Citadel: Forged with Fire - Community Manager - Denis
Good afternoon, Wizards!
After a small delay of one week, we will be launching our initiative to remove all structures built in caves and under the map tomorrow. We’d suggest that anyone with a base in any of the world’s caves or glitched under the surface of the world take this final opportunity to begin the process of moving their base before it is purged following tomorrow’s patch.
Tomorrow’s patch will also have more bug fixes and gameplay tweaks to go along with the above-mentioned base purge. Expect a number of changes including a fix for Lightning Storm’s recent bizarre behavior, server browser improvements, new keybinding options and much more. Full patch notes will be shared tomorrow, so stay tuned for details!
As always, we thank you for your continued support and patience as we work through Early Access! If you have any questions or feedback, please feel free to share it with us here or on our Steam forums. We’ll share more info for tomorrow’s patch soon, and we hope to see you in Ignus!
After a small delay of one week, we will be launching our initiative to remove all structures built in caves and under the map tomorrow. We’d suggest that anyone with a base in any of the world’s caves or glitched under the surface of the world take this final opportunity to begin the process of moving their base before it is purged following tomorrow’s patch.
Tomorrow’s patch will also have more bug fixes and gameplay tweaks to go along with the above-mentioned base purge. Expect a number of changes including a fix for Lightning Storm’s recent bizarre behavior, server browser improvements, new keybinding options and much more. Full patch notes will be shared tomorrow, so stay tuned for details!
As always, we thank you for your continued support and patience as we work through Early Access! If you have any questions or feedback, please feel free to share it with us here or on our Steam forums. We’ll share more info for tomorrow’s patch soon, and we hope to see you in Ignus!
Citadel: Forged with Fire - Community Manager - Denis
The Great Golem Has Arrived!
This hulking goliath of animated stone and wood poses a major threat to any careless Wizards and Warriors who might disturb its indefinite slumber. A resting Giant Golem is capable of lying dormant for hundreds of years if left unbothered and can be near indistinguishable from the natural resources that litter Ignus’ terrain. Adventurers who find themselves invading a Great Golem’s personal space must make a quick choice between two options: Run like hell, or prepare for battle!
Great Golems are high level enemies who pack a serious punch at both a distance and up close. Players who wish to challenge these behemoths are advised to stock their inventories with healing items and bring their friends along for the battle. The battle will be intense, but the rewards are worth it: Great Golems drop a significant amount of valuable building resources including Stone, Precious Stone, Gold Ore and Light Essence.
The Return of Last Week’s Fixes
In addition to the fixes added this week, we’re also reinstating the bulk of last week’s rolled back changes. Despite thorough testing, we found that one of the server optimizations we made in last week’s patch caused loading times to increase to unreasonable levels. That patch’s changes and fixes are now included in this week’s offering, though we’ve removed the server changes until we’re able to roll them out in a stable form. Click here for the original post (changes have also been included in today’s patch notes again for clarity).
Under Map/Glitched Base Removal Delay
Due to a last minute snag, we will be postponing the automatic removal of bases built in caves and under the surface of the map until next week’s patch. Those of you who still have yet to move your base to a safe area should take this opportunity to do so before the implementation of this system next week. For more information about this change, see the relevant post here.
Patch Notes
Here’s the full list of changes from today’s patch! As mentioned above, the reinstated fixes from last week’s patch are also included in this list (as indicated):
New enemy added: Giant Golem
Fixed HUD display issues on 4K displays
Can now rebind the Spellbook hotkey in the Keybinds menu
Fixed an issue causing equipped armors and weapons to not be visible to other players (returning from last week’s rolled back patch)
Fixed a bug causing Tame information to get stuck on the HUD (returning from last week’s rolled back patch)
Fixed a bug causing some Thrones to never decay (returning from last week’s rolled back patch)
Fixed a bug causing Terrene Smash and other spells to shoot at a right angle rather than forward (returning from last week’s rolled back patch)
Fixed the Safe Zone tame parking exploit (returning from last week’s rolled back patch)
Fixed a bug causing upgraded defense and offense towers to not display their updated model (returning from last week’s rolled back patch)
Fixed a bug with certain magic structure UIs to not follow the player (returning from last week’s rolled back patch)
Fixed a bug causing flight trinket VFX to not deactivate when not used (returning from last week’s rolled back patch)
Creatures can no longer be tamed while in Safe Zones (returning from last week’s rolled back patch)
Fixed an issue causing gloves to disappear when flying (returning from last week’s rolled back patch)
This hulking goliath of animated stone and wood poses a major threat to any careless Wizards and Warriors who might disturb its indefinite slumber. A resting Giant Golem is capable of lying dormant for hundreds of years if left unbothered and can be near indistinguishable from the natural resources that litter Ignus’ terrain. Adventurers who find themselves invading a Great Golem’s personal space must make a quick choice between two options: Run like hell, or prepare for battle!
