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Day of Dragons Beta Update B.14.1.0

Day of Dragons Beta Update 1.N.1.0 B.14.1.0
Server/Client Update

This Beta Update adds missing reward content for Patreon subscribers and a much requested feature for Kickstarter backers. Beta updates will be infrequent this year as we continue to work and focus on the Test version and the 1.0 release.

Game Versioning for Beta/Legacy has been changed to reduce confusion in versioning numbers. Beta Versions now begin with a "B" and the upcoming release version will begin with a "1".

  • Added Patreon Golden Skin Lifetime Subscriber Rewards
  • Added ability for Patreon LT 200 owners to apply shimmer to any non Kickstarter skin
  • Shimmer effect can now be removed from skins. Old shimmer skins (KS and PT Crimson) must continue to use logon/off to remove their skin or apply it. New shimmers can be added/removed instantly.
  • Added new Gold-related Skin crafting recipes for all dragons, with additional recipes added for Flame Stalker

Dev Blog #21

Hello, everyone!

We hope you are having an awesome start to the holiday season! For those who missed it, we hosted a livestream on YouTube last week. We went over some new content and answered some of your questions as well. Check it out of you haven't!

In November, we have continued our progress to create the adult animation sets for the next three dragons to be added to the game. With only a handful of each adult set left, we will likely be finishing the adult sets in December and moving onto the juvenile and hatchling sets. The younger age animation sets will take less time as most of the work is tweaking current animations to fit the juvenile and hatchling models.

We have also been working on other aspects of the game needed for the 1.0 update. Continue reading below to find out what our team has created this month, but first...

[h2]A Word From the Lead Developer [/h2]

Greetings all,

We just wrapped up a Thanksgiving livestream where we showed off some of the stuff we've been working on as we get everything ready for our game's 1.0 release. If you haven't watched it, I highly recommend it, it has a lot of good information and sneak peaks of what's coming.

We also got to take a few days off and enjoy Thanksgiving with our families. Indeed we are very thankful for all of you, especially those of you who have been with us since the beginning. Speaking of which, December 4th marks our 3rd anniversary since DoD came to Early Access in its early Alpha state. Fast forward to December 2020 and the early closed beta version released featuring the Acid Spitter. Fast forward again to July 2021 and we saw the release of our Beta version with the Shadow Scale. Fast forward once more to April of this year when we released our third dragon, the Flame Stalker. I know many of you are looking forward to our next release of 1.0 coming in 2023 which will feature not 1, not 2, not even 3, but 4 5 new playable creatures including the Biolumer, Inferno Ravager, Blitz Striker, Magma Elemental, and the playable Swamp Snapper AI. It's a lot of new content coming in one massive update that will change our game forever.

Release is a special time, we have one chance to get it right, and we're going to get it right! We plan to release patches to our Test server and allow our Testers and Patreons to comb through the content and find bugs which we'll fix, then when we have a stable build, we're going to put that build up on a public test branch that players can download and play on their own private servers. Once all the content is in and the bugs are worked out and game is polished for release, we will push the build to release and the current Beta will be moved to a Legacy branch on Steam. Why? Because release will be using the next gen version of Unreal Engine (UE5) which requires more compute and graphic power and memory to run. Don't worry though, we plan to put some of the new content in Legacy as well, just don't expect a new map for Legacy as it will eventually be deprecated once we don't see anyone using it.

We don't know when in 2023 that 1.0 will release, the only answer I can provide is, "When everything is ready." It's a lot of work, but we've already begun testing 1.0 on our Test Server. UE5 is beautiful. The adult anim sets for the new playables should be finished by the end of January, then we'll make the necessary modifications for the youth sets which should take 1-2 weeks per set. Then it is test test test, polish, balance, test, polish, release.

We will be hosting a Holiday/Anniversay livestream later this month on our Test Server featuring some of our favorite content creators and will be giving away some Plushies, Collector's Soundtrack CD's, and game keys. It should be bioluminawesome! You won't want to miss it! Livestream Date TBA

We wish you all a very Merry Christmas and a Happy New Year. 2023 will be awesome!

This is DoD, and we have DRAGONS.

- Jon Slabaugh (Lead Dev)


And now onto the blog...

[h2]Mega Map Update[/h2]

A hatchling cave system

We are continuing to flush out the landmarks and height map in the upcoming Mega Map. Our focus is on the lower right side of the map, which will be polished and added to the testing server first while the next section is being worked on.

The square objects you see in the screenshots are placeholders for environmental assets. Some of these assets will be custom created by our Environmental Artist, Brigade.

Check out the thumbnails below to see some screenshots of different views of landmarks begin created.





