Full notes
Full Wardens of Wen update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Events
- Gameplay
- UI and audio
- Maps
Wardens of Wen changes
Covers v0.18.5 through v0.29.0
Infinite mode has been expanded with recurring scripted boss waves.
Deeper endless runs now periodically force a Dragon or Baron Von Dreadmoor encounter instead of relying only on the normal boss rotation.
Late-wave Infinite rewards have also been rebalanced so post-wave-40 upgrades come online faster, while enemy base move speed now stops scaling after wave 55.
Slimes can no longer split recursively.
Crafting, salvage, and reagent handling have been overhauled.
Gear, gems, and runes now break down into proper salvage rewards, refunded socketables, and Gem Dust.
Reagents now live in a dedicated inventory tab with expanded space.
Follow-up fixes cleaned up salvage routing, recovered gem handling, reagent stacking, and false `Inventory is full` failures.
Gem Dust is now its own proper reagent item with dedicated presentation.
Traders received a major quality-of-life pass.
Trax and the Pub now keep separate stock instead of overwriting each other.
Sold items can now be bought back during the same run.
Individual Trax offers can now be locked in place for gold through rerolls.
Follow-up fixes improved buyback layout and made trader stock-lock confirmations reliable and fully clickable.
The new Action Log gives runs a cleaner event history.
You can now open a dedicated in-run log that tracks pickups, level-ups, trades, crafting, quests, hires, mutators, boss activity, and other major run events.
The Action Log hotkey is remappable and its HUD label updates to match your current binding.
Captain Nemeses have been heavily reworked.
Captains now patrol the map, escape and rank up if ignored, then return stronger with better rewards.
Their presentation has been improved with clearer tutorials, battlefield warnings, HUD information, minimap visibility, and better loot payoffs.
Multiple follow-up passes also improved patrol pacing, route length, checkpoint handling, cornering, combat re-engagement, intermission behavior, wave-clear handling, and general stability.
Enemy movement and combat behavior have been improved across the board.
Standard enemies, escorts, ranged attackers, bosses, support healers, and Loot Goblins now path more reliably through tight spaces and around obstacles.
Distant enemies no longer freeze just because the player stops moving.
Ranged enemies now respect blocked cover and reposition to recover line of sight instead of getting stuck.
Enemy visual scaling no longer increases collision size.
Combat readability has been cleaned up.
Floating damage numbers are easier to read during heavy cleave and AoE.
Critical hits stand out more clearly.
Flame Skulls now properly light dark scenes, with follow-up tuning to keep the effect visible without overpowering the screen.
Loot and progression pacing have been improved.
Loot Goblins now always drop at least one corrupted item.
RPG gear drops now scale in part from your equipped item level so upgrades stay relevant longer.
Trader gear now keeps pace with that same progression.
Maria and Gunther unlock progress now accumulates across runs instead of requiring a single qualifying run.
Bjorn received a major gameplay pass.
He now has a full berserker talent tree.
His melee reach has been brought in line with other frontliners.
Shield Bash and Flurry of Blows were reworked for better feel, control, and readability.
Shrines, Jade, and general gameplay feedback have been polished.
Shrines now show clearer nameplates before activation.
Gem Shrines can upgrade both loose gems and socketed gems, with equipped item stats refreshing immediately.
Jade’s rank-5 elemental impact effects are now fully represented, including the final Wind payoff.
General UI and run-flow improvements have landed throughout the game.
The in-match Hotkeys list now correctly shows the full set of run windows.
Kalibros now gives clearer one-time warnings for Healing Obelisks and Hellmouths.
Consumables now scale with item level and display their true restored values.
Extra mouse buttons can now be rebound.
The UI now uses the updated PixelifySansV2 font family.
Combat callouts and dialogue cards have been cleaned up for better readability.
Additional fixes and cleanup.
Co-op restarts now correctly bank earned Vault Gold before resetting the match.
Wandering World Bosses no longer use Captain-style escape behavior or block wave completion.
Gunther can no longer instantly execute wandering World Bosses.
Loot Goblin flee speed no longer scales out of control in late runs.
Dragon Gate scenery no longer blocks movement.
Small Obstacles on Map cleaned up
Font '5' altered and cleaned up
Scrolls of Revive no longer appear in singleplayer where they have no valid use.
Source
Changelog.gg summarizes and formats this update. How we read updates.