Great Golems are high level enemies who pack a serious punch at both a distance and up close. Players who wish to challenge these behemoths are advised to stock their inventories with healing items and bring their friends along for the battle. The battle will be intense, but the rewards are worth it: Great Golems drop a significant amount of valuable building resources including Stone, Precious Stone, Gold Ore and Light Essence.
The Return of Last Week’s Fixes
In addition to the fixes added this week, we’re also reinstating the bulk of last week’s rolled back changes. Despite thorough testing, we found that one of the server optimizations we made in last week’s patch caused loading times to increase to unreasonable levels. That patch’s changes and fixes are now included in this week’s offering, though we’ve removed the server changes until we’re able to roll them out in a stable form. Click here for the original post (changes have also been included in today’s patch notes again for clarity).
Under Map/Glitched Base Removal Delay
Due to a last minute snag, we will be postponing the automatic removal of bases built in caves and under the surface of the map until next week’s patch. Those of you who still have yet to move your base to a safe area should take this opportunity to do so before the implementation of this system next week. For more information about this change, see the relevant post here.
Patch Notes
Here’s the full list of changes from today’s patch! As mentioned above, the reinstated fixes from last week’s patch are also included in this list (as indicated):
New enemy added: Giant Golem
Fixed HUD display issues on 4K displays
Can now rebind the Spellbook hotkey in the Keybinds menu
Fixed an issue causing equipped armors and weapons to not be visible to other players (returning from last week’s rolled back patch)
Fixed a bug causing Tame information to get stuck on the HUD (returning from last week’s rolled back patch)
Fixed a bug causing some Thrones to never decay (returning from last week’s rolled back patch)
Fixed a bug causing Terrene Smash and other spells to shoot at a right angle rather than forward (returning from last week’s rolled back patch)
Fixed the Safe Zone tame parking exploit (returning from last week’s rolled back patch)
Fixed a bug causing upgraded defense and offense towers to not display their updated model (returning from last week’s rolled back patch)
Fixed a bug with certain magic structure UIs to not follow the player (returning from last week’s rolled back patch)
Fixed a bug causing flight trinket VFX to not deactivate when not used (returning from last week’s rolled back patch)
Creatures can no longer be tamed while in Safe Zones (returning from last week’s rolled back patch)
Fixed an issue causing gloves to disappear when flying (returning from last week’s rolled back patch)
Citadel: Forged with Fire - Community Manager - Denis
Hello, Wizards of Ignus: It’s Wednesday, and that means it’s time for a weekly patch!
As indicated by yesterday’s notice, the goal of today’s patch is to once again stamp out another nasty player-reported exploit. This exploit is one that allowed players to keep tames completely safe for an indefinite period of time in Safe Zones. These tames could even be loaded up with precious items and resources to act as invincible storage points, which is not a functionality that was ever intended for the game.
Starting today, tame loyalty will burn faster when a tame is parked in a starting zone. Initially, this heightened burn rate will be small, but will speed up the longer a tame remains in the safe zone, eventually reaching a point where tames will shed hours of loyalty in the span of seconds. Players who leave their tames in the Safe Zone and log off will almost certainly return to find they’ve gone wild and left them, making the strategy completely unviable for exploitation. (Please note, we do plan to add better options for safe-housing of tames in the future. Stay tuned for more info.)
As always, we also have a series of bug fixes to help further refine the Citadel gameplay experience. Many melee players noticed something strange with their spell loadout during the last week: when cast, Terrene Smash would shoot out completely sideways! While this was pretty funny to see, it was also very frustrating once the novelty wore off and it came time to slay some enemies. This has now been fixed.
As always, there are more bug fixes for you to look at in the complete notes below:
Fixed an issue causing equipped armors and weapons to not be visible to other players
Fixed a bug causing Tame information to get stuck on the HUD
Fixed a bug causing some Thrones to never decay
Fixed a bug causing Terrene Smash and other spells to shoot at a right angle rather than forward
Fixed the Safe Zone tame parking exploit
Fixed a bug causing upgraded defense and offense towers to not display their updated model
Fixed a bug with certain magic structure UIs to not follow the player
Fixed a bug causing flight trinket VFX to not deactivate when not used
Creatures can no longer be tamed while in Safe Zones
Fixed an issue causing gloves to disappear when flying
About Tame Desync
We’ve heard many players report issues with tame desync. Players have described instances where a tamed creature may appear to be in one place for them and in a completely different place for other players
We’ve found that these issues actually stem from tames traveling within Safe Zones. To avoid having desync problems, we recommend players try not bringing their tames into the Safe Zones until our fix is completed and implemented.
