Updates

View the latest updates for the elegon project! Updated everyday.
New

Added Active Effects System

  • Fixed trail VFX for the Intercept Spell.
  • Removed the spell "Range" attribute and replaced with two new "MinRange" & "MaxRange" attributes.
  • Fixed dead characters freezing mid-air; they now continue falling naturally until they land before movement is fully locked.
  • Added Active Effects system
  • Add Knight Spells
    • Daze (A short stun)
    • Lacerate (An offensive spell, causes damage over time)
    • Guard (A defensive spell, Reduces damage taken)
  • Adjusted all XP rates and level requirements to reduce leveling speed significantly.
  • Locked spells are now also shown in the spellbook UI but they are disabled and don't show full details.
  • Added a hover tooltip to the XP bar to show the current XP progress thoughout the level.
  • Refactored code for custom tooltip, Added a reusable helper function hovering on UI elements.
  • Added a smooth animation to the XP bar.

Bug Fixes and Polish

  • Adjusted the position of floating combat text so it appears futher above the target. Text should not be as obscured by nameplates now.
  • Fixed a bug where the quest complete dialog would display automatically as soon as a quest is completed.
  • Quest dialog will stay open if more quests are available to pick up
  • Improved level up visuals
  • Knight spell "Intercept" is now fully implemented and working.

Admin Tool Improvements

  • Admin tool now supports generating client bindings, publishing server builds and publishing game client builds to steam.
  • Admin tool now supports editing game data directly from the admin panel.
  • Fixed a bug where floating combat text would be positioned incorrectly.
  • Improved the visual appearance of the creature level number on the nameplate.
  • Increased the damage of "Slash" from 10 to 30.
  • Increased the damage of "Flurry" from 40 to 50.
  • Improved visuals of the spellbook UI panel.
  • Updated icon for "Smite" ability.
  • Added all spell details to the spellbook UI panel & tooltips.
  • Nameplates now render on the UI layer, rather than in world space. This fixes multiple issues, Including the low resolution issue.

Entity System Upgrades & Bug Fixes

  • NPC's now use new entity system
  • World Objects now use new entity system
  • Fixed a bug where animated health bars on floating nameplates could remain paused during consecutive damage or healing updates.
  • Fixed a bug where dead mobs would appear to be alive when first loading into the world.
  • Added hit feedback VFX to mobs and players. Mobs will now flash white when hit and rotate slightly. Players will now flash red when hit and also rotate slightly.
  • Character data is now stored in separate, more focused tables. This helps with performance as recommended by the STDB docs.

Loading screen improvements

  • Fixed inconsistent loading screen bug

New Changelog & Animated Nameplates

  • Launched new custom changelog page.
  • Updated Nameplate Visuals. Now show animated progress bars for changes in health values. The bar will appear bright White between the old value and new value to show the amount of damage or healing done.
  • Fixed a bug where keybinding "/" would still enter chat mode when pressed.

Dynamic Mob XP rates

  • XP rewards are now based on the level difference between your character and the enemy. You’ll earn more XP for defeating higher-level enemies, and less for lower-level ones. Enemies that are more than 5 levels above or below you will no longer grant XP.
  • Increased the number of creatures in Amberwood Zone, roughly doubling overall population.
  • Added more creature variety for higher-level players.
  • Added a new world boss: Paddlefoot

Day / Night Cycle & Build and Deploy Pipeline Upgrades

  • Added a day night cycle to the world environment
  • I've fully rebuilt the existing PowerShell build and deploy tool in .NET 10. This new console app is much more stable and maintainable.
  • Updates to world terrain, textures should now pop more and texture blending should be more natural looking of cliffs and pathways etc.

Map Improvements and New Creatures

  • Added a new creature, The Stag
  • Improved the visual effects of the fog on the map UI
  • Minimap view is now more zoomed out and shows more of the surrounding area
  • Improvements to Audio Manager system
  • Add new hover UI sound FX
  • Reduced the volume of quest pickup and complete sound FX

Server-side Optimizations

  • Server directory structure refactoring
  • Bug fixes and performance improvements in the server
  • Reduced respawn time for Nythera from 20 minutes to 5 minutes
  • Adjusted damage values for Knight spells

Spell Queueing and soft-loading

  • I’ve added a spell queueing system to make ability usage feel smoother. If you press your next ability within 1 second of your current cast or cooldown finishing, it will now queue and automatically trigger as soon as it’s ready.
  • There’s also a subtle border highlight on the action button to show when an ability has been queued.
  • Now, when respawning or using the recall ability - the game will still send you to a loading screen, but most of the game state will be preserved. This is much better for load times and performance. It also fixes issues where chats would be reset upon death.
  • Spells with a cast time now trigger the GCD at the start of the cast, rather than at the end.

