Improved localization readability and fixed text clipping across all supported languages. Improved tooltip, popup, and transparency behavior. Added the First Week Event: harvest any plant between September 6–13 to unlock the exclusive First Week Clay pot. The Botanica desktop button now glows briefly when restored.
This update focuses on key quality-of-life enhancements for new and veteran players, updating the introductory tutorial flow and adding a dedicated health readout to the inventory equipment panel. Tutorial Flow Improvements - Rebuilt combat tutorial guidance to align with the new combat interface layout. - Repositioned the Stage counter beneath the Gains button to prevent UI overlap and ensure buttons remain easy to click. - Fixed an issue where the Claim & Bank All button was unresponsive during the tutorial hunt debrief. - Updated Stage 5 Step 5/5 to properly instruct players to open the Castle Menu before selecting Profile to complete their training. Inventory Current HP Indicator - Added a dedicated Current HP card on the Equipment Loadout panel, positioned directly below the Gear Sets button. - Dynamically calculates your current and maximum HP based on your Vitae skill level, gear bonuses across all equipment slots, active coven boons, and combat pet modifiers. - Features a real-time health bar with responsive health-threshold color indicators.
Update v0.2.8 — Combat Overhaul, Coven Treasury & Daily Soul Marks Release Date: September 5, 2026 Overhauled enemy damage, accuracy, and elite scaling across Zones 1 through 7 to establish meaningful gear checks and preserve long-term progression. Resolved a critical progression bug where tier-shifting equipment in the Crucible reverted back to Tier 1 +5 upon saving gear sets or server sync. Decoupled Coven Treasury from personal Soul Marks, introduced guaranteed daily quest Soul Mark earnings with jackpot bonuses, and ensured minimized gameplay always progresses your character. Update Highlights Combat Overhaul: Progressive Gear Checks Overhauled base damage, accuracy, and scaling across all 42 enemies in Zones 1 through 7. Base damage is scaled up by roughly 2x to 2.5x to prevent players from trivializing mid-to-high tier zones in early-tier gear, transforming what would have been a weeks-long sprint into an authentic months-long progression journey. Tier-Scaled Elite Threats & Tri-Archetype Variance Tier 1 through Tier 3 Elites now deal 1.5x damage, while Tier 4 through Tier 6+ Elites deal 2.0x damage. Every zone now features three distinct enemy combat archetypes (Swift Stalkers, Balanced Combatants, and Heavy Crushers), rewarding players for choosing the right targets for daytime versus overnight farming. Crucible Tier-Shift Persistence Fix Eliminated the bug where ascended Tier 2 items reverted back to Tier 1 +5. Equipped gear mapping now enforces strict tier priority, preventing ascended items with 0 refinement from being overwritten by old lower-tier +5 items. Real-Time Crucible Progress Sync The server now authoritatively reconciles real-time combat kills accumulated in the browser when tier-shifting or refining in the Crucible, eliminating insufficient kill progress errors during active play sessions. All 21 Coven Upgrades Fully Wired Every single Coven upgrade across Clan Perks, Mastery Boons, and Event Modifiers is now authoritatively connected across b...
1. 重做【周天星斗阵】:满级提供攻防、功法参悟速度、闭关效率及杂学执行速度各100%加成。 2. 功法等级上限调整为200级,并重新平衡各功法的升级收益与参悟消耗。 3. 调整【磐石功】与【斗转星移篇】成长曲线:前期收益较高,后期逐渐放缓;减伤上限75%,伤害反弹上限80%。 4. 坊市新增付费立即刷新功能;不同等级坊市独立刷新,等级越高,刷新所需灵石越多。 5. 宗门职位新增境界限制;达到宗门护法后,可开启自动擂台挑战。 6. 无尽海渊新增层数选择功能,可以重新挑战已经通过的层数,且轮回不会清空无尽模式进度。 7. 行囊新增【自动服丹】功能,开启后会自动服用可永久提升属性的丹药。 8. 优化修行与任务体验,制造材料不足时无法开始读条;修正主线战斗指引。
The road is no longer walked in silence The first five chapters now have a complete travel log: over a hundred and forty entries spread across the Isle of Rebirth, the Port of Mistmoor, the Elven Forest, the Marchlands and Blackmoor Every time you move from one area to the next, the log tells you what you find on arrival Forks get their own line for each branch, so the route you pick shows in the text and not only on the clock Every step of a quest leaves its own line Until now only the end of the chain spoke up, and the steps in between passed in silence. That is over: every action that unlocks the next one tells its part Repeatable quests speak the first time in each life and stay quiet after that, so twenty repetitions do not fill the log with the same sentence Academies name what you take with you Walking through an academy door leaves its line, and leaving it names the skill or the item you walk out with What you are carrying gets told first When you solve a step with the item or spell that shortens it, that line now comes before the normal one, as a preamble: first how you did it, then what you find on the other side
