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!
Added: Halloween event Added: Iridescence to Ka'sai Added: Hit and death sounds (work in progress, custom sounds will be added soon!) Updated: Increased bag slots (small = 6, medium = 12, large = 24) Fixed: Several level assets being off position Fixed: Bonfire blocking character camera Fixed: Far ocean water being differently colored Fixed: Skysphere using the wrong star map Fixed: Crystal formations on island 4 being visible through clouds Fixed: Euro having a duplicate Misc. pattern option 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!
Updated: Stats (Health, Stamina, mana) of all characters now scale with each level Updated: Slightly increased comfort buff, steamy buff and resting/sleep regeneration Updated: If available starting stats will be used from curve table Updated: Update clouds only if cloud settings have been changed Fixed: Interactables and NPCs not being interactable at spawn village Fixed: Reported crash caused by NPC anim instance Fixed: Interactables outline flickering 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!
Added: New NPCs and quests Added: Iridescence to Lindworm and Wyvern Added: New custom cover foliage to soil, sand and volcanic surfaces Added: Experimental ambient sound sources to the spawn area Added: Back a few upscaling methods Updated: Character creator map Updated: Default character creator cam for Ka'sai and Drake Updated: Increased night time brightness Updated: Increased Wyvern hover animation play rate Updated: Made minor improvements to Lindy's movement animations Updated: Chat messages use the bold font version now for better readability Updated: Made minor texture changes to Xariasz (NPC) Updated: Orb has been moved outside of the spawn village; lowered sfx volume Updated: NPCs to add basic idle randomization Updated: Night time is now much brighter Updated: European dragon and Eastern dragon camera zoom range Updated: The default photo mode camera speed has been set to 10 Updated: Made search bar in character list more visible Updated: "Constrain Aspect Ratio" is now unchecked by default (removes the black borders) Updated: Sand textures Updated: Glowworm textures Updated: Server restarts every 1.5 days now Updated: European Dragon & Wyvern stats (stamina, mana, health) now scale per level (the remaining characters come later) Optimized: Some foliage and landscape textures Fixed: Some dialogue errors Fixed: NPC blueprints inheritance issues Fixed: NPCs being killable and movable Fixed: Lindworm Horns #1 texture issue Fixed: Ka'sai using the wrong animation when being carried Fixed: Ka'sai turning into stick bugs when being carried Fixed: Lindworm using the wrong animation when being carried Fixed: Characters glitching when carrying the wyvern skull and walking down slopes Fixed: Carry option showing up twice in the skull submenus Fixed: Old Lindworm missing all attachments Fixed: Weather changing too frequently (should now change every 30-60 minutes) Fixed: Several crashes reported via sentry Fixed: UI getting stuck/immediately popping up again Fixed: Lindworm Horns#1 missing its 3rd color option Fixed: Lindworm Horns#1 clipping Fixed: Lindworm NPCs using wrong parent BP Fixed: Lindworm NPC snake teeth not folding when mouth is closed Fixed: Construction placement issue Fixed: Ability being activated after construction placement or cancelation Fixed: Smelling animation cancelling eating and drinking Fixed: Regen calculation under Death's Grip effect Fixed: Character spawn instant kill exploit Fixed: Newly created character taking over the name of a recently deleted character Fixed: General character material ghosting, TSR and TAA now work as intended Fixed: Tree canopies disappearing at medium range Fixed: Items getting locked when dragged out of inventory and inventory is being closed Removed: Remaining outdated ore nodes
Hello Draconians!
After a few weeks of silence, we are finally ready to release the next patch.
If you're only here for the patch notes, feel free to scroll down!
Lindworm
Originally, we wanted to focus more on the NPCs, but then the new Lindworm came along and told us, "Hey, I'm ready to be put into the game, and I want you to do it NOW!" So, here he is!
The reworked version is available to everyone who owns the game - you dont need to purchase it or anything like that.
For clarification: The old model will remain in the game for now. So, if you have a Lindworm character using the old model, it will still be there. Were not ready to do a character wipe just yet, and we most likely wont until the new character creator is finished, at which point a wipe will be mandatory.
NPCs & Quests
In this patch, we are also introducing our first interactable NPCs. They are by no means final and will receive several upgrades in the near and distant future to become more lively and allow for more interactions between each other and the players.
And to answer a question thats been asked a lot lately: Yes, you will be able to take some of them home with you in the future. (You better treat them well!) More details will be shared when the time comes.
They also finally allow us to add Draconia's story to the game. While there have been a few notes scattered here and there, adding bits of lore, notes can never replace characters who can personally share their stories with players.
Many NPCs will even ask players to complete tasks for them - some of which are daily - giving players more options to level their characters without relying solely on quest stones, killing NPCs, or farming resources.
Some tasks can only be unlocked if specific conditions are met, so listen carefully when a character is talking to you.
To make things easier, characters that send players on quests will have a visual indicator in the future. However, we want to move away from the standard question marks above their heads and choose a more immersive option.
Behemoth
Our rock candy-eating tank is currently being modeled at the speed of light (or at least thats what it feels like) and is turning into an absolute chonker! He also comes with a default smug face.
Quetzalcoatl
Our character concept artist is currently battling all the scales that cover the Quetzs body.
We can only show you a sne(a)k peek at the moment, but we can tell you this much: The new Quetz is going to be loooong!
Dragonturtle
The Dragonturtle's textures have been finished, and our animators are now starting to work on its animations so we can add it as a new playable character and NPC in the near future.
But beware! The Turtle will be a tough nut to crack!
European Dragon
The European dragon is currently being animated, and were super excited to see it in action!
We have also been working on various other things here and there that will be relevant in the near and distant future.
Kirin skin concept art
Various skull models that function as interactable items and level art.
Some clan hut concepts.
One of several nest types that players will be able to choose from when nesting is added.
And last but not least, the patch notes!
Added: The new Lindworm as a playable character
Added: Simple "clan/personal" text to the construction placement UI to show construction type
Added: Clan icon to the clan construction health bar
Added: Sandstorms as rare weather type
Added: Basic Ka'sai NPC
Added: New item - Mollusk Meat
Added: New harvestable - Small Tidara
Added: Kasai talking animations
Added: 20 new Ka'sai horn variants
Added: Multiple quest task support
Updated: Guaranteed drop chance for harvestables
Updated: Increased default photo mode cam movement speed
Updated: Increased default construction mode cam movement speed
Updated: Increased volume of sliding sound effect
Updated: Reduced character creator lighting intensity
Updated: Improved Ka'sai & Wyvern walking animation blending
Updated: Disabled head controller input for some Wyvern emotes where they are not wanted
Updated: Buffs from consumables such as meat and carcasses now stack up to 5
Updated: All UI element fonts to be more readable
Updated: Quest Tab UI
Updated: Quest system to support several tasks
Updated: Don't allow kicking clan members of the same user level
Updated: Deselect interacted actor and hide interactable actor UI when interaction radial opens
Updated: Increased the health of crabs
Fixed: Stomach item not dropping from carcasses
Fixed: Construction mode cam movement direction (now it moves properly where aimed like any fps cam movement)
Fixed: Ore deposit name
Fixed: Missing ocean water in some spots of the map
Fixed: Typo in note "Important"
Fixed: Weather not changing
Fixed: Eastern Jaw rotation
Fixed: Clan hoard collision getting small players stuck sometimes
Fixed: Missing level assets
Fixed: Ka'sai falling animation not looping
Fixed: Items falling through the floor of the great library
Fixed: Tongue clipping through teeth in Ka'sai vocal call animation
Fixed: Foliage that was sunk into the ground due to mesh changes
Fixed: Multiple quest tasks not being recognized and updated properly
Fixed: Minor texture issues on the Wyvern's wing claws
Fixed: Chat getting locked
Fixed: Players respawning at the same respawn point instead of the nearest one
Fixed: Sleep transition speed when entering sleeping state by only pressing J
Fixed: Lindy not being able to attack while swimming
Fixed: Death's Grip effect resetting after relog (Sorry Wyv3rn :P)
Fixed: Missing Quest VFX & SFX
Fixed: Clan tag not being removed if the player has been removed from a clan
Fixed: Clan permissions affecting personal unlocked constructions
Fixed: Auto-switching between keyboard/mouse and gamepad input
Fixed: Minor UI flickering when the interaction key is being pressed/held
Fixed: Sniffing no longer stops other currently active abilities
Added: New ore model Added: New caustics + underwater caustics Added: New reefs (heavy wip) Updated: Main Map Updated: Water shader Updated: Replaced old ore nodes with a new node that drops all 3 ore types Updated: Ocean wave size is now based on water depth Updated: Underwater is darker and has less light distribution Updated: Upgrading constructions now continues the "get back material when destroyed" timer Updated: Upgrading constructions now gives back materials like other constructions (including upgrade materials) Updated: Drop rate of legendary items has been increased Updated: Sky & Weather system Updated: Floating island textures Fixed: Rare online session related crash reported via sentry Fixed: Weather system gameplay/settings hooks Fixed: Decay protection UI calculation bug Fixed: Construction clan access check 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!
Added: Back carriable items: All meat sizes, stomach, griffin egg, ribs, guiding light (More will be added later) Added: Temp code to use default socket if no grab data exists Added: New grab configuration method for items (not characters!) Added: New level assets Added: New map area (bye "pancake island") Updated: Camera lag to reduce the chance of the camera clipping into the characters head when sprinting Possible Fix: For clan construction save issue Fixed: Consumable items do not trigger IK Pelvis rotation trace anymore Fixed: Tier 3 totem upgrade being blocked which resulted in spawning a broken version 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!
Added: New/missing grab sockets for all characters Added: New level art Updated: Athyne City Updated: Made further jaw bone calculation optimizations Updated: Decreased random dead AI body de-spawn timer Fixed: Server crash Fixed: 4 rare crashes reported via sentry Fixed: Tarax plant missing collision Removed: Tested character LOD Removed: Old AI spawner code 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! *Cover image by soykaaa
Added: European dragon LOD (testing) Improved: Several level assets & asset textures Temporarily Disabled: Guiding Light carrying Possible Fix: Carry / jaw code lag Fixed: Issues caused by missing parameters in admin functions Fixed: Lindy's secondary attack damaging PvE players Fixed: Shadow breath not doing damage against AI Fixed: Oceanic stash requiring the wrong upkeep materials 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! *Cover image edited by DashViper
Added: Custom "PvPvE" gameplay effect application requirement class to generally determine if player can damage other actors or not. (should fix current damaging issues globally) Fixed: Totem upgrade issue Refactored: Marker widget and marker manager to avoid actor reference crashes
Hello Draconians! We are aware of the bugs and crashes caused by the most recent engine upgrade and are currently working on resolving these issues. You can find a list of already reported bugs on our Trello Board. If you have encountered another problem that has not been reported yet, please submit it by using our bug report form! We are trying to get everything back to normal as fast as possible. Thank you for your patience!
