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Reign of Guilds News

Steam playtest #1 Results

Dear friends,

In this letter we will try to sum up the results of playtest #1, address a number of common reports & questions, and also tell about our plans for the following weeks and playtest #2.

But first we want to thank everyone who participated, reported issues, told their friends about the game, streamed it, and shared their opinion.

Over 1800 players took part in the playtest. 1600 joined via Steam Playtest, the rest with the help of keys acquired earlier.

[h3]I. Results[/h3]
We should remind that the primary objective of this playtest was to test the backend and game server (namely the game server, not the physical machine).

The backend did great: controlling of player statuses, queuing, creating game server mirrors (Tavern), and rebooting a crashed server in case of a critical error.

Game server(original Rivulet Island) was overloaded for the first 2 days (before the evening patch of 10/01/2023). It had to do with too many AIs. 400 mobs simultaneously walking the island was too many for our optimization in that regard.
After the patch that decreased the number of animals and shortened their respawn time, we managed to stabilize the server.

Server crashes: in these 3 days, we found a single critical error that occurred on the Rivulet Island and caused a crash. It took place when for some reason, players stopped meeting the attribute requirements of equipped items. Reentering the world as such a character would cause an immediate server crash. The player who was the first to equip heavy armor and then redistribute attributes in order to be able to carry a two-handed weapon was Lucifer. In the 2nd day patch, we addressed this issue by prohibiting redistributing an attribute if any equipped item has requirements. In the next patch, we will fix this error completely.

[h3]II. Reports and Questions (by popularity and criticality):[/h3]
  • Tutorial map
    • The main issue we found was a long delay before assigning personal rooms for a quick stream of players.
    • The tutorial map caused a good deal of resentment. That’s why we are planning to simplify it, cut the number of additional stages, and partially refactor it by the next playtest;
    • Respawning items in the Tavern is an intentional decision. That’s why they are weaker than T0 items and have a zero price. There’s no problem in players helping themselves with them and selling to other players. Except for Tabula Rasa which we will make weaker, giving it only 5 points to redistribute.;
  • Magic
    • Magical Attack and Defense had an error in their formula, while heated powders gave no attack bonus. This error has been fixed, and we won’t see it in the next patch;
    • 2+ level powders were not planned for this test, that’s why they gave fewer stats and had smaller requirements. By the time of playtest #2 we will add more powders up to level 3, including their bonuses, requirements, and crafting recipes;
  • AI
    • Besides server authorization and a limited list of mobs, we faced the issue of not so random walk paths. They caused the mobs to accumulate in certain areas of spawners instead of dispersing equally across them.
    • We will also completely turn off the ecosystem logic on the island, since it caused complete disappearance of certain kinds of mobs (e.g. Stickmen near the village) and them being replaced by other mobs;
    • Mob “difficulty” that manifests as exaggerated stats is a temporary decision that will be replaced by revisioning mob behaviors and adding more game logics to them
    • Named mobs will be rebalanced;
    • Regular mobs respawn time will be decreased by 3–5 times;
  • Material wealth on Rivulet Island
    • We will fix the lack of resources by decreasing respawn time since players cannot choose alternative sources of raw materials or fight for influence do to the rules of PvP-safezone unlike in Dwarrhan;
    • We will fix the lack of recipes by increasing their drop chances and those of animal trophies;
    • Lack of herbs will be fixed by increasing the number of spawners and by adding a Herbalist NPC;
    • With all that in mind, we will prohibit players to leave the island with resources/materials/herbs in inventory, since acquiring them on the island is substantially easier than in Dwarrhan;
  • Traders
    • To help players get acquainted with magic, we will add cheap T0 powders, including DoT HP/MP restoration spells (that are only found in one quest and have high requirements);
    • We will add a trader who will sell higher capacity pouches, recipe books, and a Tabula Rasa;
  • DVB/DQB
    • As much as we’d want to make players acquainted with these mechanics, we will nearly completely turn DVB and DQB off, since they only work when players are free to choose what to do and where to go. They will only be active for a couple of secondary quests and NPCs;
  • Blocking and dodging
    • The prohibition to block and dodge during cooldown will be shortened by the time of playtest #3 for better dynamics;
    • Getting hit in the shield will no longer drain energy;
    • Dodges caused PD and MD to be displayed incorrectly in the character window on the client version. We have already fixed this error;
  • Map & Compass
    • Apart from fixing several issues, we will add more navigation details on the map to help find certain NPCs;
    • Since we have not yet added a Map item, the map with maximum details will be available for everyone;
  • Graveyards & Portals
    • Because of the issue with respawning near the castle instead of the village, we will delete the castle graveyard, and make the token leading there significantly cheaper. The token will also be available for purchase in the village;
    • We will add portal tokens leading to different locations on the island, and some portal leading back to the village;