While we don’t have a solution to this problem in today’s patch, rest assured that we are working very hard to have one available for you very, very soon. Apologies for the wonkiness!
Next Week
Next week is the long anticipated Cave and Undermap Base Removal update. If you still have structures in caves blocking chests or under the map we strongly recommend you begin the process of rebuilding right now! Any structure pieces remaining in caves or under the map after Wednesday will automatically be removed without refund of resources.
It’s been a while since we expanded Citadel’s bestiary, but that all changes soon: Next week will also see the introduction of a new creature type to the world of Ignus! This towering behemoth is absolutely massive and is unlike anything else that currently exists in the game. Its defenses are near impenetrable and its damage output is devastating! Be ready for more details very soon!
Hello, Wizards of Ignus: It’s Wednesday, and that means it’s time for a weekly patch!
As indicated by yesterday’s notice, the goal of today’s patch is to once again stamp out another nasty player-reported exploit. This exploit is one that allowed players to keep tames completely safe for an indefinite period of time in Safe Zones. These tames could even be loaded up with precious items and resources to act as invincible storage points, which is not a functionality that was ever intended for the game.
Starting today, tame loyalty will burn faster when a tame is parked in a starting zone. Initially, this heightened burn rate will be small, but will speed up the longer a tame remains in the safe zone, eventually reaching a point where tames will shed hours of loyalty in the span of seconds. Players who leave their tames in the Safe Zone and log off will almost certainly return to find they’ve gone wild and left them, making the strategy completely unviable for exploitation. (Please note, we do plan to add better options for safe-housing of tames in the future. Stay tuned for more info.)
As always, we also have a series of bug fixes to help further refine the Citadel gameplay experience. Many melee players noticed something strange with their spell loadout during the last week: when cast, Terrene Smash would shoot out completely sideways! While this was pretty funny to see, it was also very frustrating once the novelty wore off and it came time to slay some enemies. This has now been fixed.
As always, there are more bug fixes for you to look at in the complete notes below:
Fixed an issue causing equipped armors and weapons to not be visible to other players
Fixed a bug causing Tame information to get stuck on the HUD
Fixed a bug causing some Thrones to never decay
Fixed a bug causing Terrene Smash and other spells to shoot at a right angle rather than forward
Fixed the Safe Zone tame parking exploit
Fixed a bug causing upgraded defense and offense towers to not display their updated model
Fixed a bug with certain magic structure UIs to not follow the player
Fixed a bug causing flight trinket VFX to not deactivate when not used
Creatures can no longer be tamed while in Safe Zones
Fixed an issue causing gloves to disappear when flying
About Tame Desync
We’ve heard many players report issues with tame desync. Players have described instances where a tamed creature may appear to be in one place for them and in a completely different place for other players
We’ve found that these issues actually stem from tames traveling within Safe Zones. To avoid having desync problems, we recommend players try not bringing their tames into the Safe Zones until our fix is completed and implemented.
While we don’t have a solution to this problem in today’s patch, rest assured that we are working very hard to have one available for you very, very soon. Apologies for the wonkiness!
Next Week
Next week is the long anticipated Cave and Undermap Base Removal update. If you still have structures in caves blocking chests or under the map we strongly recommend you begin the process of rebuilding right now! Any structure pieces remaining in caves or under the map after Wednesday will automatically be removed without refund of resources.
It’s been a while since we expanded Citadel’s bestiary, but that all changes soon: Next week will also see the introduction of a new creature type to the world of Ignus! This towering behemoth is absolutely massive and is unlike anything else that currently exists in the game. Its defenses are near impenetrable and its damage output is devastating! Be ready for more details very soon!
Citadel: Forged with Fire - Community Manager - Denis
Safe Zone Tame Exploit Fix
We’d just like to share a small heads up on a change that will be occurring with tomorrow’s patch. Many players have complained that other players have been abusing the game’s Safe Zones as a safe place to store dragons. These players will often load these dragons’ inventory up with precious resources, making these players invulnerable to losing their possessions via raids and other world threats.
