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Rend Early Access Patch 2: Patch Notes

Originally a collection of Patch 1 fixes that needed more development time, Patch 1.5 has evolved into a fully-fledged game update with even more changes, improvements, and fixes than our first Early Access update. We pushed to get Patch 2 ready and published more rapidly than we scheduled because we’ve heard the concerns about in-game griefing loud and clear and this build introduces our first salvo of changes that mitigate the impact of negative gameplay and encourage constructive collaboration among faction members.

Outcast System
The Outcast System is designed to remove bad actors who are trying to destroy their own faction.
  • Faction elders may initiate a two-minute interface popup vote to label a faction member as an outcast. If a successful vote is achieved (60% of online faction members and a scaling minimum vote count by reputation level), the faction member becomes an outcast and loses their faction representation (tattoo color) and most faction base permissions. Outcasts may still deposit research, spirits, and building upgrade materials. Attacking outcasts or their structures does not incur a faction reputation penalty.
  • Outcasts are queue-vulnerable meaning that if their faction is at capacity (20 players) and another player queues up, the outcast will be kicked from the server. Newly branded outcasts will be immediately kicked if there's a queue.
  • Outcast status lasts for 24 hours on the first successful vote, 72 hours on the second successful vote, and is permanent on the third successful vote. An outcast player can redeem themselves and remove their outcast status by earning 10,000 faction reputation.
  • Outcasts may only join the server they are outcast from if it doesn’t have a queue.
  • Outcast status carries over between sagas but does not carry over between servers.
  • The Outcast System will continue to be improved per player feedback and is just one aspect of our ongoing efforts to give players more control over their faction communities in Rend.

General
  • Reduced minimum server age for the Reckoning to 36 hours.
  • Updated saga conclusion bonus to 75% of earned Ascension Points and Victory Bonus to 25% of earned Ascension Points (for a total of 100% bonus for winners).
  • Players can now be muted or reported by right-clicking on their names in the faction or recent tabs of the social pane.
  • Reports can now be made against offline players.
  • Added server setting RareResourceHarvestMultiplier which is used to scale the drop chances of additive loot.
  • Added server setting StackCountScalar to scale the stack count of items which have a max stack count greater than 1.

Factions
  • Attacking friendly mounts now incurs a faction reputation penalty
  • Increased the faction reputation penalty for killing an allied player to 200 (up from 50).
  • The Terrible faction reputation rank has been split into three new negative faction reputation ranks with scaling combat penalties and loss of faction privileges.
    • Miscreant (-50 Faction Reputation)
      • Loses Faction Base Interaction Privileges.
      • -34% Damage Against Players
    • Coward (-400 Faction Reputation)
      • Loses Faction Chat Privileges
      • -66% Damage Against Players
      • +50% Damage Received from Players
    • Traitor (-1000 Faction Reputation)
      • -90% Damage Against Players
      • +100% Damage Received from Players
  • Killing a faction member with Miscreant or lower reputation does not incur a reputation penalty.
  • Renamed faction reputation rank Warlord to Chieftain (to prevent confusion with the Warlord archetype).
  • Increased Elder Chest storage space:
    • Small Elder Chest: Increased container storage from 7 to 14.
    • Medium Elder Chest: Increased container storage from 14 to 24.
    • Large Elder Chest: Increased container storage from 24 to 36.
  • Removed research requirement of the personal stash to allow for early secured items.
  • Renamed unsecure containers (no reputation rank required) as “Unlocked”.
  • Added tooltips to containers to better explain reputation locked and unlocked concepts.
  • Added faction notification when a player loots a friendly corpse.
    • If the corpse is a Miscreant, Coward, Traitor, or Outcast, then there is no faction notification.
    • If the corpse is of a fellow clan member, then there is no faction notification.
  • Looting a friendly corpse now deducts 500 faction reputation.
    • If the corpse is a Miscreant, Coward, Traitor, or Outcast, then there is no faction reputation penalty.
    • If the corpse is of a fellow clan member, then there is no faction reputation penalty.
  • Added scaling faction reputation requirements to Armor and Weapon Racks.
  • Players that have been offline for longer than two days lose Elder status until they log back on.
  • Players may now damage their own structures without incurring a faction reputation penalty.

