New QoL Patch and Improved Controller Support - Now Live!
Welcome back Commanders,
A new patch is now available for both the demo and full versions of The Dragoness: Command of the Flame.
This patch features gameplay and balancing tweaks, new key bindings, updated controller support, and entirely new QoL features including a Game Speed Setting added directly to the HUD and Auto-battle Mode. These new changes should make gameplay flow during exploration and combat much smoother and more intuitive.
New Features:
HUD Game Speed Setting
The game speed can now be changed at any point during your adventure via the new toggle found in the HUD. This will be particularly handy for when you want to move across the map fast or defeat your enemies swiftly!
Auto-battle Mode
In addition to being able to change the speed of combat, players will also have to ability to toggle on/off an Auto-Battle mode. This toggle can be changed at any moment during combat and causes the player’s army to take their actions independently without the need for interaction. Alternatively, players can turn off this feature at any point during the same combat encounter to retake control of the battle.
Balancing & Gameplay:
First Battle with the Shai-Va
During the tutorial, it is now more clearly communicated to the player that it is intended that they lose their battle against the dragon. The Shai-Va will now have 100% dodge chance and a visible FX around its body representing that it is protected.
Gates of Noita
The level proved to be much more challenging than intended. As a result, there have been changes made to provide more relief to players at certain stages. More movement wells have been added to refresh the player’s movement steps for the turn. There have also been changes made to the number of battles present as well as their strength.
Tournament Site
It will now be possible to complete all the challenges during a single playthrough. The number of Red Crystals on the map has also been increased to make the completion of the side quests easier to complete simultaneously.
Sound Adjustment
Basic sound improvement based on user feedback. Balancing the volumes and other tweaks.
New Key Bindings:
Several new shortcuts have been added for the most commonly used features in the game:
For exploration:
Activate End Turn Bonus (Upper) - 1 Activate End Turn Bonus (Left) - 2 Activate End Turn Bonus (Right) - 3 Continue movement - Ctrl Army management – TAB
The team have worked on several changes to the controller support and reworked the exisiting button mapping:
PADs are now recognised on Startup if plugged in.
The DPAD now works, where possible, in conjunction to the Left-Stick e.g. when scrolling through Menus.
When completing a turn during exploration, the waypoint marker now snaps back where the player previously selected.
Commander Spells now have a shortcut button when in Battle.
Centre waypoint selection marker, Inspect a point of interest and Continue movement now have separate buttons dedicated to them.
During Battle, the DPAD can now be used as a shortcut to navigate the Actions on the left-hand side.
The DPAD can now be used to navigate the Spellbook.
The Shoulder buttons can be used to navigate the bottom menu when returning to the Capital.
Numerous other small fixes.
Thank you for your continued support, and we hope you enjoy these new features and fixes as you continue to explore the Drairthir Peninsula!
- Crazy Goat Games & PQube
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Upcoming QoL Patch and Improved Controller Support!
Greetings Commanders,
We hope you have all been enjoying exploring the world and taking on the challenges of The Dragoness: Command of the Flame! Since launch we have been busy behind the scenes gathering your feedback in order to improve the overall experience, and are pleased to announce that we will be releasing a new patch for the main game as well as the free demo on 1st December!
The patch will include several new features as well as improved controller support that will make your conquest of the Drairthir Peninsula that much smoother! We thank you for your patience, in the meantime here is what we have planned:
New Features:
Game Speed Setting
A new game speed setting shortcut has been added while adventuring on the map as well as during combat. Players can now easily toggle between three different levels of speed to change the pace of Exploration and Battle without having to open the options menu.
Auto Battle Mode
Players will now have the option to toggle auto battle mode when on the battle grid. This will activate the AI for all player-controlled units who will then perform their turns automatically. Auto battle can also be interrupted by the player at any point that they choose for increased flexibility.
Balancing & Gameplay
First Battle with the Shai-Va
During the tutorial, it is now more clearly communicated to the player that it is intended that they lose their battle against the dragon. The Shai-Va will now have 100% dodge chance and a visible FX around its body representing that it is protected.
