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
Hello Everybody
As always thank you for checking out the latest in the world of Renown.
This dev blog is intended to be a look into our current plans for next patch, and a short roadmap for our current activity. This one is a bit of a longer written number, focused on keeping you up to date with the team\'s thinking.
Internally, weve been working on development in 3 key areas for the upcoming patch. These are:
1. De-Jank
Polish, stability, clarity. This pillar focuses on making Renown feel better to play and improving QoL in game.
2. Content
New gameplay systems, world events, and features that expand the world of Renown.
3. Longevity
Extending wipe cycles, improving systems that support long-term play, and raising the skill ceiling without raising frustration.
Starting with De-Jank, let\'s chat over what weve been doing as a team.
De-Jank
[u]Combat Feedback & Polish[/u]
Combat has undergone its largest quality pass since the early alpha. The entire team has been putting the majority of their time into this realm of development. This whole area is better shown and experienced than talked about. However, we want to save a lot of that until it\'s ready to be pushed in all its glory.
Though we will quickly cover the areas the combat is being improved and polished.
Combat Mechanics Changes and Overhaul
[/*]Hit Reactions (Animation, VFX, Screen Effects,Sounds)
[/*]New Parry Animations and Reactions
[/*]Combat Balance Changes
[/*]Overall Sound Improvements
[/*]Phasing and Desync Fixes/Improvements
[/*]Ping Filter Removal (Official Servers)
[/*]
Once these changes are finalized we will be creating a more in depth developer update showcasing the changes.
[u]Lighting & Visual Improvements[/u]
Kz has been hard at work on our new lighting overhaul. Hes been pushing a full lighting pass using more accurate Lumen settings and preparing the game for a more realistic day/night cycle. This is part graphical enhancement, part de-Jank: better clarity, better readability, and more atmosphere.
[u]Optimization[/u]
This is also a major focus area thats been ongoing since launch:
World Partition improvements
[/*]Better instancing
[/*]Cleanup of client-side performance drains
[/*]AI and pathing improvements
[/*]Fixes for falling-through-map spots
[/*]Building exploit fixes and general QoL updates
[/*]
Theres not a ton to say for this area, but we hope youll feel it in game.\n
[u]Bows and Ranged Combat[/u]
This area of the De-Jank is currently still in the planning phase; however, its been a major point of discussion in the team.
Effectively, the ranged element of the game is entirely off at the moment. Archery is not a fun or satisfying system currently. It can roughly be used as an advantage in base defence, but in almost all other scenarios, the bows are a disadvantage.
Likewise throwing Weapons are hard to predict and are not a flexible enough system to be used regularly in close to mid-range combat.
Its very likely the Ranged Overhaul will see its own Dev Blog. Our current thinking is we want the early game to feature more ranged gameplay, with it being reduced as players get into Full Plate at the end game.
Were of course still looking at endgame ranged options, but this is more likely to be specialised endgame weapons like crossbows.
Content
While a ton of work has been going into de-janking and optimisation, were still pushing for new content as quick as we can.
[u]Traps A New Layer of Strategy[/u]
Traps are finally becoming a fully-fledged system in game.
\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40614988/547703f58ff17a0ac15d1db2ec38c953e18f8933.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40614988/796592c2085f2c73927636f45d93b7d7c25967be.jpg\"][/img]
Trap Types currently being explored are:
Bear Trap
[/*]Spike traps (1/4 and 1/2 foundation sizes)
[/*]Droppable cage with escape minigame
[/*]Possible Crossbow trap:
[list]Single-shot baseline
[/*]Reloading / periodic-fire version
[/*]Advanced rotating four-by-four arrow volley concept
[/*]
(Let us know in Discord, all your creative ideas about what types of traps youd like to be added to Renown.)\n
[u]Placement Rules[/u]
This area is likely going to need a lot of balancing to get traps feeling good, without being an overly frustrating experience. Were actively balancing abuse prevention vs. creative use via:
Inside your Banner: traps persist and wont trigger on allies. The maintenance system can be used to prevent the de-spawning of traps in the base and banner range.
[/*]Outside your Banner: Traps can be placed in limited numbers and auto-expire after a given time to prevent spam and griefing of enemy bases.
[/*]
[u]Arming / Disarming UX[/u]
In an aim to prevent mid-fight cheese, traps will use:
5-second hold-to-interact arming or disarming (time will vary with balance)
[/*]Currently uses the existing trapped-progress bar UI
[/*]Will be changed over to a more polished UI element in time.\n
[/*]
[u]Re-Arm Kits[/u]
Each trap has its own internal inventory. You can deposit craftable Re-Arm Kits, which are consumed with each activation. This ensures traps are powerful but finite. This also allows players to create a level of soft offline defence, without traps becoming a default place everywhere item.\n
[u]Enemy Counterplay Item[/u]
Metal Sheet: This is a one-use, higher-cost item that allows one safe pass over spikes or other base-related traps.
