We are extremely excited to announce that on Friday, October 11, 2019, Citadel will be exiting Steam Early Access and officially hitting full 1.0 launch!
To date, we have released nearly 100 patches and updates, tons of new content drops and some pretty huge expansions like the Forgotten Crypts and Citadel Reignited. Thousands of bugs have been fixed, tons of balance adjustments made, and many very fond memories made.
On behalf of the entire development team at Blue Isle Studios, we wanted to give a huge shout out to the community who have helps us along the way. Thank you for joining us on this Early Access adventure and providing your feedback. We have tried to be as open and transparent as we can be in this development process and are incredibly proud of the game as it stands today. But fear not, this is not the end of development on the game – far from it in fact.
Once we hit our 1.0 launch, we will continue to support the game well into the future with a bunch of additional content, server updates, and lots of additional fixes and improvements.
Please stay tuned in the coming weeks and months for more information on the roll-out. In the meantime, we’ll continue to fix bugs, adjust the balance and add as many improvements as we possibly can leading up to our launch.
Another patch is ready to roll out Wizards! Today we're releasing another one of our bigger patches which focuses on polishing and improving overall gameplay. Today’s update tidies up some lingering issues NPC aesthetics while also acting on some of the community’s reported suggestions. We've also done a big pass on NPC health and mana regeneration values as well as NPC perception ranges.
Have a look at our notes below while you take a moment to let your game client update and give the servers a moment to come back up with the latest version of the game.
Gameplay Adjustments
Swapped boars for elk in FTUE quest and made a minor increase in boar spawn rate around starting areas, now rewarding salted boar instead of salted elk
Adjusted buff rewards of buff towers to be more appropriate based on location and approximate player ability
Elixir of destruction now provides 2% siege damage, adjusted recipe
Minor adjustments to dark iron and reinforced iron armor crafting recipes
Adjusted unstable gem recipe
Setting farm plot unlock from 1 KP to 2 as originally intended
Minor tweaks made to phoenix, undead, eagle, bird, abomination, and unicorn loot
Tweaked item rewards in pink resource rocks, iron rocks, all harvestable world rocks, giant rune crystals, and giant mushrooms
Re-ordered the bleeding and leech spell modifier hierarchies to improve the craftability of their associated elixirs at their unlock levels
Flour now crafts on workbench
Wheat now grows similar to the generic forest plants
Increased lifespan of mature plants from 48 to 72 hours
Sickly hearts are now a rare item
Doubled duration of barkskin and shock armour spells
Adjusted bloodlust to be 20% more damage and 40% more health
Adjusted locations of golem spawners
Decreased raider's stone HP from 2250 to 1200
Fixes made for some griefable rocks
In addition to the notes above, there was a balance pass done on NPC health and mana regeneration values, as well as their spell mana requirements. The following values represent both the health and mana regeneration values:
Hare: 1
Bird: 1
Deer: 1
Horse: 1
Direwolf: 1
Bear: 2
Boar: 2
Sprite: 3
Skeleton: 3
Orc Melee: 3
Undead Melee: 3
Orc Ranged: 3
Burning Skeleton: 3
Undead Ranged: 3
Undead Caster: 4
Imp: 4
Armoured Skeleton: 4
Dark Soul: 5
Forest Guardian: 5
Troll: 5
Giant Eagle: 5
Medium Dragon: 6
Golem: 7
Abomination: 8
Unicorn: 9
Large Dragon: 10
Phoenix: 11
Massive Dragon: 12
Giant Demon: 13
