To those of you who were expecting a patch today, we've encountered a few issues with the build we'd like to address before releasing it to the public. Stay tuned as we look to launch a patch in the next few days!
The time has come. Change is occurring in the world of Ignus and a hero must be summoned… The Godking’s Vengeance is here!
Today's huge new update features a whole new storyline, a new dyes system, raid time-of-day protections and TONS more.
The Godking’s Vengeance is part one of two huge expansions coming to the base Citadel game. In this update, players can choose to embark on a hero’s journey spanning the entire game, with quests and storylines starting at level one, all the way through to level sixty. To learn more check out our dev blog here.
Part two of this update will launch later this year and feature the epic conclusion to our story along with new features, structures and new deadly creatures throughout the world.
Check out the notes below to see what's been included with today's new update:
New Content
Quest-based story lines to help guide players from early to late game
Creature loot generation: tamed pets now generate contextually-relevant items automatically over time
New FTUE quests
Added dye system for clothing
Added dye system for creatures
Added some new general side quests
Raid time-of-day protection as server options
Added haste as second spell for mounted horses
Gameplay Tweaks
Siege turrets now do more damage, and will take out a marble wall in 5 hours
Raider stone now activates in 6 hours
Siege energy nerfed to 4 spells: concentrated storm, blizzard, geyser, and arcane storm
Healing spell adjustments: healing aura now provides buff-based healing, nature beam tracks allies, adjusted healing projectile for better use and provides a small buff
Adjustment made to nexus stone recipe
Added a chance of milk to protein transmuter
Dropped natural resource respawn time for most resources by roughly 50%
New flight trinket weights in a hierarchy
Doubled third tier turret power and upgrade costs
Increased projectile speeds of arcane, fire, light and ice spells
Slowed down speed for storm projectile spell for more damage
Increased critical chance, critical damage, and speed for dark projectile
Reduced refined cloth costs for rugs and paintings
Fixed concentrated storm spell blocking NPC movement and projectiles
Improvements made to giant eagle combat including spells and tornado balance
Adjustments made to cooking recipe rarities
Adjustment made to crowberry wine recipe
Reduced rare material requirements to some high level gear and flight trinket recipes
Tripled barkskin base armor amount, halving the percent armor increase
Dropped the maximum value of the top 4 leech ingredients by 1% each
Loot adjustments made for Tefra
Adjustments made to Tefra's social relation to curb fighting other creatures in cave
Doubled HP for NPCs in Phoenix Spirit boss cave
Reduced tornado cast time by Phoenix bosses by 25%
Increased most boss NPC walking movement speeds
Added various buffs to NPC HP in Blood Soul and Dragon Heart boss caves
Buffed boss-only gear quality
Increased NPC HP for creatures over level 40
Slight reduction in blizzard spell radius
Tightened RNG damage range of arcane storm and blast, they will likely provide a bit less damage but be far more consistent
Fixed an issue where the player could struggle to unmount small boars
Increased phoenix rising mana cost and increase charge consumption
Adjustments made to world chest-spawned non-boss weapon recipes
Adjustments made to mystical conjurer item generation to reduce the best gear drops by about 25%
Minor adjustments made to flight trinket KP requirements
Slightly increased unicorn blood drops on the creatures
Aesthetic Changes
Trajectory preview for siege turret projectile (toggled using the build menu, similar to mana generator radius)
Fixed two unattenuated imp sounds
Fixed an unattenuated sound on the condemn spell
Modified descriptions for dark bolt and phoenix spirit shard
New collision radii for matured and dead plants to allow easier plot selection for harvest-all
Fixed large dead material for planted buffalo felt
Swapped spell categories for concentrated storm and lightning strike spells
Adjusted distance fade on natural marble material
Improved mesh collision for turrets to reduce occurrence of them firing and hitting themselves
Fixed an invisible camp fire at Athol Bor entrance
Fixed e a water volume at NW tundra demon camp
Fixed acid pool edges at a pool in the plains
Extracted meshes no longer disappear then reappear for the dissolve effect
Minor adjustments made to some world creature spawner locations
Fixed griefable hole in volcano
Adjustment made to stormrender visuals to prevent performance degradation
Adjustments made to sinkat's death hands and stormrender materials
Fixed cave sprites that dropped skeleton loot
Fixed a griefable hole in lagoon, plus blocking volumes and no-builds as this area was very griefable. Current structures will remain, but new ones cannot be built.
