


[previewyoutube][/previewyoutube]

ROG’oms up!

[h2]Patchnote 0.53.567 (17/02/2021)[/h2]

[h3]1 | Code[/h3]
1.1 | Added:
  • World Map (Key ”M” in English layout);
  • Loading screen with a progress bar;
  • System of second and third level tooltips;
  • Reduction system of units of measurement (thousand - “k”, million - “kk '') for items and taler.
  • Separate optimized AI system for citizens / workers / travelers / traders;
  • (AI) A new method for spawning mobs in specific locations rather than random locations.

1.2 | Changed:
  • Artificial lighting (including returned support for dynamic shadows);
  • For GM characters, the buff bar and hotbar are returned with a 3rd person camera;
  • Pressing the MMB (mouse wheel) allows you to rotate the camera around the character (previously, holding the RMB);
  • Pressing MMB again returns the bindings of the camera to the character (earlier - releasing RMB).

1.3 | Optimized:
  • Complete refactor of character death;
  • Complete teleportation refactor;
  • Damage, death, sight and respawn widgets;;
  • (AI) Full NPC refactor (guards);

1.4 | Fixed:
  • Taking negative damage (magic protection).


[h3]2 | Game world[/h3]
General
2.1 | Added:
  • New map (Tavern) for the main menu, it will also be for the tutorial level.

2.2 | Changed:
  • Fog and render distance;
  • Vendors are re-done to a new AI class;
  • Some products are from vendors.
Harbour Village
2.1 | Added:
  • 100+ more optimized artificial light sources;
  • Powder

2.2 |Changed:
  • House of the Elder.

[h3]3 | UI/UX[/h3]
3.1 | Added:
  • Tooltip (level ll) for a taler with full display of the amount;
  • Item level in the upper right corner of items icons;
  • The system of checkboxes for hiding windows when pressing the “TAB” button;
  • Localization of tooltips and widgets.

3.2 | Changed:
  • The item tooltip displays the total number of items in the slot;
  • Tooltip position (level ll).

3.3 | Fixed:
  • Displaying negative values in tooltips;
  • Different size of the text field description before and after fixing the tooltip.

Update 0.52.554 (01/02/2021)

Hello, friends!

In these 2 weeks, we paid maximum attention to bugs, as well as adding GM functionality that will allow us to debug the combat system together with you online.
Follow the announcements on the site - in the coming days there will be some news about the bureaucratic (and not only) changes in the life of the project.

Have a good working week, ROG’oms up!

[h3]1 | Code[/h3]
1.1 | Added:
  • Turn on/off artificial lighting (lanterns, lamps, candles,etc.), tied to server time. Presets for use by level designers;
  • GM characters returned to full 3rd person camera ability (test mode);
  • GM characters added the ability to change the physics of the combat system directly online (test mode);
  • Game settings at the Main menu.

1.2 | Changed:
  • Wipe of the PTR server;
  • Removed x100 rate for gaining experience;
  • The formula for gaining experience when taking damage;
  • The system of “sphercasts”: their number has been increased from 5 to 7, different timings (first and subsequent) have been added for various types of weapons and attacks;
  • Camera height from 1st person (177 cm) for a character (194 cm tall);
  • Camera height from 1st person when switching to a combat stance is now taken as a % of the base camera height, rather than in absolute value;
  • Height of the starting point for the sphercasts and the beam that checking hit in the head/body/legs;
  • Temporarily added a ban on dodge during cooldown (after attack/using magic);
  • Passive HP/MP regen (every 2 sec, depending on the Physical level and Magical level);
  • Calculation of energy consumption when jumping, depending on the weight and the number of repeated jumps.

1.3 | Optimized:
  • AI - New equip/unequip system for weapons;
  • New system for updating time of day and lighting in editor mode.

1.4 | Fixed:
  • Incorrect collision of some weapons behind the character’s back;
  • When re-equipping the same weapon, the equip animation is played from the “start” position of the unequip animation;
  • VFX powders from 1st and 3rd person are not displayed;
  • Weapons are not always unequipped when respawn/first entering the game;
  • Problems with equipment after death with a weapon in hand;
  • Involuntary unequip in some cases;
  • Shield block rises even during the weapon’s CD (and should only after the end);
  • All attack with melee weapons only from the left;
  • After death, it’s impossible to use powders;
  • No camera shake effects during unequip and swap;
  • No change in camera height when switching to a combat stance;
  • If you throw out 2H weapons from the inventory, and it was in the hotbar and was displayed behind the back, then it will remain behind (only externally);
  • Weapons disappears late in 3rd person on unequip / swap;
  • VFX does not disappear from the powder from the 3rd person, as well as the crossbow;
  • Removed the ability to hit with a RMB-attack from 3rd person view;
  • AI - for guards when switching from Idle to Defensive stance, the weapon is displayed with delay;
  • AI - wrong animations were played in the “Flee stance”;
  • AI - Guard Tag and access error, due to which Guard did not equip weapons;
  • Errors, if there is no server time controller in the scene.

