Full notes
Full Renown update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Server
- Performance
- Maps
Renown changes
- Roguehero
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. We 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.
We recommend our 3x server hosts reduce from 3x to 2x as I imagine 3x might be a little fast after this patch.
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.
We’re 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, we’re still working towards new content for Renown.
As such I’d like to introduce the Treasure System!
Treasure will be Renown’s 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.
These 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. We’ll have a detailed blog for this topic, going soon.
The following is our week one patch notes:
Options
Streamer mode now toggles the Kill Feed off
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
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
Source
Changelog.gg summarizes and formats this update. How we read updates.