Starting tomorrow, tame loyalty will burn faster when a tame is parked in a starting zone. Initially, this heightened burn rate will be small, but will speed up the longer a tame remains in the safe zone, eventually reaching a point where tames will shed hours of loyalty in the span of seconds. Players who leave their tames in the Safe Zone and log off will almost certainly return to find they’ve gone wild and left them, making the strategy completely unviable for exploitation. With that in mind, we recommend you move any tames you currently have parked in Safe Zones as soon as possible before the patch hits.
Glitched Base/Cave Structure Removal
Just another reminder that NEXT WEEK (not tomorrow) we'll be removing all structures built in caves and under the surface of the world to prevent griefing and further exploitation. Please start the process of moving your structure now to avoid lost resources and work. If you need further information, please feel free to add me on Steam and send me a private message.
Tomorrow's Patch
Tomorrow’s patch will feature a number of additional fixes and improvements, including a fix to stop players from safely taming creatures in the Safe Zones, a fix to address issues with spells shooting sideways, and much more. Stay tuned for full patches as we approach release tomorrow afternoon!
We’d just like to share a small heads up on a change that will be occurring with tomorrow’s patch. Many players have complained that other players have been abusing the game’s Safe Zones as a safe place to store dragons. These players will often load these dragons’ inventory up with precious resources, making these players invulnerable to losing their possessions via raids and other world threats.
Starting tomorrow, tame loyalty will burn faster when a tame is parked in a starting zone. Initially, this heightened burn rate will be small, but will speed up the longer a tame remains in the safe zone, eventually reaching a point where tames will shed hours of loyalty in the span of seconds. Players who leave their tames in the Safe Zone and log off will almost certainly return to find they’ve gone wild and left them, making the strategy completely unviable for exploitation. With that in mind, we recommend you move any tames you currently have parked in Safe Zones as soon as possible before the patch hits.
Glitched Base/Cave Structure Removal
Just another reminder that NEXT WEEK (not tomorrow) we'll be removing all structures built in caves and under the surface of the world to prevent griefing and further exploitation. Please start the process of moving your structure now to avoid lost resources and work. If you need further information, please feel free to add me on Steam and send me a private message.
Tomorrow's Patch
Tomorrow’s patch will feature a number of additional fixes and improvements, including a fix to stop players from safely taming creatures in the Safe Zones, a fix to address issues with spells shooting sideways, and much more. Stay tuned for full patches as we approach release tomorrow afternoon!
Citadel: Forged with Fire - Community Manager - Denis
Good afternoon, Wizards of Ignus!
Now that the holidays are over and we’ve all settled back into the routine of fixing bugs and balancing the game, we’ll be resuming our regular schedule of Wednesday patches. Today’s patch is focused on cleaning up some major bugs and removing one of the most frequently abused exploits. Let’s get right to it:
Exploit Fix: Using Dragons to Grief Structures
This week’s biggest fix targets a major raiding exploit that a number of players have sent to us over the last few weeks. Before today’s update, it was possible to use enemy NPCs to raid another player’s base without Siege Spells. Griefers were able to agro high level dragons and manipule their AI to have them do significant damage to another player's structure. Toxic players have been using this exploit to easily destroy the hard work of other players, even on PVE servers.
While we do want monsters to be able to harm structures, we don’t want players to be able to exploit this for griefing purposes. Our solution involves two changes: First, enemies can only damage a structure if the owner is the same as the player it is currently agro’d on, which should prevent this exploit from working in the future. If you upset a Pyrant and run for shelter, it will still break in and come after you. On the other hand, if someone is baiting a dragon into shooting fireballs at your structure you will see no damage.
Secondly, we’re also fixing a bug that causes dragons to never drop their agro. This bug made it very, very easy for a player to drag a dragon extreme distances, as they’d never give up their hunt. Now, dragons will behave like all other monsters and eventually give up fighting you after a certain amount of time has passed.
Bug Fix: Decay on Throned Structures
We’ll also be applying a fix to prevent owned pieces from appearing as unclaimed and decaying. Before today’s patch, some structure pieces would display as “Abandoned” despite being connected to a Throne, causing them to start decaying when they shouldn’t be. This has caused a lot of confusion and frustration for many players, and today’s patch will fix this issue.
Much More
We have plenty of other fixes to share today, including a fix to have the UI always show the proper name of your tames, a fix to stop players from harming other players while in a Safe Zone, and much more. Check the full list below for the complete details of today’s patch.
