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, quest-focused update is finally here!
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.
We wrote all about what to expect with this update a few weeks ago. Check out our detailed notes below if you want to read about everthing that’s been included with this update:
New Additions:
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
Brand new FTUE quests
Added dyes 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
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 Improvements:
Siege turrets now do more damage, and will take out a marble wall in 5 hours
Siege energy nerf 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
Slower 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 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 armour amount, halving the percent armour increase
Dropped the maximum value of the top 4 leech ingredients by 1% each
Loot adjustments made for Tefra
Adjustments 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
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 increased 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 to flight trinket KP requirements
Slightly increased unicorn blood drops on the creatures
Raider stone activation time now 4 hours due to popular demand
Reduced “hasty hare” sprint multiplier due to popular demand, should also spawn more reliably
Slightly increased to no-build volume outside Crystal Caves to curb griefing “hasty hare” spawn
Tuned healing spells to compensate for removal of PvP multiplier (they should be more effective overall)
Minor tweaks to some item rarities
Grounding the flying large dragon in Dragon Heart Citadel due to a bug with its aerial flight path
Aesthetic Changes:
Trajectory preview for siege turret projectile (toggled using the build menu, similar to mana generator radius)
Fix for two unattenuated imp sounds
Fix for an unattenuated sound on the condemn spell
More appropriate 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 invisible camp fire at Athol Bor entrance
Fixed 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 to some world creature spawner locations
Fixed griefable hole in volcano
Adjustment to stormrender visuals to prevent performance degradation
Adjustments to sinkat’s death hands and stormrender materials
Fixed cave sprite 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 added 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
Better particle cull settings to improve performance in some persistent world objects
Better particle cull settings on creatures to improve performance
Fixed a bug with dyeable regions on boss gear
Tighter mana generator collision profile
Optimization for imp smoke spell
Cave entrance FX for amethyst geodes to lessen light leaking through at distance
Adjustments to horse scale to prevent dismounting issues
Tighter imp death offset to reduce floating amount
Fixed cave trigger volume that provided strange skylight effects
Improved reliability of imp invisibility spell
Increased raider’s stone and shield draw distances
Technical Fixes:
Blinking in rocks should now be virtually impossible
Improved farming controls
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
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 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
Fixed issue with player collision size
Disabled stealth spell in boss caves
Fixed sanctuary spell
Fixed an inadvertent issue where PvP multiplier was being applied to healing spells
Healing pools and shields now function correctly, especially on highly-populated servers
Fixed attack-based structure cooldown to eliminate false-positives
Fixed issue with non-English knowledge menus cutting off content
Fixed issues with 5:4 scaling in menu UI
Fixed bug that modified player flight speed after dyeing flight trinket
Improved NPC reporting when killed
Improved accuracy of NPC/turret/misc perceptions
Fixed “speak to” quest issues
Structure ownership is better resolved
Fixed siege turret projectiles not detonating