svarog veles faq downloads spaceforce constellations story gameplay features gallery spaceforce homeworld story gameplay features gallery spaceforce rogue universe story gameplay features engine overview features creature design graphics gui and windowing scripting special effects world editing faq other products books company corporate about us terms of service contact us partners faq career jobs jobs faq store community wave of darknessstorygameplaybestiarylegends of dawnstorygameplaydawnbestiaryracesdaniansdwarveselveshumansrizarsgodsperunsvarogvelesfaqmediatrailersscreenshotspromodownloadslegends of dawn duelsspaceforce constellationsstorygameplayfeaturesgalleryspaceforce homeworldstorygameplayfeaturesgalleryspaceforce rogue universestorygameplayfeaturesgallerysite map wave of darkness update 1.06 written by administrator tuesday 24 july 2012 08 57 hi all the new patch 1.06 is out along with the new map we have updated maps panel . previous maps panel had serious problems . one of our primary concerns when creating gui was that each and every gui panel must fit into minimal supported resolution for the game which is 1024x768 pixels . that means no panel can be higher than 700 pixels . this is all fine but most players today play at 1680x1050 of hd resolutions which means they have extra space and no panel uses it . smaller panels are not a problem for most of the time . characters panel or legendary items panel never need extra size but maps panel could really benefit from being bigger.so we started brainstorming.first thing we decided was to expand maps panel to fit almost entire screen . this gave us much needed space . game will always rescale the maps panel to fit almost entire screen there will be 25 pixels on all sizes around the maps panel window but that s it . in addition to that we cut extra space at the top of the maps panel which gave us almost 100 pixels.coordinates label at the bottom region title x button and other panel components will be placed on their positions depending which resolution you use.so now map area is much larger . one thing to note is that since map area is larger background map image is blurrier . previous map image had 2048x2048 resolution . new image has 4096x4096 resolution . if your graphics card does not support 4096x4096 textures it will be scaled to fit the maximum supported size for your card.in addition we decided to remove zoom in zoom out buttons . they were ok for the previous map but they are seriously lacking for upgraded one . at the bottom of the maps panel there is new zoom slider . you can use it to zoom in and out much more easily than before.previous maps panel had checkboxes with various location types such as entrances to dungeons or locations of god shrines or other points of interest . we have removed those checkboxes since they took large amount of screen space . in order to toggle display of various maps components you can use new filter button at the bottom of the screen . clicking on it will activate popup window with various filters available . you can toggle on and off each filter entry as you wish . default state is that everything will be displayed.we have added new icons and new location types to the maps panel . from version 1.06 forward you will be able to see all previous locations including new ones wells campfires signposts metal ores plants oracles respawn points teleport stones and legendary items . we are working on adding even more locations . reason for long wait between 1.05 and 1.06 is mostly that we had to rewrite large part of this panel which included both code change and graphics change.we are aware that some features are still missing . the button to center the player and the mouse wheel capability to zoom the map in and out are coming in the next patch . those are not implemented yet . comments 14 last updated saturday 04 july 2015 20 58 legends of dawn update 1.52 written by administrator tuesday 24 july 2012 08 57 and new patch is here . this one is micro patch . we have fixed slight problem that occurred when player moved using wsad keys and then tried moving using mouse keys while still holding pressed some keyboard keys . anyway fix is here . just one line of code which we should have fixed during 1.51 patch . we apologize and we are sorry and we blame it on the lack of coffee . new patch is online . comments 3 last updated friday 27 march 2015 10 06 legends of dawn update 1.51 written by administrator tuesday 24 july 2012 08 57 movement update we made some slight improvements to player movement . as you already know there are two ways to move player around using keyboard or by clicking on the place where we wish our player to move . we have added third type of movement now . keyboard movement works the same way as before just press the keys and move your player around . mouse movement is slightly changed . if you click and release mouse button your player will walk toward the place you clicked on . however if you click and hold mouse button your player will walk toward the mouse cursor . delay between click n walk and hold n walk is 450 ms. that means if you hold mouse for longer than 0.45 sec your player will start following the mouse cursor.another small change we made is the way take all button works . that s button with hand icon used to take all items when you open chests or crates or other itemholders . before this update this button worked in the following way for each item in the chest check if there is empty slot in the inventory and if there is move item from chest to players inventory . and that s it.updated version works similar to this with few small changes . now once you click on the take all button program first