III. Plans & Playtest #2
There will be 20-30 day intervals between tests. You will receive notification about the next date at least one week before the start.

We decided to hold playtest #2 on the same Island.

Apart the things described above and through bug fixing, we will add to the island:
  • Arena;
  • Several more named mobs with different respawn times. Among them, only the troll will remain manageable for a solo PvE player;
  • Several new quests that will reward players with enchanted items in exchange for ancient coins;
  • Banger NPC that will register guilds, with a limited DVB system;
  • Storekeeper NPC to store personal items;
  • Real estate to store your personal items;
  • Jewelry;
  • Item balance, 1-2 lvl, 1-3 lvl for powders;
  • A number of other things. The complete list will be available in the next patch note.


In playtest #3 we are planning to let the players out from Rivulet Island to Dwarrhan with 1 or 2 eastern counties available. During this playtest we plan to check:
  • Vocations (with a limited number of unique abilities and without vocation items);
  • Castle siege and management;
  • Castle taxes;
  • Karma and World PvP.


IV. Conclusion

Again, we want to thank everyone who took part in the playtest, for their critique and positive feedback. Despite the abundance of technical issues and lack of content, some of you played for dozens of hours. Our team is satisfied with the result and will try to show as much progress as possible by the time of the next playtest.

Stay tuned and see you on Playtest #2.
ROG’oms up, friends!

Steam playtest #1

Dear friends!
It's time for the first playtest on Steam!

The test is open:
carried out via Steam playtest, everyone who signed up for it will get an access as well as those who wants to join during testing period.
Lasts for 3 days:
starts at 17:00 01/07/2023 and ends at 20:00 01/10/2023 (GMT+00:00) .
Server:
Normal, i.e. the Steam Playtest participants are located on the same servers as the owners of previously received keys (ROG Club and other distributions);
The test is limited by several locations:
Starting tavern and Rivulet Island. Servers with the kingdom of Dwarrhan will not be launched, and the quest for tokens to leave the Island has a special limit of 5+ million talers.

In this playtest, you will be able to learn the basics of the game in a tavern and get to the Rivulet Island, where you can get familiar with the main mechanics of the game: PvE (including fights with 2 bosses), PvP in the “Black Zone” on a destroyed castle, powders crafting, quests and much more. The most persistent will be able to get unique items from the Rivulet Island (cloak and helmet, which will come in handy in the future).

P.S.
This is the first open test and it’s technical for us, so server crashes and rollbacks are possible. We call for your understanding and patience. And of course, we will be glad to hear any feedback from you!

ROG’oms up!

Update 0.90.160

Hello everyone!

Briefly on the state of the project and our plans:
  1. The current world situation did not spare us. We had to come up with the only possible decision - cut some content and features to release in early access as soon as possible;
  2. However, these are the features (some are already being tested, others are in progress) that will be
    • included in early access:
    • Taxation of castle territories;
    • Count (taxation & county expenses that make its territory more attractive to players);
    • Market square;
    • Buyable real estate;
    • PvP Leaderboard for the Arena;
    • Instances (public & private);
    • Castle capturing including its instances i.e. server division;
  3. Regarding the map of the kingdom, it will include:
    • 4 counties (2 in the East & 2 in the West);
    • A new island that will be a continuation of the tutorial after leaving the tavern;
  4. Our new roadmap includes some more details [https://trello.com/b/KYM9Lunj/reign-of-guilds-roadmap];
  5. Before early access we are planning to hold at least 3 open playtests. The first one is scheduled for December this year;
  6. Beside that, we are going to distribute a lot of free keys on the forum, for testing between the open playtests;
  7. Early access itself is scheduled for the end of the winter;


Preparing a project that accumulated so many features is no easy task for a studio our size. We do realize that there are going to be some rough edges that we’ll do our best to fix.