[h3]2 | Game world[/h3]
General

2.1 | Added:
  • 2 quarries,1 mine (medium size, 3 entrances).

2.2 | Changed:
  • Natural lighting;
  • Loot containers are no longer GM type (there are no powders);
  • Remaster (textures,materials) of wood on 20+ models.
Harbour Village

2.1 | Added:
  • 30+ sources of artificial lighting.

2.2 | Changed:
  • Improved market;
  • Improved house interiors.
Abandoned Castle

2.1 | Changed:
  • 10+ materials on objects;
  • Minor edits in the plan of structure.

2.2 | Optimized:
  • LOD’s and collision of all stone walls.


[h3]3 | UI/UX[/h3]
3.1 | Added:
  • Direct connection of the dimensions of the sight of the melee weapon with the area of destruction of the given weapons (the diameter of the “sphercasts”, but not the range of the weapon);
  • New system for displaying the duration of buffs;
  • A new system of uniform tooltips for icons of characteristics and attributes of a character;
  • Localization of tooltips for icons.

3.2 | Changed:
  • System of appearing, fixing and closing tooltips of l and ll levels (F+LMB) on icon.

3.3 | Optimized:
  • UI textures for tooltips.

3.4 | Fixed:
  • Incorrect display of types of sight in combat stances;
  • The position of the energy icon and its icon in the characteristics menu;
  • The bonus is not displayed when bouncing in the character characteristics;
  • Bonus from blocking is displayed incorrectly in the characteristics window;
  • Unstable displaying of an additional bonus for shields in the item tooltip.

Update 0.52.548 (15/01/2021)

Friends, welcome!

Despite the fact that only one week has passed since the previous update, and even part of the team was resting, we still stick to the schedule, and that's what came of it!

Have a great weekend, ROG’oms up!

[h3]1 | Code[/h3]
1.1 | Added:
  • Change in tax rate for transactions with NPC depending on the type of vendor;
  • Vendor type “Speculator”;
  • New systems (un)equip/swap items in hand with CD system, hotbar;
  • Increased character defense during bounce: bonus size and duration depends on the direction of the bounce.
  • New system for calculating energy consumption for bounces / jumps: depends on the weight of the equipment, the direction of the bounce, the number of repetitions in a row;
  • Visual weapons drop from AI upon death.

1.2 | Changed:
  • Wipe of PTR-server;
  • Interaction of LMB and RMB in the “1H weapon with a shield” stance;
  • Disabled profession presets when creating a character, a character is created with level 1.1 and without profession;
  • At level 1.1, there is now 100 HP/MP/Energy;
  • Disabled inverse kinematics (IK) on the character.

1.3 | Optimized:
  • AI (stationary NPCs) - server load;
  • Mapping of weapons behind the characters back.

1.4 | Fixed:
  • Leveling character attributes by restoring HP/MP;
  • AI (Guards) - transition from Idle stance to Defensive stance;
  • Errors on the server related to weapons arrays;
  • Wrong mapping of an arrow when equipping a crossbow.

[h3]2 | In-Game items:[/h3]
2.1 | Added:
  • 19 items of T1 armor (head / chest / legs / feet / shields);
  • 8 items of T1 weapons (all types,except for the “2H axe”);
  • 23 items of T1 / 2 / 4 powders;
  • 4 items of character containers (3 main, 1 secondary);
  • 1 item of reset characteristics (20 points).

2.2 | Changed:
  • T2 loot from lepers;
  • Loot from rabbits.

[h3]3 | Game world[/h3]
General
3.1 | Changed:
  • Lighting.
Harbour village
3.2 | Added:
  • Market in the central square;
  • Sacked fishing district;
  • 2 vendors T1 (Weaponsmith,Sorcerer);
  • Interiors of houses (tavern,smithy,house of mortician,fishing hut,other apartment houses);
  • Placeholders for stationary NPCs and vendors;
  • Containers (chests,boxes, barrels,hiding-places).

3.3 | Changed:
  • Infrastructure;
  • Assortment from vendor T1 (Armorsmith);
  • House exteriors (foundations,exterior doors added).

