Mr. Z here, today well be going over some quick updates on where weve been lately.
As stated before were all coming back from the new year's vacations so work has been slow as of late.
Now were mostly back in gear and the updates have begun again with Patch 1.4.8 having been released a few days ago.
During the break I opted to get some work done on Raid mode and get it up to par, Ive always enjoyed playing it and wanted to make some much needed improvements to it. Now we have a map that has 4 teams. Progression is substantially faster with good loot scattered around the center of the map.
You can leave gold coins in your teams banner and buy loadouts from the banner directly. There's a few other new features, but all in all, Raid mode has never been more fast paced to play so were restarting our weekly Raid mode playtests in each region. Raid mode is a really fun way to experience the gameplay loop quickly so I encourage people to join our playtests on the weekend.
Another thing weve been up to lately is replacing all the animations in the game with new motion captured animations. It's been a slow process but the difference in quality speaks for itself. Lots of locomotion animations have been implemented already.
Soon, the swing animations for the combat will be getting revamped. Anyone who thought of holding off on practicing the combat system should get ready to get practice soon as the final animations get implemented over the coming months.
Ultimately, our goal with Renown is to reach a stable EA release in June this year. One of the best ways weve been able to improve the games stability is by holding large public demos of the game and getting as many people playing as possible.
To that end our highest priority goal currently is preparing the game for an open beta. The main things holding us back are some server performance issues that make playing the game with a very high player count extremely unstable.
Specifically, we have some issues with the building system that require a rewrite, also we need to upgrade the engine to UE5.5 for some needed optimizations.
Well be keeping people posted on when the open beta is coming, so make sure to subscribe to our announcements channel in our official discord and our steam page. It's likely well do stress tests as well to see how the new optimizations hold up, so if youre a backer stay tuned for those as well.
On behalf of RDBK I wish everyone a happy new year and hope to see you all playing the game later this year on launch day.
[ 2025-01-08 11:45:28 CET ] [ Original post ]
🕹️ Partial Controller Support
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
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