Hello everyone!
As always id like to express our teams thanks and gratitude to our amazing supporters and community here on discord. Likewise a big shout out to the moderation team here as always.
Firstly on behalf of the team I'd like to apologize that its been a good while since our last update. While weve still kept working hard, basically everyone on the team has gotten sick in waves over the last month and a bit. That said were pretty much all back to fighting strength, and weve still kept up regular meetings, and work, while still getting in some good rest and recovery in.
On that note, I'm happy to announce were very close to our next Combat Hotfix. Our testers having been giving us some amazing feedback, and provided some great bug reports with replication videos/data. Id just like to say thank you again for anyone who's keen actively assisting in this process.
Were just waiting to do some final internal testing then well be pushing it live. Mr.Z will be putting out a full patch notes for our Testers to see whats specifically changed.
Likewise iv got our regular Mini-update for you. Given its several weeks of work put together the name might not be so accurate anymore. Apologies for any overlapping of tasks, weve done our best to make sure its succinct as possible. Lets crack into it;
Mr. Z
Released the Major Combat Patch
Fixed a bug where the HUD would be spawned twice when the map would restart
Fixed Default Loadouts having wrong Tiling values on the patterns
Added Blood Effects to the Body
Fixed Short Spear locomotion animations
Added Pollax Alt Mode where you flip the weapon and deal blunt damage
Fixed a bug where you could attack out of a parry and parry again unintentionally
Fixed an issue where the jump animation would loop forever instead of landing
Fixed Always Run Toggle not increasing sprint speed
Added Hair Tags for hiding/swapping the hair in certain situations with helmets equipped
Added Hair under Helmets support
Patch QA testing
Added Dedicated server beta branch
Added Linux Client build
Active Parry window is now based on the windup of that attack
Fixed Emote menu not closing when the player died
Added alt modes for certain weapons where you hold it shorter to make handle hits less likely and fight better in close quarters with polearms
Fixed a bug where draining stamina would not happening when you hit the ground
Fixed Shields not showing up on the Inventory Screen
Lowered Polearm Knockback
Upped Mordhau grip damage on Longsword
Fixed Parrying with the Maul in alt mode
Fixed Server Browser resolution scaling
Fixed Parry into Attack allowing you to Parry twice
Change Handle Hit to do damage based on Weapon Type as a Flat value
Attack Lockout is now shorter with Handle Hits
Slightly Increased Movement Speed
Increased Bash Recovery window
Reduced Turncap when Parrying
Removed Turncap while in Idle
Added New Emblems
Made sure Crouch takes priority when Always Run is True
Fixed bug with Exiting Vehicles breaking Melee inputs
TDM and LTS variants to Vestibule
Added support for Banners with customizable patterns
Fixed Siege Tower Physics asset
Melee combat balance Playtesting
Additional Melee Balancing
Fixed Battering Ram
Reduced Parry Lockout on missed parries
Buffed Estoc damage
Added Auto Balance to Team Modes
Admin Actions show up as Messages on the Chat Log
Fixed Shields not breaking properly
Fixed an issue with Longsword Mordhau grip altmode where it was not dealing correct damage
Todo:
Finish Hotfix patch
Implement Weapon Destruction
Hand Battering Ram mechanics
Archery
Throwing
Tech Tree
Moxie
Fixed Equipment spawns in LTS again
Fixed LTS spawning issues
Fixed issues with switching loadouts
Fixed inventory bugs after map switched
Fixed Weapon Dropping
Added Game Phase feedback on HUD for Scoreboards
Added LTS grace period after spawning in
Scoreboards get reset after warmup ends
Held Weapons drop on death now
Dropped Items despawn faster on combat gamemodes
Updated gamephase UI
Fixed LTS healthbars when no one was alive
Fixed Killbot not spawning with any Gear
Fixed Bug with the Team HUD not updating Player counts
Fixed Dead Players persisting their bodies sometimes
Interaction traces are more accurate now
LTS spawning is more reliable now between rounds
Fixed dead player Lootbag was spawning with not enough slots
Fixed bug First Hit kills on the Death Screen not working correctly
Fixed Death Screen not showing correct HP/Stamina values of Killer
Fixed Death Screen showing up when you get respawned in LTS
LTS now pauses if no one is on the second team
LTS team health bars no longer reset after round end, added a grace period added so you can see it before the new round begins