No-builds in the fatigue volumes to prevent griefing
Adjustments made to boss cave loot drops
Set dressing for all questgivers
Fixed a typo in a loading screen tip
Better alignment between melee weapon swings and effects
Reduced frequency of phoenix and infernal dragon sounds
Improvements made to cave entrance/exit effects
Technical Fixes
Blinking in rocks should now be virtually impossible
Improved farming for controllers
Greatly improved dedicated server save performance
Applied boosts to players attempting boss crypts in single player mode
Added the ability to name storage chests, and view name on interaction
Added the ability to rename tamed creatures
Added regional and world structure counts in build menu
Fixed item duplication issue that could occur while saving
General server performance improvements
Fixed a number of cheating security holes
Turret radius has been doubled, turrets also use prediction to aim at moving targets
Removed skinned mesh component warnings, causing log files to inflate
Added a quest journal and event log tab
Added the 'L' hotkey to open the event log tab which can be rebound in the bindings window
Fixed an issue where NPCs falling out of the world could crash the server
Pounce no longer changes your movement mode after using it unless flying
Pounce does thick traces to avoid going through things it shouldn't
Throne placement is on cooldown after placing once
Players are unable to build in their structure while it is under attack, cooldown is 30 seconds
Fixed an issue where structure raid notifications were shown when a house member healed the structure
The storage panel now remains sorted after sorting it
Fixed an issue where the eagle's tornado would not affect other creatures
Refactored a number of structure pieces to no longer generate overlaps and save on physx performance
Frost shield now reduces mana when taking damage
Pounce now works as expected while crouched
Fixed chat sometimes bunching up on the left side rather than taking the entire horizontal space. This would occur when resizing the window
Bloodlust and barkskin are no longer allowed at the same time, the player must choose one
Nerfed XP given when players are killed to account for power leveling attempts
Fixed treasure achievements not counting on single player
Fixed an issue where the player would lose controls if they log in while inside a cave
Players under 30 no longer receive bleed damage from high level players
Fixed issues where mid level and high level shield debuffs would apply a on a player, stacking their effect
Added red quest markers to show that the particular quest is a "main story" quest
Magic structures no longer gib when flying away and towards them
Blink tests for a wider area, preventing the player from jumping through cracks
Fixed an issue where players could log in and their tames would be invisible
Fixed an issue where players wouldn't take damage from defense towers while sitting in health or mana pools
We hope you enjoy this update as much as we enjoyed working on it! As always please let us know your thoughts and keep the feedback rolling in. See you in Ignus soon!
Today we wanted to explain our quests system in a bit more detail and talk about why they were added in the first place. Check it out:
New FTUE
The FTUE experience has been completely redesigned to provide more appropriate guidance to brand new players, especially ones who may not have much survival MMO experience. Using new activity trackers, players are now taught the basics including item and spellcrafting without having to leave the safety of the starting zone. More advanced topics are covered as well, including how to use haste, extract, and fast-travel portals. It is our intention that new players are much better prepared to venture into the wild after completing these quests and receiving their rewards. They are not mandatory by any means, so players who would prefer a more immersive experience learning their way about the world are still free to do so.
Main Quests/Storyline
Citadel now features a comprehensive story line of quests, spanning from very early to late game. Several quests guide adventurous players across Ignus in search of greater meaning to some mysterious new developments (these developments play an important role in a future planned update). Players get to experience new quest-relevant creatures, items, and buffs while learning more about the history of the land they are immersed within. We hope players enjoy the story and progression that comes with completing the main quest lines, the added challenge and experience that comes from some of the new unique encounters, and most of all, have some light-hearted fun to help detract from the intense rigors the world can offer.
We understand that there are many current players out there who are already mastery levels, and they will naturally be able to breeze through the majority of these quests faster than low-level, newer players. It is our hope to provide more activities for these mastery players in a future update.
Narrative-Based Side Quests
There are a number of new side quest lines to help provide greater context to other major parts of Ignus, including ancient Houses that once ruled the land. They are generally intended to be a tool of explanation and history, and to provide some decent rewards for lower level players. They have intentionally been designed to have more quests added in the future, or as a framework for new quest givers and history down the line, should players find them interesting and worthwhile.
Check out what else has been included in addition to our brand new quest update here.
The ground trembles as the sky lights up, the Godking statue to the north glows brighter. Change is occurring in the world of Ignus and a hero must be summoned...
We are excited to announce Citadel: The Godking’s Vengeance, a massive free update coming to Citadel on Wednesday, February 5th!
Help Gembok, one of the last living Priests of Neshan as he investigates sudden and mysterious changes throughout the land. Step into the world, unravel deep mysteries and meet legends of Ignus who have devoted their lives to solving ancient mysteries.
The Godking’s Vengeance is part one of two huge expansions coming to the base Citadel game. In this update, players can choose to embark on a hero’s journey spanning the entire game, with quests and storylines starting at level one, all the way through to level sixty.
Part two of this update will launch later this year and feature the epic conclusion to our story along with new features, structures and new deadly creatures throughout the world.
Check out the complete features list below to see what's coming next week:
New Quests System
All new robust quest and narrative system, guiding players from very early to late game including:
Brand new FTUE overhaul
Main quest and storyline
Tons of narrative based side quests
Quest Journal
The quest system has been improved to provide a more immersive and enjoyable experience using cleaner UX and UI presentation, more interesting quest giver interactions and an intuitive journal system to help you track quests and overall progress.