Hello Draconians!
It has been a while but we finally had the time to post another dev blog. Wooo!
If you are here for the delicious delicacies from the dev kitchen and don't care for the patch notes, just scroll past them. We are sure they won't mind...
Added: 3 New upgradable stash types. The old stashes are no longer craftable. Max level stash slots and health are the same as before. Old stash types won't be affected by this.
Added: New decay admin command /setdecayrate
Right now, players can get daily quests which are random every day and usually involve collecting resources scattered across the map. So far they only offer additional experience points.
In the future we want to add story quests which not only reward players with more EXP but also various cosmetics and other items.
The idea is not to just hand out any random skin or accessory but to choose a reward that fits the theme of the task as well.
So if you plan to get a lava skin in the future, we recommend to check out quests that start at the volcanic biome or are being started by characters that are of the fire element by default.
Below are a few skin examples that can be unlocked later on.
Of course there are no rewards without quests. So we have been working on more questlines which will be added one after another, once the required system has been added. Additionally we have also worked out some world events that can happen randomly or require the player to finish a few tasks before they get activated. These events can be repeated and will drop randomized loot every time. How much the player participates in them will affect the amount of loot they will receive and of what rarity level the rewards are.
Lindworm
Our favorite nope rope is receiving more animations at the moment and we are not even showing you the craziest animations yet (that worm got some wild tricks up his scaly sleeves!)
European Dragon
Our first and oldest character has been remodeled and our animators have moved on to doing its weights and animations so we can replace the old character model as soon as possible.
It still needs a lot of weight changes to work properly but it is pretty exciting to see the Euro in some rough poses.
Additional Animations
As you might have noticed the Ka'sai and Wyvern came with more and new animations which our older characters don't have.
These animations include emotes, more movement options and combat animations and are currently being worked on in-between the other animation tasks. So Griffin, Euro, Lindy and the others will be able to do cool things in the future as well.
Dragon Turtle
We like turtles! Which is why the new dragon turtle model is almost done.
We do not recommend petting it though. You might lose a limb or two.
Eastern Dragon
The new Eastern Dragon models are done and are now waiting to be [strike]turned into delicious ramen noodles[/strike] textured.
New Stashes
This patch will introduce our new stashes. Instead of crafting the different stages directly, you will be able to choose one of several stash types based on Altuis' different biomes. You can then upgrade these stashes with materials to increase their health and item slots.
The ones that are being added now are just the beginning as we have more planned for the future.
Nesting, NPCs, Permissions
A lot of planning has been done.
We have been working on a detailed up-to-date documentation (taking into account latest UE 5.4.x features) about the functionality of the nesting mechanic, how nests, hatchlings and followers can be interacted with and what permissions, affecting each one of them, can be granted to other players/clans.
The new permission system will also change the functionality of player and clan structures which will make the permission setup way easier in the future.
Implementing this will take several weeks so we ask for patience (and a lot of coffee).
Other Things
We are always playing around with new ideas on the side.
As a result we created some effects for our characters that will only appear when they use specific abilities, e.g. a throat glow when they use a fire or shadow breath
Another idea is the addition of a death totem. Instead of dropping your loot on the ground whenever you hit the wall a bit too hard during flight, it would spawn a totem which contains all the dropped loot and has a little glow to it for easier visibility.
When these things will be added is still open since we want to focus on our main tasks first but they are sitting on the dev bench waiting for us to notice them.
Speaking of main tasks. You can now also see what is currently being worked on on our Trello board: https://trello.com/b/oWDzi6Pp/draconia-bug-report
That's it for now.
We probably forgot to mention a few things because it has been a while since we have posted a dev blog and a lot has happened in the meanwhile but if we did, we will mention them another time.
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!
Fixed: Missing construction upgrades Upgraded totems got reverted to level 1 during the last patch but can be upgraded again.
Some recent fixes haven't been applied due to technical issues on our end. This patch will apply the changes again and things will hopefully work like intended now. Additional changes: Fixed: Clan permission editing (only clan owner is able to modify clan permissions!) Fixed: Clan buildings placement Some clan permissions like promoting, demoting, kicking members do not work right now for ranks lower than clan owner. The other functions like inviting players should now work if the clan member level has the permission enabled.
Added: Simple way to send private/whisper messages Added: Support to re-apply buffs/de-buffs when character is logging out and back in Added: 2 new backer stories Fixed: Spring not being repairable Fixed: Missing upkeep materials of totem T2 & T3 upgrades Fixed: Construction clan placement not being an option Fixed: Item description pop-up window getting stuck on screen Fixed: Server crash Possible Fix: For missing clan UI bug Updated: Decay-able constructions now sorted by health in descending order, so decay tick/consumption happens on the most damaged constructions first Updated: Basic stash model, icon and crafting/upkeep materials Optimized: Player construction decay tick 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! You can now also find the things we are currently working on on our Trello board under "Current Main Tasks"! No new dev blog yet but it is coming very soon!
Added: Small decay delay between every 10 building pieces Updated: Inventory slots of totems will now increase with each upgrade (+3 per upgrade) Updated: Xess and dlss upscaler plugin to the latest version Fixed: Server crash 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!
Added: Option to show dragon names instead of steam names in chat Fixed: Duplicated story document Fixed: Missing carry prompt in single-player mode Fixed: Death's Grip killing players who take damage while de-buff is active Fixed: Wyvern head textures Fixed: Players not being able to climb a hill near spawn village Fixed: /removexp command not working in some cases Fixed: Some minor Wyvern mesh and animation issues. Fixed: Structure decay once for all (be prepared and have enough upkeep materials in your totem) Temporary Fix: For the infinite visual fire breath (might still happen due to high ping) Optimized: Wyvern's fire breath
Sorry for the long wait. The servers are back online. Make sure to download the latest patch. If it doesn't show up in your download tab, please restart Steam!
The servers are going offline for a short time to apply a small hotfix! Patch 0.3.7.2 will be available on steam soon!
Hello Draconias! After a long wait and many challenges we had to face, the Wyvern is finally playable! We hope you enjoy it as much as we do! Added: Wyvern as playable character Added: New story bits Added: /removexp command Updated: Carry & interaction UI Updated: Great tree area Fixed: Chat scroll bar overlapping text Fixed: Character attachment culling in character creator Fixed: Fire breath ability not rendering Fixed: Story notes saving/loading not working in multiplayer Fixed: Carry UI prompts Fixed: Griffin snapping when exiting flight Fixed: Colorblind settings not working in photo mode Fixed: Lindy slide movement Fixed: Missing moving sound gameplay tags Fixed: Death's grip is now properly being applied and reduces char stats by 50% for 300 sec Fixed: Death's grip being affected by cleanse effects Fixed: Character stats not staying at 50% when Death's Grip de-buff is being removed Fixed: Disables grab / carry requests (and made character not interactable in general) if player interaction is blocked by any effect or state, e.g. sleeping or resting Fixed: Ka'sai emote descriptions not matching the emotes Fixed: Resource generators using up stash limit slots Possible Fix: For missing construction decay Refactored: Rest/sleep mechanic 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!
Removed: Easter event & April Fool's event Updated: Altuis (first island) Updated: Fire and shadow breath damage range Fixed: Remote actor UI being stuck Fixed: Newly added fast travel points being locked for old characters
Hello Draconians! There will be no April Fool's Day event this year but we've prepared a small Easter event for you on US & EU #1 servers! Go out and search for eggs which we have hidden across the spawn island and bring them back to the altar. Add the correct combination and receive a reward in return! Happy Easter and happy hunting! Additional patch notes: Added: Lootable flasks which replenish hunger or thirst stats Added: A random 1-5min de-spawn timer when AI dies Added: 2 new respawn points to island 1 Updated: Golems are twice as big now Updated: And optimized flask materials Updated: Emote system to support land / air emotes as well and let code handle it automatically Refactored: Fast travel system to support multiple / individual waypoint networks Fixed: Library teleporters Fixed: Missing shader for claimed territory Fixed: Missing construction materials (should fix the no refund issue) Possible Fix: For AI spawner crash in single-player (needs testing, it works in dev environments) 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!
Hello Draconians! If you are active on Twitter/X, we've got a task for you which will permanently reduce the price of Draconia by ~50%! The details can be found here: https://x.com/draconia_game/status/1771166644951253390?s=20 - 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!
Added: A short delay between AI ability usage Fixed: Crabs not giving XP Fixed: Crab carcasses not giving food Fixed: Diving effect not rendering Fixed: More floating objects Possible Fix: For getting stuck in the loading screen
Added: First backer stories Added: New story pages Fixed: Several mesh and foliage collision issues Fixed: Revoked some rocks the floating license Fixed: Rakon waypoint not working Fixed: Great Library floor using wrong ambient occlusion map Updated: Increased Eastern and European dragon drink and eat sfx range Updated: Sorbora berries & pebble stacks no longer block players Updated: Lighting in the new volcanic area Possible Fix: For players immediately getting logged out again on some characters. (Needs live testing)
Hello Draconians! We are aware of the current login issues and are looking into it! Thank you for your patience! If you run into any other problems please report them here! - The Draconia Team
Added: New shelves, tables, scroll and stone tablet models
Added: A new buildable object: Spring, which functions as permanent source of water
Added: Several new biomes
Added: Cloth physics to several level assets
Added: Enabled high dpi support (possible fix for 4k res + increased application scale in windows)
Added: 2 new waypoints
Added: State tree AI system
Added: Teleporters to great library
Added: Great tree
Updated: Crab AI using the new state tree system (Note: This is a test run, the AI is still work in progress)
Updated: 1st and 2nd island
Updated: Ore stack and bed model scale
Updated: Clan hoard max limit (6 per type)
Updated: Several level asset textures (mainly the very first assets we have added to the game)
Updated: Great Library and main city
Updated: Made sure received chat message triggered only once
Updated: Set upscaling to none by default
Updated: Reduced global cooldown and updated global cooldown ability UI
Updated: Scent trail to make it more obvious where scent is coming from
Updated: Name generator button to be more obvious
Updated: Slightly lowered the Eastern dragons camera
Updated: Walkability of several buildable and level assets
Updated: Volcanic rock moss subsurface scattering
Updated: Amount of granted items of Katalite, set to 1 per harvest
Updated: Collision of harvestable objects
Optimized: Several rock meshes
Optimized: Collision and models of several level assets and items
Optimized: A large part of our asset shaders
Optimized: Torch and lamp lights
Fixed: Some Settings UI issues
Fixed: Volcanic table #9 normal map
Fixed: Ability cooldown issue
Fixed: Kasai's smell ability
Removed: Outdated assets and asset parts
What is cooking in the development kitchen?
