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Steam News11 January 20251y ago

First update of the Year

Good morning, afternoon and evening everyone! This week's development update features our backend development on the test build, including some other human-related stuff. Featuring this week's progress with Team Humans!

Full notes

Full The Wings of Dawn update

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What changed

0 fixes1 addition3 changes0 removals
  • Server
  • Gameplay
changedRedone the dragon lock-on system to relieve its load on network and server performance! In our testing, we found that one of our major network bottlenecks has been replicated variables on tick-events, which simply just means that some variable values are being synced between servers and clients every frame for everyone. While some of that is unavoidable, it's most definitely not needed in the projectile lock-on system, so with the overhaul, we should see at least some improved network performance.
changedBegan work on redoing some dragon movement code to be server-authoritative! The dragons' movement is currently client-authoritative for movement smoothness, but it also means that server-side accuracy is sacrificed in the process. In order to facilitate the re-enabling of player-player collision, our goal is to have the movement be server-authoritative in the end while still retaining the current level of client-side smoothness.
changedAssorted bug fixes and improvements! What it says on the tin. Decided to type out these things as well so you don't need to.
addedSpeaking of which @SadEch has been suiting up the human in the background. Here is work-in-progress (WIP) of Ech attempting to make the armour fit on the new human model, luckily she only have to do this once, as the future armours will be modelled on the new human model to fit them directly.

The Wings of Dawn changes

changedRedone the dragon lock-on system to relieve its load on network and server performance! In our testing, we found that one of our major network bottlenecks has been replicated variables on tick-events, which simply just means that some variable values are being synced between servers and clients every frame for everyone. While some of that is unavoidable, it's most definitely not needed in the projectile lock-on system, so with the overhaul, we should see at least some improved network performance.
changedBegan work on redoing some dragon movement code to be server-authoritative! The dragons' movement is currently client-authoritative for movement smoothness, but it also means that server-side accuracy is sacrificed in the process. In order to facilitate the re-enabling of player-player collision, our goal is to have the movement be server-authoritative in the end while still retaining the current level of client-side smoothness.
changedAssorted bug fixes and improvements! What it says on the tin. Decided to type out these things as well so you don't need to.
addedSpeaking of which @SadEch has been suiting up the human in the background. Here is work-in-progress (WIP) of Ech attempting to make the armour fit on the new human model, luckily she only have to do this once, as the future armours will be modelled on the new human model to fit them directly.

Good morning, afternoon and evening everyone!

This week's development update features our backend development on the test build, including some other human-related stuff. Featuring this week's progress with Team Humans!

Human Combat on Its Way~

@𝕱𝖊𝖓𝖗𝖎𝖗 the Pigeon has kept the human melee combat as the current focus, as it needs to be as polished as possible before its release. It is tough to make it feel and work well considering the current limitations in this early prototype build, but progress is currently being made slowly but surely. Now that the holidays are finished Fenrir can resume working as much as possible and progress should hopefully go as smoothly as possible.

Hatchet's Developer Notes~

  • Redone the dragon lock-on system to relieve its load on network and server performance! In our testing, we found that one of our major network bottlenecks has been replicated variables on tick-events, which simply just means that some variable values are being synced between servers and clients every frame for everyone. While some of that is unavoidable, it's most definitely not needed in the projectile lock-on system, so with the overhaul, we should see at least some improved network performance.

  • Began work on redoing some dragon movement code to be server-authoritative! The dragons' movement is currently client-authoritative for movement smoothness, but it also means that server-side accuracy is sacrificed in the process. In order to facilitate the re-enabling of player-player collision, our goal is to have the movement be server-authoritative in the end while still retaining the current level of client-side smoothness.

  • Assorted bug fixes and improvements! What it says on the tin. Decided to type out these things as well so you don't need to.

WIP! Medium Wooden Armour Concept Art~

Our @pebb has been working on updating the old medium wooden armour concept art. Here is a work-in-progress (WIP) showcase of what they have been working on so far. Note that the knee covers are still missing, as well as a hind and side view and refinements on the design.

FINISHED! Final Renders of the Heavy Iron Armour!

@CriticalDude has fully completed the heavy iron armour set with all of its modular pieces and details. Here are the final absolutely stunning renders of the armour in all of its detailed glory! The armour has been handed onto Ech to be suited for the human model.

WIP! Suiting Up the Hooman~

Speaking of which @SadEch has been suiting up the human in the background. Here is work-in-progress (WIP) of Ech attempting to make the armour fit on the new human model, luckily she only have to do this once, as the future armours will be modelled on the new human model to fit them directly.

Source

Steam News / 11 January 2025

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