NPC perception ranges were also modified, their changes have been listed as follows in the format: old vision, old hearing, new vision, new hearing:
Hare: 2750, 3000, 2500, 2500
Bird: 2000, 1000, 2000, 1000
Deer: 3500, 3000, 2500, 2500
Horse: 2500, 2750, 2500, 2250
Direwolf: 2500, 2000, 2000, 2000
Bear: 2600, 1850, 1750, 1750
Boar: 2200, 1500, 1500, 1500
Sprite: 1750, 1000, 1750, 750
Skeleton: 1500, 750, 1500, 750
Orc Melee: 1500, 1200, 1250, 1000
Undead Melee: 1000, 1500, 750, 1250
Orc Ranged: 2200, 900, 1750, 750
Burning Skeleton: 2200, 900, 1750, 750
Undead Ranged: 1500, 1500, 1000, 1250
Undead Caster: 1750, 1750, 1500, 1250
Imp: 1000, 2000, 750, 2000
Armored Skeleton: 2750, 1250, 2500, 1000
Dark Soul: 1900, 1500, 1500, 1500
Forest Guardian: 1500, 1500, 1500, 1500
Troll: 1250, 1250, 1250, 1250
Giant Eagle: 5000, 3000, 4000, 2000
Medium Dragon: 5500, 4000, 3500, 3000
Golem: 1500, 2000, 1000, 2000
Abomination: 1200, 1200, 1000, 1000
Unicorn: 3500, 3500, 3000, 3000
Large Dragon: 7000, 6000, 5000, 4000
Phoenix: 5000, 4000, 5000, 5000
Massive Dragon: 8000, 7000, 6000, 5000
Giant Demon: 1500, 1500, 1250, 1000
Aesthetic Adjustments
Cleaned up NPC melee spell effects and animations
Better transitions now in place for mounted NPC attack animations
Adjustments made to NPC corpse position offsets
Adjusted position of safe zone map marker icons to make town travel towers easier to access
Eliminated underwater horizon light bloom
Technical Changes
Added on screen indicators when players are talking
Player speaking indicator shows on hotbar when open mic is hearing the player's voice
Server browser rows sort correctly while loading in rather than once everything is loaded
Server browser correctly shows a refresh animation and can be stopped
Voice sessions are further differentiated from each other to avoid session conflicts
NPC have dynamic avoidance while in combat to avoid stacking on top of each other
Fixed client crashes
Fixed server crash
Added macro textures to structures for distance aesthetics
Fixed a bug where ambient music could stop and start unexpectedly
Fixed an issue where AI spells would not play audio or impacts
Fixed a world frame when joining single player or listen server games
Fixed an issue where some emitters would appear "stuck" or would not draw at all
Fixed issues with PVP protection
Improved NPC performance in single-player
Voice channels are not joined until the client has finished loading
Fixed an issue where elixir of amnesia would break the knowledge screen
Fixed an issue where the raid notification would break input if another window was open
Guild mates can hit each other, forcing the player to drop the broomstick league ball
Added corpse offsets for grounded corpses
Fixed a crash with the broomstick league ball
Upgraded the game's mature word dictionary to include additional offensive terms
Fixed a bug where single player characters could be stuck attached to the mount if logging off while mounted
We've rolled out a tiny patch to address some PVP protection issues that have been reported by the community. Thanks for your reports and please continue to provide us with your feedback as it comes!
We've released a very small patch today to address a couple of issues introduced with yesterday's update. Please see below for changes included in this build:
Fixes
Tames are no longer invisible
Fixed server performance for turrets
Thanks to everyone for their feedback and patience. Please keep the feedback coming!
Wednesday is upon us again and we're ready to deliver another patch to our community. In the last week, we've been focusing on balancing early gameplay, adding aesthetic changes to the world and implementing a number of programming fixes to address game performance among other things.