Today is scenery day! 18 new premium pieces have been added to bring even more variety to your habitats. That's double the amount of scenery - woohoo! Reeds, Ferns, Ohia Lehua, Deadwood, Stones and Rocks!Thank you to RoxZeDino for the Ohia Lehua request (for Ashlands) - if you want to make suggestions that might appear in the game, jump into the discord (it's free): https://discord.gg/eNe5KVnGDVIn the next big update, a new habitat and affinity type may appear....so keep earning that money... - Diesel
Story stays open while you answer, and Master Pell sells the low-level gear that stopped dropping at your depth. New · Answering a choice no longer closes Story. The card opens on top of the book, so the next letter is one click away. · A new box hands the choices on the road to the Guild, which always takes the first option. Both story boxes sit on the Build board too. · Master Pell sells gear now. For gold he digs out one common or uncommon item that no longer drops at your depth, and it goes into your armoury book. Adjustments · Story has one list at the top holding every letter you can answer, with one Answer button each. · The choice card says how many letters are still waiting. Fixes · Nobody could finish the armoury book, because the club dropped from nothing. The lowest items drop early in a run now, and the book says why an item is out of reach. · Adjusted how often traps and ambushes catch you at higher levels. · Records shows Traps sprung unseen. The game counted it all along and never showed it. · At the Barracks' last stage the yard sends for the hirelings you asked for by itself, and the send-for button appears the moment you buy that stage. · Your auto and manual switches carry over to a new adventurer now instead of going back to auto, and auto-equip fits you from the Armoury as soon as a run starts.
Quite a big update for Paladins this time! The idea is to give them more ways to look after the people fighting beside them. Take some of the damage meant for a friend, clear a dangerous condition, or bring an aura that helps everyone nearby. There's more to do with your shield too. A Paladin in your party Cleansing Light, level 30: clear harmful combat conditions from an ally. Guardian's Oath, level 50: take 35% of an ally's damage for 8 seconds. The HP you lose from protecting them restores MP. Beacon of Resolve, level 70: give nearby friendly players 15 Fortitude and +1 to each type of Courage for 8 seconds. These aren't just skills for your own characters. You can help other players fighting alongside you too. Four auras to choose from Auras unlock at level 60. Carry one at a time and change it to suit the fight. They strengthen nearby friendly players, with stronger bonuses every 10 levels through level 110. Bulwark adds armor and HP. Sanctuary adds resistance and MP. Zeal helps your party attack faster and hit harder. Warding adds elemental and condition resistances, and reduces skill MP costs. Turn magical damage into MP Aether Shield unlocks at level 60 and replaces Mana Shield while active. It doesn't reduce damage. Instead, losing HP to magical hits restores MP: 50% of the HP lost at level 60, rising to 100% at level 110. Shield Slam Put your equipped shield to work! Shield Slam unlocks at level 60. Its base physical damage is 3 times Attack + 12 times Armor, counting up to 1,000 Armor, before damage modifiers and the enemy's defenses. It needs an equipped shield, has a base cost of 2,000 MP and a base cooldown of 0.6 seconds, and cannot critically strike or trigger item effects. Keeping your Paladin supplied matters. The Oathkeeper Set Five new pieces of Paladin equipment, with different ways to work toward them: Vowkeeper Gloves come from turning in materials to the Material Collector. Oathplate is crafted. Concord Mace can be earned with Monster Tokens....
Your mouse cursor is now a weapon in its own right. Cursor Zap Hold the cursor near an enemy ship and an arc fires every 0.25 s, dealing three times the damage of a single cannon shot. It is single-target — one enemy at a time — and which one is entirely up to where you put the cursor. On a gamepad, the virtual cursor on the right stick works just as well. Nothing to buy, no toggle: EVA unlocks it for you the moment you reach 6 ly deep. It never shoots through the interface Whenever the cursor is over the upgrade panel, a HUD button or one of EVA's dialogue boxes, it stops firing on its own. Picking upgrades never means zapping the enemy sitting behind the panel. This is an active way to play the early game. As Fire Rate and Multi Barrel grow, its share of your total firepower falls off on its own, and your idle pace is not affected at all.