The thing we will appreciate most of all is your support.

Now, let’s get down to the patch and have a good weekend!


ROG’oms up!

[h2]Change List 0.90.160 from 09/12/2022[/h2]
[h3]Changes[/h3]
Server Part | Backend
1.1 | Added:
  • Disconnect controller;
  • A system controlling transitions between instances and Dwarrhan;

1.2 | Changed:
  • The project was updated to the version 4.27.2 of UE;
  • Receiving and processing of several TCP-packages on the game server;
  • The operation of World Origin Rebase and Seamless;
  • In-game time requests;
  • During transitions, the character on server is created in advance;

1.3 | Optimized:
  • Improved server stability;
  • AI navigation paths and their consumption of RAM;
  • PHP part – changes and optimization of the entire architecture;

1.4 | Fixed:
  • Server crashes (х2 inventory, 1х abilities);


Client Part
1.1 | Added:
  • Added FSR2 support (increased FPS from 15 to 40% depending on the chosen preset and system);
  • 165 Hertz monitors support

1.2 | Changed:
  • Removed Vulkan support;


Menu | Chat | Log
1.1 | Added:
  • New settings menu with enhanced functionality and new presets;

1.2 | Changed:
  • Refactored combat logs and notifications;

1.3 | Fixed:
  • Issues with sending messages in guild chats;
  • An issue with chat tabs that appeared on deleting all the tabs.


Character | Vocations & Abilities | Quests
1.1 | Added:
  • Buff System 2.5: having a certain buff active and on doing certain actions, players can passively place buffs or debuffs;
  • Experience abuse prevention system;
  • The system of bonuses / maluses to experience for killing / not killing certain targets;
  • The system for prohibiting teleportation with certain types of items in the inventory;
  • Buffs that allow leveling up attributes with discounts;
  • Separate personal save files for each character on the client;

1.2 | Changed:
  • Attach direction depending on the character’s motion direction;
  • Updating dynamic quest coefficients for normal servers;
  • The character won’t save twice on being disconnected;
  • Ladder system (can’t climb with a weapon in hand, while in use the ladder has collision turned off);
  • Turned off the hotbar queue, added an effect that hints that it is impossible to swap the item in hand;

1.3 | Fixed:
  • The system for checking the totals of attributes when spawning the character in the world;
  • Issue with loading buffs from the DB;
  • Issue with loading a character’s default appearance from DB, after which the character would spawn;
  • Issue with displacement change in World Origin Rebase;
  • Issue with saving quest progress;
  • Issue with displaying quest;
  • Appearance editor issues;
  • Issue that prevented vocation abilities from loading correctly;
  • Characters received no magic level experience for hitting mobs or players;
  • Incorrect info in ability tooltips;
  • Quest descriptions to support DQB system;
  • Unequipping while backing up;
  • Issues with attribute respecialization;
  • Receiving experience for placing (de)buffs;
  • Gradual fixing of other issues;


Map & Compass
1.1 | Added:
  • Displaying group members on the map and compass;
  • Displaying quests on the map;
  • Quest journal opens on clicking on a quest mark;


Items | Craft | Trade
1.1 | Fixed:
  • Container trace system;
  • Issue with adding items in the trade window;
  • Item tooltips wouldn’t update as items lost durability;


Party
1.1 | Added:
  • New service for parties to support working between servers

1.2 | Optimized:
  • Added a more server-wise optimized party HP system and its replication for party members;

1.3 | Fixed:
  • Issue with sending messages in party chats;
  • Issue with deleting information about parties from the server;
  • Issue with receiving information on parties after a Seamless transition;


