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Patch 0.5.0.0 is ready for testing on the beta branch "buildtest"! If you want to join the testing, right-click Draconia in your Steam library and go to "Properties > Betas > Beta Participation" and select "buildtest - public developer build branch". You can only join the testing server "[US] Draconia - Test Server #1" while you are on the testing branch. We are primarily looking for feedback on: - The new character + camera movement (movement has not been reworked entirely, only the character camera which is movement based!) - The new targeting system (Use "t" to target enemy AI) - Render distances of level assets e.g., foliage, rocks, etc. (please include your video settings) - Performance However, if you notice anything else new in this patch that doesnt feel right, feel free to mention it here. Patch notes for this beta patch: Added: New NPCs and story bits Added: New daily quest Added: Interactive level art Added: Experimental collision check when turn offset is being applied to avoid wallhack Added: New targeting system core c++ classes Added: New major story location (currently inaccessible until the first world event is ready) Added: Experimental LODs to larger level assets Added: Upscaling methods Updated: Made further performance improvements Updated: to Unreal Engine 5.5.1 Updated: Several locations to be ready for more storyline implementation & the addition of first major world event Updated: Interaction animations and default idle state of some already existing NPCs Updated: Fae dragon egg description Updated: First and second island Updated: Newly installed game's default video settings will be set to low instead of epic (only if no config file found in AppData) Updated: Misc. Settings got renamed To "Gameplay" Updated: Reduced interaction trace size to avoid interaction through thin colliders, e.g.: landscape Updated: Increased render distance of large level assets Refactored: Camera system (part 1); Fixed: Various code changes/errors/warnings caused by engine version switch Fixed: Silent assert error caused by old and deprecated code usage in our gameplay system Fixed: Simmatress missing its opacity Removed: Old targeting components
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