Update log
Full Draconia update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello Draconians!
Extracted changes
- Gameplay
It’s the end of January 2026 already?! Where did the time go?
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!
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.
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
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