[h2]Animations[/h2]

Biolumer Dragon Mating Display Animation

As stated above, we are almost done with the adult animation sets for the three dragons coming in the 1.0 update, with the Inferno Ravager trailing a bit behind. We are expecting to finish the adult animations in December and will then begin working on the juvenile and hatchling sets.

Check out some of the animations our team has created for each of the three dragons below.

Biolumer Animations Lay Down, Flap, Glide, and Hover

Inferno Ravager Glide, Sit, Stalk, and Hover

Blitz Striker Bile Attack, Sniff, Sit, and Flap



[h2]VFX[/h2]

Acid Spitter Bioluminescence

Our VFX artist, Flicker, as been working on the bioluminescence for our dragons. As most of you know, when a Biolumer Dragon uses its bile attack on another dragon, the chemicals in the Biolumer's spit will react with the dragon's scale chemistry and reveal its hidden bioluminescence. This effect will be temporary and does not harm the targeted dragon. However, dragons in PVP servers may want to wash off this effect as soon as possible, as it will make it an easy target for enemy clans.

A dragon's natural bioluminescence may also become visible in certain locations in the new map, including in the underground cave systems of the Shimmering Caverns.

Check out some of the bio spit effects we have created so far!

Shadow Scale Bioluminescence

Inferno Ravager Bioluminescence

Flame Stalker Bioluminescence






[h2]Dev Q&A Livestream[/h2]


Our next Q&A livestream has not yet scheduled. Stay tuned and watch for updates to find out when the next one will be!



[h2]From the Community[/h2]


Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!

[h3]Some of our favorite recent screenshots...[/h3]

by BeliK#6971

by Reubs_93#2946

by Kem#1680



[h3]Some of our favorite artwork from the community...[/h3]

by . , Jaeger , .#4612

by [SMOKE™] SilverKitty14#9122

by spotycoffee#2709


Thanks for reading!

~The Day of Dragons Development Team



Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!


Discord | Twitter | Youtube | Instagram

Dev Blog #20

Hello, everyone!

Sorry for the delay with the Dev Blog this month. There have been quite a few things that have come up in the last few weeks and I was unable to write it up. However, here we are now! We have lots of juicy development news for you, but first....

[h2]A Word from Our Lead Developer[/h2]

Greetings everyone,

As some of you know, earlier this month we were attacked by a hacker. I wanted to write an in-depth explanation of what exactly happened.

I woke up early on the morning of September 9th to a bunch of messages letting me know that our Official servers had been compromised by a hacker that goes by the monicker "123." According to the server logs, it appeared that the hacker had cracked two of our admin's Steam accounts and used their accounts to begin slaying and banning users from the servers. The logs displayed our admin's Steam ID's and logged the slays and bans to those ID's. Our Senior Administrators quickly acted and removed those Steam ID's from having Administrator access on our official servers. After a staff meeting, we decided to require all of our Admins to use 2-Factor authentication on their Steam accounts (aka Steam Guard) to prevent their accounts from being compromised. We also enabled 2FA on our Official Discord to prevent Moderator accounts from being hacked and compromised (which would be a nightmare, could you imagine?).

That evening we released a patch to the game which included Server Admin Passwords, additional logging, and some experimental user validation features. The patch was broken as no user could pass validation now. Two hours later we released a hotfix followed by another patch immediately after. These new patches caused issues as there were features being worked on for 1.N that were not finished and things in 1.M had changed and I was tasked with going through code and trying to undo the 1.N changes, revert things back to 1.M, all while introducing new security features to prevent more hacking. It was very stressful. We also talked to our admins who had appeared to have been hacked the day before and they assured us that their accounts were not hacked and they were already using Steam Guard. This could only mean one thing, the hacker was using Steam ID spoofing software. A little bit of Google research showed me that this is an issue in multiple online multiplayer Steam games including CS:GO and told me that the vulnerability rested somewhere in how the game retrieves Steam ID's from players.

The next day, we woke up to servers that were down again, our night staff encountered the hacker who again kicked, banned, and slew players causing us and our players a lot of grief. But this time the hacker was logging in as my own developer account. We released another patch to fix things that had broken in the previous patch the night before, as well as putting passwords on our Developer accounts, but this patch included it's own set of issues such as players spawning out of bounds. A total of 3 patches and 2 hotfixes were released on September 10th alone. We had also received reports that hackers were on private servers kicking, banning, and slaying players by logging in as Private Server Admins and also as me. They were again able to fake their Steam ID's, bypassing our game's validation checks, and spawn in as the dragons of other players as well as admins. We left our servers offline that night and I continued working on a new patch to both fix the 1.M/1.N issues as well as find the backdoor that these hackers were using to bypass our Steam ID validation checks.

