Citadel: Forged with Fire - BISB


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.

Thank you!

- The Blue Isle Studios Development Team
Citadel: Forged with Fire - BISB


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
Citadel: Forged with Fire - BISB
Hello Wizards!

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!
Citadel: Forged with Fire - BISB
Hotfix incoming!

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!
Citadel: Forged with Fire - BISB


Hello Wizards!

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.
Citadel: Forged with Fire - BISB
Hotfix incoming!

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!
Citadel: Forged with Fire - BISB


Greetings Wizards of Ignus!

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

Raiding Adjustments
  • Adjusted PvP threshold from 20 to 30
  • Reorganized some offence and defense structures
  • Re-implemented missing raider's stone
  • Adjusted unstable gem recipe to require 4 amethyst (was 5), 4 flawless rune gems (was 5), 7 cultist leaves instead of 9
  • 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!
Citadel: Forged with Fire - BISB


Greetings Wizards!

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
  • Client crash fixed when no video present
Citadel: Forged with Fire - BISB
Greetings Wizards!

We've put out a very minor patch to address a few issues introduced with our latest update. You'll find the following changes have been made:

Patch Notes
  • Fixed running being incorrectly calculated by the server when using gamepad
  • Fixed hitch caused on listen servers when transferring lots of items
  • Fixed issue where tamed exp would not track after relog
  • Fixed siege turrets sometimes not dealing damage
  • Increased reformation stone speed and heal amount
We hope you're enjoying our most recent update, see you in Ignus soon!
Citadel: Forged with Fire - BISB


Hello Wizards of Ignus!

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!
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