What's Changed Since Launch - Free to Play Wipe!
Thank you very much for checking out the Free to Play wipe of Renown!
This document has been designed so that it becomes more detailed as it goes on.
If you only read the New Feature Breakdown, you'll get a good overview of our work.
If you want more detail, the next section has our work in depth by category.
If you want the specifics of what we've been up to, the article finishes with all of our Patch Notes since the Early Access launch, combined in one place.
Since launching into Early Access, we've been shipping updates continuously across every corner of the game.
Let's get started with a full breakdown of what we've worked on, grouped by area:
Major Advances and New Feature Breakdown
2-Week Wipe Cycle - An ongoing process of optimisation and system replacement, with the goal of extending wipe times for as long as we possibly can.
Basic Combat Training Tutorial - Introduces new players to the Slasher genre. Teaches the core concepts and provides a low-pressure learning environment.
Treasure System - High-value items to be found. Reduces the amount of clicking needed to farm materials.
Discord Watchmen - Receive warnings from Discord when your base is being raided. Warnings occur after the first broken base piece to prevent malicious use.
Ferryman Transport System - Temporary fast travel until Horses are added. Pay a small gold price and move to locations around the edge of the map.
Sewer Event - A subterranean adventure under Brimdurn.
Mine Event - The Mines have been Unsealed. Multiple critical locations to give Silver farming a bit more risk/reward.
Swamp Biome - A marshy location designed to cater to smaller bases. Test bed process for future Biomes, building up to our next map.
Key & Door System - 3 tiers of locked doors throughout the map requiring keys to enter; keys found in crates, barrels, and on NPCs. Keys are Bronze, Silver and Gold.
Faction System - Select or change factions at any time; actions in the world affect faction favour; faction shops added to each town.
Title System - Earn and display titles; titles are now persistent across sessions, with the highest-ranked auto-selected. New titles added: Seeker, Proven, Trialled.
Crossbow - Added as a new high-tier ranged weapon. Obtainable only from Gold-tier locked rooms.
New Downed System - No longer instant death at 0 HP. Now players are knocked down and can be lootable.
Combat Hit Reacts - Entire system redone. New camera shake and blood particle effects. Characters getting hit now visually show this far better.
Player Ticketing System - New system allows us to directly see critical info when crashes occur.
Research Menu Refresh Button - Fixes the launch issues around research.
Better Error Handling on the Main Menu - Players now see a clear reason for lost connections.
Overhauled Fire Arrow System - Raid defence improvement with new visuals.
Bear Trap, Spike Trap, Crossbow Trap, and Reset Kits - All added. Trap limits per banner tier introduced.
Bear NPC - Now wanders the map. Don't get too close or you're in for a big surprise.
Detailed Breakdown
This section gets more into the detailed breakdown of our work since the launch:
Balance
Plant Fiber spawn rate doubled
Ground Stone now respawns at the same rate as trees
Gold Coins from lootables increased to an average of 10 (was a flat 5)
Research costs reduced across T2 & T3 weapons, Sapper's Axe, Petard, and Steel Tools
Banner and Bench upgrades now cost Silver instead of Gold
Some T2 and T3 weapons now have a small Silver cost
Iron Cook recipe changed to 1:1 (was 2:1)
Treasure drop rate reduced; sell price increased
Smithy Hammer and Tailor Kit drop rates increased
External wall costs increased and health increased
Raiding made cheaper overall
Progression pace slightly reduced
Silver scattered across the map reduced - mines are now the primary source of Silver
Zweihander, Maul, and Crossbow are now exclusive to Gold tier locked rooms
Combat
Core Mechanics
Falchion damage buffed to match other T2 weapons
Missed swing stamina cost standardised to 10 across all weapons
