Check out the new First Aid Pack gadget, a completely new scoreboard and numerous improvements to the game in the free Alpha 4 Update for Dragonfield!
All environment materials now have different impact sounds and effects. Wood splinters and dirt shoots up when hit! Audio has also received an overhaul in this update, the entire game should sound a lot more pleasant now!
Thanks to everyone that has wishlisted the game and left their feedback so far, there are more free updates coming! Check the bottom of this page for details! ~Vincent~
Full Changelog
UI
Reworked the entire scoreboard, it now shows kills and deaths in addition to score and current place, the player is also highlighted on the scoreboard now
Health is now shown on the bottom left and gadgets and throwable are in one line above current ammo
Fixed the icon for the twohanded sword having small lines on it
Moved crest icons slightly to cover a gap between them and the scorebar that was visible at lower resolutions
Updated healing banner gadget icon
Updated several weapon and gadget icons to be more consistent with each other and of higher image resolution
Updated pause menu to not cover other ui parts and be more compact
Updated pause menu controls to be more compact to highlight special keys new players might not know about
Updated pause menu discord and steam wishlist links to look more like you can click them
Changed "Resupply Box" gadget name to "Ammunition Box" to make it easier to understand
Changed "Glowing Flask" gadget name to "Vitality Potion" to make it easier to understand
Updated title card visuals
Updated health indicator visuals
Updated some menu background visuals
Added a new moving fade "reveal" effect to many parts of the interfaces visuals like the killfeed
Opening camera timing changes
Graphics
Light melee weapon attacks now flow more smoothly and quickly
The potion now visually depletes after drinking
Fixed blood effects and other effects like smoke sometimes appearing behind blood stains
Changed the stab impact hole to be darker
The fireballs trail now stays for a while after the explosion happens
Shields now visually react to what the other arm is doing more, when doing things like kicking
Burning objects now emit light
The player now stays on fire after hes defeated, like everyone else
The ballista now has a physics wood material, this will have it visually react to impacts as intended
Updated arrow and ballista arrow visuals to look sharper and more dangerous
Updated healing banner gadget star crest slightly
Shield impact effects are oriented to be more visible now
Gameplay
Added a new gadget: The healing First Aid Pack. Throw it to heal allies or yourself when close to it
You throw knives faster now
You drink the potion faster now
The ammo box is now thrown instead of placed manually
Poise damage taken whilst blocking has been lowered significantly and you and bots will ragdoll less often if you have blocked previous attacks
Head shake when blocking now scales with block damage buildup which lets you understand better when your block is about to break
Unshielded blocks will break a little bit faster now which makes shields more powerful in comparison
Bots will block bash more frequently now
Bots will be more agile during melee combat and move more now
Bots will now be slightly less stunned after hitting a block with a melee attack
Technical stuff
Updated Unity to 2021.3.11
Fixed the staggering animation not playing fully when interrupting an attack that is already in progress
Text shadows should now use less processing power
Fixed a visual stutter when reloading the bow that was most apparent at high frame rates
Ragdolls will now be more stable and not jitter around after being hit sometimes
Increased bot ragdoll and weapon drop receive force on their defeat slightly to account for their increased weight
Fixed the player attacks getting stuck when throwing a shield and attacking at the same time
Fixed the player attacks getting stuck when throwing and then kicking immediately after
Maps
Fixed bots being able to move into the pallisades on B on the map Shorebreak
All wooden objects on all maps now have a physics wood material, this will have them visually react to impacts as intended
Ladders now have a physics wood material, this will have them visually react to impacts as intended
Moved spawn camera further back on the map Shorebreak
Added ammunition stands to the map Gray Tower
Audio
Added new sound for wood, stone, sand, snow (:o) being hit
Added a new effect for wood, stone, sand, snow being hit
The fireball and throwing knife now make sounds
The fireball explosion effect now sounds more fiery
Grass sounds are much softer now
Made the bow equip sound a little less intense
Fixed the bow charge sound playing twice
Fixed you being able to hear every bot taking out their weapon at once on the first spawn, just in case you ever wondered what that noise was lol
The next update, Alpha 5 is coming soon and will bring major bot and performance improvements! The free updates beyond that will bring an exciting new map, a new stationary weapon (What could it be?), and other huge improvements!
Check out the new Morning Star weapon and enhancements to melee combat in the free Alpha 3 update for Dragonfield!
A new weapon has been added: The Morning Star! Use it in the newly enhanced melee combat to devastating results. Attack enemies with a heavy strike from behind to knock them out instantly!
