Added: New type of consumable that restores water over time to barrels Added: Rarity color gradient background for items Added: Secondary item description which will tell you what an item does if it has any interaction options Added: Item values (bottom left corner of the item tool tip, doesn't apply to all items) Added: Item types to item description (bottom right corner of the item tool tip) Updated: Item descriptions and rarity levels Updated: Doubled Aahnunka effect duration Updated: Food and water potions can no longer be found in barrels Updated: Refactored item database Fixed: Several typos in item descriptions
If you want to see more frequent news on upcoming game updates make sure to join us on Discord! Want to report a bug or want to know what other things we have on our to-do list visit our Trello Board!
Feedback on Draconia
It has been a year since we last asked for your feedback, so we've created a new feedback channel here: https://steamcommunity.com/app/1295900/discussions/0/597394678165302311/
Alternatively you can leave our feedback in our Discord: https://discord.com/channels/353348135453458433/1347699902481830018
Please read the original comment before posting!
- The Draconia Team
Patch 0.5.0.6
Added: 71 new items to item database Updated: 'Small Meat', 'Meat' and 'Large Meat' thumbnails Updated: Reduced 'Small Meat', 'Meat' and 'Large Meat' food restoration points in favor of a new consumable tier Updated: Reduced wood spike damage by 25%; now applies medium bleeding effect instead of heavy bleeding effect Updated: 'Glass' applies medium bleeding effect instead of heavy bleeding effect Updated: Slightly reduced bloom & fog intensity Updated: Reduced chance of thunderstorms, rain and snow to occur Updated: Item descriptions of plants and fungi Updated: Loading screen plugin Updated: Consumable effects (plants, fungi) Updated: Level streaming changes (experimental) Fixed: Tarax using the wrong normal and roughness maps
If you want to see more frequent news on upcoming game updates make sure to join us on Discord! Want to report a bug or want to know what other things we have on our to-do list visit our Trello Board!
Patch 0.5.0.5
Added: 37 new items to item database Updated: Status UI - time is now being shown in seconds/minutes, stack count only visible if needed, timer outlined for better readability Updated: Refactored initial gameplay effect gathering to avoid latency and late replication issues after player connects to server Updated: 'Unstuck' cooldown now properly updated in any situation Updated: Forcing server utf-8 file saving Updated: Character names now use forced utf-8 encode before save happens to avoid weird names that can break json db Updated: Save system to avoid corrupted files in the future
If you want to see more frequent news on upcoming game updates make sure to join us on Discord! Want to report a bug or want to know what other things we have on our to-do list visit our Trello Board!
Patch 0.5.0.3
Added: Death persistent gameplay effects support Updated: 'Unstuck' cooldown effect is now being saved on death too (and saved character wide when logging out while effect is active) Updated: Various texture resolutions Updated: Landscape LODs Updated: World partition loading ranges Updated: Reduced cloud render quality Updated: Constructions with light component now using Max Draw Distance / Max Draw Fade Distance properly Updated: Screenshots taken with our screenshot tool are now being saved in "Documents/Draconia/Screenshots" Updated: Camera turning stop to be less hard capped Fixed: Possible crash reported via sentry Fixed: Our internal screenshot function Possible Fix: For item duplication exploit
If you want to see more frequent news on upcoming game updates make sure to join us on Discord! Want to report a bug or want to know what other things we have on our to-do list visit our Trello Board!
Hotfix 0.5.0.2
Updated: Level art LODs Updated: Switched back to Unreal Engine 5.5.1 for testing purposes Updated: Wyvern camera zoom range Fixed: Flying acceleration not scaling with level
Patch 0.5.0.1 & Dev Progress
Hello Draconians!
With this patch, we are introducing the targeting system and adjustments to the character camera, marking the first phase of combat changes. Both features were available for testing over the past week, and we have made additional improvements based on your feedback.
