1. Dragonkin: The Banished
  2. News

Dragonkin: The Banished News

Everything you need to know about Couch Co-Op!

[p]Hello everyone,[/p][p]As you may know, the team is fully focused on the implementation of the multiplayer at the moment, as well as the Couch Co-Op mode for Dragonkin: The Banished.[/p][p]With each blog, we try to explore a different aspect of the game and this time, we’d like to share more about Couch Co-Op and provide a comprehensive breakdown of this upcoming mode.[/p][p][/p][p][/p][h2]When is it planned?[/h2][p][/p][p]Couch Co-Op will arrive at the Full release, launching alongside the console versions.[/p][p][/p][p][/p][h2]How does it works?[/h2][p][/p][p]First of all, Dragonkin: The Banished will be fully playable in Couch Co-Op with up to 2 players.
[/p][p]To sum up, as you would expect from a co-op mode, both players can freely open their own inventory, mess around with their Ancestral Grid, visit each Service of the City, and more…[/p][p]The only exception: Player 1 controls the main menus, settings, world map, and the Hunting Board menus.[/p][p][/p][p]No couch? No problem![/p][p]You will be able to play Dragonkin: The Banished together with "Steam Remote Play".[/p][p][/p][h3]What are the requirements?[/h3][p][/p]
  • [p]1 Dragonkin: The Banished copy running on 1 device[/p]
  • [p]2 Controllers OR 1 M&K + 1 Controller[/p]
[p]Note: All characters belong to the same account. When the second player joins, they can choose an existing character from the save or create a new one.[/p][p][/p][h3]Prologue & Invitations[/h3][p][/p][p]Both the prologue and tutorial remain solo, but once you reach the City of Montescail, a second player can join at any time, even during quests and activities.[/p][p]The second player either needs to pick an existing character from the account or can create a new one.[/p][p]
[/p][p][/p][h3]Gameplay Details[/h3][p][/p][p]Don't have much time to read? We’ve got you covered! Here a Quick Summary :[/p]
  • [p]Shared Screen[/p]
  • [p]Player Indicators (available in both co-op and single-player)[/p]
  • [p]Targeting Indicator (displays which enemy is targeted by a player is currently targeting)[/p]
  • [p]Both players fast-travel together in the City[/p]
  • [p]Auto-Follow on the active player whenever the other player goes AFK[/p]
  • [p]Each player can open and navigate menus independently[/p]
  • [p]The edges of the screen flash red on the side of the player taking damage[/p]
  • [p]Players have their own Battle Log[/p]
  • [p]Loot is assigned but can be picked up by anyone and placed in the correct inventory[/p]
  • [p]When a player falls in battle, the other player can revive them[/p]
  • [p]Each player has their own Death Log and appears when both players are down[/p][p][/p]
[p]For the details:[/p][p][/p][p]Both players share the same screen, If one player moves too far, the player will get stuck.
[/p][p]To make things clearer in combat, each player is assigned a unique color, displayed as a ring at their feet. Since it's a feature our community’s been asking for...[/p][p]🔥We’re bringing the same option for single-player, so your character stands out more! [/p][p][/p][p]We're also adding a targeting indicator so you can follow which enemy your friend is focusing on.[/p][p][/p][p][/p][p][/p][p][/p][p]When using the fast travel in the City, both players teleport together to the desired location.

[/p][p][/p][p]To keep it smooth, when a player becomes inactive, they will automatically start following the active player after a few seconds.
[/p][p][/p][p][/p][p]Each player can open menus independently (except full-screen menus).[/p][p]Note: You can still compare gear with TAB on PC or Y on controller.[/p][p][/p][p][/p][p][/p][p]In combat, your side of the screen flashes red whenever you take damage.[/p][p][/p][p][/p][p][/p][p]The Battle Log is available to both players and displays information relevant to the one who opens it.[/p][p][/p][p][/p][p][/p][p]Loot is assigned to specific players; anyone can pick it up, but it goes directly into the right inventory. Also, all resources and currencies are shared between players as it comes from the same account.[/p][p] [/p][p][/p][p]When a player falls in battle, they can be revived by their partner.[/p][p]
[/p][p][/p][p]The death screen appears if both players are down, and each has their own death log.
[/p][p][/p][h2]What's next?[/h2][p][/p][p]And that’s a wrap on the Couch Co-op DevBlog![/p][p][/p][p]Next on our agenda is a focus on the "major points we want to work on and address", as well as some news we haven't mentioned before for the multiplayer update. Stay tuned![/p][p][/p][p]We keep saying it, but hearing what players have to say and understanding what they want not only improves this game, but also helps shape the game in the future. The more we understand our players, the better we can make games for them.[/p][p]So, to everyone's played, shared feedback, and been part of this journey - thank you.[/p][p][/p][p]Beyond that, if you got any questions for the development team, or requests for future DevBlogs, join our Discord or find us on Steam forums.[/p][p][/p][p]See you next time![/p][p][/p][p]Discord: https://discord.gg/WrCT2E5kG9[/p][p][/p]