Enemies can now get staggered! This interrupts their attacks for a moment and leaves them open for further attacks
A huge variety of impact effects have been added. Your sharp weapons now leave marks in the environment! Arrows create holes and even your kicks leave behind footprints.
Thanks to everyone that has wishlisted the game and left their feedback so far, there are many more free updates coming! ~Vincent~
The damage direction indicator will now show you how much block damage you have taken, the bigger it is the closer you are to having your block broken
Maps: Shorebreak
The spawn camera has been moved to a more aesthetically pleasing position
A few more rocks have been added to the sides on the path up to A
Rocks are now less brown and more grey and have their contrast lowered which makes them appear cleaner
Weapons
Added a new weapon, the morning star. Hitting an enemy from behind will make them fall over. Bonk!
Gameplay
Melee attacks can now stagger enemies. This interrupts their attacks and makes them unable to attack for a short time. The chance to stagger them increases with the damage dealt.
Horses running into enemies will also stagger them
Kicking will stagger enemies too
Close explosions will stagger
Kicks from behind will now always have enemies fall over
Increased player protection from falling over after getting hit by projectiles
Graphics and Animations
Changed third person shield block bash animations slightly
Overhauled one handed swords sprinting animations
Updated transitions from attacking to combat animations in first person to be smoother
Updated spear animations, light attacks are much faster now
Updated spear model slightly to make it look sharper
Made arrows getting stuck in things less likely to have an incorrect looking position or rotation
Melee environment hit impact effects that are based on the weapon used like slashes, stabs and scratches
Explosions leave burnmarks in the environment
Kicks leave footprints in the environment
Technical stuff
Updated Unity to 2021.3.10 which has provided potential cpu physics performance improvements
Fixed dropped/thrown one handed sword collision model to represent its length more accurately
Fixed camera rotation being very wrong when spawning, Im happy nobody had noticed that yet haha
Bots doing a block bash can now actually hit something with it lol
Impact forces now get applied to ragdolled knights. Wheee
Increased horse collision force. Wheeeee
Alpha 2.1 changes
Increased horse health
Made the A point on the map Gray Tower not be captureable from below
Fixed being unable to spawn on the beach side on the map Shorebreak
Another update, Alpha 4 is coming soon and will bring new gadgets and further gameplay changes and improvements!
You think you hear thunder in the distance - but as you turn around you see horses and their riders galloping towards you. The cavalry has finally arrived.
Amongst dozens of tweaks and changes to the game, the free Alpha 2 update features a whole new way to play! Ride across the battlefield on horses and fight on the newly added map "Gray Tower" featuring the battle for a belfry reaching high above the clouds.
After your amazing feedback to Alpha 1, I am happy to release this one and hope you enjoy it! ~Vincent~
Fixed the hit indicator being rotated incorrectly when the game was in third person during ragdolls or on vehicles
Fixed equipment menu selection not being completely accurate to where the mouse cursor was
Changed ladder interaction text, before it spelled ladder climb, now its climb ladder
Changed killcam text background a little to fit in more with the rest of the interfaces visual style
Scoring and capture point ui layout changes that are a little bit cleaner and occupy less screen space, also moved the current capture progress to the center of the screen to make it more visible
Changed interaction ui to not show if a vehicle is currently occupied by a bot
Flag/Capture point change notifications will now display if losing a capture point or gaining one instead of if the enemy gains one
Fixed capture point enemy/ally ratio indicator showing up then fading when capturing the first point during this battle
Made point change notification appear and fade out smoother
Added a new map selection menu!
Added a steam button in the pause menu so you can wishlist the game there, thank you for your support <3
Maps: Shorebreak
Cleaned up some terrain textures visible from the spawn camera
Changed terrain texturing a little bit in a few parts
Changed path to C from the defenders spawn to make it more clearly visible
Added light sources to the beacon and other fires
Made physics collision with the bridges more accurate
Added more rocks to the d point and the beach
Smoothed out some models for the cave entrances
Added some more detail to the terrain in certain parts
Added wooden pallisades to the lower half of the b flag on the map shorebreak, allowing you to defend more easily and giving the ballista more cover
Made sand and stone look more wet
Smoothed out ai navigation near the bridge to prevent a short movement stutter
Made the sunrays in the cave a little more golden
Fixed map camera being rotated on the z axis slightly
Lighting has been changed to look a little less dark
A lot of grass has been added
Changed capture points to not already belong to defending knights coming from land to make the goal clearer
Gameplay
Bots will now keep standing in their first spawn formation for a short time, to allow the player to get in front of them and be the first to enter a vehicle. If you use the CHAAARGE button (R with a melee weapon or when on a horse), you can inspire them to start moving earlier!