Hey guys, thanks for sticking around! And I really appreciate everyone reporting bugs, and leaving their feedback. We have a pretty big update this time around, adding new artwork for every single item, reworking slayer UI and rewards, fixing issues with guilds and some more cool updates. Slayer Reworked the Slayer panel so everything fits on one screen. Added art for every perk and portraits for all five masters. Changed slayer points to scale with the master you are working for. Higher masters give more points per bounty. Increased perk costs. Added level requirements to perks at Slayer 1, 35, 50 and 75. Added new perks based on monster families, plus the Slayer's Mark. Added the Shard Cache, so combat shards have something to spend on. Added auto continue, so bounties keep going without returning to the Slayer tab. Guilds Changed guild quests to name the specific job, such as "Mine 40 Iron Ore" instead of "Gather 25 mining items". Added supply orders, which ask for several items at once. Added a timer to the quest board to show when quests reset. Changed the quest board to reset at midnight every day, finished or not. Fixed the Nightmarket giving no quests at all. It now also takes goods and gold. Added supply orders to The Furrow. Renamed every guild shop item and rewrote the descriptions to say what you get. Fixed guild shop items that did nothing when bought. Rebalanced guild shop rewards so a token is worth the same at every guild. Combat and Loot Changed every hunting beast to drop its own hide, such as Lynx Pelt and Mammoth Hide. These are used in Cooking, Alchemy and the tannery. Fixed Ironfang not dropping Ironfang Claws. Renamed several drops to match the item they actually are. Added a combat enchant for emerald jewellery, Man-at-Arms. Fixed the enchant screen only showing skilling gear. It now shows combat gear as well. Alchemy Added reagent counts to transmute recipes. Fixed Arcane Dust running off the edge of its card. Art and Interface Added painted...
This update revisits the opening minutes of SUPERBOLT and the transition from one world to the next. Thank you for the feedback on progression: reaching a new world should make the next step worth exploring. Your upgrades carry more weight Moving to another world no longer raises the price of upgrades you already have access to. You keep your levels and stored charge. Each world reached adds to your damage bonus for the current run. Newly unlocked upgrade lines start at level 1, ready to try. Power and Yield gain extra multipliers at levels 10, 25 and 50. The purchase curve has been rebalanced around these milestones. More to do in the opening worlds Reach Power level 5 to receive your first automaton if you have not bought one yet. The Silence challenge keeps its restriction. The first Branching level now adds a fork aimed at a nearby target. Further forks arrive at levels 4, 7 and beyond. World 2 now introduces Conduction immediately, with paired targets that make chain attacks useful from arrival. World 3 forms small target networks. Later worlds put more emphasis on splitting targets and kill-extended chains in the final world. Clearer upgrades and bug fixes The shop shows current and next effects, upcoming milestones, and short tips when new mechanics arrive. Automatic shots no longer interrupt the timing of your manual resonance combo. Income perks no longer push the world-completion goal further away. Automatic spill damage, chains and lingering attacks now respect gold targets reserved for manual attacks. Collapsing correctly resets each world's timer while preserving your all-time play history. Existing saves remain supported. Your progress is retained, including older upgrade levels above the new purchase caps. You can continue your current save. If you try the update, I would like to hear how the opening worlds and the first transition feel now.
Multi-Potion Session Persistence Fixed an issue where consuming an elixir and logging out caused the active effect to disappear or switch upon logging back in. The server and client now persist and restore the complete multi-elixir map in the database, allowing multiple active potions (combat, skilling, and utility) to remain active concurrently across play sessions without overwriting one another. Real-Time Countdown Timers Skilling elixirs and party combat elixirs now decrement continuously second-by-second in real time while their associated skills are active, instead of delaying and jumping down in blocks upon node completion. Elixirs pause and remain preserved whenever you are not performing their associated activity. Consolidated Elixirs HUD & Interface Consolidated top bar elixir timers into a single "Elixirs" button with an active count badge and urgency indicators when effects have less than 2 minutes remaining. Clicking the "Elixirs" button toggles an anchored popover displaying all active potions, category badges, real-time activity status, live countdown timers, and buff descriptions. Added click-outside and Escape key dismissal, and removed native browser tooltips that previously obscured card details. Updated the Active Potion Effects modal with matching detailed cards.