On September 11th, we released a hotfix followed by another patch. Again, the patch failed to fix the vulnerability and the hacker(s) were able to attack both public and private servers. This of course forced us to shut down all servers again to protect all the player data on all Official servers.

For the next 14 hours I studied the logs and dug deep into the Engine code and Steam Subsystem plugin to find the backdoor the hacker had been using to allow him to login with an injected Steam ID. I knew that the hack was client side, as the hacker cannot access the server remotely, they must be injecting their Steam ID at login during server-client network communication. This was going to be challenging, but my brain loves a good challenge, and I've never been faced with a problem I've not found a working solution for.

On the afternoon of September 12th, I finally found the vulnerability in the Steam subsystem that the hacker had been exploiting to inject a fake Steam ID to the server during login. I won't go into details on exactly what I found or what I did to fix it, but I am positive that that particular vulnerability in the Steam subsystem is patched. I was pretty excited when I figured it out and thank you to all of you who believed that I could.

All in all, this hack made us better. Our Admins are all now using Steam Guard to secure their Steam Accounts, our Discord Mod/User accounts are protected with 2-Factor Authentication, our game now uses Dev/Admin access passwords, client-server remote procedure calls are now encrypted preventing hackers from calling them from memory which now won't work without the key provided by the server, the changes in 1.N that made it into the 1.M patches actually make some things smoother such as flight and running, I learned some important things about Unreal's netcode that will benefit 1.0, and all of this happened in the Early Access Beta, which is better than if it had happened in 1.0.

The hacker(s) tried to hurt DoD, but in the end,.. they only made us better.

Jonathan Slabaugh
Lead Developer - Lead Designer - The Only Programmer
Day of Dragons


Now onto the blog...

[h2]Mega Map Update[/h2]



We are ALMOST done creating the overall landmass for the Mega Map's continent. We have made some changes to it and added some more area as well.

The land area to the east of the volcano has been increased, giving room for more burnt and temperate forests. We also moved the desert dunes closer to the volcano. The area the dunes used to be in has transformed into a grassland area which will be home to three large lakes.

Up north, the floating islands have moved a bit west and we have filled more of the ocean in the tundra area to make room for a frozen desert, which will be the home of the Snowslayer worms. Then you may also notice a new sand bar/island area to the south. These islands will be covered in tropical forests.

We plan to do a few more edits to the overall landmass and then we will begin adding details and really bring this map to life.





[h2]Animations[/h2]

Inferno Ravager Walk Animation

Over in our animation department, our team is working hard to bring the next dragons to life!

While animating the Inferno Ravager, we discovered an issue with the wing membranes clipping as it moved its arms. After some work, we were able to come up with a solution! Much like how a bat's membrane works, the Inferno's wing membrane will shrink and stretch as needed. This way we can keep the natural looking membrane size without having the issues that come with it. With the membrane issue fixed, we have been working on redoing the animations.

The Bio animation is going well! We have nearly completed all of his land locomotion animations. Like the Acid Spitter, the Bio will have an extra ground speed known as a "sprint". This will make the Bio very fast on land and able to run circles around most other dragons. However, Acid Spitters can still out pace a Bio on the ground, so these cosmetic dragons should keep on their toes.

We have also begun animating the Blitz Striker. Like the Inferno, the Blitz will also have the shrinking membrane to prevent its wings from clipping. Currently we are working on the land and air locomotion animations.

While the new dragons are being worked on, some of the old are getting some love as well. We are working on creating some new Acid Spitter animations such as the secondary idle animation shown below. This animation will play if your character does not move for a certain amount of time, bringing more live to the dragon. After all, it can be tiring standing in one place too long.

Inferno Ravager Fly Animation

Bio Dragon Trot, Run, and Sprint Animations

Blitz Striker Slither Animation

Blitz Striker Glide Animation

Acid Spitter Secondary Idle Animation



[h2]Models and VFX[/h2]



We are finishing up the last few Kickstarter stretch goal dragon models!

Arguably the best dragon ever (not biased), the Feathered Zygovo's adult model is complete. It is now completely feathered and adorable.

We have also determined the sexual dimorphism for this species. The Zygovo will be one of several species that does not use bile to incubate its eggs and instead sits on its nests. Therefore, like snowy owls, the females will have extra spots on their backs to help with camouflage while they lay on their nests.

We are now working on the baby morphs and perfecting the coloration of the Feathered Zygovos. If all goes well we plan on having the babies covered in down instead of feathers.



