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Dragonkin: The Banished News

Polishing the Tracker Update: Tooltips, UI & More...

[p]Hey Dragon hunters, and welcome to another Dev Blog![/p][p][/p][p]Over the past few weeks, the team have been working on any reminding bugs you've reported as well as polishing the content of the Tracker Update.[/p][p]Meanwhile, we’ve officially started working on multiplayer integration, which will be the focus of our 3rd major update.[/p][p][/p][p][/p][p]With that, let’s take a closer look at what changed…[/p][p][/p][h3]Polishing Tooltips[/h3][p][/p][p]One of the requests we’ve received from the community was for more transparent and detailed tooltips, and if you’ve been following our recent DevBlogs, you know we’ve been working on it.[/p][p][/p][p]TLDR We enhanced the visibility and readability of tooltips, removed item score, and added actual numerical values.[/p][p]
[/p][h3]Better Chests[/h3][p][/p][p]We have been working on making chests scattered around the map more visible.[/p][p][/p][p]Now, chests should be much easier to spot![/p][p][/p][p]On top of that, we’re making chests a bit more interesting, as these will now have a slight chance to drop legendary or mythical equipment, which wasn’t the case before.[/p][p]We hope this will makes picking them up feel a bit more worthwhile.[/p][p]
[/p][h3]User Interface tweaks & New art[/h3][p][/p][p]Our Graphic Designer, Bastien Limelette, has been busy adding new visuals, polishing the UI (User Interface) to make it more unique to each class.[/p][p][/p][p]Now each character got a different visual when opening the inventory, a small touch, we think adds some flavor.[/p][p]
[/p][p]Along those lines, each class now has unique ring art, including their upgrades.[/p][p][/p][p]That said, regardless of the visual appearance, all rings are transferable and can be worn by any class (e.g., you can equip a ring with the Oracle visual on a Knight).[/p][p][/p][p][/p][p]We’re polishing up the quest log to make it easier to read and quicker to understand.[/p][p][/p][p][/p][h3]That’s it for today[/h3][p][/p][p]We hope you enjoyed the read![/p][p]We have a lot of improvements coming and we did polish UI elements here and there we didn't show but you'll discover in the Tracker Update.[/p][p]If you like what you see and feel like spreading the word about Dragonkin, don’t hesitate to share your DevBlogs![/p][p][/p][p]Also, feel free to come say hi on Discord![/p][p][/p][p]Until next time…[/p][p]Cheers!
[/p]

Tracker’s Talents & 2 New Skills

[p]Hello there, dragon hunters![/p][p]It’s time for us to bring you some development news on Dragonkin! gifs! Screenshots! And teasers![/p][p][/p][p][/p][p]On today's DevBlog, we're giving you a closer look at the Tracker’s Talents, along with 2 more skills.[/p][p]However, before we get into showing what the Tracker has to offer, we’d like to ensure we’re all on the same page about the upcoming major update and especially when you should expect it.[/p][p][/p][h3]When is the Tracker Update?[/h3][p][/p][p]We know many players are waiting for the Tracker Update to be available before jumping back into Dragonkin, and honestly, we’re just as impatient as you are.[/p][p]To be fully transparent, we originally planned to launch the Tracker Update by the end of August. [/p][p]However, as many of you have probably noticed, the Hack & Slash space has become extremely crowded over the past few weeks.[/p][p]As a small team, launching a major update right alongside well-established titles backed by far greater visibility and marketing resources is simply too risky for us.[/p][p]So, we’ve decided to hold back and delay the Tracker Update.[/p][p]Late September is looking like a potential release window, but the team is keeping a close eye on how the landscape evolves before locking in a new release date. We’re reluctant to make firm promises.[/p][p]In the meantime, we’re preparing the promotional campaign and will continue posting DevBlogs with the latest news on the Tracker Update.[/p][p][/p][h3]How is development going?[/h3][p][/p][p]Development is progressing as planned, and the team is now also actively working on the multiplayer update, a particularly complex task that we know is highly anticipated as well.[/p][p]Thanks again for your patience, and please wait warmly![/p][p][/p][p]Now then, let’s take a closer look at what the Tracker has to offer![/p][h3]Tracker's talents[/h3][p][/p][p][/p][p]Qara Tani comes with a total of 4 talents, each designed to enhance a specific playstyle, whether that’s critical hits, area control or projectile-focused builds.[/p][p][/p][p]In this dev blog, we’re giving you a first look at 3 of them:[/p]