Fixed (other):
  • BT-0000308: Character model did not disappear on dying;
  • 0000322: Pot would disappear when brewing powders;
  • 0000323: Choosing DirectX version;
  • 0000324: The very first quest;
  • 0000325: Items would disappear from hotbar slots, and other hotbar issues;
  • 0000326: Character could brew powders of much higher level from the same recipe;
  • 0000327/0000335: Bank worked incorrectly;
  • 0000328: Bank window would close on its own;
  • 0000329: The pot did not detect ingredients in the inventory;
  • 0000332: Some herbs would soar above the ground;
  • 0000333: An issue with HP buff;
  • 0000340: Incorrect display of markers on the map;
  • 0000341: HoT and MoT powders stopped working unexpectedly;
  • Stickmen would walk backwards to the spawn spot in their defense stance;
  • Skins and their drops;
  • Questgiver widget wouldn’t update correctly;
  • Client crash when using a number of symbols when creating a guild;
  • Sky jitter when processing World Origin Rebase;
  • Video memory allocation setting;
  • Motion blur for high resolution monitors;
  • Karma slots did not update with karma changes;
  • One of the unfair ways to get talers;
  • Issue with World Origin Rebase for dissipate effects;
  • A number of issues with the new ladder system;
  • A number of issues connected to the priest;
  • An incorrect operation of aggro-lists;
  • AI: after killing the named mob for the first time, only named mobs would spawn instead of minions;
  • AI: guards animations;
  • AI: the damage received from castle guards;;
  • Artifacts of grass types;
  • Input delay when spawning the character on the server;


[h3]Game World[/h3]
General
2.1 | Changed:
  • Removed the vegetation that spoiled the appearance of the environment;
  • T1 roads in the state of “utter desolation”;

Rivulet Island
  1. It is a LVL 2 tutorial location;
  2. The character will appear on the island on leaving the tutorial tavern;
  3. Just like with the tavern, there can be multiple identical islands (instances);
  4. Unlike the overworld, the island is a PvP-SafeZone, except for the castle that is a BlackZone;
  5. Upon completion of the crucial quests, the character will be able to choose a token that would take them to one of the settlements in Dwarrhan;
  6. It is much more tightly packed with mobs, unlike Dwarrhan. Players’ actions will also have a weaker effect on its ecosystem;;
  7. Includes following locations:
    • Village;
    • Lumber Camp;
    • Mine (without the underground level);
    • Abandoned Castle;


Daerkunn County
2.1 | Added:
  • A waterlogged area around the abandoned lumber camp near Harbur;
  • A drowned portal on the island where the player appears for the first time;

2.2 | Changed:
  • Added towers in the forts of the castles in the county;
  • The vegetation in settlements was made thicker;

2.3 | Fixed:
  • Other minor visual issues;
  • Road collision (to prevent character feet from drowning in the mesh);


Gwasgar County
2.1 | Added
  • City;
  • Village;
  • Trader and refiner NPCs in the settlements;
  • Refiners in the locations of refinement;
  • Resource spawners in the locations of extraction;
  • Herb spawners all around the county;


Tanlud County
2.1 | Added
  • Village;


[h3]UI/UX[/h3]
3.1 | Added:
  • Display of bonuses / maluses in vocation tooltips;
  • Overrides for sliders;

3.2 | Changed:
  • Passive skills cannot be dragged out of the window;
  • Vocation ability tooltips now include the information whether it is passive or active;
  • The location and size of nameplates;
  • Weather: turned off drizzle;

3.3 | Fixed:
  • Incorrect displacement in the current zone window;
  • Incorrect guild ranks;
  • Minor issues;


[h3]Visuals[/h3]
4.1 | Added:
  • Trails and blood particles on the ground after hitting a player;

4.2 | Changed:
  • The approach to the lighting in the game;
  • Blood splashes;
  • The intensity of color and glow of blood;
  • The distance fog in the world is now much closer to the player;
  • The parameters of the lamp posts that turn off at night;
  • Third person camera will not crash into players, NPCs and lamp posts;

4.3 | Fixed:
  • Issues with the night sky;
  • Shimmering hair of NPCs;
  • The tutorial map didn’t have a skybox;
  • The roads could glow in the morning;
  • Glowing swamps;
  • Glowing character material;

Update 0.87.110

Just like in two previous updates, we concentrated on fixing issues and polishing the project. Some new mechanics:
  • Arena (1.1): 2x2 arena fights;
  • Improved the physics of the combat and magic systems;
  • New chat (not just UI/UX, but also the backend);
  • Party (1.1): experience distribution for party members;
ROG’oms up!

