Hello, this is Dawn Village.
Update 1.1 expands your options during the Maintenance phase and improves the combat system so that high dice rolls translate into meaningful combat effects. We have also refined screens and input feedback that players frequently encounter during repeated playthroughs.
Key Changes
- Added a Weapon Dismantling feature to the Crafting screen
- Strengthened attack, defense, and deflection effects based on the final dice check value
- Improved the presentation of dice appearance, settling, totals, and check results
- Adjusted enemy combat balance to account for the player's increased combat power
- Improved UI/UX across major screens, including Crafting, Inventory, and Combat
- Fixed an issue linking General Store inventory to subsequent choices
- Improved Journey guidance and status displays, and fixed multilingual translation issues
- Added Traditional Chinese localization
Weapon Dismantling
You can now turn unused weapons back into resources from the Crafting screen during the Maintenance phase.
- Only weapons that are not currently equipped by any companion are shown.
- Only weapons that can be crafted in the game can be dismantled.
- Event-exclusive weapons cannot be dismantled.
- You can check both the unequipped quantity and the quantity on cooldown.
- Dismantling 1 weapon grants 1 Wood.
- Dismantling does not require a dice check or Action Points.
- A final confirmation window is displayed to prevent mistakes.
Enhanced Combat Effects Based on Final Check Value
Success is no longer the only thing that matters. The final check value, after accounting for equipment, traits, and status effects, now also affects the outcome.
- Attack: On a normal success, the existing base damage can increase by up to 50%.
- Defense: On a normal success, the existing damage reduction effect can increase by up to 50%.
- Deflection: Bonus damage and damage reduction can each increase by up to 25%.
- The existing effect is retained at the minimum successful result, with the maximum bonus reached at a final check value of 17.
- Between those points, the effect increases smoothly as the check value rises.
- Critical successes use their existing effects without additional scaling.
- The combat screen and log now show the margin of success and bonus rate.
Combat Balance Adjustments
Enemy stats in normal combat have been adjusted to account for the player's increased combat power from check-value scaling.
- Enemy Max HP: Poor Harvest +8%, Famine +12%, Calamity +16%
- Enemy Attack: Poor Harvest +5%, Famine +8%, Calamity +12% (applies when base Attack is above 5)
- Attacking an enemy that is defending now deals 80% of the final damage.
- These adjustments do not apply to tutorial combat.
Companion Balance Adjustments
Buffs
Seonhwa
- Before: Automatically retries after failing Crafting, Support, or Destruction (excluding critical failure). Costs 10 Morale. Does not trigger if the cost cannot be paid. At Morale ≤40, the action becomes a critical failure without a retry.
- After: On a normal failure in Crafting, Support, or Destruction, if Morale ≥41, spends 10 Morale to automatically retry once (excluding critical failure). If the retry also fails, it becomes a critical failure. At Morale ≤40, the original failure is kept without a retry.
Bongsik
- Before: While participating in combat, makes an Intimidation check (11+) every turn. On success, Attack damage permanently increases by +5 per success. On failure, Morale -4. Bongsik's Attack and Defense are set to 50%.
- After: While participating in combat, makes an Intimidation check (11+) at the start of each combat turn. On success, Attack damage increases by +5, stacking up to +15. On failure, Morale -4 and receives -1 to Attack, Defense, and Evasion check modifiers for that combat turn.
Junyong
- Before: Cannot equip weapons. Can reroll after failing a combat action (HP ≥30). Up to 3 attempts per turn, with additional modifier penalties of -1/-2/-3.
- After: Cannot equip weapons. +1 to all combat check modifiers. Can reroll after failing a combat action (HP ≥30). Up to 3 attempts per turn, with additional modifier penalties of -1/-2/-3.
Seonmok
- Before: Gains 1-5 Money for every 2 path movements during a Journey. If an event occurs during that Journey, all choice modifiers are reduced by -1 for each offering made.
- After: Gains 1-5 Money for every 2 path movements during a Journey and gains +1 Greed (max 2). In the next event, the chosen check receives a modifier penalty equal to Greed (-1/-2). Greed resets when the event or Journey ends.