Talent and Perk Balance
  • We've made a number of adjustments to address the burst damage potential of players against other players. These adjustments are a quick fix to mitigate the problem and some of the offending perks, talents, or abilities may be redesigned with future patches.
  • Master of Poison (Assassin) now properly converts 20% of damage to poison damage.
  • Reduced critical damage bonus from each talent rank spent in Assassin to 0.5% (down from 1%).
  • Reduced sprint speed bonus from each talent rank spent in Assassin to 2.5 (down from 5).
  • Reduced Isolated Incident (Assassin) armor debuff to 5% per rank (down from 10% per rank).
  • Reduced Isolated Incident (Assassin) armor debuff duration to 6 seconds (down from 10 seconds).
  • Reduced Razing Shots (Warlord) fire damage conversion to 15% per rank (down from 20% per rank).
  • Reduced One With the Bow (Bow Perk) draw speed bonus to 10% (down from 20%).
  • Reduced Aim to Kill (Bow Perk) critical damage bonus to 10% (down from 25%).
  • Reduced Heavy Draw (Bow Perk) damage bonus to 15% (down from 25%).
  • Reduced Halcyon Sniper (Bow Perk) damage bonus to 20% (down from 40%).

Item Balance
  • Reduced crossbow durability consumption by 66%.
  • Rebalanced poison consumables:
    • Weak Poison
      • Damage reduced to 1 damage per 2 seconds (down from 2 per 2 seconds).
      • Duration reduced to 15 seconds (down from 20 seconds).
      • Max stack count reduced to 3 (down from 5).
    • Medium Poison
      • Damage reduced to 2 damage per 2 seconds (down from 3 per 2 seconds).
      • Duration reduced to 15 seconds (down from 20 seconds).
      • Max stack count reduced to 3 (down from 5).
    • Severe Poison
      • Damage reduced to 3 damage per 2 seconds (down from 5 per 2 seconds).
      • Duration reduced to 15 seconds (down from 20 seconds).
      • Max stack count reduced to 3 (down from 5).
    • Assassin's Mire
      • Damage reduced to 4 damage per 2 seconds (down from 5 per 2 seconds).
      • Snare reduced to 3% per stack (down from 5% per stack).
      • Duration reduced to 15 seconds (down from 20 seconds).
      • Max stack count reduced to 3 (down from 5).
    • Assassin's Blight
      • Damage reduced to 4 damage per 2 seconds (down from 5 per 2 seconds).
      • Armor reduction reduced to 3% per stack (down from 5% per stack).
      • Duration reduced to 15 seconds (down from 20 seconds).
      • Max stack count reduced to 3 (down from 5).
  • Removed cold resist from Coarsethread cloth armor.
  • Reduced cold resist from Shadowcloth armor from 5 to 2 per piece.
  • Reduced cold resist from Runecloth armor from 10 to 4 per piece.
  • Increased ambient body temperature gained from wearing Ruggedhide armor by 5 per piece.
  • Increased ambient body temperature gained from wearing Darkhide armor by 4 per piece.
  • Increased cold resist gained from wearing Darkhide armor by 4 per piece.
  • Increased ambient body temperature gained from wearing Runeleather armor by 4 per piece.
  • Increased cold resist gained from wearing Runeleather armor by 8 per piece.
  • Increased ambient body temperature gained from wearing Warleather armor by 4 per piece.
  • Increased cold resist gained from wearing Warleather armor by 14 per piece.

World
  • Reduced the respawn rates of metal nodes.
  • Reduced the number of metal nodes spawned at any point.
  • New visuals for Wisps.
  • Players now harvest all Spirits from a Wisp at once instead of one at a time.
  • Reduced the number of Wisps that will spawn from a Divinity Stone at any time but increased the spirits that they will contain.
  • Added light beams to faction bases for easier navigation.
  • Added appropriately-colored lights to research stones.
  • Adjusted the spawns around the initial spawning area to make it slightly less dangerous.
  • Added more rare spawn creatures in Myrkfen and Stagswood.
  • Added new music for Roots of Yggdrasil.
  • Added new music for Frystfel.

Crafting
  • Updated “craft complete” sound.
  • Trapdoors can now be crafted in the Doors Crafting Skill tree.
  • Trapdoor frames will now have a trapdoor installed in them when upgraded.
  • Greatly reduced number of materials needed to repair armor and weapons.