  • [p]Pack Hunter,[/p]
  • [p]Critical Surge,[/p]
  • [p]Projectile Flurry,[/p]
[p]How about the 4th talent? We're keeping that one for later purposes... [/p][p][/p][p][/p][h3]Pack Hunter[/h3][p][/p][p]Qara Tani drops traps while moving. The faster you move, the faster the gauge fills to drop a trap. When triggered, these traps immobilize. When you apply ANY crowd control effects (including from those traps), there’s a chance to summon a Draghurss, a temporary summon that dashes through enemies and deals damage.[/p][p]It’s worth noting that Draghurss benefit from Summon Damage modifiers.[/p][p]Overall, Pack Hunter is great if your build leans into crowd control effects. The more control you apply, the more chances you have to trigger Draghurss summons.[/p][p][/p][h3]Critical Surge[/h3][p][/p][p]If you like seeing big numbers pop up on your screen, Critical Surge is for you.[/p][p]This talent increases both your critical chance and critical damage, making it a solid choice for burst-focused builds but also fast-paced rotations as It also includes a small amount of built-in energy regeneration whenever you use Targeting, the Tracker’s innate ability.[/p][p][/p][h3]Projectile Flurry[/h3][p][/p][p]You like projectiles, we like projectiles, we give more projectiles![/p][p][/p][p]Some of Quara Tani’s ranged abilities fire projectiles, so supporting that kind of build felt like an obvious choice. Projectile Flurry is straightforward: it increases the number of projectiles while letting you deal more damage.[/p][p]It also has a chance to send a blade, scaling with your critical chance. This blade works just like her innate Targeting, but doesn’t consume Marks, making it a reliable source of burst damage.[/p][p][/p][h3]2 New skills[/h3][p][/p][h3]Explosive Shot[/h3][p][/p][p]Qara Tani fires an explosive projectile in the target direction, dealing physical damage to enemy hit and inflicting Bleed for 6 seconds, dealing physical damage over time, and marking them.[/p][p][/p][p][/p][h3][/h3][p][/p][h3]Line of Defense[/h3][p][/p][p]Qara Tani deploys a line of traps in front of her, lasting for up to 8 seconds.[/p][p]Each trap triggers when an enemy comes into contact with it, immobilizing them for 3 seconds, and dealing physical damage and damage over time, marking them.[/p][p][/p][p][/p][p][/p][p][/p][h3]That’s it for now[/h3][p][/p][p]Tell us what you think about these talents and skills![/p][p][/p][p]As usual stay tuned! ​​And as always, don’t forget to join us on Discord![/p][p]Thank you for your patience and support![/p][p][/p]

Meet Our First Champion: Kakomythiel

[p]Hello dragon hunters![/p][p][/p][p]In today’s DevBlog, we tell you more about the Champions, a new kind of enemy we’ve been working on.[/p][p]We'll also take that opportinity to show you 3 of 9 of the new modifiers that will be added for the Tracker update.[/p][p][/p][p]Due to the heavily work-in-progress state of the Champions, we aren’t quite ready to show too much of what we have been working on regarding them, mostly due to things just not being polished or simply ready yet.[/p][p]However we are aware that you want to hear more and that’s why we’d like to show you the first Champion we’ve been working on: Kakomythiel.[/p][p][/p][p]But first of all…[/p][p][/p][h3]What are Champions?[/h3][p][/p][p]Champions are a new category of Elite enemies you’ll encounter during endgame hunts. [/p][p][/p][p]While they aren’t as threatening as bosses or sub-bosses, they are still more dangerous than common enemies. Some enemies are brand new with their own skillset, while some others are more advanced/powerful version of known enemies.[/p][p][/p][p]In quests, you will be able to recognize them as they have their own Elite Modifier.