Manseok
- Before: -2 to all modifiers when assigned to Guard or Maintenance. Can be assigned as Journey Support for 2 Action Points (does not affect combat or choice modifiers). When participating in a Journey, has a 40% chance at the start of an event to gain +1 of Wood, Wild Greens, or Junk.
- After: -1 to all modifiers when assigned to Guard or Maintenance. Can be assigned as Journey Support for 2 Action Points (does not affect combat or choice modifiers). When participating in a Journey, has a 50% chance at the start of an event to gain +1 of Wood, Wild Greens, or Junk.
Nerfs
Seolju
- Before: On a successful choice, all companions gain Morale equal to the dice requirement. Successful Negotiation grants an additional +5 Morale. On failure, all companions lose Morale equal to the dice requirement. Failed Negotiation reduces all companions' Trust by -1.
- After: On a successful check choice during an Event or Journey, all companions gain Morale equal to half the required score, rounded up. Successful Negotiation grants an additional +3 Morale. On failure, all companions lose the same amount of Morale. Failed Negotiation reduces all companions' Trust by -1.
Adjustments
Seonghyeon
- Before: Once per turn, Seonghyeon's first choice gains +2. One random unassigned companion is designated as a supporter. If that supporter is assigned during the turn, they lose 50 Morale (no cost if left unassigned). Does not trigger when there is only 1 companion.
- After: Once per turn, Seonghyeon's first choice gains +2. One random unassigned companion with at least 20 current Morale is designated as a supporter. The supporter immediately loses 20 Morale. Does not trigger when there is only 1 companion or when no eligible supporter is available.
Improved Dice Presentation
We have improved the presentation so that results feel more impactful while preserving the rhythm of revealing the three dice in sequence.
- Each dice result appears large, then quickly shrinks and settles into its final position.
- Flash, impact, shake, afterimage, and sound-effect timing have been refined.
- The total, modifier, final check value, and success result are now displayed separately.
- You can choose Standard / Fast / Minimal presentation in Settings.
- Minimal mode reduces shaking and afterimages and displays results more quickly.
- Skipping or rerolling no longer causes results or effects to be applied more than once.
Store and Journey Quality-of-Life Improvements
- Corrected the link between the General Store entry choice and the store data that follows.
- Fixed issues where unintended items appeared in the General Store or some items were missing.
- Added an icon guide for Event, Combat, Rest, Store, and Random nodes to the Journey map.
- The Journey screen now displays the Dawn Village name, destination status, and remaining Action Points in the selected language.
- Clarified Journey-ending and village-return confirmations, as well as Journey completion and next-turn guidance.
UI/UX Improvements
- Reorganized lists, rules, and detail sections on the Crafting and Dismantling screens for greater clarity.
- Improved Inventory titles, empty-state messaging, selected-category display, and feedback for currency changes.
- Made status and remaining Action Point information easier to read on the Journey and Maintenance screens.
- Improved mouse-hover and keyboard-focus indicators for Event choices.
- Added damage numbers and check-processing status indicators during combat.
- Added brief visual feedback when opening panels, pressing buttons, and completing loading.
- Blocked input behind confirmation windows to reduce unintended actions.
Localization and Stability
- Applied new buttons, descriptions, confirmation windows, and combat logs to Korean, English, Japanese, and Simplified Chinese.
- Fixed an issue where companion names appeared in Korean when loading a save file from the title screen.
- Fixed localization links for the Journey icon guide and region names, event-continuation messages, and DLC activation text.
- Fixed issues where choice/combat modifier tooltips, trait effects, Maintenance confirmation windows, and mission penalties could appear in Korean instead of the selected language.
- Fixed issues where combat and Crafting result logs could appear in Korean instead of the selected language.
- Improved major open screens so they refresh when the language is changed.
Traditional Chinese Added
- Traditional Chinese has been added in-game, although it has not yet been applied to store-page screenshots or symbol images.
More flexible Maintenance, more satisfying checks.
Experience the Dawn Village 1.1 update in the game.
Thank you.