Wyvern
We're nearing completion on the Wyvern animations and this set offers much more than our previous ones. This expanded animation kit enables us to introduce new movements and add mechanics we have had in the pipeline for quite some time.
For further glimpses into the new animations, check out our social media pages or join our Discord server.
And, naturally, a new playable character wouldn't be complete without its own distinctive skin. Here's a sneak peek of the default skin for the Wyvern. Please note: While this version of the Wyvern's head won't be available until we introduce the Character Creator 2.0, the skin itself will remain unchanged.
Lindworm
The skin for our second 'legacy' character is complete and we are now focusing on finalizing its animation set.
Eastern Dragon
We have made significant progress in modeling the new Eastern dragon. The scaly variant is now complete and we are currently working on its furred counterpart and all the customization options that come with them.
AI
After a prolonged pause, we returned to working on our AI. We have started a rework using Unreal Engine's new state tree system, laying the foundation for future AI updates. In this patch you'll get a taste of the first revamped AI, featuring the crab characters scattered along the beaches of spawn island.
Although they are still a work in progress, these crabs will provide important feedback essential for advancing our wildlife AI.
Level Design
In this patch, you'll immediately notice significant changes to various locations. We've revamped several areas that previously lacked appeal or were challenging for non-flyers to reach. Our goal was to make these spots more inviting and accessible, encouraging players to explore them more often.
The primary focus of these improvements lies in the southern region of the spawn island and the western section of the second island, known for its distinctive cliffs and spires. While the southern area is still undergoing extensive work, we hope you enjoy the changes we have made so far.
Alternatively, you can venture north to explore some of the new locations but we will leave those to uncover on your own. We hope you enjoy the updates and don't hesitate to leave some feedback if a spot is still difficult to get to so we can make changes early as we develop more areas!
Other
Between all these ongoing development processes we are also doing optimization work which poses challenges, particularly as many of our species can access areas usually unreachable by non-flying characters. However we have made significant material and collision improvements using new experimental tech and we hope it will make further development and improvement of the game easier.
It is worth noting that some members of our community are running Draconia on hardware nearly a decade old. While these cases are exceptions, we aim to ensure compatibility with older devices even upon its completion. While we can't make guarantees, rest assured that we are constantly trying to make improvements wherever possible!
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!
Hello Draconians!
No game update just yet but we have been working on a lot of things since the last patch dropped. We have been busy optimizing our shaders and assets to improve the games performance and we plan on moving on to AI once the first optimization phase has been completed. Our new characters have also been receiving a lot of love but more about them below!
Wyvern
The Wyvern has been sitting on the shelf a little at the end of last year but has gotten heaps of attention now which means its animation set will be complete soon and we can start adding it to the game.
You can find more animations on our Discord.
If you are curious about its sound you can check out the default call in the video below:
[previewyoutube=po2qna_oM18;full][/previewyoutube]
Lindworm
Lindy too is getting more animations as well as a new default skin!
[previewyoutube=TqkGFHFd5Bo;full][/previewyoutube]
Eastern Dragon
The Eastern dragon is currently being remodeled to match the quality of our other newer models.
Level Art
Due to popular demand we have added 2 new assets to the list of buildable items:
The Spring which functions as endless water source and the Meat Rack which frequently spawns various food items. Both are available for solo players as well as clan members.
Among functional assets we have also worked on various level assets which will mainly be used for the capital city on the second island but will also partially be available to players as decorative items at a later point in time.
Level Design
The capital city is under heavy construction and a new biome has been added to the second island as well. The part where players would move from the first island to the second island has been too walled off and difficult to move around so the starter area has been rebuilt and made more open. It also allows for better den building once it will be allowed on the second island.
Other
Snow and rain will now affect the landscape and the character will partially sink in.
We are also working on our foliage to bring back wind effects and to allow storms to affect the intensity of foliage movement.
[previewyoutube=XxtqikG2sjo;full][/previewyoutube]
This post is just a very brief summary of what has been and is being worked on. We are happy to make such big steps especially in the character department since it takes a lot of work off of our shoulders and allows us to slowly work on the things that are tied to the characters remodels (this mainly being AI).
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!
Added: Reset key bindings to default button, if pressed all key bindings reverted to the default one
Added: Option to enable profanity filter settings in UI options
Added: Upscaling Options to video settings
Added: FidelityFX 3 upscale method
Added: DLSS 3.5 upscale method
Added: Temporal Super Resolution upscale method
Added: Option to disable upscale tech and use native render resolution + AA
Added: "Enable dynamic resolution" settings
Added: Nvidia Image Scaler upscaling tech as option
Added: Intel XeSS upscaling method
Added: Dynamic input bind hints UI to show available controls on various UI screens
Added: Patch notes to main menu
Added: Large grill model (spawns various food items)
Fixed: Construction rotation not working even if yaw or pitch rotation was enabled via database
Fixed: Ability UI input reading issue
Fixed: /me chat command
Fixed: Gizaley Cara and Sonotol Cara waypoint saving issues
Fixed: Character limit exploit
Fixed: Accept/decline clan invite commands
Fixed: A bunch of minor input / UI issues
Fixed: Missing water ripples
Fixed: Interaction / Ability UI not showing correct keys
Fixed: Missing input/key rebind options
Fixed: Interaction UI overlapping issue
Possible Fix: For main menu under terrain spawn
Possible Fix: For UI scaling issue caused by 4k resolution
Possible Fix: For server crash
Updated: Chat profanity filter moved to client side
Updated: Video settings: Settings now applied only if "apply" button is being pressed
Updated: FPS limit using dropdown box instead of type in text box
Updated: Sentry crash reporter (all crashes are now automatically processed and sent via sentry)
Updated: Hay level asset and textures; great library building (wip); bench models and bench scales to fit the Ka'sai
Removed: "Key bind already in use" check to allow key rebinds / changes
Removed: Santa from Altuis
The Dev Kitchen
Wyvern work in progress animations
[previewyoutube=uEyCS1Xhre8;full][/previewyoutube]
Eastern Dragon Concepts (model is currently being worked on)
Lindworm skin concept
Lindworm animations
Various level art
Fae skin mod
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!
Added: Reset key bindings to default button, if pressed all key bindings reverted to the default one Added: Option to enable profanity filter settings in UI options Added:Upscaling Options to video settings Added: FidelityFX 3 upscale method Added: DLSS 3.5 upscale method Added: Temporal Super Resolution upscale method Added: Option to disable upscale tech and use native render resolution + AA Added: "Enable dynamic resolution" settings Added: Nvidia Image Scaler upscaling tech as option Added: Intel XeSS upscaling method Fixed: Construction rotation not working even if yaw or pitch rotation was enabled via database Fixed: Ability UI input reading issue Fixed: /me chat command Fixed: Gizaley Cara and Sonotol Cara waypoint saving issues Updated: Chat profanity filter moved to client side Updated: Video settings: Settings now applied only if "apply" button is being pressed Updated: FPS limit using dropdown box instead of type in text box Removed: "Key bind already in use" check to allow key rebinds / changes
We released a small patch to address the invisibility issue. please let us know if some of you still encounter this problem. Thank you for your patience!
Hello Draconians, we are aware of the issues that got introduced with the most recent patch but we would kindly ask you to report every bug you have encountered since 0.3.3.5 to make it easier for us to find the causes. The bug report form can be found HERE Please try to add as many details as you can! We will try to roll out a fix for them as soon as possible! Thank you! - The Draconia Dev Team
Added: Controller support
Added: Support for defaulted admin command parameters (to allow some commands even if syntax is wrong or has missing parameters.. example: /additem self itemid (quanity defaulted value: 1)
Added: New keybind settings UI
Updated: Nameplate only get shown if owning player is in view for the local player
Updated: Construction de-spawn/destroy refactor to make sure constructions get destroyed
Updated: Landscape now permanently loaded and not streamed by World Partition (Going to impact performance but will temporarily fix landscape collision issues until new engine version comes out)
Fixed: Some spots with floating grass
Fixed: Server settings not being saved after editing via admin commands
Fixed: Presence download issue
Fixed: Nameplates getting stuck on screen after character spawn
Fixed: Construction remove/destroy not working
Fixed: Decay effect missing
Fixed: Default admin flag load issue
Fixed: lamp posts adding "Steamy" effect
Fixed: Show reticle setting was forced off
Some of the other things that are currently cooking in the dev kitchen:
Eastern Dragon Concept Art
Drake Model Rework
The new Wyvern Model
The new Baby Crab Model
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!
Added: /fasttravel [player] [waypoint row name] admin command to use waypoints Updated: Admin panel enabled again Updated: Admin panel opening now validated by the server (so delay is possible between the command and actual UI opening) Updated: Admin player list updates only the new / exiting players like regular player list instead of doing a global player update Updated: AI movement Updated: Fireplace assets to improve performance Updated: Construction limit code Updated: Player list now adds/removes players one by one instead of updating the the entire list Updated: Construction saving (should fix totem issues, need live test to be sure system is working as intended) Updated: Clan ID generation now removes spaces and special characters to avoid file system issues Updated: Clans now saved by clan ID instead of clan name Updated: World partition streaming distances and grid size Updated: /teleport admin command now uses the same method as fast travel Fixed: Landscape collision issues caused by world partition Fixed: Kasai hand claws using the wrong material Fixed: /ban admin command usage issues Fixed: /mod /admin settings resetting after relog Fixed: Body marks not loading
Added: New "comfort" buff to fireplaces and the "steamy" buff to hatcheries which increase stat regeneration Fixed: Server crash Fixed: Ka'sai mid petting animation being the same as the low version Fixed: A few minor texture issues affecting level art and consumables Fixed: Water disappearing Fixed: Water trough and carcasses being carriable Fixed: Characters not being able to step upon beds Fixed: Wooden fishing dock collision Updated: To UE 5.3.1 Updated: Chat font colors to be more readable Updated: All character stats based on the character type. Note: Wildlife/side characters have lower stats than the main characters (Euro, Lindy, Eastern, Ka'sai) so be careful who you are challenging. :p Improved: Collision of several level assets 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!
Hello Draconians! We are aware of the issues that cause the server to crash or to disconnect players and we are trying to resolve these issues as soon as possible! Please keep reporting all other bugs you might encounter through our bug report form! Thank you for your patience! <3
Added: Kasai as new playable characters Added: 3 Kasai emotes Added: Support to load/create different player action UI based on their character type Updated: to Unreal Engine 5.3 Updated: New azulite cave is now slightly brighter Updated: Notification, server list, waypoint & interaction UI Updated: Aphtaria's Hope waypoint is now unlocked by default Updated: Totem compass marker Updated: Player carrying (test update for improved attachment location) Updated: How client queries the number of owned (clan) constructions to avoid construction blocks/errors Fixed: Interactions not working after transferring carried item into inventory Fixed: Ipomo plant blocking players Fixed: Some volcanic rock texture issues Fixed: Some floating and clipping level art 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!