Depending on the hunt, champions can also come with various minor modifiers.[/p][p][/p][p][/p][p][/p][h3]Behold our first Champion: Kakomythiel[/h3][p][/p][p][/p][p]Kakomythiel is a powerful arcanist, a master of Dragon blood able to cast tremendous spells.[/p][p]Its knowledge of rites and magic is such that it is able to travel across the world, unchallenged by humans nor Dragonkin rivals, to gather more power and fulfill its master's agenda. Kakomythiel is a high priority target for the Dragon Hunters, if only they could spot the elusive sorcerer.[/p][p][/p][h3]Kakomythiel Skill Breakdown[/h3][p][/p][p]Now, let’s take a look at the very first Champion you’ll meet, Kakomythiel, and its abilities.[/p][p][/p][p]1st Ability:[/p]
  • [p]Kakomythiel manifests 4 fire zones in rapid succession beneath the player, each dealing fire damage.[/p]
[p][/p][p][/p][p]2nd Ability:[/p]
  • [p]Kakomythiel creates an orb next to him that fires homing projectiles.[/p]
[p][/p][p][/p][p]3rd Ability:[/p]
  • [p]Kakomythiel conjures lightning bolts in a large area to strike the ground after a few seconds, dealing electric damage to the player.[/p]
[p][/p][p][/p][p]4th Ability:[/p]
  • [p]Kakomythiel blinks and summons toxic areas in a line that persist for a few seconds.[/p]
[p][/p][p][/p][h3]Rewards / Drops[/h3][p][/p][p]Defeating a Champion is rather rewarding.[/p]
  • [p]In Endgame Hunts, Champions will drop a Gift of the Eternal.[/p]
  • [p]In the Story, Champions will drop loot from a standard sub-boss loot table.[/p]
[p]As you know, we’ve been working on adding Quest Rewards at key moments of the story, fighting and defeating Champions will, as you can expect, be part of those moments.
[/p][p]Quest rewards can offer various choices, such as fragments, pieces of equipment, or a mix of both.[/p][p][/p][p][/p][h3]New Modifiers[/h3][p][/p][p]As you may know, we’ve been working on some exciting new modifiers for the upcoming Tracker Update.[/p][p]We planned a total of 9 modifiers, here’s a quick sneak peek at what’s coming:[/p][p]
[/p][h2]
That’s it for now[/h2][p][/p][p]There’re a lot of changes coming to the game and we’re happy to see you like the direction we’re taking. [/p][p]We are aware of some needed quality of life (QoL) improvements highlighted by the community, such as the loot filter which we are working on improving for the next update.[/p][p][/p][p]if you’re like to know more about, please check our previous DevBlog:[/p][p][dynamiclink][/dynamiclink][/p][p]Please do keep sharing your feedback as it helps us improve the game as we continue development.[/p][p]See you next week! [/p]

Addressing Community Feedback & Anticipated Changes

[p]Hello Dragon hunters,[/p][p][/p][p]We want to start with a huge thank you to all new and recurring players who are currently playing to our first major update: Nurõrgartt.[/p][p][/p][p][/p][p]Honestly, we’re really pleased to see that the new content sparked interest and it’s always exciting to see new people getting on board daily as well as returning players.[/p][p]We truly appreciate all the feedback you share on Discord. While we may not answer every message, please know that we read everything you post and consider every possibility on the major points you raised.[/p][p][/p][p]We’ve been teasing the content of the Tracker update already and this time we’d like to talk about:[/p][p][/p][h3]What are the major points we want to work on and address?[/h3][p][/p][p]But before we break into it, let’s take a look at what you can expect.
