The time is finally dawned upon us, the epic Godking’s Vengeance part-two has made its way to Citadel. An entirely free expansion that extends the base Citadel game. Today’s huge new update features an epic concluding storyline, a mutant world spawner event, new trinket abilities, emotes, new creatures and LOADS more!
New Content
New 4th Dungeon
An all-new dungeon has been uncovered! It’s quite evident that a dark evil is at foot; hidden deep in the heart of Ignus, a crypt riddled in the dark arts holds a dangerous secret. Covered in a grainy ash, this area appears to be completely in despair. With the immersion of this new crypt, your land and all of Ignus' very existence is now threatened. Heroes must take caution while entering this dimension in order to vanquish this new threat!
Horrifying New Monster: Cultists
Wizards you must be on high alert, we've received reports of a horrifying creature looming in the shadows. This horrifying monstrosity has been hiding dormant within Ignus waiting for the perfect moment to strike! Take caution when challenging this creature; they will not go down easily, however, you will be rewarded handsomely for your victory.
Mastery Level Quests & Daily Quests:
Embark on a brand new quest! Gembok has heard of a new development regarding an ancient evil that has awakened deep within the heart of Ignus. A horrifying dimension has emerged and has mutated a gruesome enemy bent to wreak havoc. Set out to seek knowledge of the impending danger from a new adversary well versed in the dark arts. Only the bravest heroes can take on this foe, Gembok holds the knowledge of this mysterious evil lying dormant in the Crystal Caves.
Mutant World Spawner Event
With all this paranormal activity going on, it’s no surprise a vicious mutation has made its way amongst the wild beasts that roam the land. These mutated monstrosities are far more powerful and much bigger than their counterparts. Team up and take on these boss-level creatures, those who come out victorious will be rewarded with the greatest treasures!
Express Yourself
You can now dance the night away. 🎶 Introducing emotes to Citadel! Strike a pose or taunt your enemy with your stellar dance moves.
Armored Saddles
Time to saddle up those tames! Adding some extra protection to your favourite tames with the new armored saddle series.
Update to Trinkets
Two are better than one! You now have the ability to set two trinkets active at once. Take to the sky as you fly throughout the world while keeping your mana rings activated.
Game Enhancements
You can now hold E to close all doors, which we have it on good authority that this will be highly beneficial to PvP servers
You will now find signs throughout Ignus, make sure to check out any messages that may be displayed, they could prove quite helpful
There is now the option for hosts to configure what level players begin at. Add [/script/citadel.citadelgameinstance] AutoLevelNewPlayers=-1 in game.ini set -1 to whatever you want players to be levelled and if they are less than that number, they'll be auto levelled.
Player now have the option to build fast track portals
Tiered world loot spawns have now be implemented
Balance and Gameplay Adjustments
There are now 3-tiers of mana deflection for the obelisk of protection and warding obelisk, based on upgrade level
Adjusted egg recipe
Collision is now disabled on open door meshes, allowing the easier player and NPC navigation
Doubled regeneration speeds for starting-town health and mana pools
Tripled regeneration speeds for environmental health and mana pools
Aligning sacrifice spell energy with atonement, for 3x cast duration
Hierarchical recipe tweaks for tier 2 arcane and fire turrets
Adjusted recipe of nexus stone
Multiple tweaks to crypt boss combat systems
Flight trinket mana costs have been tweaked to provide balance for the new 2-trinket system (players without a mana regeneration trinket will notice slightly more expensive flight costs, players with a mana regeneration trinket will notice slightly reduced flight costs)
Flight trinkets now have a chance to roll the extra mana stat
Improved values for cooldown reduction stat: wands will see the largest overall boost
Minor tweaks to crit bonus damage, crit chance, and extra damage stats
Aesthetic Adjustments
Removed useless gender icon from tamed NPCs
Improved waterfall mist performance
Fixes for quest text
Improved the mesh-popping effect for extracted resources
Large mana generator range now properly aligned to visual effects
Players can now no longer build on fast travel tower helix structure
Thank you wonderful wizards, we really hope you enjoy this update! As always, please let us know your thoughts and feedback. We hope everyone continues to stay safe and healthy at home and we’ll see you in Ignus real soon!
We hope everyone is healthy and staying safe at home. Our team has been working away to bring you a lot more Citadel content, we are extremely excited and can’t wait to show you what we have planned over the next couple of months!
Coming Soon!
An All-New Dungeon & Horrifying Creature:
A dark evil is lurking in the shadows of Ignus that threatens your land! There’s not too much known about this villainous monstrosity, only the bravest heroes will be able to vanquish this evil. Part two of our massive expansion is making it’s way to the base Citadel game. Courageous heroes bold enough to take on this unknown evil will be left with a grand story to tell. Get ready for the concluding story, brand new features, new structures and all-new deadly creatures roaming throughout Ignus in the upcoming months!
Stay tuned to learn more about this all-new grand adventure waiting for you!
Mastery Level Quests:
Our quest system has expanded once again, with an all-new series of quests leading deeper into the secrets of Ignus that was once long forgotten. That’s not all! We will also include a brand new Daily Mastery Level Quest, so stay tuned for more information on these two major quests expansions!
A Wild Mutant Has Appeared:
An increased amount of paranormal activity has been awakened in the shadows of Ignus, increasing the frequency of mutations among the wild beasts that roam the land. They are much bigger and more powerful than their standard counterparts, can occur seemingly anywhere, and provide a far more rewarding challenge for the stoic heroes who vanquish them. Do you have what it takes to tackle these deadly foes? Team up to challenge these boss-level creatures or dare fly solo. Those who come out victorious will be rewarded handsomely.
Next Steps
There is a lot more content planned out which we haven’t been able to share just yet and a lot of new game mechanics that have been greatly enhanced. As we get closer to release we will update you guys further on what’s to come.
As always thank you to the community for all the support and help, we’re always taking in your feedback and suggestions. We hope everyone continues to stay safe and healthy at home. See you again soon Wizards.
Thank you for your patience as we continue to update Citadel from behind the scenes. We have a few small updates and bug fixes going forward in this patch.
Localizations
Added Japanese Localization
Added Traditional Chinese Localization
Added translations and language support for quests
Improvements and Fixes
Improved the server backup system
Increased global object limit to support servers with 500k structure limits
Fixed Quest objective text size when viewing from the journal
Added a command for admins to check out possible mesher locations "/showpossiblemeshers"
Fixed a bug with 'Magical Machinations' rewards not fitting the text description
Fixed a bug where structures would not decay outside of raid hours
Fixed a single-player crash when quitting the game
Fixed some situations where NPCs would not spawn on single player
We also want to welcome the new wizards. We’re glad to see new faces in the game, if you’re ever interested in our growing community please check out our Discord. We have active community members to give you a welcoming hand and some great advice!
We hope you've had a chance to check out the big quest update we launched last week. We've been watching your feedback roll in so today we're bringing you a patch which includes a variety of bug fixes, gameplay improvements and other goodies.
As always, thanks to our community for your continued support and feedback! Keep the comments rolling in and make sure to take a look at the notes below to see what's been updated today:
New Additions
Siege turrets now do 5x damage to shields specifically, and can be buffed by raider's stones, for up to 25x damage to shields
Structures now visually report damage for added siege clarity
Gameplay Tweaks
Minor adjustments to boss caves to prevent unintended behaviors
Reduced raider stone activation time from 6 hours to 4 hours due to popular demand
Reduced "hasty hare" sprint multiplier due to popular demand, should also spawn more reliably
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!