Swing hit detection changed to box-based to reduce phasing issues
Improved input queuing for Parry and Release
Fixed ground hits incorrectly costing Stamina after already hitting a player
Character hitboxes updated to more accurately reflect armoured players
Parry turn speed relaxed for a more forgiving feel
Weapon timings rebalanced across the board for consistency
Option to disable melee attack input queuing added
Fixed being able to crouch while staggered
Fixed being able to parry with a tool
Chip damage removed
Held Block added
Perfect Parry added
Kicks and Bashes added
Flourish animations added for all weapons; durations tuned per weapon type
Fist combat remade from the ground up
New combat VFX added throughout
Stamina & Parry Tuning
Morph stamina cost now scales incrementally with each use - up to a maximum of 8
Feint attack delay increased to 1.0s; feint stamina cost removed entirely
Out-of-stamina stagger now triggers at 0.9 stamina
Parry stamina cost changed to a flat 5, regardless of whether it connects
Parry-into-parry still has no stamina cost
Successful parry window expanded significantly
Late Parry Forgiveness added - parrying within 1s of being hit allows parry-into-parry until returning to idle
Fixed Parry into Riposte into Parry and Parry into Parry lockout bugs
You can now Feint to Parry out of a Riposte Morph
Bash & Kick
Bash range increased (8 → 16), horizontal range increased (32 → 64)
Bash cooldown after sprinting reduced from 1.5s to 0.3s
Bash turn speed and Kick turn speed both increased for more responsive feel
Bash stamina and distance values tuned; can no longer immediately run after bashing
Stagger duration increased from 1.5s to 2.5s
Ranged Combat
Ranged combat entirely remade - Quiver requirement removed; new arrow damage system introduced
All bows normalised to the same fire rate and accuracy; fire rate increased across the board with improved animation blending
Arrow damage and armour penetration tiered by ammo type: Primitive → Broadhead → Bodkin → Bolt
Anti-Burst mechanic introduced for arrows: damage is rate-limited to 35 per 3 seconds per target, preventing group focus-fire instakills while keeping individual archery strong
Arrows now deal direct damage to shields; higher tier ammo deals significantly more shield damage
Pavise Shield health reduced from 750 to 650
Bolts cannot be crafted - loot-only, found in Gold and Silver locked rooms
Shortbow and Warbow draw timing fixed for consistency
Fixed shield animations using incorrect strike morphs
Fixed Katzbalger having incorrect strike-to-strike morphs
Traps
Bear Trap, Spike Trap, Crossbow Trap, and Reset Kits all added
Trap limits per banner tier introduced - Crossbow/Spike: 5–20 traps; Bear: 5–10 traps, scaling with tier
Spike Traps and walls no longer block each other's placement
Spike Traps can now be destroyed by Sapper's Axe (120 HP, 10 damage per hit)
Crossbow Trap arrows no longer stack into a single inventory slot
Crossbow Trap no longer allows enemy interaction
Traps now use the default inventory system
Building
Wood and Plaster structures can now be destroyed at any time using a Building Mallet
Fixed upgrading a building causing it to regain its destruction timer
Fixed Spiral Plaster Staircase crashing clients
Fixed Gatehouse decay issue
Fixed inability to upgrade external wall stairs
Fixed floor blocking wall placement
Fixed all trap placements blocking walls and vice versa
Fixed the autoplace lock option
Fixed upgrade costs not displaying properly on optimised buildings
Owners are now properly hidden in the building health menu where appropriate
Key creation for keylocks removed
Optimised buildings now cull at 500m
Raiding & Siege
Trebuchet added as a new siege weapon
Trebuchet minimum range reduced to 100m; max range 300m
Catapult max range extended from 55m to 85m
Adding/removing trebuchet weight now previews boulder travel distance and strength
Players now take fall damage when riding siege vehicles
Trebuchet frame can no longer be upgraded
Petards can now be placed 2 seconds after another explodes (was 20 seconds)