[h2]List of Changes 0.87.110 from 18/08/2022[/h2]
[h3]Temporary changes:[/h3]
  1. Turned on x5 experience rates;
  2. Translucent clouds on the map, showing an area that is not supported by the servers (moving into the clouds = falling through the landscape);
  3. Emergency respawn button;
  4. Skip tutorial step button;


[h3]Changes:[/h3]
1.1 | (Fixed) Crashes:
  1. Server (Inventory);
  2. Server (World Container);
  3. Server (Buff System);
  4. Client (Abilities);

1.2 | (Fixed) Seamless:
  1. An issue with getting the information about the party after the transition;

1.3 | Main menu / chat:
  1. (Added) Chat tabs can be moved;
  2. (Added) Chat tabs can be closed via the context menu;
  3. (Fixed) The duplication of hot keys assigned to chat tabs;
  4. (Fixed) Chat tabs spawned infinitely;
  5. (Fixed) Sending messages in the party chat;
  6. (Fixed) The update of the character list in the characters menu was delayed from time to time;

1.4 | General:
  1. (Added) Scheduled character back up system;
  2. (Changed) Map (2.3):
    • Locations of vocation schools will be displayed on the map after joining them;
    • Map detailing system: compass mark appears at N meters before the object and disappears at N meters when approaching it;
  3. (Changed) Max interact distance calculation system;
  4. (Changed) Max interact distance calculation system;
  5. (Changed) Increased the timeout to load the world;
  6. (Changed) Item types for vendors;
  7. (Fixed) Collision volumes that didn’t allow nicknames to show up;

1.5 | Character:
  1. (Changed) Accumulation of HP / MP for PHYS and MAG lvl, respectively;
  2. (Changed) Jump height increased from 1 m to 1.5 m;
  3. (Changed) Refactored and optimized item requirements system;
  4. (Fixed) Satiety – incorrect calculation of effects (both bonuses and maluses);
  5. (Fixed) A “jump” when changing the height of the character (during creation) and, as a result, twitching of the character capsule during the game;
  6. (Fixed) Characters stopped on opening UI windows;
  7. (Fixed) Incorrect display of passive bonuses to defense from shields;

1.6 | Combat system / Magic:
  1. (Changed) Combat system 3.1
    • Now one direction of attack corresponds to one direction of movement;
    • The number of sphercasts at the angle of attack is increased 1.5 times;
    • The number of spherecasts on piercing attacks has been reduced;
    • Sprint attack for 1H weapons is now a separate type of attack with its own +/-;
    • 1H attack speed with weapons is significantly slowed down;
    • Adjusted 2H attack speed of swords, axes, and maces;
  2. Magic 2.2:
    • Added EOT buffs – HP/MP regeneration;
    • Added a delivery method that allows a character to apply technical buffs to another character;
    • When updating a buff, the order of buffs will not change;
    • Added a dispel effect on miss with (de)buffs;
    • Added a dissipation effect on hit with an unsuccessful application of the (de)buff;
    • Improved SFX/VFX setup for delivery methods and magic finishers;
    • Changed the shape of the affected area for AOE powders;
  3. (Fixed) Blocking with a shield in PvE did not provide a bonus to defense;
  4. (Fixed) Heating powders restored mana instead of spending;
  5. (Fixed) Crash when using powders while sprinting (jittering);
  6. (Fixed) Magic effects are no longer detached from hands when using powders;
  7. (Fixed) Crossbow could sometimes be incorrectly attached to the character model;

1.7 | Party (1.1):
  1. (Added) Experience distribution system for party members;
  2. (Added) Distance influences experience distribution and party members’ nickname display;
  3. (Changed) Service requests for parties;
  4. (Fixed) Bug with clearing information about parties from the server;

1.8 | Tutorial:
  1. (Added) A check if the tutorial was interrupted;
  2. (Fixed) It was impossible to complete a tutorial stage with the stickman after dying and the stickman would still aggro from behind the door;
  3. (Fixed) The code that checked whether the player has the items necessary to complete a stage;