Creatures
  • Various fixes for the Frabbit burrow ability.
  • Added visual effect to Frabbit burrow ability.
  • Frabbits now sometimes uncover shinies when burrowing.
  • Added a new combat ability for Festerwigs.
  • Updated sprint animations for Roc, Warg, Draak, Ursa, Hammerskull, and Rotna.
  • The Lost will no longer attack personal bases during the Reckoning.

Pets
  • Added interface support for favorite pets.
  • Early-tier Arachnix are now resurrectable.
  • Pets should now only harvest the intended resource tiers (they were able to harvest one too many).

Characters
  • Updated player harvest animations.
  • Added animations for the following emotes:
    • /no
    • /yes
    • /hello
    • /point
  • Update female divinite helm art.

Interface
  • Added a radial menu to select common emotes (hotkey: H).
  • Talents and Perks that deal bonus damage now trigger combat floaters for that damage.
  • Made campfires and refineries less confusing:
    • Changed “Off” button to “Turn On”
    • Changed “On” button to “Turn Off”
  • Added Recent Players tab on the Social menu, showing players you’ve come into contact with.
  • Added Mute/Unmute context menu option when right clicking players in the Social menu.
  • Added Report Player to the right click menu in the Social menu.
  • Added Outcast option to faction member right click menu if you have the proper rank.
  • Added "Rep." to faction member display in the Social menu. Displays icons identifying outcast and (with the proper rank) whether the member is abusing faction chest access.
  • Added tooltips to stash research.
  • Added tooltips to weapon and mount harnesses.
  • Added new crosshair icon for interact.
  • Added faction reputation rank to some chat notifications. If the player has outcast status, they are shown as Outcast instead.
  • Added mouseover tooltips to show the per-rank stats for archetypes.

Bug Fixes
  • The recipe for Divine Heavy Leather no longer creates Divine Medium Leather.
  • Reinforcements socketed into walls can no longer be jumped on.
  • Reduced instances of inappropriately flying creatures.
  • Fixed an issue with Rite of Retaliation preventing reputation loss when it shouldn't.
  • Traps should no longer show a debug trigger volume.
  • Fixed trap recipe names.
  • Additive drops will no longer have their chance to drop scaled by harvest multipliers, but the resulting quantity will be.
  • Iron Shards are now craftable (really this time).
  • Fixed a bug causing some craft stations to display extra (incorrect) craft trees.
  • Fixed Frystfel ambient track not looping properly.
  • Fixed issues with Shadowstep not always working as intended.
  • Fixed Spirit Torches not providing light.
  • Opening an interface window will no longer cancel a spell being cast.
  • Divinite Dust can no longer be harvested with a Tier 3 pick.
  • Character nameplates will no longer occasionally be empty.
  • Fixed an issue with Ursa mounted harvest and attack animations so that they should no longer cause players to get into a stuck state.
  • The faction reputation penalty for killing a friendly player or pet is no longer increased if you deal more than the target's max health.
  • Fixed an issue causing harvest multipliers to recursively apply on cascading loot tables.
  • Fixed the range check on pet inventory. No more teleporting of items.
  • Fixed an issue preventing Amanita Spores from affecting players.
  • Fixed an issue preventing the Obelisks of Coryn from granting players the appropriate buff.
  • Fixed an issue causing certain damage bonuses to be applied twice for weapon attacks.
  • Fixed a rare case that could duplicate a placeable item.
  • Fixed non-functional clan permissions.
  • Fixed an issue where joining after disconnecting while server is not full makes you appear offline.
  • Fixed an issue where joining after disconnecting while server is full kicks you back to main menu.
  • Fixed the saga ending to properly handle the wipe of both the current and previous version of the server save file so that the restart will start fresh rather than use a backup save file.
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Comments

  • Nice notes!, any fixes for Rat eye not working properly with crafting repeaters or some potions? Or heavy divinite not making heavy ?
  • Item: Divine Heavy Leather
    Divine Heavy Leather craft creates Divine Medium Leather currently. Multiple tests and people attempting.
    Frequency: Every time.
    Severity: 4
    Specs: N/a
    Cannot create any armor/items with Heavy version of Divine Leather

    Item: Rat Eye.
    Explanation: Rat Eye for items such as Master WhisperWire Repeater cannot be found currently, seems to share same name/different ingame icon of another
    Frequency: Every time.
    Severity: 4
    Specs: N/a
    Cannot create any items that require Rat eye.
  • Well at least they listened with regards of the Outcast system, it still going to get abused... but at least its better...
  • LapohCLapohC
    edited August 10
    Well at least they listened with regards of the Outcast system, it still going to get abused... but at least its better...