1. 调整聚气丹效果:装备后每场战斗开始自动消耗一枚,使本场战斗会心一击率提高20%;连续战斗也会正常重复使用。 2. 所有敌人新增10%会心一击率,会心伤害为170%,并以红色战斗日志提示。 3. 功法等级上限由99层提高至999层,宗门功法同步调整。 4. 新增《悟道心经》:每层减少0.5%功法参悟时间,最高减少90%。 5. 新增《枯木回春诀》:战斗胜利后按比例恢复最大气血,最高恢复30%。 6. 新增《九转凝真功》:提高大境界突破成功率,最多增加20个百分点。 7. 新增《斗转星移篇》:按比例反弹敌人造成的实际伤害,最高反弹80%。 8. 物品单组堆叠上限提高至9999。 9. 主菜单“成就”入口调整为“制作团队”,增加制作人员与特别鸣谢名单。
Added option to reduce flashing effects Added option to toggle bloom on and off
Combat hits During fights, floating boxes now show the name of the blow you are landing. You start with three and a new one opens every 20 Innate levels of your class's combat stat, up to ten. Soldier, ranger and mage each have their own, from the slash and the shove to the arcane salvo or the volley They do not change the damage. Combat is resolved exactly as before, and this only puts a name to what was already happening in the bar You can turn them off or change their style in Settings, Advanced options It is the groundwork for what is coming: with the hits on screen we can later show how the enemy answers you, and add status effects and other special effects Event log in Chapters 1 and 2 The road is no longer walked in silence. Every time you move from one area to the next, the log tells you what you find on arrival: close to forty new entries across the first two chapters, translated into all eleven languages Entering an academy and leaving it also leave their own line. The one on the way out names what you are taking with you: Splinter at the Arcane College, Climbing at the Duelists' Hall and Eagle Eye at the Navigators' Guild Fixed along the way a bug that was eating these lines: movements were not recorded as a finished action, so the log never got to count them. That also brings back a couple of old lines that had been missing for a long time, among them the jump from Chapter 1 to Chapter 2 Life from damage taken Avoidable fights only give Life for the damage you take if you end up winning them. The aim is that letting a far superior enemy beat you up and then healing at the temple stops being the shortcut to raising Life Fights the route forces on you still give Life even if you lose them: the ones that block the way, such as those on the branches, the end-of-chapter bosses and the hunt Avoidable fights are still a perfectly good way to train your combat stat, win or lose. The only thing they no longer give for losing is Life Inventory Each consumable now ...
MEGACITY: V 2.11.2 Update - Build squads around distinct battlefield roles and filter recruitment by the role you actually need. - Preview squad composition, synergy, defense, and recovery before committing troops. - Choose **Balanced, Assault, Defensive,** or **Recon** doctrines. Doctrine now changes mission speed, power, and casualty risk instead of being a label with no bite. - Captains have relationships and succession. A captain’s death no longer automatically destroys the formation; a deputy can keep the squad operational. - Deployments, training orders, casualties, and squad leadership survive save and Steam Cloud reloads. - Military food, rations, ammunition, fuel, and other logistics are shown as their own operational pools, with clearer readiness explanations when a supply is short. Citizens and soldiers can now be wounded, sick, missing, or killed, with medical supplies, recovery, and cause-of-death accounting making those consequences visible. Medical storage has upgradeable capacity, and capped rewards now tell you when the city could not accept more. Officers, captains, rival leaders, and civic figures can be influenced through personal interactions. Relationships, temporary boosts, cooldowns, and consequences persist instead of disappearing when the screen closes. Factions, Institutions, and the Working City - Administrative institutions and the Administrative Bloc add new internal pressure to the city’s politics. - Factions can make demands, and responses now feed back into the wider simulation. - The Rust Wardens have a real engineering workforce ledger tied to infrastructure and production. - Population pressure, staffing, worker-scaled output, and supply-versus-stockpile demand now make the economy easier to read and harder to fake. - Commercial licenses show their payout in the Economy ledger, on the license card, and in an inbox receipt. Law enforcement operations now have visible outcomes before the dispatch arrives. The black market has real p...