3.4 | Optimized:
  • The number of isolated objects in the location has been reduced by 60% (ISM - instance static meshes).
Abandoned Castle
3.5 | Changed:
  • Layouts and dimensions of the forts;
  • a row of materials on objects;

3.6 | Optimized:
  • The number of isolated objects in the location has been reduced by 80% (ISM - instance static meshes).
Somewhere along the road from Harbour to the Castle
3.7 | Added:
  • Fishing camp;
  • Vendor T1 (Speculator).

[h3]4 | Models and animations[/h3]
4.1 | Added:
  • Bag models;
  • LODs for guards.

4.2 | Changed:
  • Dimensions of all weapons are adjusted to the intended type (example: short sword,sword,bastard,claymore,zweihander,etc).

[h3]5 | UI
[/h3]
5.1 | Added:
  • Castle siege window;
  • Icons for new items.

5.2 | Changed
  • Debug of client / server weight is disabled;
  • Disabled online information (remains only with GM).

5.3 | Optimized:
  • Improved quality,clarity and optimization of all available icons;

5.4 | Fixed:
  • At the end of the transaction, the selection of purchased goods was not removed in the trading window;
  • Trade window design.

[h3]6 | Known issues:[/h3]
6.1 | Constantly:
  • VFX powders from 1 and 3persons are not displayed;
  • Incorrect display of types of sights in combat stances;
  • When re-equipping same weapon, the equip animation is played from the “start” position of the unequip animation (does not affect the server);
  • Bonus from blocking is displayed incorrectly in the characteristics window;
  • Bonus is not displayed when bouncing in the characteristics window;
  • Incorrect collision at a number of weapons behind their backs - they can push another player away on the client, on the server everything remains in place;
  • Names and HP bars flickering at the NP
  • Vendors (Sorcerer and Weaponsmith) have name tooltips hidden by collisions.

6.2 | Often:
  • Problems with equipment after death with weapon in hand (it will come off over time);
  • For guards when switching from idle to Defensive stance, the weapon is displayed with delay.

6.3 | Rare:
  • Involuntary unequip in some cases;
  • Jittering on bounces;
  • Weapons are not always unequipped when reviving / first entering the game world.

Update 0.51.538 (07/01/2021)

!!! We won't post Reports #31-37 at our Steam page, but you can find them on our website. !!!

Greetings, dear friends, and happy new year!

This update is much more important for us than even for those who follow the project very closely. So before the patch note we will tell you what is the value of this report.

The way the studio managed to solve financial difficulties (described in Report No. 37), allowed to recruit the team in 4Q 2020 to the level exceeding even the most glorious days of Atlant Games, and we will continue to increase the staff this year.

Well, from the middle of November, the newly hired team began to work on Reign of Guilds.

Despite the new team which chemistry still far from perfect, difficult tasks were set among the first:

creation of a completely new game world;
fixing more than 14 thousand errors and warnings on the server that cause excessive load and instability;
updating versions of the game engine and minimizing the number of custom solutions (i.e. replacing them with the introduced functionality of Epic Games).
This update is a confirmation of the successful completion of the assigned tasks, as well as the acceleration of development.

[h2]About reports[/h2]

We have radically changed our approach to development, so the consequence will be the rejection of reports, since they often included content not yet added to the game, which was accumulating on the shelves, and updates were released extremely rarely.

Now, updates to the game on Steam will occur every 15 days, or earlier if necessary.

We will only talk about the progress in development that has already been added to the game, and that each of you will be able to see.

[h2]What to expect from this update?[/h2]

We would like to warn you against high expectations.

Of course, during these 1.5 months we did not manage to make a new game or even fill the new world with content. Now it will be added gradually, but steadily.

Most importantly, ROG has become more optimized both on the client and on the server, devoid of the initial flaws that were incorporated into the architecture of the world and is regularly updated.

Well, let’s ROG’oms up, friends, and move on to the patch note!

[h2]Updates list (0.51.538)[/h2]

[h3]1 | Code:[/h3]
1.1 | General:
  • Engine version update from UE4.22 to 4.23;
  • (Added) Dynamic level in main menu;
  • (Changed) System of server time and clock on the client;
  • (Changed) Lighting system (no TrueSky);
  • (Optimized) Server operation, fixed bugs leading to memory leaks;
  • (Optimized) Hitreact and ragdoll now only on the client;
  • (Fixed) Falling and receiving damage when spawning on the map;
  • (Fixed) Loss of control when appearing on the map;
  • (Fixed) Checking the existence of physical material,their sounds and FX.

