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Draconia News

Patch 0.3.5.0 & Dev blog

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Removed: Outdated assets and asset parts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!

Wyvern, Lindworm, new Biome & more.

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][/previewyoutube]

Lindworm
Lindy too is getting more animations as well as a new default skin!

[previewyoutube][/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][/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!

Patch 0.3.4.4

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][/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!

Patch 0.3.4.0

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

0.3.3.7 Hotfix

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!