Fixed FFA scoreboards being offcentered
TDM Kills needed for Team to win now shows on the scoreboard
New Tooltip for Scoreboard that shows a players Team Damage for spotting griefers
Players Joining LTS game in progress, now properly join Spectate
Spectating new player when target dies
Assist Kill Logic added
Score system tweaks
Improved Kill Feed Dialogue for Fists
Fixed LTS Spawning issues
Building System improvements
Fixed building pivot points
Fixed Furnitures placement
Fixed Raid team selection menu
Fixed Raid spawning logic
Fixed Raid mode scoreboard logic
Fixed HUD timers
Improved Context Menu
Drop down animation for Siege Tower
Added Tailor Workbench
Shield breaks properly and can be dropped on the ground now
Fixed an issue with Switching teams
Added Battering Ram and Siege Tower to the Siege Engineer building
Siege Engineer spawns Vehicles in the world now when it finishes producing them
Added functional Doors to Siege Tower that can be opened and closed
Added Base Banners
Healing Well fixes Shield Durability now
Changed LTS rounds limit to 10 from 7
QA testing
Todo:
Processor Bench
Siege Engineer building improvement
Loot spawning in Crates
Additional Raid mode mechanics
Delta
Video editing
Audio editing for the video
Small Raid map preproduction
Updated the playrenown website with new screenshots
Fixed the banner
Designed part of the tech tree
Gifs for Indiegogo art update
New Raid map
Added Loot zones
Added Building Scaffolding models
Added External wall models
Destructed models for many building models
Added Collision Models for buildings
Updated Vestibule Map to be larger
Raid Map improvements
Working on Building System
Updating Steam Page
Improving Building Models
Todo:
External Walls Models
Tech Tree
KZ
Cloth physics fixes
Fixed Hair clipping issues
Added Hair under helmet
New Horse model, fully rigged
Tier 1, Tier 0 , Tier 2 horse armors - Tier 3 to do, skin support later
Hair Tags for helmet short hair variants
Model skinning bug fixes
Added new Breastplate Skin, is now the new default
Hand Battering Ram Anims
Added Puffy shoulders Gambeson skin
Added Building Scaffolding models
Added new Weapon Destruction Models
Added Keep Banner models
Added Levers for Siege Towers for dropping doors
Added Torches to Vestibule dark areas
Updating Steam Page and artwork
Work on building system
Added blood masks to all weapons
Volker
Twitter and Instagram posts for the previous Dev Blog
Lots of Customer Support Tickets
Running community Play Tests
As always folks I'd just like to say thank you again and till next time.
Ashur
Renown
RDBK Studios
RDBK Studios
2022-2023
Indie Adventure Simulation Multiplayer
Game News Posts 82
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
No user reviews
(0 reviews)
https://www.rdbkstudios.com/
https://store.steampowered.com/app/1488310 
Combat
The combat system functions with a set of easy to learn, hard to master fighting mechanics. The system is also built so that it is very easy to understand, allowing new players to easily learn the basics. As players become comfortable with the system, their developing level of skill becomes a major source of enjoyment.
Building
The building system uses an easy-to-understand and deploy method. This allows for greater depth when creating both small and large castle or village-type structures. From a small house with only a door, players expand into fully customized castles, creating structures truly unique to the person's ability and experience.
Raiding
The raiding system represents the pivotal activity that all types of players can undertake in-game. What’s the point in building a great castle if you can’t level someone else's to the ground. In a way the players are always in an “Arms Race” to see who can build the strongest, smartest, and most awe-inspiring structures. We want to provide you with just as awe-inspiring weapons, siege engines and all the utilities required for an ongoing medieval war.
Gathering
Crafting
Key Game Features:
- Fast-paced medieval survival with a strong emphasis on melee combat.
- From building humble farms to huge fortresses, the choice is with the player.
- A focus on horses, carts, and cavalry warfare.
- Custom armor system that deflects ranged attacks.
- Group systems for making Claims, taking titles, giving ranks and more.
- Server Progression and Wipe systems, for an engaging and vastly replayable experience.
- Tools for Community Hosts to help tailor their servers. Future plans for extensive moddability.
- Functioning Combat Alpha waiting for players
[ 5951 ]
[ 1903 ]