Three New Classes, Varied Adventures, and Party Mode (v138)
Saves from v130 are not compatible with this update. Older versions remain available through Steam branches for continuing existing runs.
This update adds three complete character classes, much more variation between adventures, an endless dungeon, and the first experimental version of Party Mode. It also includes substantial late-game balance work, new world content, visual improvements, and fixes across the game.
Three New Classes
- Added the Bard, combining light weapons, arcane magic, songs, and performance-driven abilities.
- Added the Barbarian, who builds Rage by taking damage and turns it into powerful attacks and aggressive combat abilities.
- Added the Monk, featuring unarmed combat, staves, Combo attacks, martial forms, and movement-based defenses.
- Added an option to disable race and class restrictions when creating a character.
- Characters now begin trained in their starting weapon, and the first trained weapon rank is easier to earn when changing weapons early in a run.
More Varied Adventures
- Added more than 20 procedural minor-site templates, including roadside inns, cottages, camps, shrines, caves, dens, graveyards, mines, and other small locations.
- Each new world places a different selection of safe and hostile sites, with biome-aware placement, locally scaled encounters, varied rewards, and occasional elite or procedurally named enemies.
- Added a procedural Stormwreck Isle interlude to the opening journey.
- Added alternate versions of the Old Cave and Dusty Dungeon, with different lengths, final areas, bosses, and quest outcomes.
- Reedmire and the Burned Cottage now form alternate regional storylines, with the unused location changing to reflect the selected route.
- Havenford's Watch and Smuggler work now form competing routes based on which line the player pursues first.
- Added a branching continuation to the orc campaign and more variation to the Lost Purifier, Kestrel, and Bitter Stock quests.
- Rare ghosts of characters from previous runs may now appear where they died, sometimes carrying one of their former possessions.
Experimental Party Mode
Party Mode is experimental and unbalanced. It is an optional mode intended for fun rather than the standard Dragonwake experience.
- Start a new adventure with a party of up to three independent characters.
- Recruit persistent, randomly generated adventurers from inns, each with their own race, class, equipment, inventory, gold, progression, and needs.
- Switch direct control between party members while the others follow and act independently.
- Companions can fight in melee or at range, cast spells, use class abilities, heal allies, reposition, retreat, collect loot, equip upgrades, eat, manage lights, and restock supplies.
- Experience is shared among present party members, and inactive companions automatically choose practical skills and spells when leveling.
- Party members become downed instead of dying immediately. Nearby allies can Assist them, and suitable healing items and spells can target companions.
- Improved party formations, obstacle handling, pit traversal, wilderness transitions, resting, revival, shopping, and equipment management.
The Infinite Dungeon
- Added an endless dungeon beneath Hunter's Clearing, with regenerated floors and danger that continues scaling as the party descends.
- Added rare alternate floor layouts, scaling rewards, and occasional elite or named encounters.
- Magical wisp waystations appear every ten floors, offering rest and a broad selection of supplies.
- Added Infinity Crystals, which return adventurers to the dungeon entrance.
Combat and Progression
- Shifted some progression weight from quests and exploration toward combat, while improving early Goblin Cave exploration rewards.
- Armor can now completely deflect sufficiently weak attacks, making heavily armored early characters more distinct.
- Strengthened many metal armor pieces, reduced the weight of several cloth items, and made each burden tier reduce DEF.
- Strengthened mid- and late-game monster accuracy and durability without padding the early-game curve.
- Allowed high-level wilderness encounters to continue scaling, with stronger anchor monsters and larger supporting packs.
- Strengthened later Dragon Hunts with elder and ancient dragons accompanied by additional threats.
- Rebuilt the final battle as a staged confrontation with an Ancient Primordial Dragon, a dragon vanguard, reinforcements, and expanded story presentation.
- Spread the Perfect Draught questline across later levels and made its final hunt require an elder or ancient dragon.
World, Fixes, and Polish
- Added a wizard shop at the summit of the Ash Tower.
- Added bedroll sleeping, with reduced recovery, possible hostile interruption, and a checkpoint save after a successful full sleep.
- Simplified and fixed the Moonwell Tunnels dial objective and hidden exit.
- Added extensive scripted quest-chain checks and corrected numerous quest progression, journal, reward, and dialogue issues.
- Restored missing hostile spell and projectile effects, including Frost Spike animations.
- Added and refined many character, monster, prop, container, stair, camp, and environment sprites.
- Fixed prop save/load failures, enchanted ammunition pricing, inventory dropping controls, encounter placement, and numerous smaller interface and world-generation issues.