Fixed Sapper's Axe not dealing full damage to Portcullis
Fixed Petard no-build zone remaining after explosion
Fixed Portcullis taking incorrect damage from siege weapons
Fixed catapult exploit - players can no longer exit while inside a build zone
Fixed auto-attacking on exiting a Catapult
Building pieces can no longer be picked up during a raid
Fixed being able to pick up objects while being sieged
Fixed dying or being downed on a siege engine locking the player in place
Map & World
Swamp biome added
Mine's visuals improved; resource nodes now drop gemstones; nodes spawn in fixed predictable locations
Duelling area improved
Fixed sewer terrain and killzone overlap at Brimdurn
Fixed animal spawns to match map icons
Fixed several stuck spots throughout the world
Fixed walkable beach ground being too low in some areas
Fixed moss on the riverbed showing the wrong colour
Fixed tree impostors and floating foliage spots
Fixed floating loot on the map
Fixed AI pathing issues across the world
NPCs & AI
NPC pathfinding improved - especially around doors and stairs
Fighter NPCs now alert nearby NPCs when attacked
Town NPCs flee and call Fighter NPCs when attacked
New town NPCs added across settlements
AI now correctly locks on to players
NPCs now stand closer to players when attacking
Fixed NPC loot tables
Fixed Bots not being able to attack
Touched up stairways so NPCs can navigate them properly
Performance & Graphics
New graphics presets: Low, Medium, High, Epic
Mipmap overhaul to reduce VRAM usage
Map Hierarchical Level of Detail (HLOD) improvements
Foliage optimisation pass
Mesh culling improvements
Mesh LOD tuning at various distances
Upscaling improvements
Improved object streaming
New lighting pass across the world
Framerate stability significantly improved - all GPUs should see smoother frametimes when turning or idling
Save file performance improvements - player saves load faster after the first load
Updated graphics settings with clearer, more helpful descriptions
Servers & Community Hosting
Server reboot interval increased to 2 hours
All game modes now have an uncapped tick rate
AFK kick timer set to 10 minutes
Ping limiter removed
Server name added to the queue display
Wilderness respawn cooldown reduced from 30s to 3s
RCON improvements: better performance metrics, side scrolling, byte size limits, rolling save limit
Fixed RCON admin adding not taking effect until the next reboot
Fixed MaxPing cap (now uses int, supporting values above 255)
Server Browser UI overhauled and reorganised
Wipe scheduling configs added: bUseOfficialWipeSchedule and WipeSchedulerInterval
Time Until Wipe element added to the UI
New Wipe Scheduler System deployed
Reboot messages made more prominent and accurate
Fixed Map Rotation bugging out on GameMode servers
South American servers have been brought back online
Exploit Fixes
Safe Zone exploit patched
Dupe exploit patched
Catapult raiding exploit patched
Selling animal hide and fat to Vendors removed
Catapult exit exploit patched - players can no longer exit or look into buildings from vehicles
General Fixes & QoL
Weapon racks now replicate weapons correctly
Voice chat issues fixed, including Voiceloop on VOIP
Lampposts fixed
Crosshair no longer reacts to the player in third person
Treasure chests in POIs now have proper names
Rename Building menu cleaned up
Additional save validation added
Sleeper checks improved
Player name changing from the settings menu removed
Research bugs fixed; research no longer bugs out in various edge cases
Tutorial text improved and updated
Triggering siege mode on your own base fixed
Crate items now go directly into inventory
Player reporting fixed
Recipe sharing fixed
Banner cloth physics fixed
Fixed accidentally starting attacks after closing menus
EAC authorisation improved - fewer erroneous kicks - with a new logging tool for identifying crashes
Updated localisation
Full Patch Notes - Early Access to Free to Play
The following section is a combination of all our patch notes, starting from our first post, Early Access Launch patch, on the 27th of September 2025, to the 18th of March 2026.
