[Demo Update] Version 0.3.3 Update Notes

无尽仙路Dao Without End · published · build 26290370

Thank you for playing Dao Without End and for sharing your suggestions and bug reports. Please keep letting us know about any issues you encounter and sharing your ideas for the game!

New Features

  • Both Trial Towers now support automatic climbing, continuing two seconds after victory and reward settlement. Defeat, a full backpack or leaving pauses the climb. The toggle follows normal saves and can be disabled in the tower or battle results.

  • Replay any cleared floor or choose your next unlocked floor. Replays grant monster loot without extra clear-based growth or first-clear cores. Floor 10's first clear grants four Trial Cores in the Unrestricted Tower or eight in the Equipment Tower, once per tower.

  • Sort equipment affixes by name length, attribute category, value or alphabetical order. Attribute category is the default; value sorting places flat values before percentages, descending within each group. Descriptions and both comparison modes follow your choice.

  • Pill Rank appears in names and details; Quality uses grey-to-red colours. Both affect potency. Optional Pill Pouch settings select from low to high or high to low, checking Rank before Quality, using the backpack alone or including the warehouse. Randomly filling empty slots is also optional and may consume pills you wanted to keep. Both settings default to off, preserve assigned pill types and only use pills permitted by your Realm.

Feature Improvements

  • New faction supply requests match your Realm and exclude special-purpose materials such as essences and Trial Cores, plus the faction's own exclusive equipment. Existing requests and items remain: reach the required Realm to submit them, or abandon the request and wait for another.

  • Ordinary supplies can be submitted with one click, without duplicate charges or consuming insufficient stock. Equipment selection and deletion or abandonment confirmations remain. Deleting, abandoning or claiming a task starts a ten-minute replacement wait; spent items are not refunded. A new Tasks button shows accepted tasks and countdowns.

  • Tower previews show the selected floor's items, base chances and quantities, with floor 10's fixed cores shown only before its first clear. Map tooltips now show each material's actual drop chance and base quantity range, including multiple boss draws.

  • Pill cards show Rank and Quality together, helping distinguish same-name pills. Pill-use settings sit at the top, while Clear Pill Slots remains visible as you scroll.

  • Added Store All Materials and reorganized the backpack's storage, bulk-selling and dismantling controls. Materials from battles, chests and trials go directly to the warehouse; equipment and pills keep their existing destinations.

  • Settings now has larger, clearer tabs and consistent labels and descriptions. Gameplay offers difference or Current → After equipment comparisons and linked Character/Backpack opening. Display and Compact Mode settings are grouped together, feedback text is easier to read, and saving hotkeys no longer resets an untouched scene-rotation interval.

  • Expanded custom hotkeys for Backpack, Character, Pocket Realm, World Map and Settings. Bindings can be cleared, reassigned or restored, including Compact Mode, battle speed and attribute multipliers. Clearing the custom Settings binding restores Esc. The ambiguous main-city shortcut and outdated shop instructions have been removed.

Performance

  • Reduced repeated reading during faction task acceptance, supply submission and reward claims. Hidden task pages pause refreshing and show the latest progress when reopened.

  • Reduced long pauses when area attacks defeat multiple enemies while faction tasks are active. Relevant kills, completion and rewards still count normally.

  • Reduced repeated unit loading between waves and unnecessary battle-rule checks, preserving independent units, effect order, damage, chances and cooldowns.

Balance Changes

  • Increased access to ores, common herbs, Five Elements essences and beast cores, while reducing some rare Medicinal Bath materials. Eligible common materials average at least five units per hundred kills over time; individual rare-material chances are at least 6%. These are averages, not guaranteed drops after a fixed kill count. Level gates and quantities per drop are unchanged.

  • Forging now uses three general metal ingots of the equipment's Rank per item. Rank is set by the blueprint; grey-to-red Quality affects attributes and affixes. Available blueprints roll Quality per item using furnace level and existing guarantees. The old choose-your-Quality route is disabled. Each furnace cycle still completes one item, with orders processed sequentially. Unavailable advanced blueprints stay hidden without erasing learning records; already determined results are retained.

  • Retired materials leave drops, shops and new task pools; hidden old stock retains its quantities. Geng Jinsha, Red Flame Stone, Zhenyue Stone, Wutu Stone and Xuan Shui Jade remain usable from existing stock for future recipes, which are not yet added.

  • Existing Quencher Essence converts into an equal amount of Remaining Weapon Essence and half as much Spirit Pattern Essence, rounded up. Future dismantling yields are unchanged.

  • Old forging orders using retired materials are cancelled on update. Each unfinished item receives three ingots of its Rank once; finished equipment is retained. Chest materials now use corresponding ingots and dismantling or refinement essences.

  • Equipment-slot enhancement uses matching-Rank ingots and Spirit Coins. Added the missing currency cost at the highest equipment Rank, starting at three times the preceding Rank's starting price and retaining its existing progression. Other Rank costs, material quantities and enhancement gains are unchanged.

Bug Fixes

  • Fixed pill slots showing an outdated stock count or effect status after pills ran out. These now update while the panel is open, without needing to close and reopen it.

  • Fixed backpack-only pill use repeatedly attempting to consume pills when the backpack was empty but the warehouse still had stock. It now skips the attempt without consuming warehouse pills.

  • Fixed equipment auto-processing settings showing "Disabled" despite being enabled, or resetting the displayed rule summary when reopened. Both now reflect the actual settings.

  • Standardized the English hotkey labels for Pocket Realm and Reincarnation Rewind to match their names elsewhere in the game.

  • Fixed missing higher-floor Equipment Tower beast cores. These material rewards follow the monster's original Realm, separately from fixed first-clear Trial Cores. Existing drop chances and the tower's disabled battle Realm suppression remain unchanged.

  • Fixed stuck tower loot and incorrect save-before-continuing requirements. Once rewards settle, a save failure no longer blocks replay, the next floor or returning; save again later. Older herbs retain their quantities and merge with matching material stacks. Invalid extra material bonuses no longer block base rewards, loading or saving.

  • Eligible older tower characters affected by the reward repair receive the corresponding one-time floor-10 core compensation if that floor was already cleared. Existing valid pending rewards are preserved. Restarting or reincarnating does not grant the compensation again.

  • Fixed same-name replacement pills keeping the previous pill's Rank effects. Slots and active effects show the actual Rank and Quality, with the current pill separate from the next one, including after language changes. Timing, duration and selection order are unchanged.

  • Fixed dropped equipment omitting its Rank before advancement. Details and comparisons show its original or advanced Rank without changing attributes, Quality or set bonuses.

  • Faction blueprint tooltips now describe the finished equipment. Set tooltips reposition, scroll and close correctly, and bulk-purchase quantity warnings have been corrected. Unrelated shopkeeper decoration text was removed.

  • Hit-effect tails can finish when a wave clears without extending action or reward waits.

  • Fixed festival-theme controls and workshop backgrounds covering open windows. The workshop now uses round Backpack and Character icons, and Esc closes windows in the correct order.