    i think the fact that it is already "better" (before having even been implemented!) is fuckin awesome. lol. it says so much about the devs.

    when i buy into an EA game i am buying into the development team. i am super happy that they are so far genuinely giving us their attention. i can't ask for more than that! :) :)

    issues will continue to come up. "The Outcast System will continue to be improved per player feedback and is just one aspect of our ongoing efforts to give players more control over their faction communities in Rend."

    so far, i am very happy to have supported you guys @Frostkeep. please keep working with us! and thank you for your work.
  • You guys are killing it with the patches, great work Frostkeep!
  • Is this patch released yet? I'm not getting the option to update, and I cannot update my server either. I'm really hanging out for that stack setting... lol
  • Rakunvar wrote: »
    Item: Divine Heavy Leather
    Divine Heavy Leather craft creates Divine Medium Leather currently. Multiple tests and people attempting.
    Frequency: Every time.
    Severity: 4
    Specs: N/a
    Cannot create any armor/items with Heavy version of Divine Leather

    Item: Rat Eye.
    Explanation: Rat Eye for items such as Master WhisperWire Repeater cannot be found currently, seems to share same name/different ingame icon of another
    Frequency: Every time.
    Severity: 4
    Specs: N/a
    Cannot create any items that require Rat eye.

    Adding a few additional changes that were missed in the notes, including the fix for Divine Heavy Leather.

    Rat Eye is likely a misnamed item and will be fixed in our next game update.
  • Scruffy wrote: »
    Is this patch released yet? I'm not getting the option to update, and I cannot update my server either. I'm really hanging out for that stack setting... lol

    Should hit servers at 2:00 PM PDT: https://community.rendgame.com/discussion/1341/game-update-patch-2-august-10-2-00-pm-pdt-utc-7
  • Scapes wrote: »
    ...because we’ve heard the concerns about in-game griefing loud and clear and this build introduces our first salvo of changes that mitigate the impact of negative gameplay and encourage constructive collaboration among faction members...

    How is giving people a faction penalty going to change their behavior if their "enjoyment" of the game comes from killing fellow team members, killing fellow team members' pets, stealing fellow team members resources, etc. etc.?

    It seems in our "play to win" style of game where the ENTIRE focus of the game is for a team to get to 100,000 first that players who are NOT playing for the team are doing more than just "griefing" when they log in as a player on a team for the purpose of slowing the progress of that team or worse (slowing one team by joining it with no intent to help but with the express purpose of helping a different team on the server).

    Based on reading about what the Devs want for this game, my understanding is that creating a character with the purpose of falsely joining another team to further the goals of a competing team is NOT part of the intended game play. Is this correct?

    If part of the Devs purpose is to allow (or encourage) that style of negative play, then that changes the game quite a bit for me.

    I can see that if this sort of player behavior is allowed, then the only solution for a team will be to kill on sight any "New" character who joins after the first day because they are potentially just an Alt from another team who logged in as a new character to join a team with the intent of sabotaging that team.

    If that becomes common, it surely will destroy the game for casual players who want to buy the game and drop in an help out when they can but can't be there 24 hrs a day.

  • Fantastic work
  • BlellowBlellow
    edited August 10
    "Looting a friendly corpse now deducts 500 faction reputation."

    Um What? this is going a little overboard as under certain circumstances (reckoning) it is necessary to loot friendly corpses and there are no guarantees that everyone is in the same clan.
  • We currently have a griefer stalking our NA West Gorewulf Server Conclave. Name Drizzit. Logs in during non-peak hours, takes all the stuff he can and drops it to destroy it. We know he has put the most valuable stuff he could get before we knew what was happening, and used his personal stash for it. This has been going on for a couple days now. We have to wall off access to chests now, and never leave items in accessible chests. We've killed him 100+ times, and faction hits apply. We need a means of dealing with this, and I don't think the Outcast system will do it; it may, and I hope it does, but imagine if an Elder went rogue over a personal dispute? You could log in to a Faction Base that has been completely wiped.

    At least one Elder should be voted into that position by the players on every server Faction team during the first 24 hours.
  • "Looting a friendly corpse now deducts 500 faction reputation."
    Just want to say that this actually upsets me.
    This seems like a kneejerk, poorly thought out reaction to people dying.