Added: Generic compass marker system
Added: Totems now marked on the compass UI by default
Added: Simple in game loading screen while teleport code is waiting for level streaming (if needed)
Added: Sort by name support to waypoint UI
Added: Search by name support to waypoint UI
Added: Search by name support to server list UI
Added: "ServerPassword=" config variable to ServerSettings.ini, dedicated servers now can be locked by password
Added: Support to unlock waypoints when character is spawned and where it is enabled via DT
Added: New fast travel point to the lava biome
Added: back player carry & player carry release code
Added: Carried player can now also exit carry mode by pressing the "use" [def: E] button
Added: Proper carry request notification + system message
Added: Clan / group / carry invites can be accepted or declined via Player Interaction Radial menu (holding v activates player interaction radial)
Added: Experimental code to try restart/reload server and map after 1 day uptime when no online players to avoid networking issues caused by uptime
Added: Auto move to options (pressing WASD gonna start/stop movement - if opposite direction)
Added: Auto run key bind, press numlock to run forward continuously
Added: Show construction placement result / return text via construction placement UI
Updated: Destroying constructions now returns 100% of the needed materials if they get destroyed 5 minutes after placement, it returns 50% of materials after the 5 minute timer has run out
Updated: Hot springs assets and textures
Updated: Pawn teleport code refactored
Updated: Carry / Grab Refactor #1: added new inheritable carry component class to replace old grab component uber class; reimplemented / re-added generic item grab which works like it worked before, multiple grabdata assets are now supported to support different carry types in the future (like head, leg, arms); cleaned up and removed old grabcomponent files / code
Updated: First and second island
Updated: landscape textures
Fixed: Character HUD / chat UI showing when exiting from photo mode and UI's are hidden by option
Fixed: Various carry issues known from an older build which included the first version of the carry mechanic
Fixed: Smell / scent spawn in single player
Fixed: Set global chat as default chat instead of local
Fixed: Fast travel teleports, unstuck teleports and teleport admin command
Removed: Various debug logs
Also a few peeks at some of the other things we are working on:
Wyvern
New Foliage
Eastern Dragon Re-Work
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!
Hello Draconians!
Most of us are or have been taking some time off this month so we have been taking things a bit slower.
But we hope you like what has been worked on since the last dev update.
Game Soundtrack
4 new ambient tracks have been finished and will soon make it onto the game with 2 other tracks that have been on the shelf for the while now.
[previewyoutube=icAGFnFmQtE;full][/previewyoutube]
[previewyoutube=UKykyewMlvk;full][/previewyoutube]
[previewyoutube=XbuOOVohHMA;full][/previewyoutube]
[previewyoutube=1ROtsp5zq00;full][/previewyoutube]
Goliath Crabs
The model of our large goliath crab has been finished and is now waiting to be textured and animated!
Ka'sai Animations
Our lizard boys have gotten more animations.
Social/Emote Wheel
We are also working on adding a new social wheel which will replace the V call in the future. Here you will choose all the social interaction and emotes that will come to the game.
This includes group and clan invites, carrying/grab requests (yes, it's coming back, woo!), the default call and 6 emotes per (reworked) character.
[previewyoutube=fQb0SOyhsoo;full][/previewyoutube]
Concept art
The second island is under heavy construction but we are already making plans for the third island which will be wyvern territory for the most part. Island 3 will be quite different from the other islands in the game as it will mainly consist of the floating islands, beaches with strange formations and a large underwater biome.
Wyvern
Since the large Goliath Crab model has been finished our modeler started working on the new wyvern so we can replace the old model as soon as possible and speed up its development process!
Here is the first work in progress image of the wyvern head.
That's it for this weeks mini dev blog.
We hope you all have a great week!
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!
A little Q&A based on the questions we received on Discord and Twitter! How many different playable species do you currently have plans for? On our roster are currently: Main Species: - Wyvern - European Dragon - Lindworm - Quetzalcoatl - Behemoth - Eastern Dragon Wildlife: - Dragonturtle - Kirin - Goliath Crab - Drake - Griffin - Golem - Fae Dragon We might add more after the 1.0 release. Do you intend to add a main questline at some point, or is the game going to be more "explore at your own pace"? Draconia is going to be a mix of both. You can either go out and just explore, hang out with your friends or do quests which you can get from various sources like NPCs or items. Are there any plans to add baby models? We do have baby versions and transitions from baby to adult as you level up/grow on the list but it's a feature which might be added after the 1.0 release. Will there be AI companions with their own stories and quests? There will be various companions which you will temporarily acquire through story quests or events. Permanent companions (e.g. hatchlings) will have a couple of quests which are needed to help them grow and become stronger. Will the Ka'Sai have the ability to ride dragons? Yes! :) Are the Ka'Sai more civilized than the dragons in the game? Ka'sai can have different characters and their own ideas of what their life should be just like our dragons. While a large part of them prefers to live together peacefully there are also those who prefer a "different" way of living. Are there any plans on adding a story mode/campaign mode? Draconia will have a single mode that can either be played online or in single-player which contains the lore as well as the exploration part of the game. In the long term, do you plan to have a subscription to support the maintenance of the game servers? We don't plan on adding a subscription model or any P2P models in the future. When could we expect a more in depth combat system? We generally don't give out any ETAs on character or feature releases but there will be a skill tree system which allows the player to choose different playstyles and elements as well as other character perks to customize their dragons beyond the visual aspect. What inspired you? Many things! Mainly mythology and the modern perception of what dragons are or could be which is why our characters tend to be a mix of both. Will the game be translated into Russian/Chinese/other languages? There will be various translations but we are far away from adding them and haven't decided yet which translations we will go for and which we will leave out since the game will have a lot of content that will need translation work. Will there be more interactivity in the game? (For example, various sounds, animations, suggestions for groups and clans) We have an emote/social menu in the works! Will there be exclusive skins for those who have been in the game for a long time? As we have always stated, there won't be any exclusive content which is part of the Draconia universe. Everything we add can be acquired by anyone at any time. We do not support the idea of adding content which can't be obtained anymore by people who joined the game later as it also generates a toxic environment. Instead we prefer to add content players have to work for. Even if it takes some effort to unlock something, it IS possible for them to unlock it. Will you add Human or Ka'Sai NPCs to the Villages / Will NPCs be added? Humans won't be part of the game since they don't exist in Draconia's universe but the Ka'sai, dragons and other wildlife will gradually populate map. We've seen several animations for different movements, eg sitting. Will they be implemented and be doable by key or are they "stand by" actions which the char will do eventually if not moved? Most of the animations we have shown are actions which have to be initiated by the player. Will there be lore? Yes, lots of it! (We also want to take this opportunity and apologize to our proof-readers.) Will an in game currency be implemented? There will be various currencies which are part of the lore but none of them will be obtainable by spending real money! Players will have to play the game to earn them. How about cosmetics will there be some and how customizable does it get? We already have various cosmetics but the majority will be obtainable through in-game tasks and events. We plan on adding more later down the road but they are not our main priority for now. The customization system will receive an overhaul and add customizable body parts on top of what we already offer in our current character creator. Will the game support some form of plugins for private servers? Right now, we don't have any plans for plugin support. How about its ability to be modded? We do plan on adding mod support though. :) Most importantly will you be able to pat or boop other players at some point? Biting them in their face does count a booping, right? Beyond that we don't have any plans for patting or booping specifically. Will AI creatures have the same amount of customization and playability as regular draconids? Our AI creatures share customization options with our playables so, yes, what the player has could also be found in the AI characters. How far off is the development cycle to a full release state? (What metrics can you provide that would alter the release schedule whether that be faster and slower) / How far has the development process progressed throughout early access? (What Draconia started off with and to the current build of the game) As of right now the game is in early alpha state but the state can quickly change as soon as a new major feature has been added to the game. What Is the gameplay loop expected to be? Due to the variety Draconia will have to offer everyone can create their own loop. They all evolve around the players characters but ultimately the player can decide if they want to go for a more story-based play-style, role-play, combat, survival or just exploration. We do not want to limit the game to a single loop but rather give players the choice to create their own adventures. What about picking up smaller players? With permission of course. Has been a feature in the past and will make its way back into the game at some point! Have you thought about making or sharing a roadmap of your development progress to display/list so people can see what is or will be worked on next? We do have a roadmap which lists the main features which are coming to the game: https://trello.com/b/oWDzi6Pp/draconia-bug-report Have you ever considered putting fun little secrets under the map? We always considered players to be the fun little secrets under our map. ;) But you will find secrets ON the map! Now that the AI is back, do you intend to finally put the non-dragon creatures of the character selection as wild creatures? Our wild life creatures need further work to be added as NPCs which is unfortunately a task which takes a long time. Why don't you open positions for new developers? Because our team is awesome as it currently is. <3 Why isn't the development in the game in parts? For example "Let's focus on this feature now" > Launch the feature > "Let's focus on another feature now". Wouldn't that be better? Many features depend on each other and sometimes we need to spontaneously prioritize something else to either improve the current player experience, because it is required to add another feature or it lays the foundation for a (potential) feature in the future. Changing already added parts of the game later requires much more work than thinking ahead and doing preparations before they are being added. Can we expect an update on the game sounds in the future? Especially on the ambient stuff? Yes, the ambient sounds will get a full overhaul to be more dynamic. Will there be craftable or obtainable cosmetics (such as armor or necklaces)? Yes, there will be a large variety which you can acquire through various tasks. If so would would these crafted and/or obtainable cosmetics offer abilities and/or stat buffs? Some of them will give you a little boost! Will there be weapons for PVP and/or PVE There will be weapons for the Ka'sai however dragons are already weapons themselves. If so would these be craftable or obtained in game through other means such as trading with NPCs? Both ways are possible. How different can I expect the future updates to be from it's current pre-alpha version? Did we mention our road map yet? :) https://trello.com/b/oWDzi6Pp/draconia-bug-report If you have more questions or 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!
Hello Draconians!
Here is another brief update on the latest work in progress news!
Wyvern
The concept art of (almost) everyone's favorite baby is done! We know, you are excited to get your hands on it but right now we can't give you an ETA on it's release. We would rather ninja, patch it in when it is ready instead of giving you a potential release date because gamedev is very much like life: Your plans get constantly overthrown by unexpected events or difficulties. But we can say this: Our modeler will work on the new wyvern model as soon as he is done with the crabs!