Patch Notes Alpha 3.0.1
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 to 1)
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
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
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)
Exploits
Fixed Safe Zone Exploit
Fixed Dupe Exploit
Removed selling animal hide and fat to the Vendors
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
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
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
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 some 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
Fixed triggering siege mode on your own base
Fixed being able to parry with a tool
Updated localization
Updated the tutorial
Fixed an issue with the server browser
Fixed Portcullis taking wrong damage amounts from siege weapon
Fixed an issue with Petards
Fixed an issue where Gateways would decay sometimes
Patch Notes Alpha 3.1.5
Optimization/Performance
Save File Performance Improvements
Player saves are now accessed faster after the first load
Features
Player names are now handled by the steam profile name
Title System First Implementation
Treasure System First Implementation
Combat
Fixed losing stamina from ground hitting after hitting a valid target
Added box hit tracers for melee swings to reduce phasing
Fixed shield animations using strike morphs
Changed character hitboxes to be more accurate to players wearing armor
Relaxed parry turn speed
Rebalanced many weapon timings for consistency
Altered Arrow Damage
Added a setting to disable melee attack input queuing
Fixed being allowed to crouch while staggered
Fixed Katzbalger having strike to strike morphs
Building
Fixed an issue with gatehouses decaying
Removed the ability to make keys for keylocks
Interacting with Crafting benches now opens the crafting menu correctly
Optimized buildings now cull at 500m
Fixed not being able to upgrade external wall stairs
Raiding
Fixed sappers axe not dealing full damage to portcullis
Fixed Petard no build zone dropped on explode
Prevent picking up building pieces during a raid
NPCs
AI should now lock on to players correctly
Servers/Community Hosting
Servers Reduced to Main Survival and 2x Survival Per Region
3x Changed to 2x
South American Servers Back Online
Wipe pushed back to 6pm Local
Reboot message in survival says it will reboot instead of shut down
Fixed adding admins via RCON not taking immediate effect
Ingame RCON side scrolling
RCON Improvements for better performance metrics
All gamemodes now have their tick uncapped
AFK kick timer is now 10 mins
Added server name to the server queue and resized the menu elements
Added a byte size limit on RCON replies
Added a rollingsavelimit cvar
Doubled RCON maxuptime
General Fixes
Fixed a bug with Voiceloop on VOIP
Crate items go directly into inventory
Fixed player reporting
Fixed a crash with wooden spiral stair cases
Recipe Sharing Fixes
Fixed Banner Cloth Physics
Fixed accidentally starting attacks after closing menus
Patch Notes Alpha 3.1.6
Features
Added Research Menu Refresh Button (temporary research disappearing fix)
Balance
Treasure drop rate decreased heavily
Treasure sell price increased
Smithy Hammers and Tailor Kits drop rates increased
Balanced External Costs (Increased) and Health (Increased)
Exploits
Fixed Catapult Raiding Exploit
Servers/Community Hosting
Server Browser UI Improvements
Fixed LastWipeTime Incorrect Value
Added Config bUseOfficialWipeSchedule
Added Config WipeSchedulerInterval
Added Time Until Wipe Info element
Fixed Issue for Wipe Date info element
Reduced Wilderness Respawn Cooldown to 3s was 30s
General Fixes
Fixed auto attacking on exiting Catapult
Fixed Claymore blood mask
Fixed Blacksmith Bench floating slightly
Patch Notes Alpha 3.1.8
Main Features
Added Sewer Event
New Camera Shake and Blood particles
Added Hit Reacts
2 Week Wipes
Ferryman Transport System
Swamp Added
Flourish for All Weapons
New Downed System and Animations
Added Beartrap, Spiketrap, Crossbow Trap, Reset Kits
New Lighting and Optimization Pass
EAC Authorization Editing (Less getting kicked) and Logging Tool (Identifying crashes and kicks)
Balance
Treasure Changes, Drop Rate Decreased
Smithy Hammers and Tailor Kits increased
Raiding Cheaper
Progression Slightly Slower
Combat
Removed chip damage
Held Block
Perfect Parry
Kicks and Bashes
New VFX Added
Entirely Remade Ranged Combat
Removed Need for Quiver
New Arrow DMG System
Simplified Differences between weapons
Fist Combat Remade
Building
Can Now Destroy Wood and Plaster at any point using a building mallet.
Raiding
Trebuchet Added
Dummy Boulder Added
VFX and SFX Updates
Fixed Boulder Destruction Collision Issue
Exploits
You can no longer exit a catapult when within the bounds of a buildpart
Map Fixes
Mines Sealed Until Mine Event Completion
Fixed Stuck Spots Winterhold
Servers/Community Hosting
Re-Organized Server Browser
Removed Ping Limiter
Added a new field for time until next wipe
Wipe Time Should Show Correctly
New Wipe Scheduler System
General Fixes
Many many fixes
Patch Notes Alpha 3.1.7.1
Small Combat Balance Changes
Buffed Bash range 8 -> 16
Buffed Bash horizontal range 32 -> 64
Buffed Bash Cooldown after sprinting 1.5s -> 0.3ms
Buffed stagger duration 1.5ms -> 2.5ms
Buffed successful parry and held parry into parry window from 0.6ms -> 2s
Added late Parry forgiveness:
If you parry within 1s of being hit you can parry into parry until reaching idle state or windup
Developer Notes: Bash is almost unusable, this should make it a little more enticing against aggressive opponents. The parry changes aren't really buffs, they just make parrying a lot less clunky.