    The only time looting a friendly corpse should cost you that much faction rep is if you killed that person.

    I have looted a fair number of friendly corpses in my time, and here are some of the circumstances:
    1) Someone I was wandering around with died while we were adventuring together and I grabbed their corpse so they didnt have to walk to a t3-t4 zone while naked.
    2) Someone was repeatedly killed in a dangerous area and could not recover their corpse, and/or logged out of the game. I salvaged the useful items from their corpse.
    3) While raiding an enemy fort, a companion is killed, rather than let the enemy claim his goods, I took them.

    This is a team game, and part of that is being able to help your teammates. You can't force someone to join your clan, and you can't just clan hop every time you go wandering around with another person.
  • Blellow wrote: »
    "Looting a friendly corpse now deducts 500 faction reputation."

    Um What? this is going a little overboard as under certain circumstances (reckoning) it is necessary to loot friendly corpses and there are no guarantees that everyone is in the same clan.
    A good example of this is when I was with a team member deep in the swamp and died. He collected my important stuff and met me back at the base. Surely he should NOT have had penalty for that! He should have had a reward for that!
  • Our factions' personal stash size, which we had upgraded, was reduced with this patch. Items were deleted that were in the now-removed slots.
  • The 500 rep loss for looting a teammate is a terrible idea. The outcast system is fine. If you have a thief outcast them. This will only prevent people from working together. 

    I've picked up a faction members loot dozens if not hundreds of times, either in the swamp or in PvP. I don't see any upside to this. All it does is make me pay 500 rep and lose elder so I can keep my factions weapons and armor out of enemy hands.

    Also, if you're going to need a class let people respec. I get that it's not massively game changing but a lot of newbies were told to go assassin because it was op, now they're stuck with it for a month and the reason they chose it is gone. That's a bad strategy for new player retention.
  • Meram wrote: »
    We currently have a griefer stalking our NA West Gorewulf Server Conclave. Name Drizzit. Logs in during non-peak hours, takes all the stuff he can and drops it to destroy it. We know he has put the most valuable stuff he could get before we knew what was happening, and used his personal stash for it. This has been going on for a couple days now. We have to wall off access to chests now, and never leave items in accessible chests. We've killed him 100+ times, and faction hits apply. We need a means of dealing with this, and I don't think the Outcast system will do it; it may, and I hope it does, but imagine if an Elder went rogue over a personal dispute? You could log in to a Faction Base that has been completely wiped.

    At least one Elder should be voted into that position by the players on every server Faction team during the first 24 hours.

    We have seen exactly this on our server, but where it was quasi-organized by one of the opposing teams. We too have to store everything now in Elder chests. It is a huge waste of time and a horrid chore for the elders to have to manage all the inventory.

    Even the Outcast system does not seem able to fix it, as the damage is long since done when the griefer is discovered and made Outcast.

    This will be even worse if we ever get good inventory management where we can "transfer all" from a crate to our inventory and visa versa.

    Make an Alt. Join a server when no one is online. Grab everything in one click, drop. Rinse. Repeat.
  • Thank you devs for these constant updates. It really shows that you are listening to the community and fixing the stuff we point out. I have read through the patch notes, comments and noticed that some people already mentioned the rat eye item. Would it be possible to add it into the game as some kind of hotfix? Would be great if you did it. I know this is not the "game feedback" section but I believe that not only me but also many other people would like to have a function in chat that makes the text field larger when you type long sentences. To be honest right now it approximately covers 1 clause and would be awesome to have larger field for longer texts.
    Thank you developers for doing great job!
  • Nice patch !
    Happy to see the dev doing a lot's of patch ! the game is great.

    Continue like this ;)
  • Add my name to the list of those that dislike the rep hit for looting a friendly corpse. As someone else said add a huge penalty if you were the killer but otherwise I'm not sure what we are going to do. We have a few that always seem to die on "adventures" and its become the norm to just bring back their stuff for them. Guess they can see if they have better luck naked.

    I'd also add in a request for a way to respec, not only due to changes to the patch but simply lack of information. Tooltips are being added and updated which make things more clear and concise. Having to wait until a saga ends can be a while for lower/mid pop servers and I doubt these are the last changes to classes and talents, or atleast hope that.
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