Ka'sai
A lot is happening with our lizard friends right now. They have learned many new moves some of which we want to show you here
Drinking animation (work in progress)
Various claw attacks
Bite attack
Falling
Jumping - Yes they are very bouncy bois!
Goliath Crabs
Our modeler has been going ham on the crabs details!
Environment
The hot springs from our legacy build have made a return and they come with a new cave too!
Music
4 new ambient tracks are currently in the making and will be finished soon.
A few sneak peeks have already been shared before so we will skip the preview part this time and start getting everything ready to add them to the game asap. We hope you will like the final versions as much as we do.
As always, we hope you enjoyed this little update.
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!
Added: -LogChat=1/0 to enable/disable chat logging Added: -MaxPlayers=65 command line parameter to control the maximum online player num (check updated dedicated guide) Added: startwinserver powershell script to the win64 build Updated: Save subsystem refactor Updated: Save subsystem now saves everything inside the "draconiadata" dir Updated: Dedicated servers are now using "serverfiledirectory"/draconia/saved/draconiadata + serverid as save location by default (instead of %appdata%) Updated: World actor data saving (like available random quests etc.) now uses our save subsystem instead of unreal engine's save game system Updated: Chatlog now disabled by default (dedi's can turn on/off via command line) Update: Server/client (sp) now creates multiple serversettings.ini based on the launch mode (dedi, listen, sp) to make different server settings available if multiple servers launched (check updated dedicated guide) Updated: maxplayers= cline arg now properly works, player gets kicked if server is full Updated: Cleaned up old savegame related codes Updated: Readable stories are now character tied (every player lost their previously unlocked stories) Updated: Further minor refactors
Updated: Clan & crafting UI Updated: Player admin flag loading / saving (removed from gameusersettings and moved to serversettings.ini) check updated dedicated server guide doc on our Trello board Fixed: Rubenite granting 2 items per use Fixed: Some minor level and vfx issues Fixed: Glitching map parts
Hello Draconians!
The dedicated server tool is now available in the Tool section of your Steam library.
You can find the dedicated server guide as well as all admin commands here!
Please let us know if you encounter any problems so we can take care of them as soon as possible!
You can also join our Discord to get in contact with us directly: https://discord.gg/draconiagame
Added: Dedicated server support (dedicated server guide + all admin commands can be found on our Trello board - link below!) Added: New harvestable material: Rubenite Added: Custom interaction passthrough to make item pickup available in certain situations (example: if item is underwater and targeted, ignore "drink water" interaction) Added: Serversettings.ini (saved/config/serversettings.ini) to make generic settings available for server owners (dedicated/listen/single) Added: Send server announcement chat message after login Added: Tutorial system Added: "Reset popup tutorials" button to misc Added: Enable/disable popup tutorials options to misc Added: New admin commands: /announcement (available with Mod permissions as well; example: /announcement "don't eat brick, it harms the teeth"; quotation marks is important for this one because of the spaces) /SetAnnouncement (works the same way as the /announcement command but permanently modifies the initial server announcement) /kill /heal /damage /modifystat admin command now supports "MaxHealth" changes (example: /modifystat [target:PlayerName/SteamID] [Stat Name] [Value] (supported stats: Health/MaxHealth/Stamina/Thirst/Hunger/Mana) /settime 0-2400 (1250 = 12:30pm) /setweather (example: /setweather weather type (available weather types: clear, cloudy, foggy, overcast, partlycloudy, rain, rainlight, rainthunder, sandduststorm, sanddustcalm, snow, snowblizzard, snowlight) Fixed: Azulite crystal cluster not having a placement preview Fixed: Custom channel messages being sent in default channel Fixed: Main menu under map spawn issue Fixed: Main menu crash reported via sentry Fixed: Crafting queue issue when queue is full but removes ingredients Fixed: Typo in odd-looking bone description Updated: Character overlay UI refactor #1 Updated: The second island on Altuis, added lava biome Updated: Finetuned replication graph and AI replication Updated: Max inventory size now hard capped at 255 slot Updated: Refactored a variety of gameplay related parts Updated: Exposed bunch of gameplay related settings to serversettings.ini Updated: Loading screen to stay visible until client/game fully loaded 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!
Hello Draconians!
It has been less than a week since our latest post but we have made more progress which we wanted to show you!
New Ka'sai animations
Swimming animations
Walking backwards - Yes, this means other characters will be able to walk backwards too in the future!
Wyvern rework
The wyvern is getting a facelift. This time you will be able to choose between a version with or without lips in the character creator. However only the appearance changes. The animations will be the same and we won't have to redo any of them!
Goliath crab model
The goliath crabs are being modelled right now and we are looking forward to replacing the old crabs as soon as they are ready!
New European Dragon illustration
A rare preview of our new upcoming cover art.
Lava zone
A new biome made it into the game: The lava zone! Legacy players already had a chance to explore the volcanic area on our old map. However the new lava zone is much larger than it has been before and will play an important role in the life of one particular dragon species. While it has more of a visual functionality right now, it will come with up and down-sides for various species later down the road.
Tutorials
New players have been depending on the help of others and guides for a while now but we finally started to work on the in-game tutorial to cover the basics of the game. We aim to roll out the first part with the next patch and update it as we add new features and mechanics.
This is it for now. We hope to release the next patch in roughly a week and we might have more news for you by then!
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!
Hello Draconians!
Today's news are going to be very short as we are busy working on fixes and a lot of backend stuff as well as admin tools for dedicated servers.
A new very large building for our capital city which will be located on the second island. The exterior is done for the most part and we are now working on the details on the inside as well as interior assets.
We don't want to reveal the purpose of it yet but we can tell you some of you will spend quite some time in this new place.
The crabs are getting an overhaul and they are getting bigger!
We have already shown you the baby crabs in a previous post. To end or at least reduce the crab slaughter they will get some help of their adult versions in the future to prevent them from going extinct.
The Kirin model has also been finished and our modeler will now move on to working on the crabs!
The new Kirin will come with a few more customization options than shown in the screenshot.
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!
Added: Option to disable/enable outlines of building parts
Added: Option to disable/enable building part health bar
Added: Nameplate scale modifier slider to UI settings
Added: Chat font size setting (currently affecting new messages only)
Added: Show compass UI option
Added: "Reset Camera" button to character creator
Added: Decay protection info to totem inventory UI
Updated: Set character stat bars to 100% when leveling up
Updated: Disabled health bar for every non player owned constructions (e.g. level design)
Updated: Doubled ore world model size
Updated: Water caustics effect
Updated: Dropped stashes now use the crystal model instead of cube model
Updated: New character creation disabled if player has 15 or more characters
Updated: Decay system now uses material based decay energy method (eg. rock, stone etc. based constructions are able to decay faster or slower per tick )
Updated: Decay system settings / variables moved to user settings in order to make it alterable by server owner / admin
Updated: Game Engine to Unreal Engine 5.2
Fixed: Photo mode's hide overlay (H) made photo mode UI permanently non-interactable
Fixed: Networking issue: Send characters in multiple bunch/packet instead of single bunch/packet if player's character count exceeds engine's array size limit (should fix connection timeout issue when a player has a lot of characters on a server)
Potential Fix: For disappearing story actors
Removed: Old decay system
And a little bonus: A few screenshots of other things that are in the making:
Concept art of our new crab.
The new Kirin model (work in progress)
You can find more on our Discord server along with a few clips of the new Ka'sai & Wyvern animations.
Found a bug? Report it here: Our Trello Board
Added: New level art Added: 2 Waypoint alt models Added: 6 new fast travel points Added: New rare item drop to bone piles Updated: Meat models & textures Updated: Keep inventory when buildings are being upgraded (incl. totems) Updated: Slightly increased drop rate of Ancient Tooth from bone piles Updated: Group system & group system UI Fixed: Static loot storage double-spawn issues
Hello Draconians!
We wanted to give you a brief update on what is being worked on at the moment apart from further improvements of the mechanics that are already in the game.
New Lindworm Model and Texture
The new Lindworm model has been finished and will soon land on the waiting list of models that need to be textured.
The old model was based on medieval paintings but for the sake of realism we decided to give the new Lindworm actual wings instead of stumps this time. However it won't be able to glide or fly!
Below is a work in progress image of the new default skin.
European Dragon
We have made further progress on the skin of the new European Dragon and are close to completing it!
Waypoints
Waypoints now come in different shapes and sizes! The default waypoint model has been rather large and required a lot of space so we worked on a couple of variants which are smaller and can also be added to areas with limited space to make it easier for non-fliers to travel. So if you hear a humming sound in the middle of nowhere a waypoint might be nearby!
Level Art
An important part of our modeling work is currently designing and modeling new level art which is needed to develop the second island and its main location players will frequently travel to but we will tell you more about the new place in the future!
Soundtrack
Vindsvept is back at work and is currently producing new music for the game.
Below is an early preview of the first ambient track.
[previewyoutube=81C_mm0KaYM;full][/previewyoutube]
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!
Added: New level art Added: Glass to craftable items Added: Custom constellations to sky sphere Added: The crab population has expanded to the Broken Shores Updated: Glass item description & consumption debuff Updated: Group invite / invite answer replication is more reliable... (should fix group function issues) Updated: Revert key bindings/input settings if input version number changed (to avoid missing key binds if any new have been added and player has their own input binds on those keys) <- should fix all the constructions are not placeable issues Updated: Increased Drake camera zoom range Fixed: Disappearing lake water Fixed: Floating sand piles Fixed: Construction limit issue was miscalculated if relogged with a new character Fixed: Totems not being auto-repaired Fixed: Unchecking "Show Chat" in the settings not working - the chat gremlins really wanted to be seen Fixed: Input lock caused by editing chat tabs Fixed: Messages sent in custom chat tabs being sent in global chat instead Fixed: Chat tab name not being changeable Fixed: Deleting chat tab locking mouse cursor Fixed: Chat tab changes not being savable Fixed: Not being able to open the group member right-click context menu Fixed: Camera getting stuck in the character creator Fixed: Golem colors partially not being customizable Fixed: Replication issue affecting carry-able objects which have been dropped Fixed: Server crash Note: This patch will reset your key bindings to fixe some issues introduced with the last patch! Found a bug? Report it here: Our Trello Board
Hello Draconians! We are currently working on various fixes. Some of which have been introduced with the latest patch. If you are one of the players who can't place a totem to start building even though it turns blue please delete the config folder which is located in one of these directories: %appdata%/local/draconia/saved/config (Open windows search and type "%appdata% if you don't know where the folder is located) or SteamLibrary/steamapps/common/Draconia/Draconia/Saved/Config (Right-click Draconia in the Steam Library and go to > Properties > Local Files > Browse... which will directly take you tot he game folder) Deleting this folder will reset your game settings (it won't delete your characters!) but should also fix the placement problem. We already worked on a fix to prevent this issue in the future. If you are still experiencing issues related or not related to this issue, please take a few minutes to write a bug report. You can find the bug report form as well as our roadmap on our Trello board: Click here! Make sure the bug you want to report hasn't be fixed already! See you in Altuis!