Patch Notes Alpha 3.1.8.1
Performance Changes
Map Hierarchical Level Of Detail improvements
Foliage Optimization
Mesh culling
Mesh Level of Detail changes when close up and further away
Upscaling improvements
Updated setting options
Updated setting descriptions to better help players understand what the settings will change.
Framerate stability
Developer Notes: There is still more work to do for those with weaker GPU's. But no matter the GPU everyone should notice much more stable framerates when turning or idling.
Patch Notes Alpha 3.1.8.2 BETA
Combat Changes
Kick turn speed increased: 3 -> 5.25
Bash
BashTurn speed increased: 3 -> 5.25
Can no longer bash and then immediately run
Stamina cost on miss: 0 -> 3
Stamina gain on hit: 10 -> 3
Stamina drain: 5 -> 0
Bash distance reduced: 16 -> 12
Animation Adjustments to Flourish
1H weapons: 3.0 -> 1.5
Longsword: 3.0 -> 2.5
Greataxe: 3.0 -> 2.5
Polearms: 3.0 (unchanged)
Traps
Crossbow traps no longer return all arrows into a single inventory slot
Spike Trap
Spike traps and walls no longer block each other
Can now be destroyed by Sapper's Axe
HP set to 120 (12 hits)
Trap damage from Sapper's Axe: 10 per hit
Banner Trap Limits By Tier - Crossbow and Spike Traps
Tier 1: 5
Tier 2: 10
Tier 3: 15
Tier 4: 20
Bear Traps
Tier 1: 5
Tier 2: 6
Tier 3: 8
Tier 4: 10
General
New bear spawn locations
Patch Notes Alpha 3.1.9.3 Part 1 - Gameplay & Combat Changes
Combat Updates
Morph stamina cost: 0 → now increments by 2 up to 8 (0, 2, 4, 6, 8)
Feint attack delay: 0.65 → 1.0
Feint stamina cost: 10 → 0
Out of stamina stagger: now triggers at 0.9 stamina and under
Parry stamina cost: 6 stamina on connect → 5 stamina whether it connects or not (Parry into parry still has no stamina cost)
Developer Notes: The goal with the stamina changes are to put more agency into attacking. Defense is really strong right now and we wanted to balance it out a little more.
Bows
Fixed inconsistent draw timing on Shortbow & Warbow - all bows now have the same fire rate and accuracy
Added Crossbow
Quivers removed from the game
Developer Notes: All bows keep equal fire rate & accuracy for simplicity amid changes (differ only in projectile speed - prioritize accordingly); Crossbow is the heavy hitter that will almost fully crack shields later.
Weapons
Zweihander now only obtainable in Gold tier locked rooms
Maul now only obtainable in Gold tier locked rooms
Crossbow now only obtainable in Gold tier locked rooms
Siege Engines
Trebuchet minimum range: 150m → 100m
Trebuchet max range: 300m (unchanged)
Catapult minimum range: 45m (unchanged)
Catapult max range: 55m → 85m
Adding/removing weight now shows strength & boulder travel distance
Players now take fall damage when on vehicles
Trebuchet frame can no longer be upgraded
Fixed bug where dying/downed on siege engine locked player in forever
Traps
Crossbow trap no longer allows enemy interaction
Traps now use the default inventory system
Tutorial
Basic training combat tutorial released
Developer Notes: We plan to add more complex combat tutorials in the future, but this should be enough to get beginners started.
Patch Notes Alpha 3.1.9.3 Part 2 - World, Systems, Visuals & QoL
Survival Map Bug Fixes & Changes
Fixed sewers poking through ground at Brimdurn
Fixed sewer killzone overlapping Brimdurn
Fixed some AI pathing issues
Fixed broken NPC loadouts
Improved dueling area
Silver scattered around the map has been reduced
Factions
You can now select/change factions at any time
Fighter NPCs will now alert other NPCs when attacked
Actions in the world now affect your faction favor
Faction shop added to each town
Developer Notes: The faction system is still a WIP and there is a lot we will be rushing to add to the system. More on this later.