See below for more detailed notes on what to expect with today's update:
Aesthetic Changes
Enhanced some NPC visual effects
Increased visual fidelity on distant background rocks
Fixed some mesh issues at Eastreach
Attached extract spell sound to caster
Added new material for iron rock for easier identification
Added subtle size variations among NPCs
Lowered bloom on a few select items
Balance Adjustments
Doubled minimum durability values for low-level trinkets
Added bones as random loot chance on most prey NPCs
Lowered unlock levels for tier 2 bracelets and amulets from 15 to 10
Decreased time required to harvest medium rune crystals
Made many subtle value adjustments for stats on weapons and gear
Note: In effort to continuously address the difficult nature of the early-game, low-level weapon damage and armor values have been increased. This increase is handled along a continuous curve of values, therefore diminishing but slightly increased returns will be felt up to level 60 weapons, which are untouched. Secondary stats on gear have had their values adjusted from a low-level punishing curve to a linear system, which should provide players with more satisfying gear at lower levels (<30), with level 60 gear mostly unaffected.
Gameplay Changes
Adjusted health pool in Heathclyffe
Fixed various griefable rocks
Increased character step height from 45cm to 60cm
Improved giant eagle attacks
Technical Fixes
Improved NPC rendering performance
Fixed rifts spawns not working
Improved server network/ping performance
Refactored NPC perception to be more performant
Family shared accounts are no longer given PVP protection
Fixed a bug where the quest log UI could be hidden on relog
Improved particle aesthetics; particles no longer pop in and out but are smoothly activated/deactivated
Moved particles to a pooled tick in areas with many particles resulting in smoother animation rates overall
Sliders in World create work better with gamepad
Fixed player controls getting locked when interacting with the destroy prompt quickly
Fixed an issue where pressing enter while in the inventory screen could lock player controls
Remember to take a moment to let your game client update and give the servers a moment to come back up with the latest version of the game. Thanks again to everyone for their feedback and support! We look forward to hearing your thoughts after you’ve had a chance to get your hands on this latest update.
We released a big update yesterday with lots of new fixes and changes made to NPCs, raiding, world visuals and more. With this update we introduced a couple of bugs which we've addressed with today's hotfix. Check out the notes below to see what has changed:
Spawn fix which caused NPCs to relentlessly respawn
Possible server crash fix when NPC spells were destroyed
Server crash fix where an NPC spawn volume that couldn't spawn anything at all caused an infinite loop
Thanks for your patience everyone. We hope you continue to enjoy this update and see you in Ignus soon!
We're very excited to share this latest patch with the community. Today's patch includes significant changes made to Citadel's NPC system which has drastically improved the overall responsiveness of NPCs in the world. You should notice very significant changes in NPC pathing, reaction times and their spawning. NPCs will now also give notifications when attacked.
We've also made some notable changes to mana and health regen for characters which will now be passive every 2 seconds. This should help players with their overall game experience.
The world will look a little bit different after today's update! We've made a number of adjustments which will add visual flair to the environment so make sure you check it out.
For more details on what's been added to this patch, check out the notes below:
Character Update
Gave character 1 health and 1 mana passive regens every 2 seconds
Increasing base mana cost of haste from 20 to 25. It still has a 20s cool-down during which time the character now regenerates 10 mana, therefore the net changes result in the player having 5 more mana over one cycle of use, rather than 5 less due to the cost increase.
For clarity: extract costs were left unchanged since players have access to mana rings by level 9, where it becomes "free" anyways
Adjusted amethyst/obsidian/irisite crafting recipes to require 4 precious stone instead of 5, and 2 essences instead of 3
Quality-of-Life Updates
To greatly improve performance and stability, chests and cabinets now have a fixed number of stackable unique item slots. Storage contents will need to abide by slot and weight capacity
Added opulent cabinet with a capacity of 2500 and 250 slots
Adjusted chest storage capacity from 200 to 500 and 50 slots
Adjusted storage cabinet capacity from 400 to 1000 and 100 slots
Adding magic find stat display to rabbit's foot
Lengthened sugar rush buff for butter tarts to 90s, and for rowan berry pudding to 120s
Adjusted item descriptions for mystical conjurer, demonic eye and rabbit's foot
Fix for some griefable rocks
Improved timing of NPC animations and attacks
Improved hare collider
Minor text adjustments to a loading screen tool-tip and a quest-giver quest
Adjusted distant ocean islands for cleaner background
Reordered a couple FTUE quests
NPC Changes
Most NPCs have seen subtle animation, timing, range and FX adjustments. Attack damages have not been touched. More color variations have been added for nearly every NPC.