Focus on Draghurss

[p]Hello dragon hunters,[/p][p][/p][p]Since the beginning of the Tracker update, you’ve been sharing your thoughts on the new class. Some of you are going for a more roguish playstyle thanks to her melee abilities, others embracing her archer playstyle if not going for hybrid builds.
[/p][p]However, we’d like to highlight a lesser-known aspect of the Tracker that was important during the design process: the Draghurss.[/p][p][/p][p]For the Qhongirat Clan, fighting while mounted is core to a Tracker’s identity.[/p][p][/p][p]In today’s DevBlog, we’ll explain how this mount shaped the design of its associated skills and talents, and share with you 3 builds that put those abilities into practice.[/p][h2]
Making skills & talents[/h2][p][/p][p]We always have many skills and talents we’d like to add for each class, so when picking a new one, we focus on what best fits the class’s playstyle and needs.[/p][p]As we just mentioned, one of the elements that define the Tracker design wise, definitely is the Draghurss you probably met in the prologue.[/p][p][/p][p][/p][h3]How do we translate that idea into actual abilities?[/h3][p][/p][p]It quickly made sense to let the Tracker summon a Draghurss into battle that fights alongside the player. From this idea came the skill Draghurss’s Call and the talent Pack Hunter.
[/p][p]At the same time, we wanted players to eventually ride a Draghurss, which led to Mounted Hunt. Figuring out how it should function, and how useful it would feel in practice, was more complex and required several iterations.[/p][p]A side note about talents: We strongly believe that talents add a massive amount of depth and satisfaction to gameplay by creating extra layers to player interaction.[/p][p]
[/p][h2]Draghurss’s Call[/h2][p][/p][p][/p][h3]Draghurss’s Call build showcase[/h3][p]
This endgame build uses a set of ranged skills as the main damage dealer and enabler, allowing the player to stay at a safe range while summoning Draghurss and insects to increase the overall damage output.[/p][p][/p][p][/p][p][/p][p]To support our main damage, we use Draghurss’s Call modified by the wyrmling skill Insect Ally, this to summon an Insect unit alongside the Draghuss.[/p][p]Obviously, many Bonus Summon modifiers are added to both Draghurss’s Call and Insect Ally to increase the total number of summons each skill can generate.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]Pack Hunter[/h2][p][/p][p][/p][p][/p][p]Aside from putting traps on the ground, Pack Hunter also triggers whenever a crowd control effect is applied to an enemy. This summons Draghurss to appear temporarily, passing through enemies and dealing damage.[/p][p][/p][h3]Pack Hunter build showcase (By Bunzine)[/h3][p]
This endgame build uses Treacherous Rain as the main damage dealer, while all other skills can be anything, usually leaning towards utility skills meant to improve survivability and / or increase mobility.[/p][p][/p][p][/p][p]How does Treacherous Rain synergize with Pack Hunter?
[/p][p]Combined with the Safe Distance modifier for even more control, it turns every instance of Treacherous Rain into an area that maximizes the chance for Pack Hunter to proc, allowing multiple Draghurss to be summoned.[/p][p]
Every arrow continuously stacks Control Marks dealing extra damage.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]Mounted Hunt[/h2][p][/p][p][/p][p]Mounted Hunt definitely is tailored for exploration and moves fast across the map.[/p][p][/p][p]However, besides pure mobility, what does the player need or want while exploring?[/p][p][/p][p]When navigating, the player might get caught by enemies. In some games, a single hit or a damage threshold can knock you off your mount, but in Dragonkin we felt that would be too frustrating.[/p][p]Instead, while mounted, the player can move through enemies and take damage without being dismounted. On top of that, you take less damage from DoTs (damage-over-time)[/p][p]It might not seem like much at first, since most damage comes from direct attacks, but with enough Reflex, which the Tracker naturally stack, part of that damage is converted into DoTs, making this reduction quite noticeable.[/p][p][/p][p]When does the Dismount happen then?[/p][p][/p][p]The player can dismount whenever a skill is used, turning Mounted Hunt into both a combo finisher and a repositioning tool in combat.[/p][p]It’s worth mentioning that any crowd control that affects the player can dismount.[/p][p]Currently, the skills that trigger Mounted Hunt are Blinding Retreat, Acrobatic Strike, Merciless Evasion, and of course, the fan-favorite Dance of Daggers.[/p][p][/p][h3]Mounted Hunt build showcase[/h3][p][/p][p]This mid-game build focuses on a set of melee skills as the main damage dealers, while Mounted Hunt serves as both a disengage finisher and a high-mobility roaming ability.[/p][p][/p][p][/p][p]The combo revolves around using Blinding Retreat as our enabler for Mounted Hunt, letting the Tracker disengage while dealing damage.[/p][p]The goal is to take advantage of the Tracker’s innate ability, Targeting, as much as possible.[/p][p]To do this, we pair Blinding Retreat with the new modifier Lightning Mark.[/p][p][/p][p]Each time Blinding Retreat is used, it applies a layer of marks, which immediately triggers Targeting. A few seconds later, when the Blinding Retreat trap detonates and deals damage, enemies are marked again, allowing Targeting to activate a second time, eventually executing enemies.[/p][p][/p][p]While this particular synergy isn’t intended to deal with tougher enemies like elites, champions, or bosses, it’s rather effective when dealing with swarms of weaker enemies.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]Closing thoughts[/h2][p][/p][p]Most skills got designed a few years ago and potential builds and main interactions are planned by our Lead Game Designer beforehand, imagining what kind of character builds you can make.[/p][p][/p][p]That said, it happens that skills or talent like Dance of Dagger and Mounted hunt are integrated later leading to several adjustments to retroactively work. At times, multiple iterations are necessary to refine the design and prevent significant balance issues.[/p][p]We hope our community on Discord will be a huge aid to uncover problematic interactions that need to be rebalanced or simply get our attention on unpopular skills.[/p][p]
[/p]