NPCs
NPC navigation improved (especially doors and stairs)
New town NPCs added
Town NPCs now run when attacked and call fighter NPCs for help
Developer Notes: The town NPC's also have a lot still being added such as wandering the world (not just in towns), woodcutting, mining etc.
Key & Door System
Added 3 tiers of locked doors in various map locations (require keys)
Keys found in crates, barrels, and NPCs (very low drop rate)
Locked rooms contain increasingly valuable loot
Special Secured locked rooms which are gauranteed to contain loot with special conditions
Developer Notes: Again, we want to expand much more on this in the following month with things like plagued areas, restricted areas, and other places that can't be entered through regular means.
Mines
Visually improved
Resource nodes now have a chance to drop gemstones
Mines can be farmed/controlled
Nodes spawn more predictably and in fixed locations
Significantly more silver (now primary way to get silver)
Building
Fixed bug where floor blocked wall placement
Fixed all trap placements blocking walls (and vice versa)
Graphics & Performance
New graphics presets: Performance, Low, Medium, High, Epic
Mipmap overhaul to reduce VRAM usage
Improved object streaming
Titles
Titles are now persistent
If no title selected → highest ranking title auto-selected (Pressing "remove title" stops this behavior)
New titles: Seeker, Proven, Trialed
Steam Achievements
New Trial By Fire Steam achievement added (plan to add many more achievements over time)
Patch Notes Alpha 3.1.9.4 - Archery and Shields Update
The Big Picture: Archery is being shifted from an early-game niche to a viable mid-to-late game option. By introducing a new "Anti-Burst" mechanic (for arrows only), we can buff fire rates and armor penetration without allowing groups to "one-shot" players through focus fire.
Ammo Scaling
Bolt (T3): 35 Base Damage | 0.625 Armor Pen (5 hits to kill T3)
Bodkin Arrow (T2): 25 Base Damage | 0.46 Armor Pen (10 hits to kill T3)
Broadhead Arrow (T1): 25 Base Damage | 0.3 Armor Pen (16 hits to kill T3)
Primitive Arrow (T0): 25 Base Damage | 0.0 Armor Pen (205 hits to kill T3)
Shield Damage (New)
Bolt (T3): 200 Damage
Bodkin (T2): 100 Damage
Broadhead (T1): 75 Damage
Primitive (T0): 35 Damage
Pavese Shield: Health reduced from 750 to 650
Mechanics and Loot
Arrow Damage Cap: Damage is now rate-limited to 35 damage per 3 seconds (continuous regeneration). This matches the reload time of a Crossbow, preventing instant-death from coordinated groups while allowing for faster individual firing.
Fire Rate: Increased across all bows with improved animation blending for a more responsive feel.
Gold Rooms: Now have a chance to spawn Crossbows (includes 20-40 Bolts).
Silver Doors: Now have a chance to spawn 20-40 Bolts. Note: For now bolts cannot be crafted; they are high-tier loot only.
Developer Notes: Right now, archery is in a weird place where it's really strong at T0 but becomes irrelevant fast. Part of the reason for this was our concern about players running in groups and wreaking havoc with ranged focus-fire. Melee slashers are a very unique concept with a huge learning curve. And while we're happy with the state of combat, we believe a second option should always be possible for those who want to pick up the game and do well quickly.
With the new Anti-Burst mechanic, we can effectively limit overall group damage to match the output of a single player. This allows us to make the bow and arrow a truly viable option throughout the game, while still keeping it slightly weaker than melee overall, no matter the amount of arrows hitting the same player.
Patch Notes Alpha 3.1.9.6
Combat & Gameplay
Crossbow trap: removed 2× damage modifier
Fixed numerous bow and arrow issues related to accuracy and damage
Stamina no longer affects bow and arrow dispersion
Reworked bow and arrow crosshair UI to better represent dispersion
AI & NPC Behavior
Some NPCs will now always aggro players regardless of faction
Added Aggressive behavior to all outsider NPCs (not yet applied to secured doors)
Developer Notes: Some NPC's do still represent factions but we're placed and designed to make certain area's dangerous and provide loot. The faction system implementation has caused all Human NPC's around the world to be safe to walk by which isn't what we intended, so now these specific NPC's will aggro anyone and can be killed without hurting your faction score.