In general NPC perception ranges have been increased roughly 50% except in some certain circumstances like boss caves. In the following list, V represents vision, and H represents hearing:
Abomination: 800V 800H to 1200V 1200H
Bear: 1750V 1250H to 2600V 1850H
Boar: 1500V 1000H to 2200V 1500H
Deathweaver: 1300V 1000H to 1900V 1500H
Deer: 2500V 2000H to 3500V 3000H
Direwolf: 2000V 1500H to 2500V 2000H
Dragon (large): 5000V 4000H to 7000V 6000H
Dragon (massive): 6000V 5000H to 8000V 7000H
Dragon (medium): 4000V 3000H to 5500V 4000H
Forest guardian: 1000V 1000H to 1500V 1500H
Giant demon: 750V 750H to 1500V 1500H
Giant eagle: 3000V 2000H to 5000V 3000H
Golem: 1000V 500H to 1500V 2000H
Hare: 2750V 2000H to 2750V (unchanged) 3000H
Horse: 2250V 1750H to 2500V 2750H
Imp: 700V 1500H to 1000V 2000H
Orc melee: 1000V 800H to 1500V 1200H
Orc ranged: 1500V 600H to 2200V 900H
Phoenix: 3000V 2000H to 5000V 4000H
Skeleton: 1000V 500H to 1500V 750H
Skeleton fire: 1500V 600H to 2200V 900H
Skeleton armour: 2000V 1000H to 2750V 1250H
Sprite: 1250V 750H to 1750V 1000H
Troll: 900V 900H to 1250V 1250H
Undead melee: 700V 1400H to 1000V 1500H
Undead ranged: 1000V 1200H to 1500V 1500H
Undead caster: 1200V 1200H to 1750V 1750H
Unicorns: 2500V 2000H to 3500V 3500H
Technical Changes
Masterbuilder can instantly delete structures rather than using a prompt
Updated localization
Improved throne invalid placement code, thrones no longer think placement is invalid when placing where previous resources were located
Added UI support for overflown names
Added gamepad references in the spell menu
Fixed issues where the player could spawn beneath terrain
Fixed issues where the player could teleport beneath terrain
Rift announcements are now using proper localization
Player notifications are guarded from firing too often
Added bloom and horizon bloom
Added far dist depth of field
Added landscape macro textures
Fixed exploits where NPCs could be dismounted to force players through floors
NPCs now give notifications when attacked
NPC reaction time improved
NPC pathing improved
NPC's are grounded properly and aligned to the landscape when killed and turned into corpses
Increased NPC spawning
Fixed a case that could cause tames to disappear if quitting the game while mounted
Improved performance with large transfers between character and chests
Fixed issue where world and characters were not saved at the same time, causing desyncs if the server crashed between saves
Fixed server crash
Fixed siege turrets not respecting PVP restrictions
Siege is not possible on PVP protected players (0-30)
Fixed an issue where declining a context menu could result in locked controls
Fixed rift spawn issues in single player
Improved main menu visuals
FOV setting no longer affects the main menu
Gamepad related inventory and social menu fixes
Fixed grass rebuilding whenever the player goes into menus
Structure piece names are hidden from non-owners
Fixed being unable to bind the "up" joystick with gamepad
Fixed world create cancel button getting locked after first use
Fixed world create getting locked if backing out while in the advanced menu
Removed confusing "preview" button in game settings
Added particle system optimizations where if too many magic structures are around the player, they will automatically lower resource usage
Added timesliced distance field building for better structure streaming performance
As you can see this update includes a ton of bug fixes, quality of life improvements, as well as various cosmetic tweaks and improvements in Ignus. We really hope you enjoy this big update folks!