[/p][h2]Tracker Update Overview[/h2][p][/p]
  • [p]New Class:  Qara Tani, the Tracker[/p]
[p]Named Qara Tani, she is a tracker from the Qhongirat, using the advanced archery techniques of her clan along with a deadly poison derived from the blood of a Green Dragon.[/p][p]As a Dragon hunter, she is able to wield all the martial techniques of her clan, ranging from formidable close-combat skills to powerful ranged attacks.[/p][p]Her specialty: striking without being struck.
[/p][p]Coming with a total of 17 skills, she has both melee and ranged abilities.[/p]
[p][/p]
  • [p]New Biome: Erde-nòr[/p]
[p]2 new regions: The Volcanic Plains of Koleos & The Resurgence Stronghold.[/p]
[p][/p]
  • [p]New Skills for each classes[/p]
[p]2 new skills for each class, including the Knight, the Barbarian, and the Oracle.[/p][p]17 skills for the Tracker.[/p]
[p][/p]
  • [p]New Modifiers[/p]
[p]9 new modifiers, for each class, including the Knight, the Barbarian, Oracle and the Tracker.[/p]
[p][/p]
  • [p]New Endgame content & Draconic Tarot[/p]
[p]New endgame hunts, dungeons, enemies  and bosses.[/p][p]With the Draconic Tarot, you will be able to customize your Chaos Hunts modifiers.[/p]
[p][/p]
  • [p]New Enemies : Champions[/p]
[p]The Champions are new enemies you’ll be able to find in quests.[/p]
[p][/p]
  • [p]New City feature: The Draconic Atlas[/p]
[p]The Draconic Atlas is designed to help you learn more about the enemies you encountered during your hunts, while also providing passive bonuses that apply to all characters tied to the same City.[/p]
[p][/p]
  • [p]New Quality of Life (QoL) features: Loot Filter, Death Recap, and more…[/p]
[p]With the loot filter, you’ll be able to create templates, set rules, and sort them by priority. But also, hide, display, or highlight specific types of items.[/p][p][/p][p]The Death Recap will help you to interpret what caused you to die.[/p]
[p][/p][p]Our Roadmap:[/p][p]
[/p][p][/p][p]Now let’s take a look at not only new content we never mentioned before and the major points we’d like to address and will be our focus for the following months.[/p][p][/p][h3]More interesting enemies to fight: the Champions[/h3][p][/p][p]The Champions are a new kind of elite enemies you’ll hunt during endgame hunts. Some Champions also are entirely new foes you haven't encountered before.[/p][p][/p][p]Our intention is to offer more interesting and challenging encounters, making fights more strategic at key moments of hunts and the story.[/p][p][/p][p]We’ll be sharing more details about them in the following weeks, as we’re hoping to release a few of those new enemies in our next Update, planned for Summer 2025. It’s something we think will be deeply appreciated.[/p][p][/p][h3]Loot Filter is on Its way[/h3][p][/p][p]As requested by the community since the start of EA, we’ve been working on it a few weeks ago.[/p][p][/p][p]We know that wading through piles of loot just to find that one useful item isn’t a fun experience. That’s why we’ve begun working on a loot filter that will help you spot the most interesting items quickly and target farm more efficiently.[/p][p][/p][p]If you actually want more info on it such as how it works, we dedicated a DevBlog on the Loot Filter.[/p][p][/p][h3]Getting One Shot isn’t fun + Death Recap[/h3][p][/p][p]Let’s be honest, getting one shot out of nowhere definitely isn’t fun and neither an interesting player experience. Specifically the ones that kill you out of nowhere.
