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DragonwakeNewsSmall Update (v116)
Game update

Small Update (v116)

Dragonwake · published 26 Jun 2026, 01:12 UTC · build 23922784

All newsPlayers around this dateRead on Steam

Small Update (v116)

Save files from the previous public version are compatible with this update.

This save-compatible update focuses on targeting fixes, dungeon and camping tuning, small balance adjustments, and UI cleanup.

Save Compatibility

  • Fixed patch-build save detection so saves are checked by save format version, not public build number.
  • Saves from older public build folders now load normally when their save format is still current.

Targeting, Spells, and Class Actions

  • Ranged attacks can now be aimed into terrain, doors, walls, and empty ground as spent shots.
  • Ranged auto-targeting stays focused on valid enemies.
  • Class actions and spells now spend or fizzle more consistently after an invalid or empty target is chosen.
  • Fixed targeting cursor rendering through fog-blocked tiles and initial tall-mode targeting camera placement.
  • Increased Fly duration and rebalanced Summon Insects.

Dungeons, Encounters, and Camping

  • Added shared dungeon spawn profiles for initial and refill monster budgets and replaced reentry catch-up spawning with elapsed-time refill caps.
  • Let alarm reinforcements and rest/camp encounters bypass ambient monster caps when appropriate.
  • Reduced dungeon rest and camp encounter interruptions to 1-2 nearby monsters.
  • Improved chasing monster positioning behind allies.
  • Tightened dungeon camp interruption timing around fade-to-black.
  • Lowered secret door difficulty and updated secret-door discovery messaging.

Balance and Content

  • Fixed Druid starting equipment.
  • Rebalanced generated magic gear prices and excluded gold from sell-all-junk handling.
  • Added more light clothing and leather wear to supply-shop stock.
  • Increased starting ammunition for ranged-weapon starts.
  • Changed Rogue to start with Thievery and moved Stealth to the Halfling racial skill.
  • Added sparse blood and skeleton dressing around Dusty Dungeon floor 6.

Interface and Presentation

  • Delayed named monster intro lines until the second eligible turn and added a continue pause.
  • Improved boss foreboding timing based on notable level gaps.
  • Prioritized unopened crates for interaction selection.
  • Added a short sleep music cue and reduced repeated sleep/rest log messages.
  • Tightened tall-mode shop footer layout, shortened sell-junk labels, and removed extra padding from the specialization screen.
  • Fixed sprite/gamepad input activation.
  • Let stairs ignore non-hostile blockers such as boulders and decoys.
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