Hello everyone! Draconia is currently 50% off. The sale ends on May 8. We also updated our Trello board and you can now find a quick guide and our roadmap with all major planned features on it: Click here! We hope to see you in Altuis! https://store.steampowered.com/app/1295900/Draconia/
This update adds the Drake as a playable character as well as the new building system we have been showing you before.
Craft a totem, claim your piece of land and build your own custom den!
Note: You can't build in PoI's, villages, respawn points as well as around way points.
[previewyoutube=l1vDAd89vZ4;full][/previewyoutube]
Based on player feedback we will make further improvements to the building system in the coming updates. Later down the road we will also add building with snapping parts as an option but more about that when the time has come.
We have also made a couple of other changes to the game which you can find in the patch notes below!
Added: Drake as playable class
Added: Free building system
Added: New craftable items which can be used to build and decorate dens (more coming soon)
Added: Totem upgrades, which increase health and range of the totem
Updated: Decorative items which have already been in the crafting list are now placable
Updated: Items can now be rotated and scaled during placement (Q & E to rotate; R & F to tilt, Ctrl + Mouse wheel to scale)
Updated: Altuis
Updated: Tier 1 totem range got decreased
Updated: Required crafting materials for constructions (subject to change)
Updated: Main menu
Updated: Ocean & lake water (wip)
Updated: Crafting categories
Updated: Waterfall cave has been closed temporarily
Updated: Landscape material to add more foliage variety
Updated: Max camera distance limit in main menu
Improved: Lindworm/Euro crystal (head) attachment quality
Improved: Various UI elements
Fixed: Typo in Polly item description
Fixed: Lindy's poison breath using bubble vfx
Fixed: A spot small characters would get stuck in
Fixed: Disappearing lights and water surfaces
Fixed: Meat Club having inverted textures
While we are at it...
In case you are not following us on social media or Discord, check out some of the other things we have been and are currently working on:
The new Lindworm model is almost done!
The bone accessories for the European dragon have been overhauled to fit the new model.
The default skin for the new Euro.
New nests supporting multiple eggs.
The concept art of our new Kirin.
The completed Fae Dragon model.
You can find more work in progress pieces on our Discord, such as animations for the upcoming wyvern and the Ka'sai! Click here to join us!
We hope you like the new additions!
Check out our new upcoming building system which will allow you to build and customize your own den! We are also working on making claimed areas and structures accessible to members of your clan which allows them to build, manage and use them too. Make sure to join us on Discord to get more frequent updates on what is in the making: Click here! [previewyoutube=l1vDAd89vZ4;full][/previewyoutube]
Updated: Altuis Updated: World model for dropped constructions Updated: Large clan constructions have temporarily been changed to player constructions for testing purposes Updated: Do collision test before player spawn in case construction exists @ saved spawn location Fixed: Rock formations not being walkable Fixed: Resource constructions being accessible by everyone Fixed: Crash introduced with the latest patch
Added: Inventory container widget now supports scroll bar where it is needed Added: Replicated last known character location data, updated every 1 sec (since characters can be removed by replication graph, so scent need some fix / lightweight data) Added: 2 new lootable containers Added: Crafting recipe categories and updated UI to separate different types of recipes Added: Clan permission based crafting recipe usage support (missing crafting permission backend / frontend) Added: External actor requirement support (actor with configured tag must be close to the player if enabled unless recipe is not craftable) Added: Gameplay effect requirement support (player must have/own configured tags to craft that recipe) Added: Support for multiple construction build requirements, e.g. player must be part of or own a clan or construction can only be built in claimed area Added: Initial clan construction / building support and clan permission settings Added: Visual indicator if claiming an area is being prevented by constructions or other claimed areas Added: Several new mushrooms and plants Added: New level art Added: Use / repair / manage clan construction permission handling Added: New construction repair UI Added: back and optimized "auto" jaw rotation trace while item is grabbed Added: New consumable item which can be harvested from meat piles Added: Unclaimed construction status (unclaimed constructions accessible for every player and have pvp turned on) Added: 2 new waypoints to the spawn island Added: Clan to character nameplate Added: Back some AI (in a testing phase) Fixed: and restored listen / hosted servers visibility and connection Fixed: Large sticks using the wrong model when being dropped Fixed: Some landscape paint and mesh issues Fixed: Group scent spawn issue caused by the refactor Fixed: Sand crafting material texture Fixed: Removed old construction data, should fix mass stash explosion events after server restart Fixed: and improved several level art related models e.g. log walls, doors, old fences, etc. Fixed: Various typos in item descriptions Fixed: Crash happening after decay tick Fixed: Broken photo mode input Fixed: Multiple chat issues Possible fix: for water disappearance issue Updated: to Unreal Engine 5.1.1 Updated: Increased decay timer from 3 days to 2 weeks And lots and lots of updates. :) We also added something for you to enjoy (or hate) for April Fool's Day. Yes, we are late, please don't hate! <3
Added: 3 new waypoints Added: New harvestable nest + new item Updated: Increased stash capacity Updated: Increased stack maximum of most items except bags and crafted stashes Updated: Some item descriptions & story related documents Updated: Crafting recipes for crystals & crystal fragments, Crystals require 10 fragments instead of 25 now Updated: Existing waypoint names Updated: Weather - increased chance of sunny days, weather changes less frequently Updated: Altuis - First Island Updated: Femur, Rib & Vertebrae textures Fixed: Some floating level assets Fixed: Crash when players join multiplayer with specific characters
Added: Missing decay gameplay effect Added: "Enable sprint toggle" options to the control settings, if enabled shift (or assigned key) works like a toggle button (e.g. press once to run) instead of holding shift Added: "Enable crouch toggle" (works in the same way as sprint toggle) Added: Max group member limit configuration to gameplaydataasset Added: 15+ new customizable eggs (available later) Added: 54 new titles (50 which can be unlocked later) Added: Basic crafting recipe availability by requirements / rules mechanism Added: Transparency to crafting recipe icons if recipe is not available by some reasons or not craft-able because of missing ingredients Updated: Altuis - first island Updated: Character creator camera is now being positioned based on the character size Updated: Doubled non-flying creatures XP gain (need feedback) Updated: Reset camera in the character creator when camera has been moved and new character type has been selected Updated: Group member list UI now using scroll box to support more then 7 group members if needed Updated: New character shader Updated: Old eggs to be fully customizable Updated: Lowered crystal stash emission Updated: Weather system. Rain & thunderstorms should now appear less frequently Updated: Ores can no longer be carried Updated: Recreate runtime inventory slot object every time when new item added / moved to free inventory slot to avoid runtime object destruction caused by replication (should fix stash item retrieval bug) Updated: Interaction system, construction system refactored to allow lock / unlock mechanism for player made stashes (unlock means stash is useable by other clan members) Updated: Players can no longer build on unfinished islands Updated: Unlocked stashes can be repaired by clan members as well Fixed: Left mouse button movement issue in the character creator Fixed: Some floating level assets Fixed: Guiding light still displaying the old item name & wrong icon Fixed: Missing customization options on Eastern's 2nd back attachment Fixed: Missing admin colors in chat Possible Fix: For controls being locked out while editing chat channel Possible Fix: For focus issue when admin panel / clan panel is open
Added: ItemID redirector system Added: Options (ui / chat options) to disable chat notifications Added: Chat log system, all chat channels now logged on dedicated serves (except private/clan messages) Added: New customizable chat tab system Added: Clan chat Added: Chaos destruction, constructions now able to use geometry collection to spawn destroyed construction when removed from world Added: New cave model + new cave post processing effect (experimental) Updated: Altuis (First island) Updated: Refactored gameplay ability animation system to support multiple animations using different movement states and/or velocity threshold Fixed: Construction placement vfx repeatedly playing Fixed: Issue when changing clan MOTD it was actually changing Clan description Changed: "Amendelwyr's Guiding Light" to "Guiding Light" (new itemid: guidinglight) Removed: Chat notification option and global chat filter option from ui settings (with the new chat customization system we dont need that in options)
Added: Clans (testing phase) Added: Missing highlight effect when storage containers & documents are being targeted Added: Notification when player changes construction's pvp state Added: Show remaining time in construction info UI when pvp is being changed to pve Added: Two new variables to constructiondb Added: Every construction can spawn one unique gameplaycue when placed by the player and one other unique gameplaycue spawned when construction is destroyed / removed from the world Added: 1-1 generic construction placement / destroy gameplaycue using random vfx / sfx Added: 2 new gameplay effect variable in bp draconiacontroller base Added: New Ka'sai structures Added: New light sources Updated: GE_FastTravelEffect/GE_FastTravelEndEffect applied to the player when waypoint teleport starts & ends Updated: Tied gameplayabilitysystem and construction system together Updated: Stash decay from 0.01 to 0.025 which means every stash will loose 2,5% health in every 120 min eg. approx. 3,3 day needed for full decay Updated: Stash decay system now using gameplay effect as well to adjust decay "damage" easier Updated: Altuis map (first island) Improved: Light source performance Fixed: Properly fade out character attachments/accessories if camera is clipping into the character Fixed: A bug where interactables were targetable while construction mode was active
Added: New fast travel point Added: "Chat auto scroll to end when new message received" option Added: and exposed "experiencegainmultiplier" variable to blueprint (statcomponent). Multiplier makes possible to increase / decrease experience gained from things per character class Added: "shift + left mouse click" code to move items fast between inventories Added: A slightly randomized cooldown when using fast item move inventory action Added: Profanity filter for all chat channels Updated: Altuis - First Island Updated: Moved all UI related settings to UI settings tab Updated: Show the current and max character level on HUD if character is already on Max Level (eg. HUD shows: 50/50) Updated: Clear world saving timers when loading main menu (possible fix for some rare crash) Updated: Clear quest delegates when quest is aborted (possible fix for quest dupe / glitch) Updated: Remove player from group if player goes offline (instead of keeping it in the group) Updated: Disallow construction destroy if construction's inventory is not empty Updated: Smelling now spawns unique scent actor (starts from the player and goes @ target) for group members Disabled: Group marker UI elements for now Fixed: Server crash
