Hotfixes
- Fix: items could appear twice in inventory after a run on Steam — caused by a server-side race where two cleanup paths both persisted the same loot. Thanks propandaplays for reporting.
- Fix: tempering a dagger's flat elemental damage attribute rolled in a much lower range than the original. Now uses the same range as when the dagger was generated or reforged (item level to 2× item level).
- Fix: rarely, using a Picky Scroll and immediately starting a run consumed the scroll without applying the filter — normal/common items kept dropping. Thanks Astreavan, categenov, and others for reporting.
- Perf: lightened the Nightmare fight visual effects (smaller glow, fewer particles) to reduce CPU usage during the fight on PC. Thanks Ok-Championship444 for reporting.
- Fix: rare race after starting a run where the enemy sprite was briefly missing and the HP bar visibly flickered 100→0→100→0 on each hit. Caused by the two server backends occasionally both emitting fight events for the same player after a network hiccup. Fight events now carry a run ID so the client ignores leftovers from a stale loop.
- Fix: crash on launch on Android 9–10 devices (Samsung Galaxy Tab A, Redmi, Evertek, and others). Caused by a display-cutout setting that only exists on Android 12+.
Behind the Scenes
- More balance values now sync from the server to the client, so future tweaks land without needing a client update.
Balance — Resistance Softcap (Season 1 Prep)
Reintroduced a meaningful softcap on per-element resistance. The existing guardrails —
- Verdant Woods drops capped at tier 1-7 (vs 3-10 in tougher areas),
- the 99% hard cap on effective resistance, and
- the auto-generated weakness to other elements when stacking physical resistance
— weren't enough on their own to stop specialized phys-resistance builds from running away with both PvE and PvP. The intent is NOT to kill this build type — it should remain viable in PvE and PvP — just to bring it back into balance.
How the new softcap works: below 90% resistance is unchanged (1:1, every raw point = one effective point). Above 90% each percent costs progressively more raw reduction:
- 91% needs 92 raw
- 92% needs 95 raw
- 93% needs 99 raw
- 94% needs 104 raw
- 95% needs 110 raw
- 96% needs 117 raw
- 97% needs 125 raw
- 98% needs 134 raw
- 99% needs 144 raw
Balance — Attribute Tuning
- Reduction min raised from 1 to 2.
- Reflect range changed from 1–5% to 2–6%.
- Dodge range changed from 1–5% to 2–6%.
- Crit Chance range shifted from 2–8% to 2–6%.
- Heal over Time multiplier range changed from 0.1–0.5 to 0.2–0.6.
- Magic Find min raised from 1 to 2.
- Life Leech min raised from 1 to 2.
- Weakness factor range raised from 0.5–1.1 to 0.6–1.2.
Wiki
- Added a smithing affordability ceiling table to the economy wiki — for each rarity and operation, the maximum item_level / player_level ratio at which the cost still fits in a full bank. See Economy & Smithing → Smithing Summary.