Rotate your fragments!

[p]Hello again everyone![/p][p][/p][p]Two weeks ago was a big moment for the team as we released the Tracker Update, achieving another milestone! As always, releases can be stressful and unexpected issues may appear, but thanks to our players who took the time to report them, we were able to push out a Hotfix yesterday.[/p][p][/p][p]Now, we have a few months ahead of us to properly work on the implementation of multiplayer, along with some of the most requested features and improvements based on the feedback of our players.[/p][p][/p][p]This time, we’d like to share with you our progress on one of the MOST requested features![/p][p][/p][h2]🔥Rotate your fragments![/h2][p][/p][p]You read that right! You'll finally be able to rotate your fragments in the next update.[/p][p]This should make theorycrafting easier and open up new possibilities.

[/p][p]On a side note: It can also help you make extra space in your inventory / chest.[/p][p][/p][p][/p][p][/p][h2]That's it for now![/h2][p]
That's it for this mini update, we hope you enjoy and have a great time with the Tracker Update.[/p][p][/p][p]If you're reading this, we thank you once again for your support and the feedback you provide. You're helping us to shape Dragonkin: The Banished, and we sincerely hope that our game will meet your expectations.

All the best.[/p][p][/p][p]Got questions for us? Drop us a line here, or feel free to join us on Discord.[/p][p][/p][p][/p]

Download your Founder Pack 3!