Added a main map + Bug fixes

  • Added a main map that can be viewed by pressing 'M' whilst in-game
  • Main map has a fog-of-war effect
  • Rotated mini map view so it shows north as top
  • Fixed a bug where any class could see other classes spells in the spell book
  • Fixed a bug where if an NPC has a quest you've not picked up yet, they would not show their quest available marker if you are already on another quest with them
  • Fixed a bug where player where unable to turn in 'The Lake is restless' quest

CLI-Based Automation for Godot and Steam Builds

Today I built a new tool to automate how I package and publish the Elegon client to Steam.

Up until now, pushing a new PTR build was quite manual. I’d need to build the client for Windows, Mac, and Linux, extract all the outputs, generate VDF files, and then upload everything through SteamPipe. It worked, but it took time and was easy to mess up.

This new tool handles the entire process end to end using the Godot and Steam CLI tools. I can now go from code to a live build much faster with far less friction.

Not only does this significantly speed up deployments, it also removes a lot of the potential for human error when publishing updates.

Client-side Project Restructure

  • Restructured/Streamlined Godot project files and removed unnecessary files

Minimap Quest Markers, Bug Fixes

  • Fixed a bug where you could not toggle auto-run while the mouse is being dragged https://app.userjot.com/cmko0kryv02hg15moeiea9gei/d/requests/p/v2/cmnvd4d1t10t40iqy0pa80j6s
  • Fixed an issue with tooltip height resizing
  • Added quest markers to the mini map
  • Removed cooldown on Knight abilities: Slash, Flurry. These core builder/spender abilities should be limited by the players energy and not a cooldown.
  • Updated game client to Godot 4.6.2
  • General refactoring of UI logic on client

Minimap Added & Combat Direction Fixes

  • Implemented a new functional mini map to the UI
  • Fixed a bug where players were still able to auto attack their target while facing the wrong way

Backend Upgrade - SpacetimeDB 2.0

This week clockwork labs released the 2.0 update for Spacetime DB, The main tech powering elegons networking!

I am very pleased to say that the game and server is now fully migrated over to this new latest version!

If you're interested you can read the full change log for STDB 2.0 here: https://spacetimedb.com/docs/upgrade

Spell Book Added with Drag & Drop Abilities

  • Added a Spell Book (Keybind - U)
  • Spell book displays abilities for your class and level
  • Ability to drag spells from the spell book to your action bar
  • Ability to drag and drop to rearrange abilities on action bars
  • Added new icons for Fireball and Slash spells
  • Added new spells - Gleam, Slam (In Development)

Major Security Fixes, Exploit Patches & Level Cap Added

  • Fixed several exploits around XP and Level manipulation using 3rd party tools
  • Fixed an exploit around modifying other characters names
  • Fixed an exploit around spawning entities
  • Added several new server-side name validation rules for when creating a new character
  • Temporarily removed XP reward from quests while I work on the quest system
  • Improved server side security around the 10 character per account limit
  • Fixed a bug where the quest would only complete if the creature died by an auto-attack
  • Added level cap of 20 (will be raised as new content is added)

UI Overhaul, Bug Fixes & New Feedback System

  • Added an in-game button for reporting bugs or suggesting features (Located left of the mini map)
  • Overhauled action bar buttons, System is now more dynamic and expandable
  • Fixed a bug where enemies would sometimes fail to aggro or would aggro late.
  • Added button press visual feedback to all action bar buttons when pressed
  • Prevented player from being able to attack without a weapon equipped
  • Made improvements to loading screen visuals
  • Implemented new feedback system (Userjot)
  • Implemented new Changelog system (Userjot)
  • Cleaned up character select screen code / logic to increase performance
  • Player action bars and spells are now saved server-side
  • New class specific spells can be unlocked when reaching the required level
  • Removed large slash spell effect and replaced with a more basic slash effect - Will be further updating this soon.
  • Tweaked lighting and reduced fog
  • Fixed blending issue on Warrior attack animations