Gates of Noita
The level proved to be much more challenging than intended. As a result, there have been changes made to provide more relief to players at certain stages. More movement wells have been added to refresh the player’s movement steps for the turn. There have also been changes made to the number of battles present as well as their strength.
Tournament Site
It will now be possible to complete all the challenges during a single playthrough. The number of Red Crystals on the map has also been increased to make the completion of the side quests easier to complete simultaneously.
Sound Adjustment
Basic sound improvement based on user feedback. Balancing the volumes and other tweaks.
New Key Bindings:
Several new shortcuts have been added for the most commonly used features in the game:
For exploration:
Activate End Turn Bonus (Upper) - 1 Activate End Turn Bonus (Left) - 2 Activate End Turn Bonus (Right) - 3 Continue movement - Ctrl Army management – TAB
The team have worked on several changes to the controller support and reworked the exisiting button mapping:
PADs are now recognised on Startup if plugged in.
The DPAD now works, where possible, in conjunction to the Left-Stick e.g. when scrolling through Menus.
When completing a turn during exploration, the waypoint marker now snaps back where the player previously selected.
Commander Spells now have a shortcut button when in Battle.
Centre waypoint selection marker, Inspect a point of interest and Continue movement now have separate buttons dedicated to them.
During Battle, the DPAD can now be used as a shortcut to navigate the Actions on the left-hand side.
The DPAD can now be used to navigate the Spellbook.
The Shoulder buttons can be used to navigate the bottom menu when returning to the Capital.
Numerous other small fixes.
Thank you again for your continued support, and we hope that’ll you’ll enjoy these changes when they go live on 1st December!
- Crazy Goat Games & PQube
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The Dragoness: Command of the Flame is OUT NOW!
Thank you Commanders!
We’re proud to finally say that The Dragoness: Command of the Flame is OUT NOW and we wanted to express our gratitude towards everyone who has supported the game! This includes our wonderful playtesters who helped us out during the closed Alpha and Beta phases, this launch would not have been possible without you!
So now it’s time to begin your journey to the Drairthir Peninsula and defeat the villainous hordes of monsters spreading chaos across the land. Those of you that have played the Demo will be able to carry on your quest and transfer any data into the full version of the game to pick up right where you left off.
To get you started, we’ve called upon the Dragoness’ trusted advisor, Natiq, to put together three guide videos to aid you in your quest.
In part 1 of Natiq’s Guide, the battle pangolin teaches you all you need to know about the core mechanics of quests, map exploration, and the battle system.
Part 2 breaks down the mechanics related to Revival Spells, The Commander's Spell Book, and Artifacts.
And finally, part 3 explains the mechanics behind restoring the new capital of Níwenborh, and how to build an effective army!
Thank you again and we can’t wait for you to experience The Dragoness: Command of the Flame, available now!
- Crazy Goat Games & PQube
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The Dragoness: Command of the Flame FAQ
Greetings Commanders!
In preparation for today’s launch, we’ve pulled together a handy FAQ to help you get started with the game!
Q. What is the minimum specification my PC need to be to run the game?
A. The minimum system requirements are as follows: Windows 7 SP1 64-bit or later, Intel i3 6th gen processor, 8 GB RAM, GeForce GTX 650 Ti graphics card, 5 GB available space, and a DirectX compatible sound card.
Q. Does the Steam version support Ultra-Wide resolution?
A. Sadly, The Dragoness: Command of the Flame does not support Ultra-Wide.
Q. Will The Dragoness: Command of the Flame be optimised for Keyboard & Mouse?
A. Yes!
Q. Will The Dragoness: Command of the Flame have Controller support?
A. Yes, the game will also support Xbox and PlayStation controllers.
Q. What languages are supported?
A. English, French, German, Polish, Russian, Spanish – Spain, and Simplified Chinese.
Q. Where can I report bugs?
A. Via the bug reporting thread on the Steam forum - or by contacting support@pqube.co.uk
Q. Is there a demo available for The Dragoness: Command of the Flame?
A. Yes, there is one available via the Steam store page.
Q. Can demo data be transferred to the full game?
A. Yes, you can transfer your data over to the full game.
Q. What is the average playtime for The Dragoness: Command of the Flame?
A. The game roughly takes 30 – 40 hours for the main story depending on the completion rate.
Q. Are there different game modes?
A. The game features a single-player, narrative-driven, campaign whereby the player completes quests to advance the story. The player can replay completed quests to complete challenges (3 per quest), which unlock additional resources that the player can use to restore their capital.