Throwing knives are faster now and therefore have a longer reach too
Increased ballista fire rate
Increased ballista respawn duration
Added a crosshair to the ballista to make aiming easier
Kicking now hits faster to make it more responsive
Fixed arrows fired by bots having an internal damage type of melee damage which made them able to damage ballistas, also their poise damage was always zero, but now they can have you and others fall over
Doing a shield bash now opens you up to getting hit, as you are no longer shielding yourself, so be careful! This also applies to bots doing a shield bash
Bots will no longer raise their swords (Chaaaarge!) if too close to an enemy, to focus on fighting
You can now stop raising your sword (Chaaaarge!) earlier by attacking or blocking instead of having to wait until youre completely done
Changed banner of healing gadget recharge duration from 4 to 30 seconds
Throwing a weapon has a faster transition to the throwing animation after pressing the throw button
Graphics
Fireballs are now emitting more light, even when holding them
Explosions are slightly brighter
Changed killcam image visuals slightly
Weapons were moving a little bit to the side as well when the player was moving already, but not when aiming or charging a bow, now they are and it feels even smoother as a result
Changed ambient occlusion looking different in the spawn camera resulting in a sudden visual change when spawning at times
Fixed grass changing color for no reason which was especially noticeable when spawning by replacing Unitys... Unities? default shader files - thanks Unity! If you want to learn more check out this forum thread http://answers.unity.com/answers/1297554/view.html "Why does the grass change color by default?"
Made ambient occlusion shading less intense to provide a cleaner image overall
Made ambient occlusion on weapons more intense to have it stand out more and look more lit
Ambient Occlusion now has deinterleaving enabled which will make it run much faster, especially on higher resolutions including and past full hd
Blood is now shiny and reflects light
Made projectile trail have smoother edges and a little less bright
Also projectile trails start smoother as they dont directly appear once the projectile spawns
Changed the wood color on shields and spears to look more natural and compliment the shield metal better
Made ammunition stand arrow visuals bigger and show fewer of them to make it easier to understand at a glance
Technical stuff
Small cpu performance improvement (cached GetCurrentAnimatorStateInfo)
Optimized the way Unity handles post-processing which has increased performance quite a bit, if you want to learn more check out this forum thread https://forum.unity.com/threads/post-processing-v2-cpu-performance-concerns.542322/
Optimized the way terrain physics material data is stored which has lead to a reduction of 30mb ram usage and faster access of that data
As a result, because I think the performance hit is pretty much non existent now, bots now have audible footsteps!
Made an internal change to player vehicle exit behavior that prevents some smaller unnecessary calculations and potential bugs
Removed a few unneeded unity packages that might or might not have impacted the games file size very slightly
Camera movement when swinging a weapon transitions smoother and more natural now
Updated camera sensitivity to be fully framerate independent - it should have been before but it turns out camera input was already framerate independent and making that value independent again caused it to be dependent. Luckily your saved sensitivity settings still work due to a lucky way I configured them, they will be slightly faster though. To get a sensitivity that matches the previous one, multiply it by 0.9 so for example 2 becomes 1.8
Overall this made aiming feel a lot better and I am very happy I noticed this by accident
Fixed the third person camera being blocked by an object make it stutter slightly
Fixed instances where things were drawn "over" the water even if they were below and vice versa
Optimized internally how ragdolls get up, before it would re-create a list of all their limbs every time, not anymore now
Updated Unity version to 2021.3.9 from 2021.3.3 which has potentially improved cpu performance slightly
The games file size has been reduced by 39mb to exactly 100mb (I don't know how to be honest but thats nice!)
Audio
Footstep sounds are a little bit more quiet
Changed hitmarker sound volume to be lower
Changed the default settings volume slider scale to 85% instead of 100%
Other changes and fixes
Bots will now equip their weapons with an animation upon respawning
Fixed ballista bot animation and rotation, they are now in sync and the ballista rotates towards its target correctly vertically
Fixed your quiver floating behind your back when entering a ballista with a bow
Player requests
You can now pause the game with p instead of escape, keybinds will be configurable in a future update
Alpha 3 is coming very soon and will bring an awesome new weapon, gadget, map and major gameplay changes and improvements!