FeaturesNew Town hub with animated buildings to quickly jump between skillsInteractive 2D animated scenes for Woodcutting, Mining, and FishingSmithing rework with molten metal pouring animations and custom moldsCollapsible sidebar and UI scaling settings FactoryCockpit studio redesign with a full edge-to-edge floor and docked analyticsFactory Contracts board: turn in factory parts for gold bountiesNew factory parts: Requisition Cogs, Standard Crates, and Binding MortarFactory plot expands automatically on odd Ascension ranks up to Rank 13Buyable perimeter land unlocked at Rank 13BalancingThe Factory is now completely free at Ascension Rank 3 (no AP cost)Rebalanced early quests and added new Dragon bosses through Rank 10Auto-eat only eats 1 food per hit taken now instead of over-eating Quality of Life & FixesGathering cards now show your prestige XP bonus directlyFixed progress bar stutter on skill actionsFixed annoying sidebar horizontal scrollbars on smaller screensOff-plot machines are now safely refunded to your inventory on loadThanks for all the feedback so far! It has been truly helpful!
A round of optimization aim at removing lag spikes and general FPS increases Please let me know if you find any bugs, my PC can now run the end game with multi-orb and no longer drops in FPS.
Tweaked the analytics a bit.
Added worms Added holes Fixed bug where achievements screen doesn't show up properly Fixed bug where some babies were sometimes invincible
Lowmoor plays itself, so the few places where it asks you something have to be worth the ask. This release adds two of them and puts more gold in your purse on the way down. Rank choices arrive with their auto box already ticked, so a hands-off run keeps playing itself; Story has a box of its own and it starts off, because the choices in that window decide how your run ends. Ranks 5, 11, 20 and 30 now offer a choiceFour thresholds, three columns at each, and what you take is kept for the rest of the run. Rank 5: +10% damage from attacks and abilities, +15% max HP, or +20% max MP. Rank 11: +50% crit damage, +2 Defence, or MP regenerates 30% faster. Rank 20: +20% damage to foes below half HP, -15% damage taken after Defence, or -1 MP on your main ability (a Warlock's pact costs 1% less max HP instead). Rank 30: +25% damage from attacks and abilities, +25% max HP, or a 25% chance your main ability costs nothing. Ticked, the Guild takes whichever of the three you have picked most, and your trade's own until you have picked any: a Fighter defends, a Rogue hits, a Wizard banks MP. Untick it and every reached choice waits for you. The window opens from the + beside Rank on the Adventurer's Papers, or from the Choices button in Build. An existing save has its reached choices entered when it loads, unless you already had every auto box off. Story keeps the road you walkedThe letters, the camps, the forks in the hall: the game has always thrown scripted moments at you, and once one was answered it existed nowhere. Story, on the menu bar, is the book of them. Every moment you have met is listed in the chapter it happened in, in the order you met it, with the answer you gave written beside it, and an answer the Guild made for you says so. Anything still waiting sits in its own chapter with a button to answer it now. Nothing in that book expires. A crowded satchel used to settle a letter on its first option to make room, and that included the eight answers at the last camp that ...
Another small update this week. The only thing really worth mentioning is a new dominion. I would love to have at least 1 more in the game. I really like them even though I know many people ignore them. The variety feels nice. I also reworked the methane flare completely. It is now a more flexible "combustion generator" which can use one of three recipes. Next week I would like to do an albedo rework. It's been badly needed. Changelog Misc bugfixes New dominion Methane flare rework 4 new world visualizer textures (for 4 different dominions) Modified the sun angle in the world visualizer A potential fix to the only bug I could not fix Dynamic quantization for higher speed performance Some minor life thermodynamics adjustments
Thank you for playing. Here is a summary of the v1.0.9 and v1.1.0 updates.■ Progress no longer stalls while minimizedFixed an issue where progress slowed down dramatically after the window had been left minimized for a while. Timers are no longer throttled while the window is hidden, and any time that does get throttled is now caught up afterward instead of being lost. Your idle time counts just as before.■ Added a Conversation LogFrom the Stage tab you can now replay conversations from stages you have reached, rank exams you have passed, and named enemies you have recruited. They play on the spot, without moving to that stage.- Click the header to expand or collapse the list- Entries such as "Aide Gald" combine the battle and its conclusion into one- If a story conversation starts during playback, the story takes priority■ Fixed the prologue presentationThe dedicated illustration for the Forbidden Spell scene had stopped appearing, and has been restored.■ Other- Players who have already written a review are no longer asked againThe Steam version updates automatically the next time you launch it. Thank you for your continued support.
Added separate music and sound effect volume controls.Added light panels and high-contrast modes.Added text size options.Added reduced motion, reduced flashes, and screen shake settings.Added fullscreen and music shortcuts.Improved settings menu clarity and accessibility.Minor story text improvements.
- Fixed a bug with Habitat Books being locked even if you have the funds