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Patch 0.5.4.8 & Dev Blog

[p]Hello Draconians![/p][p]It’s the end of January 2026 already?! Where did the time go?[/p][p]Today we are rolling out the next set of changes to the movement system. These changes currently affect only the Wyvern, as it is serving as our guinea pig. The update introduces a new way to modify movement speed, dodging (double-tap A/S), dashing (double-tap W), and the ability to regenerate stamina while gliding (G) without having to land.

A lot of changes have been happening behind the scenes over the last couple of months. We have been working with a new movement system introduced in one of the recent Unreal Engine versions. We had the option to stick with the traditional approach or adopt this new system, and we ultimately decided to go with the latter, as it appeared more promising in both the short and long term.

Because of this, we spent quite a bit of time figuring out the technical side and working out a new plan for how to add the movement features we had originally planned. This includes how to enter, exit, or trigger certain movement modes, as well as how stats are used at different levels. While we do have a clear vision of how things should work once the new movement system is fully implemented, we want to make sure it isn’t too hard for new players to get into it, while still bringing something new to the table.

If you have been playing Draconia for a while, we are certain the movement will feel way different at this stage and will require some getting used to. During development and testing, we felt the same way, but we also realized it’s fairly easy to adapt to and more fun than the old way of moving around.

Of course, there are still parts that are unfinished and need polishing or further adjustments, but the overall idea of how movement is going to work should be clearly visible at this point. That doesn’t mean we aren’t open to feedback - quite the opposite.

If there is something about the new movement that you feel doesn’t work at all for you, please let us know. We do ask, however, that you give it a chance and spend some time playing with it.

While movement has been our main focus since we returned from our holiday slumber, we have also started working on a couple of other elements as they are becoming more relevant now.

VFX


One major task is the VFX for enemy NPC attacks and effects, as well as the planned “active” skill tree system. The planning for this has already been completed, and we are now working on creating the required VFX using up-to-date technology and methods. This is a mammoth project, as the skill list is very, very long![/p][p]Active skills include a wide variety of melee, ranged, AoE, and defensive abilities, which can be mixed and matched to your liking.



Enemies

Together with the VFX work, we are also preparing a variety of brand new enemy NPCs. These new NPCs will spawn across the first three islands during specific times. This means that if you return to a place later on, you might not be alone anymore - or you may come across something completely different than before.[/p][p]The remaining locations that haven’t been taken over by the “new guys” will gradually be populated with the already announced wildlife and enemies as our animators complete their animation sets.



Animations

Our animators are working hard on the remaining animations for the reworked golem. While its existing animations have been remade, its animation set has also been significantly extended to work with our new movement system.[/p][p]We didn’t want the golem to be left behind when it comes to movement, and we have also given it a much larger variety of attacks. The golem has been rather harmless in the past, and we want to change that. Players who encountered golems in the legacy version of the game might have a little giggle when they meet them again - but rest assured, our little pebbles will soon get their revenge for all the yeeting they had to endure in the past!



The European dragon… yes… he is almost ready, we swear! The animator working on him is currently doing some final fixing and polishing tasks that came in after the first quality inspection (they have a special bond at this point). He is really not that far out of reach anymore!


Art Corner

New assets have been created that will become relevant for a separate storyline and faction in the future.


Factions and storylines will often be spread out across several islands, but most of them have a “main location” where the majority of the story takes place. You will find bits and pieces of each here and there, but most tasks and events will be concentrated in specific areas. To match this visually, we have created custom assets that fit the specific region they are located in.
[/p][p]Athyne is the capital city of Altuis, but it’s not the only place of importance. Some locations hold value beyond material meaning.



But as you know, the brightest lights tend to cast the darkest shadows. So be careful what decisions you make when you enter these places![/p][p]Of course, we are continuing the customization train from our last dev blog with some new creations!


Some of you were wondering whether we would bring back the old accessories - such as the Eastern dragon mask, flower crown, gems, and more - to be used on the new character models. The majority of them have actually been reworked recently to improve their quality and better match the new dragon models![/p][p]Here are a few of them:



Not only did the dragons get some fancy decorations, but our Ka’sai did as well! This is just the first of many sets, as each faction has its own style of armor.



We hope you enjoyed the first dev blog of 2026, and don’t forget to leave us your feedback on the new movement changes!

Patch Notes

Added: Experimental throttle system
Added: Stamina regen and stamina regen calculations to new movement system
Added: Free cam toggle options - if enabled, ALT needs to be pressed once for free look
Added: Movement mode gameplay effect support to new movement system
Added: "Toggle Throttle Movement" user option to enable / disable throttle input (enabled by default) Added: Double-tap W/S key binds
Added: Dashing and dodging (double-tap W/A/S; uses 10% stamina)
Updated: Replicate pre-selected target to other clients, so other players can see head rotation when player is targeting something
Updated: Updated new movement blend spaces and setup to make movement more responsive Updated: Stamina drain tick frequency
Fixed: Photo mode and throttle movement issue
Fixed: Soft locking free cam
Fixed: Character falling after level up
Fixed: Crouch/print input handling
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