Happy New Year, adventurers!
After a decently big update earlier in December for Dragon Dreams: Christmas Nightmare, it's time for a similar, even bigger update for this one too! It has roughly the same main new stuff, but lots of other changes and fixes too.
Rebindable keys!
A new modifier: Death Bombs.
New screen filters option.
Cosmetic skins!
Now I'm getting back to work on the main game for the new year.
Full patch notes, as always, are at the bottom of this post, and in a text file included with the game.
Thansk for taking a look, I hope you enjoy!
Best wishes to you and your loves ones for 2026!
Happy adventuring!
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PATCH NOTES
ADDITIONS:
- ADDED NEW OPTION: Rebind Keys! Because you're worth it.
- ADDED NEW OPTION: Hats (You can choose to turn off the cosmetic hats)
- ADDED NEW OPTION: Filter (Select between some screen filter effects, such as monochrome)
- ADDED NEW MODIFIER: Death Bombs (Enemies have a percentage chance to drop a live bomb on death)
- ADDED NEW FEATURE: Skins (Choose from a selection of 12 different skins for your character!)
- Added a little screen appearance effect to the main menu, for style
- Added ability to hold a direction in the main menu to repeatedly move the cursor
- Added information window pop-ups for Modifiers and Skins selections on the main menu
- Added icons to some statistics, to clarify what they're tracking
- Added currently held gold to the HUD
- Added "NEW" item indicators to the inventory, to highlight items that you recently discovered
- Added "NEW" item indicators to shop items when they're added
- Added a couple of visual variations for pots
- Added a little smoke puff when you extinguish flames
- Added attack telegraphs to Lava Bat, Lurker and Knight enemies.
- Added a boss name above its health bar
CHANGES:
- Increased size of game name subtitle on main menu
- Gave main menu cursor an outline for increased visibility in some situations
- Changed Gold (collected) statistic into Seconds (played). Gold wasn't being tracked correctly
- Clarified some credits
- Made the menu cursor return to the previous option selected when backing out, instead of to Start Game
- Made some more incompatible modifiers turn each other off when toggled
- Removed functionality of pressing a key to die and return to the save shrine
- Updated save shrine information text to reflect the removal of "Q to die" functionality
- Changed Magic Mode modifier's starting HP from 3 hearts to 2. Mages are squishy!
- Made any illegal items carried over into Magic Mode modifier unusable
- When using Magic Mode modifier, added X markings to unobtainable inventory slots
- Improved visibility of MP cost meter
- Changed Dash trail graphic to fit any chosen character skin
- Made dash trail slightly transparant
- Made warp light slightly transparant
- Made most HUD elements more visible within the inventory screen
- Made equipment HUD elements become temporarily more visible after switching/gaining/using them, etc
- Updated Hammer weapon visuals to more accurately reflect the item/inventory apperance
- Changed shade of purple used to represent weapon Dream power in every instance
- Changed Potion and Artifact inventory slot colours, to be consistent with later games
- Changed visuals of Inventory, to be more neat and pleasant to look at (I think)
- Changed large potion appearances to make them stand out more from their smaller variety
- Updated a couple of artifact icon colours to more closely match their functions
- Made Low HP warning happen at 2 hearts or less in New Game+, instead of 1 or less, due to increased damage
- Changed shade of blue for the mana bar, mana upgrade items, etc. for better visual clarity
- Added highlight colours and icons to some dialogue to indicate what they're referring to
- Added short invulnerability during/after screen transition
- Made Magic Mode's mana regeneration not happen while Frost spell is in use
- Made weapon hitboxes a bit more precise
- Limited Sword's Dream power travel distance, making it fade after a time
- Made Spear able to cut grass and bushes
- Made Barrier magic orbs be able to take 3 hits from most projectiles before being destroyed
- Changed Fierce Band artifact into coins when using Magic Mode modifier
- Reduced cost of Mana Potion from 30 to 25, and Mana Elixir from 100 to 80
- Made Fireball magic get blocked by enemy water shots
- Changed Level 3 Fireball spell's explosion trigger to the magic key, instead of attack
- Updated Level 3 Fireball spell's inventory description
- Added icon of a Gem to the pickup text. It looks nicer that way, I think
- Made Gem pickup notifications follow the screen, so that they don't scroll off if you leave
- Gave locks on chests and doors an outline flash to make them stand out more
- Changed some colours of the Knight enemies, partly to be different from the skin you can choose
- Changed wording of the Magic Ring hint, to be more of a hint
- Moved boss dialogue box, so that it doesn't hide the HUD, letting you prepare equipment before the fight
- Slightly changed sector A-8 layout, to look like the temple is more than just one screen without a temple!
- Made one of the fire basins in E-9 lit to start with, to hint at what to do
- Moved one of the unlit basins in £-9, to be easier to hit, and to light nearby spikes better
- Slightly changed sector H-2 layout, to make the button harder to get to
- Slightly changed sector I-1 layout, so you can't just grab the item and escape for free
- Adjusted some trap positions and amounts in Extra Traps modifier. It was a little much before
FIXES:
- Fixed some items/chests in map guide images not being highlighted in dark sectors
- Fixed slight graphical error in Statistics window
- Fixed state of any cheats toggled on carrying over if you return to menu and then back into game
- Hopefully fixed Travel Buddy (modifier) going behind some ground-based objects (pushable blocks, spikes, etc)
- Hopefully fixed held weapon sometimes showing on top of you when it shouldn't
- Hopefully fixed your weapon sometimes being incorrectly oriented when you transition screens at an angle
- Fixed dashing being limited to 4 directions. Now you can change directions, and dash diagonally
- Fixed being unable to attack mid-dash. Now you can
- Fixed invulnerability time at end of a dash sometimes being shorter than expected
- Fixed incorrect colouring in Fierce Band's HUD icon
- Fixed Life Bangle chest opening in one hit with any weapon
- Hopefully fixed weapon hit detection on various objects (such as doors and chests) sometimes failing
- Fixed drop randomising for breakables, to stop groups of them destroyed on the same frame from dropping the same thing
- Fixed levers being either re-usable, or too rapidly re-usable
- Updated battle lock-in barrier programming, to prevent weird wall movement sticking when they're not visible
- Updated spikes programming, to prevent weird wall movement sticking when they're not visible
- Updated shortcut bars programming, to prevent weird wall movement sticking when they're not visible
- Fixed Priestess' dialoue having "next" indicator on its final page in Poorly Translated modifier
- Fixed final temple gate becoming permanently locked if you save and quit after beating the boss
- Fixed special effects of dream weapons not damaging the Nightmare Core












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