Patch Notes - Beta Fixes, Wave Two
The reports keep coming and the world keeps getting sharper. Another bow to Szafut, who verified nearly all of this wave. As always: every entry below was reported by a player, patched, and then confirmed in game by the testers themselves.
Play together, level together
- Party experience: team members near a kill now share in it - roughly half the monster's health in exp, just for standing with the group. The multipliers stack: x2 if the killer's spouse is in the party, x2 with an active Exp Potion, and x2 when a much lower-level teammate (a "noob", 20+ levels down) is along for the ride.
- Exp Potions work: drink one for +1 hour of double combat experience (bank up to 2 hours). The timer counts down while you are online and shows in the client's own double-exp counter.
The reward for the long climb
- Level-40 promotion gifts - each class gets its signature weapon: Trojan and Warrior a Cutlass that poisons on hit, Archer a ScarletBow with two open sockets, Taoist an EndBacksword that drinks mana back with every strike.
- Level-110 promotion (the Moon Box one) now hands you a unique class armor with an open socket.
- The second rebirth takes an Exemption Token (sold in the mall) instead of a second CelestialStone - the classic path.
- Sockets, the old-school way: the first socket costs 12 DragonBalls (guaranteed); the second is a ToughDrill gamble (a failure gives a StarDrill) or 7 StarDrills for sure. Same price at BlacksmithLee and the Weapon Smith.
Lady Luck comes to the Market
A new lottery NPC - 215 CP a draw, ten draws a day. The prize pool runs from Meteors, gems and DragonBalls up to super gems, PrayingStones and ToughDrills - and it is the only source of +1/+2 stones (the +7/+8 stones stay at the SuperGems merchant).
Gear wears down in battle
Your equipment now takes wear as you fight - weapon, rings and boots when you attack; helmet, necklace and armor when you take hits (a heavy blow wears ten times as fast). The displayed durability drops as the wear adds up. The Training Ground is exempt. Repair at a blacksmith for silver, or have the Godly Artisan restore a piece for one Meteor.
Dungeons and travel
- Monsters respawn about four times faster across the whole world, and the Treasure Labyrinth is denser on every floor.
- The Labyrinth's fourth floor now drops you at its start, not its empty far end.
- The Conductress carries you straight into each city now, and Market returns, gate scrolls and death revives all land on the same proper city spots. Bird Island's arrival was corrected, and the Moon Box quest no longer spits you out into the lake.
Quality of life
- Training dummies are immortal - they no longer die and vanish mid-fight (so auto-attack keeps working); skill and proficiency experience there ticks at the same gentle 10% rate as character exp.
- Inspecting a player shows their equipped gear (and lets them know you looked).
- Skill level caps are honored - a skill will not climb past your character level, and its progress bar now stops cleanly at 100% instead of showing nonsense like 40000%.
- Upgrading worn gear above your own level is refused (in the bag it is still allowed).
- Rapid target-clicking no longer speeds up your attacks - every swing respects your weapon's pace.
- Battered gear at 1/1 durability repairs itself to full on login, dropped items land within a few tiles of you, the BlackTulip dyes your armor a black no shop offers, and city guards ignore peaceful monsters, striking only aggressors that stray too near their posts.
And a design change: PK in the cities
City cores are no longer safe zones - the guards are there for a reason. Only the Market and the starter village stay fully protected. Draw your blade in town at your own risk.
Every fix above is tester-verified, and the /test checklist is trimmed back down. Keep them coming!