Version 0.23.0 - 17th October 2024
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.
Hunting Changes
You can now hunt for much longer periods.
How long you hunt for is determined by the Movement Speed and Hunting Mastery level. The higher these stats, the longer you can hunt for.
The maximum number of enemies you can find in one hunt is determined by the Hunting Mastery level. The higher the level, the more enemies you can hunt in one session.
When starting a new hunt, any new enemies will be added upon the existing stack of enemies that have already been hunted. For instance, if you have already hunted 30 enemies and you start hunting again, any new enemies will be added on top of those 30 enemies.
You can only hunt enemies that are within their combat level.
Due to the significant rework on how hunting works, pets can no longer hunt on the your behalf.
When completing a hunt, a breakdown is given within the your notifications.
The maximum total number of enemies you can hunt ranges from 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.
When ending a hunt early, the game will calculate how many enemies a character has already hunted and will disregard the rest.
More detailed information can be found in our wiki with examples on how the hunting system works.
Added the ability to quickly refresh the hunting action.
All existing enemies found prior to this update will be lost because the data cannot be transferred over to the new system.
Battle Rework
When battling enemies, it now works automatically. It no longer requires any input from you as the battle unfolds.
You will automatically battle the enemies up until one of these three things happen:
You are defeated (meaning they’ve ran out of effective health)
You defeat all enemies in the stack.
You reach the maximum idle time (which is determined by its Main Character status and membership status.
When battling an enemy, there is the ability to view the stats of the battle to see how you are performing. It will display information like the characters hit change, how much damage is dealt per hit, the enemies hit chance, and more. These stats will help you make decisions in the future when it comes to upgrading your stats with gear.
Before starting a battle, you can choose various food items to take with you. These items increase your overall effective health, allowing you to fight for longer.
Ending the battle early will return any unused food.
The system will attempt to priories the weakest food items first. However, this is just a general rule of thumb as it depends on the battle and the time in which it is stopped.
The battle formula has changed to put a much higher emphasis on stats. Now you should notice far bigger differences when using better gear. Investing in better gear means you take less damage per hit, and can hit for more damage, resulting in faster battles, and more enemies defeated per turn.
The battle formula change also will mean that you will now receive significantly more damage from enemies compared to pre-update.
Because of the more idle nature of the system, there is a hard limit of 10 seconds set per enemy. Meaning it’s not possible to defeat an enemy under 10 seconds. Had it been lower than that, then it would’ve been possible for a high level character to blaze through lower level enemies in minutes, resulting in a potentially devastating economic situation.
Updated the battle tutorial for new accounts.
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.
Enemy EXP changes
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.
Loot Changes
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:
Added a “chance to loot” percentage. This is a percentage chance that you will definitely receive a piece of loot regardless of what it is.
All enemies have been given a 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.
For example, let’s say an enemy has a 30% chance of dropping loot. And, within its loot, there is a 80% chance of obtaining a collectable, and 20% chance to obtain a potion. This means there are two “dice rolls” here: first the game will determine if you are going to receive a piece of loot or not. The chance for this to happen, in this situation, is 30%. If you are successful in this, the game will then perform a second dice roll to determine which loot you will receive. In this roll, you have a 80% chance of obtaining a collectible, and a 20% chance to obtain a potion.
This change may significantly reduce the number of materials that are dropped from enemies. We are being overly cautious with how the change will affect the economy.
To make up for the loss, as mentioned, enemies will drop collectable items instead that are meant to be sold to the vendor.
As there are so many factors and variables in to this mechanic, it’s going to be almost nigh impossible for us to get it right the first time. That is why we are being overly cautious with our approach. While, as mentioned, the change may significantly reduce the number of materials that are dropped initially, we will review the game in the coming weeks and make any necessary adjustments. It’s much easier for us to increase the rates in the future, giving more opportunities for items to be entered in the game, than it is for us to remove items that are already in the game.
Stance
Stance lets you choose which stat you want to focus on when earning EXP rewards after defeating an enemy.
There are five stances to select:
Balanced: Obtains EXP for every primary stat. For instance, if you get 20 EXP, then each stat will get 5 EXP.
Offensive: Obtains EXP only for Strength.
Defensive: Obtains EXP only for defense.
Agile: Obtains EXP only for Speed.