Traps are a major part of the Content pillar because they arent just more stuff. They can act as a soft offline defence layer, a new PvP mind game, and a big marketing showcase feature.\n
[u]Implementation of the Ferryman:[/u]
The Ferryman is effectively complete and ready to deploy, hopefully in our next patch.
This was explained in better detail in a previous dev blog. To be short, its a transport method to help reduce the Walking Sim nature of the game and allow for greater player interaction over wider areas of the game map.
The Ferrymen system will likely see changes after horses and other transport options are in, but in the meantime, this acts as a quasi-transportation method.
New Events and POI Changes:
Weve also got several new events in the works.
[u]Sewer System Event:[/u]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40614988/191e0edd4e3143000780d1384a0b7ebdbcfce5f9.jpg\"][/img]
The first of these is the new Sewer System. KZ has been hard to work, and the programming team has just been able to implement the script for them. Ultimately, were looking to add as many new elements to the map as possible while continuing to work on the other key areas of development.\n
[u]Underground Mine System Event:[/u]
KZ mentioned that the new event after this will be the Mines system weve had on the back burner for months. This event would see players exploring abandoned mine shafts and other deep places in the world to find Gems and Glory.
Well likely see the Mines System coming in a subsequent patch.\n
[u]Trebuchet Implementation:[/u]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40614988/df91c395d8dc49ba7409a95685b041ad5716c4b8.png\"][/img]
Were very excited that the Trebuchet is ready for this upcoming patch. This will act as our new endgame raiding item, with the catapult being moved closer to the mid-game. This has been the brainchild of Phanzor in recent weeks, and hes also already programmed a new Dummy/Tracer Ammo for the Catapult and Trebuchet. This will allow players to create low-cost ammo, which can be used to accurately get on target, without wasting precious raiding resources.
A ton of work has gone into both the flying Bolder effect, as well as the impact felt in base when under attack via Catapult or Trebuchet. This one is better experienced in-game, but we think folks will be happy with the change.\n
[u]NPC Life:[/u]
Another area were currently looking at is giving the NPCs more life and expression. This includes pathing changes, idle and roleplay animations to make towns feel alive. Weve also been experimenting with the AI speaking in Old English or Old Norse, but this is still experimental. Currently, the NPC changes will be coming in a later patch.
This is all leading up to greater NPC interaction systems, with the possibility of trading and reputation with specific towns, Player Territory Control and various other PvP-RP elements. This section could also be its own dev blog and will likely be bundled with the NPC Base Worker system weve had planned for years.
While the launch of Renown was a bit bumpy, we cannot accurately express how excited we are to be in a position to start adding new content again while being able to fix up the Jank.
The final area to cover in this week\'s blog is:
Longevity
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40614988/af91caac1aa4a8f79ec1a6bbfebd8e6ed4c609ad.png\"][/img]
[u]Extending Wipe Cycles[/u]
This is a key area well put our hands up and say, we made a mistake regarding our initial implementation. This was dependent on our Save System rework, but was also something we got wrong in our initial assumptions on 1 week vs longer wipes.
Once safe, we aim to push wipe cycles past a single week. Recent progress already shows really good stability gains. Were fairly confident on 2-week wipes now, while 3 weeks should, in theory, also function. We of course need to run populated servers for this duration to really tell, however.
We can say, allowing for longer wipes is a prime goal of the team, based on community feedback. The end goal of this would be to have servers that rarely, if ever, wipe, allowing players to really get invested in a server.
Were hoping the expansion to 2 weeks, then 3 helps with this feeling in the short run.\n
[u]Map Redesign & Loot Flow[/u]
A long-term map pass will restructure POIs and loot progression tiers to create a more coherent mid and end-game experience.
Given that the entire map is effectively made by KZ, weve never had a ton of spare resources or time to effectively subdivide and Make Fun the various areas of the map. For example, you can see weve already split the map into coloured territories. This is partly to play into a future player map mechanics, but it was also so we can split the map into High Tier and Low Tier areas.
Were currently looking at adding locked zones and keys to the POIs and some basic puzzles to add a bit more interactivity in POIs
Wed also like to introduce newer Safe Zones around the map, for player and NPC traders, and to give newer players a place to practice dualing without the pressure of gear fear.\n
[u]Optimisation for Long-Term Play[/u]
Server load, client performance, AI overhead, and network responsiveness all contribute to how long a wipe can run smoothly. These are all under active work as part of the Longevity pillar. Ultimately, theres not a ton I can say her,e but we hope youll feel it after the next patch.
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