Hello Wizards, Mages and Magical Folks of Citadel,
As summer is wrapping up here Citadel is still ablaze with new content sprouting out just around the corner. Hold onto your wands, we’re breaking into the unknown!
All New Content Coming to Citadel
Discover A Brand New World:
It’s been rumoured of a far off land similar to our own, calling for the bravest wizards and mages to traverse this unknown world seeping in mystery. What we know about Ignus just may be flipped upside down as rules here have no boundaries, stay tuned.
New Tames & Creature Storage:
Strange sightings have been recorded about menacing creatures roaming all throughout the land. There’s been no sign of these creatures being native to Ignus, please exert caution while encountering these strange beasts. With new reports of tamable creatures, we’re happy to say the more the merrier! There will now be a special way for tames to be stored for players to summon at their own will.
New Mastery Level Structures:
More Mastery Level structures are coming to help high-level wizards.
All New Essence:
Brush out those wands and sharpen your spell books because an all-new essence will soon be debuting in Citadel. A big thank you to all the community support bringing this essence to life.
More yet to Come!
There is more to come down the line including new daily quests, and as we get closer to launching the new content we will roll out more information regarding these features. 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.
We appreciate all the feedback and patience while we continue to update Citadel. We have a few small adjustments and bug fixes we’re implementing in this patch and an update on some rewards for defeating Balarok.
Balarok Rewards
It would seem that Balarok had another trick up his sleeve and had stashed away some precious gear. Upon defeating the horrific Balarok, you may be lucky enough to uncover some epic gear and weapons!
Balance and Gameplay Adjustments
Increased time it takes for phoenix bosses to cast tornado (allowing easier escape)
Doubled opening speed for cultist dungeon doors
Adjusted collision of back door of Evren's cage for less griefing
Complete overhaul of atonement spell to make it exactly like sacrifice spell, but for healing
50% faster conversion rates for atonement and sacrifice
More appropriate obelisk of access recipe and mana costs
Friendly players can use obelisk of access
Increased non-flying NPC projectile ranges by ~50% to combat griefing
Reduced NPC time-to-flee in combat to reduce griefing
Various minor adjustments to boss NPC spell ranges
Created and implemented flight-trinket specific stat curves for more reliable stat rolls
Minor buffs to Balarok and Gembok trinkets
Small chance of frostwood on tundra trees
Aesthetic Adjustments
Fixes for some inconsistent magic structure sounds
Fixes for some out-of-bounds warnings in amethyst geodes
Improved icons for various items and structures
Tweaked effects for throne and obelisk of access
Improved notification sounds for rift and mutant spawns
Fix for rogue water volume in the tundra
Misc fixes for some cave mesh issues
Programming Adjustments
Throne now has and displays correct mana amounts
Obelisk of access now no longer functions when out of mana
Bug Fixes
Fixed the issue where stairs could become undeletable
Fixed bug where party members couldn't be seen on the map while riding mounts
Fixed the issue where dungeon treasure was not properly clearing after a run
Fixed the bug where doors and windows would sometimes not stream in properly on structures
Fixed daily quests could be exploited bug
Fixed a bug with where saddles were not reclaimable from dead tames
Fixed an issue where removing a saddle would not update the mount button
Fixed a bug where distant respawn stones would not appear on the map
There is still lots of work to be done here and we’re working towards an updated road 2020 roadmap. So please look forward to that! Thank you again to all the players who have provided us with feedback and suggestions, we can’t wait to show you what’s in store next!
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!