Reign Of Kings

Reign Of Kings

Reign Of Kings > RoK Discussion > Topic Details
Sir Fairnore Dec 15, 2015 @ 4:36pm
Reign Of Kings is Released!
This is a very special update, as it marks the day of release for Reign of Kings on Steam. We thank everyone for your feedback and helping us to mold the game into what it is today. We’re happy to have been able to develop a new medieval gaming experience where we can live the dream and reign as king or queen.

We announced upon launch on Early Access that our goal was to release before the end of the year, and we’re happy to say that we have not only achieved our internal roadmap, but also added many features past it. On average, each player has played around 36 hours of ROK, with many over a hundred, and some over a thousand hours of playtime. Throughout development, we've launched over 22 major updates, and have spent the last couple of months fixing bugs, optimizing, polishing, and tweaking in preparation for the release.

The 1.0 is more than just a release, it is also one of our biggest updates. We've spent a large amount of time working on server optimization and performance. This should help with the server causing lag in different areas when under heavy load. We also implemented a server-side modding framework that will allow server operators to change many values of the game in order to better suit the game to their communities tastes. Aside from this, there were many bug fixes, and design tweaks. We also fixed all known exploits. Official servers will be wiped with this update, and a wipe is recommended for community servers. You can find the full list below.

EAC has been working hard on many changes to help prevent hacking. Please remember that any hackers caught will have their access to the game perma-banned.

If you want to report an exploit, or hacker, and learn about our process, please read this thread:

Please follow this guide for updating your community server:

Looking to the future, if there is something urgent, we will patch it as soon as we can. Otherwise, we will continue to support the game by releasing occasional patches that will focus on further bug fixes, design tweaks, and exploit fixes. The anti-hack is updated separately via the EAC launcher and will update itself as new hacks are discovered, as anti-hacking is a constant battle. We do not plan to do further weekly progress reports in-between future patches, but we will of course still be part of the community and monitor the forums. Please continue to list bugs, balancing thoughts, and email us about exploits. We also plan to do a wipe about once a month going forward to keep the servers running well, and the game fresh.

Server-Side Modding:

- Implemented a server-side modding system that allows you to change the game through configuration files. You can find these files under the "Mods" folder after running the server twice.

- Can customize offset player spawn position
- Can customize offset animal spawn positions, animal spawn timers, other animal spawning variables
- Can customize loot tables for animals and plague village containers
- Can customize instrument buffs (name, intensity, duration, etc.)
- Can customize siege and projectile damage
- Can customize times for farm phases
- Can customize amounts for harvestables
- Can customize Crest related times (conquering, siege, etc.)
- Day-night cycle speed can be changed, as well as the global latitude to change the sun's movement
- Island resource spawn rates can be changed to be more dense or sparse, recover from damage more quickly, and offset resource spawn points
- Atmosphere can be adjusted to be different colors and the fog more or less dense
- Made it so players health and inventory slots can be modified.
- Added a mod section to the /buildreport command.
- Added a bunch of blueprint mods such as stack limits for items, max health for placeable objects and much more.
- Placing of animals and explosive kegs can now be enabled through the server-side config files.
- Tax limits are now configurable.
- The free realm's name is now configurable.
- The input slots of the Campfire, Firepit, Smelter, Granary, Well, and Sawmill will now accept any item, so that modified items may still be crafted.
- Nutrition and hydration values for different fish sizes are modifiable
- Fish school sizes are modifiable
- Fish attraction to hooks/bait is modifiable
- Fishing line tension is modifiable
- Character creation body proportions are modifiable
- Block colors are modifiable
- Player movement values modifiable
- Player stability values modifiable
- Player physics damage modifiable
- Can modify animal combat values
- Can modify animal A.I values
- Can modify animal movement values
- Can modify animal health values


- Added command for admins to add to the news popup
- Players who are consistently detected inside of blocks may be kicked from the server.
- Players who log in inside a structures blocks will be sent to the beach spawning zone.
- The "Controls" menu now allows players to assign modifier keys.
- The "Controls" menu is now larger to help fit all of that text on-screen.
- Control axis deadzones now save properly.
- The default control axis deadzone is now 10%.
- Important events that occur around the player while logging into a server arrive more consistently, keeping the game synchronized.
- Tooltips now display numerical information directly from items, instead of a hand-written description.


- Server performance has been improved in various areas.
- Minor performance fixes in various areas
- Fixed a material memory leak in blocks
- Reduced garbage in farming codebase
- Made decay system slightly more performant in its checks
- Low framerate in-game unless using video-capture software has been fixed with exclusive fullscreen rendering
- Memory leak reduction in a variety of scripts
- Fixed some slowdowns when starting a server that had over 2000 past users.
- Optimized part of Character Creation saving on the server
- Optimized client load time of fishes
- Fixed lag when switching between placeable objects