[/p][p]That’s not the kind of difficulty we want. We’re reviewing the one-shot mechanics, to make sure damage spikes feel fair and avoidable. Because you should always feel like you could have dodged or blocked, not like the game just rolled a dice behind your back.[/p][p][/p][p]Enemies will no longer deal massive chunks of damage to the character (with some exceptions), and likewise, it’ll take a bit more effort for the player to take them down.[/p][p][/p][p]Overall, fights will last longer. We hope this will make combat more strategic and engaging. On a side note, we are working on a Death Recap to help the players to understand what happened and improve on the next encounter.[/p][h3]
More transparency in Tooltips[/h3][p][/p][p]One thing you’ve been pointing out, and you’re absolutely right, is that many of our tooltips are just too vague. Sentences like “Grants a temporary evasion bonus upon use” just don’t give you enough info when you’re trying to theorycraft or build around specific effects.[/p][p][/p][p]We’re changing that.[/p][p]
We’ve started revising tooltips to be clearer. For example, that same line would become: “+X% Evasion for a brief time upon use.”. That said, terms like temporary, brief, or short are still going to be displayed. Ideally, we’d love to show exact durations.[/p][p][/p][p]Why don’t we just do that now?[/p][p][/p][p]In a lot of cases, durations aren’t fixed.[/p][p]They can scale with many effects and as of now, showing the duration could lead to inaccurate or misleading information, which we think could be worse than being vague. That’s why we’re approaching this carefully.[/p][p][/p][p]We also want to remove the Item Score (item level) from tooltips.[/p][p][/p][p]At first glance, Item Score seems helpful. It gives a quick idea of an item’s “power,” right? But in practice, it's more complicated than that. The score is meant to guide players by showing that an item generally has higher stats. However, they can also nudge players into equipping gear that may actually be worse for their specific build.[/p][p]Meanwhile, experienced players often see flat scoring systems as misleading and tend to ignore them altogether. Ultimately, we’d rather players evaluate gear based on what it actually does, the stats, the affixes, the synergy with their build, rather than judge on a single abstract number.[/p][p][/p][h3]Character Progression & More obtainable skills in the story[/h3][p][/p][p]Due to the randomness, it can be frustrating for new players to progress through the story without discovering new skills. This often makes the experience feel dry, especially during the early levels when players are still exploring the game's systems and want to experiment.[/p][p][/p][p]To address this, players will be guaranteed to find skill Fragments at key moments in the story, typically after major quests, similar to how the Gift of the Eternal is awarded.[/p][p][/p][p]We've previously discussed our goal of adding more "wow" moments to the player's progression, and we hope this change contributes to that experience.[/p][p][/p][h3]Prologue & Onboarding[/h3][p][/p][p]Since Early Access launched, we’ve been going through a ton of feedback, and one thing that came up a lot is the prologue and the initial walk through Montescail.
[/p][p]Some of you liked being able to try out different classes early on (which is awesome), but overall, we’ve heard that the prologue felt just too long for many of our players. The constant voice-over and up to 20 minutes of dialogue were often mentioned as overwhelming.[/p][p][/p][p]During that time, the player is basically unkillable, one-shotting everything, and loot is disabled for story purpose. While it’s not a big issue, when it stretches out for that long, it just isn't fun.[/p][p][/p][p]That’s why we’re already working on reducing the length of the prologue.[/p][p][/p][p]Another major point of feedback concerns the very first walk through the City of Montescail.[/p][p][/p][p]When players arrive in the City for the first time, they’re required to walk through the City while listening to dialogue before reaching the next quest point. Although our goal was to introduce the City in an immersive way, we now understand that this part feels tedious and not engaging.[/p][p][/p][p]As a result, we’ve decided to completely remove that initial walk.[/p][h3]
New Modifiers
[/h3][p][/p][p]Alongside the new skills we’ve been working on, we’d like to introduce a total of 9 modifiers.[/p][p][/p][p]Some of these new modifiers are a bit special as each one is unique to a specific class.[/p][p]They're designed to complement each class’s core identity and should open to more interesting build paths, making theorycrafting more flexible.[/p][p][/p][p]If you're curious, we shared a preview of these new modifiers on our Discord.[/p][p][/p][h3]To learn more about the Tracker update:[/h3][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h2]Looking ahead[/h2][p][/p][p]We really hope you’ll like these changes and are eager to learn more about all these future features and changes.[/p][p]We are committed to keeping you informed as we implement these updates and are actively working to ensure that these changes are positive for both new and experienced players.[/p][p][/p][h3]Sharing Your Experience[/h3][p][/p][p]We want to know how you get on with the Nurõrgartt update, join us on Discord.[/p][p]And with that, we’ll catch you next time.[/p][p][/p]

Loot Filter & Death Recap

[p]Hello Dragon hunters,[/p][p][/p][p]There is tons of new content throughout the Tracker update, and this past month showed off some you can expect this summer:[/p]
  • [p]New Class:  The Tracker[/p]
  • [p]New Biome: Erde-nòr[/p]
  • [p]New Skills: For each class[/p]
  • [p]New City feature: The Draconic Atlas[/p]
  • [p]New Endgame feature: The Draconic Tarot[/p]
[p]That said, there's more to come, and we haven't shared everything yet.[/p][p][/p][p][/p][p]In today’s post, we want to talk a bit about the Quality of Life improvements we’ve been working on over the past few weeks, including some that have been highly requested since the start of Early Access.[/p][p][/p][p]Let's take a look![/p][h3]Loot Filter is on it’s way[/h3][p][/p][p]As one of the most hotly requested features since the start of Early Access, we started working on a Loot Filter a few weeks ago, and we’re excited to show you how it looks.
