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Eye on Ashenfall | 0.10.1

Jan 15, 2026

Eye on Ashenfall | 0.10.1

Jan 15, 2026

Helloooooooo Adventurers! Introducing our first Minor Update of 2026! Wowee, what a day!

These updates are designed to target feedback and bug fixes, while also adding extra side quests and activities to complete to help fill out the continent of Ashenfall. You'll be able to see these stacking up over time and enjoy more rewards and pieces coming in as we continue to deliver more of these Minor Updates throughout Kuldra's Saga. Big shout out to the Quests and Activities team who have joined the Dragonwilds team to help make more of these updates possible!

Gameplay

  • Added two new gameplay quest: "The Collector Calling" and "Spectral Chinchompas" 

    • Added new rewards for completion of activities including the Chinchompa Cape. 

  • Added three new activities to the game.

    • As a reminder, these are smaller standalone gameplay moments that we'll continue to expand on, but they aren't replacing our major updates every quarter! 

    • Spectral Platforming: Soul-Rift and get jumping to find rewards.

    • Spectral Birds have started appearing in the Fellhollow region. Hunt them down for Soul Fragments!

    • Buried Treasure has emerged - relax, clue chasers, not like that. Look for patches of disturbed ground. Dig them up, and find hidden chests!

  • Added Tooltip Descriptions for Status Effects.

  • Added new craftable decorations/furniture. 

Let's talk about Ranged. We spoke about this at the end of last year (Happy new year, by the way!) 

Hello everyone!

Mod Pointy here, Lead Designer for Player Gameplay on Dragonwilds. I wanted to share some context around the ranged balance changes in Fellhollow, why they happened, and what we’re doing about them in this patch.As part of the Fellhollow update, ranged damage was reduced across the board by a significant amount. This change wasn’t because we intended to nerf the playstyle heavily, instead it was because we uncovered a deeper issue in how ranged damage was being calculated. Between ammo base values, Power Level scaling, and multiple damage multipliers all stacking together, ranged damage was increasing far more aggressively than we intended.

This wasn’t obvious early on, but by late Ghornfell, players were crushing bosses like Velgar in record time using Ranged Weapons, and by Fellhollow it was clear that the damage numbers had gone off the rails.To address this, we changed how ranged damage is calculated, which has given us much more consistent results and far clearer data to balance around going forward. However, adjusting the system in this way meant rebalancing ranged damage from scratch, and while the goal was to stop ranged from trivialising encounters, we pushed things too far in the opposite direction. The end result was ranged being far weaker than it should have been.We’ve been closely monitoring your feedback and gameplay data since, and it’s been clear that we needed to course-correct.

What we’re doing now

The good news: Mod Arclaw and I have been hard at work bringing Ranged Damage back up to where it should be, plus a couple extras! Based directly on your feedback, he’s made the following changes:

  • Increased the damage of Ranged projectiles (bolts and arrows). These are specific number changes (e.g. 17 → 24) but these then form the basis of damage calculations, so here's the percentages you'll see, and hopefully feel, going live:

    • +41% on Longbow full-draw shots.

    • +40% on Shortbow full-draw shots. 

    • +25% on Shortbow quickshots. 

    • +29% on Crossbows.

  • Reduced the draw time of Longbows from 2.25s to 2.05s. (9% decrease) 

  • Reduced the draw time of the Crystal Bow from 2.0s to 1.65s (18% decrease)

  • Adjusted the Crystal Bow's basic attack damage bringing it in line with other PL3 bows.

  • Trick-shots for the Crystal Bow will now deal the intended amount of damage.

    • Power Level 5 bows are out there in Fellhollow if you want to ramp up and deal even more damage!  

Ammo & Crafting Costs

  • Crafting Crossbow Bolts now produces 33 Bolts per Craft (up from 15)

  • Arrows no longer require a region-specific wood to craft. Ash wood, feathers and a metal of choice will suffice! 

    • (Ash wood + feathers + metal of choice is enough!)

  • Ammo recovery chance from ranged perks has more than doubled

  • At higher levels, you’ll recover a meaningful amount of arrows and bolts

Quality of Life

  • Moving your character no longer cancels Hunter’s Sense

What’s next?
Our internal playtests show these changes feel strong and much closer to where ranged should be, but we'll continue to monitor feedback and data and make further adjustments if needed, so please keep your feedback coming in.Thank you
Finally, I want to personally thank everyone who shared feedback with us on this, especially those who brought numbers, examples, and detailed breakdowns with it. We know how frustrating it is to see your favourite playstyle weakened heavily, and your input was crucial in helping us understand exactly what went wrong here. Your patience and trust with us has been very much appreciated. Your feedback didn’t just help towards fixing Ranged damage, it also highlighted other issues, like ammo recovery and bolt crafting costs. The changes you’re seeing now are a direct result of that collaboration between yourselves and us, and are a prime example of the community we wanted to create.Happy Hunting!
-Mod Pointy & Mod Arclaw

Audio

  • Improved dismount SFX

  • Audio iteration pass on Terrorbirds.

  • Mixing for Sprint SFX.

  • Vocalisation and footstep improvements.

  • Added additional SFX to the Imaru boss encounter.

Bug Fixes

  • Velgar will no longer randomly appear once he has been defeated in your world at least once.

  • Trees no longer grow back through your base's foundations in Fellhollow.

  • Some Willow tree variants no longer drop ash logs. 

  • Thorny Irit Seeds will correctly yield seeds when harvested.

  • Added accessibility option to disable controller vibration under Settings->Controls

  • Added accessibility option to disable screen shake under Settings->Gameplay

  • Fixed an issue where the composter UI would grey out items that were valid to compost.

  • Improved crafting on gamepad by making it a two-step process that first allows players to select desired quantity before crafting.

  • Split stacks UI can now be controlled with D-Pad on controller.

  • Build menu tooltips now anchor to the left of the menu so they do not overlap the icons on gamepad.

  • Status effect names are now displayed alongside their icons when the inventory is open.

  • Panel navigation has been streamlined. Switching panels in instances where the inventory and another window panel is open (such as crafting) is now handled with a click of the right stick only.

  • Fixed an issue where chest name and private/linked fields could be accessed while moving items within a chest.

  • Resolved cases where some input tooltips were incorrectly indicating that the input was a “hold” type.

  • Zone-level information (visible in the inventory) can now be accessed using a controller.

  • Localised versions of our latest Roadmap are now accesible in game! 

Mod Doom