In this update3
Full notes
Full Dragonhold update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
- Server
- Fixes
- UI and audio
Dragonhold changes
- Cachemap
- Ancientmap
- Phoenixhero
Today's header highlights a run by community member Wilson, he's sporting the Hesh'a'din Sun-Master character paired with Raider class dragon Snite.
We've been working on bugs and quality of life improvements in this latest path, he's a look:
New & Improved
Game Pricing
We know many people are struggling and we've adjusted the game price to reflect that. The game is in EA, and we think the new lower price will allow more players to engage and enjoy the game we've built.
Building Placement
Now when you destroy a building by pressing "delete" in the building menu, you are refunded the FIG building scroll, so you can re-enable the building upon placement.
Crash Fixes
We fixed a bunch of crash-bugs including one that happened right at start-up because of EOS issues. we've been working on stability since the start, and the latest patch is the most stable version so far, and we plan to keep tracking down issues of this nature.!
Mission Completion Fixes & Improvements
Several missions woulds soft lock the game because an objective would not advance or a bug would prevent the player from finalizing the mission. This was particularly bad in the 'Old wounds', 'Shard of the phoenix' and 'rescue the captive' missions. We've updated and fixed these missions so they're fully functional and more stable!
Added new attacks to Sagagah
reduced Skell-lord health to make him less grindy.
Skellmore Updates
Skellmore has gotten another pass and we've added chests, more enemies and improved lighting. We will continue to build out Skellmore to create an exciting underground world for players to explore.
- New kind of Skellthe Skell Commander was added.
Cache Updates
We added your total resource count to the cache, so it should be more apparent when your resources have been automatically moved to your cache.
Major teleport re-factor
As you know, the game uses portal to move players to new zones like dungeons, alcoves, and warrens. This portal system is used throughout the game, and we've found a number of issues with it's reliability in multiplayer. As such, we've been working on a completely re-factored and reliable system to replace it. This will greatly improve reliability when moving around in the world and engaging dungeons, sanctums, and so on.
Now while teleporting, your Warrior is invulnerable.
Extraction Gates
Extraction Gates now appear on the compass.
Bug Fixes
Ancient Alcoves will always spawn a chest now
fixed a frustrating bug where some items would disappear upon extraction
Increased game-pad turn-rate sensitivity to make dragons feel better during flight
Fixed primal tokens (now they disappear when converted into resources upon extraction)
Added new Sigil room bosses to the Songspire level in anticipation of the Songspire mission.
The library lecterns in the Shard mission now work in multiplayer
Fixed a crash related to flying enemy AI navigation - this bug was deep in the navigation plugin-in code and required re-writing parts of the plugin.
Sacred Guard armor now shows up in the UI to be equipped.
Fixed a number of visual bugs related to the Video Options.
Fixed Video Options resetting to Low.
Fixed Keybinds not sticking for certain Warriors and Dragons.
Planned Updates / Ideas
Horse taming!
We're working on getting horses into the game so in addition to the Armawrax, you'll be able to tame and ride horses.
Source
Changelog.gg summarizes and formats this update. How we read updates.
