
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:
[h3]New Content[/h3]
- 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
[h3]Gameplay Tweaks[/h3]
- 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
[h3]Aesthetic Changes[/h3]
- 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
[h3]Technical Fixes[/h3]
- 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!