Feel free to ask any other questions in our forums. We’re happy to announce that The Dragoness Command of the Flame is available RIGHT NOW! Thank you so much to our amazing community for helping shape the game and we’ll see you in the Drairthir Peninsula.
- Crazy Goat Games & PQube
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Natiq's Guide: Restoring the Capital and Building your Army
Greetings commanders!
Natiq is back with the last in his 3-part series of tutorial videos! In part 3 the trusty battle pangolin will be explaining the mechanics behind restoring the new capital of Níwenborh, and how to build an effective army!
The Dragoness: Command of the Flame launches on 1st September 22!
Crazy Goat Games & PQube
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Five Days to Go!
The time is almost upon us Commanders!
The launch of The Dragoness Command of the Flame is just around the corner as we count down the days until release.
We’d like to thank those who have participated in our previous Demos that helped shape the game and ensured The Dragoness is the best it can be. For those of you that are just discovering The Dragoness, we have several helpful guides to get you started on your journey to the Draithir Peninsula.
You play as The Commander, a veteran warrior that has been recruited by the Dragoness to reclaim the war-torn realm of the Draithir Peninsula from the evil Shai-Va. However, upon your arrival, you are hit with a mysterious ailment and will need to gather resources to rebuild the new capital of Niwenborh to regain your full strength.
As the Commander, you’ll have access to various units and magical artifacts to build your army. There are over 40 unique units to recruit and dozens of artifacts to utilise as you take the fight to the Shai-Va in tactical turn-based combat.
While you wait, feel free to watch our handy Natiq’s Guide videos. As the right-hand battle of the Pangolin, Natiq is here to aid you in your quest and guide you through the dangerous landscape. These short but helpful guides will tell you everything you need to know to get started and become a legendary leader.
The Dragoness Command of the Flame launches on September 1, 2022.
- Crazy Goat Games & PQube
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Natiq's Guide: Revival Spells, The Commander's Spellbook, and Artifacts
Greetings commanders!
Following on from last week's guide on Quests, Map Exploration, and the Battle System, Natiq Hay-Awan of the noble house of battle pangolins is back with another video! In part 2 of his 3 part series Natiq will be breaking down the mechanics related to Revival Spells, The Commander's Spell Book, and Artifacts.
We hope today's lesson has been interesting, Natiq will be back again next week with another guide video when the theme will be Restoring the Capital and Building Your Army.
Remember, The Dragoness: Command of the Flame launches on 1st September, not long to go now!
- Crazy Goat Games & PQube
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The Bestiary - Part 2
Welcome back to our Bestiary focus, Commanders!
In our last update, we took our first look at the many beasts and monsters available for hire in The Dragoness: Command of the Flame.
More specifically, we shone the spotlight on the units that can be recruited from the Forest and Frosthyll camps located in the capital of Niwenborh. From Oaken Ents to Werewolf Grunts, these camps housed some of the hardiest and most fearsome creatures in the entire Drairthir Peninsula!
Today we’ll be looking at the remaining two camps and the units that hail from the sun-scorched Watan and fiery Zildarya regions. You’ll be able to construct these buildings once you’ve progressed to the more dangerous eastern regions in the campaign's second half.
Ashes to Ashes
In the arid wastelands of Watan, a variety of exotic fauna roam the endless sands. Naturally attuned to the heat, the harsh desert sun is nothing to these resilient beasts.
Natiq has been known to visit this region from time to time though he assures the Dragoness it’s merely for “research purposes”.
Giant crab - A tough unit with two lethal claws able to produce viscous saliva that can be cast forth as a long-range projectile. This naturally aggressive crustation can also cast Berserker’s Rage to double the damage of any unit’s next ranged attack, including its own!
Desert Eye - This unique ranged combatant can fire a powerful energy beam directly from its eye ignoring range boundary penalties. Its bulbous, floating form is held aloft by its sharp fins which it can also use to attack by spinning rapidly, damaging any unit adjacent, including friendly units!