Patch Notes
Enemy NPCs can now only damage structures owned by the player they are agro’d on
Fixed a bug that caused some throned structure pieces to become Abandoned and start decaying
Fixed bug stopping Dragons from losing agro when the player is fleeing
Fixed bug allowing mounted players to be harmed in Safe Zones
Fixed an issue causing the build menu to sometimes get stuck in Material Swap mode
Holiday items (Reindeer, Candy Canes, Santa Hats, Milk & Cookies) have been removed
Fixed a bug causing corpse markers to not properly appear in Custom Games
Fixed a bug causing tamed NPCs to not display their proper name on the HUD
A Word About Crystal
As many of you have may have noticed, Crystal – one of our more populous servers – has been down for the last little while. The issue facing this server is a little more complex than the ones that others have faced in the past, and we will require the assistance of the support team at Epic games. This, unfortunately, could take some time.
We will continue to work toward a permanent solution to the problem, but for now we’ve decided to make a small roll back in order to get the server up and running again. Following this patch, Crystal should be back, though you may notice a small amount of lost progress (roughly a day’s worth). We’d like to apologize for this inconvenience, and hope it doesn’t disrupt your gameplay experience too significantly.
NOTICE: Removal of Cave Blocking & Glitched Structures Under Map
In case you missed it, we recently posted a notice about the removal of structures that are either glitched or block other players from exploring and raiding the game’s caves and dungeons. This change will occur in two weeks.Check out the relevant post for the full details.
Now that the holidays are over and we’ve all settled back into the routine of fixing bugs and balancing the game, we’ll be resuming our regular schedule of Wednesday patches. Today’s patch is focused on cleaning up some major bugs and removing one of the most frequently abused exploits. Let’s get right to it:
Exploit Fix: Using Dragons to Grief Structures
This week’s biggest fix targets a major raiding exploit that a number of players have sent to us over the last few weeks. Before today’s update, it was possible to use enemy NPCs to raid another player’s base without Siege Spells. Griefers were able to agro high level dragons and manipule their AI to have them do significant damage to another player's structure. Toxic players have been using this exploit to easily destroy the hard work of other players, even on PVE servers.
While we do want monsters to be able to harm structures, we don’t want players to be able to exploit this for griefing purposes. Our solution involves two changes: First, enemies can only damage a structure if the owner is the same as the player it is currently agro’d on, which should prevent this exploit from working in the future. If you upset a Pyrant and run for shelter, it will still break in and come after you. On the other hand, if someone is baiting a dragon into shooting fireballs at your structure you will see no damage.
Secondly, we’re also fixing a bug that causes dragons to never drop their agro. This bug made it very, very easy for a player to drag a dragon extreme distances, as they’d never give up their hunt. Now, dragons will behave like all other monsters and eventually give up fighting you after a certain amount of time has passed.
Bug Fix: Decay on Throned Structures
We’ll also be applying a fix to prevent owned pieces from appearing as unclaimed and decaying. Before today’s patch, some structure pieces would display as “Abandoned” despite being connected to a Throne, causing them to start decaying when they shouldn’t be. This has caused a lot of confusion and frustration for many players, and today’s patch will fix this issue.
Much More
We have plenty of other fixes to share today, including a fix to have the UI always show the proper name of your tames, a fix to stop players from harming other players while in a Safe Zone, and much more. Check the full list below for the complete details of today’s patch.
Patch Notes
Enemy NPCs can now only damage structures owned by the player they are agro’d on
Fixed a bug that caused some throned structure pieces to become Abandoned and start decaying
Fixed bug stopping Dragons from losing agro when the player is fleeing
Fixed bug allowing mounted players to be harmed in Safe Zones
Fixed an issue causing the build menu to sometimes get stuck in Material Swap mode
Holiday items (Reindeer, Candy Canes, Santa Hats, Milk & Cookies) have been removed
Fixed a bug causing corpse markers to not properly appear in Custom Games
Fixed a bug causing tamed NPCs to not display their proper name on the HUD
A Word About Crystal
As many of you have may have noticed, Crystal – one of our more populous servers – has been down for the last little while. The issue facing this server is a little more complex than the ones that others have faced in the past, and we will require the assistance of the support team at Epic games. This, unfortunately, could take some time.
We will continue to work toward a permanent solution to the problem, but for now we’ve decided to make a small roll back in order to get the server up and running again. Following this patch, Crystal should be back, though you may notice a small amount of lost progress (roughly a day’s worth). We’d like to apologize for this inconvenience, and hope it doesn’t disrupt your gameplay experience too significantly.
NOTICE: Removal of Cave Blocking & Glitched Structures Under Map
In case you missed it, we recently posted a notice about the removal of structures that are either glitched or block other players from exploring and raiding the game’s caves and dungeons. This change will occur in two weeks.Check out the relevant post for the full details.