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 Folks
With some happy news, were finally ready to present our first major patch since launch. \nThis blog is an accompaniment to our latest Vlog which can be found here:
Renown - Major Update #1 and Free Weekend News
Given that the video is more to show the visual element, we figured it would be best to expand on the list we posted in that videos description. These are:
Other New Additions
New Swamp Biome
[/*]Bows Improved/Simplified
[/*]Spike Pressure Trap
[/*]Crossbow Trap
[/*]Ferryman Location Selection
[/*]Sewer Event
[/*]Swamp Biome
[/*]Polearms Enabled
[/*]2 Week Wipes
[/*]Combat Overhaul - Held Block, Regular Parry, Perfect Parry.
[/*]
Combat Overhaul - Held Block, Regular Parry, Perfect Parry.
Weve got a bit to go through, but were sure the main question on a lot of minds is, what did we do to the combat system?
In effect, were attempting to lower the barrier for entry, while not lowering the overall high skill ceiling of the game.
Were also looking to directly address the ping problem so we can remove the ping limiter from all official servers.
Weve attempted this via three key changes to the combat system:
Held parry: We added held parry as a way for newcomers to learn the ropes without getting destroyed by drags and morphs. While held parry is useful, its detrimental to your stamina so as players get better they will slowly step away and just focus on trying to get regular or perfect parries.
Regular Parry: Regular parries are pretty much the same idea as our old parries they are just quick parries to deflect a hit while still using a little bit of stamina
Perfect Parry: Perfect parries are harder to land as you have to hit your parry off at the last second but with that risk, comes reward of no stamina loss. The perfect parry is notified via blue sparks so you will know when you hit them off
As mentioned this also flips the dynamic for High ping vs Low Ping play. In the past, high ping, high skill players had a disproportionate advantage. This was due to only having a simple click to block system. Now if there is any ping advantage, it\'s with the lower ping player via the perfect parry system.
(This same post on our Discord has short WEBM videos showing this off, which Steam doesn\'t accept as an upload)
2 Week Wipes
Weve seen the massive amount of demand folks have had for extended wipe times. In the past we had a misinformed mindset of how much demand this would have. Our apologies for not catching on sooner.
In this case weve done a decent amount of tinkering with the save system and other limitations to longer wipes. That said we can only really test this by putting it in action.
As such were raising the wipe period on official servers to 2 weeks. Community servers are of course free to set any wipe duration they desire.
Were still expecting some performance issues into the 2nd week, but this would also provide us the exact data we need to continue to raise the wipe window. Our goal for this is of course to raise the supported wipe window to 3 weeks, then further and further, as time goes on.
Polearms Enabled
Polearms are back, with a couple of needed changes. In this case, weve disabled the Morphs on polearms given they were really not up to the quality needed. Not a ton to say here, but we hope youll enjoy them in game. Wed also like to extend an apology to any backers who had a Polearm skin but could not previously use it. This is now rectified.
Sewer Event
The Brimdurn Sewer Event is now live and ready to be played. This event sees players delving into the depths below Brimdurn Castle. Watch out for Riff raff, Guards and other players as you seek for hidden treasure and glory.
The Brimdurn Sewer Event can be entered via the back of the cathedral in town, or via the two external entries to the North and South of town.
Likewise, this is a better one to experience then to read about, but we very much hope itll add a little more fun to the map.
Swamp Biome
Alongside his other work, KZ has still been cracking away at new content. In this case, weve got a new biome to add to the map. This is the first test in a larger process for eventually expanding or adding new maps in. We hope plays will have a good time making sure their legally distinct green ogre dreams come true.
Ferryman Location Selection
Likewise, the Ferryman system will be seeing its debut this patch. Put simply this is a network of points around the edge of the map, for which players can pay a small 100 gold fee to travel long distance. This is to help combat the Walking Sim nature of the game, till we add in horse and other vehicle systems.
Were starting with fairly open and unrestricted settings for this system, but we do have methods of balancing, should it be needed.
Let us know how youre finding this system, and what you feel could be added or balanced.
Crossbow Trap and Spike Pressure Trap
Given the videos can take a while to make, the Bear trap was the only one to make it into our recent update vid. That said were very happy to present you with the Crossbow Trap and the Spiked Pressure Plate Trap. These will both be seeing an introduction alongside the Bear trap for this upcoming patch.
The Crossbow trap works with a tripwire. When triggered it fires an arrow, or several arrows depending on its setting, towards the intended direction. Plays can put in any type of arrow they can craft (Wood, Iron, Steel). They can also select how many arrows should be fired per tripwire trigger (stepping on the trap). The universal Trap Rearm Kits can also be used to auto-rearm the crossbow trap while in base.
The Spike Pressure Trap works via players stepping on a 1x1 floor section which triggers the trap. This slows any players in its effect area and applies damage per hit. Trap Rearm Kits can be used to dictate how many times the trap should re-fire.
For all of these traps, if they are placed within the banner radius, they will not trigger on authorised persons.
Bows Improved/Simplified
One area were really excited for, is the overhaul for Archery. This is split into two main areas of logic.
First the overall feel, and experience of shooting Archery in game, has been completely redone. Its now a lot faster, sharper and just generally feels a lot nicer to use. This also includes new hit feedback for headshots and the like.
The other area was to simplify and remove a lot of the old restrictions. After discussing it in the team, we all agree no one really cares about the quiver being needed, or limits to what you can have in your action bar. Ultimately folks just swapped things around in their bag anyway, getting around the restriction but adding more Jank.
With this correction, archery should be a lot more valid as a method of combat, feel a lot nicer to use, and is all in all easier with fewer restrictions to confuse or annoy the player.
As always folks, thank you for all the awesome support.
Well have full patch notes, patch release info and the free weekend details coming soon.
[ 6424 ]
[ 5885 ]
[ 1587 ]
[ 2438 ]
[ 482 ]

