Factions & World Interaction
Pillaging and stealing are now recognized by the faction system
Added on-screen indicators for faction updates
UI & UX Improvements
Chat messages now highlight when someone @mentions you (disabled in streamer mode)
Fixed a bug where titles would not clear properly
Improved Seeker title visual effect
Reworked inventory scene capture
Bug Fixes
Fixed broken textures on houses in Brimdurn
Removed building optimizer causing multiple visual building bugs
Graphics & Settings
Added new graphical settings options
Developer Notes: We have the technology! Graphics and performance should be at an all time high when utilizing our graphical preset buttons. Unfortunately though, this means all of your current graphical settings will be reset once more to what the game determines what's best for your PC.
Patch Notes Alpha 3.1.9.7
Combat
Players can now parry using tools
Increased weapon turn cap by ~30-40% compared to Early Access
Developer Notes: Oh melee... We've given you so much love and attention that we feel we can trust you just a little bit more not to cause grief... (On top of melee tutorial, bows, shields, bugfixes, etc.) we fill this won't hurt beginners as much as it did in early access.
Archery Changes
Holding a bow reduces movement speed by 10%
Drawing a bow reduces movement speed by an additional 20% (30% total)
Switching to the bow costs 10 stamina (yes every time)
Arrow stamina cost increased: 5 → 15
Arrow damage bucket adjusted: 25 damage per 3 seconds → 25 damage per 4 seconds
Developer Notes: We're really happy with how the bow feels right now. What we're not happy with is how strong it becomes when multiple players use bows against a single target. So, we're aiming (no pun intended) to push players into making a choice: commit to the bow, or commit to melee. Right now, you can fire arrows at little cost, potentially deal damage, then safely switch to melee without losing anything. That's not ideal. These stamina changes are designed to heavily punish players trying to benefit from both the offensive power of the bow and the safety of melee at the same time. The movement slow is simply there to reduce how effectively players can kite with a bow.
Shield Changes
Shields can now block arrows while held blocking (if facing the projectile)
Barrel lids T0 shield added (T0 primitive shield)
Developer Notes: Shields were meant to be the counter to a solid archer but currently it feels unreliable due to the different hotboxes of each shield. Now at the cost of stamina, you can gaurantee your safety if you hold up your shield against the arrow.
Factions
Fixed an issue where faction points would sometimes not update correctly
Added a faction shop to each town
Patch Notes Alpha 3.1.9.8
Combat & Balance
Decreased bow stamina cost per shot: 15 -> 9
Fire arrows now deal bonus damage to siege equipment
Fire arrows now apply damage over time to siege equipment — up to 150 damage over 5 seconds (30 DPS)
Siege equipment can now catch fire
Developer Notes: Fire arrows are making a comeback and function as they used to. Shoot them at catapults and trebuchets to do good damage from afar — if you shoot enough in a short period of time the equipment will catch fire to deal more damage over time.Server & Systems
Server reboot interval increased: Every 2 hours -> Every 5 hours
Idle timeout increased: 5 minutes -> 30 minutes
Added Discord integration to notify players when their base is under siege (experimental)
Developer Notes: Nobody likes being offline raided, but nobody likes being told they can't do what they want to do either. We're introducing @Renown Watchman to help you watch over your base while you sleep and alert you here on Discord straight to your direct messages when it detects your base is being raided. This is a very experimental and new feature that is very early in development and should not be relied on for complete base security. We hope that this will create a more engaging experience and will tightly monitor how it effects the game. To use it make sure you can receive DMs from the bot, and then type /Register to get started.Misc
Removed auto-sprint
Developer Notes: This is bittersweet — we love auto-sprint and it was a hard decision to make, but ultimately we've decided it's best to remove this feature. Auto-sprint is too good not to use for combat, but not polished enough to make it the default option for beginners, and because beginners don't know about it they are immediately at a disadvantage. There are other reasons too, but this is our biggest issue. We want to reimplement it as soon as possible as the default.
That's everything we've shipped since the Early Access launch. Thank you for being part of the Renown community - we're genuinely really excited for this next chapter. As always, the best place to share feedback, report bugs, or just talk about the game is our Discord and the Steam forums.
- The Renown Team