Desert Viper - If you need to quickly close the gap on a ranged target, the Desert Viper is an excellent choice thanks to its impressive movement stat. Equipped with dual katanas, this reptilian unit can then dish out some serious damage at close quarters. The Viper also can fulfil a support role by using its Rejuvenation spell to heal a friendly unit for 10 health points over three turns.
Phoenix - The last unit in the Ashen camp is the wonderous Phoenix. Like the Griffon, this winged beast can traverse the battle grid with ease. Naturally evasive, the Phoenix can amplify and share this trait using its Overdrive spell, which increases the dodge percentage of any unit by 10 for four turns.
Too Hot to Handle
Far to the east of the Drairthir Peninsula is the infernal realm of Zildarya. What was once a lush and prosperous land which flourished under the rule of the Regal Dragons, has since become a volcanic hellscape, tainted by the influence of the Shai-Va, with lava flowing through what remains of its ruined cities.
The creatures that can be recruited from the Zildarya camp are suitably demonic and are able to make use of rare and powerful necromancy spells.
Imp – Imps are one of the few creatures in Zildarya who have yet to be corrupted by the Shai-Va’s influence. Despite their small stature, Imps have a surprisingly large shield stat and are capable of harrying enemies with ranged attacks, making them an excellent decoy.
Succubus - The sultry Succubus is a multi-purpose unit, capable of dealing a decent amount of damage from both afar and close-up. However, the Succubus has a relatively small amount of health points, instead relying upon its necromancy spell, Avoidant Sacrifice, which Sacrifices 10 health points to increase a target’s dodge by 80% for two turns.
Dark Skull - One of the more unpredictable units to hail from the Zildarya camp is the Dark Skull. This small, flying, demon has a tiny health pool but can cause a great amount of chaos on the battlefield! Its signature spell, Misplacement, teleports a target six squares away from its current position in a random direction!
Bat – This highly mobile flying terror is capable of dealing massive amounts of close-range damage by employing its Hidden Dagger spell which doubles the damage output of a target’s next melee attack. Multiple bat units can be lethal particularly when you come up against enemy armies with low average shield values!
In our bestiary guide, we have examined the 16 units that can be recruited between quests at the capital, however during your campaign you will discover 40 unique units to bring into your army! We’re really excited to see how you experiment with the wide variety of unit types and the countless strategies and synergies that are possible.
Remember The Dragoness: Command of the Flame launches on 1st September 2022!
- Crazy Goat Games & PQube
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Natiq's Guide: Quests, Map Exploration, and Battle System
Greetings commanders!
In preparation for launch on September 1st Natiq Hay-Awan, esteemed member of the noble house of battle pangolins has created a new series of tutorial videos to help guide you through the world of The Dragoness: Command of the Flame.
Class is in session
In part 1, Natiq will be teaching you all you need to know about the core mechanics of quests, map exploration, and the battle system.
We hope you’ve enjoyed today’s lesson! Natiq will be back again next week with another guide video in which he'll be focusing on Revival Spells, The Commander’s Spell Book, and Artifacts.
Until then!
- Crazy Goat Games & PQube
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The Bestiary Part 1
Welcome back, Commanders!
In one of our previous updates, we looked at the importance of Restoring the Capital of Níwenborh, with its various buildings and structures being vital in your fight against the Shai-Va.
We’ve also explored how to spend your resources to upgrade the Commander and her revival spells. Today we’re switching focus to the units that you will be building your armies with and leading into battle.
In Níwenborh, there are plenty of majestic, deadly, and outright bizarre creatures willing to join the Dragoness’ cause. Before they can be recruited however, these beasts will need a camp in which to train. There are four such camps that can be constructed during the campaign, with each one linked to one of the Drairthir Peninsula’s major regions.
The Emerald Sea
Lush and verdant, the humble Forest Camp is the first recruitment building that you’ll be constructing in the new capital and is home to Centaurs, Tree Ents, Harpies, and Griffons.