Event Log
The Event Log notifies players of important events such as raids that have occurred, if their creatures were attacked or killed, and much more. The log is designed to help players better understand what has happened in the world.
Item Dyes System
Craft or collect dozens of colored dyes and apply them to your clothing, armor and weapons. Customize your items and personalize them to your liking.
Creature Dyes System
Add color to your tamed creatures as you see fit.
Quest Preview: Feltrie's affinity for luxury is derived from her ancestry.
Time of Day Raid Protection
For PvP servers only; raiding is now time locked between the hours of 6PM and 11PM on weekdays, and 11AM to 11PM on weekends. Your siege equipped spells will no longer deal damage to structures outside of these hours.
Raiding Rebalance
Citadel’s spell-based siege system relies on two important variables: spell damage and siege energy, or more simply, the amount of casts the player can perform before the spell runs out. AOE siege spells have had a reduction in siege energy to better consider the fact that they deal damage over an area.
Creature Loot Generation
Tamed creatures will now passively generate contextually-relevant items in their inventories for their owners to loot. This happens automatically as long as the creature remains tamed.
Structure Counter
The Structure Counter is a convenience feature to let players know if they can, or cannot build any additional structures in their current region.
Tons of Exploit Fixes
Several exploitable areas of the terrain have received blocking or no-build zones to prevent players from abusing these regions. In addition, some players have reported various gameplay exploits which have now been fixed.
We hope everyone enjoyed a safe and happy holiday with their loved ones. We wanted to start the New Year off by filling you all in with what's to come in Citadel this year. Aside from general bug fixes and improvements, we have a number of exciting things releasing in the next few months. Our team has been working hard to bring you a lot of new content - we can’t wait for you to get your hands on it!
CONTENT COMING SOON
An Epic Storyline: Our quests system has been greatly expanded! When our quests update launches this year, players can opt to pursue a brand new series of narrative driven quest lines. Unravel the mysteries of Ignus, uncover long forgotten clues and artifacts, and fight legendary creatures as you travel on an epic journey. Stay tuned for more info about our quests, we have a lot more to share.
Coloring & Dyes System: Craft colored dyes which you can apply to any piece of armor, clothing, and even your tamed creatures. Let your imagination run wild as you create unique looks for your character.
New Creature: A brand new, deadly foe will be appearing in Ignus later this year.
World Boss Events: Challenging and ferocious boss level creatures can spawn into the world of Ignus. Dare to combat these solo, or team up with other players on your server to join forces and take these beasts down. Rumor has it, rare and valuable loot can be found for those who are victorious.
New Siege Items: Explosive potions and more are coming to Ignus, to help with your sieging activities.
New Mastery Structures: More Mastery Level structures are coming to help high level wizards.
Stay tuned as we get closer to launching all this new content and releasing more information about what’s to come. Thanks as always to all the wizards who have provided us with their feedback and suggestions for the game. We look forward to continuing this journey with you all!
We're rolling out a patch today with a number of additions frequently requested by the community. Thanks to everyone who has shared their feedback and suggestions with us! We hope you enjoy the new changes and we encourage you to share your suggestions as they come.
Please see the notes below to check out what's been added with today's update:
Phoenix Rising now only works if killed by a player or creature
Dungeon sessions can now be rejoined after disconnect and party members can be added to the dungeon after activation if the dungeon is not at capacity
Message of the day shows up on the players HUD
Added announcements on the player HUD
Stability improvements and adjustments to server performance
Harvest menu auto closes after using plant-all or harvest all
Improved server security of item transfers
Added server logs for any tamed NPC death and any event in which an NPC is destroyed
This update patches a small security hole with item transfers and fixes an issue when attempting to craft items with benches. We have increased the structure limit on VeryFast servers but also increased the decay rate. Players affected on Batleshyne and Grimstone should be able to build normally once again.
Greeting Wizards! Today we're rolling out a small patch that addresses some potential security vulnerabilities our team has found with our servers. In addition to these changes, we have added a couple quality of life details:
- Patched some server security vulnerabilities - Harvest all button added to the plot menu - Plant All button added below seeds for filling the full plot - Fixed a bug where the X on the map would not show as red when you still have loot - Fixed a rare server crash while loading players - Modified some rune crystal and a few other reagents to have 0.04 weight rather than 0.02, this prevents an issue where players can exceed an internal stack limit when storing items in the opulent cabinet. - Fixed an issue where the escape key would cancel a bench craft rather than exit the "cancel confirmation" window
Unfortunately we were forced to roll back our server save data to Friday afternoon EST due to a significant exploit that was found in the game. It had unfortunately caused irreparable damage on our servers. After rolling back the data, we quickly patched the issue and will be implementing measures to prevent this sort of event in the future.
We sincerely apologize for any inconvenience this has caused.