Dragonfield cover
Dragonfield screenshot
Genre: -

Dragonfield

Alpha 4 has been released - Play as a medic!

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!

Come and join the Dragonfield Discord server, everyone is welcome!

As always, the Dragonfield Alpha is completely free, wishlist the upcoming Steam release of the beta and beyond here.

Alpha 3 is here!

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~


As always, the Dragonfield Alpha is completely free, wishlist the upcoming Steam release of the beta and beyond here.

Full Changelog



UI



  • 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!

Come and join the Dragonfield Discord server, everyone is welcome!

As always, the Dragonfield Alpha is completely free, wishlist the upcoming Steam release of the beta and beyond here.

Alpha 2 - The Cavalry Has Arrived!

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~


As always, the Dragonfield Alpha is completely free, wishlist the upcoming Steam release of the beta and beyond here.



Full Changelog



UI



  • 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!


Come and join the Dragonfield Discord server, everyone is welcome!

As always, the Dragonfield Alpha is completely free, wishlist the upcoming Steam release of the beta and beyond here.