[p]Greetings, Dragon hunters![/p][p]As you know, the skin pack ended up being delayed a bit longer than we’d hoped, but the good news is that it’s finally available now. Again, we apologies for the delay.[/p][p][/p][p]It’s time for Lothair, Rurik, Electrane and Qara Tani to enhance their style with new outfits![/p][p][/p][h2]Download your free Founder Pack 3 right here:[/h2][p][/p][p][dynamiclink][/dynamiclink][/p]
[p]The Founder Pack 3 Includes:[/p]
  • [p]6 exclusive pieces of equipment including a chest and a helmet for the Knight, Oracle and Barbarian[/p]
  • [p]6 exclusive pieces of equipment including 3 chests and 3 helmets for the Tracker[/p]
  • [p]2 exclusive death visual effects for your character[/p]
  • [p]The exclusive pack “Springtime Alliance” for the City of Montescail[/p]
[p][/p][p]Here a preview of what you can expect:[/p][p][/p][p][/p][p][/p][h2]We just pushed a hotfix![/h2][p][/p][p]We’ve heard that some of you were running into issues completing certain quests, this hotfix should take care of that and more...[/p][p][/p][p]Check out the full details here: [dynamiclink][/dynamiclink][/p][h2]What's next?[/h2][p][/p][p]We’ve got a lot we still want to accomplish in Dragonkin: The Banished. We’re still on track to deliver multiplayer and will share more about it in the future.[/p][p]Look forward to some really cool things to be announced in the coming weeks.[/p][p][/p][h3]We often share our progress on Discord[/h3][p][/p][p]We like to be even closer with our community on Discord ande often share sneak peeks of upcoming features and content, so feel free to jump in and check it out.[/p][p][/p][p]P.S. Also, we think you’ll really enjoy our latest post![/p][p][/p][p]That's all for today! See you soon and thanks for reading.[/p][p][/p][p]Discord: https://discord.gg/WrCT2E5kG9 [/p]

Hotfix Now Live! (Tracker Update)

[p]Hello Dragon hunters![/p][p]We hope you've been having fun hunting down the new Champions and theorycrafting on the Tracker![/p][p][/p][p]Today we're pushing out a small patch that adress the bugs mentioned in the previous Patch Notes and help out with some of the crashes and other performance issues that we've been hearing about from players. We're also taking the chance to slip in a few little extra fixes while we're at it.[/p][p][/p][p]If you experience any bugs while playing, please be sure to let us know through our Discord. Let us know your thoughts on the Tracker Update![/p][p][/p][p]🐛Bug Fixes[/p][p][/p][p]Quests[/p]
  • [p]Players can now successfully complete Endgame Hunt 7-2[/p]
  • [p]Fixed a bug where the player could get stuck during the Endgame Quest 7-4 because "The Monster of Erde-nòr" would not spawn properly[/p]
  • [p]Fixed a bug where the player wouldn't be able to progress in the quest “Blood Sorcery” when using any execution skill to defeat the shamans.[/p][p][/p]
[p]Talents [/p]
  • [p]Fixed the Tracker talent "Mounted Hunt" leaving the Tracker half-mounted when using two movement skills consecutively[/p]
  • [p]Fixed the Tracker talent "Pack Hunter" appearing in the Grand Benedictor for all classes and the Gift of the Eternal menus; equipping it through Grand Benedictor no longer causes crashes during combat[/p]
  • [p]Fixed an issue where players could see a Knight's talent that wasn’t supposed to be available[/p]
[p][/p][p]Modifiers & Skills[/p]
  • [p]Class-specific modifiers now correctly apply only to compatible skills, preventing crashes when equipped on the wrong character[/p]
  • [p]Limitless modifier now correctly affects Pale Dragon's Aura, Cobalt Dragon's Aura, and Toxic Spray[/p]
  • [p]Fixed missing cooldown tag on Oracle Pythoderkon’s Premonition skill[/p]
[p][/p][p]Performances[/p]
  • [p]Resolved GPU performance issues in the City of Montescail, improving overall stability[/p]
[p][/p][p] Miscellaneous[/p]
  • [p]Resolved occasional collision issues with projectile skills in certain areas[/p]
  • [p]Updated Loot Filter to remove the incorrect “non-draconic” mention in the fragment tab[/p]
  • [p]Fixed an issue where the Loot Filter failed to load saved presets properly[/p]
  • [p]Loot Filter default state now correctly displays draconic items[/p]
  • [p]Improved controller navigation in the Grand Benedictor menu; all options are now fully accessible[/p]
  • [p]Fixed scrolling issues with the mouse wheel in various menus[/p]
  • [p]Fixed an issue that could make some popup button unavailable[/p]
  • [p]Replaced the placeholders appearing in the Gift of the Eternal when converting ingredients to gold[/p]
  • [p]Fixed augment passive "Faith" visual effect that would loop infinitely[/p]