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.
This update is our biggest yet, featuring the highly awaited battle rework, a lot of quality of life upgrades, balancing changes, and bug fixes.
Due to the size of this update, and how much underlying mechanics we have adjusted - it’s very likely we have introduced a lot of new bugs into the game. Because of that, if you have experienced any new bugs, please report them in the #bug channel within our Discord server.
Movement Speed
and Hunting Mastery
level. The higher these stats, the longer you can hunt for.Hunting Mastery
level. The higher the level, the more enemies you can hunt in one session.200
to 1,300
per location. This maximum number is dependent on the Hunting Mastery level. Once you have reached this figure, you must either hunt in another location, or battle the enemies to reduce the pending number.Main Character
status and membership status.Agility
has been updated and it now affects the enemy's chance of hitting your character during each round of combat. The higher your agility, the lower the chance that the enemy will successfully land a strike.Accuracy
has also been changed determines your character's chance of landing a successful hit in each round. The higher your character’s accuracy, the better the chance of hitting the enemy.We’ve had to adjust the experience (EXP) rates for enemies because of the new battle system. The old system was designed to be more active, so the EXP per second was much higher compared to other parts of the game since it required frequent interaction and couldn't be idled for long.
Since we’re moving towards a more idle-friendly system, we had to adjust the EXP rates to match the rest of the game. Keeping the old numbers would have caused a major imbalance between the battle system and other activities. For example, stronger enemies like the Werewolf used to give 950 EXP per kill, which could lead to players earning up to 95 EXP per second - much higher than other parts of the game. This becomes especially obvious when you compare it to the highest dungeon, which only gives around 31 EXP per second.
Because of a huge shift in the way the battle system works to a more idle system, it will ultimately result in far more enemies being defeated. Mainly because people can battle more enemies, successively, without the need of interacting with the game and it will also result in making the battle system more accessible to more players.
With that in mind, we need to be extremely careful on how the will impact the game’s economy. Because of this, we have made the following changes:
collectable
which sole purpose (as of right now) is for the player to sell to the vendor. It is a means of obtaining gold coins.We've tripled the distance between locations to reduce the impact of each individual movement speed point. This gives us more flexibility to expand the system in the future without making the map mechanics feel irrelevant or unbalanced.
Since movement speed now plays a significant role in the new hunting system, we need to be mindful of how we balance the distribution of movement speed points. It's important to ensure that they don't become too overpowered or disrupt the balance of both systems.
Due to the increased distance between locations, we've tripled the movement speed growth for every pet to compensate for the change. Additionally, we've raised the base movement speed value from 2 to 3, so every new character will now start with a movement speed of 3m/s.
As we mentioned in a recent blog post, we noticed a significant imbalance in the value of fishing items, especially those at higher levels.
This created an imbalance in the game because fishing became noticeably more powerful than other skills. The issue stood out even more because fishing isn't a layered skill with dependencies, making it very easy to access and an overly lucrative way to earn gold.
As we've often mentioned, our goal is to keep the game as balanced as possible. Naturally, some skills will always be stronger than others, especially as the 'meta' evolves with ongoing tweaks. However, we're committed to making sure everything stays balanced as we make these adjustments.
Because of this, we are introducing the following changes: - We’ll be reducing the vendor value for higher-level fishing items. Considering the time it takes to get these items and the cost of bait, this change will bring fishing more in line with, or even slightly below, other skills in terms of gold per minute. - We’re significantly increasing the vendor value for many cooked fishing items. While this may seem like a big jump, it’s simply bringing the values to where they should have been. The previous prices didn’t account for the cost of bait for raw fish or the time it takes to catch the fish before cooking.
With these adjustments, the gold per second for cooking will be more inline with other skills. Also, since cooking involves a two-step process - first catching the fish (or buying them) and then cooking - it helps address our concern that earning gold through this method was becoming too easy.
Even though the value of raw fish has been reduced, fishing still holds significant value because cooking depends on it. This is further boosted by the fact that cooked food will become much more useful with the battle changes.
To prevent potential gold losses on the market for players who have listed food items below the newly adjusted vendor value, we have automatically increased the price per item to match the new vendor value.
We’re introducing two new classes to the game: Cursed and Banished.
Metamorphite
item from the vendor. The item costs 500 tokens and has some limitations: