In this update4
Full notes
Full Dragonfield update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Compatibility
- UI and audio
- Performance
- Gameplay
- Balance
Dragonfield changes
You think you hear thunder in the distance - but as you turn around you see horses and their riders galloping towards you. The cavalry has finally arrived.
Amongst dozens of tweaks and changes to the game, the free Alpha 2 update features a whole new way to play! Ride across the battlefield on horses and fight on the newly added map "Gray Tower" featuring the battle for a belfry reaching high above the clouds.
After your amazing feedback to Alpha 1, I am happy to release this one and hope you enjoy it! ~Vincent~
As always, the Dragonfield Alpha is completely free, wishlist the upcoming Steam release of the beta and beyond here.
Full Changelog
UI
Fixed the hit indicator being rotated incorrectly when the game was in third person during ragdolls or on vehicles
Fixed equipment menu selection not being completely accurate to where the mouse cursor was
Changed ladder interaction text, before it spelled ladder climb, now its climb ladder
Changed killcam text background a little to fit in more with the rest of the interfaces visual style
Scoring and capture point ui layout changes that are a little bit cleaner and occupy less screen space, also moved the current capture progress to the center of the screen to make it more visible
Changed interaction ui to not show if a vehicle is currently occupied by a bot
Flag/Capture point change notifications will now display if losing a capture point or gaining one instead of if the enemy gains one
Fixed capture point enemy/ally ratio indicator showing up then fading when capturing the first point during this battle
Made point change notification appear and fade out smoother
Added a new map selection menu!
Added a steam button in the pause menu so you can wishlist the game there, thank you for your support <3
Maps: Shorebreak
Cleaned up some terrain textures visible from the spawn camera
Changed terrain texturing a little bit in a few parts
Changed path to C from the defenders spawn to make it more clearly visible
Added light sources to the beacon and other fires
Made physics collision with the bridges more accurate
Added more rocks to the d point and the beach
Smoothed out some models for the cave entrances
Added some more detail to the terrain in certain parts
Added wooden pallisades to the lower half of the b flag on the map shorebreak, allowing you to defend more easily and giving the ballista more cover
Made sand and stone look more wet
Smoothed out ai navigation near the bridge to prevent a short movement stutter
Made the sunrays in the cave a little more golden
Fixed map camera being rotated on the z axis slightly
Lighting has been changed to look a little less dark
A lot of grass has been added
Changed capture points to not already belong to defending knights coming from land to make the goal clearer
Gameplay
Bots will now keep standing in their first spawn formation for a short time, to allow the player to get in front of them and be the first to enter a vehicle. If you use the CHAAARGE button (R with a melee weapon or when on a horse), you can inspire them to start moving earlier!
Throwing knives are faster now and therefore have a longer reach too
Increased ballista fire rate
Increased ballista respawn duration
Added a crosshair
Source
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