Patch Notes

Version 0.25.1-PB

  • Added the following character metrics (Please note that tracking will only start post-update):
    • Guild raid participations
    • World bosses defeated
    • Total teleportations
    • Total gold spent on teleports
    • Total experience
    • Gold spent in dungeons
    • Food consumed during battles
    • Items contributed to guild challenges
  • Added UI countdown timers to pets when they are battling.

Bug Fixes

  • We fixed an issue where the timing for guild raids wasn’t being tracked properly.
  • We fixed an issue where, for some users, new campaigns weren’t activating automatically when released.

Version 0.25.0-PB

Character Metrics

  • You can now view metrics for your own character and others, with the option to compare them side-by-side. Just visit a character’s profile page and click "Metrics" to access details like total playtime, enemies defeated, and more.

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

  • We've replaced the level chart with a weekly experience chart, showing the total EXP gained over the past week for a clearer view of your progress. The previous level chart didn’t offer much value, especially at higher levels. Now, you can also compare your experience gains with others directly on the chart.

Bug Fixes

  • You can no longer equip or unequip pets when battling, hunting or in a dungeon.
  • Fixed a bug that caused some users to encounter an error when finalising a guild raid with a full inventory.

Version 0.24.0-PB

Alt Character Limit Changes

  • Classes that cannot access the market or trade are no longer subject to the idle limit of three characters. The three character restriction now only applies to characters with market access. For examples and further explanations, please refer to the "Classes" section of the wiki.

Battle Changes

  • Decreased the limit of 10 seconds per enemy to 8 seconds per enemy.
  • Decreased the rate of hits per second from 1.3 to 0.9.

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).

Other Changes

  • Characters of banned accounts are now deleted after 60 days instead of 6 months.
  • Performance improvements.

Version 0.23.6-PB

Server and game performance improvements.


Version 0.23.5-PB

  • Removed all enemy hunting limits. Characters can now hunt an infinite number of enemies.
  • Enemies now slowly flee over time. The rate in which they flee entirely depends on the characters Hunting Mastery Level.
  • The current decay rate is between 25% and 10% every three hours depending on your Hunting Level. As you progress your Hunting Mastery level, fewer enemies will flee.
  • Improved Hunting Mastery EXP.
  • Added sorting to the pet inventory.
  • Removed “Pet Hunting” from the wiki (Wiki contribution by @thzunder via GitHub).
  • Removed the following skills from the teleportation cost as they have minimal impact on the game's economy: Springtide Mastery, Shadow Mastery, Lunar Mastery, Guild Mastery, Yule Mastery, and Pet Mastery. This means you can level up these skills without affecting your teleportation costs.
  • Fixed buffalo loot percentages incorrectly totaling 110%, not 100%.

Version 0.23.4-PB

  • Improved hunting distribution to address the imbalance where certain enemies appeared significantly more often than others. Previously, even after encountering 1,000 enemies, some types of enemies would only show up a few times.
  • Added Shadow Mastery leaderboard.
  • We've hidden the health UI element on the app battle page during an active battle as it is no longer needed.
  • Fixed an issue that always caused a minimum of one enemy to be defeated regardless of how much health was used.
  • Fixed a bug that prevented some characters from accessing campaign locations.
  • Fixed a bug that caused some food items to disappear when starting a battle.
  • Implemented a temporary processing delay for world boss rewards, based on each individual character. This delay, randomly ranging from 0 to 10 seconds, whill distribute server load and reduce the stress caused by simultaneous requests when the world boss is defeated. However, the effectiveness of this change is unknown at this point.
  • Fixed an issue where stance EXP was not properly distributed when the enemy's EXP was lower than 4.
  • Fixed a bug that caused pets to not obtain any additional stats if their base stat was 0.
  • Fixed requirements for gauntlets.
  • Fixed notifications not correctly showing the quantity of loot obtained from a dungeon.

Frequently flagged issues that we are aware of. There is no need to report the following bugs:

  • We are aware that the hunting EXP is significantly lower than expected and we are working on a fix. This should hopefully arrive this week.
  • We are aware of intermittent server slowness caused by a bottleneck introduced in v0.23.0. We are actively investigating the issue.

Version 0.23.4-PB

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.

Enemy Stat Balancing Changes

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:

  • Reduced enemy attack power by 10% to 15%, depending on the enemy's level.
  • Increased enemy protection by 9% to 32%, also based on the enemy's level.

Enemy Experience 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:

  • We’ve significantly reduced the EXP for all enemies. As an example, the new rates will bring mid-level enemies down to around 2-3 EXP/s when reaching the 10s cap.

Food Rebalancing

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:

  • We've boosted the health and hunger restored by most food items, making sure they give you more benefits as their value increases.

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.

Pet Changes

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:

  • Between 10% to 15% increase in pet growth stats across the board for attack power, agility, protection, critical damage, and accuracy.

Loot 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:

  • All enemies will have a minimum of 25% chance of obtaining a loot. This will result in a significant increase for the lower leveled enemies. For instance, loot from a rabbit will increase from 12% to 25%.

Closing Thoughts

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.


Version 0.23.3-PB

  • Possible fix for edge case issue that caused some actions to get stuck behind-the-scenes.
  • Fixed preview values on the market listing creation dialog window.
  • Hidden market level limit message for banished and cursed classes.
  • Fixed base movement speed for all characters. Should now be set to 3.
  • Fixed an error that caused some players notifications to break.