Dexterous: Obtained EXP only for Dexterity.
A stance can be selected when initiating a battle with an enemy, or when starting a dungeon.
The amount of stat EXP is determined by how much combat EXP you receive. For example, if a dungeon distributes 20 EXP, then that means 20 EXP will go towards combat, and a further 20 EXP will go towards your stats. Meaning that a total of 40 EXP will be distributed.
Location Distance
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.
Pet Movement Speed
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.
Fishing Balancing Changes
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.
Classes
We’re introducing two new classes to the game: Cursed and Banished.
Cursed: A class that has -50% permanent effects on its character and cannot access any market or trading systems.
Banished: A class that only cannot access market or trading systems. You may commonly know this type of class to be referred to as an “ironman” class.
Metamorphite Item (Class changer)
You can now change your class by purchasing a Metamorphite item from the vendor. The item costs 500 tokens and has some limitations:
Any locked classes (currently Forsaken, Cursed, and Banished) cannot change class.
A character cannot change to a locked class.
A class can only be changed every 14 days.
The item is not tradable.
Namestone (Name changer)
You can now change the name of your character by purchasing a name stone in the vendor. This item costs 500 tokens.
The item is not tradable.
When you change your character's name, the old name will become available for others to use.
Account Security Improvements
When signing into the game using a new network, you must enter a single use code that is sent to your email address.
When changing the accounts email address, you first must confirm the change using the current email address.
Quality of Life Improvements
Added various “EXP per second” badges across various elements in the game to help you find out how much EXP you are getting.
Added quick link to the market when the food items list is empty after trying to eat food.
Added a quick heal button to the enemy window when you have no health.
Added “Total Gold Per Item” and “Tax Per Item” to the market listing window.
Entering in a value when creating a market listing will automatically add commas to help with readability.
Added a check box to the character switcher dialog box to return you to the previous page automatically (web app only).
Improved the display of errors when you are unable to craft an item. This should help stop people missing the “You don’t have the recipe” error.
The quantity field when attempting to forge an item will no longer be shown if the item can’t be crafted.
Improved various UI elements across the game (such as the action bar and the toast notifications)
New characters are given 10x untradable food items to help with their first battle.
Dungeon lengths are now displayed in minutes and seconds.
Improved UX when verifying an email address.
Added guild member names to the character list on the guild page.
More
Banned accounts will have their characters deleted automatically after 6 months.
Added a cut off point for the shrine so people don’t end up starting the shrine just before it gets reset.
Improved membership page to help clarify that the 50% off offer only applies to the subscription - not the item.
Added push notifications to hunting, battling, and dungeon.
Due to the changes to fishing and food, we have removed the food item from the vendor.
Improved the campaign switcher button to make it easier to see.
Added time when membership tokens are distributed every month (currently 12:17 UTC)
Added total market volume chart over the past 30 days to the item inspection page.
Fixed trading wiki examples (Contribution by @5fic on GitHub)
Updated membership page to show lower tax in trades.
Combat EXP effect now affects experience obtained from dungeons.
The way we save some data has been reworked. As a result, you may see quick tip messages that you have previously dismissed.
Bugs
Fixed gap on the inventory item stats
Fixed exhaustion bug that only caused the effects to be applied for 24 minutes instead of 4 hours.
Fixed item database links that lead to pages that didn’t exist.
Fixed issue where inspecting an item on mobile would open the page in the same window causing some players to be locked in.
Fixed various wiki typos and errors.
Fixed issue that was causing “Too many requests” error when on the battle page.
Fixed UI error when the text is too long in a guild description.
Fixed a bug that allowed people to accidentally tap the “purchase” button twice by mistake when purchasing on the market or purchase orders.
Fixed a bug that allowed users to obtain more EXP when selling items individually to the vendor compared to selling in bulk.
Various typo fixes.
Updated requirements for all items to be displayed as “Combat X” instead of “Level X”.
Fixed error message not showing on the battle screen when a characters HP is 0.
Closing Thoughts
This is a major update, the largest one so far. As we've mentioned, we might not get everything perfect right away given the extensive changes to the core mechanics. There are likely some areas that will need fine-tuning. We'll be keeping a close eye on the game over the coming weeks and will make any necessary adjustments. Feel free to share your suggestions in our Discord. Thank you!