Bug Fixes
Character Metrics
Please note that some of these values were not tracked from the game's launch, so there may be discrepancies if you've been playing since release. Additionally, certain metrics, such as pet battles, have not been tracked until this update.
Weekly Experience Chart
Bug Fixes
These changes will improve the sense of progression at lower levels by making initial battles feel slower, allowing players to notice a tangible improvement as their stats increase and battles become quicker. By decreasing the battle duration cap, we've expanded the window where progression is felt.
Additionally, these changes indirectly boosts loot drops and experience gain per second, as enemies can now be defeated up to 20% faster (assuming that the character is strong enough to reach the cap).
Server and game performance improvements.
Frequently flagged issues that we are aware of. There is no need to report the following bugs:
This update includes several balancing adjustments based on feedback and observations from the recent v0.23.0 release. We're fully aware that the game requires ongoing fine-tuning, and we've approached these changes carefully - especially with regard to loot rates.
Our cautious approach is to avoid disrupting the in-game economy in the long-term. As we've mentioned before, it's much easier for us to gradually increase loot rates in the future, allowing more items to enter the game, than it is to roll back and remove items that are already in circulation.
Before moving on to the changes, this patch will be deployed over the next few hours. You may not notice the patch immediately - as it takes time for some of the values to propagate. It also will depend on when the skill was started as new values are only applicable when the skill is refreshed.
We recognize that enemies are currently a bit too powerful, dealing more damage than intended. This is causing players to consume significantly more food than necessary to stay in the fight.
The balance between enemy attack power and defense was also slightly off, making it more difficult than expected to defeat enemies below your level.
We’ve implemented the following changes:
While we significantly reduced enemy EXP values compared to before the update (e.g., the werewolf's EXP was lowered from 950 to 180), we’ve noticed that this adjustment still wasn’t enough across the board.
When players efficiently reach the 10-second cap per enemy kill, we observed that the EXP per second rate becomes disproportionately high.
For example, players could previously gain 7.2 EXP/s by fighting a mid-level enemy like the Dwarven Warrior, while other mid-level skills typically yield around 0.8 EXP/s. Although direct comparisons against other skills aren’t entirely fair due to the added investment required for combat (gear and food), they still provide a useful benchmark.
We have made the following changes:
The health restoration per food item was not proportional to its value, leading to some lower-valued food items being more effective than higher-valued ones. As a result, many food items were not providing enough health or hunger points.
We have made the following changes:
With this change, we’ve fixed the imbalance between health restoration and item value, and it should also help reduce the need to use too much food during battles - a key issue we mentioned before.
As stats have become increasingly important for defeating enemies, we want to place greater emphasis on the benefits provided by pets.
In the past, pet stats were continuously reduced due to bugs or being slightly overpowered.
As we noted in previous patch notes, our plan was to scale them back, monitor their impact, and make further adjustments based on how they affect the battle and travel systems.
As we focused on developing the new battle system, we held off on making further adjustments to the pet system until the battle system updates were ready.
Now that the new system is in place, we are introducing the following changes:
As mentioned, we intentionally set the loot rates to be low initially so we can observe the new battle system once it had been released.
We are introducing the following changes:
While we understand that some players are upset about recent changes, particularly the reduction in loot rates or adjustments in other areas in the game, our goal is to ensure the game remains balanced for the long term. We know there are concerns about receiving less loot in the current battle system, but our top priority is maintaining the game's health over several years, not just in the short term. Being too generous with loot now could cause long-term issues, which we are very mindful of.
On top of that, we’re also aware of a bug with hunting EXP, which is causing players to earn less than expected. We’ll be rolling out a fix for this next week.
All in all, the long-term health of the game is our top priority. To put it bluntly, we're not afraid to make tough decisions or cause short-term discomfort to ensure we achieve that goal. That said, we're also not going to stick our fingers in our ears and ignore feedback just to stick to a "vision." It’s all about finding the right balance - which, coincidentally, is exactly the purpose of this patch note.
We're always open to feedback and really value your input, however, a bit of patience is needed as we fine-tune these changes. Balancing is one of the hardest parts of making an online game, and it takes time to get it right.
We're committed to being as open and transparent as possible during this process. All we ask in return is that any feedback you share is respectful and constructive.