1.2 | Combat system (on a way to 2.5 version)
  • (Added) System of inflicting damage by spherical casts, depending on the direction of impact (now the direction of spherical casts repeats animations);
  • (Added) Different degrees of recoil when hitting and interrupting attacks when hitting objects, as well as the types of these objects;
  • (Added) Stance with 2P powder;
  • (Added) Powder types for use in 1 or 2 hands,and for use in 2 hands only;
  • (Added) Forbiddance on jumping / sprint while aiming a crossbow, and forbiddance on aiming while jumping / sprinting;
  • (Changed) After performing an alternative attack (RMB) with a 1P/ 2P weapon, while holding down RMB,the alternative attack is repeated;
  • (Fixed) Possibility to change the crossbow to another weapon at any time when reloading the weapon;
  • (Fixed) Interrupting crossbow reloading during sprint / jump / bounce.

1.3 | Player’s character mechanics:
  • Hotbar and Weapon sockets (version 2.0)
    • (Added) On the character’s back there is 4 sockets (places) for weapons, for 1P weapons, 2P weapons, a shield and a crossbow;
    • (Added) Weapon behind the back now is displayed depending on the order in which the player has it on the hotbar;
    • (Added) Duration of equipping / unequipping / swap items in hands now depends on the type of item;
    • (Changed) When dying / entering the game, the selected weapon is unequipping;
    • (Changed) Increased time for equip / unequip / swap weapons;
    • (Fixed) Quick first weapon equipping after enterring the game, no animations timer;
    • (Fixed) 1P/ 2P axe weapon socket.
  • (Added) Impossibility of throwing items out of inventory upon death;
  • (Changed) Sprinting is allowed until 8% of the total energy remains, after that its prohibited until energy is restored to 15%;
  • (Added) Inability to press A and D keys while sprinting;
  • (Fixed) Dropping (visual) weapons and shields from hands on death;
  • (Added) Landing sounds for falling / jumping and bouncing;
  • (Added) In the upper right corner of the screen there is a teleport button (T) from anywhere;
  • (Added) A new system of HP and MP regeneration depending on the physical and magical level of the character and a variable recovery rate;
  • (Fixed) Fix the shadow of the crossbow at the beginning of the game;
  • (Fixed) AI spawner system, removed big lag at the time of AI spawning.

1.4 | AI:
  • (Added) The behavior of the guards depending on the weapon being carried (1P / 2P / Crossbow);
  • (Added) Mechanic - strafe around the target (movement around the target in the block and without);
  • (Added) Guards use same weapons and shields as the character;
  • (Added) Procedural hitreact and ragdoll (left only on the client);
  • (Added) Optimized HP / MP regeneration system;
  • (Added) Smooth playback of start and end animations;
  • (Added) Ability to use and alternate animations of simple animations that control movement;
  • (Optimized) AI characteristics structure;
  • (Optimized) Loot drop;
  • (Optimized) Spawner system;
  • (Fixed) HP trigger.

1.5 | Trade with vendor:
  • (Added) Information about the maximum transaction amount;
  • (Added) Notifications about the impossibility of making a sale / purchase and the item that caused this excess;
  • (Changed) Trade window increased;
  • (Changed) The need to re-click on the checkmark to confirm the selection;
  • (Fixed) When moving away from the vendor, the trade window is closing.

[h3]2 | Models and Animations:[/h3]
2.1 | Environment:
  • (Added) New terrain material;
  • (Added) New trees,vegetation,stones etc;
  • (Added) New houses (open type) for villages;
  • (Changed) LODs material and textures for palisades and wooden towers.

2.2 | Character:
  • (Added) Animations for the “Two-handed powder” stance.

2.3 | NPC:
  • (Added) Guards (light armor) and animations for them;
  • (Added) Lepers and animations for them.

[h3]3 | Level Design:[/h3]
3.1 | New Locations:
  • New world (continent) one common in 4 parts of the world;
  • Harbour Village (starting location);
  • Abandoned castle with 2 forts;
  • Settlement of the Lepers (west of Harbour in the forest across the lake).

3.2 | Filing and updating locations:
  • (Harbour) Guards,vendor,rodents;
  • (Settlement of Lepers) NPC.

3.3 | World optimization:
  • LODs for landscape;
  • New LOD method for vegetation.

[h3]4 | UI:[/h3]
  • (Added) Guild window;
  • (Added) Stack crushing window;
  • (Added) New window underlays;
  • (Added) Radial menu icons;
  • (Changed) Trade window.