Below is a summary of the changes we have made:
Added: New NPCs and story bits Added: New daily quest Added: Interactive level art Added: Experimental collision check when turn offset is being applied to avoid wallhack Added: New targeting system Press t to target Press t to switch between targets Hold t to disable targeting Added: New major story location (currently inaccessible until the first world event is ready) Added: Experimental LODs to larger level assets Added: Upscaling methods Updated: Interacting with NPCs can now unlock new dialogue branches when talking to other NPCs Updated: Made further performance improvements Updated: to Unreal Engine 5.5.1 Updated: Several locations to be ready for more storyline implementation & the addition of first major world event Updated: Interaction animations and default idle state of some already existing NPCs Updated: Fae dragon egg description Updated: First and second island Updated: Newly installed game's default video settings will be set to low instead of epic (only if no config file found in AppData) Updated: Misc. Settings got renamed To "Gameplay" Updated: Reduced interaction trace size to avoid interaction through thin colliders, e.g.: landscape Updated: Increased render distance of large level assets Updated: Constructions that generate items will now generate up to 10 different items; they can now generate 4x as many items; their crafting costs have been doubled; the construction limit has been set to 1 personal generator and 3 clan generators (subject to change) Updated: Some interaction texts Updated: Turn offset and camera lag (to decrease character offscreen situations when flying at high speed), acceleration, dive speed, dive acceleration/deceleration, turn speed/arc, etc. of all 4 flying characters Updated: Free Cam (hold ALT/LB) reset speed can now be adjusted in the settings Updated: Controller input - Added scrolling through menus/lists with RTB (R-Stick) Refactored: Camera system Fixed: Various code changes/errors/warnings caused by engine version switch Fixed: Silent assert error caused by old and deprecated code usage in our gameplay system Fixed: Simmatres missing its opacity Fixed: Luxmatres blocking interactions Fixed: Some level assets being misplaced Fixed: building mode Place/Cancel text being cut off Fixed: Jump not working when using a controller (Y-Button) Removed: Old targeting components
DEV KITCHEN
A few images and videos of the other things that have been cooking in the dev kitchen.
The finished Behemoth model
The new Eastern Dragon models got their default skins.
The Quetzacoatl concept art. While the Quetz will still be mainly scaled, we changed the scales to imitate feathers. The final model will feature both, the typical leathered membrane and bird-like wings merged into one.
Here is a peek at the head of the new Quetz model. You can find more work in progress images of the rest of the body on our Ko-fi page.
Work in progress Kirin skin.
The Crabling skin has been finished and our texture artist has moved on to work on the Goliath crab skin.
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SKIN CHALLENGES
We have also started running weekly skin challenges on Discord that everyone can participate in. These challenges are for players who enjoy creating skins based on specific themes. Here are the top skins from the challenges that have concluded so far.
Patch 0.5.0.0 is ready for testing on the beta branch "buildtest"!
If you want to join the testing, right-click Draconia in your Steam library and go to "Properties > Betas > Beta Participation" and select "buildtest - public developer build branch". You can only join the testing server "[US] Draconia - Test Server #1" while you are on the testing branch.
We are primarily looking for feedback on:
- The new character + camera movement (movement has not been reworked entirely, only the character camera which is movement based!) - The new targeting system (Use "t" to target enemy AI) - Render distances of level assets e.g., foliage, rocks, etc. (please include your video settings) - Performance
However, if you notice anything else new in this patch that doesn’t feel right, feel free to mention it here.
Patch notes for this beta patch:
Added: New NPCs and story bits Added: New daily quest Added: Interactive level art Added: Experimental collision check when turn offset is being applied to avoid wallhack Added: New targeting system core c++ classes Added: New major story location (currently inaccessible until the first world event is ready) Added: Experimental LODs to larger level assets Added: Upscaling methods Updated: Made further performance improvements Updated: to Unreal Engine 5.5.1 Updated: Several locations to be ready for more storyline implementation & the addition of first major world event Updated: Interaction animations and default idle state of some already existing NPCs Updated: Fae dragon egg description Updated: First and second island Updated: Newly installed game's default video settings will be set to low instead of epic (only if no config file found in AppData) Updated: Misc. Settings got renamed To "Gameplay" Updated: Reduced interaction trace size to avoid interaction through thin colliders, e.g.: landscape Updated: Increased render distance of large level assets Refactored: Camera system (part 1); Fixed: Various code changes/errors/warnings caused by engine version switch Fixed: Silent assert error caused by old and deprecated code usage in our gameplay system Fixed: Simmatress missing its opacity Removed: Old targeting components
Patch 0.4.0.8 & Upcoming Additions
Hello Draconians!