Bug Fixes:
- Fixed several cases where a crest isn't destroyed when running out of protection
- Fixed an issue where the first placed plot was being missed for growing
- You can no longer throw a projectile sideways when standing really close to something
- Siege weapons can hit the bell gong
- Fern skirt better weighting with small stomachs, shows over loincloth properly
- Flower armors will properly block small amounts of damage
- Resource node decals less likely to show on equipment while gathering
- Giant jaws on characters shouldn't expose lower teeth
- Collected shrubs, chopped trees shouldn't regrow underneath blocked-over areas
- Pure darkness flicker between 10 and 11 at night fixed
- Fallen trees will glitch out less dramatically when built over
- Fix for sometimes mysterious missing bush and tree objects when coming into close LOD
- Prevention of cloning entries in damaged or destroyed trees and bushes
- Fix for strange third person camera
- Servers accessed over remote desktop should no longer experience a tug-of-war with the mouse pointer while Reign of Kings is running.
- Players who log out or are disconnected on the raft will now receive their proper starting equipment on their next play.
- Fixed an issue that could cause brief pauses when executing players in the gallows
- Closing the door on a lockpicked cage won't reset the lock unless the player closing it belongs to the cage's guild
- Escaping from capture using a sharp rock or lockpick shouldn't require as much camera gymnastics.
- Fixed issue with iron torch particles not playing
- Fixed issue with PoA being consumed with full inventory
- Fixed issue where certain facial features could get messed up
- Fixed all known exploits
- Randomize head randomized tattoos
- Local drum audio is more reliable
- Placing large prefabs on terrain should be smoother
- You can no longer place a drawbridge over another player's guild line
- Horn audio no longer gets stuck sometimes
- Fixed issue with server restarts in character creation not resetting your camera
- Fixed an issue with exiting the flute HUD not working properly
- Fixed a bug where animals may repeatedly appear to sink into the terrain and then snap back up to the surface.
- Animals are less likely to run in one direction while looking in another direction. This was especially noticeable on wolves.
- Fixed a bug with the hit reaction animation. Previously, while characters were in a hit reaction, some parts of the body would rapidly jitter, especially when viewed at a distance. This is no longer the case.

Design Changes:

- Characters can crouch much lower than before, allowing them to fit through spaces that are 1 block high.
- Crouch jumping is now possible and is especially effective in climbing into single-block holes.
- Trebuchet will now take 30% damage from projectiles instead of being invulnerable to them.
- Made projectiles fall out of trees which have been cut down
- Wolf damage and stamina reduced.
- The "Iron Battle War Hammer" no longer deals 10 extra damage from left-to-right swings.
- Some prefabs have had their damage resistances reduced. Most visibly, decorative furniture and defensive barricades now take siege damage.
- Burnt bird is no longer half-useless, it is now fully useless.

We hope you enjoy Reign of Kings, and we look forward to seeing you on the throne! Long live the king!

- The Code}{atch Team
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Showing 1-15 of 103 comments
Ace Dec 15, 2015 @ 4:46pm 
Congrats and thanks for a great game!
jAcOB Dec 15, 2015 @ 4:47pm 
Where are horses
CaptXan Dec 15, 2015 @ 4:47pm 
Yes! This is perfect, more customization! Keep it up! Still missing the better guild system we all want, and customization for resource rates (as far as I know), but keep this up! More customization and new guild system is what this game needs. Im thinking about getting back into it and hosting a server for me and my friends to play on now :D

Edit: We can change how much to cost craft something I see, so pretty much close enough to increased resource rates. Just change crafting requirements to be lower instead. Just a new guild system is needed :D.
Last edited by CaptXan; Dec 15, 2015 @ 4:50pm
Joshie Dec 15, 2015 @ 4:48pm 
How does it feel to finish a game?
Tiltomato Dec 15, 2015 @ 5:03pm 
thx alot guys for making this happening , thx alot for one of the best games i ever played !!
Last edited by Tiltomato; Dec 15, 2015 @ 5:03pm
Monterado Dec 15, 2015 @ 5:04pm 
***********Still no ability to loot prisoners without killing them***********

even with the modding configuration
some jerk Dec 15, 2015 @ 5:11pm 
Can you still log out underwater or has that been fixed? if it is not, are there plans to fix it?
Thank you for a great game, RoK is one of my all time favourites. Congratulations!
KastioZ Dec 15, 2015 @ 6:11pm 
anyone else have graphics issues now? one of my m8's can't do full screen without strobe light flicker and I have this box in my field of view that is really clear while the outside is 'foggy'
Coe Dec 15, 2015 @ 6:17pm 
Are you people f*cking insane?
Jodadi Dec 15, 2015 @ 6:19pm 
Awesome! Everyone Join Rowdy Gaming for some Awesome RP :-) <3
Danny Phantom Dec 15, 2015 @ 6:22pm 
Lol.. Half of these people have to be paid.. This was a disgraceful update. You guys never release things actually fully fixed or made. It's amazing how you went from nearly 100k- players to 500.. Wanna know why? It's cause you update and update and the updates just make it worse.. Fix a game before adding new stuff. it just causes more bugs. LEARN TO MAKE A GAME. Play game dev. it'll teach you something..
Dec 15, 2015 @ 6:38pm 
Originally posted by Officer Friendly:
Lol.. Half of these people have to be paid.. This was a disgraceful update. You guys never release things actually fully fixed or made. It's amazing how you went from nearly 100k- players to 500.. Wanna know why? It's cause you update and update and the updates just make it worse.. Fix a game before adding new stuff. it just causes more bugs. LEARN TO MAKE A GAME. Play game dev. it'll teach you something..
Maximum salty ♥♥♥♥ over here.
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Reign Of Kings > RoK Discussion > Topic Details
Date Posted: Dec 15, 2015 @ 4:36pm
Posts: 103