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
Thank you so much to everyone who has been playing Renown!
We really love seeing all the comments, including the good and bad. The only way we can improve the game is by learning what works and especially what doesn\'t.
Right now, our main goal is to improve the current experience as quickly as possible.\nWe want to make sure that the gameplay loop feels correct with what we have on offer right now.
One of those major points was that 1x rates felt too grindy for what was intended. We will observe how things feel with increased gold coin drops and gold node spawns.
Gear was also feeling a little too hard to craft so we have increased how much iron you can acquire. We have also decreased the research costs for some items. There is a chance things might be a little too easy now, but we will keep tweaking values until it feels correct.
[u]We recommend our 3x server hosts reduce from 3x to 2x as I imagine 3x might be a little fast after this patch.[/u]
The Raiding economy was something we noticed felt a little off. When raiding, the player should always feel that there is at least a chance they will get a return on their investment.
At the very least make something back, as it stands there is no need to acquire silver unless you were intending to raid, resulting in players feeling let down. We have added silver costs to more items in the hopes that all bases will at least have some amount of silver.
Were already changing and evolving our plans for the game going forward. Primarily this is focused on general optimization, fixes and balance passes. The goal of this being to remove any Jank and get the game running smoothly again.
However, at the same time, were still working towards new content for Renown.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40614988/031bd04099bba3a5e1bc7c40478e79e8fdbf9207.png\"][/img]
As such Id like to introduce the Treasure System!
Treasure will be Renowns form of dopamine hit when looting. While looting anything in the game, there will be a high chance that you will receive a piece of treasure.
These will come in the form of gems, necklaces, rings, goblets and anything warranting valuable bullion, all in varying rarities, each able to be sold to a rogue merchant.
\nThese merchants are placed throughout the map and not in a safe zone. Players will have to do treasure runs to sell their haul. This system will become an integral part of the progression; as such, other loot rates will be lowered to incentivise taking part in this system to progress quickly. Well have a detailed blog for this topic, going soon.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40614988/9b2e5eb407e59e5e16ef573594e5533f5ab3fd47.png\"][/img]
The following is our week one patch notes:
Options
Streamer mode now toggles the Kill Feed off
\n
Features
Added Player Ticketing menu where you can ask for support from devs directly
Added better error handling on the main menu so players know why they lost connection
Added a Wipe Time Indicator to the compass
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Balance
Rebalanced some tools
Doubled the spawn rate of Plant Fibers
Changed ground stone to respawn at the same rate as trees
Gold Coins from lootables increased from 5 to 5-15 (AVG 10)
Reduced Research Costs of T2 & T3 Weapons
Reduced Research Costs of Sappers Axe and Petard
Reduced Research Costs of Steel Tools
Banner Upgrades now cost silver
Bench Upgrades now cost silver
Some T2 and T3 Weapons now have a small silver cost
Iron Cook Recipe reduced to 1 to 1 (was 2 to 1)
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Combat
Fixed a movement bug
Buffed Falchion Damage so its in line with other t2 weapons
Missed swing Stamina cost for all weapons is now 10
Fixed a bug with Parry into Riposte into Parry
Fixed a bug with Parry into Parry lockout
Fixed Parry into Parry mechanics
You can now Feint to Parry out of a Riposte Morph
Changed swing hit detection to use a box to reduce the amount of swing phases
Added better inputting queuing for Parry and Release
Fixed ground hits costing Stamina when you\'ve already hit a player
\n
Building
Fixed upgrading a building causing it to regain its destruction timer
Owners are properly hidden in the building health menu where appropriate
Fixed spiral plaster staircase crashing people
Fixed an issue with the autoplacelock option
Fixed an issue with upgrade costs not being displayed properly on Optimized buildings
Fixed an issue where Gateways would decay sometimes
Fixed triggering siege mode on your own base Fixed being able to parry with a tool\n
Raiding
Fixed being able to pick up certain objects while being sieged
Petards can now be placed 2 seconds after another blows up (was 20s)
Fixed placement issue with Petards
Fixed Portcullis taking wrong damage amounts from siege weapons
Exploits
Fixed Safe Zone Exploit
Fixed Dupe Exploit
Removed selling animal hide and fat to the Vendors
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Map Fixes
Fixed animal spawns to match icons on the map
Fixed some holes you can get stuck in
Fixed walkable beach ground being too low in some areas
Fixed moss on the riverbed being the wrong color
Fixed some tree imposters
Fixed some floating foliage spots
Fixed some floating loot on the map
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NPCs
Fixed an issue with Bots not being able to attack
Fixed NPC Loot
Changed AI pathfinding so they stand closer to the player when attacking
Touched up some stairways so NPCs can navigate them
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Servers/Community Hosting
Player cap to 100
Server Reboot time upped to 2 hours
Fixed IdleTimeOutTime, its now in the gamemode configs
Made the rebooting message more obvious
Fixed MaxPing using a byte, now it uses an int and can be set to values higher than 255
Fixed an issue where Map Rotations would bug out on GameMode servers
Fixed adding admin via RCON not taking effect till next boot
\n
General Fixes
Fixed an issue with Weapon racks not replicating their weapons accurately
Fixed an issue voice chat
Fixed Lampposts
Fixed the crosshair reacting to the player in 3rd person
Gave the Treasure chests in POIs a proper name
Cleaned up the Rename Building menu
Added additional Save validation
Added extra checks for Sleepers
Removed the ability to change your name from the settings menu
Fixed some instances of research bugging out
Improved the text in the tutorial
Updated localization
Updated the tutorial for better quality of life for new players
Fixed an issue with the server browser
At the time of posting, this patch will go live in a few hours.
If you\'ve been enjoying the game, please don\'t forget to leave a review. It could really help the future of renown.
[u]On behalf of the entire RDBK Studios team, another huge thank you to our amazing community. Weve been blown away by the launch, and were super pumped to get Renown into its ultimate state.[/u]
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