Onto the other side of the size scale, the Ice Behemoth dragon has also made progress. After going through several different design ideas, we have finalized the horns for the male behemoths. These horns will be perfect for hunting the dangerous Snowslayer Worms in the frozen desert area of the map.

With the male's design done, we will now start working on the baby morph for this massive dragon.




MORE WORDS


[h2]Dev Q&A Livestream[/h2]


Our next Youtube Livestream Q&A will be on...

Friday, September 30th at 1:00 PM EST


Join us while we celebrate our 3 year Kickstarter Anniversary! We will answering the community's questions and showing off the latest updates we have in store for the UE5 update!



[h2]From the Community[/h2]


Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!

[h3]Some of our favorite recent screenshots...[/h3]

by Dark Mink#2670

by JennyS#5422

by TargetVudu#4808



[h3]Some of our favorite artwork from the community...[/h3]

by ghosteater#5611

by Kimmy#6669

by Oka/Karta#7648


That's all for this month's blog! See you next month and thanks for reading.

~The Day of Dragons Development Team



Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!


Discord | Twitter | Youtube | Instagram

Day of Dragons Patch 1.M.4

Day of Dragons Patch 1.M.4
Server/Client Update

We have recently experienced increased hacking attempts to compromise the integrity of Day of Dragons Servers. This patch attempts to circumvent the new hacking methods by adding additional account verification to users connecting to the server to prevent Steam ID spoofing/impersonation, adding additional server logging, and adding an optional password for /admin panel access.

  • Added an experimental function to circumvent Steam ID spoofing.
  • Added additional logging to servers when a player is auto-kicked for any reason
  • Server logs now show Admin ID's when Admins use Admin commands
  • Servers may now password protect the admin panel via config. Add sAdminPassword=yourpassword to enable password protection. By default password protection is off and /admin will still work as always. We highly recommend turning on password protection to safeguard your server from hackers. With a password the admin panel command is /admin password


KNOWN ISSUES:
Possible skin issues as we were working on new skin functionality but did not have time to fully implement it.

Dev Blog #19

Hello everyone!

Welcome to another Dev Blog. This past month our team has been focusing on making the transition to Unreal Engine 5.0 along with creating content for the big 1.0 update. While the UE5 migration is now complete, we still have a lot of work to do before we are ready for 1.0. Let's turn to our Lead Developer, Jon, to hear more about what's to come...

[h2]A word from our Lead Developer[/h2]

Greetings Dragons and Hatchlings,

A few days ago I did an impromptu Dev Q&A as I showed off our dragons in UE5 with Lumen Global Illumination on the old Dune Desert landscape from Alpha. I absolutely love Lumen and the new features in Unreal Engine 5. I wish UE5 was already out 2 years ago when I began to work on the DoD Beta. It's got some great features that we are going to make full use of such as Lumen dynamic global illumination, large world coordinates, world partition, level instancing, dynamic data layers (which allow us to change the world after a quest event without changing it for those who did not progress that far yet), and a new dynamic water system - to name a few. But as I mentioned in the video, the UE5 migration is complete, and I am just working on fixing up a few minor issues, such as UI, before sending the UE5 version of the UE4 version of DoD to the Test Server to see if I missed anything.

We plan to make the UE5 version available for open testing once the closed testers comb through it to make sure everything is working as intended. Since our UE4 mega map used World Composition (which has been deprecated in UE5), we'll be bringing back the old Desert Dunes landscape from the Alpha for testing purposes (and only on the test version) until the Mega Map is ready, which will then replace it for map testing. The map is huge, 40km x 40km, if you include the Ocean. Such a large map is quite an undertaking but we're happy to have Branton with us full time working on bringing the world of Jrakhon to life.

Update 1.0 will mark the end of Early Access for Day of Dragons and the official Release for the game we decided to make post-Kickstarter and we hope our years of hard work will speak for itself when you play the release update which will be our biggest update ever. Release will include the Mega Map; new UE5 features including Volumetric Clouds and new Lumen lighting; new dynamic weather system; the new Elemental faction; new playables such as Magma, Inferno Ravager, Blitz Striker, Bio Dragon (KS exclusive); new AI such as the Swamp Snapper, Dune Weaver, Whiskered Paddletail, and the giant Sandslayer Worm; new Quest system; New loot system (dragon pearls); New skin crafting system; Improved Genetics, new Elder progression mechanic, changes to stats, and much more.

For those of you who missed the announcement in Discord, we are excited to announce that we have hired a Comic artist from our community (you might know her as Ztarli) who will be working with me and Katie in creating a Day of Dragons comic called, "Legends of Jrakhon" which will be published to our Patreon for Dragon tier subscribers. This comic will explore the lore and backstory of Day of Dragons starting in the late First Age when the Elementals arrived. Check out the cover page below.