Added: Basic replication graph Temporarily Added: Human and Ka'sai models for scale purposes Updated: Weather - Lowered chances of rain and overcast, weather will change more frequently Fixed: Eastern dragon attack vfx & sfx not matching the animations Fixed: Eastern dragon smelling animation not looping properly Fixed: Some of the Eastern dragons back attachments had too many unused color options Fixed: Second Eastern dragon model having extremely reflective eyes Fixed: Nameplate for the millionth time Fixed: Group member ui "nooooo" issue
Added: Eastern Dragon to playable characters Added: Core of the player grouping system: Grouping system handles all the basic requirements like invites, notification UI with accept, decline, leave group / remove from group options, etc. rejoin to the same group after player reconnected to the server (if group still exists), remove group if everyone goes offline, temp group mate markers, group leadership, basic group member ui with minimal info rn (health / name) Added: Basic compass and compass marker system Added: New story pieces Added: Group only chat Added: Eastern dragon smelling sfx Added: Water projectile sfx Added: SFX to waypoints Added: New Daily Quest Giver (Green) Added: 9 new daily quests Added: New crafting material - Pebbles Added: New rare harvestables - Pebble Piles Updated: Stashes can no longer be placed in and around villages, spawn points, teleporters, quest givers and other points of interest. Note: We do not recommend placing stashes outside of developed areas. You might not be able to access them anymore as the map gets updated. Updated: Make nameplate hidden until replication happens Updated: Group invite automatically expires after 30 seconds Updated: Altuis (First island) Updated: Temporarily disabled item carrying for all items but Amendelwyr's Light Updated: reduced noodles op self-heal - no more eternal noodles, sorry Updated: Character preview position in main menu because the noodle is too big for the old setup lol Updated: Increased stack max of ores and sand from 25 to 50 Updated: Increased "Death's Grip" de-buff from 15 seconds to 5 minutes Updated: Wind sound during flight Fixed: Tent collision Fixed: Orange and green powder having inversed materials Fixed: Yellow powder having the wrong item name Fixed: Some Eastern Dragon animations Fixed: Eastern Dragon sprint animation using the wrong sfx Fixed: Eastern Dragon eating & drinking sounds having a really large range Fixed: Griffin eyes being extremely reflective Fixed: Group member marker location if target is offscreen Fixed: Some UI issue Disabled: Waypoint camera collision
Patch 0.2.17 Added: New consumable - Sorbora Added: 2 new consumables with healing effects - Simmatres, Crushed Ipomo Roots Added: Clay & sand to default crafting recipes Added: New materials - large wood logs, sticks, large sticks (can be obtained from wood piles), glass Added: Custom healing effect icon Updated: Increased drop rate of wood logs found in wood piles Updated: Altuis Updated: Moved inventory tooltip code to c++ and handle tooltip visibility globally instead of individually in each inventory slot (possible fix for inventory tooltip UI stuck issue) Updated: Characters will now reach their max size at level 50 instead of 20. Updated: Refactored dive visual effects / fixed dive effect showing when it shouldn't be active Updated: Tick construction save next frame in single player mode when new construction is being placed on the map Updated: Increased min nameplate scale from 0.7 to 0.85 Updated: Character eye shader Updated: Disallow smell ability while sleeping Updated: Check craft ingredients always before craft task started Updated: Disable craft button for 0.1s after pressed to avoid button spam Updated: Exp gain of some harvestables has been lowered Updated: Daily quest exp rewards have been lowered Updated: Daily Quest givers will now only grant 1 quest per day (more quest givers will be added later) Fixed: Torches along paths not giving off light Fixed: Item removal when quest completed and itemID has linked itemID Fixed: Inventory tooltip offscreen issue Fixed: Deceleration was too strong after dive and allow character keep some momentum and do not break immediately Fixed: External inventory UI is no longer visible if player opens a container and walks away from it
Added: New Eastern Dragon animations Added: New interaction icons - destroy, repair, open storage Added: New items - 9 tree seeds, 1 plant seed Added: 8 new storage containers Added: Large planter box Added: New level art: coin mold, ingot mold, crucible, crucible tongs, smelting ladle, mortar & pestle Added: New crafting materials - Clay (can be obtained from dirt piles) & charcoal Updated: Eastern Dragon interaction distance Updated: Eastern Dragon animations Updated: Eastern Dragon Head turning intensity Updated: Reparented quest rock forest to use proper bp class as parent Updated: Quest giver actors now update quest availability / material every 1 sec Updated: Quest giver temporarily doesn't process interaction if previous interaction is not finished. Updated: Test friction changes to remove dragon and furious: tokio drift edition from Draconia eg. quest giver has "busy" state if activated, so interaction will be disabled for every other player until the network packets are processed. Fixed: Tokio drift effect issue Fixed: Hide inventory tooltip if dragged inventory item UI gets destroyed Fixed: Try hide inventory slot selection overlay if dragged inventory item UI gets destroyed Fixed: Eastern Dragon sfx being global Fixed: Crash when using unstuck command Fixed: Rubenite item using the wrong mesh
Added: Missing fast travel end point actors on Altuis (new map) Added: Lootable storage containers (some barrel types and bags) - They can also be used to store personal items but are accessible to everyone and leaving an item in them will prevent random items from spawning! Added: Different coins, which can currently only be looted from barrels. Added: New level art: large roots & dead tree pieces; metal ingots, new type of fungus Added: 40 different gems (can be obtained later) Added: New craftable items: Rubenite & Rubenite fragments Added: New harvestable resource: Katalite Deposit Added: New consumables: Katalite, Ribs, Grilled Ribs, Fried Egg Added: New crafting recipes Added: /help command to list available chat commands Fixed: Scent properly triggered by harvestable carcass Fixed: UI server list / main title scaling issue Fixed: Underwater post process overlap issue Fixed: Consumable carcass respawn Fixed: Fasten dragon seat belts before player using fast travel airlines for maximum safety (eg. uncrouch the character) Fixed: Clamp character xp at 0 if charxp deducted via admin command Fixed: Inventory comp crash reported via crash reporter Fixed: Find session crash reported via crash reporter Fixed: Nameplate visibility option not working Fixed: Nameplates being visible in photo mode Fixed: Chat fade in issue when global chat active but message type is not allowed to appear in global chat Fixed: Issue when UI scale is > 1 char customization buttons was not visible Temp Fixed: Grey cloud issue Improved: Made a "few" game thread optimizations Improved: Viridite crystal textures Updated: Invert pitch rotation only when photo mode is in orbit mode Updated: Griffin nests now act as harvestables Updated: Remove and re initialize quest tasks if owner died and respawned (possible fix for quest dupe issue) Updated: Default inventory slot count has been increased Updated: Inventory slots added by bags have been tripled Updated: Altuis (new map); the old map won't be updated any longer! Updated: Changed default map to the new Altuis map
Added: New daily quest giver (only available on the new map) Added: More daily quests Added: New harvestable: Piles of Meat Added: Restricted one way inventory support (if set players can take out items but cant add new items to this inventory) Added: Ownerless construction init / load system support (to load / save constructions placed by level design and not spawned dynamically by players) Added: Core loot storage construction actor class Added: Loot storage construction actor random item spawn code Added: Base loot storage bp class ConstructionSystem/Constructions/BP_Const_LootStorage_base Reduced: Number of quests given by daily quest givers Updated: The amount of times a carcass can be used has been heavily increased Updated: Force hidden nameplate visibility until player gets replication packets Updated: Sky system Fixed: Steam_name issue Removed: Look at trace and carry jaw trace for now to temporarily resolve performance issues
Added: New map which is currently in testing phase (join the "Broken Shore" servers to check it out) Updated: Doubled stash slots. Updated: EXP gained from harvestable actors like sand piles and ores has been decreased significantly. The amount gained will also vary based on rarity. Nameplate refactor: Better / optimized nameplate UI construction / removal method Nameplate refactor: Nameplate UI location/positioning/calculation code completely remade, results are much more consistent nameplate positioning regardless of the character type Nameplate refactor: nameplate UI fades out smoothly over distance before removed Improved: Head look at trace ignore collision hits actually behind the head Improved: Head look at IK now follows camera instead of hit trace result if camera is front of the dragon Improved: Changed head turn interpolation to adaptive interpolation: head turn interp is slower if head rotation delta is above threshold, also interp accelerates when difference gets smaller (to avoid sudden 180 degree head turns and visual artifacts) Improved: Interaction distance if character cam is colliding with something Possible Fix: Underwater effects not being bound to their volumes
Added: System message if Construction placement failed somehow Added: Configurable Max Construction Limit to ConstructionDB (0=not limited) Added: Max limit of each type of stash is 2 per player Added: Construction placement is blocked around every campfire in the area of a 20m circle Added: Destroy Construction now possible via Interaction Radial menu. Construction permanently removed from the world (stashes gonna drop stored items to the ground if has anything left) Updated: Stash slots. Slots have been increased to 8-20, depending on the type of stash. Fixed: Rare crash caused by pending packet handler Fixed: Chat visibility while photo mode active Fixed: Nightvision buff removal issue when character died Fixed: Bag Slot replication issue
Added: Functional stashes Added: Simple stash repair mechanism (wip) Added: Structure decay support Fixed: Chat filter option Fixed: Takeoff ability usage while carrying something Possible Fix: for soft lock issue when chat type selection is open while new chat message pops up Fixed: Inventory replication issue caused by UE5 switch - consuming and item now reduces quantity properly) Fixed: Aim correction calculation - Aim correction now perfectly matches with camera direction unless camera angle is bigger than angle limit Fixed: some interaction inventory issues Fixed: Remote/character inventory update issue in single-player mode Improved: Head look at rotation code Updated: Increased chat limit to 1024 characters This patch is a bit smaller on the player side of things since we are working on more complex parts of the game in the background which you will get to enjoy in a later patch.