[/p][p]Please note: This feature is still work in progress[/p][p][/p][p]You’ll be able to:[/p]
  • [p]Create templates, set rules, and sort them by priority[/p]
  • [p]Hide, display, or highlight / embelish specific types of items (give them different color)[/p]
[p]You’ll also have the option to automatically convert items to the Grand Benedictor and/or Dark Merchant.[/p][p][/p][h3]Rename your templates / layouts[/h3][p][/p][p]We’re also adding a way to rename your templates / layouts for the Loot Filter, and the Arsenal.[/p][p][/p][p]Please note: This feature is still work in progress[/p][p][/p][h3]Death Recap[/h3][p][/p][p]Death happens fast, and you don't always know what happened.
That’s something we’re aiming to improve with the introduction of the Death Recap.[/p][p]This new feature is meant to help interpret what caused you to die. Specifically, when there are a lot of enemies or chaotic fights. Our main goal is to help players answer questions like:[/p][p][/p][p]“What type of damage killed me?” - “Which enemies are the most threatening?”[/p][p][/p][p]This way, you will be able to adapt and improve for the next encounter.
[/p][p]Please note: This feature is still work in progress[/p][p][/p][p]How does it works?[/p][p]Upon a character's death, you can see the Death Log, a recap providing valuable insights up to the last moments of combat.[/p][p][/p][p]Timeline[/p][p]You'll be able to view the timeline of events across the last few seconds with a moment-by-moment view of damage taken, showing:[/p]
  • [p]Health, Shield[/p]
  • [p]The types of damage received Physical, Fire, Ice, Toxic, and Electric[/p]
  • [p]Whether the damage was a direct hit or a DoT (damage over time), and the source[/p][p][/p]
[p]Expendable window[/p][p]Clicking on the window expands the Death Recap to display more specific information, including:[/p]
  • [p]The total amount of damage taken,[/p]
  • [p]The types of damage received, along with the percentage of each type[/p]
  • [p]The total hits taken[/p]
  • [p]The number of sources of damage[/p]
[p][/p][h3]Info Box (in character selection)[/h3][p][/p][p]When you start creating multiple characters, especially those of the same class, it can get difficult to remember which one has which build. That’s why we’re adding an Info Box that displays useful info, the most important being the character and Wyrmling’s active skills.[/p][p][/p][p][/p][h3]We take your feedback into account[/h3][p][/p][p]As usual, things may evolve and we’re eager to see your feedback as we continue to work alongside the community. We hope this teaser was enough to hold you over until the release of the Erde-nòr update.[/p][p]Of course, if you have any questions about these new features, don’t hesitate to ask them right here in the comments![/p][p][/p][p]Don’t forget to join our Discord to be a part of our community, ask questions to the developers directly.[/p][p]See you soon and until next time. [/p][p][/p]