As always, make sure you update your game client and give the servers a moment to come back up with the latest version. Thanks to the community for your continued feedback and reports. Please continue to provide us with your feedback as it comes. See you all in game soon!
We've released a patch today to address some issues that were lingering in Ignus. We've been keeping an eye on all the player feedback coming from last week's big update. Keep the comments coming! In the meantime, make sure check out the notes below for more information on what has changed with this update:
Patch Notes
Increased bag capacity so that players with more than 1000 lbs lose all inventory on death
Damage is reduced by 60% when players attack each other for prolonged PVP combat
Multiple server crash fixes
Fixed single player unable to pick up items
Fixed cross server VOIP conflicts
Fixed a bug where mastery levels were incorrectly calculated on relog
Fixed mounted cabinet interactions breaking player input
Mastery levels expanded to 140
Mystical Conjurer create's items every 2 hours with a max storage of 1
Structure costs are properly reflected when changing structures and pointed at the sky
Structure salvaging has a cool-down after salvaging 10 pieces. This cool-down is 10 seconds per piece salvaged
Structure salvaging requires confirmation
Structure salvaging rewards modified from 1/2 to 1/4
Reformation stone required level changed from 50 to 30, requirements modified
We've been working away the last few months to bring you all an ENORMOUS patch with a vast quantity of balance and performance improvements.
Among other things, you'll find with this update that we've introduced mastery levels and items, allowing players to progress far beyond level 60 with new unlocks and increased rewards. These are intended to leave the base of the game (pre-60) relatively unchanged, while reducing aspects of grind for higher-level players.
There is also now a worldwide randomly-spawned loot drop system which provides various rare resources to those who find it. Some items within the system are guaranteed and always drop, whereas some of the items are picked at random.
Additionally, players may now build owned outposts using the new "outpost throne" and offensive structures have been added. There is currently no limit to number of outposts players may build, but the throne only allows players to build structures within a certain radius of it, and it has a no-build range similar to the regular throne.
Dynamic weather has also been added to Ignus, as well as a snowy tundra.
Check out the notes below to see everything else we've added to this update!
New Content
Marble transmuter added: automatically generates marble from rune power over time
New broomstick added: a lower mana decent speed option
Protein transmuter added: generates meat for cooking and tames from rune power over time
Essence transmuter added: generates a random essence from rune power over time
Large mana generator added: provides high mana reserves, and has a larger effective radius
Vitality pool added: simultaneously replenishes health and mana
Fertile farm plot added: grows plants at roughly double the rate of the regular plot, plants decay at half the rate of the regular plot, and has double the fertilizer and hydration capacity.
Mystical conjurer added: generates a random rare item from rune power over time
Offense structures added: a slow but automated siege system to help raze enemy bases
Rabbit's foot trinket added: increases player magic find by 80-100
Nexus stone added: allows players to teleport to their throne instantly
Raider stone added: takes a long time to activate, but provides a siege buff to friendly players within its radius
Balance and Tweaks
Doubled the wood reward from picking up sticks
Removed nature's essence from the loot of all NPCs (except forest guardians and golems)
Added a chance of obtaining nature's essence from trees
Added minor biome-specific rewards to trees
Adjusted the NPC XP curve from levels 60 to 70
Added XP rewards for level 60 craftable items as well as level 60 quests
Standardized the names of the skeletons
Fixed some janky tree LODs
Cleaned up some poorly-placed foliage in the tundra
Fixes for some griefable rocks
Adjustments to griefable structure doors and doorframes
Increased spell charges by 50% for most spells, reduced siege balance accordingly so it maintains the same ratio
Reformation stone repair cost increased from 10 mana to 15, now heal structures for 240hp/min/stone
Adjusted the minimum attack range for some bear attacks
Adjusted the magic find calculation for some trinkets
Fixes for some loading screen tooltips
Adjusted boss loot rewards for consistency: average rare item drop down by 1-2
Adjusted some NPC sounds to ensure they play in the correct channels
Cleaned up first-time player spawns
Lowering level and knowledge requirement for obelisk of protection
Magic find has been adjusted and crafting involving that stat should feel much more rewarding. It's important to mention that the magic find number on the player stat menu represents the percentage that is multiplied by the background odds of rolling enhanced stats. For example: the player has a base value of 100, so if an item has a background extra mana chance of 10%, the odds of rolling that stat on craft are exactly 10%. Having a magic find stat of 175 would increase those odds to 17.5%.