tries to match items in chest with stackable items in your inventory . if there is enough stack space item is automatically stacked . if there is not enough space program will add items to first empty slot just as before.on the other hand few additional bugs are solved . slowdown during the combat with turrets has been fixed . all turrets should work fine now . player animation freezing during combat is also fixed . problem was caused by old animations.package which did not contain two updated animations for one hand shield attacks . current legends of dawn data tree contains some 91 000 files sorted in 8800 folders . those two animations were packed but not comited to current steam retail versions . we have included those in the 1.51 patch so that should be it.we are currently working on wave of darkness and sorting through the lists for legends of dawn . there are many features we would like to implement and checking what is possible and or compatible with current features takes some time . anyway more updates will follow . add new comment last updated thursday 26 march 2015 12 28 legends of dawn update 1.50 written by administrator tuesday 24 july 2012 08 57 languagesour friends translated legends of dawn to the following languages french alexandre mangin and his team.equipe rpg francechef du projet traducteur et correcteur relecteur final alexandre mangin all zebest traducteur principal et support technique targustraducteur wacasconseiller linguistique et lexicographe to ancorrecteur relecteur geraltitalian ivano contecamera view distancesome of you have requested moving camera higher up . in this update we have changed maximum camera height so you can see larger area around the player . there are some technical limitations that we d like to explain so that you understand how camera position affects world rendering.lod world is divided in sectors . each sector is 48x48 meters square . number of entities in sector is not limited but it affects rendering and streaming speed . for example wilderness sectors have mostly trees and rocks and few other objects in them . but towns are another story . you have houses furniture npcs their equipment and who knows what else . each of these entities must be streamed in memory to be rendered . number of visible entities directly affects framerate.moving camera higher up is absolutely no problem . it s just number that limits max camera height . problem that arises with higher camera is that more entities will be visible . if you can see 100 entities while camera is 20 meters in the air it may be 150 visible entities if you move camera 3 meters higher . that s 50 % increase in number of visible entities for just 15 % higher camera.we have slightly modified max camera height . now you can move it to 23 24 meters . note however that this will affect performance . this performance is mostly visible in town . while moving through the wilderness this will have little or no impact on rendering speed.regarding viewing distances such as those in fps games lod was from the start designed to have look similar to games such as baldur s gate or diablo 2 . this means camera at fixed distance from ground with single viewing direction . over time that changed to freely rotatable camera that can now be zoomed.moving engine to first person view is possible but not economically feasible . it would require major changes in level design . and even more importantly changes in how the game is played.as we mentioned before if camera is higher viewing area is larger thus more models must be rendered each frame . same goes if camera is horizontal . imagine camera on the hill looking horizontally over entire town . now you must render all the entities from the entire town minus small models culled due to distance from camera and you must stream them in memory earlier.so that s first major problem with horizontal fps camera . second is graphics fidelity . models and textures are not made for view from few meters . while playing in fps mode graphics will look much less detailed than graphics with camera 15 20 meters in the air.most importantly moving to fps view would require major changes in gameplay . right now you can see monsters coming from all directions you can cast spells on them even if you are not facing them directly . that would all have to change if the fps view is implemented.note that we are keeping your wishes in mind regarding fps view but for now we plan to keep lod view mostly like it is . with maybe slight modifications.regarding streaming as mentioned before world is divided into sectors . as player camera moves around sectors are streamed in and out of memory . lod has fixed value of 1 sector around current one that will be streamed at any time . that means that at any given time there are 3x3 sectors loaded into memory . again this was mostly due to the 32 bit windows per process memory allocation limit . we are working to make this configurable option so you will be able to change this using options panel.as always check the steam for the update and please let us know how did you like the patch and if you have more ideas and suggestions.so that s for now . more updates coming soon.dreamatrix team comments 2 last updated friday 06 march 2015 10 32 legends of dawn update 1.40 written by administrator tuesday 24 july 2012 08 57 great news for legends of dawn players a new patch so before everyone asks yeah we do actually listen to your suggestions what s in the patch added new tooltips with more information about itemsimproved fov and camera zoom so that when zooming towards player camera moves slightly forward thus giving larger view areavarious small optimizations and fixes the patch will be