Updated: Admin Panel font type and size Updated: Player nameplate font size Updated: Collision of some consumables Removed: April Fool's Dragon Trumpets (they will be missed) Added: User search function to admin panel Fixed: Soft lock issue
Added: Heaps of new consumables Added: New Ka'sai level art Added: Chat minimum size Added: New generic items to fill your hoard with Added: Waypoints - Find and unlock a waypoint to fast travel Added: Death penalties Added: Support for temp / client only status effects Added: Custom gameusersettings.ini to make custom server configurations available for server owners (listen or dedicated) Added: configurable (gameusersettings.ini) custom server roles Added: configurable (gameusersettings.ini) default roles (admin/moderator) per steamID Added: configurable (gameusersettings.ini) default custom roles per steamID Added: configurable (gameusersettings.ini) admin command permissions. (all) admin commands can be assigned to any custom roles one by one by server owners Added: player presence system. Added: player presence stores admin related infos like custom role, admin/mod flag, ban status, ban time, mute status, mute time.. etc. as JSON file Added: configurable/semi scriptable admin function system to make future admin command implementations way faster Added: admin panel UI can be opened with /openadmin chat message Removed: removed all admin/mod related ui elements from playerlist ui Updated: Altuis Updated: Max. player count per server to 65 Updated: Camera clip blend now applied only to the local player Updated: Various textures to improve the quality Updated: Night vision effect now applied only on client side (should fix unresponsive night vision issue) Updated: Chat can now only be moved by holding the top bar Updated: Messages from muted players won't show as * * * in chat anymore Updated: Camera is not being blocked by character collision anymore Updated: Reticle visibility is being updated when map is being loaded Improved: Performance of some common light actors Improved: Character cam overlap fade code Disabled: Open chat / enter while photo mode is active Fixed: Smelling not playing animation Fixed: Spline mesh teleportation (no more bridge portals!) Fixed: Scent actor movement Fixed: Daily quests not working Fixed: Chat scrolling not working
Added: New level art & level art improvements Added: UI scale option Added: Option to show character stat labels Added: Option to make chat permanently visible Added: Character model now fades out if the camera gets too close to avoid clipping Added: New consumable Added: Inventory full notification Added: Mana regeneration Reworked: Scent movement Fixed: and adjusted camera clipping collision for every character Fixed: Poison breath now adds poison de-buff instead of burning effect Fixed (possibly): Inventory item quantity bug where it would show an outdated number of items in the inventory Fixed (possibly): DLSS options not saving Fixed: Characters now exits crouching state when swimming Fixed: Abilities being usable while carrying items Updated: Altuis Updated: Items that are being carried will now be dropped on logout Updated: Breath abilities now use mana Updated: Chat window can now be scaled & moved Updated: Griffin eggs can no longer be carried Updated: Grabbing. Items can now be "grabbed" right from the inventory and be added back without having to drop them Updated: Notes/Story tab - Added search bar, added note categories; notes are now being auto sorted by name
Added: Due to a request: Option to wipe characters before joining a server
Updated: Models & textures of some level assets Updated: Find server steamapi call ported to c++, should be faster and more reliable to list all servers properly Updated: Reverted character rotation to follow acceleration to avoid gimbal lock spin issues Updated: Free cam properly locks forward movement and disallow any character rotation while active Updated: Smell scents spawn delayed a bit to avoid insanely short (0.01sec ?!?!?!) button smash and infinite spawn loop Updated: Increased net culling distance Added: New rare edible plant Added: New level art (Ka'sai village assets) Added: Option to reset key bindings to default Added: Option to filter rp/local chat in global chat window Fixed: Call ability wasn't blocked while eating Fixed: Possible fix for players being stuck in resting animation Fixed: Mouse cursor being hidden in death screen Fixed: Possible fix for photo mode UI stuck when hidden with H Fixed: Automatically teleport player to random spawn point @ login if they fell out of world bounds Fixed: UI now scales to screen resolution all the time using scale to fit method Fixed: Bleeding effect blocking resting ability Fixed: Missing damage effects Fixed: duplicated character issue while importing new character Fixed: Some reported level design issues
Updated: Character nameplate font Updated: Lindys nameplate position Fixed: Post processing quality being set to low when exiting photo mode Fixed: Ocean water post processing boundaries being off
Updated: Chat background is now a bit darker Updated: Force save when a characters EXP changes Updated: Back end operations in main menu (server list, character upload etc.) timeout after 60sec by default Updated: Special characters are now being removed since they seem to break chat formatting Updated: Altuis Updated: Hitting objects at high speed will now inflict damage and add a bleeding de-buff Updated: Disconnect client if player spawns with invalid character Fixed: Players being able to move while resting after logging out in resting state & logging back in Fixed: Campfire giving off light despite not being lit in one of the scavenger camps Fixed: Cave walls disappearing in the main menu if the render distance is set to low Fixed: Euro dragons scent sound sfx being heard over large distances Fixed: You can no longer interact with consumables while flying Fixed: Lake water post processing effect being cut off at the bottom of the twin lakes Fixed: A couple of spots where smaller creatures would get stuck Fixed: Fences and log walls not having collision Fixed: Harvestables not completely disappearing Fixed: Importing character now does proper name check Fixed: Photo mode doesn't change and apply quality settings Fixed: Nameplate now show "invalid name" if user doesn't has steam name somehow Added: Indicators to the smaller stat bars Added: New craftable items: Tier 1 Camo Stash (can't be used yet), Amendelwyr's Guiding Light Added: Staying at the hot springs for a while will now give you a small stamina and health regeneration boost Added: Option to locally mute other players (can be found in the player list/F1 key) Added: The base of harvestable ores and crystals now has a subtle glow Re-Enabled: Unstuck command (edited)
Unstuck feature is temporally disabled until we find a better way to make that work... updating immediately is heavily suggested because using unstuck causing desync for the player that used it (character will be visible @ different location for everyone on the server except the player used unstuck)
Our first patch after EA release is live! Updated: Increased inventory slots from 6 to 10 Updated: Default hunger and thirst drain has been reduced by 50% Updated: Default volume of thunderstorm sound effects has been reduced Updated: Scent trails now visible when night vision is activated Updated: Doubled the amount of carcasses that can be found in the world (you won't find any in areas that haven't been developed!) Updated: Moonlight brightness has been increased. (transitions between night and day will still be a bit dark, but shorter) Updated: Real life sun, moon and night sky are now being simulated (experimental) Updated: Weather simulation will no longer be based on real life seasons Updated: transitions between different weather types now take longer Updated: Increased the stack max of several items Updated: Different quest items which are of the same type now count both towards the daily quests, e.g. bivania shells and bivania halfs Updated: Replaced normal flight animations Updated: Changed net culling distances for harvestables to make sure it replicates properly and stay hidden if harvested Updated: Experimental velocity based flying rotation instead of acceleration... less landing teleportation / server correction should happen.. need test Updated: Character import UI to make it more understandable Updated: Game is now locked to 60 FPS by default if FPS limit is not set Added: Larger rock formation to the spawn village to make it easier to find Added: New resource: wood piles (can currently only be found in the spawn area) Fixed: Server crash caused by inventory operation Fixed: Pvp toggle button was not visible on player hosted servers Fixed: Client crash caused by internal game chat (reported via crash reporter) Fixed: Bag Item dupe issue Fixed: Pve player no longer able to damage pvp players Fixed: Unstuck now teleports the player properly to a random start/respawn location Fixed: another inventory crash reported via crash reporter fixed Fixed: Do not hide mouse cursor when character died while using photo mode Disabled: Grabbing player character by other player temporarily disabled until refactor happens, because of high ping grabbing player is pretty unreliable and causing a massive desync New: Very first game start does a video benchmark and auto configure video settings if possible Removed: Old localization files
Draconia is finally available on Steam! https://store.steampowered.com/app/1295900/Draconia/ Thank you to all the people who supported us during the preparation phase and those who have already purchased the game right after release! We are looking forward to bringing you more content updates during the coming months! Don't forget to join us and 6.000+ other members on the official Draconia Discord server: https://discord.gg/draconiagame - The Draconia Team
Hello everyone! We have updated some of our links to other platforms. If you are not part of our Discord yet, please consider joining us as it makes it easier for us to engage with our community and respond faster to questions and problems, since Steams design does not meet our requirements to do so in a more effective way. Discord also makes it easier to keep you informed about what is being worked on. Being active is not a requirement. We appreciate lurkers & visitors just as much. <3 That being said, updates on the game won't be posted here anymore. Our plan is to handle news and updates in a more streamlined manner to make sure everything is up-to-date to avoid confusion and misinformation. .................................................................................... Now to the links to our other platforms: Discord - https://discord.gg/draconiagame Twitter - https://twitter.com/draconia_game Instagram - https://instagram.com/draconiagame/ Reddit - https://reddit.com/r/draconiagame/ Youtube - http://youtube.com/c/DraconiaGame Website - http://draconiagame.com Thank you for reading!
Hello everyone,
the Draconia Dev blog #11 has been published.
Follow this link to see what has been worked on: Click me!
We have also added our next dragon to the game: The Lindworm.
Check out Velocci's stream showing off the new character!
[previewyoutube=QRTYmWF-yKU;full][/previewyoutube]
Hello everyone, we thought it would be a good idea to link our dev blogs here as well in case you are not following the development on social media or Discord. You can find our latest dev blog here: Dev Blog #10 All previous dev blogs can be found there as well in case you missed them. We hope you have a great weekend!
Draconia
Draconia Dev Team
Draconia Dev Team
TBD
RPG Simulation Singleplayer Multiplayer Coop EA
Game News Posts 85
🎹🖱️Keyboard + Mouse
Mixed
(648 reviews)
http://www.draconiagame.com
https://store.steampowered.com/app/1295900 
Draconia Linux [3.14 G]
Follow the path of Taruk and uncover the story behind Draconia through quests, secret locations and various characters in single player and multiplayer mode.
FEATURES
Choose one of several dragons, hunt to feed yourself, find water sources to drink from and develop your character through various tasks and events.
Draconia features:
• Character Customization: Give your character a custom name, change its pattern, colors and body parts, such as horns or tail tips or choose from pre-made textures.
• Character Leveling: Complete tasks, quests and events to level your character and make it stronger. Spend talent points to increase your dragon's traits.
• Optional PvP: Play on servers without being afraid of being attacked by other players. Simply disable PvP in your character profile and enable it if you want to have a battle with someone else.
• Group and Clan System: Go on your journey and bring your friends with you by inviting them to your group or creating your own clan, which allows you to announce events and keep track of your members progress.
• Create useful items: Build a hoard to hide all your treasures in, create objects which improve your dragons stats or add temporary buffs.
• Nesting: Build and defend a nest and raise your own dragon hatchling.
• Questing: Find and complete several one-time and repeatable quests.
• Interactive Environment: Interact with several objects in your environment to gain useful buffs or uncover more parts of the story.
• Dragon Dens: Earn yourself a place you can call home. Unlock and upgrade your own den to live a more comfortable dragon life.
NO EXCLUSIVE CONTENT
Every character, pattern, object or skin added by our Patreon and Indiegogo backers is available to everyone, who owns the game. We think locking content behind paywalls can ruin the experience of players, who are not able to afford additional items.
OUR DRAGONS
WILDLIFE
You will also encounter and be able to play as a variety of wild life. These characters will be very basic in terms of game play, but due to high interest, we decided to add them to the list of playable creatures.
- Processor: Intel(R) Core(TM) i7-5820k CPU @ 3.30GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 980Ti
- Storage: 4 GB available space
- Processor: Intel(R) Core(TM) i7-5820k CPU @ 3.30GHzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GTX 1060 super or higher
- Storage: 4 GB available space
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