Increased demonic eye magic find from 10% to 100
Increased the magic find values rolled on crafted armor significantly
Fix for collision on the large split hanging flag
Fix for bear rug material
Adding Hobart's Growth Solution to boss loot and as a guaranteed drop to world loot drops
Technical Changes
All structure rendering is optimized using GPU instancing
Increased structure render distance, structures fade out at a distance
Added structure streaming, this prevents huge amounts of memory being used to spawn structures and only loads the ones in the world that the player needs to know about
Dramatically decreased load times when entering populated servers with many structures
Optimized structure memory, server memory usage decreased
Optimized particle systems on magic structures for faster rendering times. Moved certain particle systems to use GPU particles
Improved performance on many UI interactions
Fixed the voip slider
Improved physics performance
Eliminated camera "whipping" effect when a hitch occurs
Fixed a number of reported crash cases
Upgraded the engine to use Unreal 4.21
World settings are now synced so that when a player customizes their server, joining users get the expected values
Players now drop consumables when killed
Fixed issuers where some channeled spells were not replicating properly
Elixir of amnesia no longer hitches clients
Modified level streaming to not invoke GC so often, this reduces hitching while travelling around the world
Landscapes are only partially loaded for memory savings, terrain lods are loaded at a distance
Player no longer fails to auto-equip starting items in single-player
Broomstick league ball goal streams farther
Saving now takes less server performance, backups are not on every save iteration
AI no longer gets stuck when pushed off a navmesh. AI can act regardless of having a navmesh
Fixed a bug where the structure would disappear if restyling to a piece not known
Fixed an issue where the player could be stuck suffocating if dismounting while underwater
Fixed an issue where the player could not create a house while mounted
Thrones are vulnerable to being damaged once again
Increased flag draw distance on castles
Fixed issue where first-person arms could go invisible
Warding obelisk can kill tames rather than bringing their health to 0 and leaving them alive
Fixed an issue where the house owner could still interact with a kicked house member's structures
Added structure limits: server limit is now 250k structures. Structures are limited to 20k per 10k region.
Updated localization data
Storm armor now reflects expected amounts of damage
Added game credits
Fixed a bug where the player's tame would be lost if the player is killed while the tame menu is active
Timesliced replicated actor spawning
Player can now sprint while swimming
Fixed a number of spells getting in stuck states if switching weapons quickly after casting
Fixed NPC XP displaying and calculating improperly
Fixed structure healing using light beam spell
Tames provide the player with a notification if killed online or offline
Tames that are killed provide a map marker that indicates if the tame has loot available
Network error messages are clearer and do not contain random text
Fixed issues with crafting where the number of items being crafted would frequently reset
Fixed issues where the player would be unable to manage a craft (on self) after exiting the crafting menu
Thrones and respawn stones should no longer be able to be created inside any rocks. We have chosen to veer on the side of allowing false positives, so there may be times where a throne or respawn stone needs to be moved away from the rock before it can be built.
Dead players do not start with 100% health. This is an added penalty to make PVP more meaningful.
Many gamepad fixes and improvements
Lowered the volume of the introduction videos
We hope you enjoy these new changes and take the time to check them out. Game performance should be significantly improved with this update and many, many miscellaneous bugs should be fixed.
Enjoy this new update and see you all in Ignus soon!