Drakantos
Steam News 31 January 20242y ago

Devlog - January 2024

Hi Everyone! Welcome to our January Devlog! Before we delve into the updates, we'd like to invite you to join our Discord! We have a vibrant community and we are always sharing new teasers there! ❤️ Steam post image 🎮…

Update log

Full Drakantos update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes3 additions1 change0 removals
  • Gameplay
  • Maps
addedWelcome to our January Devlog! Before we delve into the updates, we'd like to invite you to join our Discord! We have a vibrant community and we are always sharing new teasers there! ❤️
changed🎮 Development 🎮The Level Design team has finished the maps of the two biggest cities, Kasteron and Ereluna , for the open world. They have also remained dedicated to the ongoing revamp and review of older missions.
added🎮 Development 🎮New version of the Ereluna Throne Room 🍃
added🎮 Development 🎮Using some animals and creatures we already had in the game, along with a bunch of cool new saddles we made, we've got plenty of mounts ready to hit the road! If we consider different colors and saddles, we have around 65 variations for now, but we're far from finished. We plan to create many more mounts and also develop armors and more awesome content related to them!🐎

Hi Everyone!

Welcome to our January Devlog! Before we delve into the updates, we'd like to invite you to join our Discord! We have a vibrant community and we are always sharing new teasers there! ❤️

Steam post image

🎮 Development 🎮

In this month's hero teaser, we'll be showcasing the dwarf Orbryn, an Engineer from Garmorli! 🪨

- As mentioned on our previous devlog, we did a total of 160 active artifacts. This month, our focus has been on refining these artifacts by writing their descriptions, recording in-game GIFs, and conducting extensive balancing and internal testing. We have also modified them to use charges instead of cooldowns, with a limited number of charges per mission, boss fight and PvP (explanation below).

🧙‍♂️ Dev Note: We think cooldowns are less effective because, if you want to optimize, you would need to use everything once the cooldown is up. This approach is not ideal for situational artifacts like shields or things that require strategic timing. So, with charges, you can control the best time to use them, and we can achieve more balance overall in all content. The artifacts still have a bit of a cooldown, but it's only 5-10 seconds.

- The Level Design team has finished the maps of the two biggest cities, Kasteron and Ereluna, for the open world. They have also remained dedicated to the ongoing revamp and review of older missions.

New version of the Ereluna Throne Room 🍃

Steam post image

- For the environment, we focused on the 'Demonic Cult Tower' sprites. You saw it in our last devlog, but this time we are working on its interior, including all rooms and decorations.

- About mounts, the concept we showed in a previous devlog, is now a reality! The system is 100% ready with the sprint, collection and other necessary things. 🔥

- Using some animals and creatures we already had in the game, along with a bunch of cool new saddles we made, we've got plenty of mounts ready to hit the road! If we consider different colors and saddles, we have around 65 variations for now, but we're far from finished. We plan to create many more mounts and also develop armors and more awesome content related to them!🐎

Steam post image

- We've also made a change on how the ultimate works. For those unfamiliar, they function similarly to Brawl Stars/Overwatch, where you charge your ultimate by landing hits with your regular abilities. Once it reaches 100% you have your ultimate ready to go. We've kept that system, but now we'll also allow players to accumulate 'energy' beyond 100%, up to 125%. So when you use your ultimate, you will spend 100% of your energy, but still have some remaining if you've gathered more than that amount.⚡

🧙‍♂️ Dev Note: We did this because some heroes' ultimates are easier to pull off, requiring less positioning and timing, so they had an advantage. They could use their ultimates as soon as they got them and start gathering energy very fast. On the other hand, heroes that needed more positioning were having a worse performance. With this change, you've got the option to wait a bit before using your ultimate since you can now stack up to 25% more energy before you decide to use it.

- As this is a Devlog showcasing Orbryn, we also wanted to give you a sneak peek of the Dwarven Kingdom. ⛏️

Steam post image

- We've returned to working on the bosses, finishing the

Source

Steam News / 31 January 2024

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