1.9 | Loot/Items/Resources/Refinement/Craft:
  1. (Changed) Resource/Herb spawners (1.3):
    • (Optimized) Refactored and optimized the server part;
    • (Changed) The timer for the next spawned item;
    • (Fixed) BT-0000317: Two and more items could spawn in the same spot;
    • (Fixed) Some items could fall through the ground when spawning;
    • (Fixed) BT-0000313 Herbs spawned with an incorrect rotation;
  2. (Fixed) Issues with wrong items breaking;
  3. (Fixed) Recipes in the recipe book were not displayed in the crafting window;
  4. (Fixed) Fabric refiner did not refine fabric;
  5. (Fixed) Wheat and barley no longer stack;
  6. (Fixed) Merchants couldn't recognize item types, causing them to sell and buy at the wrong prices;
  7. (Fixed) Skins can no longer be split into smaller skins;
  8. (Fixed) BT-0000315: Infinite metals in the refinement functionality (merging);
  9. (Fixed) BT-0000314: powders of different levels merged in inventory when brewing;

1.10 | AI:
  1. (Changed) The wolf is no longer aggressive towards other mobs;
  2. (Fixed) BT-0000312 AI could get stuck instantly after being spawned too close to static objects;
  3. (Fixed) Issues with named mob spawning;
  4. (Fixed) Named mobs respawn timer now starts from the moment they die;
  5. (Fixed) The way wolfs’ dead bodies behaved after death;
  6. (Fixed) BT-0000311: AI does not restore HP when returning to the spot;

1.11 | Visuals:
  1. (Added) Different tones for jump sounds;
  2. (Added) New tree LODs;
  3. (Added) Phys. material for mountains;
  4. (Changed) The night has become brighter by about 15%;
  5. (Added) A tech buff that indicated that the player can redistribute attribute points (Tabula Rasa);
  6. (Optimized) Landscape material;
  7. (Optimized) Material of the border of the Seamless transition;
  8. (Optimized) Material textures of all trees;

1.12 | UI/UX:
  1. (Added) Priest's Window;
  2. (Added) Context menu in the group window;
  3. (Added) Context menu in the guild members window;
  4. (Added) Cell effect when moving an item in the inventory;
  5. (Added) Buff frames showing dispel resistance;
  6. (Added) Smooth animations for zone information popup;
  7. (Added) Information about the features of the item in the resource tooltip;
  8. (Added) Different icons for professions in the crafting window;
  9. (Added) Automatic focus input in the price field when adding an item to the trade;
  10. (Changed) The position of the amount of currency in the inventory cell;
  11. (Changed) Design of current location designation;
  12. (Changed) Design of notification about entering a new location;
  13. (Changed) Interface of some containers;
  14. (Changed) Attribute window interface;
  15. (Changed) Status bars in the attributes window;
  16. (Changed) Chat UI;
  17. (Changed) UI of castle filling window;
  18. (Changed) UI of the crafting window;
  19. (Changed) UI of adding items to the exchange window;
  20. (Fixed) Recipe bag inventory display;
  21. (Fixed) Priest's window no longer closes after buying indulgences;
  22. (Fixed) The context menu was not hidden when clicking on the header;
  23. (Fixed) Incorrect display of talers in the priest's window;
  24. (Fixed) Shifting buttons in the quest log;
  25. (Fixed) The character stopped when interacting with character windows;
  26. (Fixed) Bug with player movement while chat is active;
  27. (Fixed) Some buttons in the character editor were stretched out;
  28. (Fixed) Bug of endless appearance of notifications about entering the zone;
  29. (Fixed) Errors in displaying quest icons on the map;
  30. (Fixed) A bug due to which there was no sound of footsteps on low graphics settings;
  31. (Fixed) Crash when calling some powder tooltips;
  32. (Fixed) Infinity icon in buff bar;
  33. (Fixed) Shift+Alt interrupts input when entering text;


[h3]Game World[/h3]
(Content and balance) General
2.1 | Added:
  1. New NPC banker that gives access to the character's personal vault;