We're excited to be working with Ztarli on creating this comic and hope our comic/lore fans will love it. To all the Patrons reading this, Thank you for making this comic possible. ːsteamhappyː

The best days are ahead of us for Day of Dragons, and we're only getting started. Following the 1.0 update we will focus on adding in the stretch reward dragons from Kickstarter and continuing to update our game and Mega Map with each major update. Thank you so much for your patience as you wait for more updates (and the big update) and thank you for believing in us when so many others doubted. We appreciate your support!

Remember, this is DoD and we have DRAGONS!

- Jonathan Slabaugh
Lead Developer for Day of Dragons

---

Now onto the blog...

[h2]Mega Map Update[/h2]



Branton has been hard at work creating the height map data and greyboxing the landscapes for our upcoming Mega Map. This giant map will feature a variety of biomes including temperate forests, grasslands, tropical forests, tundras, deserts, volcanic wastelands, burnt forests, and ocean environments.

Our Level Designer, Zaicho is now moving on to blocking out the points of interests and large landmarks of the different biomes. Once the areas have been blocked out, he will go back and rebuild the landmarks and add detail to the overall environment. We are very excited to see this massive landscape coming to life.

Here are some of the points of interest we have begun blocking out.






[h2]Animations[/h2]

Our animation team is working on bringing to life the remaining creatures for the 1.0 update. Please keep in mind that all of the animations are WIP and not yet finalized.

We have come into more complications with the Inferno Ravager, so it will be a little time before we are able to show its tweaked animation set. However, Karly has begun working on the Bio Dragon. The Bio Dragon's movements are inspired by deer and hares as you can see in the two animations below.

Bio Dragon Walk Animation

Bio Dragon Trot Animation

We are also working on bring some of the AI creatures to life, including the dangerous worm species and the passive Dune Weavers.

The Sandslayer worm and the Dune Weaver will both be found in the Dangerous Dunes of the Mega Map. The Dune Weaver is a passive AI and its only defense will be curling into a ball and hoping its hard armor like scales will be able to protect it. The Sandslayer worms, however, are another story. These large, carnivorous worms will hide under the sand and snatch up any dragon who comes too close. Only the bravest dragons will dare travel into the worms' territory to reclaim the treasures they hold.

Slayer Worm Idle Animation

Dune Weaver Roll Up Defense Animation

Dune Weaver Walk Animation



[h2]Models and VFX[/h2]

The next dragon we will be adding to the model room is the Ice Behemoth. This will be the biggest dragon to join the line-up yet.



Up until now, the model and images you have seen of the Behemoth has been of a female. Males of this species will sport a dangerous set of horns used to spar for the attention of the extremely rare females and to fight the Snowslayer Worms that live in their territory. We are still in the process of designing these deadly weapons.

Check out the image below for some of the possible ideas.



Our VFX and Model team has also been working hard on perfecting and feathering the Feathered Zygovo Dragon. This micro-class dragon will be completely covered in feathers. To give the feathers a realistic feel, our VFX artist, Flicker, has created a unique set of feathers for it and will be placing each feather card by hand. This will be a lengthy process, but will be well worth it for a natural looking feather placement.

(be nice to him, he's naked in this picture)

Check out the images below to see just a handful of the feathers Flicker created for the Zygovo.



With the large ocean waters of the mega map, one fish will not be enough. Our Concept Artist, Xilev, designed an oceanic species of fish and our Environmental Asset Artist, Brigade, created its model. This new fish species is inspired by real life salmon, tuna, and dolphin fish. It will be found in the coastal waters that boarder the continent and will be the main food source of the Singe Crest.






That is just some of what our team has created this month. We will continue working towards the 1.0 update and we thank you for your patience. Game development can be a very slow process and we couldn't have done any of this without your support! Check out the community spotlights below and see you for the next dev blog!


[h2]Dev Q&A Livestream[/h2]


Our next Q&A livestream has not yet scheduled. Stay tuned and watch for updates to find out when the next one will be!



[h2]From the Community[/h2]


Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!

[h3]Some of our favorite recent screenshots...[/h3]

by grapesoda#4398

by Jeckoiriii#6969

by Dark Mink#2670



[h3]Some of our favorite artwork from the community...[/h3]

by ghosteater#5611

by ♦ Layka Nima ♦#6353

by Thar#3493


Thanks for reading!

~The Day of Dragons Development Team



Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!


Discord | Twitter | Youtube | Instagram