Full notes
Full Dragonwake update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Workshop
- Store
- Gameplay
- Performance
- Balance
- Security
Armor items were all reworked and rebalanced (particular leather armor not having enough DEF). New feature room types for all dungeons (rare treasure rooms, etc). Low Power Render mode that only redraws on change, much faster. Some good quality of life changes with tools accessible without opening inventory. Much more internal consistency in message bar updates.
Added Greater Identify scrolls that identify carried and equipped items at once.
Added persistent camouflage rest spots.
Added optional dungeon feature rooms, including guard posts, vaults, caches, shrines, libraries, armories, barracks, mushroom patches, slime pools, flooded supplies, bone rooms, ritual rooms, blackglass growths, root tangles, mine tool rooms, prison cells, workshops, tomb offerings, and scout nests.
Added adjacent action chooser support and improved local action offers.
Added nearby pit tool prompts for rope and pitons.
Added Low Power Render mode (only re-render on change)
Added rendered health bars for wounded player and visible monsters in sprite/web rendering.
Added ranged surprise-shot damage.
Added invisibility and see-invisibility wands.
Added monster see-invisibility support for drakes and selected casters.
Added an Arcane Peddler at Travellers Rest with scroll, wand, potion, tome, and magic-item stock.
Added separate display settings for attack rolls and skill rolls.
Added a training dummy monster.
Added a Quick Heal shortcut for bandages and first-aid kits.
Changed spell feedback to show damage as dice.
Changed spell save rolls to appear in combat messages.
Changed targeted spell FX to start immediately.
Changed projectile timing so projectiles hold briefly on target and finish faster.
Changed item-use feedback to appear before time advances.
Changed Sacred Bolt to hit undead harder.
Changed holy damage to use holy resistance and vulnerability.
Changed Consecrate to immediately damage evil targets on consecrated ground.
Changed Hold Person and Command feedback/effects to be clearer from each other.
Changed Roguelike mode to skip the tutorial choice.
Changed timed action playback, progress labels, continue prompts, and menu return timing.
Changed rest results, channeled spells, channeled class actions, and inventory actions to resolve through the action-playback flow.
Changed camera edge-follow and look targeting behavior.
Changed dungeon decoration generation to reduce barrel/trap noise and keep furniture in feature rooms.
Changed rest light, tended regeneration, poison pacing, sickness pacing, and affliction duration tuning.
Changed base armor stats and moved armor generation onto new base items.
Changed loot, story rewards, monster gear, debug upgrades, and zone helpers to use generated bonuses instead of fixed +N item variants.
Changed Stonecleft waystation stock upward.
Fixed look targeting camera origin.
Fixed noisy spell-resistance hit callouts.
Fixed shop scrolling and rest pacing.
Fixed hard-continue input during action playback.
Fixed inventory action feedback timing.
Fixed inventory restoration after action acknowledgements.
Fixed disabled-turn messages appearing too late.
Fixed inline world item actions not spending turns correctly.
Fixed acid throw and camp interruption flow.
Fixed render stats forcing dirty renders.
Fixed sprite action delays not rendering during playback.
Fixed bloodless monsters producing blood spray.
Fixed debug ring upgrade candidate handling.
Fixed generated jewelry base resolution.
Fixed forced message overflow pages.
Removed retired generated +N item variants.
Removed obsolete fixed +N relic loot references.
Removed legacy plus gear from monster definitions.
Removed stale current-tile transition helper.
Removed sickness tick damage saves.
Save version was bumped for item ID cleanup.
Source
Changelog.gg summarizes and formats this update. How we read updates.