2.2 | Fixed:
  1. In some locations, deer did not drop any loot;
(Environment) Oer County
2.1 | Added:
  1. Draft version of the county capital city;
(Environment) Daerkunn County
2.1 | Added:
  1. Locations of processors and processors in the city of Daerkunn:
    • Smelter;
    • Alloy smelter;
    • Leatherworker;
    • Tanner;
    • Carpenter;
    • Weaver;
    • Fabric weaver;
    • Brewer;
    • Miller;
  2. Locations of merchants and merchants:
    • Tavern;
    • Weaponsmith;
    • Traveler;
  3. Dummy NPC in the interiors of the city and arena;
  4. An NPC banker who gives access to a personal vault. At the banks of Harbur and Daerkunn;

Update 0.86.064

We have finally reached a new stage of our project - polishing and optimization. This means that patches will be released more often. The Normal server might even be updated without an announcement of a patch note. Or we will at least post a local patch note on the forum, like we did last week.

We appreciate the help ROG Club gives us with testing and bug reporting.

Access to the PTR server is closed for the community because the Normal server will not be far behind the PTR..

ROG’oms up!

[h2]List of Changes 0.86.064 from 15/07/2022[/h2]

[h3]Added (temporary and technical):[/h3]
  1. Translucent clouds covering the areas of the map that are not supported by the servers (if the player leaves it they will fall through the landscape);
  2. Emergency respawn button;
  3. Skip tutorial stage button;


[h3]Added:[/h3]
1.1 | UI/UX:
  • Information in food tooltips;
  • Information in weapon tooltips;
  • Information in powder tooltips;
  • A separate frame for usable items;
  • A limitation for the number of symbols that can be entered;
  • A frame for items that a player adds to trade;
  • The sound button state in main menu will be saved;
  • The scale and position of the map will be saved between game sessions;
  • The custom map on the flag will be saved between sessions;

[h3]Changes:[/h3]
1.1 | (Fixed) Crashes:
  • Crash of the arena server;
  • Server crash on saving some buffs;
  • Client crash if there was an error with custom LODs load of cells;

1.2 | (Fixed) Seamless:
  • Invisibility after the transition;
  • Character respawning on another server after a transition;
  • Capsule jitter after a transition;
  • Pouch window logic (cells disappeared after the transition);
  • P2P trade window logic;
  • Quest Giver and Quest Journal windows logic;
  • Issues with despawning buffs’ VFXs;
  • Other characters had wrong appearance after the transition;

1.3 | Main Menu / AFK System / Chat:
  • (Fixed) Issues with choosing/deleting character and quick launch from the main menu;
  • (Fixed) Increased the time before being kicked after being AFK (5 min);
  • (Fixed) AFK timer now registers mouse cursor movement;
  • (Fixed) Other menus opened while typing in chat;
  • (Fixed) The unsent messages are saved;

1.4 | Character:
  • (Fixed) Uncontrollable instant height shift of the character capsule from their actual height to minimum and back;
  • (Fixed) Character spawned being zero size (because of this it fell through the landscape);
  • (Fixed) Character didn’t save correctly when logging out;
  • (Fixed) Hotbar got reset on death;
  • (Fixed) Attribute respec window logic (tabula rasa);
  • (Fixed) A number of items didn’t save on saving/sending the character;

1.5 | Combat System / Magic:
  • (Changed) Melee weapons physics;
  • (Fixed) A number of issues, visual improvements and update of the physics of magic projectiles;
  • (Fixed) Healing and mana restoration;
  • (Fixed) Buffs were not deleted on death;
  • (Fixed) Constant invulnerability after teleporting to the Arena;
  • (Fixed) Character overweight;

1.6 | Tutorial:
  • (Added) Tutorial saves player’s current stage after logging out / dying;
  • (Fixed) Character death and respawning (including darkness after respawning);
  • (Fixed) A new check for the dispel stage in the tutorial;
  • (Fixed) Visual fog that affects brightness;

1.7 | Loot/Items/Resources/Refining/Craft
  • (Fixed) Fixed the way randomness works in mob drops;
  • (Fixed) Issues with picking up items while in the combat stance;
  • (Fixed) Item requirements were ignored;
  • (Fixed) Time of day requirements for crafting powders;
  • (Fixed) Crafting powders consumed resources and didn’t give powders;
  • (Fixed) Resource refining into first level materials;
  • (Added) A separate slot for a recipe book;
  • (Fixed) Issues with container widgets;