This patch removes the Halloween event and introduces a small Christmas event, which will remain active until January. The second island has undergone significant changes, with many new locations waiting to be discovered and explored.
The coming months will be an especially busy time for us. Most of our old character models are nearly phased out, and with the new models, rigs, and animations mostly ready, we can finally focus on major additions and changes to the game. Our main priorities are combat + movement and the new character creator.
We aim to move away from the "face tanking" and LMB spam that have plagued the animal survival genre for years. These should only be last-resort options when a character has exhausted all other means of defense.
You might be wondering why we are revisiting the character creator. The answer is simple: the character creator plays an important role in how characters and their progress are saved. It also lays the foundation for future features like nesting and the skill tree, making it a crucial step in Draconia's development.
Over the next few months, you can expect to see updates focused on level art and character progress, while we work on mechanics in the background. It will take some time before we’re ready to showcase the first changes.
Patch Notes
Added: Proper character hit sound effects Added: Lindy dialogue sfx Added: New location to island #2 Added: New caves and tunnel systems Added: 3 new fast travel points Added: Ctrl+LMB moves items of the same type between inventories Added: Hide HUD button (backspace; can be rebound) Added: Item pickup & inventory SFX Updated: Ka'sai movement transition Updated: Lindworm character cam Updated: Burn and poison effects applied via fire/shadow/poison breath no longer stack but timer gets reset when target gets hit again, timers have been increased to 10-15 seconds Updated: Azulite cave Updated: "Show stat labels" now shows actual current / max values to find clamping issues faster Updated: Gamepad controllers now use 0.2 dead zone by default on both sticks Updated: The limit of Bone/Oceanic/Crystal stashes has been increased from 2 to 20, upkeep has been increased to 4 (Tier 1), 6 (Tier 2), 8 (Tier 3) Updated: Using "unstuck" now adds a visible cooldown de-buff and saves with character when logging out Updated: Construction inventory is now being saved immediately after every operation in single-player Updated: Basic healing items - Elderblood & Simmatres now regenerate health over time, their buffs do not stack; Elderblood's total health restoration amount has been doubled Updated: Craft time text in Crafting tab Updated: Icons of items in crafting tab are now greyed out they aren't craftable Updated: Sleeping/Resting - Tab H to toggle resting state, hold H to toggle sleeping state (J has been removed); keys can be changed in the settings Updated: New constructions inherit PvP/PvE state from totem Updated: Upgraded constructions keep their previously set PvE/PvP state Updated: Group member scent visibility Updated: Spiders won't attack spawn village anymore but will still spawn in the forests nearby Fixed: ToD audio actors not working Fixed: Missing construction repair UI for listen server owners Fixed: Missing character class texts in Clan member list Fixed: Missing fluid sim sockets for Wyvern and Lindy Fixed: Stats being properly clamped at their max Fixed: Volcanic fireplace not applying comfort buff Fixed: Rare server crash caused by carry/grab Fixed: Server crash caused by player spawn failure Fixed: For previously existing patterns that have been removed; resets patterns to default to make edits possible Fixed: Quest rocks still glowing after accepting a quest Removed: Halloween event
If you want to see more frequent news on upcoming game updates make sure to join us on Discord! Want to report a bug or want to know what other things we have on our to-do list visit our Trello Board!
Patch 0.4.0.7
Updated: Spiders now spawn much more often and swarm the village only at night (1800 - 800) Updated: Spiders are a bit stronger and give less XP Updated: Firebreath, Shadowbreath, Poisonbreath damage Optimized: Navmesh generation, should have less impact on clients when playing in single-player
If you want to see more frequent news on upcoming game updates make sure to join us on Discord! Want to report a bug or want to know what other things we have on our to-do list visit our Trello Board!