During the tutorial, you’ll unlock your first two units from this camp, the Centaur and the Tree Ent, two loyal beasts that you’ll find to be particularly valuable during the early quests.
Centaur – Equipped with their trusty bow and possessing decent manoeuvrability, the noble Centaur is well adapted for ranged combat. Their bow attacks are beholden to effective range bands, so you’ll need to find the sweet spot in order to deal maximum damage. If an enemy unit closes within melee range, Centaur’s will no longer be able to fire their bow and will instead switch to their weaker sword attack. Similarly, if an enemy is too far away then their arrows will be far less effective.
Tree Ent – The venerable Tree Ent is an ancient and ponderous creature capable of devastating close combat attacks. Ents have far more health and shield points than Centaurs, making vastly more durable on the battle grid. Conversely, they are incredibly slow and lacking in initiative which means that they will act later during a round. Ents can however cast the Slow spell which will severely limit an adversary’s movement, allowing them to level the playing field!
Aside from the Centaur and Tree Ent, the following units are also available for recruitment from the Forest Camp.
Harpy – The winged Harpy is an excellent support unit that can quickly change the tide of battle. While Harpies aren’t particularly powerful in direct combat, they have two spells at their disposal which are designed to disrupt and debuff enemy units. Exhaust can be used to decrease a hostile target’s attack power while Blur increases a friendly unit’s dodge %. Both spells last for 3 turns and can make for some interesting and potentially devastating combos when combined with other spells and unit abilities.
Griffon – The majestic Griffon is a highly mobile unit that can fly across the entire battle grid in a single turn. You’ll find the Griffon’s manoeuvrability especially useful for engaging pesky ranged units early on in a battle. It’s speed also means that it can easily escape from danger, which is important considering its below average health and shield!
To bolster its already impressive adaptability, or assist a slower target, the Griffon can cast the Initiative spell to increase a unit’s initiative by 10 for 10 turns.
An Icy Domain
The second recruitment camp that can be constructed at the capital is the icy Frosthyll Camp. The frozen lands north of the Capital are full of terrifying supernatural beings that can add a magical edge to any army. The Frosthyll Camp is the first to introduce spells that affect the entire battlefield, buffing ALL units on the grid. You’ll need to think carefully as to when you deploy these spells as they have the potential to backfire if you’re not careful…
Winter Elf – Similar to the Centaur, the Winter Elf is a ranged combat specialist. At first glance this unit may not appear as powerful as the Centaur, having both weaker attack power and health. However the Winter Elf has access to the wide reaching Reign of Arrows spell with increases the ranged attack of all units on the battle grid by 5 for 3 turns.
Mountain Thing - As its name may suggest, this cavern dwelling monstrosity is a disturbing sight to behold. Despite its grotesque appearance, the Mountain Thing has access to the Flash Heal spell which will restore 10 points of health to a target unit. The Mountain Thing also has a large amount of health so it can be deployed in a more defensive role if you find yourself lacking mana.
Werewolf Grunt – This lupine creature is an incredibly nimble and powerful unit with strong defences making it the perfect choice for fulfilling a tank role within your army. As if its raw strength wasn’t enough, the Werewolf Grunt can unleash Mass Rally to boost the melee attack of all beasts on the grid by 5 for 3 turns.
Undead Soldier - The very definition of a meat shield… even if there isn’t much meat on the bone of this undead horror. While the Undead Soldier lacks attack power, it has one of the largest health pools of any of the recruitable units in the game! These creatures are best used to distract and block enemies from attacking more vulnerable and valuable targets.
From Camping to Glamping
You’ll notice that every time you unlock a new unit, the camp itself will change physically to reflect its growth. Not only will you be unlocking units over time, but each unit within the camp can also be improved with multiple upgrades.
For example, Centaurs can be upgraded with Reinforced Arrows to increase their attack range by 1 and later with the Life Sigil which increases their base health by 2. Some units also make use of the same upgrade, so you’ll quickly be able to get to grips with shaping your army towards a specific strategy.
That’s all for today but stay tuned for our next post where we’ll be exploring the next batch of units from the sun-scorched Ashen and fiery Zildarya camps.
The Dragoness: Command of the Flame launches on 1st September 2022!