Hello Draconians! A new dev blog is ready, summarizing the most important changes we've already made and those we plan to make in the future!
A lot has been happening on our end across several areas. Let's dive in! Skill tree System & General VFX We have been heavily working on the VFX for the new skill tree system, starting with the abilities players will be able to unlock at earlier levels. The complexity and impact of these skills increase with the character's level, because a high-level dragon should both be and feel stronger!
The active skill tree currently consists of approximately 70+ abilities across all species. "Active" means they need to be activated manually, such as Fire Breath and Fireball attacks. However, many of these abilities can be upgraded, which changes both their stats and visuals. As a result, the actual number of required VFX is almost triple that amount.
The counterpart to the active skill tree is the passive skill tree, which consists of general passive upgrades for your dragon. These upgrades can improve your active abilities, stats, or other things your dragon can do, such as resource harvesting and looting. It also allows your dragon to evolve in several different directions, enabling it to become a healer instead of a damage dealer or tank.
This allows for unique builds that can create unexpected encounters, especially in PvP, and gives the saying "Don't judge a book by its cover" a new meaning. However, some upgrades are more beneficial to certain species than others, so choose wisely!
On top of the ability VFX, we have also been experimenting with general VFX used during movement and within the environment, such as dust clouds when characters land. Below are some examples of the VFX we have been working on.