1.8 | Quests:
  • (Fixed) Couldn’t complete quests of the types “Collect”, “Satisfaction”, and “Meet Requirements”;
  • (Fixed) Quests of the “Kill” type were completed instantly after killing the objective;
  • (Fixed) Quest indexation didn’t work correctly;
  • (Fixed) Display of progress for the quests of “Satisfy Requirement’ type;

1.9 | AI:
  • (Fixed) Incorrect behavior of AI when they reached spawner boundaries;
  • (Fixed) Arrows stuck mid air after killing an AI;
  • (Fixed) AI walked without animations in some cases;

1.10 | Visuals:
  • (Changed) The brightness and saturation of the lighting;
  • (Fixed) Incorrect movement of the sun and the moon (a day could pass in a minute of the in game time);
  • (Fixed) Returned the SFX (vocal) of hits;
  • (Fixed) SFX/VFX of magic, including correct consideration of rebase;
  • (Fixed) On projectile impact there was the VFX/SFX of it unsuccessful dispersion;
  • (Fixed) Self-cast magic now has a default self-casting crosshair;
  • (Fixed) Window headers are the areas for window dragging;
  • (Fixed) Modular system on character / NPC LODs;
  • (Fixed) 1H weapon display on the back behind the shield;
  • (Fixed) NPC animation jitter;
  • (Fixed) Container shutting sound played twice;
  • (Fixed) Character eyes disappeared when they got undressed;
  • (Fixed) Hands in First Person (equipping any weapons activated the crossbow stance;
  • (Fixed) Music in the appearance editor;

1.11 | UI/UX:
  • (Fixed) Item tooltips;
  • (Fixed) Sub-tooltip of item quality and color description for the item frame;
  • (Fixed) Item tooltip didn’t disappear after closing P2NPC trading window;
  • (Fixed) Base open coordinates for UI windows;
  • (Fixed) Pop-up windows appeared behind all opened UI windows;
  • (Fixed) Sounds on opening special containers (token bags, recipe bags, etc.)
  • (Fixed) Display of the minimum sum of the Share Capital (10 000) when creating a guild;
  • (Fixed) Guild menu;
  • (Fixed) Party interface issues;
  • (Fixed) Подложка технических дебафов;
  • (Fixed) Теперь первом открытии карты она будет на максимальном отдалении;
  • (Fixed) При максимальном отдалении карты метки игрока теперь не такие большие
  • (Fixed) Окно выставления предметов на продажу (игрок-игрок);
  • (Fixed) Party UI;
  • (Fixed) Item widget in trade UI;
  • (Fixed) Removed the information about item characteristics if it isn’t a piece of equipment;


[h3]Game World:[/h3]
2.1 | (Content and Balance) General
Added:
  • Enemy drops for:
    1. Stickman;
    2. Wolf;
    3. Boar;
    4. Bear;
    5. Deer;
    6. Hare
  • Resource refiners in the refineries (stone, wood);
  • Temporary post-refiners in Harbur (wood, leather, fabric);
  • Recipes for armor and weapons (T1-T2);
  • Named mob spawners (in the forest behind the lake in Harbur, in the forest behind the wheat farm, in the forest around the lumber camp near Daerkunn);
  • Librarian NPC in the library of Harbur;
Changed:
  • Enemy balance:
    1. Stickman;
    2. Wolf;
    3. Boar;
    4. Bear;
  • Weapon damage;
  • Hunger accumulation speed;
  • Increased the number of animals in the forest areas;
Fixed:
  • Zero and negative prices for merging / splitting materials;
  • Zero prices for resource refining;
  • The stickman in the tutorial was too strong;
  • Items didn’t wear when hitting or getting hit;
  • Animals in some locations didn’t move at all;;

2.2 | (Environment) General
Added:
  • terrain objects for Birch and Broadleaf biomes;
Changed:
  • Increased the level of detail of roads;
Optimized:
  • LOD’s of all trees;
  • Landscape material;
  • Distance texture scaling function;

2.3 | (Environment) Oer County
Added:
  • A village;

2.4 | (Environment) East and West Continents
Changed:
  • Fixed lumber camps;
  • Moved spruce tree forests;